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Posts
Kradlum wrote:
If your code was always dropping the same die, then you were effectively rolling 3d6 drop none. That would yield you the 10.5 average. Alternatively, if you were simulating random rolls and not enumerating the actual results of 4d6 drop low, you could get quite a variety of answers depending on how the luck turns out. With 100,000 rolls, you're highly likely to get an experimental average that is very close to the theoretical one, but sometimes random gets a little weird. Your observed average could vary from the theoretical. I wouldn't expect a nearly 2 point difference though. Freehold DM wrote:
I have to agree with Grey Lensman on this one. Making Cap a true super undermines a lot of his distinctiveness as a character. Marvel has taken that route on occasion because he did develop into having super strength for a while (though I don't remember the full details). Thankfully, it was temporary. One of Cap's Crowning Moments of Awesome was when he was fighting Michael Korvac while all of the supers were temporarily down (those that weren't dead yet)."You dropped your guard too soon, Mike! There's one of us left--one man! Or maybe you don't even count me--because I'm just a man? Hear that, Mike? This is no god hitting you... no super man! Just a man!" It doesn't get much better than that. Aubrey the Malformed wrote:
Funny thing about reality, it often upsets preconceived notions. Keeping D&D free from being lost in litigation was one of the cited rationales for the OGL according to Dancey and Adkison. And that means it did come from the point of view of the owners of the IP. Clearly they also had a certain amount of market dominance and mindshare in their intentions as well, but most people do have complex motivations behind what they're doing. Making money, taking over stewardship of the brand they loved, making a huge public relations splash in the industry, demonstrating bold leadership, and saving the game that started the RPG industry. Those motivations were pretty much all there with the acquisition of TSR, the publishing of 3rd edition, and making it OGL. I would also like to point out that there are multiple ways to measure the success of the OGL. I can think of a few off the top of my head. 1) Financial - did it generate sufficient revenue to be worthwhile. As outsiders, we really don't have much insight into this. 2) Marketing/Mindshare - given the breadth of companies taking a stab at OGL materials and amount of product available, I doubt any edition of D&D other than 1st had this degree of success. 3) Political/Legal - One of the reasons for the OGL was to make sure that the game could never be trapped in litigation thanks to the financial failure of any owning company. As it turns out, this probably won't be necessary. But if Hasbro ever shelves the property, one edition of the game is, nevertheless, always out there. The game truly has become more than the company that owns it. memorax wrote: If the OGL was a huge success then every rpg would have one. We jave a few yet it has not been adopted by every rpg company. Many are still closed source as opposed to open source in their material. I think your analysis is really lacking something here. The same business plan won't work for everyone. An OGL could work really well for an industry leader, but may be less likely to help a game with a small market. People have to believe there's a significant benefit to hitching their wagon to the license, and that's more likely to be true with bigger games than smaller ones. DrowVampyre wrote:
The fact remains that we're not talking about racism. Not all -isms are equal or equivalent. DrowVampyre wrote:
Not many are really arguing for sexism, per se. Rather, a modest bump on an otherwise excellent moral character shouldn't be a death sentence. Of course, the comparison with Stalin pretty much Godwin's the thread (albeit on the other totalitarian dictatorship direction) anyway. Since you increased your Dex to an odd level on your own, I assume you'll do it again in the not too distant future. At that point, then the odd bonus stops delivering the extra goods and you're right back to the belt giving you just a +1 to your Dex mod. You might as well save up to upgrade it to a full +4. Jeremiziah wrote:
My money is on No. This interference by lawyers is pretty bush league. I won't say that it wasn't some lawyerly shenanigans like with licensing plans, but legalese in the play test agreement? That's pretty much nothing. hogarth wrote:
It's all in the psychology and what you do with the system. Rolling a low number and tucking it away where it will do little harm isn't the same as deliberately choosing to have a low number so you can afford to have a higher number in your array. You are stuck with it in a stat rolling system, you choose to pursue it in a point-buy system. I know which player I generally have more sympathy for when the low stat comes around to bite him in play. DrowVampyre wrote:
That looks like a whole lot of refusing to see the forest because of obsession over a single tree. Darksyde wrote:
I doubt you're the only one, but I think the best remedy isn't to come up with an alternative structure or more rules. Rather, I think the remedy is to not sweat it so much. I know it's hard to do that. Gamer nerds are often far too pedantic for their own good.
There's no reason to feel paralysis looking at the list of specific crafts. Invest in what gives your PC the character you want him to have and don't sweat the rest too much. Cutting an arrow as it flies, by holding an action to do so, treads in the same direction as the arrow deflection feats and duelist power, but it doesn't really tread on them. It certainly doesn't do so any more than punching someone treads on improved unarmed strike - the feat primarily makes the option a whole lot better. The deflect arrows feat is a whole lot better than giving up a standard action to have a chance to break one arrow in flight. I am willing to entertain the idea that attempting to cut down an arrow with a held action is closer to treading on the parry option for the duelist, but I still think that power is substantially better than trying to hold an action to cut down an arrow. With respect to the initial thesis, I would agree that the BBEG for Savage Tide is as big and rockstar as they come. No question possible about that one. He's been iconic since the 1e Monster Manual hit the shelves. However, in both the Shackled City and Age of Worms, though the BBEGs are certainly tough, one was a new invention for the AP and the other was a relatively obscure actor in D&D lore. You really weren't fighting any of the iconic villains of D&D. You'd have to have been going after someone like Vecna or Iuz, I think, for that to apply in Age of Worms. Dragonamedrake wrote:
The complaints with respect to stats have been around a lot longer than MMOs. Shalmdi wrote: Do you guys not allow mulligans if a character's entire set are bad? I have never had a DM that wouldn't allow a re-roll if the set was low and the player asked. I know this can lead to abused character rolling, but if the DM gets the say, I am fine with it. When I DM, if your highest stat is 13, re-roll granted. Have an 18 but a 3 and a 4 are sitting next to it? Play it if you want, but I will allow a re-roll too. This is obviously going to be up to your DM's judgment, but isn't everything? I have never needed to give multiple mulligans based on rolling. What I have players do is roll up 2 sets, 4d6 drop lowest, and pick the set they prefer. I have yet to have to go beyond that. One of the two is usually up to snuff, though not free of all warts. I had one player who had trouble deciding between the two results because one had a modest high of 15 or 16 and a few 13/14s but nothing lower than 8, while the other had an 18 and a 5. I did one have a player who said his character generation rolls were always low, so I had him roll but subtract from 21 (for the exact same distribution). I'll be darned if he wasn't right. His dice rolled low and he ended up with good stats. Sunderstone wrote:
The character I want to see most with respect to the next movie: Spoiler:
Var-Vell. I loved the Captain Marvel comic. Mabven the OP healer wrote: I have no problem with a GM ruling that a character can ready an action to knock an arrow out of the air. It is not RAW, but there are many rulings outside RAW that good GM's make to make the game more fun. I do object to giving that arrow an AC of 13. It is preposterous to think that knocking an arrow out of the air mid-flight is of equal difficulty as hitting an arrow which is sitting on a table. That's what circumstance bonuses are for. The question is, about how much of a bonus to AC should the arrow get? I'd say a +10 wouldn't be out of line. That puts it out of the easy reach of most low level NPCs and PCs and that's fine with me. This is a heroic role playing game. It's not a board game. The rules don't even try to delineate everything a PC can do, nor should they. Some adjudication by an impartial referee is necessary. And I think this is one of those cases where the PC has a good rationale why they can try and not have the situation so stacked against them they can't succeed. Deadmanwalking wrote:
Let's be a little more careful. You ignore AoOs for movement within a threatened area as long as you either make just a half-move or make a significantly harder full speed tumble. So it's not like it's free of all conditions. Plus, I like the idea of feats that increase the tumble DC of an area you threaten by +5 or maybe +10. Then, you get to choose to specialize in that sort of thing yet big and ponderous creatures that happen to have a lot of BAB because of high hit dice aren't automatically harder to tumble around. Solusek wrote:
I pretty much totally disagree with that. So what if all those classes you cite invest in acrobatics to tumble until they can hit that DC without rolling? That's a pretty big investment for most of them, particularly if they're wearing armor that penalizes their check. I don't think being able to tumble really needs to scale with level. As I see it, it's less about the opponent you're fighting and more about your ability to move without dropping your guard. And once you've mastered that, you've mastered it.
nighttree wrote:
If the DM thinks he has the correct interpretation of the rules, he's wrong. Nor is it fair. Is it damaging the game? Probably not. So if you never get him to fix it, I wouldn't sweat it. Just rely on ol' Cliff Claven to spout on what he knows about monster weaknesses, at least you've got all monster types covered now. Freehold DM wrote: Legions of fans conditioned to remember choice bits and forget inconveniences like alien movies. If I held a grudge for every movie someone was involved in that I didn't like, I would never be able to go to the movies. I sure as hell wouldn't be able to watch any classic Bond after Connery made Highlander 2. Some movies work, some don't. Avengers does and does so really well. I hope they don't fall back on the LMD switcheroo. It would be in-genre for anything involving SHIELD, including the Avengers, but it would still suck. If they brought him back AS an LMD and that became a point of minor friction between Stark and Fury, that would be pretty cool. StreamOfTheSky wrote:
That was my experience as well. I thought a better solution to including BAB and Strength bonuses into tumbling DC calculations was create a feat or two that would make a creature more difficult to tumble around that would reflect their specialization in dealing with that kind of movement if you wanted to provide that kind of challenge to the tumblers. wraithstrike wrote: For the sake of arguement-->If the devs wanted to write it so that the second paragraph was its sub-ruling, how should they have done so? I think they did just fine with the text as it is now. You can't write everything to defend against over-pedantic interpretation. Everything would be in legalese and would be even harder to parse. Shadowborn wrote:
I have to agree with this. As long as that wand is carried in easy reach like a weapon is, then you can draw it as a free action while moving. This isn't digging it out of a backpack, this is drawing out a wand that's in easy reach and normally takes no more time than drawing a sword out of a sheath. And yes, I would generally expect players to mark where items are stored. There's a reason most official character sheets have had space for that information. It can be useful to know given situations like these. Kryzbyn wrote:
I'll admit, I've given this idea some thought as well. If you're having a real problem with spellcasters going nova with their high level spells and then trying to turtle up after a 15 minute day, it may be a helpful solution. Their lower level spells, particularly the save or sit ones like charm person or hold person, won't be as obsoleted. But if you're not really seeing that problem, then I think it's probably not worth the change. James Jacobs wrote:
That's what I allow. The person making and enchanting the ammunition may be making them in lots of 50, but people can buy them in smaller lots. I even roll 2d20 to see how many he has in stock if he has any at all. The halfling ranger has been making a lot of use of varying ammunition lots for his sling staff in the Council of Thieves game I'm running. He tends to buy as many human bane and evil outsider bane ones he can find for some reason. Jal Dorak wrote:
Nitpick: keep in mind that the super soldier formula, in the comics, doesn't make Cap superhuman. He is transformed to the peak of human strength, endurance, and agility. His achievement could, conceivably, be equaled without the formula. Black Widow was trained in some kind of wacky Soviet super spy program and also received weird treatments in the comic book lore. As far as tricking Loki, notice he didn't reveal all of the plans in motion. Nor did learning he was using the Hulk as a wedge stop that from happening. The trickster's trick was rumbled but even that couldn't stop it. Born in 1968. Been playing since 1981.
I distinctly remember seeing the trailer for Star Wars when I went to go see Freaky Friday and Gus at the local drive-in. And we knew about rules lawyers back in the 1980s too. There are just some types of players who are like that. I'm not even sure there are more of them today than before except that the internet tends to bring us all together and I encounter them more. Ultimately, I think people have to remember that this is an RPG, not a computer game and not a board game. It's not run by algorithms nor do the rules define the entirety of the options. It's refereed and a negotiated experience and subject to variation. zagnabbit wrote: Comparatively, AD&D isn't that well designed. It's really just a bunch of houserules with inconsistent math. It was fun but some of it just strains the mind. I'd say that with all the stuff we've been through with 3e and 4e, I've come to the conclusion that AD&D was a lot better designed than a lot of people give it credit. It may have lots of varying subsystems, but the game still holds together really well. golem101 wrote:
So drop the other shoe. Why does it do that for you? Marc Radle wrote:
Cook has already responded to such speculation on his blog. Monte Cook's blog wrote:
The 1e AD&D Dungeon Master's Guide suggested starting small, an adventuring area to focus on and its environs, and radiating out from there. A method like that gives you a chance to assess how your players want to interact with the world which may help you prioritize what to develop next. I know of people also taking real world geography and pressing that into their campaign worlds. It works pretty well and it saves you the effort of designing the geography yourself. And, even better, you don't have to worry about designing implausible geography! It's all plausible. Quote:
In the case of the duelist, it is explicitly called out in the text of the parry ability. The parry must be declared when the incoming attack is declared but before it is rolled. Ravingdork wrote:
I have to go with Adamantine Dragon on this one. PCs generally have feedback that their effects meet with some success or not. This is explicitly the case with damage reduction. I'd say the same holds true with spells. And should hold true for NPCs as well. That witch should look affected, but not significantly harmed, perhaps a bit of singed hair. I'm content with the current format for races/classes. I think it works fine for me with a pirates/buccaneers game. The most important points that need to be covered (favored enemy and the like) are covered. If I were to think of one thing missing, I might also include not just particularly suitable archetypes, but also particularly unsuitable character classes. I'm having a little trouble seeing how paladins and cavaliers are likely to fare in this setting. My guess is, they won't, really. After all, the PG does say the PCs have to be OK with the idea of becoming a pirate and that seems counter to paladin codes or cavalier ethics. I use the critical hit deck and the condition cards. I have the chase cards but haven't had a reason to use them yet. I plan on getting the buff cards as soon as I can. By the way, we also use the Harrow deck. One player has a gnome witch who runs an herbalist/fortune telling business. We've incorporated readings into game sessions before. GoatToucher wrote:
I think you're seeing things that aren't here. I don't see anyone saying that complete freedom is key to the ability - assuming you mean key to the ability pulling its weight. I don't think anybody's really saying that. Nor do I see anyone trying to ram player supremacy down his throat. shallowsoul wrote:
Are you even paying attention to the posts I've made? My point is that they are unrelated. I have no compelling reason to be restrictive with a druid's wildshape repertoire like I would a wizard's spell access. If a druid's wildshape repertoire dealt out significant powers like a wizard's spells, I would be more likely to provide a similar level of restricted access. But the fact of the matter is, it doesn't. They are not equivalent issues. shallowsoul wrote:
It's spot on nothing. Until wildshape starts giving the druid the ability to charm, blast from hundreds of feet away, hasten, slow, warp reality, confuse, dominate, or raise the walking dead, it's not even in the same ballpark. So whether or not I would allow a wizard to have easy access to all spells is utterly immaterial. shallowsoul wrote:
That's not an equivalent issue. Spells may have radically different effects. Beast shape spell effects are a lot less varied. All changes to the same size have cause the same change in stats. Limited sets of special abilities and natural weapon attacks are granted. The range of results is a lot smaller. I'm having a hard time figuring out what the big deal is with letting the druid wildshape into any of the animals in the Bestiary. This isn't 3e wildshaping and polymorphing. The relative benefits gained by wildshaping are much better controlled by the nature of the beast shape spell rules. I guess you could mark me down as being fairly permissive. I'll let the druid turn into anything in their local climate - so if the animal is on the region's random encounter chart, it's fair game. What edition is best?
I really feel 2e gets too much of a bad rap, but it's so compatible with 1e in so many ways that the materials can be used nearly seamlessly between the two. Favorite and Most Memorable Modules:
You'd really have to watch the bias thing. Putting in goodies your DM-PC can use but not the other PCs, finding ways to capture all the glory. It's a pretty common experience people have with DMs and their own PCs. Frankly, I think it's really best for the DM to run extra characters as NPCs - taking a supportive role more than a leading role.
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