|
|
|
Recent posts by
Riley:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I'm not a fan of the specific piece of art used in this demo model...
Gravesworm Ryzing
...but I can imagine any number of great pieces of D&D (or even MTG) art that would look great when painted on the canvas like that.
Choosing among the proposed MTG designs (well, the half of them that I've clicked through), here's a pair of shoes that I would actually love to wear:
Squirrels!
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Nice set!
Two things:
1) Belt-tightening led me to cancel my Pathfinder subscription last month. This month, Worldworks' Pathfinder terrain prompted me to resubscribe. The prospect of terrain this good, designed specifically to fit the adventure, was simply too good to pass up.
2) This has been surprisingly quick to put together. I built one room Thursday night, and another last night. The circular room took about an hour or so to build (I haven't built the props yet.), while the most fiddly room - the temple with all the alcoves - still took less than two hours from start to finish.
While the terrain is very detailed, it remains straightforward enough to reuse. Just looking at "The Sunless Citadel" maps, I can see two places where the circular room would fit in very well, as well as a location to use the alcove room.
I really look forward to the next set! I can only hope that the adventure is anywhere near as good as the terrain.
Oh, and: what about N'wah's paper miniatures?
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
20 pages:
1: front cover
2: PHB weapon chart (for reference, not your character)
3: 1st page of character sheet
It’s similar to the WOTC char sheet, but less cluttered, and more useful.
The upper 1/3 is about the same as WOTC’s, but the Movement/Senses/Attack Workspace has been replaced with a Hit Points/Second Wind/Saving Throw section.
The lower 2/3rds is divided into 2 columns. The left column is a ‘Power Index’, listing powers by At Will, Encounter, Daily, and Utility. The right column has sections for (from top to bottom): Action Points, Movement, Senses, Attack and Damage Workspaces, and Basic Attacks.
4: 2nd page: Skills, Feats, Magic Item Index (including slots), Race Features, Class/Path/Destiny Features, Languages Known, Rituals.
5: Weapons & Equipment, as well as a classic 1e-style Wealth section
Then it gets on to the less essential ‘Character Folio’ pages:
6: Title, description, illustration, and ‘Comrades in Arms’ (which’d be good for that horse and your animal companion)
7: History
8: Allies, Enemies, Family/Clan History
Then back to a good page:
9: Advancement (a place to list hit points, score increases, powers, and feats added or swapped at each level)
And again to the fluff:
10: Stronghold/Hideout (mostly a piece of graph paper to map said location)
11: Dominion (Hex paper to map it!)
12: Campaign Notes/Legends & Lore
13-16: Adventure Journal (same on each page)
17: House Rules (mostly blank with lines)
18: top half is a nice, simple one-fold table card to put your init, passive skills, and defenses on. Bottom half is the OGL.
19: Armor table and castle-and-village illustration
20: Back cover
The good: I really like the layout
The small disappointment: it’s not form-fillable, and in fact, the 1st page is a single image. Any form-building is going to need to be done on one’s own. On the bright side, copy and paste is enabled, so that is possible.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Rockheimr wrote:
Heh heh, nice try, but you're vaguing it up massively there and you know it. Come on, admit it, good or ill, removing the Vancian magic system is a BIG change, and inevitably big changes affect the feel of a game.
I just had another thought:
Back in 3.x (and 2e), my wizards typically memorized several combat spells, and kept pearls of power to recharge those. I then left as many other slots as possible open, and flipped open a book to quickly memorize (and immediately cast) the appropriate utility spells only when I needed them.
Boy that sounds a lot like encounter powers and rituals.
But of course, I have always found the Vancian system limiting , and I've devoted a great deal of time and rule-stretching to figure ways around its limitations.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Rockheimr wrote:
Scott Betts wrote:
Rockheimr wrote:
Scott Betts wrote:
Rockheimr wrote:
Playing a Wizard in 4th Edition feels like playing a Wizard in 3.5. I still cast spells, use wands/staves/whatever, manipulate arcane energies and can even wear a pointy hat, all the while exploring dungeons and slaying monsters with my other make-believe buddies.
Heh heh, nice try, but you're vaguing it up massively there and you know it. Come on, admit it, good or ill, removing the Vancian magic system is a BIG change, and inevitably big changes affect the feel of a game.
Heck, magic user or wizard, whatever you want to call it, you could play what you just described using a diceless system...
I'm witholding judgement on wizards (and whether wizards feel like magic-users) for a couple reasons:
1) Nobody has played one yet at our game table, and
2) Once we have more rituals and rules for alchemy and more magic items, it'll be easier to judge.
My 1e wizard (M-U) became an effective every-round, 23-hour-a-day spellcater through clever use of items and a lot of persistent/contingent/broken spells. My 3.5e wizard became an effective every-round, 23-hour-a-day spellcasting machine through liberal use of wands of shocking grasp and scrolls and potions.
Now with 4e, I don't have to come up with complicated schemes to have something 'wizardly' to do every round. But the end result is the same: I'll have a couple tricks that I can use pretty much all the time, and a few other powers for really kicking butt. And some non-combat spells (rituals) to do the really cool stuff.
When I get around to making a wizard, I'll try out a few rituals, and no doubt make up a few of my own. With a bit of clever planning, I expect that my character will feel a lot like the ones I've played before Certainly as similar as any of my wizards have felt relative to each other.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Scott Betts wrote:
Riley wrote:
A more interesting question is: with increased availability of preorder options and online marketing and shopping, are the sales of new D&D editions (and other RPG products) merely getting compressed into an ever-smaller window?
I remember that it took me almost a month to get my hands on a 2nd edition PHB - and I was hunting for one rather hard. This time, I got 4 of 'em (mine, wife's, and 2 gifts) in the first day after release.
It could be simply like the blockbusterization of movie sales: sell lots in the first weekend, and drop off precipitously a couple days after that.
Mmmm, I doubt it. Movies are ad-driven for the most part and focus on heavy marketing. Role-playing games usually emphasize word-of-mouth marketing instead, which tends to take longer to spread. Sales will certainly decrease over time, which is true with most things, but I don't think you'll see a movie-style drop in purchasing. We're two months out of release and the books just went into their third printing. So if this is opening weekend, it's one hell of an opening weekend.
Are RPG's still spread by word-of-mouth? Most of my favorite hobby stores have closed, and I now do most of my shopping for (and talking about) D&D online. Unfortunately, I do not know any RPG gamers in my town apart from my own small group.
I'm not claiming to have an answer on this - and I hope this theory is wrong - but it is possible that the D&D market is still slowly contracting, despite the encouraging initial burst of 4e sales.
Personally, I really hope that WOTC comes up with a killer introductory game, and finds a way to recruit a fresh new wave of players. Because I think the new edition is very interesting and easy to play, but it isn't self-explanatory straight out of the PHB.
I think they did a great job in the new DMG with good advice for new and old DM's on how to run a great game. But I don't think the PHB accomplishes the same thing for players.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
mousey wrote:
If anyone takes a comparison between all spells from D&D basic to D&D 3.5 and the spells (or power or abilities) in 4th Ed, you'll notice that these spells are missing:
Cleric 1st level:
bless water
detect [alignment]
detect undead
deathwatch
hide from undead
protection from [alignment]
Cleric 2nd level:
augury
calm emotions
consecrate
delay poison
eagle's splendor
make whole
owl's wisdom
status
undetectable alignment
zone of truth
Cleric 3rd level:
create food and water
daylight
glyph of warding
locate object
magic circle against [alignment]
obscure object
speak with dead
stone shape
water breathing
water walk
There's some much more to name here and no, rituals don't cover enough of it at all.
These spells are mostly not combat oriented and its these spells that are removed from 4th...
This is the one area of the game that I find needs to be expanded soon. Hopefully, a clever (or at least quick) 3rd party publisher will publish a Book of Lost Rituals as soon as the GSL is revised into something more sensible.
I'd ritualize the following:
(purify?) water
protection from [alignment] (as a more classic, literary-style circle of protection)
augury
delay poison
create food and water
glyph of warding
magic circle against [alignment] (see above)
speak with dead (at much higher level)
stone shape
water breathing (at much higher level)
water walk
daylight (with perhaps a combat/blinding version as a power)
I'd keep the following out of the game:
detect [alignment]
eagle's splendor
owl's wisdom
zone of truth
locate object
These could be hit or miss, because in 25 years I've hardly ever used them:
detect undead
deathwatch
hide from undead
calm emotions
consecrate
status
undetectable alignment
obscure object
|
|
|
|
|
 |
 |
 |
|
|