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Recent posts by
Agamon the Dark:
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1. Generating numbers for NPCs is like doing (really boring) homework.
True dat. I left my homebrew behind a few years ago for RttToEE and AoW pretty much because of this. Looking forward to the next campaign, which will be homebrew again.
2. The game seems to function best at about levels 5 to 12.
This, I don't personally agree with, though I've heard that it is consensus amongst most groups. My fav levels are 2 to 9.
3. High level games are cumbersome and difficult to run.
That's for sure. Watching players roll their d20 to see if they don't get a 1, then roll six or seven dice, add them up, add some modifiers, then do it all again 3 or four more times isn't my idea of fun.
4. Low level games are swingy.
Not so much. PCs under my watch don't often die below 6th level. After that, they they start dropping by the truckload. For examaple, my AoW game, 2 deaths before 7th level. Now, at 18th level, the toll is at 26 (closer to 40 if you count the revivifies).
5. The CR system is confusing and produces wonky results.
I thinks it's actually the EL/ECL/CR combo that some people find confusing. CR by itself isn't all that confusing. But wonky as hell, yes sirree.
6. Spellcasters outclass everyone else.
Only in two cases, 1) a lack of magic item christmas trees, 2) the spellcasters-blow-their-wad-in-one-encounter-and-then-want-to-rest-at-9:05 syndrome. Otherwise, that's not really the case.
7. Multiclassing works for only certain combinations. Classic tropes (warrior-wizards) need new core classes because the core system doesn't work.
Yeah, one of my players still doesn't get that. And then doesn't understand why he isn't very effective.
8. Characters have too few skill points.
That was a funny way to put it. We know that what they're doing is condensing the skill list, which is really good news.
9. Monsters are unnecessarily complicated.
Yep, most of them are. Not that I have much trouble running most monsters this side of a balor or ancient red dragon, I still have to sift through the chaff to get to the grain.
10. You don't get enough feats.
Um, okay. Before PHBII, fighters got too many feats. I think this point is more a problem with the 3.x feat structure than the actual number of feats you got.
11. Attacks of opportunity are confusing.
For newer players, for sure. And that's key, isn't it?
12. Magic items are really important, but it isn't equal. Some items are critical, others are complete chaff.
A big beef for me. If every 10th level PC had 1 or 2 cool (not necessarily powerful, but cool) magic items, with names and histories and secrets and such, that would be ideal. +1 sword, ring of protection, cloak of charisma, no thanks.
13. There are a number of weird little subsystems that introduce unnecessary complexity, like grappling.
Funny, that was the problem with 2E that 3E was to fix. Which it did for the most part, but yeah, simplifying mechanics helps me make the game more fun, personally, so I'm all for getting rid of the fiddly stuff.
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Cory Stafford 29 wrote:
Could someone clue me in on why alignment in D&D is a problem? I've heard this a number of times, and I just don't see it. Alignment is meant to be a guideline for how characters and NPC's should act in most situations. It's not the straightjacket that most people make it out to be.
It's not whether it's a straitjacket or guideline. It's that it's a mechanic, which far precludes it from being a mere guidleine. Want to be a monk? A paladin? A druid? A barbarian? An assassin? A blackguard? Then you must be a certain alignment (and though it's not a point of my argument, that jacket has a couple belts).
If it's a guideline as to how you act, then why can someone cast a spell to detect it? Use a magic item or spell to hurt me more with it? It restricts my spell list, my class choices, magic items that I can use.
And the fact that one lists their alignment on the character sheet, but not necessarily character traits, that's what causes confusion when it comes to what alignment is and isn't. "Your sheet says, 'Lawful Good', so you can't do that," is way too easy an argument for a novice player. And the way the game treats it, it's hard to argue.
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Heh. Shelly's blog posts are great. I was looking at "Confessions" at the local book store. But flipping through it and seeing all the pink and stuff, I laughed and asked my buddy, "What would you say if I bought this?"
"For yourself?"
"Yeah."
"Gaaaaaaay..."
"Yup, my thoughts exactly."
It's a shame they did such a great job "girly"-ing it up (not trying to insult women there; in fact, I wouldn't be surprised if more than a few women found the look of the book distasteful).
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Leafar the Lost wrote:
I just read that the default world for D&D 4.0 will not have a name. It will just have one sun and one moon, so we don't confuse anyone. Also, it will include sites from other named worlds like the Isle of Dread (Mystara) and the Temple of Elemental Evil (Greyhawk). I am pretty sure that Waterdeep will be there too.
Huh? Waterdeep?? Linky please? I smells me a strawman...
The 3.x books had no campaign world, either. You needed to get the LGG to really play in Greyhawk, or use some of the older stuff on the campaign world. There wasn't much info in the core books on Greyhawk, other than the deities, some spells names and some magic item names.
FR will get it's own book almost right away. Eberron (much to my chagrin, but I guess there are some that like it) will be getting a core book in 09.
Otherwise, the world is your to create as you see fit. I have no less than 3 great ideas for 4E worlds, plus I plan on using Golarion, too. It's all good.
Oh, hey, and Paizo already put the Isle of Dread into Greyhawk. So blame Erik and James for that. :p
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EileenProphetofIstus wrote:
DangerDwarf wrote:
Tobus Neth wrote:
Do they lay eggs or is it a live birth?
Eggs
They were discussing dragonborn on another thread I posted on. They were having a hard time with the creatures laying eggs and still having mammory glands as depicted in Races and Classes. Here is the answer...
Maybe somebody at WOTC likes the platypus. The following information came from Wikipedia:
When the Platypus was first discovered scientists were divided over whether the female laid eggs. This was not confirmed until 1884 when W.H. Caldwell was sent to Australia where, after extensive searching assisted by a team of 150 aborigines, he managed to discover a few eggs.
The newly hatched young are vulnerable, blind, and hairless, and are fed by the mother's milk.
To which I replied, Dragons don't have mammaries. But I guess it's a better distinguisher for female dragonborn than giving them long hair and lipstick.
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EileenProphetofIstus wrote:
Agamon the Dark wrote:
While I'm not crazy about some of the look of these races (tieflings' horns and tails are way too big and female dragonborn have boobies; the former looks stupid and the latter makes no sense)
Maybe somebody at WOTC likes the platypus. The following information came from Wikipedia:
When the Platypus was first discovered scientists were divided over whether the female laid eggs. This was not confirmed until 1884 when W.H. Caldwell was sent to Australia where, after extensive searching assisted by a team of 150 aborigines, he managed to discover a few eggs.
The newly hatched young are vulnerable, blind, and hairless, and are fed by the mother's milk.
If dragons suckle their young, then the platypus theory makes sense. But I'm pretty sure they don't and from what I understand, Dragonborn are more like Draconians and not like Half-Dragons. But I'm not an artist or PR guy, what do I know?
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Good things about R&C? I gave mine to a friend to read, so let's see what I remember.
I like the take on halflings. The entire section on halflings made me want to run a halfling clan campaign. Tight-knit nomadic river travelers that aren't the size of 3 year olds. Nice.
Dragonborn and tieflings fought a huge war in the past. Now that would make a stupendous campaign. While I'm not crazy about some of the look of these races (tieflings' horns and tails are way too big and female dragonborn have boobies; the former looks stupid and the latter makes no sense), WotC shows you can include strange PC races if you back them up with a good back story.
The art is incredible. Leagues ahead of anything WotC's put out and more in line with Paizo's awesome art.
The trap news is good. Anyone can find traps, rogues are just better at it. Trapfinding is passive instead of active (thank you God).
Skill news is great, too. Finally, the 'salt and pepper' skills are combined. Every d20 game but D&D corrected this mistake long ago.
And, of course, the removal of that albatross in the mechanics of 3E, alignment. At least, removal from the mechanics. You can still call yourself good (or evil or whatever) if you truly believe and uphold the virtues of goodness (or evil or whatever), otherwise you're unaligned. Hip hip hooray!
There's more, but that's what's foremost on my mind. I went from unsure before reading to somewhere between cautiously optimistic and really looking forward to it afterwards.
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All that I'm sure of is that my AoW games that's wrapping up right now will be my last 3.5 game. This high level crap is for the birds. And I'm tired of alignment being tied into the mechanics of the game. The prestige class idea isn't all it's cracked up to be and cleric spell lists makes me angry (they need a shorter list to pick from, both for my cleric player's sanity and my poor printer).
I voted the jury is still out, as I don't think anyone can generate a feasible opinion on what little we've seen so far, especially outside the context of the game as a whole. Fear of change and spite are understandable, however.
I'll be starting a M&M game after AoW, and after that I'm looking at WFRP. 4E will be firmly established by the time I consider playing it, I'm not too sure if that will be by the end of the year or not though.
I like what I've read so far in R&C, however. I'll be getting the 4E core books when they are released (and regardless of what I like or don't, just the core books, no more crunch splats for me, another lesson learned from 3.x) and save judgment for when I can properly form an opinion.
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James Jacobs wrote:
Pathfinder Chronicles will reflect the classic D&D style worldview. At this point, that means it's going to continue to be what it is; it's not going to transform into a Points of Light type setting. Golarion is very much a world inspired by 1st, 2nd, and 3rd edition traditions; we here at Paizo have been, in some cases, playing the game for well over two decades, and in that time we've developed a pretty good idea of what makes for an iconic and cool setting, with inspiration from Greyhawk, Forgotten Realms, Dark Sun, Spelljammer, Ravenloft, 1st edition, 2nd edition, and 3rd edition.
There's a discussion right now at EN World about what a PoL setting is, and Dark Sun, Spelljammer, Ravenloft, Dragonlance, Mystara and even Greyhawk at times (the Sargent years) were PoL settings. So while it's certainly not, "stroll across the Faerunian countryside with your baby carriage," it's really not a new concept, either.
While I'm not yet sold on 4E, per se, I was hoping to at least make parts of Golarion PoL-ish (as opposed to Polish, lol). I like the "you're in danger everywhere but the city" over "you're safe everywhere but the dungeon", there's more drama inherent in such a setting.
That said, I kinda thought that Darkmoon Vale was a point of light, no?
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TPK - The Library of Last Resort, location: the titan's keep
I regrettably added the kenku assassin back into the evil party (not that it made a huge difference though) because a) the players skipped right from the pirate fight and flew to the portal, opening it with Use Magic Device, b) two PCs have permanent See Invisibility spells, and c) everything since The Spire of Long Shadows had been a complete pushover, so I wanted a memorable battle. Whoops, too memorable...
Having dispatched the Nightmare Beast, the wailing tree thing and the Titan (barely), the party decided to wait for the other party to bring the roc feather to them, knowing they'd want the belt. Big mistake. Next morning, the PC's scry attempt fails, but the NPC's scry works, giving the bad guys time to buff and attack on their own terms, whereas the PCs had no chance to really prepare anything, not knowing when the fight was going to take place.
Name: Relana, Human Sorcerer 5/ Wild mage 6/ Master of the Unseen Hand 5
Cause: Destruction spell in round 1 (badly botched save)
Name: Burr Gimblefoot, Halfling Cleric 7/ Radiant Servant of Pelor 10
Cause: Implosion spell in round 4 (another badly botched save)
Name: Locest, Human Sorcerer 16
Cause: Assassination in round 5 (failed save, but he only really had a 50/50 chance at it)
Name: William Deerborn, Human Wizard 4/ Cleric 3/ Mystic Theruge 10
Cause: Decapitated by the efreet's blade in round 5(-18 hp)
Name: Lathander (no, not the FR god), Human Fighter 17
Cause: The rest of the party dead, only one of the tieflings dispatched by a Banishment on the other side, and still stunned for two more rounds by the horned devil (terribly botched save)...we didn't even continue to see what happened.
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Sebastian wrote:
russlilly wrote:
Sebastian wrote:
Hookers + blow + D&D = BIG AMERICAN DANCE PARTY!
Just to let you know, Sebastian, it's just "BIG AMERICAN PARTY," not "dance party." Interest of posterity and all that.
Doh!
That's why I should never quote from memory. Thanks.
Sorry, I've got to fix your spoiler, too...
As for what this is from, it starts with a C and rhymes with Jerks, created by a man whose initials are KS and rhymes with Eleven Fifths.
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My group (I, being a player, not DM, in said group) is in the middle of STAP, about to reach Farshore. The AP's been tough, make no mistake, and I expected no less, as I'm running a different group through AoW and killed 3 PCs last session in SoLS (wicked crazy tough adventure!).
Anyhoo, I took the Leadership feat at 6th to acquire a cleric cohort. I'm the healer of the party (favored soul), but I'm planning on multiying to paly and eventually knight of the sliver chalice, the cohort would become the main healer with me being the back up (plus she's female, so she can keep my PC company during the long journeys...).
Okay, so to the point. The DM thinks the path is so tough, he's letting me switch out my Leadership feat and keep the cohort and is giving the other four PCs cohorts for free as well to make up for it (all through NPCs we've met along the way, so nothing cheesy). Is STAP really that tough (keep in mind I'm a player, and don't want to see spoilers...it's tough enough to not read my Dungeon mags)?
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Potantsuem wrote:
While it will be sad to see our comics go it is not the end. Trust me, I long ago cried over the loss of Knights of the Dinner Table. For those who don't know who they are, they were one of the first comics published in Dragon and they were hallarious. Anywho, onto my point.
Not sure if you meant "Wormy" instead of KoDT, or "Shadis" instead of Dragon, but your statement, as is, is a bit mixed up. ;-) I wasn't too upset over losing Knights in Dragon. They have their own mag anyways.
Nodwick, Dork Tower and OotS will all likely live on outside of Dragon. Zogonia was on hiatus, which often means 'that's all folks' (Phil & Dixie was the only Dragon comic to end and come back for a 2nd stint), so as upsetting as losing Tony's excellent additions to the mags was, it had nothing to do with Paizo no longer publishing the mags.
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Am I upset that WotC screwed Paizo? No, I don't know that that's what happened (though I can speculate).
Am I upset that I'm losing access to two magazines every month? Disappointed, maybe, but not mad. Heck, I have so much stuff to read, that there is something of a silver lining in this black cloud from my point of view.
Am I upset that a tradition is ending? A little, but I'm not adverse to change.
What I'm upset about is WotC's decsion to take the content online, as part of what is being affectionately called their "electronic thingy". An apt term, I think. Almost every venture in software and online content that they've done has run from disaster to not worthy of mention.
If they had made Paizo do the mag in electronic form, that wouldn't be as bad. If they had taken back the license and put out the mags themselves, I'd have been okay with that.
But this decision smells like a stinker to me. A big mistake, I think. I wish they'd have risked something other than the Dragon and Dungeon brands on what will likely end up a failure.
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