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MonsterEnvy posted:These are really cool and I want to show them off here. What is this? Looks interesting.
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# ? Aug 2, 2015 22:54 |
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# ? May 31, 2024 14:35 |
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Details about the Demon Lords and how the Madness rules will work with them. (As Madness rules are going to be present in Out of the Abyss and Rage of Demons.) Pretty much in the Adventures if you do something like encounter a Demon Lord or stay in an area corrupted by them for too long, you have to make a saving throw. On a failure your madness level increases by 1 and you are infected with a madness that depends on which Demon Lord is responsible. How long the Madness lasts depends on your madness level. It starts at 0 and goes up to 3. First time your score goes up to 1 and you have short term madness. (Lasts 1d10 minutes.) Second time it goes up to 2 and you have long term madness (Lasts 1d10 x10 hours.) third time your score goes up to 3 and you have indefinite Madness (Lasts until cured.) After this if you fail your score resets to 1 and the cycle repeats.
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# ? Aug 2, 2015 23:52 |
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drrockso20 posted:In some some respects a mediocre RPG is worse than a terrible one cause it causes people to waste time trying to fix it instead of moving on to something better My guess is the latter, with production of the obligatory videogame tie in book every six months outsourced completely to some other company.
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# ? Aug 3, 2015 00:22 |
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MonsterEnvy posted:Details about the Demon Lords and how the Madness rules will work with them. (As Madness rules are going to be present in Out of the Abyss and Rage of Demons.)
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# ? Aug 3, 2015 00:38 |
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Father Wendigo posted:The artwork is fantastic and the Sanity mechanic could be neat, but a lot of it is going to hinge on how the 'Cure Sanity' angle works. If the Cleric just has to fart off a spell and voila, you're membrane's sane, then any sense of tension just kinda flies out the window. Also, I'm hoping they'll go with the 'discovering the unfathomable' angle driving the party towards madness instead of just having a countdown timer for combat rounds because the party is huffing evil fumes or something lazy like that. I's fairly simple to cure but I don't think the tension will go away, because how often and easily characters can get it, it can be a waste of spell slots to try and cure it all the time. Plus high level magic that can be out of their reach will be needed in some cases. Here the currently known rules on it. quote:At the best of times, the Underdark is a bizarre, alien, and inhospitable world, but the influence of the demon lords has transformed it into a domain of madness and chaos. The radiation faerzress acts as a catalyst, spreading the demon lords’ madness throughout the Underdark. Likely more stuff related to the Demon Lords and their types of Madness will be added in the Adventure. MonsterEnvy fucked around with this message at 01:03 on Aug 3, 2015 |
# ? Aug 3, 2015 01:00 |
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For reference, the DMG has this on curing madness:quote:A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness. Calm Emotions and Lesser Restoration are level 2 spells, Remove Curse is a level 3 spell, and Dispel Evil and Good and Greater Restoration are level 5 spells EDIT: The DMG has three different 1d100 tables for Short Term Madness, Long Term Madness and Indefinite Madness. An example of each would be: "The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal." "The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins." "I must bend the truth, exaggerate, or outright lie to be interesting to other people." gradenko_2000 fucked around with this message at 01:46 on Aug 3, 2015 |
# ? Aug 3, 2015 01:36 |
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So just by going in the underdark, your characters will need magic spells to heal their minds.
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# ? Aug 3, 2015 01:39 |
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Unless something is different, faerzress is not that common. It was the special magic-mineral stuff that Drow protected/controlled to make their "automatically magic" weapons (that dissolve/de-power in sunlight).
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# ? Aug 3, 2015 01:42 |
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Roadie posted:My guess is the latter, with production of the obligatory videogame tie in book every six months outsourced completely to some other company. This is probably the closest guess, judging by their gencon showing this year. They barely showed up at all, had no product or d&d store, and had about 2 employees total. Everything was done as third-party sales. Even running their games is outsourced. They are also skipping all support for Pax.
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# ? Aug 3, 2015 01:48 |
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FRINGE posted:Unless something is different, faerzress is not that common. Actually it's magic radiation and can be found pretty much everywhere in the Underdark. Lots of creatures there live on a diet of Fungus affected by the stuff. It also interferes with Some magic like Scrying so Drow makes their cities in area that have a high concentration of it. ritorix posted:This is probably the closest guess, judging by their gencon showing this year. They barely showed up at all, had no product or d&d store, and had about 2 employees total. Everything was done as third-party sales. Even running their games is outsourced. They are also skipping all support for Pax. To be fair the adventurer's league stuff at Gencon is rather cool. There was an interview with Mearls actually. Here is a link containing the highlights http://merricb.com/2015/08/02/mike-mearls-speaks-tome-show-interview/ Also some of you may be happy to know that Mearls himself thinks they did a bad job with the Fighter.
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# ? Aug 3, 2015 01:58 |
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No, he thinks they did a bad job branding the fighter. He has no issues with the mechanics. Laffo that spellcasters are now even MORE necessary though.
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# ? Aug 3, 2015 02:02 |
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gradenko_2000 posted:
To expand on this. Short Term Madness results tend to be stuff that can disable or impede them for an encounter. Or just make them look goofy. Long Term Madness goes for things that lower the characters performance or makes them have to act odd until it wears off. (With one result that disables them for a while.) Indefinite madness acts as a new character flaw that changes how the character is role played but has no mechanical influence.
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# ? Aug 3, 2015 02:04 |
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MonsterEnvy posted:To expand on this. Short Term Madness results tend to be stuff that can disable or impede them for an encounter. Or just make them look goofy. Long Term Madness goes for things that lower the characters performance or makes them have to act odd until it wears off. (With one result that disables them for a while.) Indefinite madness acts as a new character flaw that changes how the character is role played but has no mechanical influence. Not gonna lie, this sounds awful and reinforces to me that D&D is goddamn terrible at implementing stuff like this. If i want this kind of stuff im going to go play CoC or dark heresy or something.
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# ? Aug 3, 2015 02:11 |
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MonsterEnvy posted:To be fair the adventurer's league stuff at Gencon is rather cool. It was ok, some modules were better than others. There was a module about a flotilla of airships all roped together that was awesome. The two undedark-themed ones I played were also cool. Everything I played this year was with my level 8-9 monk.
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# ? Aug 3, 2015 02:15 |
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kingcom posted:Not gonna lie, this sounds awful and reinforces to me that D&D is goddamn terrible at implementing stuff like this. If i want this kind of stuff im going to go play CoC or dark heresy or something. I think they are fine. They are optional rules for the most part and it seems like the Demon Lords individual madness will be overpowering the chart in the actual adventure. Out of curiosity why do they sound bad to you.
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# ? Aug 3, 2015 02:16 |
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Wow, yeah, I just read the bullet points of that interview and it's... completely bullshit. Like, entirely. Besides the quick nod to UPCOMING quote:* The slow release schedule is driven by Wizards’ desire to learn what the players want and are using. If Wizards do something with D&D, it’s driven by player feedback. They’re starting smaller, because they’ve consistently seen that players weren’t able to absorb the volume of information that was released in a short space of time. Though, I think these two, which are back to back on that log, got me the hardest. quote:* D&D is a very stable business – a lot of fan speculation magnifies small events beyond what they warrant. Thanks, Mike, I needed the laugh today.
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# ? Aug 3, 2015 02:18 |
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The ones without rules support are going to be inconvenient to adjudicate at the minimum.
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# ? Aug 3, 2015 02:20 |
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MonsterEnvy posted:1) Actually it's magic radiation and can be found pretty much everywhere in the Underdark. Lots of creatures there live on a diet of Fungus affected by the stuff.
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# ? Aug 3, 2015 02:33 |
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Something like the madness rules might be a cool alternative to just dying you run out of hitpoints.
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# ? Aug 3, 2015 02:36 |
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FRINGE posted:Was part 1 added at some point? I knew about part 2. It's been around since at least early 3e, in the first Faerun sourcebook. It may be older, but I've never looked at pre-3e setting material.
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# ? Aug 3, 2015 02:39 |
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MonsterEnvy posted:I think they are fine. They are optional rules for the most part and it seems like the Demon Lords individual madness will be overpowering the chart in the actual adventure. Because its all falling a very lovely and poorly thought out resolution mechanism. Its resolved by a save or suck effect that if you dont stop and cure it immediately you get really bad long term problems that you cant just fix instantaneously. So this just forces the party to carry a healer around and stopping any time someone gets hit by one of these effects or you risk being completely screwed. So again, its giving even more strength to the 'well ive gotten as crazy as you can for the day, guess lets go home and rest'. Additionally in a game where you become demi-gods pretty quickly (if youre playing the right class obviously) its all hugely irrelevant since you only need a level 3 spell to cure 90% of the problems you're going to come across. Level 5 characters are mostly making this system irrelevant long term and then it just becomes a save or suck spell that some enemies can cast. There's no gradual buildup or risk when participating in it, theres no narrative going on, some classes straight out ignore it or have saves that just let me pass it (im going to assume the DCs are going to be all over the place). Theres also no ability to ignore or avoid this stuff as a player since you're specifically going to be facing it without any alternative. Reducing it is dependent on having the right spellcasting classes to just fix the issue too. None of this sounds remotely appealing.
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# ? Aug 3, 2015 02:45 |
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fool_of_sound posted:It's been around since at least early 3e, in the first Faerun sourcebook. It may be older, but I've never looked at pre-3e setting material. It's in the 2e monstrous manual under the dark elf ecology section. Also in the complete book of elves I think where their adamantite chain is described. Might be in 1e, but I don't have access to that.
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# ? Aug 3, 2015 02:55 |
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kingcom posted:Because its all falling a very lovely and poorly thought out resolution mechanism. Its resolved by a save or suck effect that if you dont stop and cure it immediately you get really bad long term problems that you cant just fix instantaneously. So this just forces the party to carry a healer around and stopping any time someone gets hit by one of these effects or you risk being completely screwed. So again, its giving even more strength to the 'well ive gotten as crazy as you can for the day, guess lets go home and rest'. Additionally in a game where you become demi-gods pretty quickly (if youre playing the right class obviously) its all hugely irrelevant since you only need a level 3 spell to cure 90% of the problems you're going to come across. Level 5 characters are mostly making this system irrelevant long term and then it just becomes a save or suck spell that some enemies can cast. Bards, Paladins, Druid, Rangers, and Clerics can fix it. But no it's not really needed for you to cure every time. Most of the effects are not debilitating enough to bother fixing in some cases. Like becoming an Alcoholic. Some are worse then others. Some are just disadvantage on charisma checks, while others disable you. As for the saves they are Wisdom and Charisma for madness so no classes ignore it. Anyway noone really knows how it's going to work. Well Ritorix might if it was involved in the games he played in Gencon.
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# ? Aug 3, 2015 03:17 |
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ProfessorCirno posted:This is largely what's happening in real life game that's been real off and on I got drawn into. Dude absolutely adores 3.x and has binders and binders of worldbuilding he's done with it...and not a single person in the group cares. We want to murder some fuckers and loot shinies. Every game inevitably turns into that whole "5 hours of game, half an hour of fun" as he tries to talk up the runes on graves and the cultures in the area and the political strife between two factions nearby, and meanwhile our party has literally Laura Croft The Elf and a rastafarian bard, and none of us give a poo poo. We get long monologues of how this culture treats their horses and precise measurements on how this graveyard is set up and our response every time is "Is anyone here hot we can score with, and then can we kill something and take it's sweet magic items and gold?" We play maybe once a month, if that, because it's more or less "whenever he corners us" Lots of DMs do this sort of thing, it's not exactly a 3E thing. In a certain amount I find it welcome because eventually LOOT/SMASH/REPEAT can get a little old if it's all you're doing, but games that are 90% storytime do tend to stink up the joint.
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# ? Aug 3, 2015 03:19 |
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MonsterEnvy posted:Bards, Paladins, Druid, Rangers, and Clerics can fix it. But no it's not really needed for you to cure every time. Most of the effects are not debilitating enough to bother fixing in some cases. Like becoming an Alcoholic. Some are worse then others. Some are just disadvantage on charisma checks, while others disable you. The dm made a few checks for it but everyone passed. In AL you can probably just pay for a cure too, it's not like money does anything else. I did get turned to stone by a gorgon once. That was fun, er at least it gave me a chance for a food break, because that's a "you can't play anymore" move. Best move from the con was a twinned banishment spell. OP as gently caress. Also I got polyed into a giant ape once to tank a boss fire giant. 150thp lasted 2 rounds. He was a loving pain to kill.
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# ? Aug 3, 2015 03:24 |
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MonsterEnvy posted:Bards, Paladins, Druid, Rangers, and Clerics can fix it. But no it's not really needed for you to cure every time. Most of the effects are not debilitating enough to bother fixing in some cases. Like becoming an Alcoholic. Some are worse then others. Some are just disadvantage on charisma checks, while others disable you. Clerics have wis and cha dont they? Also yeah if they turn into long term -> permanent debuffs then they need to be cured asap or you are going to have to spend higher level spells to get rid of them. This is like wizard 101 stuff.
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# ? Aug 3, 2015 03:25 |
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Mecha Gojira posted:
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# ? Aug 3, 2015 03:25 |
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MonsterEnvy posted:Most of the effects are not debilitating enough to bother fixing in some cases. Like becoming an Alcoholic.
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# ? Aug 3, 2015 03:29 |
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quote:* The game can become unmanageable with too many options; Organised Play has the idea of only one expansion book allowed per season, which is somewhat analogous to Magic: the Gathering set rotation. The designers will try to make things compatible, but “one expansion book per campaign” is likely to be a better way of balancing things and guarding against unforeseen combinations. The thought expressed by Mearls is that every campaign should use only a single splat book. Someone* in the interview was quick to backpedal and say that of course you can do otherwise at home, but then Mearls doubles down and says you won't get a balanced result out of it because it's too hard to balance with multiple splats (which is actually reasonable when you're talking about 3.X's release schedule). It's so good that Core is already well balanced and not at all prone to accidental abuse of long rests leading to ridiculous power discrepancies. *Mearls with a momentarily hoarse voice? The interviewer? Some PR handler? I'm not good enough with podcasts to tell who exactly it was.
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# ? Aug 3, 2015 03:31 |
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kingcom posted:There's no gradual buildup or risk when participating in it, theres no narrative going on, some classes straight out ignore it or have saves that just let me pass it (im going to assume the DCs are going to be all over the place). Theres also no ability to ignore or avoid this stuff as a player since you're specifically going to be facing it without any alternative. Reducing it is dependent on having the right spellcasting classes to just fix the issue too. None of this sounds remotely appealing. The fact that's it's just Level 1, 2 and 3 is really kinda terrible since it can just suddenly happen with no warning. IMO, it'd be better as a track like HP with triggers at 1/4, 1/2 and max or something so that there's an actual buildup in tension as the character slowly feels like they're going to snap at any moment and the players have something to really illustrate an actual sort of growing sense of dread.
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# ? Aug 3, 2015 04:07 |
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So was the last Unearthed Arcana the Psionics one? And if so, or not, how far back was it? When should we expect a new Unearthed Arcana?
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# ? Aug 3, 2015 04:17 |
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MonsterEnvy posted:Most of the effects are not debilitating enough to bother fixing in some cases. Like becoming an Alcoholic. You're really this dense, aren't you?
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# ? Aug 3, 2015 04:19 |
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yeah this game's pretty obviously doomed, Mearls is just saying otherwise to avoid getting fired
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# ? Aug 3, 2015 04:19 |
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AlphaDog posted:You're really this dense, aren't you? I goddamn love MonsterEnvy. If you scare him off I will fite you irl.
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# ? Aug 3, 2015 04:23 |
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AlphaDog posted:You're really this dense, aren't you? Well how debilitating would, in game, alcoholism be?
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# ? Aug 3, 2015 04:25 |
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Xelkelvos posted:Well how debilitating would, in game, alcoholism be? That's up to your DM.
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# ? Aug 3, 2015 04:26 |
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I don't see how being turned into a Dwarf is a problem.
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# ? Aug 3, 2015 04:35 |
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Speciesist.
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# ? Aug 3, 2015 04:42 |
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Addiction is a disease. Roll a constitution save.
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# ? Aug 3, 2015 04:45 |
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# ? May 31, 2024 14:35 |
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Xelkelvos posted:Well how debilitating would, in game, alcoholism be? This is my point. Plus you would be in the underdark not going to find any easily there. drrockso20 posted:yeah this game's pretty obviously doomed, Mearls is just saying otherwise to avoid getting fired I don't care much for Mearls but this is not true. Game is selling too well and is too popular to go down anytime soon. This thread is one of the few places that hates it.
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# ? Aug 3, 2015 04:53 |