Mokmurian

AZRogue's page

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Hey, guys. I've jumped on board with Pathfinder and have left 4E behind, finally. I just got more and more disillusioned the further they moved down the path towards simplification and meta-gaming. Well, that's not the reason for this thread and I don't want to start a 4E vs. Pathfinder thing, just wanted to update my status from before when I used to post frequently.

So, I've been designing my own Dark Sun campaign based on Dark Sun but with the changes I've always wanted to make (no Halflings or Blue Age, for example). Now that I've decided to go with Pathfinder (8 books are now in the mail on the way to my home, yay!) I wanted to ask a question:

Has anyone used Elemental Priests, as in Dark Sun, in their campaigns? And, if so, has anyone out there divided up all the current spells into the Air, Earth, Fire, Water, Cosmos categories?

I'm wondering how to proceed and am not looking forward to making up my own spell lists with these categories and am wondering if someone out there may have already done the work and if they would be kind enough to share.

Either way, thanks! I'm really, really looking forward to running Pathfinder!


Do we know what has been planned by third party publishers yet? Not all have committed themselves with the GSL still unreleased, but some, like Necromancy, have.

I know that Necro is releasing and Advanced Player's Guide which will contain much goodness in the form of optional material that has been removed from 4E (or just not released yet). Do we know what else people are releasing?

Wish List: Some GOOD adventure paths, many more magical items WITH tables to allow random treasure generation, exotic classes (like a magical gun user, for instance), detailed racial write ups, templates, and Generic Powers (Powers that can be chosen by anyone of a particular Power Source, like Martial Powers, Arcane Powers, etc.).


I read a very enlightening article over on ENWorld from one of the game's playtesters. It highlighted one of the key differences between 3E and 4E--one of the differences that I've been having a hard time pinning down. I think it's an excellent read for both those who like and those who dislike 4E.

The link to the thread is HERE.

And the post itself is copied below. The author is JDillard.

Spoiler:
4E - Where did my options go? - The New Paradigm
Got a long one here for you all.

So I'm a long time lurker here on ENWorld. I decided it's finally time to start a thread. I've been playing 4th for a few months now, as an NDA'd friend of a couple WotC employees. While I can't discuss specifics, I can talk about impressions I've gotten, and I feel like I've got a good grasp of the feel of the game and how it works.

Anyway... I'll get around to my point now.

I keep seeing a lot of discussion on many, many threads regarding options. I see a lot of people, both pro and anti 4e, saying that the game is more constrained, you can't do as much with characters, so on and so forth.

I've seen a lot of people try to argue the opposite. They've discussed "party optimization" instead of "character optimization", or compared a 1st level 3e fighter to a 1st level 4e fighter.

Furthermore, in a not obviously apparent, related topic I've seen many, many arguments about how 4e is better in play than it looks from just reading the book. My own experiences agree with that one.

Despite that, I and many others are having an absolute blast playing the game. So, why is that? If the game really is constricting, if there really are less options, then why is it that it's still so much fun? And how does that relate to the recurring theme that it's more fun in play than in read-through?

Where did my options go? - The New Paradigm!

3e - What we're familiar with:

In the previous edition (3.x) which, to put it bluntly, the vast majority of us here are familiar with, the majority of character options were built into the character creation process. It started with the very strong modularity of the system. At any point, at any level, I can take my next level of whatever class I might want (assuming prereq's met). When I want to build a level 20 character, I've got 20 "units" of build, purely based off of class levels. I can take a bit here, a bit there, and go for it. Or I can take all 20 of one class.

Even further, you've got feats and skills. Spellcasters have spells. Tons and tons and tons of options. Given enough time, with just the PHB, I can create hundreds of level 20 characters, all noticeably different. Admittedly, a lot of them would be poor to unplayable (10 Ftr / 10 Wiz for example). Still, that's a *ton* of options.

However, once you've gotten your character built and you're actually playing the game, your options drop dramatically. With the exception of the open-ended spellcasters (and what I mean by that are the Wizard and Cleric types, who aren't constrained by a "spells known" maximum), the rest of the character types were still very limited in what sorts of actions they could take. This is definitely true in combat, but even expands into the non-combat arena.

While your melee fighter type character can choose from many different options to begin with, once he's in combat he's got his one or two things he does over and over again. The heavy armor fighter runs up and stands next to the monster, hitting with his greatsword. The spiked chain fighter does his tripping, or his moving with Opportunity attacks. The rogue gets into flanking position and proceeds to sneak attack. This does not generally vary from combat to combat either, except in situations where the monster is somehow "immune" to whatever your schtick is (undead for the rogue, for example), and then you generally spend the time trying to come up with creative solutions that vary from brilliant to extremely frustrating for the DM.

This isn't just in combat though. Given the lengthy skills list and the ability to have such variance in skill point allocation, you've got a couple different ways a character can be. You can specialize in a few select skills, maximizing their points for your level, or you can try to spread the points out into multiple skills. The first works throughout, but the second generally only works at lower levels. By the time you hit the double-digits your "ok at lots of things" concept starts to turn into "poor at lots of things", and then "barely able to do lots of things" at the top end.

So suppose you stick with the familiar specialist concept. Given how lengthy the skill list is (40ish, right?) you really can only be *really really* specialized in a couple things. You take hide/move silent and great, you're fantastic it it. What do you do in game? You try to solve problems by sneaking around. You take Jump and Swim? What do you do? You try to find ways to jump or swim your way past challenges. From level 1 to level 20 you're trying to sneak past things or jump past things.

So, to conclude and reiterate this point: 3e's paradigm is to provide you with maximal options at character creation. However, this comes at the cost of most characters losing options during actual play. The only exclusion to this is with the open-ended spellcasters, for whom options are maximized nearly throughout. I'll discuss this a bit later.

4e - The New Game:

Contrasting the 3e paradigm is the 4e one. And a contrast it definitely is, as the methods of the system seem designed to flip the situation around to its opposite.

As much as we want to argue that 4e has lots and lots of options, and it does, comparing the sheer number of characters I can create with a 3e PHB and a 4e PHB the 4e one comes out far behind. The system is not modular in the same way. Once I pick my starting class, that's my class throughout. Now, as I level I do have the retraining option, so I can switch things out that I don't like with things that I do. That's nice, but it doesn't mean much when I'm simply creating a new character from scratch.

There are a lot of feats, but they're largely restricted to a race or class. Multiclass options are there, but they mostly allow small uses of another class's power, not a full gaining of that class's skills. The skill list is significantly smaller and the mechanics of skill training and skill usage makes specialization difficult if not impossible in some cases.

The arguments that I've seen for the value of these changes from both posters and designers focus on a couple things: Game balance and Fun. Game balance is easy to see. The "economy of actions" concept keeps the length of a combat round down, and keeps each players turn length fairly similar. The redesign of the wizard, in particular, means that all characters have a "chance to shine", rather than the wizard being able to do basically anything, with the right spell. Hit points are standardized, BAB's are standardized, skill values are standardized, all these things prevent a lot of the swingyness and mean that most characters, of any level, are going to be at least useable if not excellent.

How about the Fun part though? Well, that comes in, in play. 4e's focus is not on Creation Options, but on Play Options. It's a hard concept to explain, but I'll do my best.

Take something simple. Say there's a rogue power that damages an enemy and slides them three spaces (I'm sure there is, but not having played a rogue I don't know the names off the top of my head). It sounds like a simple thing, in read through. In play, it has amazing versatility. I can slide the enemy into flanking position, so next turn I can get to do Sneak attack. I can slide the enemy around the fighter, so if it wants to attack me next turn it has to deal with the fighter's "stickiness". I can slide it away, trying to protect a squishier wizard or warlock in the back. I can slide it off a cliff, into a trap, into a damage zone cast by a warlock or wizard, into rough terrain, and so on, and so on.

It's one power with a simple read through, but once you're actually in combat it gives you a ton of options that are all dependant upon the specific combat situation you find yourself in.

And that's just one of your powers. You've got others. Some deal more damage. Some might blind or immobilize a foe. Others might hit more than one foe at a time. And you can use them in whatever order you want. I can put myself in a position where sliding my foe might be useful, or if it's not, I can merely go for maximum damage. Maybe *now* is a good time to immobilize rather than slide, so I can.

In 4e combat is constantly shifting. Monsters move around, traps and terrain change your ability to move or your reasons for it. The standard/move/minor action concept means you get just as much attack whether you stay in once place or you move around the field, so often it benefits you to reposition during a fight.

Skill use is also adjusted in a similar manner. A reduced number of broader skills means that you can do more with any individual skill. Thievery now covers pick pocketing, sleight of hand, trap disarming, forgery, and maybe even disguise in some cases. One skill, lots of usability. Stealth now covers both moving quietly and hiding. Nature now covers handling animals, knowledge local (in the woods), knowledge nature, and even some alchemy in potion brewing (with the right ritual). Arcana covers both knowledge and spellcraft and even detect magic, as well as lots of rituals. When I choose a skill to train in 4e, I'm now choosing to be better at a long list of different, related things. I'm getting blocks of skills for one training, rather than excelling at individual parts of that block at the expense of other parts.

And even further, rebalancing the way skills work to include the 1/2 level on a roll means that a character doesn't have to be highly trained and specialized to get use out of a skill. A wizard with decent dex can actually succeed at a sneak check now, just not as often as trained rogue. A non-charismatic dwarf might still be able to bluff his way through something. Sure, it'd be a difficult roll, but we're opening up more options during game play here. I wouldn't even try something like that in 3e because the way the system is designed, at mid-high levels your chance of success would be zero.

So to conclude this part: 4e reduces the number of character creation options in the name of game balance, but vastly makes up for it in the amount of "in play" options available.

Still reading? Thanks. Last part!

Finally, to tie up the beginning with the end, here we go. So we keep seeing people saying "it doesn't read well, but when you play it, it's great!" Why? Well, look at what I just said. They took the options we're familiar with, and replaced them with options we're less familiar with. I look at the book and see only a few races, a few classes (both less or equal to what the 3e PHB had), with the removal of a lot of the complexity that character creation used to have. It's more simple to make, easier to "throw something together" and completely lacking in the beloved modularity of the previous game.

You see powers that say "Do 2(w) and slide the target 3 spaces". Does that give you an excited tingle up your spine? No. It sounds pretty bland on paper.

How about "Switch places with an ally as a move action", "Close burst 1, do some damage and teleport 5 + Int mod squares", "Gain concealment when you move more than 3 spaces", and "Gain +5 to sealth checks until the end of your next turn". Individually they all sound pretty simple, not very exciting...

Then I see my buddy's fae-lock use a minor to activate his +5 to stealth checks, do a move to switch places with the fighter who's surrounded and getting beat on, use otherworldy stride to damage everyone around him and uses the teleport it gives to get himself out of being surrounded as a standard action, and then rolls a stealth check at the end because he trained in that skill and has concealment from his other warlock power. He makes a high stealth roll and the enemies can't see him.

The fighter is saved, the monsters are hurt, confused, and can't retaliate on the guy who just screwed them, the DM is boggled and the warlock can sit back and bask in it. Those were "just encounter powers", he's still got his "powerful" dailies left.

Bring on the 4e, bring on the in game options. I loved sitting around tinkering with character builds for hours, but I don't think I'll miss it much. I'm having too damn much fun actually playing the game!


Interesting article (review?) that I enjoyed reading: LINK.

Spoiler:
So, I've been reading a lot of discussions and complaints.

To me, the 4E rules seem interestingly streamlined, but a bit oversimplified
in spots.

And you know what? I've heard all of this conversation recently. I've been
hanging out with PS3 owners who are mortally offended by the risk that the
Wii's success will "kill gaming". Many Wii games are simpler than the games
the experienced gamers are used to, and this is seen as a serious problem by
people who are comfortable with that complexity.

What I found is that, even as someone who's been gaming for thirty years, I
often prefer a somewhat simpler and less involved game. And I think I'm gonna
love playing 4E.

I recently read an article about "casual" gaming, which I was much impressed
by:

http://malstrom.50webs.com/birdman.html

[excerpt]
"Retards!?" says a shocked reader. "Surely you can"t say
what you mean!" Why not? When a casual gamer picks up the
standard dual shock controller, he gets confused. He doesn"t
have the patience to wade through these elaborate 3d worlds
or memorize fourteen button combinations. While the hardcore
call him "stupid", he retaliates by calling gaming "stupid".

Anytime you read "casual games" in the news, just replace
"casual" with the word "retard" and you will get how it is
truly perceived by the industry. "There is a casual gamer
boom!" should translate to "There is a retard gamer boom!".
The "EA Casual Games Division" really is translated to "EA
Retard Games Division". "Why are you calling casual gamers
retarded!?" thunders one reader. I am not. I am saying that
the hardcore industry is the one who thinks this way.
"Casual" is just a nice way of saying "dumb" in their eyes.

The reason why hardcore gamers' hearts sink when a company
says they will make the game include "casuals" is because
they know that all the edge, difficulty, and passion will
be ripped out to make a generic, easy, and soul-less game.

Is 4E as richly detailed a game as 3E? Well, no. It looks to be in many
ways a simpler game. No longer will I spend an hour choosing the thirty
spells for my wizard, while the fighter's player ... has absolutely NOTHING
to do. Spell management will be much less of an issue. A significant
complexity, which I quite enjoyed, is gone... But now we're all playing a
similar game. The fighter and I will both be making interesting choices
about which abilities to use.

The new DMG is in some ways the best. The analysis and discussion of how
to build an encounter is delicious. Yeah, I could do it -- I've been doing
it the hard way for twenty years. But other people I know didn't know how,
and nothing ever EXPLAINED it before. The monster types (solo/elite/minion)
are a big win; the monster roles (artillery, brute, etc.) are also a big win.
For that matter, the skill challenge rules are absolutely head and shoulders
above anything I've seen previously for non-combat mechanics that give some
room for interesting choices and player creativity -- *WHILE STILL ALLOWING
AN INEXPERIENCED GM TO RUN THE GAME*. Sure, a brilliant GM who has written
novels before could do this on the fly -- these rules give us a way to make it
work for everyone else, too.

If I had a group of experienced gamers, all of whom were mildly autistic like
me, we would all play 3.5 or 3.75 and love the details and special cases we're
so familiar with. If I wanna play with my roommate who gets frustrated and
upset and gives up because skill points are too complicated and the spell
preparation system is confusing and how was I supposed to know I had to pick
spells... 4E is an excellent choice.

Like the Wii, this is a bit simplified and streamlined for the benefit of
newbie players. Also like the Wii, it has a lot more depth and room
for fun and exploration than people have given it credit for, and I think it
will be good for the hobby. I think the decision to streamline and simplify
things is probably, on the whole, a very good one. The resulting complexity
and range of powers looks like it's going to be more evenly dispersed, giving
all the players a chance to think creatively and make interesting choices.
I'm no longer going to have to struggle, running a game, to find some way
to give the cleric an option other than "heal" and the fighter an option other
than "five foot step, full attack".

The ritual system, while I'm not totally sold on it, is a genuine solution to
the very real problem of adventurers getting screwed if they take spells with
no combat application, or if they don't happen to take exactly the right spell
with no combat application. I like the idea.

--
Copyright 2008, all wrongs reversed. Peter Seebach / usenet-nos...@seebs.net


I saw my first in print 4E article today. I've seen several before, but all linked online. Today, though, I was reading the latest issue of Gameinformer that came in the mail (I needs me my Gears of War 2 news) and I saw an article on page 35, in the Connect Gear section, about 4E. It was a very positive review and I was a bit surprised. I have to say that I'm happy with the amount of press the game is getting now.

Has anyone else ran across any articles and/or advertisements in places that caught them by surprise?


Wired has a new 4E review up HERE.

Spoiler:
Dungeons & Dragons 4th Edition is going to change just about everything for the dice-rolling set.

With the new edition, released Friday, D&D publisher Wizards of the Coast is launching one of the most ambitious attempts the tabletop-games industry has seen at redefining what it means to play an RPG. The rules are different, the mind-set is different, even the delivery system is different. At essentially every level, Dungeons & Dragons is being streamlined and simplified with one goal in mind: To get players together to roll some dice and have fun.

"From the beginning of the 4th Edition design process, we knew we wanted to make a rules set that was accessible and easy to use," said Bill Slavicsek, R&D director for role-playing games at Wizards. "We wanted to approach them in a friendlier manner, and not necessarily continue the 'dense textbook' style of past editions. I wouldn't say we were thinking 'mainstream gaming,' whatever that really means. The D&D game will always be a specialized hobby. The trick is making sure that we can remove as many hurdles as possible so that it becomes the largest specialized hobby it can be."

Monster_manual I had the opportunity to play D&D 4th Edition in a series of play tests run by a friend of mine last December. As gaming sessions go, they were quite grueling; we showed up at noon and played until well after 10 or 11 p.m. We had to, though: We were on a deadline. Wizards needed feedback on the adventure we were playing by the end of the month. Despite the long hours, despite our fumbling with the rules, despite sometimes rough notes for the dungeon master, it was a glorious experience.

At every level, mechanically, players and dungeon masters (a game's storyteller and arbiter) are freed to experience the game in ways they never could before. Characters now have special powers that assist them in combat, giving them real moment-to-moment choices in the heat of battle.

"I hit it with my warhammer" gets pretty old; instead, why don't you whack that monster upside its head so hard that it's forced to stagger backward? Spellcasters have similarly colorful abilities in D&D 4th Edition; where once they had hundreds of thematically similar spells to choose from, they now only have to make a few important decisions as they gain in power. Warlocks, arcane casters that truck with mysterious powers, have particularly evocative abilities. What better way to deal with a troublesome orc than to teleport it away from you? If part of that trip involves burning in the fires of Hell, so much the better!

In D&D 4th Edition, dungeon masters, or DMs, are freed from a good deal of the bookkeeping associated with the hobby in previous editions of the game, as the designers have streamlined the process for preparing adventures. Boxes of statistical information and extensive charts were once the norm, but now DMs can almost throw together an adventure on the fly. This philosophy has also lead to some radical changes in monster design. Just as players now have a fun trick or two up their sleeves, monsters now wield fantastic abilities that are wholly unique.

The possibilities these mechanical changes unlock are exciting in and of themselves. Nerds love to debate game mechanics, but what all this ultimately means for the player and the DM is more time focusing on more important things.

Combat moves so fluidly now, and the DM has so much less prep time to worry about, that the art of role-playing itself finally moves into the foreground of Dungeons & Dragons. Telling a compelling story, and having a ton of fun doing it, is ultimately the reason players sit down to game in the first place. What D&D 4th Edition represents is the chance to have fun with your friends without a ton of hassle, to immerse yourself in a fantasy world without working at it.

Players_handbook In fact, many of the mechanics are so easy to use that they remind players of what it feels like to play a massively multiplayer game. Wizards' Slavicsek has absolutely no problem with those comparisons, as all good games build on what has come before.

"Good games, whatever the format, are always a boon," he says. "Better games mean more gamers, and more gamers mean a robust and vibrant hobby. At the end of the day, if the entertainment is solid and fun, it attracts an audience. D&D is the game that paved the way for the MMOs of today, but they are two very different experiences. Indeed, I believe that we need more reasons to get together in the same room and socialize in person. D&D is a great way to do that."

D&D is truly a great way to have fun. It's all about socializing with your friends over a handful of dice. Laughing at old jokes and cracking new ones, running your friends through an adventure you've created -- there's no experience quite like playing in a tabletop role-playing game.

In our testing, Fargrim, hardened dwarven warrior, served as my personal window onto the world the DM conjured at the table. Wielding a warhammer and a nasty attitude, he was the party's front-line defender. Over the course of that month he held the line masterfully. Though he nearly fell at the hands of a vicious tribe of goblins, was burned by the acidic membranes of a gelatinous ooze, and nearly drowned in a deadly water trap, he ultimately survived to tell the tale. The subjugation of an idyllic countryside was the cost of failure, and Fargrim's party successfully won the day.

Given the constraints of play-testing, there was almost no storytelling. We did very little role-playing, almost no character development -- and still it was one of the most enjoyable D&D experiences I've ever had. I've been playing this game for almost 20 years now, and the sheer potential for entertainment the 4th Edition rules offer up is still something I'm coming to terms with. In a more relaxed environment, with the opportunity for character, story and pacing, the polished mechanics will allow DMs and players to fully appreciate the experience of Dungeons & Dragons as they're playing.

Elf_wizard For the first time, Dungeons & Dragons will offer an integrated online component. For a fee, players will be able to get together on a "virtual tabletop" and play D&D with their friends from anywhere in the world. The way Wizards is going about charging for this service is a bit hard to understand, but the company is offering a level of service that has never been seen before in a pen-and-paper title.

The last edition of D&D was released in the summer of 2000, and did a tremendous job of revitalizing a hobby that had waned in popularity through the end of the '90s. While it also went a long way toward addressing some seriously arcane rules (Thac0, anyone?), a number of legacy issues found their way into D&D 3.0. Veteran third-edition players will talk your ear off about the problems with a combat mechanic called grappling. Even more daunting was the magic-user's burden of choosing from the hundreds of spells available at high level -- a Brobdingnagian task.

D&D 4th Edition removes these hurdles. Wizards has clarified and enriched its legendary tabletop property, and the new rules get to the core experience of D&D like no other edition has. If 3.0 was like listening to symphony with earmuffs on, 4th Edition turns those muffs into high-quality headphones.

It's not without some amount of irony, of course, that D&D co-creator Gary Gygax passed away the same year a new edition of his story-based game will be released. Some cynical wits have made cracks to the effect of "he couldn't bear to see the new edition released"; it's an open secret in the tabletop gaming world that Gygax had little interest in the more recent editions of the game.

I see it quite the opposite, though. Dungeons & Dragons 4th Edition is a fitting tribute to Gygax and Dave Arneson's original vision of a game built around a story with few mechanical supports. D&D, when it was first released, was little more than a few dozen pieces of paper stapled together. They were the barest bones of a game system, requiring players and DMs to fill in the blanks to create fun experiences. D&D 4th Edition returns to those early roots by freeing the participants from boring mechanics and petty arguments about rules, by allowing them to focus on what's truly important.

Good story, good friends, rolling dice, having fun. What else could be more important, in the real world or the one of Dungeons & Dragons?

Michael Zenke blogs professionally for Massively and recreationally for MMOG Nation.

Images courtesy Wizards of the Coast


Could you please cancel my Pathfinder and Planet Stories subscriptions? Thank you.


bump


I wanted to talk a little bit about settings and, also, explain why I think the Realms were blasted into orbit.

Let's get the Realms issue out of the way. Why were so many changes done to the Realms? Why did they force the 4E default assumption onto that setting? Because they have made the Realms their flagship setting. As such, the flagship setting NEEDS to handle all of the 4E default assumptions as closely as possible. Combine this with a bit of bloat from previous supplements.

I do not think that this is going to be, or needs to be, the case with any other setting. Settings, by their nature, have their own unique requirements, such as deities, races, classes, even feats. There is no requirement for a setting to use, let's say, the list of Gods from the 4E RAW. They won't even have to use the 4E cosmology. Maybe, for the sake of being easy, the Shadowfell and the Feywild could be used, but they don't need to be. Appropriate fluff can be written for each setting to explain any special abilities that a Class may have, such as Fey Step.

Will it be more work in 4E? Maybe, but I don't really think so. I think that any good setting is going to deviate a bit anyway and establish its tone and mood. It's just a small step to go from there to adding in some details about that setting's unique cosmology.

What about the Races? The Dragonborn and the Tieflings, for instance? They are in the PHB, but that does NOT mean that they have to be common races in any setting, if present at all. It would be wise to have them there in some small way, so that players could play what they find in the PHB, but that doesn't mean that they have to be common, even if the PHB races in the past were. What about the other races? What about gnomes, and such? Well, they're in the 4E MM as playable Races, over 11 of them I think, so that shouldn't be a problem to include them in the Setting.

What about a setting's tone? This could be achieved by a few specific rules. Maybe characters don't have as many Healing Surges available in a day, or maybe the Races will have access to different, new Racial feats and abilities that more closely fit the setting (lots of potential there, actually). New Feats? Definitely should have those. Optional rules, yep. Hell, even new Classes or new abilities or Power sources could be included, depending on the GSL and what it permits.

The only reason I bring this up is that I've heard some people say that certain settings would not be possible using the default 4E ruleset, that they would be as damaged in the process of making them conform as the Realms were. I don't think this is really the case. The Realms were forced into a little box because they are the flagship. I think that any other setting should, and WOULD, be allowed to remain unique to itself. And I don't think the rules will hinder this.

Sorry for the rambling nature of the post. I'm writing it in bits and pieces this morning as I can. :-)


How do you think Multiclassing will work in 4E, given that a recent podcast (can't remember which one) said that it wouldn't be as ... flexible (I think that's close to the word that was used) ... as it is now?

I've been thinking about it, and about how Powers are used. One of the problems the designers ran into, if I recall correctly, was that they wanted to front-load a lot of a Class's iconic abilities right off the bat. They didn't want to spread out iconic abilities over too many levels; basically the Class should do what it should do right out the gate, but those abilities will increase in power and utility over time. Because they did this they couldn't go with the 3E style of multiclassing, which is a shame since that was 10 types of awesome.

So I think it will be handled like this:

1. Multiclassing Feats will serve as the method, I think. Since characters get many more Feats, this shouldn't be hard.

2. Each Feat will allow a certain portion of the other Class's abilities to be learned. For instance, a Fighter multiclassing into Rogue could spend a Feat and get the Rogue Skills as Trained Skills. A 2nd Feat could give him the ability to choose one of the Rogue Paths (Brawny or Trickster?). A 3rd Feat could grant the Rogue's Save bonus and/or Sneak Attack.

3. After you multiclass, by picking up a Feat, you then are allowed to choose Powers from that Class's Abilities List. So, when you level up, if you are allowed to choose 1 new Encounter ability, you can choose it from your Fighter lists or from the Rogue lists. It would be a difficult choice, but would allow you to choose those abilities that mesh well for you and your character concept.

So, would this work? What other ideas are out there?


Sorry if this is a stupid question, but what, exactly, does True 20 offer and how different is it from 3.5?

Some background: I stopped buying new books when 3.5 came out. I own every book from 3.0 but dropped the game when the "mini-release" came out. Yes, it was just on principle. After that my group and I played mostly d20 Modern, which we liked a lot, and a lot of Rolemaster/MERP (I still have all of my original MERP books wrapped in plastic ... they are precious!). D20 Modern served as a primary campaign, I guess you could say, and Rolemaster/MERP served for fantasy when we wanted gritty, hardcore games.

3E, IMO, started breaking down in terms of fun vs reward (for the work put in) after, say, level 13 to 15. Don't get me wrong, Rolemaster isn't by any means easier or less time consuming, I don't think (I don't want to count the number of charts in the books), but it gave me an out from buying 3.5 since we weren't happy with the system at a certain level, and I was upset over the mini-release.

I've heard that True 20 did some good things and I was curious how the game was different from 3.5. As a matter of fact, I'm tempted to go buy 3.5 books now with 4E coming since I think that 3E will have far more options available for character creation until 4E comes around to producing the needed material for those options (bards, druids, etc.).

So, I'm wondering if I should pick up 3.5 books, for those times that I want to run my older Pathfinder games (I have them but haven't ran them, though I stole a lot of concepts for my Rolemaster games), or could I use True 20 to play my Pathfinder games? Is it completely different, as in not easily compatible?

None of that was clear, I know, but I ramble when I type. Any help would be appreciated. :-)


The Warlord is up on WotC's website. Here's the url: LINK.

I haven't read it all yet, as I'm getting ready for my game tonight, but it seems interesting. I have to digest it later though.


First part is a tribute to Gygax, second part is about the DnDXP, and the final part about the game.

http://webcast2.wizards.com/podcasts_dandd/DnD_Episode21.m4a


Well, I've downloaded and printed everything I could find on 4E from the DnDXP and am going to run a playtest game tomorrow with my group. I'll post how it goes and try to be as honest as I can in my critique. Should be interesting. :)


Okay, the Healing issue. You can go from 0 to fully healed in 3 days in 3.5--or go from 0 to fully healed in one day in 4E. How would I inject a small level of verisimilitude to this?

Well, from numerous playtest reports made by people trying out the game as revealed at the DnDXP, players will still reach 0 hit points. A lot of people, even with more powerful 1st level PCs, found that the PCs still came close to death numerous times, and that against monsters of their level. The consensus seems to be that 1st level play feels like 5th level play in 3.5 would feel (dangerous, but not cutting-edge deadly). So PCs hitting 0 hit points and going unconscious won't be that uncommon (a relief).

So, my proposed fix would be to have the PCs lose 1 point of Constitution each time they reach 0 hit points. These lost Con points could only be recovered by complete bed rest at a rate of 1 point a day.

And that's it. Not very deadly, to be sure, but it would reflect some kind of effect from the PC taking multiple injuries. If the PC is too careless, or faces some severe challenges, he will lose some Constitution which will effect his hit point total (I imagine).

The PCs won't be so hindered that they'll have to rush back to town (unless they're really unlucky) but there will still be some rest that has to be taken AFTER the dungeon, which is what I'm looking for. After they're through, they're going to have to recover a little bit, even if the penalty wasn't such that they felt forced to leave early.

Does this make any sense? I'm not sure if I explained it well.

Oh, my second House Rule is going to be that the PC has to suffer the effects of one of the Critical Hit Cards from Paizo each time they hit 0 hit points too. ;)


I'm sure this has been discussed in here somewhere, but I'm not sure where. I was thinking about some of the mechanics of 4E because I really like some of them. The attack vs. AC/Fort/Reflex/Will is very nice and elegant in my opinion. But one thing I hated since I heard about it is the Saves. I mean, a static roll that you win when you roll a 10 or higher? That sounds ... ridiculous.

But after thinking about it a bit I realized that I don't dislike it as much if I change the terminology. In previous editions a Save was made to determine whether an effect happened in the first place. That's taken care of now with the mechanic I like: Attack vs. AC/Fort/Reflex/Will.

So a Save in 4E isn't really a Savings throw as I'm used to thinking of them. What it really determines is duration. Instead of Durations being listed as 1d6 rounds or 1d4 rounds, you get a "Save" at the end of each round to see if an effect continues. This eliminates the book keeping of tracking multiple conditions with different durations each. Instead, you track conditions but not durations.

I still don't like that the power level of the effect doesn't effect the duration (such as 1d4 rounds + 1 round/2 levels), but I don't hate it as much if I just think of it as determining Duration instead of as a static Save. Has anyone else thought about this?

I wonder how unbalancing it would be to allow a Feat that adds to an effect's duration.


Man, this really pulled the plug on my day. I can't believe the big guy is gone. He really did change things for a lot of people. He was a man who definitely made his mark on the world.

And classy move dedicating the new 4E rulebooks to him. Nicely done, and much appreciated.

LINK.


No playtesters jumping out to give detailed reviews yet, then, I take it? <insert sad smiley here>


Interesting post from Mearls over at ENWorld. I'm sure most have seen it, but thought I'd repost it for those who might have missed it:

http://www.enworld.org/showthread.php?t=218978

mearls wrote:

One of the nice things about the roles is that they let you play around with power sources without messing up the basic structure of the game. You can totally do a no magic game with the PH by sticking to the fighter, rogue, warlord, and ranger. You wouldn't have a controller, but it is possible to create a martial one.

You can also roll things back another step and do some crazy stuff with the structure of the classes. Since many of the elements of character progression are unified, you could run classless D&D by allowing players to select maneuvers and spells from any class they want, mingling the two together, or start everyone with access to all heroic abilities and grant access to divine and arcane via feats.

The really nice thing is that this structure allows you to better depict many classic D&D settings and fantasy worlds. You can run pre-War of the Lance adventures in Dragonlance without clerics. You could run Conan with just the heroic classes for PCs and NPC spellcasters as villains and allies.

The one stumbling block is that the game expects fighters to wear heavy armor, but you could get around that by building a simple house rule (a fighter in light armor gets a flat bonus to AC to make up the gap).