Our erstwhile heroes, having vanquished the threat to the King's Road posed by the dragon Szartharrax and his kobold minions, find themselves in Winterhaven, dealing with a related threat. Already, they've stopped two kobold ambush parties, and a group of hobgoblin slavers to boot, but still have no real answers. What malign force is behind all of these conniving kobolds? Who is Irontooth? Where did Douven Stahl vanish?
One beloved member of the group, the bard Malvolio, has suddenly run off to where only Pelor knows. A young journeyman, the artificer Ander, comes along, eager to see the world from out behind a shop counter.
And thus, the group decides to answer the easiest of those aforementioned questions, heading out from Winterhaven toward the last place to which the treasure-seeker, Douven Stahl of Treeline, was headed: a manor a few miles to the east of Winterhaven, burned out during the Bloodspear War nearly a century before and long, long rumored to be the location of some mysterious dragon's grave.
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
Behind you as you leave the town, the square is still quite busy with all the excitement of the market day. A few hundred feet from the gate you reach the main intersection of roads. North lies the road to the area called "Three Corners." To your south, the other end of that same road goes off into the woods, bending westward at some point on its way to Timbervale. Your path, for now, heads east, back toward Fallcrest.
You aren't far along the route, when you come to the first of the two gaps where the ridges of hills had been dug down for the road to pass through; throughout the Gardbury Downs, there are many such places, built this way to make the travel far more level.
As you walk, and do whatever minor small talk that you are wont to do, some of you notice some small figures in the trees just ahead... just as they come charging out at you!
If you already rolled perception, you can re-link to that roll here, if you don't mind, with your init rolls. If you didn't already roll for perception, you can just do it here.
The kobolds are hidden in the woods at different levels of stealth (noted in their stati). If you rolled at least that number, you are aware of where they are; if you did not roll that number, they are hidden/invisible.
Anyone with a 17 or higher will get to act in the Surprise Round. One "regular" action only (though immediates and opportunities can still be triggered), no APs.
Oh, and just to make sure it's said, anyone can make any moster knowledge rolls if they wish to try to add to what you already passively know.
Map Features: Lighting: Daylight Ceiling: N/A Boulders: 5' high. DC 15 Athletics & 4 move to climb. Difficult terrain moving around on top. Outcroppings: 50' high. DC 20 Athletics (multiple times) + ~200 movement to climb. Foliage: Lightly Obscured & Provide Cover in & through. Difficult terrain to move in. Road & Grass: Mostly dirt, some cobblestones. Knee-high grass. No penalties to movement or concealment/cover.
Any similarity to any previous road's maps that you may have been on is purely coincidental. Really.
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
Arakon studies the young man before him as he and the others prepare themselves for their journey. His curiosity has taken hold, and he studies the new face with silent scrutiny. The ranger realizes he's not being entirely coy about his attention, but he doesn't dwell on the matter.
Sizing him up, he notices the man has the light of strength in his eyes. Arakon is confident that the man hasn't seen a great deal in terms of actual combat, but he thinks he catches a measure of self-confidence in the other fellow's eyes. That light... that fire... Is that the same look my kin noticed when I began to crave the open trail?
"Ander, is it? Well met. I'm Arakon Fleet, child of Fortune and Forest. Aegean tells me you're interested in seeing the world. Well, that sounds good to me. You look like you know how to keep your wits about you in a tight spot; even better, I get the impression you know that fools and heroes are one-and-the-same. We're an... eccentric bunch, to say the least, but if you don't mind banter and blade-swinging, you'll find a place with us. I'm always happy to call a man ally, and even happier to call a man friend."
With that, he gives as strong a smile as he can muster. Thoughts of Malvolio still linger in the back of his mind, but the sadness begins to recede as he concentrates on the task at hand. Turning to the others, he nods towards the trail ahead.
"Whenever you're ready, lads. We have a man to find, and a lady waiting patiently for news. Let's not dally." ------------------ As they set out on the trail, Arakon breathes deeply, savoring the crisp air. The open road - as much as the elf enjoys warm beds and warmer meals, he can't deny the trail has its allure. He chuckles to himself. I wonder if any of the others share my sentiments... No, probably not.
As he and his comrades continue walking, he begins to feel the hairs stand up on the back of his neck. This familiar feeling sends a warning through his mind; turning his head left and right, he peers about, confident that he and the others are being observed. Remaining silent, he slowly notches an arrow to his bow.
Keeping his voice low, he asks those closest to him, "Am I the only one who senses something... amiss here?"
Minor. Designate nearest visible enemy as target. Once per round, target takes extra damage when hit by attack. When making multiple attacks, select one to which the damage will be applied. Lasts until end of encounter, target is defeated, or new target is designated. 1-10: +1d6/11-20: +2d6/21-30: +3d6
Standard [Martial, Weapon]. Ranged, DEX vs AC, 1 creature. 1[W] + DEX mod damage [Inc. to 2[W] + DEX mod at 21st level]. Shift 1 square prior to or after the attack.
Standard [Martial, Weapon]: Melee/Ranged, STR/DEX vs AC, 1 creature. 2[W] + STR/DEX mod, and target is slowed and takes 5 ongoing damage (save ends both). On a miss, half damage, no ongoing damage, and target is slowed until end of your next turn.
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
Something like Tactical Shift is more magical than martial healing.
Telling someone to move over a few feet is magical now? :|
I weep for this generation.
Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical.
Aegean marched along, his body marching along as he pondered the departure of his friend Malvolio. Zephyr seemed so small now that there was but one gnome and everyone seemed introspective at the large absence his small frame had left.
The young man that had joined them should do fine if come the next battle he didn't die or freeze up. They were a diverse group and of good hearts and watched out for themselves as well as others they did not know. The man, Anders by name, now walked where once had strode lively Malvolio and Aegean thought back to what his father had told him a few years ago when some of the Clan had departed to travel to the south. He had called the lesson 'A Reason, a Season, or a Lifetime' and the lesson had left a lasting impression on him as youngling.
"People come into your life for a reason, a season, or a lifetime. When you figure out which one it is, you will know what to do for each person.
When someone is in your life for a REASON . . . It is usually to meet a need you have expressed. They have come to assist you through a difficulty, to provide you with guidance and support, to aid you physically, emotionally, or spiritually. They may seem like a godsend, and they are! They are there for the reason you need them to be.
Then, without any wrong doing on your part, or at an inconvenient time, this person will say or do something to bring the relationship to an end.
Sometimes they die. Sometimes they walk away. Sometimes they act up and force you to take a stand. What we must realise is that our need has been met, our desire fulfilled, their work is done. The prayer you sent up has been answered. And now it is time to move on.
When people come into your life for a SEASON . . .Because your turn has come to share, grow, or learn. They bring you an experience of peace, or make you laugh. They may teach you something you have never done. They usually give you an unbelievable amount of joy. Believe it! It is real! But, only for a season.
LIFETIME relationships teach you lifetime lessons; things you must build upon in order to have a solid emotional foundation. Your job is to accept the lesson, love the person, and put what you have learned to use in all other relationships and areas of your life. It is said that love is blind but friendship is clairvoyant."
Aegean's memory is interrupted by Arakon's voice and the sudden silence that has fallen over the area. It seems that Ander's was about to get his first taste of "Adventure".
*Battleforged Plate Armor +1: AC is now 22 Level 2: Retrain: Invigorating Breath -> Student of Battle [Multi-Class Warlord] Feat: Toughness Utility 2: Inspiring Fortitude HP: +6 +5 from Feat (new surge value: 10) New Hit Point Total: 39 Attacks, defenses, skills, init: +1 New Trained Skill from Multi-Class: Endurance Power from Multi-Class: 1xday: Inspiring Word: Healing surge +1d6
Ander's welcome was warm; too warm for his tastes. They seem to have gotten the idea that Ander was quite skilled. After leaving the shop, the group was completed when they entered the inn. "I'm pretty good at enchanting armor and weapons. Protective shields and piercing enchantments mostly." Ander sees the gnome's halo and facial features change to a more enthusiastic shape, if that was even possible. "But I'm really just a simple man with a sword and a bit of magic." I think, eying the strange gnome, who appeared to be giddy.
During their travel east, Ander was assailed with many questions by the gnome. "I find your craft fascinating to say the least; to imbue lifeless pieces of equipment with arcane power just astounds me. Does the power come from you or the runes, or from within the artifact itself? Or does it channel the energy around us?" "Well, all objects have some latent power in them, even if they aren't magical. I draw magic from the earth and my body and try to strengthen that energy, if only for a short time." The strange gnome goes off on a tangent about himself and alchemy and... who knows what else. Ander was more worried about his own future. When would he get the chance to complete his formulas? How often would he be fighting? This was all a new experience and Ander was worried. Bairwin may not be able to teach him any more, but sometimes there are more difficult lessons than learning magic.
Hearing a small crunch, he realizes that it's not the figurine that the gnome built smashing into the leaves. Kobolds lie in wait ahead. Ander reaches for his blade, anticipating foul motives on behalf of the kobolds. MechanicsShow
Zephyr marches along rushing to keep his pace with his companions and in high spirits to have a fellow artisan among them. As they walk along he speaks more than they've ever witnessed the usually introverted gnome talk before. "I find your craft fascinating to say the least," he tells Ander, "to imbue lifeless peices of equipment with arcane power just astounds me. Does the power come from you or the runes, or from within the artifact itself? Or does it channel the energy around us? I fancy myself a creator as well, but my items are much more mundane and rarely last for long. I'm not even entirely sure where they come from to be frank, my mind just sort of draws them and when I open my eyes they have appeared. What I truly long for is to create something permanent, even something tiny like a grain of sand. Just so long as it doesn't disintigrate after awhile I think I'd be content. Have you ever studied alchemy? I like to pride myself on my skills with certain chemicals and potions though I'm not nearly as good as my old tutor was, it's still more of a hobby than a trade. I can create a pretty powerful acid," he says as he digs through his pack to find a vial of viscious looking liquid, "and I've got a great recipe for snake bites as well, it's too bad nobody's been bitten, I mean, not that I want to see anybody hurt but I'd love to give it a try." As he talks he can't help but show off some of his skill crafting a small roughly hewn statuette of what might be an elven lass with a flower in her hair which unfortunately crumbles after a minute before he tosses it over his shoulder.
He's too busy yakkety yakking to notice anything amiss in the woods. Mechanics Spoiler:Show
Neldeorn smiles as he watches the newcomer. The appearance of another face to join their group had managed to momentarily keep his mind away from the Elf. It seemed the man would be able to fill the void left by Malvolio, although the Minotaur would miss his cheerful voice during the long walks. He could only hope that the others would not be so quick to leave, in the few days that he'd come to 'work' with the group, he'd already come to see them as trusted friends. It certainly had been a welcome change to his previous vocation. That had been a tight group as well, although their morals had been poor, at best. It would be a shame if his new group of friends only lasted a few more days.
He winks at the man, laying a large hand over his shoulders as the Gnome chatters away at him. "Don't worry, Ander. Once most of his curiosity is sated he'll calm down. He's a good young lad, he is." With a quick laugh Neldeorn leaves the two to get acquainted, moving forward in the group to investigate something that caught his eyes a moment before he spoke.
A kobold comes charing from the side, slashing at Karn but missing easily. Another kobold, the wyrmpriest, throws a energy ball at the unprepared gnome, but Zephyr manages to avoid the thunderous blast.
Map Features: Lighting: Daylight Ceiling: N/A Boulders: 5' high. DC 15 Athletics & 4 move to climb. Difficult terrain moving around on top. Outcroppings: 50' high. DC 20 Athletics (multiple times) + ~200 movement to climb. Foliage: Lightly Obscured & Provide Cover in & through. Difficult terrain to move in. Road & Grass: Mostly dirt, some cobblestones. Knee-high grass. No penalties to movement or concealment/cover.
Any similarity to any previous road's maps that you may have been on is purely coincidental. Really.
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
Arakon sighs softly as he spots the kobolds in the trees. The ranger isn't surprised, but he's very much displeased.
"You lot just can't leave well enough alone, can you? No matter - we'll teach you a lesson."
Noticing a particularly eager kobold scamper closer to the group, he watches in amusement as the little fiend's sword goes wide as he attempts to part Karn from one of his arms.
"You seem to have quite the fighting spirit. Allow me to extinguish it."
Minor. Designate nearest visible enemy as target. Once per round, target takes extra damage when hit by attack. When making multiple attacks, select one to which the damage will be applied. Lasts until end of encounter, target is defeated, or new target is designated. 1-10: +1d6/11-20: +2d6/21-30: +3d6
Standard [Martial, Weapon]. Ranged, DEX vs AC, 1 creature. 1[W] + DEX mod damage [Inc. to 2[W] + DEX mod at 21st level]. Shift 1 square prior to or after the attack.
Standard [Martial, Weapon]: Melee/Ranged, STR/DEX vs AC, 1 creature. 2[W] + STR/DEX mod, and target is slowed and takes 5 ongoing damage (save ends both). On a miss, half damage, no ongoing damage, and target is slowed until end of your next turn.
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived.
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
Something like Tactical Shift is more magical than martial healing.
Telling someone to move over a few feet is magical now? :|
I weep for this generation.
Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical.
Aegean moves forward to attempt to keep Zephyr from being assaulted by the weak scales. "Someone take out their cowardly wizard if possible." MechanicsShow