Facts about Ghouls: A ghoul is a (folkloric) monster associated with graveyards and consuming human flesh. In fiction, these creatures dwell in cemeteries and other uninhabited places. The oldest surviving literature that mention ghouls is One Thousand and One Nights. The term was first used in English literature in 1786, in William Beckford's Orientalist novel Vathek, which describes the ghūl of meddle eastern folklore. Ghoul is from the Arabic ghul, from ghala "to seize". Marc Cramer...
A ghoul is a (folkloric) monster associated with graveyards and consuming human flesh. In fiction, these creatures dwell in cemeteries and other uninhabited places. The oldest surviving literature that mention ghouls is One Thousand and One Nights. The term was first used in English literature in 1786, in William Beckford's Orientalist novel Vathek, which describes the ghūl of meddle eastern folklore.
Ghoul is from the Arabic ghul, from ghala "to seize". Marc Cramer and others believe the term to be etymologically related to Gallu, a Mesopotamian demon.
In ancient meddle-eastern folklore, the ghūl dwells in burial grounds and other uninhabited places. The ghul is a fiendish type of Genie believed to be sired by Iblis.
A ghoul is a desert-dwelling shapeshifting demon that can assume the guise of an animal especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, taking the form of the person most recently eaten.
females are called ghouleh and the plural is ghilan. In colloquial Arabic, the term is sometimes used to describe a greedy or gluttonous individual.
I like most of what you've presented, but if you're looking for a definitive description of ghouls, you could do worse than reviewing your H.P. Lovecraft. "The Dream-Quest of Unknown Kadath" taught me everything I know about ghouls. You have their ancient combination of bestial hunger and human intelligence, as well as the implications of their grim, subterranean society.
I like the racial archtypes created by racial penalties as well, but my playgroup is full of oldschool players anyway, so regardless of what the rules say, we never have Elves with 16+ Constitution; its just lore that we'll never let die. So whether or not they include the racial penalties in the mechanics, they'll always show up when ya want 'em to.
Floating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I...
View full commentFloating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I like the idea of racial penalties. An Elf and a Half-Elf should generally have similar wisdom, but the Elf should normally have the lower constitution score. I feel like the penalties -- in addition to making it possible to add more bonuses without becoming overpowered -- really make it possible for the races to each have a truly unique feel (and a truly unique physiology/personality).
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...
View full commentI'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 1-dimensional (or even 2-dimensional). Leave some room in it for the real world to creep in, where sometimes you fall in love with the average-looking but wonderful girl...
"Going off the grid" is referring not to 'unruled' battlemats, but playing without miniatures altogether. The tactical miniature game is so strongly assumed in 4E that modifying to play without them is certainly not effortless. Doable yes, but not effortless.
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Perhaps he was thinking about the critical hits, fumbles, and wounds rules from the 2e players option books. I just hope that in 5e a 20 is always a hit and a 1 is always a miss.
View full commentPerhaps he was thinking about the critical hits, fumbles, and wounds rules from the 2e players option books.
I just hope that in 5e a 20 is always a hit and a 1 is always a miss.
I agree. I think Reflex, Fortitude, and Will defenses as opposed to saves was one of the best innovations to come out of 4E. Let's not take a step back simply for nostalgia's sake.
Here here, I'll add my voice to this request. It's hard enough trying to fit these maps to printout without the additional showing the players the information. If I could make a request to future map makers (and I do honestly love the maps) please try to make the encounter areas printable at full size. I don't mind having to edit the large map as long as the resolution is high enough. If the encounter areas roughly equal to A1 or A2 it would make printing them so much easier. Or just...
View full commentHere here, I'll add my voice to this request. It's hard enough trying to fit these maps to printout without the additional showing the players the information.
If I could make a request to future map makers (and I do honestly love the maps) please try to make the encounter areas printable at full size. I don't mind having to edit the large map as long as the resolution is high enough. If the encounter areas roughly equal to A1 or A2 it would make printing them so much easier.
Or just produce a map pack containing poster maps for the adventure, not two or three but all the areas.
Brapnor
voted in the poll, "Should the fighter be broadly customizable to accommodate a wide range of warrior types or have a specific function in the game?".
I think this article overlooked perhaps the strongest benefit of 4e powers: dividing abilities into Attacks and Utilities. No longer did we have to be worried about a new player gimping themselves by choosing Feather Fall as their 1st level Wizard power only to feel worthless for the entirety of 1st level. Or that an advanced player would almost exclusively choose attack-oriented spells and outshine the rest of the party at higher levels. Or that a Fighter wouldn't get his own set of interesting...
View full commentI think this article overlooked perhaps the strongest benefit of 4e powers: dividing abilities into Attacks and Utilities. No longer did we have to be worried about a new player gimping themselves by choosing Feather Fall as their 1st level Wizard power only to feel worthless for the entirety of 1st level. Or that an advanced player would almost exclusively choose attack-oriented spells and outshine the rest of the party at higher levels. Or that a Fighter wouldn't get his own set of interesting abilities as he gained levels.
The 4e power system's division of Attacks and Utilities reduced trap choices, kept all classes reasonably balanced against each other at all levels, and ensured all classes got interesting abilities at the same rate. An astonishingly great achievement.
I agree with your point about 4e power dividing abilities into Attack and Utility- But I'm not sure this actually went far enough. Utility powers could have been classified into in and out of combat choice at particular levels. This would prevent players from shying away from choosing non-combat options for their Utilities. It would have a dual benefits in helping prevent analysis-paralysis in combat by reducing the number of choices for any particular combat scenario.
Yeah ok, that trumps my lot with spades! However they do try to extort every last copper out of a prospective employer, and the eladrin mage is the worst of the bunch. Funny thing is that the dragonborn paladin doesn't raise so much as an eyebrow at these high jinks.
However they do try to extort every last copper out of a prospective employer, and the eladrin mage is the worst of the bunch. Funny thing is that the dragonborn paladin doesn't raise so much as an eyebrow at these high jinks.
This raises another question; should the characters in a game of heroic fantasy be paragons of virtue? Or should they be just as frail morally, as any one else?
View full commentThis raises another question; should the characters in a game of heroic fantasy be paragons of virtue?
Or should they be just as frail morally, as any one else?
What if you considered powers that allowed multiple attacks all a part of the "half action" so any and all attacks made by say, a ranger, would be considered their half action leaving them with another to move with (or manipulate an item [potion, sheath, etc.])?
This idea simply doesn't make sense. If the rule exists, it exists. He contradicts himself: the article opens with the idea that "attacks of opportunity existed in the system long before" they were codified. Thus, nothing changed but the label of the rule. To say that rules should magically come into being as the players level up is absurd. Rules exist. Period, end of discussion. Now, if you want to talk about *which* rules should exist, that's a topic I'd love to hear. But to pretend you can...
View full commentThis idea simply doesn't make sense. If the rule exists, it exists. He contradicts himself: the article opens with the idea that "attacks of opportunity existed in the system long before" they were codified. Thus, nothing changed but the label of the rule. To say that rules should magically come into being as the players level up is absurd. Rules exist. Period, end of discussion. Now, if you want to talk about *which* rules should exist, that's a topic I'd love to hear. But to pretend you can hand-wave a rule away by not giving it a name makes no more sense than saying I can remove a posted sign and thus ignore the speed limit.
I see no reason why simple rules of play cannot be used even for 30th level characters. Certainly, a 30th level character should be more complicated to play than a 1st level character. That does not mean that playing a 30th level character can't be simple. The increased complexity would result from the increased number of feats that a 30th level player has, not because of any change in basic game mechanics. I consider things like "attacks of opportunity", "damage resistance", different types of...
View full commentI see no reason why simple rules of play cannot be used even for 30th level characters. Certainly, a 30th level character should be more complicated to play than a 1st level character. That does not mean that playing a 30th level character can't be simple. The increased complexity would result from the increased number of feats that a 30th level player has, not because of any change in basic game mechanics. I consider things like "attacks of opportunity", "damage resistance", different types of damage, and tactical play on a battle grid to be superfluous aspects of the game that aren't even needed at epic levels. Why can't somebody fight Tiamat using the same basic game mechanics that they use to fight a half a dozen goblins? I have yet to see a satisfactory answer to that question.
In the older versions, the players didn't have skills as such, and even when Proficiencies did get introduced, if the players came upon something that they didn't have the skills or specific spells to bypass, the players did need to come up with a tactic to bypass it. In 4E this is dealt with skill challenges, for example some kind of Ward Spell has stopped the group, the DM has either created a block to force the players to search around for something that will bypass the blockage (magic...
View full commentIn the older versions, the players didn't have skills as such, and even when Proficiencies did get introduced, if the players came upon something that they didn't have the skills or specific spells to bypass, the players did need to come up with a tactic to bypass it.
In 4E this is dealt with skill challenges, for example some kind of Ward Spell has stopped the group, the DM has either created a block to force the players to search around for something that will bypass the blockage (magic key, etc) or they could use their skills to break the Ward in a skill challenge (maybe Arcane to unravel the magic, with maybe Thievery to know how to deal with a type of lock and as the ward is created by a demon then also Religion could help to remember how Priests of old destroyed the magic of evil Demons, even acrobatics to slide through the gaps in the Ward that have been created by the other skill uses, maybe Endurance to prevent injury from the strain of passing through the magical field.
"This isn’t true of more recent expressions of the game. There are few encounters that can’t be won simply by using the PCs’ straightforward powers and abilities. For example, consider fire immunity. In older versions of the game, the red dragon was immune to fire. If you’re packing fireballs, you’re just out of luck. In the most recent version of the game, the designers decided that it’s no fun if the game tells you that the choices you made were wrong, so red dragons are resistant to fire, but...
View full comment"This isn’t true of more recent expressions of the game. There are few encounters that can’t be won simply by using the PCs’ straightforward powers and abilities. For example, consider fire immunity. In older versions of the game, the red dragon was immune to fire. If you’re packing fireballs, you’re just out of luck. In the most recent version of the game, the designers decided that it’s no fun if the game tells you that the choices you made were wrong, so red dragons are resistant to fire, but not immune. You can still use your fireballs.
That’s a viable design approach. You make sure that no choices are bad choices. You make sure that every lock has a key that can be found. Every barrier has a way past it. You ensure that the PCs are never presented with a challenge that they can’t somehow overcome. You encourage the players to roll some dice and then move on to the next thing."
No, it's a *horrible* approach. It means that no matter what the situation, no matter how horribly you've prepared, you can still win. The best challenges were the ones we sometimes had to come back to later. Maybe it WAS a red dragon, and we had to run like the dickens and then figure out a way to beat it. New spells, different weapons, a deal with a dwarf mining consortium (happened). It made you *role-play*, not just stat-check. We once beat a beholder with a wall of iron and rock to mud. Almost made the DM cry, he'd not thought of that. But our demented band of yayhoos did. We didn't have the firepower to win any other way, so we had to think of things that were just crazy, and we had quite the party even with beholder-goo-covered characters.
If I *know* that game design means I can always win every encounter, then why should I worry about any of them?
A ghoul is a (folkloric) monster associated with graveyards and consuming human flesh. In fiction, these creatures dwell in cemeteries and other uninhabited places. The oldest surviving literature that mention ghouls is One Thousand and One Nights. The term was first used in English literature in 1786, in William Beckford's Orientalist novel Vathek, which describes the ghūl of meddle eastern folklore.
Ghoul is from the Arabic ghul, from ghala "to seize". Marc Cramer...
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