Pondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this: *Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...
View full commentPondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this:
*Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill or several.
*Skills can vary with type of game - DRIVE, for instance isn't necessarily a useful skill for a fantasy game where most vehicles are animal powered. Handle Animal you say? As would I, but, should Handle Animal be generalized to all animals? Can a horse trainer equally be a lion tamer? I say no. But, If we generalize Handle Animal and produce sub-skills therein (Horses, Lions, Dogs, etc.), we can say that a skill an be flexible contingent on another factor. What might that be? See below.
*Advancement - Should a character that makes little use of a certain skill advance the same as one who makes greater use? IMO, no. How do we progress then? This is where we are with our playtesting.
SUMMERY:
*Skills should be an optional, but in the basic package.
*The list should include general/specific skills (under different game types - fantasy, sci-fy, dark age, etc.) The ability score to represent should be flexible depending on the group (i.e. - Climb might be Str or Dex based or average of both).
*A skill that can be broken down into sub-skills can be adjudicated by ability score modifiers. Handle Animal (potentially based out of Cha) might cover one or more animal types based on modifier.
*Base Modifier - IMO the Skill Die works.
*Advancement - Feat based. All start with their (four?) skills (which may have subs, broadening variety) and beginning level Skill Die (d8?). Buy Skill advancement with feats - die increase, specialist, etc.)
The important part for any undead is a focus on the "rule of three". Why are they undead. What is their desire. How do they naturally expire. Zombies, skeletons, and ghouls are most often times made by necromancers, gods or very corrupt magical areas. Their desires are what their master bids or wonton destruction and death "mindless murder" being the key. They all expire when the magic or power that made them expires. Vampires liches are different in that they either choose or resolve that...
View full commentThe important part for any undead is a focus on the "rule of three". Why are they undead. What is their desire. How do they naturally expire. Zombies, skeletons, and ghouls are most often times made by necromancers, gods or very corrupt magical areas. Their desires are what their master bids or wonton destruction and death "mindless murder" being the key. They all expire when the magic or power that made them expires. Vampires liches are different in that they either choose or resolve that their existence is as such. They are intelligent in their desires and goals. Vampires will die without blood but other then that will continue for eternity. Liches will continue on until their souls are destroyed. Mummy's wraths and wraiths are the guardians and the plagues of areas. A mummy being created for protection. A wrath being created for destruction. A wraith being created for revenge. They all expire when their mission is completed.
As for the argument on energy drain. Health and hit points have always represented two things to me, blood in the body and physical damage taken. Energy drain with the draining component should not focus on restoring what these creatures care nothing about. They should bolster the vigor of the undead creature making a wrath even more angry and full of rage. With the example of Snow White, the drain allowed the queen to focus on her beauty and extending her life... A wrath might energy drain a particularly hearty guard or civilian to allow his muscles to sustain the wear and tear that killing hundreds of humans would cause to humanoid body.
If a Wight or Wraith kills a living being that being becomes a Wight or Wraith but it does NOT have the ability to create any more of its kind. AKA they are a lesser Wight or Wraith. It keeps the threat of being turned into something so horrible but stops the perpetuation craziness.
I Been running my game(Home-brewed using the adnd 2ed books as a tool kit set to help create that game). I haven't missed a month without running at least one session in 20 years, meaning I have done more gaming than most who started in the 70s. I stopped playing characters on a serious basis in 1996 cause I couldn't find a DM as good as my first DM. My first DM was a military man they called the "First Gygax" cause he invented a rpg based off-board games before D
I Been running my game(Home-brewed using the adnd 2ed books as a tool kit set to help create that game). I haven't missed a month without running at least one session in 20 years, meaning I have done more gaming than most who started in the 70s. I stopped playing characters on a serious basis in 1996 cause I couldn't find a DM as good as my first DM. My first DM was a military man they called the "First Gygax" cause he invented a rpg based off-board games before D
In my opinion, there are a few things the wrong with this gnoll; a) the little braids near the ear, need to go, this is, in a sense, a bipedal, humanoid hyena, so the ear hair, looks unnatural, b) they need to look dumb, but not like Quasimodo, the hunchback thing is weird and awkward, it needs to look hyena like, so have their back straighter, but give them sloping shoulders, c) their knees do not ALWAYS have to be bent, they are humanoids, so give them something that says 'feral' without...
View full commentIn my opinion, there are a few things the wrong with this gnoll; a) the little braids near the ear, need to go, this is, in a sense, a bipedal, humanoid hyena, so the ear hair, looks unnatural, b) they need to look dumb, but not like Quasimodo, the hunchback thing is weird and awkward, it needs to look hyena like, so have their back straighter, but give them sloping shoulders, c) their knees do not ALWAYS have to be bent, they are humanoids, so give them something that says 'feral' without saying 'unevolved' or 'underdeveloped', d) they need to be muscular, but not so bulky, they're hunters, not lumbering oafs, so their necks do not have to bee 4 feet in circumference, and lastly, e) their faces need to be a tad more humanoid, they should be distinctly hyena like, but not so much it looks like someone cut out a hyena head and stuck it on a body.
Also a player since 2nd ed, and 4e is my favorite for many reasons. But as it relates to monsters, the 4e stat block is by far the best, and there is really no reason we can't have that style stat block along with a few good paragraphs of fluff. As many other posters have said, the monster vault and threats to nentir vale books nailed this concept perfectly, just copy this format for Next and it's a done deal.
View full commentAlso a player since 2nd ed, and 4e is my favorite for many reasons.
But as it relates to monsters, the 4e stat block is by far the best, and there is really no reason we can't have that style stat block along with a few good paragraphs of fluff.
As many other posters have said, the monster vault and threats to nentir vale books nailed this concept perfectly, just copy this format for Next and it's a done deal.
On board here! The monsters were the thing in 4th ed. that I liked most! But yeah, some monster ecology like in 2nd ed would bring the epic fantasy flavor back.
Yeah, it really feels like they're trying to wash out all 4e influence, when that isn't always good. The healing mechanics in 4e were far superior to any previous edition, and clerics being designed as glorified healing batteries that were pretty much necessary for the party to get anywhere was always bad design. Please don't revisit this mistake.
Perhaps he was thinking about the critical hits, fumbles, and wounds rules from the 2e players option books. I just hope that in 5e a 20 is always a hit and a 1 is always a miss.
View full commentPerhaps he was thinking about the critical hits, fumbles, and wounds rules from the 2e players option books.
I just hope that in 5e a 20 is always a hit and a 1 is always a miss.
I agree. I think Reflex, Fortitude, and Will defenses as opposed to saves was one of the best innovations to come out of 4E. Let's not take a step back simply for nostalgia's sake.
How about an ability similar to the clerical way of "memorizing" spells? An invoker can memorize a bunch of spells, but burn them for a fireball spell, similar to how a positive aligned cleric can burn (substitute) a bless for a cure light wounds. This allows for more flexibility than a straight vacian system, and allows for more utilitarian spells to be memorized without withholding combat effectiveness. You could go more of an opposite route with a utilitarian specialty memorizing combat...
View full commentHow about an ability similar to the clerical way of "memorizing" spells? An invoker can memorize a bunch of spells, but burn them for a fireball spell, similar to how a positive aligned cleric can burn (substitute) a bless for a cure light wounds. This allows for more flexibility than a straight vacian system, and allows for more utilitarian spells to be memorized without withholding combat effectiveness. You could go more of an opposite route with a utilitarian specialty memorizing combat spells, but changing them out when they really need that illusion or transmute spell.
How about improvised magic as an option? This should be less powerful than planned magic. It is costed based upon the liklihood of the effect. Things that are likely anyway are easy and strange things are expensive. Maelstrom and GURPS both feature concepts like it. Examples are given for the most common cases (ie. iconic spells) and perhaps combat magic (which must be faster to draw upon both for the player and the character) must be of the pre-baked libraries (Vancian or Powers).
*Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...
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