Stronfeur Uherer

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KaeYoss wrote:
FallofCamelot wrote:

Good.

I don't want to see 4th Ed fail, that would be bad for the industry as a whole.

I agree and that is why I will try to save it. I founded a company of game designers with that in mind but we will need some help. I think 4e is the best they have ever created. Not perfect but a better concept and rules than in previous releases. Check our website www.Calvannagames.com and let us know what you think.

The problem with 4e is limited modules to play. Only 14 non GSL and the GSL' are not set up in campaigns. We've solved that.

I have played sinve v1.0 original module B! Keep on the boderlands in the original box set. So having 30+ years experience leet me say that if there is a 5.0 it will spell the death of D&D as a whole. All versions. It will show that after 6 versions (3.0 and 3.5) they cant get it right.

Nothing wrong with 3.5 if you like that sort of playing. Its not a matter of better or worse it is a gaming preference. 3.5 lots of hack and slash and level up with no need for storyline or storyline rewards. Combat is longer and more complicated and with prestige calss even your rogue can cast spells and become an all-in-one do everything character. I think Wizards may have looked at playability amoung the next gen of players. Who has 12-15 hrs a day to sit and play anymore?

In 4.0 there is a more chess-like feel to combat. Every move or counter move is crucial to the outcome of the fight. The powers are actually a good idea but similar to 3.5 when you break them down. They are just worded differently and categorized in a different play manner.

So look at it this way why need a v5? What is there to try or fix? The versions of D&D are NOT the problem its the writing. With Gygax and D. Arnson gone who will write the next epic adventures? There are plenty of good story nuggets in all the Lore of the v4.0 books and nobody writng the modules so that players can be part of the legend and even create the next legends.

Dont forget why we play RPG's and D&D its the participation in the story. The interaction and the feeling of changing the outcome. If not then playing against a computer is much more efficient and less time consuming. Its the story that drives a good adventure.

The combat system is a preference thing but without a good story and quest no matteer the version 3.5, 4.0, or 5.0 it will NOT work.


I have had alot of experience converting 3.5 artifacts to 4.0. I prefer the 4.0 system for many reasons but its easy to overpower the artifacts.

The same things that make 4.0 a better strategy RPG are what makes converting items a problem. Its not so much the power of the item or how many it has but rather what those powers do to the fights. Game balance is a must. Ive converted over 25 artifacts from a long running very well tested 25 modules 3.5 campaign into the 4.0 version. It took 5 testplays to get the balance right.

You need to determine what the items importance or impact on the game is. For instance is it the AXE OF MORADIN or just another item. This is determine the powers. When in doubt try to scale the powers into the item. i.e; make the powers increase or add new powers as the character possesing it hits different levels (usually at the tier increases).

Its usually good to give it a power active always (defense, protection/resistances), a at-will that is personal, a enc. pwer, and a daily. But if those powers are blasts or bursts that changes the situation.

What I ran into in creating our campaign guide and trying to make wandering monster list was the fact that in 4.0 you can set the right # of creature for the characters level and still accidentally kill them if those creates have a Blast or Burst power.

Again its a great system but with that comes greater responsibility in creating and balancing the game.

I had a group of 6 player 1st level get ambushed by 3 creatures of 1st level. Sounds easy right? It almost killed them because each of those 3 creatures had a rechargeable blast 5 breath weapon type attack.

Sam with items. Its not like 3.5 where the power types are not as touchy or significant to the fight outcome. Thats why I think its tough for game designers to write in 4.0.

let me know if you need some artifact examples. I can send it to your email. I should be able to dig up the 3.5 version of the item and the 4.0. Let me know.


Matthew Koelbl wrote:

Blah, had a detailed post that got eaten by the terrible Paizo forums. :(

The gist of it was that there is an existing Paragon level Artifact spear - the Heartwood Spear from Dark Sun. It might well be worth looking into, and might provide a pretty good starting point.

It has many abilities focused towards fighting Defilers, which you could probably swap to working against undead instead.

As a general power level, here is a summary of it:
-It is a +4 Spear. Given the party's level, you might start it as a +3 Spear, and have it become a +4 Spear once enough concordance has been gained.
-It starts with 2-3 constant benefits and one daily power.
-At each level of Concordance, it typically gains one benefit and one new activated power.

So that might give a bit of a starting point. Do you have any more specific ideas in mind as far as what you want it to do, who is likely to use it, and what role it might play in the campaign?