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    • WotC_TomLaPille is now friends with talien3 and 4 other people.

      September 10, 2012 at 12:44pm
    • Modularity and Combat Subsystems
      We’ve talked a lot about the existence of optional rules modules in D&D...
      June 27, 2012 at 11:46am
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      2 people like this blog post.
      The idea of subsystems being placed on top of the core system is very appealing to me. I have been a heavy user of house rules across my D&D experience (Basic Set through to 4e). What I think would be an outstanding add-on to D&D Next would be a generic set of guidelines that allows DMs to develop their own subsystems in a controlled and balanced way...
      I'm excited about the developments occurring with D&D and look forward to hearing about developments...despite truly enjoying...


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      1 person likes this discussion post.
      August 3, 2012 11:40 PM PDT
      I can see the narrative combat module becoming a mainstay in my group, however, are there plans to include spell options? I would like to see the return of 3E meta-magic feats (i.e. Enlarge Spell) and this would be a perfect fit for them. As spellcaster declares if they want to "enlarge" a spell and take the appropriate modifier to their attack; this makes spells more dynamic in combat.
      August 5, 2012 6:57 PM PDT
    • Reacting to the Reaction
      We received the following question through one of our feedback channels...
      June 22, 2012 at 1:47pm
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      I agree. Too many rules make game play heavy, if I am correctly following Thane. In combat, after attacking, your either passively defending - using your AC and armor and practical defensive moves prevent damage. Actively defending takes additional focus which may take an actual action. Doing some other action or actively trying to do something else like trying to heal someone, hide, or casting a spell. This modality of thinking is similar to the way I was thinking for the Combat Module blog
      1 person likes this discussion post.
      July 10, 2012 5:20 PM PDT
      I like where this is going, just don't mess it up.
      July 11, 2012 11:45 PM PDT
    • Monstrous Musings
      In D&D, monster entries give DMs pre-built enemies to throw at characters....
      April 18, 2012 at 4:52pm
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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
    • The Cleric, the Paladin, and Multisysteming
      In a previous post, we discussed the iconic cleric. A majority of poll...
      March 29, 2012 at 3:14pm
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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
    • WotC_TomLaPille posted to his forum thread.

      August 5, 2011 at 12:13am

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      About Me: I am a Magic developer. I write a weekly column called Latest Developments on dailyMTG.com.
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      Other Games I Play: Dominion
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