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Recent posts by
The Last Rogue:
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I lost my interest in PFRPG because of the disrespect that my fellow rogues have been paid.
Why can we not deliver sneak attacks as a free action with a range of 400 yards + 10/yards per level?
Why must we continue to roll to pickpocket?
Where is are +5 Badass bonus to all rolls?
Why are daggers remaining 1d4 damage, when we all know they should deal 8d12?
Shouldn't leather armor offer a +16 bonus to AC? Have you ever hit someone wearing leather armor?
Also where is the Rogue's famed spell resistance?
and our +15 bonus to diplmocay, bluff, and sense motive when dealing with members of the opposite sex?
and lastly, how come we don't have a special ability called b!**&in' Facial Hair?
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I also want a playoff.
But the most compelling argument I have heard goes as follows (more or less):
These kids are students foremost (in theory, not practice). For us to ask them to play X number of games extra a season
a) cuts further into their classtime, namely another semester.
b) puts them in additional danger, as each game played offers further chance for injury
c) further eats away at their time (increased travel, prep, practice, games).
Now obviously I am not framing this in the most persuasive way, and, truth be told, feel like I am missing one of the key arguments to this side of the fence.
But I heard something similarly framed in a much more persuasive way . . .
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My Feelings Regarding This Topic (Bulleted for easy use!):
* 4e is obviously doing well enough. As is the WotC way they are aggressively rolling out supplements. DDI is, in my estimation, quite enjoyable and the presentation/heft of the articles has been well done. Admittedly, the delay in electronic tools is disappointing.
* We can speculate at financial figures and estimations until our eyes bleed -- ultimately, for now, it seems safe to say that 4e is not going anywhere soon. From what I can gather (again I am just a player like you) it seems to be doing fairly well, at least near me. At the very least, it is doing well enough they are continuing to roll out new product.
* Currently I cannot make much of a judgment on 3pp projects' success or failure. I imagine as we enter the beginning of the new year we may have a better gauge for both the quality of these entries and their success.
* Bulletins are fun.
* Regarding the fan community, there still seems to be a split, but I like to think that slowly it is dying down. I think gamers have either found other systems to play (I here there is a doozy offered by some Paizo company in the works) or play 4e or continue their _____ campaigns.
In conclusion, the state of 4e is unknowable to most of us in regards to any true specifics (sales, # of players, customer satisfaction, etc.). However, I think we can rest assured (or perhaps uneasy depending on one's side of the fence) that 4e is going "well enough" to be a viable RPG.
And that lady's and gents is how you right a bunch of stuff that is probably common knowledge to everyone and post it before letting the realization that you
a) contributed nothing of note to the thread
and
b) possibly regurgitated what has already been said.
stop you.
also
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A slight aside:
I like skill challenges. They seem easy to incorporate into a variety of situations, including combat. I am currently whipping up a skill challenge for my next session, in which between small skirmishes with a forest full of zombies and skeletons, the group is trying to avoid larger more heavily armed undead. I think skill challenges help facilitate these types of cinematic/fun scenes.
As for killing a monster with a skill challenge, sure with the following caveats:
1) The difficulty of the skill challenge should be appropriate to the monster in question.
or
2) some combination included. In other words an Elite monster and a skill challenge that fill up the rest of the XP of the assumed encounter.
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Jeremy Epp wrote:
The Last Rogue wrote:
Yeah. I am becoming more and more interested in Savage Worlds. I plan on picking up a copy soon and giving it read through.
Can someone illuminate how magic works a bit in this game system? You do not need to go full bear, but is it a framework on which you can hang your own dressing?
The basic magic system tends to give characters a very small number of effects and a pool of points to use them with a given recharge rate. Same core mechanic is used for Magic, Miracles and Psionics with slight tweeks to color each. Also in the main book are Weird Science and Lowrent Superpowers which use the same power list but have a little more heavily modified mechanics but still pretty core. Now the basic powers tend to be somewhat effect based and the GM/Player is heavily encouraged to state the 'trappings' of the power to be what they want. Thus the power is 'Bolt' which mechanically shots 1-3 ranged attacks at your enemies... now this one power could be 'magic missile' or 'lightning bolts' or 'acid arrows', or 'a flaming worm/snake that streaks out from your hand and dives into your opponents mouth and crawls out of their belly before attempting to plunge in again and again.' Various products have other magic/power systems and/or small tweeks to the core rules.
Hit their website www.peginc.com and download the free testdrive rules and whatever free adventures and characters catch your fancy and play through one or two to get a feel for it. The Core rules are cheap... used to be only $10.00 I heard that the next printing is going to go up though but will still be pretty affordable.
Thanks.
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Races are such a difficult topic to approach with any amount of objectivity it seems.
Personally, I do not like Dragonborn. For me it is a simple taste issue -- I like dragons as being so far above mortals, so powerful, and so awe-inspiring, that having a race share heritage/concepts with them cheapens what makes dragons so great in the first place.
That being said, I love the artwork, the race is put together solidly, I enjoyed the ecology article, and so on. Perhaps, the most telling thing though, is that my players really enjoy the DB.
Similarly, I am not a fan of the Tiefling. I do not like races that come with such a solid backstory (I look evil and have demon blood in me, I am the loner good guy struggling against the blood within me . .)that it becomes difficult to differentiate them in a campaign (for both NPCs and PCs).
While we are at it:
I hate 1/2 races with a passion.
I am not a big fan of gnomes (McCartor's not been seen lately, right?) as PCs.
I love gnomes in a more adversarial role.
I am not a big fan of monster races (goblins, orcs) as PCs.
I like the Minotaur, however; especially the latest article in Dragon.
Something about the Warforged (the concept, not the exact Eberron species) appeals to me. I . . .
am rambling.
DB, personally not a big fan because it skews somethings I like to make central to my campaign world; however, I can see why it is popular and hold no ill will against it. If my players truly love it, I see no reason to ban it from my campaign world -- instead I just need to be more creative and involve into the world in an original/exciting manner.
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It is a funny word, huh?
I am looking for a system to hang a Modern (perhaps, turn of the century) gritty/grim type of game on.
The game will have elements of the supernatural (magic, monsters, etc), but I want it to be a rule set that really supports this type of play.
I love D&D . . . but 3.x nor 4e make pulling off this game to easy. While it is arguable, and I agree somewhat, that style of game (grim & gritty, in this case) is dependent more on DMing than rules, there gets to be a certain point in any edition of D&D that the PCs just bring too much to the table to be worried about more mundane threats.
I have been thinking Savage Worlds or True20, or even Mutants & Masterminds, but am open (see also: asking) for suggestions, experiences, and thoughts.
Right now I am running a 4e game that captures the Sword & Sorcery/pulp feel well, but I am getting nostalgia for some grit.
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Pax Veritas wrote:
WOTC's Nightmare wrote:
I agree. After today, there is no real reason to even get on WotC's site. Bye. Bye. WotC.
Ditto for me.
Ditto for my six players.
Ditto for another five players at our local FLGS who are proudly playing Pathfinder Roleplaying Game - Beta Playtest in the store amidst the dusty shelves of 4e paraphernalia.
Point.
Counterpoint:
My FLGS cannot keep enough 4e in stock. He burns through them every week.
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I have not played a wizard yet, but I have one in the group I am DMing (I need to post a campaign log -- the campaign is going awesome).
And,
he loves it.
He was a little hesitant at first because of the lack of options (as opposed to the current 3.5 version with its millions of spells), but we kind worked out a magical scheme for our campaign that works well -- more focus on elemental magic and feeding of the magical residue of the great arcane times of ages past.
He is really coming into his own. And now that he can enchant magic items . . .he is the group's best friend.
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