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    • TribbleGeddon posted to Reinhart's forum thread.

      Forum Topic: Math Issues
      May 29, 2012 at 12:03pm
    • TribbleGeddon created a new forum thread on the DnD Next group.

      May 29, 2012 at 10:56am
    • TribbleGeddon uploaded a new photo.

      May 29, 2012 at 10:55am
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    • TribbleGeddon posted to BastardDM63's forum thread on the DnD Next group.

      May 29, 2012 at 12:53am
    • TribbleGeddon posted to lokiare's forum thread.

      May 29, 2012 at 12:32am
      1 person likes this forum thread.
    • TribbleGeddon posted to his forum thread on the DnD Next group.

      May 28, 2012 at 11:13pm
    • TribbleGeddon posted to his forum thread on the DnD Next group.

      May 29, 2012 at 12:06am
    • TribbleGeddon posted to LAZtheinfamous' forum thread.

      May 24, 2012 at 8:57pm
    • TribbleGeddon posted to Feredirthegrey's forum thread.

      Forum Topic: bad url
      May 24, 2012 at 8:51pm
    • TribbleGeddon 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 13, 2012 at 11:21am
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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
    • TribbleGeddon added a comment to WotC_GregB's blog post on the DnD Next group.

      Just Bigger Numbers
      Sometimes it’s tempting to think of high-level play as being just like...
      February 27, 2012 at 2:21am
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      Monte's statement and Demohidu's colourfully written comment are both right on the money! Let's try to achieve that with some well designed mechanics to back it up.
      June 15, 2012 3:13 PM PDT
      I love Marcos and Demohidu's suggestions. My only concern is I don't want high level gear to be mandatory at higher levels—shackling the DM to treasure tables has problems.
      But the key thing is, I like the notion that at higher levels, each class is functioning at their peak whatever that peak is. For a Fighter, dodging most attacks and hitting most of the time makes sense as a high level goal. For a Wizard that's bending reality. The Fighter is more threatened by reality bending attacks,...


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      July 8, 2012 7:53 AM PDT
    • Koga305 voted in the poll, "How much complexity should exist in high-level play?".

      February 27, 2012 at 2:15am
    • Koga305 voted in the poll, "Should big numbers be a hallmark of high-level play? ".

      February 27, 2012 at 2:14am
    • TribbleGeddon posted to his forum thread on the DnD Next group.

      February 23, 2012 at 3:44pm
    • TribbleGeddon added a comment to WotC_GregB's blog post on the DnD Next group.

      Kings and Castles
      Remember when you hit that certain level when a whole bunch of cool stuff...
      February 23, 2012 at 3:40pm
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      Totally agree w/Katalia369. Make it an option. It should -not- be automatic, and it should not be impossible or discouraged. It depends on what the group decides they want from the experience, and the D&D experience, IMVHO, isn't necessarily about magically attracting followers and receiving permission to build a stronghold at a set level -although if a player wants to hire people, or commission some kind of HQ, well, that should be possible and yeah, there should be rules somewhere for it,...

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      May 6, 2012 3:32 AM PDT
      Personally I like to run (I am almost always the DM in our campaigns) sandbox games. In other words, no set adventures, just engaging characters in a detailed world and I let my players decide what direction they want to take their characters. This means that I would like to have this option as my players tend to go for "conquering the world" type of ambition. For that you need armies, castles, followers, etc (I used a HEAVILY modified version of Birthright rules to do this, but I truly miss a...

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      May 24, 2012 8:07 AM PDT
    • mhbjarkistef voted in the poll, "Holdings and followers, if used at all, should be a backdrop for the characters’ further adventures.".

      February 23, 2012 at 3:34pm

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