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Rulebook Heavily posted:Am I missing something? Why does that dragon only have four saves listed? Those are the saves it has proficency in. For STR and INT you'd just use the straight bonus. It's not a great way to present the information.
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# ¿ Jul 3, 2014 16:42 |
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# ¿ May 4, 2024 19:12 |
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The only difference in the Fighter I can see from my 02/14 Alpha Playtest doc is the Archery Fighting Style got bumped from "+1" to "+2".
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# ¿ Jul 3, 2014 18:51 |
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dwarf74 posted:I was explaining what version I was referring to, pointing out that it was stronger in the one I was referring to. The February playtest was the first doc I looked at so there have could been a bunch more changes. My Next game is tonight. I need to convince my DM we should play a different system.
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# ¿ Jul 3, 2014 19:04 |
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Mormon Star Wars posted:I wonder if the advanced races are going to have subraces, too. That'd be rad. None of the other races had subrace options from what I recall. Also I would rock the variant Human every time.
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# ¿ Jul 3, 2014 20:08 |
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Even Paizo managed to fix Knock. Ritual or not it sucks.
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# ¿ Jul 6, 2014 00:53 |
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moths posted:Attribute damage is back? Vampires and Stirges just reduce your max HP.
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# ¿ Jul 8, 2014 02:54 |
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dwarf74 posted:Oh for gently caress's sake. Secret Monster Manual circa 06/2014
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# ¿ Jul 8, 2014 03:35 |
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MonsterEnvy posted:It's Personally not a big deal to me (If you don't memorize them you can always write them down as well) as the ones in the starter set have pretty simple spells that are rather easy to remember. Besides there won't be nearly as many monsters with spells in the statblock as their used to be. You are the poster child for "modules". Like the ultimate Jerry's Kid.
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# ¿ Jul 16, 2014 01:18 |
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PeterWeller posted:They put out a nice book at the end of 3.5 called Grand History of the Realms that explains everything up to the Spell Plague, which was the big event that changed everything for 4E. 4E picks up about 100 years later, and the events of those 100 years are vague and scattered across a few novel timelines. But none of that really matters now because the current big event, The Sundering, is going to revert many of those changes. why_i_hate_FR.txt
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# ¿ Jul 23, 2014 00:02 |
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ProfessorProf posted:Some of these sound so cool but I just know that 5e is going to ruin the potential. Enjoy. Or not. It's up to you. Or it's up to the DM.
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# ¿ Jul 29, 2014 03:21 |
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I got to use the "Goad" Battle Master ability. Then the monster just flew away. I felt super OP.
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# ¿ Aug 6, 2014 13:22 |
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Jack the Lad posted:The Inspirational Reading appendix is a lot better than I'd expected. I like that they included A Wizard of Earthsea, a story where the conciet of magic is that wizards shouldn't cast spells.
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# ¿ Aug 6, 2014 21:38 |
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Idea for a Fighter fix. Give him all 3 archetypes at once.
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# ¿ Aug 22, 2014 23:41 |
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Jack the Lad posted:I've done a bunch more work on my sheet, including transcribing the stat blocks of every monster of the DM Basic and Hoard of the Dragon Queen Supplement PDFs by hand for easier analysis. Hey Jack, your spreadsheet is down.
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# ¿ Aug 24, 2014 13:48 |
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Slashrat posted:As in, he made a roll for each person in the crowd? Wouldn't want to rob the NPC's of their agency.
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# ¿ Aug 25, 2014 14:56 |
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Rosalind posted:We haven't seen the DMG yet so it's hard to say. I hope they continue talking about DMing in terms of satisfying the different player types that were present in the 4E DMG (instigator, storyteller, actor, etc.) as that was my favorite part and honestly probably the most useful tool as a DM because it makes you think more about the most important question as a DM: "What would my players find fun, challenging, and interesting?" Alpha playtest DMG doesn't have anything about DM advice. I figure they'll just copy/paste the 3.0 DMG section and call it a day.
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# ¿ Aug 25, 2014 18:19 |
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Ryuujin posted:Oh man you got to see the Alpha DMG as well? Did the alpha have rules for playing as monsters as the preview for the actual DMG had listed? I don't think so but I'll double check when I get home from work. The document I got was 49 pages so there is quite a bit missing. I posted a summary in the imp zone thread if someone can find it.
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# ¿ Aug 25, 2014 19:49 |
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Father Wendigo posted:Did the Alpha DMG have any indications for how to run a campaign without Magic Items? I'm genuinely curious as to how they're going to tackle that. Dug up my summary. LongDarkNight posted:secret DMG is from 07/30, this turd is so fresh the flies haven't showed up yet. no magic items sadly. bonus content
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# ¿ Aug 25, 2014 20:56 |
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Jack the Lad posted:How do monsters as characters work? I am Jack's complete lack of advice. Sorry Jack, you complete me. I think I found a cure, thank your Mr. Mearls.
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# ¿ Aug 26, 2014 01:45 |
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Zombies' Downfall posted:I actually prefer "whatever let the DM figure it out, here's some guidelines" to the 3E approach of "here's a system of racial hit dice and poo poo that doesn't work for poo poo and produces only overpowered and worthless PCs" and 4E's "going through every humanoid and giving them two random stats and an arbitrary racial bonus that again tends to result in them being underpowered or bugbears". I'd rather see them not even try than half-rear end it in a core book and canonize some busted, stupid poo poo that every player will then assume is canonical and should be allowed without amendment, which is what both 3E and 4E did with monster PCs in the core. True, it's not the worst advice. It will lead to people saying, "Well, it's not that way at my table ." In comparison they devote 2 pages to optional rules for "chase" scenes. I don't want to ruin the ending but the guy who can cast Hold Person and Dimension Door is going to make your high movement and Con scores pointless.
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# ¿ Aug 26, 2014 04:07 |
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It's up to your DM.
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# ¿ Aug 26, 2014 15:55 |
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I think every session of Next so far with my group someone has asked if the game has Second Wind or Rally. Then made a frowny face when told no. The DMs wife also quit the game. It was more than a little awkward.
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# ¿ Sep 8, 2014 16:26 |
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Babylon Astronaut posted:They think hitdice are a replacement for healing surges. Bloodied is a bridge too far. Until they release the module the other team is working on. Not an option in DMG. Probably never.
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# ¿ Sep 10, 2014 12:54 |
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moths posted:Is there enough core system to actually support those promised modules? The combat module would essentially be a new game, and "freeform story game" kinda needs to be that way from the start. It's the opposite problem, there's too much core. Most people aren't going to bother recalculating all the saves as defenses or any other significant conversions. A modular game needs a simple, solid foundation like Fate or PbtA. With Next you're starting with too many assumptions.
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# ¿ Sep 10, 2014 15:25 |
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ProfessorCirno posted:You know, eventually, you're going to have to agree that the game has in fact been released. You're giving him too much credit.
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# ¿ Oct 6, 2014 03:31 |
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FMguru posted:The original AD&D was released one book a year (MM in 1978, PHB in 1979, DMG in 1980). Mearls is just trying to bring back that old classic D&D "feel". Or if you were in the secret playtest and saw the emails you'd know Mearls can't turn in his homework on time.
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# ¿ Oct 22, 2014 01:02 |
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My buddy is writing a level 1-20 campaign for Next. Is necromancer Wizard still the go to option?
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# ¿ Feb 1, 2015 19:58 |
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The concept is awesome, no doubt. How is the execution in Mike Mearl's Mearlsiest Edition?
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# ¿ Feb 1, 2015 20:03 |
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gtrmp posted:Oh wait, I forgot, there were no design lessons to be learned from Eberron 4e because 4e never happened. At last, our long national nightmare is over.
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# ¿ Feb 3, 2015 02:11 |
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Hope you guys like Forgotten Realms, just got a 20 page doc of race descriptions and language bullshit. It has a blurb for Duergar stats and variant half elfs, otherwise no mechanics. Not sure why this needs to go to playtesters.
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# ¿ Apr 3, 2015 02:23 |
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Got an email from my GM with a suggestion for a new feat.quote:Improved Concentration
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# ¿ Feb 22, 2016 12:55 |
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Sage Genesis posted:Wait... your DM wants to introduce that feat into his own game? Yup. I think it's mostly intended for his wife who plays a Druid. Do they have a lot of concentration spells?
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# ¿ Feb 22, 2016 15:00 |
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Libertad! posted:I heard that the Dungeon Master's Guide has advice on playing monsters as PCs, but overall how comprehensive and useful is it for fitting a variety of monsters? Like goblins, mind flayers, vampires, etc? Current playtest doc has a bunch of new "standard" races: Aasimar, Firbolgs, Lizardfolk, Tabaxi, Tritons; and Monstrous races: Goblin, Hobgoblin, Bugbear, Kobold, Orc and Yuan-ti. There's also Diablo style runes you can use on items but they're unimpressive from my first reading.
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# ¿ Apr 14, 2016 17:14 |
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Tried to ghost ride the Apparatus of Kwalish last session. My DM is old and no fun. I will maintain until my dying day that no one can ghost ride the whip like a warforged necromancer.
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# ¿ Jul 17, 2016 23:16 |
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Doresh posted:Is there even a canonical explanation for where their divine spells come from? Certainly not from the same source as Druids or Clerics, cause they can't actually fall. Smoking trees to get closer to the gods.
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# ¿ Sep 11, 2016 15:59 |
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FMguru posted:Blame John W. Campbell, the long-time editor of Analog (the SF magazine) for that - he was a big believer in and promoter of the science of psionic powers. He was also a big believer in the science of Dianetics, the Dean Drive, the "Hieronymous Machine", and the truth underlying the Shaver Mystery. Well that was some wild poo poo I hadn't heard about before, thanks! Learned something too. Richard Sharpe Shaver posted:In the role-playing game Dungeons & Dragons, which was heavily influenced by pulp and weird fiction in its development, there exists a race of evil subterranean dwarves called the derro, which were first described in the AD&D First Edition Monster Manual II. These derro make raids on the surface to kidnap humans for use as slaves and food, and some among them, called Savants, possess magical and psychic powers which they can use to influence people's minds. They are said to have a main stronghold deep underground where they plot the overthrow of humanity.
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# ¿ Sep 15, 2016 18:03 |
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FRINGE posted:Does anyone know how that one happened? I found this in a really old magazine a while back.
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# ¿ Nov 11, 2016 03:01 |
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Google isn't helping but I think the article I got that image from predates D&D by about a decade so it's definitely something older.
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# ¿ Nov 11, 2016 04:52 |
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That's awesome and fills me with so much shame that I couldn't bust out anything like it when I ran Way of the Wicked.
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# ¿ Feb 8, 2017 03:43 |
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# ¿ May 4, 2024 19:12 |
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Slippery42 posted:As for the new Wizard archetype, this is the first UA option I'd immediately tell my players they can't use because of balance concerns. I think there's only one creature in the MM immune/resistant to force damage, so welcome to fireballs working on everything. As for changing saving throws, here's the magnitude of that ability: Among all creatures in the MM, the average con saving throw bonus is 3.16. The average int saving throw is -0.63. If you only look at CR 10 and up, the average bonuses are 9.15 and 3.85, respectively, so this can represent a 4-5 point increase to the Wizard's save DC on average, depending on level. Now combine that with the assumption that they balanced the effects of spells requiring a con save against the lower probability that it will land. Tasha's Hideous Laughter but with a Con save. Re-skin it as farting on your enemies. Fart's are funny.
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# ¿ Feb 14, 2017 23:47 |