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    • RCanine posted to bone_naga's forum thread.

      May 28, 2012 at 7:12pm
      1 person likes this forum thread.
    • RCanine 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 27, 2012 at 8:56pm
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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 27, 2012 at 8:48pm
      1 person likes this poll.
    • RCanine 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 27, 2012 at 8:44pm
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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
    • RCanine shared an article.

      May 2, 2012 at 11:23am
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      analogue* sorry, I always do that and it makes me feel dumb.
      October 25, 2012 2:41 AM PDT
      I'm a guy. I like pretty women. But all these bikini-clad or bare-midriff adventurers are ridiculous. It makes NO SENSE. It breaks immersion. And it makes it that much harder for many girls or young women to find D&D approachable.
      Also, as a guy who likes playing funny characters, I think the occasional funny-looking guy or gal is perfectly appropriate. D&D is about adventure, but there should be room for other elements, and one of those is humor.
      Don't make D&D so...


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      January 26, 2013 8:34 AM PST
    • RCanine posted to PeterAbelard's forum thread.

      April 23, 2012 at 9:01pm
    • RCanine added a comment to WotC_GregB's blog post on the DnD Next group.

      Monstrous Musings
      In D&D, monster entries give DMs pre-built enemies to throw at characters....
      April 18, 2012 at 5:43pm
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      The only thing I need from books is numbers and a small descriptions/flavor. I find large and extensive fluff blocks to be rather useless, as they often don't fit into whatever particular setting or situation I happen to be running.
      I care about numbers because I want the numbers to be balanced. I never want to worry about mechanical balance - everything else I can make up, but please don't make me do math.


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      July 22, 2012 11:01 AM PDT
      I agree with other posters that the 2e page design is an ideal balance.
      I also want to make a statement heretical to game design: In past editions, annoying gaps in design have led to great play. 2nd ed often left the GM without a clear answer, leading to improvisation and better role-playing. Being outsmarted by players is fine, and as long as they haven't broken the game outright, exploiting the setting (not just an ill-worded rule) is a good thing. In real life, there are lots of...


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      March 19, 2013 8:01 AM PDT
    • RCanine and malsvirkothar are now friends.

      April 4, 2012 at 11:29pm
    • RCanine added a comment to WotC_GregB's blog post on the DnD Next group.

      Complexity vs. Ease of Play
      The great thing about 4th Edition is that the character choices provide...
      March 23, 2012 at 2:24pm
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      I like varying complexities and mechanics between character classes. That's what makes it fun. A wizard doesn't have healing powers, sword-skills, armor, or an affinity for stealth and shadow. In being a wizard you have chosen that you want to be a spellcaster, one who fights with his magic. In being a rogue, you have forgone spellbooks and claymores for sneak attacks and lock-picking. Maybe the NUMBER of traits doesn't add up, but those traits are also in varying areas of that character, and...

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      August 5, 2012 9:52 PM PDT
      Just joined and grinding through previous posts. I wanted to agree with Blackdrazon. I believe it is very important to have classes that are both simpler and more complicated than the median (yes, that will happen by definition, buy you know what I mean). There need to be novice-friendly classes to introduce new players, and more complex classes for those who like to juggle options.
      The simple option is especially important. I run a youth D&D game and I've watched them run through...


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      March 19, 2013 7:38 AM PDT
    • GMChris voted in the poll, "Ease vs. Complexity".

      March 23, 2012 at 2:10pm
      1 person likes this poll.
    • RCanine added a comment to Alphastream1's blog post.

      Basic Damage
      Basic Damage The toll of conventions, work travel, and writing for DDI...
      March 19, 2012 at 11:06am
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      I'm also greatly enjoying your investigations of earlier editions. I'm currently playing 4E, but trying to apply some of the principles of traditional D&D. For example, I don't scale encounters and run a rather open-ended sandbox campaign with no set plot (though there are plenty of events which the PCs can interact with). My game is also a bit more dangerous than by the book 4E (I use the AD&D dead at -10 rules rather than the death saving throw system). None of my players have had a PC...

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      March 26, 2012 9:31 PM PDT
      Very interesting, Untimately! I think a lot on that issue of survivability. I'm not sure if this ends up being a style of play issue or how central it is to an edition's feel. If PCs could easily survive level 1 in AD&D, but it got harder after that, would the game be fundamentally different? Did so many groups start at level 3 or higher just to "get past that" as a friend said to me recently? At the same time, I love that exploration and out-of-the-box thinking. But is low survivability a...

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      March 27, 2012 11:09 AM PDT
    • RCanine added a comment to WotC_Trevor's blog post.

      Monster Weakness, Turn Undead and Other Class Abilities
      In today's Legends and Lore article, Mike talked about the iconic cleric...
      March 12, 2012 at 4:37pm
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      You should list the variations on ability in the class's overview, and just give the monsters a couple dozen (at most) categories they can be in, preventing stat block bloat while keeping class uniqueness. It would be optimal if you could keep class and monster parity while minimizing class/monster similarity. The most important thing is: fluff before crunch. To often, I see you guys focusing on the stat element of D&D while leaving the flavor as an afterthought. Bad idea! Avoid this!
      March 23, 2012 3:24 PM PDT
      Special takes on monster resistances and vulnerabilities should exist but rarely so; otherwise, utilize categorical vulnerabilities as learned "Bobo the Talking Clown" has stated before me.
      Try offering different weaponry and tactics given terrain and opposition. Mention weak tactical notions of various monsters. For example, I've noticed that some carnivorous mammals do not recognize a long pointed stick as a danger. While most beasts in D&D would recognize a hunter's spear (or any...


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      April 9, 2012 3:19 PM PDT
    • RCanine added a comment to WotC_GregB's blog post on the DnD Next group.

      Deadly Dice
      In this week’s Legends & Lore, Mike discussed a save or die mechanic....
      March 7, 2012 at 10:51am
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      As someone who has been playing DnD and running DnD campaigns for nearly two decades: players should never die. Player character death creates frustration, both in the affected player (if he/she did not see it coming) as well as in the other players ("what are we going to do now") but also for the DM. Game over usually means game over for everyone at the table. Death should never be a punishment for reckless behaviour of players. Talk things out before it gets out of hand. A worse penalty for...

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      June 2, 2012 4:02 AM PDT
      My characters die all the time ...
      ... and I love it.
      It makes the characters who do survive all the more memorable. When one of my characters reaches high level, it's an accomplishment.
      For a while, we tried this whole "nobody dies unless sdoing something foolish" approach. Reaching high level was no longer an accomplishment. It felt a lot like graduation:
      Player 1: "I made it to 20th level."
      Player 2: "Who doesn't?"
      So, we eventually went back a few steps to the...


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      June 14, 2012 3:45 AM PDT
    • jskell27 voted in the poll, "Death in D&D".

      March 7, 2012 at 10:44am
      2 people like this poll.
    • RCanine added a comment to WotC_GregB's blog post on the DnD Next group.

      The Role of Skills
      Alright, I want to talk to you about skills. Skills have their origins in...
      March 2, 2012 at 2:06pm
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      I like skills in 3E but found the points system too fiddly and also the bonuses got to big to fast, higher levels could almost always make a check unless I threw in ridiculous DCs. I like the Tier idea, just make sure it scales with the levels.
      June 18, 2012 5:45 AM PDT
      I in general like the skill points of 3e, but I also liked when semi-redundant skills were merged. I, however, want the merges to make sense. It makes sense for Open Lock and Disable Device to go together, and it makes sense for Sleight-of-Hand and Escape Artist to go together, but it does not really make sense to me to combine all four into one skill.
      Also, I strongly believe in a difference between Search skill as an active skill, and Spot and Listen belonging to a separate, passive...


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      July 17, 2012 2:49 PM PDT
    • jskell27 voted in the poll, "How many skills would you prefer to see on a skill list? (Choose one.)".

      March 2, 2012 at 2:02pm
      1 person likes this poll.
    • 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 2, 2012 at 2:02pm
    • RCanine shared an article.

      February 27, 2012 at 11:09am
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      1 person likes this external article.
      How about an ability similar to the clerical way of "memorizing" spells? An invoker can memorize a bunch of spells, but burn them for a fireball spell, similar to how a positive aligned cleric can burn (substitute) a bless for a cure light wounds. This allows for more flexibility than a straight vacian system, and allows for more utilitarian spells to be memorized without withholding combat effectiveness. You could go more of an opposite route with a utilitarian specialty memorizing combat...

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      April 15, 2012 9:04 PM PDT
      How about improvised magic as an option? This should be less powerful than planned magic. It is costed based upon the liklihood of the effect. Things that are likely anyway are easy and strange things are expensive. Maelstrom and GURPS both feature concepts like it. Examples are given for the most common cases (ie. iconic spells) and perhaps combat magic (which must be faster to draw upon both for the player and the character) must be of the pre-baked libraries (Vancian or Powers).
      1 person likes this discussion post.
      April 18, 2012 10:01 AM PDT
    • RCanine added a comment to WotC_GregB's blog post on the DnD Next group.

      A Quick Look at High-Level Play
      I once ran a 1st Edition D&D adventure where the player characters took a...
      February 22, 2012 at 9:47pm
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      Post Script:
      Just read Marco9999's post, and sort of agree with that. One doesn't need to be able to kick a god in the danglies to be an epic character, and it can be fun to start as someone who's not special now but get's awesome later.
      However, not everyone likes to play that way. I certainly think that PCs should definitely feel above average by level three at the latest, because anything else isn't necessarily fun to play. If low-levels aren't different, people just start rolling...


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      July 17, 2012 2:13 PM PDT
      I like the idea of high-level play in a way as to its own game, if that makes sense. If I start playing low level characters, I prefer they progress through the world as it exists, rather than going beyond it. The original D&D knew this well enough, as things progressed back to Chainmail, with the characters leading the armies.
      While it's an RPG parody, take the Anniversary Edition of Paranoia as an example: the player begins as Troubleshooters, stomped on by the world, and can progress...


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      July 18, 2012 8:59 PM PDT

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