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    • Razz and RavingDork are now friends.

      April 1 at 5:58pm
    • Razz shared an article.

      June 13, 2012 at 6:04am
    • Razz added a comment to WotC_Trevor's blog post on the DnD Next group.

      Variations on a Monstrous Theme
      A few weeks ago, Tom shared some thoughts about D&D design and...
      May 29, 2012 at 5:37pm
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      2 people like this blog post.
      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...

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      1 person likes this discussion post.
      August 9, 2012 1:33 AM PDT
      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?
      August 9, 2012 1:37 AM PDT
    • Razz added a comment to WotC_Trevor's blog post on the DnD Next group.

      Sword +1, Flame Tongue
      The first magic item I remember finding when I started playing Dungeons &...
      May 24, 2012 at 10:00pm
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      3 people like this blog post.
      What about artificers?
      July 18, 2012 3:30 PM PDT
      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...

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      August 5, 2012 10:33 PM PDT
    • GMChris voted in the poll, "Magic properties 2".

      May 24, 2012 at 9:54pm
      1 person likes this poll.
    • Razz added a comment to WotC_Trevor's blog post on the DnD Next group.

      Paladin Design Goals
      A few weeks ago, we shared a high-level overview of the design goals for the...
      May 18, 2012 at 4:39pm
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      4 people like this blog post.
      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.


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      January 25, 2013 6:22 AM PST
      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.
      February 24, 2013 9:32 AM PST
    • Razz added a comment to WotC_Trevor's blog post on the DnD Next group.

      Skills and Task Resolution
      Since 2nd Edition, the principle methods of character customization lived in...
      May 18, 2012 at 4:36pm
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      1 person likes this blog post.
      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...


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      July 22, 2012 10:31 AM PDT
      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....


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      1 person likes this discussion post.
      August 13, 2012 3:16 PM PDT
    • Razz added a comment to WotC_Trevor's blog post on the DnD Next group.

      Wizard with a License to Kill
      Some of Rob’s latest blogs have described a possible approach to D&D...
      May 11, 2012 at 8:31pm
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      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...


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      June 25, 2012 11:51 PM PDT
      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.
      July 9, 2012 11:50 AM PDT
    • Razz added a comment to WotC_Trevor's blog post on the DnD Next group.

      Tone and Edition
      A few years ago, I woke up and realized what I thought was fantasy...
      May 11, 2012 at 8:01pm
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      2 people like this blog post.
      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...

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      September 27, 2012 7:22 AM PDT
      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.
      March 19, 2013 8:27 AM PDT
    • Razz posted to his forum thread on the Test Standard Group group.

      April 18, 2012 at 8:33pm
    • Razz created a new forum thread.

      April 14, 2012 at 10:57pm
    • Razz added a comment to WotC_GregB's blog post on the DnD Next group.

      Imagination, the Grid, and Points Between
      When I first started playing D&D oh so many years ago, fights with monsters...
      April 11, 2012 at 4:24pm
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      1 person likes this blog post.
      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!)
      June 19, 2012 1:17 PM PDT
      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...


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      June 26, 2012 2:29 PM PDT
    • Razz added a comment to WotC_GregB's blog post on the DnD Next group.

      Beyond Class and Race
      I want to play a fighter. I want to play a dwarf. I want to kick the crap...
      April 6, 2012 at 11:36pm
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      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.
      July 9, 2012 6:44 AM PDT
      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).
      August 4, 2012 4:49 PM PDT
    • GMChris voted in the poll, "Elements of Adventures".

      April 6, 2012 at 11:30pm
      1 person likes this poll.
    • GMChris voted in the poll, "Elements of Adventures (Least)".

      April 6, 2012 at 11:30pm
    • Razz 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 8:54pm
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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 8:42pm
      1 person likes this poll.
    • Razz 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 29, 2012 at 3:59pm
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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
    • Razz 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 28, 2012 at 4:44pm
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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

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