The monsters in D&D Next are bland. But, hey, we are just starting out. I have regularly added an ability or two to monsters to keep them from just being sources of damage. The Monsters in 4th Ed. are better because they where not just a Goblin, but many types of Goblins, each with their own special powers and abilities. With Pathfinder, you can add classes to monsters, but that does take time and is hard to run off the cuff. It is easy to add powers to monster in 4th Ed. My suggestion would be...
View full commentThe monsters in D&D Next are bland. But, hey, we are just starting out. I have regularly added an ability or two to monsters to keep them from just being sources of damage. The Monsters in 4th Ed. are better because they where not just a Goblin, but many types of Goblins, each with their own special powers and abilities. With Pathfinder, you can add classes to monsters, but that does take time and is hard to run off the cuff. It is easy to add powers to monster in 4th Ed. My suggestion would be have a base monster with a number of examples of special abilitys that follow with their culture and mannerisms. Have goblins that snipe, sneak and/or backstab. Have Gnolls that go berzerk, use vile poisons and/or have demonic gifts. Each power would have an XP kicker if needed.
Oh, one more thing. I keep seeing comments like "The DM should just add or alter whatever they want". That is true and a good philosphy. But, if DMs are just supposed to make it up themselves, then why have a rulebook? And how are the players supposed to have any idea what to expect?
I like having some example unique items pre-made in the books. Especially some throw-backs and classics. But they're usually more of a jumping off point for me. I like to design my own items and I don't particularly care for rules (and a chapter thereof) to tell me how to do it "the right way". I generally disregard these rules and generate my ideas. My players enjoy the weapons, items, and artifact I create, and that's the important part. I work hard to make balanced items that don't break...
View full commentI like having some example unique items pre-made in the books. Especially some throw-backs and classics. But they're usually more of a jumping off point for me. I like to design my own items and I don't particularly care for rules (and a chapter thereof) to tell me how to do it "the right way". I generally disregard these rules and generate my ideas. My players enjoy the weapons, items, and artifact I create, and that's the important part. I work hard to make balanced items that don't break games. I give my players my own unique and personal parts of the game - often custom tailored for specific characters. I am not opposed to having guidelines, especially for newer DMs, but leave them at that, and drop the expectations for characters to upgrade their weapons like they do in console RPGs. It ruins the magic. No pun intended. Honestly.
Except then You have to sacrifice your background and specialty choices just to approximate that class, rather than having an equal ability to explore different stories within the class as the Fighter, Rogue, Cleric, and Wizard do. NO WAY.
View full commentExcept then You have to sacrifice your background and specialty choices just to approximate that class, rather than having an equal ability to explore different stories within the class as the Fighter, Rogue, Cleric, and Wizard do.
I think in relation to paragraph 2 above, it would be awesome if a paladin had martial dice to use but instead of straight damage they could be used to provide effects based on deity choice. For example: I follow the edicts of a god of healing and as an option I can spend a martial die on a hit allowing the party member with the lowest HP to gain HP equal to a given modifier.
I agree with some observations. One thing that frustrated me to no end in 4ed was that players looked up to "Skills" section of their character sheets as some kind of choice menu. Considering that skill system is mostly used out of combat, in roleplaying situations - it felt like it was overly restricting. Furthermore, penalizing party for failures created a situation where players would pass on interesting ideas because their characters are unlikely to make the roll. I also didn't...
View full commentI agree with some observations. One thing that frustrated me to no end in 4ed was that players looked up to "Skills" section of their character sheets as some kind of choice menu.
Considering that skill system is mostly used out of combat, in roleplaying situations - it felt like it was overly restricting. Furthermore, penalizing party for failures created a situation where players would pass on interesting ideas because their characters are unlikely to make the roll.
I also didn't quite like the way the skills were always tied to the same ability score. I liked World of Darkness system idea of combining skills with different abilities depending on the action performed. Think the episode in Terminator 2 when the machine cuts open his arm to remove the skin - that would be great example of Intimidate (CON) roll. Or scaring someone by punching a hole in a wall beside his head would be Intimidate (STR).
I think that ability checks could work for all 'skill' checks. But there are two things missing from that basic approach. The first is that some skills really do require learning and, secondly, people can get better with practice. But I think it's a very simple prospect to address both while still retaining the same mechanic. First is to have a small list of skills that require training (acrobatics, swimming, etc.). There would have to be a mechanic for limiting the number and types....
View full commentI think that ability checks could work for all 'skill' checks. But there are two things missing from that basic approach. The first is that some skills really do require learning and, secondly, people can get better with practice.
But I think it's a very simple prospect to address both while still retaining the same mechanic.
First is to have a small list of skills that require training (acrobatics, swimming, etc.). There would have to be a mechanic for limiting the number and types. It could be similar to any of the older systems, or like feats.
Second, the modifier would be the ability score modifier plus 1/2 the character's level or something similar. Yes, that means that somebody picking up the skill at 10th level would be as proficient as somebody who learned it at 1st level and is now 10th level. But for simplicity (and you could argue that a 10th level character could learn faster and more easily), this mechanic would work well.
Combining a question from another post, I do think that a 'skill feat' should be separate from choosing a 'combat feat'.
Although players in my campaigns learned that I don't always play to their strengths, and the environment is a powerful ally or enemy so they tended not to min/max on just combat abilities.
I have mixed feelings about Backgrounds and themes... I feel that they are miles ahead of what D&D has done in the past. But then, I think back to what other systems do: The system Mutants & Masterminds, a Point-buy d20 based Superhero system, has a source-book for using it in a Fantasy setting. I don't particularly like using it for that, since it just wasn't really built for that scale, but one thing that the sourcebook did impart to me is that it made me begin to question why...
View full commentI have mixed feelings about Backgrounds and themes... I feel that they are miles ahead of what D&D has done in the past. But then, I think back to what other systems do:
The system Mutants & Masterminds, a Point-buy d20 based Superhero system, has a source-book for using it in a Fantasy setting. I don't particularly like using it for that, since it just wasn't really built for that scale, but one thing that the sourcebook did impart to me is that it made me begin to question why there isn't a better way to pick skills?
In M&M, skills, like everything else, is point buy. That way, your Wizard can be a spy, without having to choose a background, which means you can tinker with the skills. Maybe the wizard isn't as good at stealth, but is a master at disguise and deception. With backgrounds, at least from what we know about them as of now, you don't have that type of modability. They're set: Spy is bonuses to X, Y, and Z, and Benefit Q.
Similarly themes seem to take some things that used to be class features, and make them able to add customization, since they can be taken by any class. But what they really are is feat-chains. Now, I'm not saying to go all the way to point buy, since I don't think Fantasy works well for that, but I'd like to see Themes not necessarily be a chain, but a guideline.
If you want the "Magic User" theme, for example, it'd basically be a guideline. You take feat X, Y and Z, and character creation goes really quickly, but if feat A looks more appealing than feat Y, you can have X, A and Z, and the character wouldn't be "house ruled"
I've never liked the mechanic of multiclassing but the theme / background sounds like a better fit for simulation than suddenly learning to cast spells or wield divine power. A more subtle way to customise a character than change its direction completely.
I'm a big believer in "Getting to Yes." Present the options, all the options, to the players, and see what they latch onto. Then build a game around what they are playing. If they want to play a Tiefling, don't screw them over for wanting to play the Tiefling. Build a story that will accommodate that choice. If the player WANTS to have risks involved with the racial choice (because those risks could be a roleplaying MINE, like having to wear robes to disguise a devilish appearance), that's...
View full commentI'm a big believer in "Getting to Yes." Present the options, all the options, to the players, and see what they latch onto. Then build a game around what they are playing. If they want to play a Tiefling, don't screw them over for wanting to play the Tiefling. Build a story that will accommodate that choice. If the player WANTS to have risks involved with the racial choice (because those risks could be a roleplaying MINE, like having to wear robes to disguise a devilish appearance), that's in the DM's power to grant, but the DM shouldn't screw someone over because their idea of fun is different than the DM's. Of course, if the player becomes a problem to the group, that's an issue, but the most important role of the DM is making sure everyone can have their fun. And part of that means providing all the racial choices, "ICONIC D&D" or not.
My campaign is quasi-historical, so I'm constantly saying no to races I haven't already distorted history to accommodate. I don't care one way or another about the frequency designations, because it should vary greatly from setting to setting.
I don't understand why people relate using a grid & miniatures to having deep and fulfilling combat. In my experience, people who play with miniatures are more prone to metagaming during combat - and that is definitely NOT fun nor fulfilling for me. Not using a grid invokes more creative actions I think, but using a grid doesn't prohibit you from doing anything (if it does, you've got the wrong DM!)
I agree with ruttentud & find TotM combats much more fulfilling than tactical grid battles ... when the battle occurs entirely in your imagination, it isn't restricted by the position of miniatures on the playing field. So, when Seti says (a page back) that "theatre of the mind can work, if the group doesn't want complex, fulfilling combat encounters" he is clearly seeing things differently than I do (and being a little demeaning, as well). While miniature combat can be complex in...
View full commentI agree with ruttentud & find TotM combats much more fulfilling than tactical grid battles ... when the battle occurs entirely in your imagination, it isn't restricted by the position of miniatures on the playing field.
So, when Seti says (a page back) that "theatre of the mind can work, if the group doesn't want complex, fulfilling combat encounters" he is clearly seeing things differently than I do (and being a little demeaning, as well).
While miniature combat can be complex in a rules-sense and can certianly be fulfilling for someone who likes those types of rules ... I have never found it to be nearly as complex or as fulfilling as TotM in a narrative-sense. (That is, combats that are dictated by description allow for more possibilities, and therefore more complex and fulfilling battles, than combats that are dictated by the position of playing pieces ... at least, in my experience).
Now don't get me wrong ... I can certianly understand the thrill of succeeding at sophisticated tactical game. (In fact, I enjoy playing tactical wargames like Warhammer, Mordheim, and Confrontation; but for me, they are a different animal than TotM-style RPG).
And, of course, I understand that a healthy dose of imagination is needed to make either method "come alive" ... but when faced with a grid, I always feel limited by both the squares I am froced to navigate through and by what I know is a more geometrically advantageous position, regardless of how cool my description might have been.
So, I am glad they are including rules for both TotM and the tactical grid ... I just hope I don't feel forced to use both.
This approach is the core of a good RPG, guidelines and QuickStart rules but a solid framework for customisation. It is what I have almost always done to every RPG that tried to be too prescriptive.
Couple more ideas for you–Barrister, Demagogue, Magical Duelist (please make counterspell work), Mighty Caster, Persistent Caster (saves, eschew components, spell resistance), Versatile Caster (and this is the one who messes with distance, area and duration).
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.").
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...
View full commentA 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 system, could present some fun options.
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...
View full commentI 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 thing and if you can mix them up if you choose then all the better.
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...
View full commentI 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 concern is, I feel that Rogues and Fighters do need some overlap in their ability to target an enemy's weak points. They achieve it different ways—maybe a fighter bashes the orc in the face and stabs him in the throat, while a rogue sneaks up from behind with a knife, but either way they both aim for the soft spots. A ranger getting to exploit both methods would make them great for Commando type characters, which I like.
A sub system that lets fighters run the gamut from the dirt simple "I swing my sword and it always works" to master duelists (that can somehow apply the same skills against giant monsters) would be great, is my point. I've always wanted to play a Fighter who can fight smart, and maybe even leverage ability scores other than Strength.
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...
View full commentI 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 single crippling blow from the shadows.
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.
Al-Qadim (aka Arabian Adventures)
Forgotten Realms
Kara-Tur (aka Oriental Adventures)
Maztica
Planescape
Ravenloft -includes Masque of the Red Death sub-setting
Spelljammer
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