My problem with the way the cantrips scale, is that at high level, the Wizard's cantrips are more powerful than their 1st level spells. Or even their 2nd level. True, that does free those slots up for more utilitarian spells, and leave the high level slots for damage dealing ones, but I am just not sure I like the idea of cantrips outdoing any higher level spell.
I kind of like it, A ray of frost cast my a master magical with years of experience should out damage a magic missile cast by a apprentice. The paradigm of how spells interact has changed, good stuff..
The way society and environment are designed in Mechanus should not try to emphasize “perfection” (on an individual level) but planning and redundancy where necessary. (e.g. imagine passages designed specifically for certain spherical shaped workers occupying the place... rather than the pass entry being a flat plane with a hole cut in it, we would see it recessed, curved opening to account for the statistical probability in variation of trajectory/approach). Thus more complex geometry (less...
View full commentThe way society and environment are designed in Mechanus should not try to emphasize “perfection” (on an individual level) but planning and redundancy where necessary. (e.g. imagine passages designed specifically for certain spherical shaped workers occupying the place... rather than the pass entry being a flat plane with a hole cut in it, we would see it recessed, curved opening to account for the statistical probability in variation of trajectory/approach). Thus more complex geometry (less “boxy” design) is added/accomplished.. ultimately this should build on itself to become its own style rather than having unnecessarily added “flavor” for aesthetics... then again, aesthetic appreciation is also not contrary to order... but where such things are incorporated, it should be done keeping the aforementioned planning in mind.
slaad and modrons... both seem to exist in a vaccuum neither interact with the blood war, githyanki, celestials, sigil or the prime material, they just patiently wait in their outer planes for someone to rock up how about link Slaad into bullywugs or kuo toa? i don't like the idea of slaad being abherrations, since abherrations are from beyond the great wheel/cosmos, not one chaotic aligned part of it. having said that, you could easily say ALL abherrations come from Limbo ...
View full commentslaad and modrons... both seem to exist in a vaccuum
neither interact with the blood war, githyanki, celestials, sigil or the prime material, they just patiently wait in their outer planes for someone to rock up
how about link Slaad into bullywugs or kuo toa?
i don't like the idea of slaad being abherrations, since abherrations are from beyond the great wheel/cosmos, not one chaotic aligned part of it. having said that, you could easily say ALL abherrations come from Limbo
Modrons.. I understand their place in the great wheel, but i've never used them in games, and can't recall anyone else doing so either. Perhaps if they had a big goal like say rebuilt the universe in their image (like star trek borg) others would have more reason to interact with them
Pondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this: *Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...
View full commentPondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this:
*Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill or several.
*Skills can vary with type of game - DRIVE, for instance isn't necessarily a useful skill for a fantasy game where most vehicles are animal powered. Handle Animal you say? As would I, but, should Handle Animal be generalized to all animals? Can a horse trainer equally be a lion tamer? I say no. But, If we generalize Handle Animal and produce sub-skills therein (Horses, Lions, Dogs, etc.), we can say that a skill an be flexible contingent on another factor. What might that be? See below.
*Advancement - Should a character that makes little use of a certain skill advance the same as one who makes greater use? IMO, no. How do we progress then? This is where we are with our playtesting.
SUMMERY:
*Skills should be an optional, but in the basic package.
*The list should include general/specific skills (under different game types - fantasy, sci-fy, dark age, etc.) The ability score to represent should be flexible depending on the group (i.e. - Climb might be Str or Dex based or average of both).
*A skill that can be broken down into sub-skills can be adjudicated by ability score modifiers. Handle Animal (potentially based out of Cha) might cover one or more animal types based on modifier.
*Base Modifier - IMO the Skill Die works.
*Advancement - Feat based. All start with their (four?) skills (which may have subs, broadening variety) and beginning level Skill Die (d8?). Buy Skill advancement with feats - die increase, specialist, etc.)
I've come to hate feats. They have this annoying tendency to 'bloat'. The worst kind are the ones granting fiddly conditional bonuses. Just replace all of them by templates that grant a set of abilities that work well together. THis also eliminates the need for system mastery, another thing I've come to dislike.
That sounds like a you/them problem to me, not trying to be mean. The developers want to incorporate a certain power scale with its levels and they can't skew the scale just to give people unhappy with their scale more dings, that's how you get things like 3e. You can make all of the people happy some of the time et cetera. If you HAVE to have a larger power scale so you can be a bad ass at the start then play for 3 years and still get a sense of growth to the point where you win a fight against...
View full commentThat sounds like a you/them problem to me, not trying to be mean. The developers want to incorporate a certain power scale with its levels and they can't skew the scale just to give people unhappy with their scale more dings, that's how you get things like 3e. You can make all of the people happy some of the time et cetera. If you HAVE to have a larger power scale so you can be a bad ass at the start then play for 3 years and still get a sense of growth to the point where you win a fight against a literal mountains then you need to find a new system. I have a recommendation by the way if your interested. I would just tell you but it seems inappropriate to do so on a DnD forum.
By the way, where are these mythical multiclassing rules I keep hearing about. I can not find them. I haven't gotten through everything yet, but I've been through the logical places.
The greataxe vs. knife debate. What about having faster weapons like a knife offer more attacks due to speed? Maybe 2 attacks but since it is a smaller weapon you attack at a Disadvantage?
I think what they're trying to do is treat Favored Enemies like Cleric Domains. You choose a Favored Enemy species and gain the powers and skill sets needed to fight that enemy which also applies to everything else you fight. So basically, you'd have different types of rangers with different types of powers and skills.
Not sure where "ability to avoid harm" comes into it... wouldn't that mean that being held down should reduce your hit points simply because you are reducing this ability? Sadly I think that as much as they keep saying it is an abstraction, the reality is that ALL mechanics treat it purely as physical harm only and that somehow certain people have a lot more "life" than others purely because of the class they have chosen. Personally I think its time to put the abstraction to rest and...
View full commentNot sure where "ability to avoid harm" comes into it... wouldn't that mean that being held down should reduce your hit points simply because you are reducing this ability?
Sadly I think that as much as they keep saying it is an abstraction, the reality is that ALL mechanics treat it purely as physical harm only and that somehow certain people have a lot more "life" than others purely because of the class they have chosen.
Personally I think its time to put the abstraction to rest and to actually live up to the "next" portion of the edition name, instead of "throwback 30 years" which it is when talking HP.
This is where I see the age old saying of "not enough time in the day" coming into effect. In a realistic sense, we learn things that we invest time into, and the more time we put into it, the more we can learn. People can only learn so much at any given time (just ask any uni student), so it all comes down to how you portion out your free time. Now think of the fighter. They are more capable with a weapon because they invest a lot of their time into training and "maintaining" these skills,...
View full commentThis is where I see the age old saying of "not enough time in the day" coming into effect. In a realistic sense, we learn things that we invest time into, and the more time we put into it, the more we can learn. People can only learn so much at any given time (just ask any uni student), so it all comes down to how you portion out your free time.
Now think of the fighter. They are more capable with a weapon because they invest a lot of their time into training and "maintaining" these skills, so they generally don't have much time left to devote to other things. Same goes for the wizard who has to continue to pour over his books to keep his mind sharp and his "control" over magic strong.
So no problem, you are more than welcome to learn Elvish, but the time you are spending sitting with him speaking is the time you would normally be doing exercise, so while you may pick up elvish, you start to lose your fitness because you are not putting that time into other areas.
It is this kind of thinking which I believe better explains why some classes have lots of feats/skills and others don't, they just haven't taken the time to go that one step further and solidify the concept... but don't forget, if you ignore something for too long you start to become rusty, you lose your edge, so anything you do pick up, may fall into disuse if you don't continue down that path.
So all in all, I think what you learn should be a factor of what you invest your time in. If you are just travelling, then there should be nothing stopping you from doing something while you walk, but only because the thing you are learning lends itself to "multi-tasking" with walking. It's not like you could learn how to swing a sword while walking :)
@Shamanstarr: No, no.. ^ ^ What you have already described is Strategy: en.wikipedia.org/wiki/Strategy Tactic consists in reasoned actions useful to defeat one opponent. This reasoned actions can be part of a strategy plan, yes, or can simply be the reasoned use of weapons, manouvers and other pratical knowledge in battle. Let make an example of the fight with a stick or a...
Tactic consists in reasoned actions useful to defeat one opponent. This reasoned actions can be part of a strategy plan, yes, or can simply be the reasoned use of weapons, manouvers and other pratical knowledge in battle.
Let make an example of the fight with a stick or a rod...
As you learn how to use thi stick/rod to attack and defend, you are learning how to use it for having better result in fight. THATS Tactic.
A NON-fighter use a stick without knowledge and simple knows to use a weapone in the simpliest way.
A Fighter knows weapons, knows well how to use it. And so he knows the best ways he can use it for damage and defeat opponents.
A not tactical action is using a stick for damage the opponent as you can.
A tactical action is using a stick with the knowledge that your action manouver IS one of the best ways to damage or weaken your opponent.
Tactic is, indeed, a reasoned action, in this case a reasoned use of your stick to understand the best way to use it against your opponent.
Thats why Maneuvers ARE Tactic.
Regarding the armor/weapons creation...
Profession is a generic skill: that means that a different Fighter can be expert in different armor and weapons creation knowledge. A farmer can be expert in sticks, arrows, simple bows and skin armors; a smith can be expert in forging swords, metallic armor and shields, axes, etc.
And, i will remember, I have suggest to give Profession like an alternative.
(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all...
View full comment(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all Clerics is a little more rounded, especially if each is a cleric of a different God/Domain so they are better able to sub for missing archetypes, but still, their not quite as good at AOE as if they had a Wizard type, they aren't as good at trap-finding than if they had a Rogue, etc... A group of all Wizards is drastically hurting in the AC and HP departments. Much weaker in toe to toe fighting, however, with properly diverse spell selection, they can handle a lot of situations. They are still shy on healing.
Reward good Role-playing, reward good Character Building, reward good Background/storytelling, and reward good Party Building. Simple as that!
I love playing clerics, but I also like the option of DMing a world inspired by Lord of the Rings or Game of Thrones - both settings with lower magic and less healing. Just as Mike Mearls likes to run an all day castle siege, and Chris Perkins a new campaign with lots of political intrigue, I think the basic rules should allow for an easy to use option for non-magical, or more rare, or slower forms of healing. Keep up the good work, Mike - and thanks as always for listening!
I don't like Alignment restriction for dragons or Genies... it's up DM what use or Aligment he wants his Dragon or Genie have.... been always against Aligment Restriction for those creatures.... and why is Shadow Dragon always Chaotic evil???? it like copy paste some kinde of Black Dragon again.... but if we said that Shadow dragon usually are of neutrall aligment then we will have a very interesting Dragon race.... after all the plane of Shadow are a neutrall plane... it's mortal denizens...
View full commentI don't like Alignment restriction for dragons or Genies... it's up DM what use or Aligment he wants his Dragon or Genie have.... been always against Aligment Restriction for those creatures....
and why is Shadow Dragon always Chaotic evil???? it like copy paste some kinde of Black Dragon again.... but if we said that Shadow dragon usually are of neutrall aligment then we will have a very interesting Dragon race.... after all the plane of Shadow are a neutrall plane... it's mortal denizens are most of the time of neutral aligment... only creature that have been tainted by the of pocket energi of the negative energi plane are evil (mostly undeads and some living tainted creature like Nightcrawlers)...
and were are the most interesting dragons of all time The Gem Dragons???? they are core dragon who have been neglected in 4 edition... Big Mistake i must say...
Move Shadow Dragon to Gem Dragon Family and call it Onyx dragon or something
and use mercuri dragon and steel dragon as metall dragon.. plus take back purple and brown ( brown was called yellow dragon in 2nd edition AD&D) and grey to chromatic dragon family...
I agree. Alignment has been part of the rules for a long time and should continue to be in the rules. And DMs have always ignored any rule that they didn't like so if some DM doesn't like alignment they don't have to use it, but the rest of us want it in the game.
Some. Whatever I ended up with was very watered down and ineffective, though. Pairing Ranger and Wizards still brings about splitting ability scores between Dex/Int primaries (two high scores on that single AC/NAD category, resulting in weaker NDAs elsewhere) along with leaving only lower scores for secondaries (meaning significantly weaker power riders). Using Warlock or Sorcerer switch the ABs needed to Dex/Cha, but then it's kind of lame to go that way when you remember the path roleplay...
View full commentSome. Whatever I ended up with was very watered down and ineffective, though. Pairing Ranger and Wizards still brings about splitting ability scores between Dex/Int primaries (two high scores on that single AC/NAD category, resulting in weaker NDAs elsewhere) along with leaving only lower scores for secondaries (meaning significantly weaker power riders).
Using Warlock or Sorcerer switch the ABs needed to Dex/Cha, but then it's kind of lame to go that way when you remember the path roleplay of the character and how much the spellbook was 'important'.
It gets even more sad when I end up trying to bend to the system thinking "Ranger and Invoker should work!". Only, this wasn't ever a divine caster.
Basically, I really hope that what worked in 2nd edition will end up working again, allowing me to have the character I want to have rather than putting down with the watered-down treatment I've had to put my gaming circle with for the past ten years. There's nothing more irksome than feeling like you're the weakest link in a group despite trying to adhere to your roleplay.
I don't know if being weaker than previous editions as a Hybrid fully equates to being watered down. 4e did balance all the classes, hybrids of course did give up some optimization potential if you had to use something with multiple primary abilities (I've found the Hybrid system works best if they have the same major stats, best combo I've seen being a Rogue/Bard) but that is part of what you typically pay for in trade for having the abilities from more than one class. Class balance was...
View full commentI don't know if being weaker than previous editions as a Hybrid fully equates to being watered down. 4e did balance all the classes, hybrids of course did give up some optimization potential if you had to use something with multiple primary abilities (I've found the Hybrid system works best if they have the same major stats, best combo I've seen being a Rogue/Bard) but that is part of what you typically pay for in trade for having the abilities from more than one class.
Class balance was never really the focus of earlier editions, and, really, the main, number one complaint I heard back in those days. 4e did bring about more balance, and to Me that's a win...I don't think being able to completely duplicate every concept mechanically is or even should be the focus...good story and gameplay should. I liked how 4e did it, and I think 5e is heading in several right directions
Couldn't we just drop colour-coded dragons, please? And while we're at it, forget about fixed alignments for a whole species of intelligent creatures? Dragons encountered by the players should all be individuals, anyway. Dragons should become a toolbox: Provide a general template and pick and choose whatever abilities make sense for the single, unique dragon the party is about to encounter. Make dragons special, rather than just another random monster encounter.
One of the things that should be considered is the Idea of Multi Headed Dragons and that multi Headed Dragons possess a collective Intelligence. in essence all of the heads united together as one mind
A ray of frost cast my a master magical with years of experience should out damage a magic missile cast by a apprentice.
The paradigm of how spells interact has changed, good stuff..
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