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![]() fray wrote:
Tobus Neth wrote:
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![]() by Logan Bonner One of our goals in 4th Edition was to reduce characters’ reliance on magic items. The most important portion of this goal involved removing a lot of the magic items that were essential just so your character could feel effective, like stat-boosting items, amulets of natural armor, and the like. We also felt like these items weren't as exciting as magic items should be, yet characters depended on them heavily to feel adequate in proportion to their level. We felt that the cool stuff a character can do should come from that character’s abilities, not his gear. Items are divided by item slot, much like they were in D&D 3.5 (though it took until Magic Item Compendium for the system to be quantified clearly). As before, you can only wear one item in each slot. The number of slots has been reduced (by combining slots that were similar), to keep the number of items manageable and easy to remem-ber. You still have a ton of choices for items in the game, and when we were still using more slots, our playtesters reported that it caused information overload. Primary Slots
Weapon/Implement: Whether you’re swinging a mace or blasting with a magic wand, you have an item that adds to your attack and damage. These weapons also set your critical hit dice (the extra dice you roll when you score a critical hit, see the Design & Development article, "Critical Hits"). Even though this is called an item slot, that doesn’t mean you can’t wield more than one weapon, because that would make the ranger cry. 3.5 Equivalents: Weapons, holy symbols, rods, staffs, wands. Armor: This category now includes cloth armor, so the wizard in robes has magic armor just like the rest of the group. Magic armor adds an enhancement bonus to your Armor Class. 3.5 Equivalents: Body, torso. Neck: An item in the neck slot increases your Fortitude, Reflex, and Will defenses, as well as usually doing something else snappy. The most common items are amulets and cloaks. 3.5 Equivalents: Shoulders, throat. Secondary Slots
Arms: These are bulky items that fit over your arms, such as bracers, vambraces, and shields. You’ll notice that shields no longer have an enhancement bonus. Instead, shields have special defensive effects and items you wear instead of shields, like bracers, are more offensive. 3.5 Equivalents: Arms, shields. Feet: Focused on mobility and special movement modes, you can be pretty sure what you’re getting when you look at magic boots, greaves, or sandals. 3.5 Equivalent: Feet. Hands: Thinner items that fit on your hands fall into this category. This includes gauntlets and gloves. They usu-ally help out your attacks or help your manual dexterity. 3.5 Equivalent: Hands. Head: These items increase your mental skills or enhance your senses. Helmets, circlets, and goggles all fall in this category. Another major subcategory here includes orbitals, such as ioun stones. If you see someone with an orbital, it’s a good bet you’re dealing with an epic character. 3.5 Equivalents: Face, head. Rings: This slot has changed quite a bit. A starting character isn’t powerful enough to unleash the power of a ring. You can use one ring when you reach paragon tier (11th level) and two when you’re epic (21st level). And before you get started about how Frodo sure as hell wasn’t epic, let's be clear: the One Ring was an artifact, not a magic item any old spellcaster could make. Artifacts follow their own rules. 3.5 Equivalent: Rings. Waist: Items you wear around your waist are usually about protection, healing, or increasing your Strength tem-porarily. 3.5 Equivalent: Waist. Other Items
Potions: Potions are consumable items, and they're mostly focused on healing effects. Wondrous Items: This category no longer includes wearable items. These are utility items that don’t take up space on your body or act as weapons. Example Here’s what my 11th-level gnome warlock, Dessin, is wearing right now: Implement: +3 rod of dark reward
*Note: He said Gnome?
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![]() D&D Resolutions
It's just a few days before the New Year and I'm about twelve words into a column that's due in … well … now. I credit my procrastination to the fact I am on vacation and if it isn't covered in chocolate or getting a redesign on HGTV, I ain't interested. What does this have to do with Dungeons & Dragons? Not much, except for the fact that no more procrastinating is going on my New Year's Resolution list. If I'm to follow the recent barrage of television commercials on HGTV, my list of resolutions should include organize my life, lose a bunch of weight, and make this be the year I find that someone special who apparently has been searching this whole time for me. Gee, sorry about that, Mr. Someone Special. Ever hear of Google? Like 98% of the world, I never keep my resolutions, which is why my list is usually filled with inconsequential tasks like eat organic fruit or be nice to cats or read my horoscope every day. For Wizards of the Coast, though, the list of resolutions is huge. 2008 is a big year, and essentially D&D's game designers are making several resolutions to the players. 4th Edition will be bigger and better. It's easier to get into for new players, and streamlined and finessed for better game play. The rules are simplified, the game is quicker, the extras are top notch and Dungeon Mastering gets taken to a whole new level. That's a whole lotta resolving for one year. Perhaps R&D should have opted to clean out their closets. I've only ever played 3rd edition, and not even for that long in comparison to some. Weaning me off the old and into the new is about as tough as switching a four year old from Count Chocula to Coco Puffs. But one thing I like better about 4th Edition is that it makes me feel like a better player. Not better like I know what I'm doing, but better as in more invested. I don't want to think of Astrid as a liability to my 3rd Edition party, but as I've said in the past, my affinity for her might have prevented me from fully throwing myself into the game. Seeing as though New Year's is all about parties and 2008 is all about D&D, I've decided to make all my resolutions be about my D&D party. Sorry Jenny Craig. Maybe next year. Resolution #1: Shelly-Come-Lately-No-More
Unfortunately, I'm in the seldom-on time group. By seldom, I mean showing up anywhere between 5 to15 minutes late. Sometimes New DM hasn't even finished setting up the battle grid yet and sometimes the party has moved onto a new adventure. "You're late," Scott says (on the rare occasions he's there before me). "Sorry. Tabitha got stuck in traffic," I say. I'm trying to improve my percentage, learning that I could use that extra 15 minutes to prepare for the day's escapade, which brings me to my next resolution. Resolution #2: Previously On Dungeons & Dragons
So how can I be expected to remember everything that happened a week ago? I can't. So, once we're all settled in, I ask New DM to do a complete recap. There is no such thing as a stupid question, right? Right. But apparently there are such things as annoying and tedious questions. I guess most of the party doesn't have a brain like a sieve because New DM often sighs, looks around the table, and then gives an abridged, monotone version of the peppier review he performed 15 minutes prior. "You're on the road to the keep to thwart a cult of Orcus." "Orcas?" I ask. "I would remember whales." "Yes. A roving pod of killer, zombie whales," New DM says. "Why do we want to foil the zombie whales?" I ask. "To get a sense of accomplishment. Now get moving." All of these questions and more wouldn't have to be asked if I only took the time to write down the details when New DM told us the first time. But not only do I suffer from ADD, my entire group suffers from co-dependency issues due to being coddled by Adam, our secretary, treasurer, and unenthusiastic sherpa. Once, many sessions ago, he took the liberty of writing down the translation of a Draconic poem we found deep within a dungeon. Now, three years later, it's still his job. He keeps track of the vague clues New DM drops that go over the rest of our heads, copies of maps our employers supply us, and the names of townsfolk we've met or are looking for. He monitors our bank accounts and all the treasure we've scored. It's always, "Adam, can I get that masterwork chain shirt we looted? Adam, how many potions do we have left? Adam, can I get 4,000 gold pieces to buy a pony?" The poor guy is like a showbiz manager to six suddenly superstar teenagers. Remind me to get him a pinky ring and lunch reservations at The Ivy. Regardless of when I show up, I will ask without fail if we've slept yet. Why can't our characters get some shuteye at some point during their six-day sabbatical? I think it's a valid question and an efficient use of the minis' time. New DM will almost always ignore my question, which prompts me to turn to my left and ask Scott the same question. The exchange goes something like this: ME (To New DM): Have we slept yet? Tabitha wants her daily back. NEW DM: (silence). ME (Turning to Scott): Have we slept yet? Tabitha wants her daily back. SCOTT (To New DM): Have we slept yet? NEW DM: No. The game picks up where you left off. In battle. ME: Well Tabitha managed to slip behind a boulder and catch a few Z's. NEW DM: No, she didn't. She's right here on this square where we left her. In battle. ME: Yes she did. You don't know what the minis do when we're not looking. New DM will then ask the group if they'd like to stop fighting the evil band of hobgoblins to rest so that Tabitha, the wonderful Wizard of Wussville, can get her daily spell back. A chorus of "Noooooooooooo's" is heard. "Fine, suckers," I say. "Don't come crying to me when you need a bugbear put to sleep." Usually Marty reminds me how much I hate seeing my party coup de grace a helpless bugbear and wouldn't I rather fireblast or magic missile a dumb old human anyway? Of course! And the game resumes. From this I get my third resolution. Resolution #3: Don't Patronize the Dungeon Master.
Resolution #4: Don't Judge the Fudge
Resolution #5: Assist Others Before Helping Myself
Before 4th Edition, a Heal check meant looking down at your shoe to see what the heck you just stepped in. Now it's something I can actually do to help my fellow party members, such as Adam's wee halfing warlock, Atticus. The poor guy was knocked unconscious by a goblin on the high school javelin team. With the roll of a die and some simple addition, Tabitha gave Atticus the ability to use one of his healing reserves. He was back on his feet in no time. At least I think he was on his feet. With a halfling it's kind of hard to tell. I was filled with warm fuzzies from having saved a life, making my resolve even stronger to learn the equivalent of the Heimlich maneuver in the wizard's spellbook. Resolution #6: Get a Change of Scenery
I read somewhere that in business meetings you should always try to sit to the right of the highest-ranking person in the room. I sit to the left of New DM because I'm not that much of a goody goodie and because that's just were I planted myself on day one. But maybe there is an advantage to sitting where Marty usually sits (roughly 17 feet from the play mat) or having a warlock next to me instead of a snobby old eladrin. Maybe if I saw the game from the cleric's point of view I'd appreciate the role in the party he plays, and maybe if Scott sat in my seat he'd quit calling me things like "cream puff" and "kobold cottontail" and pretending he's speaking into a intercom system calling, "Attention shoppers. Will the wizard please join her party in the dungeon?" Resolution #7: Get to Know Thyself
Resolution #8: Get a Little (More) Culture
This is proving to be an ambitious year for someone who was content to just smile at cats. I can hardly wait for my next game to put all this pledging and vowing into action. I'll get on it as soon as I finish this "House Hunters" marathon on TV. And this can of double chocolate frosting. And maybe giving this Jenny person a call. It's always good to have back up, right? About the Author Shelly Mazzanoble sat in Scott Rouse’s chair during their last D&D session and had the game of her life. Keeping up with the momentum, she has taken to sitting at other people’s desks, driving other people’s cars, and walking other people’s dogs. She is often shocked and amazed at the possessiveness of some people. She's a freak super twitty... ![]()
![]() Wizards of the Coast: We asked a similar question regarding Races and Classes—with 4th Edition releasing this summer, what does Worlds and Monsters offer me as a gamer? Why would I want to pick up a copy? Jennifer Clarke Wilkes: This book offers a first look at the revised cosmology of 4th Edition D&D, with details about the concept and design of the various planes, and gorgeous art depicting their natures. It also provides lots of designer insight into re-concepting encounters and monster roles in combat, as well as some preview art for iconic creatures. Wizards of the Coast: D&D Insider currently runs its Design & Development column, which takes an inside look at the new edition—what sorts of secrets and insights does Worlds and Monsters also look to provide? What information about the game was R&D looking to convey? Jennifer Clarke Wilkes: This book is largely devoted to designer thinking about the “key conceits” of 4th Edition as they relate to adventuring and building encounters. Such ideas are part of the Races and Classes book as well: The world is ancient, mysterious and dangerous; gameplay should be fun and challenging; mechanics and assumptions that interfere with play should be replaced or removed in favor of material that encourages creativity and exploration. Wizards of the Coast: One chapter in the book is titled What “World” Meant to the World Team”; can you tell us a little of what the book has to say on this matter? When players start playing their new 4th Edition campaigns, what will their world be like? “Points of light” has been introduced as a concept, but what does this mean for the 4E character just starting out? Jennifer Clarke Wilkes: What “world” does not mean is a default “core” setting, such as Greyhawk, Forgotten Realms or Eberron. Rather, it refers to the environment of play in the D&D game, the set of shared assumptions held by players and DMs. A number of legends (such as the ancient dragonborn empire) and notorious locales (such as the Temple of Elemental Evil) form part of this shared consciousness, but their place in a given campaign is entirely up to that group. The player characters are surrounded by a wide, mysterious world that is itself only one of several unlimited realms, each with a distinctive feel and unique opportunities and threats. The DM decides which, if any, of the legendary details apply to his or her game, and how they relate to one another. Wizards of the Coast: Beyond the known (physical? material?) world of us mere mortals, what tidbits does the book have to say about other realms where adventures will likely take place? What can you tell us about, say, the Feywild? The Shadowfell? Or the Elemental Chaos? Jennifer Clarke Wilkes: Five planar realms are known to exist, with another mysterious region hinted at in dark whispers. The known planes are: the world (what used to be called the Material Plane); two reflections of the world, the grim and dangerous Shadowfell, and the magical but equally dangerous Feywild; the Elemental Chaos (including the Abyss, home of demons) below; and above, the shining Astral Sea, home of the gods’ Dominions. Scholars of the arcane and bizarre hold that a strange, extraplanar space called the Far Realm also exists, home to weird and incomprehensible horrors. Wizards of the Coast: What role will the Far Realm will play in the game? Does mean we’ll still be seeing plenty of aberrations: beholders, mind flayers, aboleths and the like? (And on a related minor note, did you receive a “Snowball” as a holiday treat?) Jennifer Clarke Wilkes: The new setting certainly links aberrations more thematically. An aberration isn’t just something that looks weird and tentacly (although most do), but is born of or linked to the madness beyond, what some mortals call the Far Realm. Some of them have a purpose, beyond the ken of ordinary beings, but many are the result of “leakage” from that strange world into neighboring reality. And yes, Snowball resides with honor on my living room mantel. It’s frosterrific! Wizards of the Coast: As we move a bit more from the worlds to the monsters, what could be a more iconic monster to the game than the dragons—what insights might the book have to offer on these legendary creatures? For instance, I hear that metallics aren’t quite the same dragons anymore? Jennifer Clarke Wilkes: The designers spent a lot of time with dragons, as you might imagine. For decades, dragons have had traditional features, some of which actually interfered with using them as adversaries. The game is called Dungeons & Dragons, yet dragon encounters can be intimidating to a DM. With a dozen age categories, a multitude of special abilities in addition to the iconic dragon breath, as well as the “build-by-numbers” style of the 3rd Edition dragons, an interesting dragon opponent can take many hours to prepare and present an overwhelming number of choices. In addition, as powerful as a dragon might be, it is a single opponent that takes one set of actions against a well-armed party with four or more sets of actions every round. Against such odds, it can’t present a real challenge unless it significantly outclasses the PCs—at which point, the encounter risks becoming a TPK. In 4th Edition D&D, dragons have been redesigned as satisfying solo opponents. They can do things to interfere with PCs’ actions, take extra actions on their own turns, and stand up to the pounding of a group of opponents—essentially behaving as a group of monsters. Each dragon has an iconic suite of powers that is no longer diluted by additional details such as minor spell-like abilities or arcane spellcaster levels. We’ve simplified the age categories, eliminating those at the younger end and consolidating others, so that good dragon challenges exist at each adventuring tier. Metallic dragons have traditionally been good-aligned. While flavorful and important to the “ecology” of dragons, the practical effect was to remove half of the available dragons in the Monster Manual as opponents. How often do PCs go up against good creatures? In 4th Edition dragons are more, well, dragonish. They are all ferocious and greedy creatures, with chromatic and metallic dragons distinguished more by personality than alignment. While chromatics tend to be destructive and cruel, metallics focus more on control and power. These differences are reinforced by the dragon’s special powers. The varieties of metallic dragon have undergone a revision as well, with some less well-defined kinds giving way to new ones with distinctive natures. Wizards of the Coast: Other notable categories of monsters would have to be demons and devils. There are hints of changes taking place with these fellows as well—what does the book have to share about the shakeups to the Abyss and the Nine Hells, and their respective denizens? Jennifer Clarke Wilkes: Previous editions of the game created demons and devils with parallel roles, differing only in alignment and minor abilities. Thus, you had the demon succubus and the devil erinyes, the demon balor and the devil pit fiend. In 3rd Edition, demons and devils had different suites of resistances and immunities, but these didn’t distinguish them enough. The Fiendish Codex series did a lot to further distinguish the two: demons as agents of chaos and destruction, and devils as tempters and plotters. With 4th Edition, the two have been set apart: demons kill, devils subvert. Demons are native to the Abyss, a corrupted region of the Elemental Chaos. They are elemental beings that embody chaos and ruin above all, and they are monstrous in appearance. These are the brutes and skirmishers of combat encounters. Devils, on the other hand, are beings of the Astral Dominions. They control realms and are well-organized, tactical masters, the soldiers and controllers of combat. As a result, a few former demons and devils switched sides to better align with their combat roles. The succubus, for example, uses deceit and temptation to further its ends, and is thus much better suited as a devil than a demon. Wizards of the Coast: Let’s talk about D&D and 4th Edition in general. When did you find out that a new edition would be in the works, and what were your first impressions of the idea? Jennifer Clarke Wilkes: I learned that we were starting design on a new edition in mid-2005, which is when the first design documents started to be written. I believed that the game did need to be overhauled but wasn’t so sure what the timeframe should be. We did an early playtest that summer. That first playtest was memorable for how much it didn’t feel like D&D—in my opinion, of course. It’s changed a lot since then, but that early game was fast and furious, with lots of options in combat. The best of those features have been retained in the final version, while keeping the game recognizably D&D. Wizards of the Coast: And finally, have you encountered any of the 4th Edition creatures firsthand while playtesting the game—and how have you found them in comparison with their predecessors?
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![]() This here Thread is the grounds for true grognards*, however you don't have to be grognard to post here, but beware of the ire of a old grognard. Heed thy words and tread with caution. You may post whatever you wish to share, but grognards may cast down judgement...4e talk is welcome but may be butt of a great many jokes. *Grognard:These dedicated game players are often viewed as a blessing( and a curse, as they will ensure a certain minimum level in sales, but they will also be the most critical of any mistakes or bugs in the game. You may post now....
Tobus Neth
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![]() That's right Today I will marry me girl, we've been together a 11 years in May! A man conceived a moment's answers to the dream.
I am all nerves ![]()
![]() Are you getting them this month?or in Feb sometime and can you say anything about once you read it over? (cool(Wotc new favorite word), meh, etc)
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![]() *This is a parody song of American Pie-This is for fun and is not meant to insult anyone. Verse 1 A long long time ago
{Refrain} So, bye-bye, Dungeon& Dragons
Verse 2
{Refrain} Verse 3
{Refrain} Verse 4
{Refrain} Verse 5
{Refrain} Verse 6
And in the streets the players screamed
{Refrain} So, bye-bye, Dungeon& Dragons
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![]() Gamin Steve's interview with Chris Perkins: All D&D Insider subscribers will get a starter set of 3d [digital] miniatures for use on the game table.
WotC's Didier Monin;
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![]() History's greatest real estate swindlers, the Vikings, knew well the power of marketing. As the story goes, they long ago stumbled upon two islands in the North Atlantic, the larger of which was mostly covered with ice. They wanted to lure settlers there, so they gave it the egregiously misleading name, Greenland. The smaller of the islands was mostly green, and they wanted to be left alone there. To keep others away, they called it Iceland. At least that's the way I've always heard it. Alas, while the Greenland part of the story holds up pretty well, the Iceland part is probably an urban legend. The way Icelanders tell it, an early Viking settler spent a miserable, shivering winter there, and as he sailed away, never to return, he gave it the frostiest name he could think of. Never over-verify a good story, as a wise man once said. On the other hand, if things were always as we believed, there'd be little point in ever leaving home. So what follows are a few of the things I discovered in Iceland. Nearly everyone who visits Iceland discovers these same things, and it should be noted that Icelanders are a little tired of having them pointed out. Nevertheless: -- They believe in fairies. Icelanders are probably the most educated people on the planet, with a 99. 9 percent literary rate, and nearly one in 10 ends up writing a book during his lifetime. Yet, according to the Icelandic Tourism Board, 90 percent of them take fairies, elves, trolls and other manifestations of huldufolk -- "hidden people" -- quite seriously. One day, as my tour bus passed a hillside littered with stones, the guide told us this was the domain of some huldufolk. They live among the boulders, she said, and look like humans, with fair hair and blue eyes that have no irises. Her tone of voice suggested that this information was as factual as anything she'd told us about geysers or glaciers. "If you ask Icelandic people if they believe in the hidden people," she said, "they would say yes without thinking twice." Public engineers routinely reroute roads, pipelines and underground cables to avoid disturbing fairy habitat, often at considerable expense. Construction of golf courses and even harbors have come to a standstill when the wee folk appear to have been offended, and a woman named Erla Stefansdottir, who claims to be able to communicate with them, is frequently consulted by the Reykjavik city planning department. Just last year, President Olafur Ragnar Grimsson told a visiting correspondent: "You have to realize that for a thousand years the total population of Iceland was only about 70 to 80 thousand people. So people enlarged the population by thinking about elves and fairies and trolls that inhabited fjords and valleys and mountains, so even in the dark days of winter in the isolated parts, they knew they had company. And we still believe that in this country we have company, so give them my greetings when you see them." -- They eat revolting things. And by this I don't just mean hrutspungur, which are pickled ram's testicles; or svio, a sheep's head that's been singed to remove the wool, then cut in half, boiled, and either eaten fresh -- eyes included -- or pressed into jelly; or slatur, Iceland's version of haggis: sheep innards tied up in sheep's stomach and cooked. All these things sound like lip-smacking treats compared to the notorious hakarl, Greenland shark that has been buried in sand for four to six months until it's good and putrefied. Then it's dug up, hung on a hook a few more days for a final rot and then served to a presumably ravenous public. Actually, while it's not hard to find Scots who claim to enjoy haggis, I never talked to a single Icelander who described hakarl as anything less than stomach-turning. "It's disgusting!" said the young woman at the tourist information counter. "It tastes like something died in your mouth." "One little bite and you can't get the ammonia taste out of your mouth for a day and a half!" chimed in her colleague. I couldn't help noticing that both were smiling. Icelanders seem to take perverse pleasure in forcing down a little hakarl. Here's how the sensation of eating it was described in the Reykjavik City Guide, one of those relentlessly boosterish publications you find in your hotel room: "disbelief...you feel violated and wonder if you will live," followed by "lasting psychological damage." (It should be pointed out that Icelanders, even those in tourism promotion, have a delightfully twisted sense of humor.) Just as haggis is meant to be consumed with a stiff shot of single malt, hakarl needs a chaser of an Icelandic spirit called Brennivin, appropriately nicknamed "Black Death." I was actually planning on putting myself through the ordeal -- the things I do for you readers! -- when I discovered, to my considerable relief, that hakarl is usually available only during the Porrablot festival in February. At least that's what one person told me, and I thought it wise not to over-verify They're obsessed about our obsession about their sex lives. It's been going on for a while, but the latest round started, as all cultural phenomena seem to do these days, with Oprah. Back in April, on a show about women around the world, a Reykjavik anchorwoman, Swanhildur Valsdottir, got everyone in a lather by saying, in front of an audience of 30 million people, that Icelandic women didn't consider it any big deal to sleep with someone on the first date. Icelandic feminists were outraged, angry letters poured in to newspapers and Valsdottir was vilified for perpetuating promiscuous stereotypes. In the middle of the flap, the Grapevine, an excellent, irreverent, English-language Reykjavik tabloid (and my main source on this topic) published the results of a 2004 global survey by Durex, the world's largest manufacturer of condoms. On all the major benchmarks of sexual behavior, the paper reported, Iceland was at or near the top of the list. Perhaps understandably, this didn't calm anyone down. The Oprah episode came as Iceland was just getting over an ill-considered 2003 Icelandair advertising campaign urging British tourists to come and "have a one-night stand," "have a dirty weekend" and "pester a beauty queen." One ad showed three obviously naked women cuddling together in an oversized Icelandic sweater. Women's groups filed a complaint and the airline eventually ditched the ads. Coincidentally or not, the Grapevine reported, Icelandic tourism rose sharply after the ads, especially among the British. ![]()
![]() I'm a old school grognard I like Humans,elves,half-elves, dwarves,halflings,gnomes and half-orcs for my players to be. I have never allowed drow, duergar, minotaur, loxo, preymantis men, lizard men,tieflings,dragonborn men etc, to be allowed as a playable races. What PC races have you Banned in your games? ![]()
![]() Dwar Darkstone a dwarf sorcerer/rogue in our AOW campaign took over the house after the party moved on to Greyhawk. Dwar lost a leg to the owlbear at the Land farm, next to the fireplace is the stuffed owlbear cub, it's mothers head is over the fireplace. The player of Dwar turned the place into a inn knowns as "The Owlbear". What ever became of the Ruined Mine Office in your campaign... ![]()
![]() When it is raining, it is because he is gaming. His d20 has never rolled a one. His character sheets do not wrinkle. He once punched E Gary Gygax in the mouth.That's right. You heard me. He is left-handed. And right-handed, but only in character. Even if he rolled a 1 he'd still only take half damage. He once knew a call was a wrong , even though the player wouldn't admit it. If you're unfamiliar with his campaign, he'll teach it's history. The gnomes often question him, just because they find him interesting. When he conducts combat , you get the feeling that your right there in the throes of battle!.top of the climax, where it belongs...where there is no turning back... ![]()
![]() one thousand and four! The following people have made me laugh myself sick and they have kept me coming back here! The whole community ROKS!!! The following list has no order (so Heathansson your not No.#1)
Lilith for all her linky's and trying to teach me how to do them in fancy blue letters! She Knows Magic! Nicolas Logue you must play 3,5 and seven word game! ![]()
![]() The strangest thing so far is I made sure I put this in the 4e thread above and some how it ended up here in the Off-Topic threads?
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![]() Has anyone added a structured story line to the old classic? I'm looking to run this adventure for some new kids with a new spin on it like a adventure path. The module has great npc characters that could use a little more story. Looking over it did the old Toee have a over all plot?(Slay monster, get treasure? Thanxs! ![]()
![]() I've read a few post here and there about gen con and 4th edition and the whole Wotc gen con video reports (By the way that was the most forced presentation I've ever seen and contained no information what so ever and they had nothing but some pictures on a slide, and the computerized Colorforms dungeon design thingy) but over all they brought nothing to the table and one guys blog says ask me about 4th edition and I say "+6 Wands?" WTF!- Folks they're making this as they go; right now somewhere 24 dudes are locked in a bunker with all manner of miniatures, dice and tiles they got 9 months to bring you 4th edition. ![]()
![]() Iggwilv’s Legacy: The Lost Caverns of Tsojcanth
One of the most ambitious projects to ever hit Dungeon, the classic 1st Edition module is freshly updated to D&D 3.5. Plus, the adventure features a new prelude and a follow-up adventure that takes the PCs to Tsojcanth’s lair. ![]()
![]() What kinda of toys you got layin around from your childhood?
I got all the star wars men from 76-83'loose and I still gots the little guns about 400 hotwheels cars and some Matchbox cars about 90 not opened. Oh yeah and 1,200 comic books from say 81-84. ![]()
![]() This thread is for those whom wanna throw down some crypt phrases, a gossippy barkeep, Harlot that's heard way too much, or a crazy old man tellin tales as you continously fill his cup or the drunk dwarf layin out years of secret knowledge. 1.) "They say those woods are haunted by the ghost of Hlana Merrydale after her murder by the cultist of Mammon". 2.) "Word on the street is the baker and his wife are weresharks!oh my prays to the gods" ![]()
![]() This thread is for the posting of Legends small or grand! "Old tales of the savages said to hunt these jungles were indeed full of horror, the flayers of flesh some called them and the mandevils or Mahwa Ungol meaning souldrinker in old Chultan. They hunt at night and were never spotted during the day. Others claim they can change form taking the shapes of animals. When the Moon is full this is known as the Nol-ot-hatulua or bloodfeast.
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