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Recent posts by
PsychoticWarrior:
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kessukoofah wrote:
Sebastian wrote:
PulpCruciFiction wrote:
Back to the Future.
Damn.
Damn. Damn.
Damn. Damn. Damn.
I'm confused. What do you have against such a great movie?
That's a Dr. Brown quote when he, in 1955, is waiting for Marty to show up for their attempt to send him back to 1985. He looks at 3 different watches muttering 'damn' more and more times.
/end nerd mode
:-D
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Gene wrote:
PsychoticWarrior wrote:
Bah - cheap dice are for posers.
They're also for folks who don't have ten bucks to spend on a set of dice.
If I could buy GameScience dice for three bucks a set I would, but I'm not paying eight or ten bucks for dice, regardless of how nice they might be (and I won't lie, GameScience dice ARE nice).
So don't be hatin' on us folks who like our dice cheap. :p
Please don't take my "rant" as hatin' on people. It was just a joke. I do dearly love my GS dice though and found a place online to get them for $6.80 a set. of course if I was buying for 28 kids even that would be a ridiculous price to pay.
I'll still say that GS gives the most random rolls I have ever seen.
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http://community.wizards.com/go/thread/view/75882/20204229/?pg=last
From flip of the overcouncil of Athas.org concerning the problems at athas.org
Quote:
I'm aware of them, and I'm working to fix
Longer story is that I've been suffering from a slowly dying hard drive, and I think it's decided to stop taking it's time. I've been working to pull the data and configs off the drive and onto a new system. Hopefully, it'll all be done with by the end of the weekend.
This was posted Sept 29, 2009 so obviously the repairs are taking longer than expected.
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Mosaic wrote:
Why, Paizo of course. Here's their page.
Uh, he said cheap. Paizo is way, way overpriced in the DDM market and always has been.
Quote:
And if Paizo doesn't happen to have what you're looking for, I sometimes pick up a few from Auggie's. Never had any bad experiences with him.
He's pretty good and has been around for years.
I'll also second www.MiniatureMarket.com fast shipping and great customer service.
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Aaron Bitman wrote:
Just remember: we live in an age of reprints.
I collected the first three Essential Spider-Man volumes. I read them all in their entirety to my little girl, and she loved them so much, she just asked me to start the series over again.
I haven't read any CURRENT issues of any Marvel title in years and years. And from what you're saying in this thread (and others on this site), I'm glad I haven't. Sue Richards was unfaithful?!? I don't even want to know!
Same here. The Essentials line of reprints are awesome. I've read the 9 volumes of XMen they put out, 2 of the Spiderman one, Marvel Two in One (with the Thing) even Marvel's run of Godzilla (so terrible it is awesome!) and plan to get many many more of these. Fantastic Four, Avengers and Dr Strange are tops on my list right now. Will probably branch out to the Dracula & Werewolf reprints they are doing too.
I did get a free copy of a trade paperback of 6 issues of Uncanny XMen (444-449) and thought it was very good. No sex to speak of (beyond the cheesecake outfit Marvel Girl (Rachel Grey) was wearing) and the violence was acceptable. One person was killed in the 6 issue span - a young mutant who couldn't control his power and his emotional state made it so it went out of control. Although it wasn't shown it is implied and assumed Wolverine had to kill the mutant. There is also as scene where one of the XMen (Sage) is 'killed' by being shot in the head. It turns out it was Wolverine using Nightcrawler's old 'image inducer'. Again nothing is shown but I could see that upsetting a younger reader.
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Stedd Grimwold wrote:
Rather than use "Piercing" "Blunt" etc. I would suggest altering the cards to the power source: "Martial", "Arcane", etc. and give it appropriate fluff. 4E does away with the blunt, pierce, etc distinction, and while it's not hard to pair them up, it would be better design to switch to power source. The problem is new power sources...each card doesn't have to have all power sources. Split it up any way you want...perhaps even a critical deck for each source!
With 4E, I would avoid making each critical effect better than the standard Max damage. Most cards should be roughly equivalent, but with cool "fluff" or tweaks to make it different...like "roll damage as normal for a hit and you can push the target 2 squares and is knocked prone" or some such.
As a first approximation, 50% of the deck should be roughly "equal" to RAW crits, 25% of the deck can be slightly better (add push, slide, pull, prone, daze, etc), 12% of the deck should be clearly better (add 1[w] or 1d8 if not a weapon power and push, pull, prone, daze, etc), 7% should be much better (Stunned, immobilized, helpless, etc with added damage), and the last 6% should be over the top coolness: Insta-death, or something that effectively takes the creature out of the fight (not death, but for instance, deal damage as normal for a crit, the target is knocked unconscious (save ends)...which means a coup-de-grace can pretty much finish it.)
Thanks for your input! That is probably a little more involved than I want to get as I really want to use the cards mostly 'as is' with just a few clarifications and such. I've got a fairly good grasp onit now as I have converted some of the effects that don't have counterparts in 4E (staggered, non-lethal damage, sickened etc) into 4E conditions. My current write up looks like this;
Quote:
Critical Hit Deck 4E Rules
Normal Damage = Normal 4E critical damage rules
Double Damage = as above + 1[W] or 1extra die of the die used for the power (i.e Magic Missle adds +1d4).
Triple Damage = as normal critical plus 2[w] or 2 extra dice of the die used for the power (ie Magic Missle adds +2d4)
Bleed = ability or hp loss each round save ends. A Heal check (DC 20) may be attempted to stop the bleed. If subject to a power that allows the spending of a healing surge the PC may forgo the hp healing and stop the bleed damage instead. This applies to Second Wind as well.
Variable Round durations are instead changed to ‘save ends’.
Beneficial effects last until the end of your next turn.
Fatigued or Exhausted = Weakened
Nauseated, Stunned = Stunned
Confused, Dazed, Sickened or Staggered = Dazed
Non-Lethal Damage & all extra attacks = basic melee attack against indicated foe(s).
Ability Damage = can only be healed by an attending person who makes a DC 15 heal check and spends at least 1 hour tending the person per 24 hour period. This heals 1 point per ability per day. The attending person may take a -5 penalty to the Heal check to double the healing rate.
Poison = Disease (randomly rolled but no higher than level 9)
Entangled = Restrained
Dazzled = Blinded
Charmed = Dominated
Flat-Footed = grants combat advantage
“Maximum Effect” (spell effect) = extra damage die and it and all other extra damage dice are at maximum value.
“Decapitation” – target allowed a save to prevent. Creatures that wouldn’t be killed by the loss of their head (constructs, some undead etc) still take the extra damage.
“Elemental Call” = summons one elemental of a level equal to or lower than the spell used. It has hp equal to the caster’s level.
“Hypnotic Link” = Dominated until the start of your next turn.
“Dispelling Aura” = until the end of your next turn the target has an aura 1 in which no magical devices or spells will function.
“Olfactory Overload” – target is dazed (save ends)
I really want crits to be powerful. Only the most important NPCs and monsters get to use these on the PCs (ie some Solos, the BBEG etc) so they are mostly the domain of the PCs. There is only one 'instant death' card in the whole deck (thank goodness!) and I think people like the 'swingyness' crits can have. We certainly loved the deck back with 3E.
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Celestial Healer wrote:
One of the things I like about these 4e books is that, as a player, it's very clear which books I should buy, and which I should not.
I buy the PHBs and the Power series. I haven't picked up the Adventurer's Vault 2, because the only thing I would use out of it would be the items, which are available on DDI.
In contrast, it seems like in 3.5, every book had player information. The environment books, the monster type books (Libris Mortis, Lords of Madness, etc), Heroes of whatever - if I missed one, I could be sure I was missing a prestige class, or a spell, or whatever else.
Oh my do i agree with this. I got so sick of having spells spread across a dozen books (then the Spell Compendium 'saved' us) ditto magic items (here comes the Magic Item Compendium). Seems like it was a reason to publish yet another hardback to get us to buy stuff we already own.
Hey - I guess I do agree with Allen somewhat!
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Allen Stewart wrote:
In my opinion, the Core books, particularly the main ones like the PH and DMG should focus on Rule Mechanics almost exclusively. Without solid rules mechanics, you don't have a game. You can be a fine GM or a lousy one, but you need to have the game defined by rules that are clear & understandable, as to what can and cannot be done during the game, or you as a DM are a glorified storyteller, and little else.
Furthermore, Wizards of the Coast has been printing this type of "how to DM a game and a campaign world" filler for years. And that's precisely what it is, FILLER. Much of the content on "how to GM" slated for the 4th edition DMG II, is undoubtedly very similar to what was printed in the 3.5 edition DMG II. Do we really need to buy the same suggestions again in a new edition? The mechanics have changed between editions, the principles of DM'ing the game have not.
I'll much rather have a book that contains a whole lot of rules, so that I don't have to buy a dozen other supplemental books, in an effort to piece the together the rules system of the game. If WoTC wants to put out a separate book on "how to GM" then that's their perogative. Just kindly don't waste my time and money on the same stuff I've been reading from them ever since 2nd edition. Keep the "core books" for rules mechanics only.
I respect your opinion but we are so far apart on this topic that I really don't have anything to add beyond 'I disagree'. Rules mechanics are a secondary concern for me in books like the DMG.
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Bleach wrote:
Ah but you're talking "effectiveness" and not design. Both the PHB 2 and the MM2 show how WOTC have learned how to build "better" classes (no V-shaped ones, no ones there as boring as say the ranger -"twinstrike all the time" and the actual range of effect - big difference in effectiveness between an infrnalock and an archer ranger - not so much between sorceror and barbarian) - In short the PHB 2 classes seem cooler.
Ah - I see what you're saying. I thought by 'superior' you were talking about power creep - the classes getting more powerful than the 'baseline' classes in PHB 1. I do agree that WotC really went out to make some fun and interesting classes to play in PHB 2 most notably in the realm of controllers and strikers. Defenders and Leaders I still feel PHB 1 holds the edge in outright fun classes to play.
Quote:
Similarly, the MM2 monsters especially the solos and minions show what WOTC has learned and they refined it. It's subtle things like ensuring that solos transform at the bloodied level to give the fight another twist to keep it interesting and minions who at later levels still provide more of a threat.
I know they did tweak the mechanics of solos (some have 4 times a standard monsters hps rather than 5 times) and the defenses seem much more 'free form' and not bound to the tble in the DMG 1. I wouldn't say that MM1 monsters are necessarily better or more interesting but they do suffer from the first out of gate problem - the mechanics are so new and different that problems are going to appear. This was true even during the 3E days, imo.
Quote:
As for WOTC's release schedule, it actually isn't more than 3.0 or 3.5 early years. What I think makes it more noticeable is that there all HARDCOVERS whereas most of th stuff WOTC released in the early 3.0 years were softcover.
Oh I would love to see any book less than 190 pages as a softcover. These 160 page hardcovers bug the crap out of me. That was something 3.0 did right, imo, softcover class books in B&W. They were all cheap ($22 here in Canada) and mine are still in great condition.
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Here's my take on a healing/shielding cleric. I decided to go with greatspear just because I am partial to spears. If I were to change his feat and take a regular spear I would take the Battle Healer feat (every time you use Healing Word on an ally you heal hp equal to Str bonus). As is he's a +7 with all his attacks and they all are weapon melee.
====== Created Using Wizards of the Coast D&D Character Builder ======
Torinn, level 1
Dragonborn, Cleric
Build: Shielding Cleric
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Acid
FINAL ABILITY SCORES
Str 18, Con 13, Dex 10, Int 9, Wis 16, Cha 12.
STARTING ABILITY SCORES
Str 16, Con 13, Dex 10, Int 9, Wis 16, Cha 10.
AC: 16 Fort: 14 Reflex: 10 Will: 15
HP: 25 Surges: 8 Surge Value: 7
TRAINED SKILLS
Religion +4, Diplomacy +6, History +6, Heal +8
UNTRAINED SKILLS
Acrobatics -1, Arcana -1, Bluff +1, Dungeoneering +3, Endurance, Insight +3, Intimidate +3, Nature +3, Perception +3, Stealth -1, Streetwise +1, Thievery -1, Athletics +3
FEATS
Cleric: Ritual Caster
Level 1: Weapon Proficiency (Greatspear)
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Righteous Brand
Cleric at-will 1: Invigorating Assault
Cleric encounter 1: Healing Strike
Cleric daily 1: Avenging Flame
ITEMS
Ritual Book, Adventurer's Kit, Chainmail, Greatspear, Javelin (2), Holy Symbol
RITUALS
Gentle Repose
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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Krypter wrote:
Oh God, Firefly! Why did you have to die so young!?
$2 million an episode. A more proper lament would be "Oh God, Wheldon! Why did can't you come in under budget?!"
But I agree - Firefly was great and I would have loved 4-5 more seasons of it.
A lot of the shows I'm seeing listed though had really good runs.
ST:TNG - 7 seasons & 4 movies
Babylon 5 - 5 seasons & 4 movies
Angel - 5 seasons
Buffy - 7 seasons
X-Files - 9(!) seasons
To name just a few. I can't really miss something unless I didn't get enough of it in the first place. Firefly is about the only show I can think of that i wanted a lot more of but then again I don't watch much TV these days.
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