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Novum posted:Somebody mentioned balancing high end casters with exhaustion levels a while back. Was that a fully fleshed out homebrew or just an idea in the moment? Just spur of the moment.
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# ? Apr 10, 2016 22:24 |
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# ? Jun 9, 2024 16:50 |
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Novum posted:Somebody mentioned balancing high end casters with exhaustion levels a while back. Was that a fully fleshed out homebrew or just an idea in the moment?
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# ? Apr 10, 2016 22:33 |
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I recently have sort of come to the realization/understanding that in 5e, your 'mental' stats are sorta mechanically useless, if you aren't a spellcaster. It seems pretty obvious on its face, but this is yet another area where 4e made a concerted effort to improve things, and 5e just walks it back. Like, you look at the secondary and tertiary stats from martial(ish) classes in 4e, and they largely made sure that INT/WIS/CHA were always in the mix there somewhere. In 5e, if you're looking at Fighter/Rogue/Barbarian, it's basically just: STR for heavy weapons/heavy armor, DEX for AC/init, CON for HP. Boom, done. Rogues can dump STR in favour "being even slightly more better than everyone else, at 1 set of skills." Walking back 4e's method of determining defenses (AC in particular) and making it so weapons can only ever use STR or DEX (outside of the Shillelagh spell) is also a decision founded on tradition and/or tummyfeels that straight up just makes classes less interesting.
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# ? Apr 11, 2016 00:03 |
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Clearly they need to bring back needing 13 WIS and/or 13 INT to access certain combat feats
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# ? Apr 11, 2016 06:34 |
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Naw, they just need to make it like Combat Superiority or w/e, where a Fighter adds their WIS mod to Opportunity Attacks, or a Ranger can shift WIS mod # of spaces whenever xyz happens. If you don't cast spells, the 'spellcasting abilities' are just there for skills, they don't really do anything in-combat.
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# ? Apr 11, 2016 07:08 |
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Skills should all be lumped into physical ability scores, spellcasting stats should exist purely for spellcasting and nothing else.
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# ? Apr 11, 2016 07:27 |
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Stats should be Killin' Dudes, Castin' Spells, Doin' Stuff, Knowin' Things, Botherin' Gods
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# ? Apr 11, 2016 07:41 |
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Elfgames posted:Stats should be
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# ? Apr 11, 2016 07:44 |
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edit Doin' stuff gives the less eloquent among us the ability to be good at talky poo poo without adding another stat. also stealing is the whole purpose of the game so making it a stat is kinda silly.
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# ? Apr 11, 2016 08:30 |
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Elfgames posted:Doin' stuff already covers stealing things but also gives the less eloquent among us the ability to be good at talky poo poo without adding another stat. Stealin' hearts, stealin' votes, stealin' confidence...it checks out.
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# ? Apr 11, 2016 08:33 |
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https://www.reddit.com/r/dndnext/comments/4e82cc/sword_of_sharpness_story/Sword of Sharpness story posted:In our session last night my character was able to get his hands on a Longsword of Sharpness. D&D is so boring that this is the most exciting thing that happens in it.
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# ? Apr 11, 2016 10:48 |
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It's also not something that the player is ever in control of.
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# ? Apr 11, 2016 11:14 |
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Boing posted:https://www.reddit.com/r/dndnext/comments/4e82cc/sword_of_sharpness_story/ Clearly, they need to try using orokos.
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# ? Apr 11, 2016 13:24 |
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Death to ability scores.
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# ? Apr 11, 2016 13:50 |
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goatface posted:Death to ability scores. Or death to everything but ability scores. Things need to die is the main takeaway here.
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# ? Apr 11, 2016 17:45 |
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lol... Trapdoor Tech @trapdoortech 13m13 minutes ago Excited to announce our partnership with @paizo to create @Playbook__ for #pathfinder ! http://bit.ly/1SbR1cS https://twitter.com/trapdoortech/status/719592794017255424 Background for the newer folks: this same company already had a license with WOTC way back when 5e was brand new, and they got dropped after a terrible beta. It looked just like that back then. ritorix fucked around with this message at 19:44 on Apr 11, 2016 |
# ? Apr 11, 2016 19:42 |
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I think I remember those guys. They had the character sheet with the ability score box that didn't show all the ability scores at once, right?
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# ? Apr 11, 2016 19:46 |
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Red Metal posted:I think I remember those guys. They had the character sheet with the ability score box that didn't show all the ability scores at once, right? Yes, nothing fit in any convenient area, it didn't actually do any math for you, you could add an arbitrary number of hitpoints to your total, but could only remove them one at a time by pressing a button over and over. It was worse than just making a tablet character sheet with nothing but text fields, because it looked like it did the work for you, but it actually didn't do any of it.
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# ? Apr 11, 2016 19:50 |
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Also isn't the reason WotC dropped them because they couldn't stay on task? WotC wanted them to create a digital character builder while Trapdoor decided that what they really needed was some extensive suite of unasked for digital tools that they then tried to ask for some ludicrous amount of money for? It was a weird situation all around.
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# ? Apr 11, 2016 19:54 |
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Red Metal posted:I think I remember those guys. They had the character sheet with the ability score box that didn't show all the ability scores at once, right? Kai Tave posted:Also isn't the reason WotC dropped them because they couldn't stay on task? WotC wanted them to create a digital character builder while Trapdoor decided that what they really needed was some extensive suite of unasked for digital tools that they then tried to ask for some ludicrous amount of money for? It was a weird situation all around. Pretty much all of the above. IIRC they also went to Kickstarter in the interim with a goal amount of like 500 grand and charging $20 a pop to use a tool which should be a free add-on to the game in the first place.
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# ? Apr 11, 2016 20:15 |
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Yeah and I dont think they gave up the dream. From that press release - "Playbook will allow players to roll up and manage characters, while Game Masters can purchase and prep adventures and campaigns"
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# ? Apr 11, 2016 20:18 |
ritorix posted:Yeah and I dont think they gave up the dream. From that press release - "Playbook will allow players to roll up and manage characters, while Game Masters can purchase and prep adventures and campaigns" So basically they want to be a tablet version of Fantasy Grounds, but probably shittier?
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# ? Apr 11, 2016 20:24 |
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Greg Leeds has resigned as President of Wizards of the Coast, and will be replaced by Chris Cocks Talk about a cock-up! ...that's all I got. e: his face is too small
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# ? Apr 11, 2016 20:33 |
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Kaysette posted:Greg Leeds has resigned as President of Wizards of the Coast, and will be replaced by Chris Cocks So he's Haley Joel Osment?
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# ? Apr 11, 2016 20:41 |
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Kaysette posted:Greg Leeds has resigned as President of Wizards of the Coast, and will be replaced by Chris Cocks
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# ? Apr 11, 2016 21:17 |
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Great memories of DungeonScapeAlphaDog posted:Dungeonscape trip report: It was a lot of pages of clicking to generate a lot of pages of stuff which I guess you could use to play D&D if you were a masochist. LFK posted:Designed for mobile first!
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# ? Apr 11, 2016 21:50 |
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Kaysette posted:Greg Leeds has resigned as President of Wizards of the Coast, and will be replaced by Chris Cocks I fear Wizards has been infiltrated by the mob.
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# ? Apr 11, 2016 21:52 |
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Kaysette posted:e: his face is too small This dude is like a face swap photoshop in human form. Fake edit: His forehead is loving gigantic.
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# ? Apr 11, 2016 21:56 |
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That really looks like a faceswap.
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# ? Apr 11, 2016 22:03 |
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gradenko_2000 posted:It's also not something that the player is ever in control of. Yeah, it's something I my never understand. Yeah, that was a cool thing, but it was total utter random chance and you had no hand in its conception or execution. Vorpal swords etc. bore the hell out of me, because you can't use them mechanically for cool plans or clever combos. It's just a thing that sometimes happens when "I attack" when you attack often enough. For contrast, one of my single favorite memorable badass combat moments in a game I played was when our characters learned that our werewolf foes were weak to citrus (they were pirate themed werewolves). One popped his head through a door to here's Johnny us, and I immediately pegged him with a jar of citrus water I'd had written on my character sheet the entire game that everyone but me had forgotten about. I felt like a badass for remembering I had it, and was rewarded for bothering to keep a detailed inventory.
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# ? Apr 11, 2016 23:17 |
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CaPensiPraxis posted:Yeah, it's something I my never understand. Yeah, that was a cool thing, but it was total utter random chance and you had no hand in its conception or execution. Vorpal swords etc. bore the hell out of me, because you can't use them mechanically for cool plans or clever combos. It's just a thing that sometimes happens when "I attack" when you attack often enough. gently caress even a sword that emits a sub-zero chill (for +1 cold damage) has more use than a Vorpal sword, freeze water, put out fires, etc.
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# ? Apr 11, 2016 23:21 |
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People will say that system and mechanics don't matter, that they barely use them, and that they ROLEplay not ROLLplay out of one side of their mouth, and then hoot and holler about the time they rolled a 20 at a crucial moment out of the other.
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# ? Apr 11, 2016 23:22 |
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Mendrian posted:gently caress even a sword that emits a sub-zero chill (for +1 cold damage) has more use than a Vorpal sword, freeze water, put out fires, etc. I dunno, a sword that snicker-snacks straight through anything with minimal effort sounds AMAZINGLY useful. But, like, for felling trees and building houses (or demolitions) not for killing people, because a regular sword will do that fine. Mendrian posted:gently caress even a sword that emits a sub-zero chill (for +1 cold damage) has more use than a Vorpal sword, freeze water, put out fires, etc. THis is what I've been saying since day 0 - magical items should have interesting non-combat abilities. The frost sword should be able to chill water, and at higher levels, freeze it solid in larger and larger volumes. You should be able to make an ice bridge across a river by sticking your sword in it, say. Without needing to mother-may-I it.
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# ? Apr 11, 2016 23:30 |
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I think DnD needs to be unafraid to give items vague declarative powers. Wish is a convenient scapegoat but nobody really plays spellcasters with access to 9th level spells. The problem with spellcasters is their utility/power in aggregate; they have massive potential to sidestep the combat system that martials are shackled to. But even then, spellcasters have very specific methods of doing this, with precise ranges, volumes, and effects. "This sword can freeze fresh water solid up to the volume of a lake, according to the wielders specifications and requirements" has amazing utility if you just leave the specificity at that. It might even be an interesting distinction between rare magic items and actual spells; spells are specific, items are vague.
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# ? Apr 12, 2016 00:05 |
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I keep seeing people recommend dungeon world as an alternative. I read a thing on it and is the combat as poo poo as it sounds? "Everyone goes whenever they want! Do two things in a row! Whatever!" Isn't that too loosy goosy in play?
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# ? Apr 12, 2016 01:28 |
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Harvey Mantaco posted:I keep seeing people recommend dungeon world as an alternative. I read a thing on it and is the combat as poo poo as it sounds? "Everyone goes whenever they want! Do two things in a row! Whatever!" Nah, that's why you have a GM handling the pacing. The basic idea is to be like an action movie, cutting from one interesting scene to the next, following the drama instead of a round-robin initiative. Between that and the 'fail-forward' concept you get really dynamic combats that snowball in intensity as rolls are failed and people are left in desperate situations, usually culminating in something awesome from a player.
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# ? Apr 12, 2016 02:01 |
thespaceinvader posted:I dunno, a sword that snicker-snacks straight through anything with minimal effort sounds AMAZINGLY useful.
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# ? Apr 12, 2016 02:19 |
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Harvey Mantaco posted:I keep seeing people recommend dungeon world as an alternative. I read a thing on it and is the combat as poo poo as it sounds? "Everyone goes whenever they want! Do two things in a row! Whatever!" To be honest if you don't like the idea of loosy goosy "when the hell is it my turn?" combat, Strike might be a better alternative.
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# ? Apr 12, 2016 02:42 |
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Scyther posted:To be honest if you don't like the idea of loosy goosy "when the hell is it my turn?" combat, Strike might be a better alternative. Yeah. I don't want to go too off the topic of the thread but for a bunch of goons that seems to loathe "GM May I" so much I can't believe this Dungeon World game is so liked. I'm honestly not trying to be lovely when I say that, it's just really confusing. Edit: I'm getting a bunch of players who haven't played before. I might actually take DW and hammer some more of the structured D&D stuff onto it that I like.
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# ? Apr 12, 2016 03:13 |
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# ? Jun 9, 2024 16:50 |
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Harvey Mantaco posted:Yeah. I don't want to go too off the topic of the thread but for a bunch of goons that seems to loathe "GM May I" so much I can't believe this Dungeon World game is so liked. That's because *World games aren't actually "the GM just makes up whatever and does whatever," they're actually very structured games with explicit guidelines for what the GM is allowed to do and when. Superficially they come across as very "Everything's made up and the rules don't matter!" but they actually matter quite a bit. They also aren't really mother-may-I in the sense that the GM's responsibility is to provide the players with clear fictional context to springboard off of. If a player says they want to break a door down and the GM hasn't made it clear that there's some reason why they shouldn't be able to (it's magically sealed, made of special fantasy metal, whatever) or potential consequences of doing so (there are watchmen on patrol nearby) then the assumption is that you don't even really need to roll to see if your adventurer can break down an ordinary door, it just happens and you move on.
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# ? Apr 12, 2016 03:19 |