Because the trope its generally trying to cater to is not a generic 'Protection' effect. Protection from Good/Evil/Neutrality was actually more of a Protection from the Supernatural effect. It generally didn't and never would affect non-magical beings, no matter what their alignment even in the 1e D&D game. Extraplanar creatures were effected, and they were classified by their alignments generally, because in 1e, among other things, there were distinct alignment planes of existence that...
View full commentBecause the trope its generally trying to cater to is not a generic 'Protection' effect. Protection from Good/Evil/Neutrality was actually more of a Protection from the Supernatural effect. It generally didn't and never would affect non-magical beings, no matter what their alignment even in the 1e D&D game. Extraplanar creatures were effected, and they were classified by their alignments generally, because in 1e, among other things, there were distinct alignment planes of existence that represented the various power sources of these extra planar creatures.
A generic 'Protection' spell could work, I guess, if you just said it protected you from 'Summoned and other worldly creatures and the Undead' and then you'd probably call it 'Circle of Protection' like many other games do. If your being chased by Good NPCs or Evil ones, the Protection spell shouldn't be the way to go anyway...based on what the spell really generally conceptually meant. Its like throwing down a circle of salt...any person can break that circle, but a Zombie can't cross!
"The DM controls what you get", while 100% true, is an awful excuse for bad design. Are we going back to the 3.5e days when the DM had to research all the game's exploits to know which prestige classes to ban?
Its not an excuse for bad design, Nalehw, the whole point is that different groups react differently, and different scenarios need different things. That is the point of having a DM. You give the DM all the tools he needs, and he decides what tools to use. That is "GOOD" design. Most players and DMs want to emulate the fantasy tropes out there in books and movies, and to do that, they need items that grant ungodly power sometimes, that are only there, then gone, once their done with their...
View full commentIts not an excuse for bad design, Nalehw, the whole point is that different groups react differently, and different scenarios need different things. That is the point of having a DM. You give the DM all the tools he needs, and he decides what tools to use. That is "GOOD" design.
Most players and DMs want to emulate the fantasy tropes out there in books and movies, and to do that, they need items that grant ungodly power sometimes, that are only there, then gone, once their done with their purpose. To do that, either the DM needs to build these items (always a possibility) or they need to be provided in the game.
To answer Klaus's concerns, it is expected that items given in a published adventure are in fact already balanced to the plot and intention of that published adventure, at that level, however, most publihed adventures tell the DM to read through the entire adventure before running it, and to make any necessary changes to adjust to their players and their campaign. The Adventure Designer doesn't know your table, your players, or your world, and just because you choose to use a pre-published adventure doesn't mean you don't have to do some prep work.
All kinds of magic items should be available to choose from, but ultimately, the DM does the choosing. They regulate the availability of items, they outlaw anything that flatly doesn't work in their game. They get rid of overpowered items when either they miscalculated their affect on the party's balance and fun, or as a planned thing, likve I've said before. The Staff that gives the Wizard the ability to fight like a 20th level fighter that was put there for the sole purpose of defeating the Demon Lord as he comes through the gate, is shattered in the final strike
Ummm...why not just keep it simple, ala the original 1st or second version of the AD&D game. I see it far too often that the issue is trying to be over complicated, or trying to overdefine the mechanics instead of the story. There were a bunch of additional appendices with the second edition that were there for DM's to utilize, so in essence i'd leave it up to them. Keep the system as it is, or was....
Because not everyone likes Vancian magic. I personally prefer spell points, because it provides a way to limit the power of spellcasters while, for me at least, it makes it a bit more fun to play as.
Chris Perkins had a DM experience column on this once. His advice was to let them wander a bit but find a way to bring them back to the main point. If they completely refuse to bite time and again, then you should probably scrap it, but don't go down without a fight! It's the DM's game every bit as much as it is the players game!
I keep coming back to this article because there are seven or eight **really good** lessons for DMs in it. It helps me create better encounter ideas by reminding me that challenges (read: encounters) should be both different (from prior challenges) and tailored to the player's tastes.
View full commentI keep coming back to this article because there are seven or eight **really good** lessons for DMs in it.
It helps me create better encounter ideas by reminding me that challenges (read: encounters) should be both different (from prior challenges) and tailored to the player's tastes.
they are looking like to fight with a big, strong and hurtful group. they are looking like a green cavemen with structure of a dwarf and a cruel orc face. the goblins that i know look more like to run away immidietly. to sum up, i like this goblins, but they are looking like an half green caveorc half green cavedwarf.
View full commentthey are looking like to fight with a big, strong and hurtful group. they are looking like a green cavemen with structure of a dwarf and a cruel orc face.
the goblins that i know look more like to run away immidietly.
to sum up, i like this goblins, but they are looking like an half green caveorc half green cavedwarf.
Not really a fan of the goblin at the top. Seems a little too thick and stocky through the trunk. His eyes are dull, and the face reminds me more of a sleepy orc (savage, but tired and dull). The eyes should be sharper, more clever. The sloping forehead is good, but the wide underbitten jaw screams orc. I'd rather see a pointy chin, and a face broadest at the temples. Almost elfin, just ugly. On the positives, I like the overall proportions. The almost monkey-like arms read well to...
View full commentNot really a fan of the goblin at the top. Seems a little too thick and stocky through the trunk. His eyes are dull, and the face reminds me more of a sleepy orc (savage, but tired and dull). The eyes should be sharper, more clever. The sloping forehead is good, but the wide underbitten jaw screams orc. I'd rather see a pointy chin, and a face broadest at the temples. Almost elfin, just ugly.
On the positives, I like the overall proportions. The almost monkey-like arms read well to me. As I said before, I'd narrow the trunk a bit. I definitely like the push for a more defined culture, too.
Posture, the goblin seems a little too orc-like. I'd like to see him standing a bit straighter, more like the sketch in the bottom left (though the overly skinny legs of that sketch makes me read the goblin as being comic relief-fodder).
So, for me, a good start, but there's still a ways to go.
All I want is a wizard that doesn't use vancian casting. That's still all I want. Don't give me a sorcerer or something else - I'd like a wizard, please. Sans vancian.
But the wizard isn't a D&D wizard if he doesn't use Vancian casting. I have been playing wizards since the dawn of "Eldritch Wizardry" and I wouldn't have them any other way. If they change the mechanic then change the name, it isn't a true wizard.
View full commentBut the wizard isn't a D&D wizard if he doesn't use Vancian casting. I have been playing wizards since the dawn of "Eldritch Wizardry" and I wouldn't have them any other way.
If they change the mechanic then change the name, it isn't a true wizard.
ALL DWARF PARTY!!
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