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    • quishadi shared an article.

      April 2, 2012 at 2:16pm
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      Ok, I have a few problems with this. I agree that if it doesn't feel like D&D then it is a failure, as let's face it D&D is a big enough phenomenon in the gaming world that it can't really be changed (kind of like Star Wars). My problems are that if the mechanics of the past are what worked, then why not used them? To me, fighters were much more creative and fun in 1e/2e than either 3e or 4e, though 4e wasn't too bad, they just felt like any other class with different trappings. My other issue...

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      April 11, 2012 1:19 PM PDT
      OK, now that I have read the article, I am even more convinced this new game is being even more marketing driven then 4e. They are looking for absolute answers to questions that are based upon peronal choices and openions. There is no set level were a campaign ends, that will far from group to group or camapign to campaign. I am currently starting a new camapign (in a Pathfinder/3.5 hybrid system) at 8th to 9th level, becase it fits the design for the campaign. When will it end, when the players...

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      1 person likes this discussion post.
      April 25, 2012 11:09 AM PDT
    • quishadi added a comment to WotC_GregB's blog post on the DnD Next group.

      Life after Death after Death after Death
      There’s been a lot of talk of death in D&D lately, what with my recent...
      March 30, 2012 at 4:09pm
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      We always said that characters brought back by Raise Dead weren't actually dead ("Oh, look who knows so much: as it turns out, he's only MOSTLY dead.").
      June 14, 2012 2:13 PM PDT
      A module for harder resurrection rules would be greatly appreciated. I would like to know that I could run a D&D campaign where raising the dead is hard, but doable, without completely unbalancing the game (so.. keeping save or die effects manageable, instead of Cloud Kill as an at-will for every monster over CR 15). Being able to turn around and just dial back the difficulty a bit so I could run a full blown blender of a dungeon with players bouncing back as if they had respawn, using the same...

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      July 8, 2012 6:37 AM PDT
    • GMChris voted in the poll, "Raise Dead".

      March 30, 2012 at 4:06pm
      1 person likes this poll.
    • quishadi added a comment to WotC_GregB's blog post on the DnD Next group.

      The Cleric, the Paladin, and Multisysteming
      In a previous post, we discussed the iconic cleric. A majority of poll...
      March 30, 2012 at 6:45am
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      I like the idea of crossing boundaries of class as you level up but I never liked multiclassing. Sacrificing spell abilities to learn advanced fighting techniques is a great way of player choice to customise their character. It does make balancing a bit harder but if you want a warrior Mage he won't be as good as either pure class and maybe slightly weaker overall for the level but that is the choice you make. As I said in a previous post having unique game mechanics for each class is a great...

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      June 30, 2012 3:39 AM PDT
      I like the idea of giving the Fighter some distinct sub-systems. As others have mentioned, I don't feel like basic combat actions should ever be exclusive to the fighter (disarming, tripping, charging, etc).. but truly spectacular shows of martial talent should be exclusive to the Fighter and its derivations. Stuff like tearing off the giant's arm, or executing complex attack sequences. The idea of being able to swap extra attacks for maneuvers is a particularly exciting one to me.
      My only...


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      July 8, 2012 5:06 AM PDT
    • quishadi added a comment to WotC_GregB's blog post on the DnD Next group.

      Sneak Attack and Backstab
      Last time I talked about sneak attack, I asked whether people felt the whole...
      March 29, 2012 at 8:22am
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      I love the idea of expanding on Sneak Attack, and I love the idea that Fighters can get their back stabs in too. Making surprise attacks their own sub-system would grant all kinds of fun options fo combat and sneaky characters alike. After all, if its a universal mechanic, combat characters and stealth characters can get their own special ways of inflicting sneak attacks.
      Maybe a duelist can slip a light one in any time they trip up their opponent, while an assassin can end the fight with a...


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      July 8, 2012 6:48 AM PDT
      I'd like to see an playtest happen with two level 6 rogues in the party, one that works like Rob's and one that work's like marcos9999's. Then I will be able to decide. Both sound like good ideas, but I'd have to see them in action to decide.
      July 17, 2012 3:34 PM PDT
    • GMChris voted in the poll, "Do you like Rob’s proposal?".

      March 29, 2012 at 8:01am
      1 person likes this poll.
    • quishadi shared an article.

      March 26, 2012 at 8:47am
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      You've just described BECMI D&D
      April 9, 2012 5:27 PM PDT
      I'm going to say that the PHB and DMG *should not* have "advice" sections on how to play, construct, or adjudicate adventures.
      Such material is useful precisely once, ever, in the life of any player or DM. Once. But unfortunately, in every edition of D&D, that crap has been strewn throughout the book, wedged between the actual tables used in play or character or adventure construction. It's not just wasting space, it's making the actual information more difficult to access.
      If...


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      February 26, 2013 2:03 PM PST
    • quishadi added a comment to WotC_GregB's blog post on the DnD Next group.

      Guidance for Monsters and Treasure
      Which monster do you use, and when? How much treasure do you give out?...
      March 22, 2012 at 7:49am
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      You need something for the inexperienced DMs but don't make it to prescriptive so it can be tailored for different styles of play.
      June 28, 2012 12:36 PM PDT
      For me, the biggest barrier to constructing interesting adventures quickly has always been managing monster challenge level. The new concepts for bounded accuracy have more or less fixed that. If I feel the most exciting adventure for my low level party is a highly dangerous encounter with an elder dragon, I would like to have tools to make that hard, but achievable and rewarding for them without having to completely recalculate its stats or stack a ludicrous series of modifiers on them.
      ...


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      July 8, 2012 8:08 AM PDT
    • GMChris voted in the poll, "Random monsters and treasures ".

      March 22, 2012 at 7:37am
      1 person likes this poll.
    • GMChris voted in the poll, "Players can balance risk versus reward".

      March 22, 2012 at 7:37am
      1 person likes this poll.
    • GMChris voted in the poll, "DM freedom to present what he or she wants".

      March 22, 2012 at 7:37am
      1 person likes this poll.
    • GMChris voted in the poll, "DM guidance for monsters (some kind of CR system) ".

      March 22, 2012 at 7:36am
      1 person likes this poll.
    • quishadi shared an article.

      March 20, 2012 at 1:43pm
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      One-hour D&D game concept is the single most brilliant idea I have read here so far. It should be the basis of the new D&D. Building from there will be much more logical and accurate.
      May 2, 2012 12:55 PM PDT
      This is how I always thought, but the mechanic of the game makes it difficult. I'll be running a 3 hours game this Friday, first we ever make it this short. I'll try to cut on the rules (especially in the fights!) and makes it more like a roleplaying game than a throwing dice session. Word of rule is: fun. I'll have to tweak things a bit but i'LL make it FUN! I hope next iteration will encourage short games. Because we gotta admit, we begins to have real lifes now ;)
      June 12, 2012 6:48 AM PDT
    • Ed_Warlord voted in the poll, "Iconic Cleric Poll".

      March 19, 2012 at 7:27am
    • quishadi added a comment to WotC_GregB's blog post on the DnD Next group.

      Save or Die II: Die and Die Again!
      Last week, I wrote about save or die mechanics in D&D and how I might...
      March 14, 2012 at 9:23am
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      I think that having "save or die/suck" abilities do HP damage along with saves is a cool idea. It makes it multiple saves or die, instead of "if you roll a 1 its game over, go toll up another character."
      However, players need to get more and more susceptible to the effects as they lose HP. Perhaps players should take "all action penalties" to their die rolls, saves, defenses, etc... as they lose HP. This represents a character's wounds and fatigue catching up with him during combat, or...


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      May 25, 2012 2:44 AM PDT
      Using Hit Points as a threshold for so-called "save or die" effects is great ... for some things.
      Real "save or die" effects (such as a example Medusa, above) have their place, too ... as do a plethora of other possible mechanics.
      Not every monster has to rely on the same mechanisms to deal out negative effects and death. They just don't. Maybe one monster drains hit points, another requires saving throws, a third adds permanent disadvantage (until the curse is removed), a fourth...


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      June 14, 2012 3:36 AM PDT
    • quishadi shared an article.

      March 12, 2012 at 9:02am
    • jskell27 voted in the poll, "Sneak Attack".

      March 9, 2012 at 6:42am
      1 person likes this poll.
    • jskell27 voted in the poll, "Death in D&D".

      March 9, 2012 at 6:39am
      2 people like this poll.
    • quishadi shared an article.

      March 7, 2012 at 7:30am
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      As far as I'm concerned, there are two kinds of Save or Die mechanics.
      The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose...


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      May 31, 2012 10:55 PM PDT
      "The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense."
      Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage.
      For example:
      Medusa's Gaze
      Successful save: Negates
      Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points.
      I don't want to see...


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      January 13, 2013 12:41 AM PST
    • jskell27 voted in the poll, "What’s the best way to reflect your control over how competent your character is with a skill? (Choose one.)".

      March 5, 2012 at 7:33am

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