A New Edition?!!!@

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Re: A New Edition?!!!@

Postby KingCrazyGenius » Wed Mar 07, 2012 5:45 pm

Kain Darkwind wrote:
KingCrazyGenius wrote:And if there is one circumstance I rabidly refuse to accept, it is not doing something. If the DM is running a lethal game, he damn well better let you control some NPC, or else let you have your next character jump into the action right away, or something. I don't care how contrived it has to be....but if I'm in some jerk's Doritos-encrusted basement, I damn well better be playing something and not just watching other people play something.


I disagree with the attitude behind this statement. Despite personally going out of my way to ensure dead PCs' players have something to do, I don't think that a mature human being can't find something else to do with their time during the game. If you run out of money in a game of poker with the boys, you sit out. If you lose first in Monopoly, you sit out. Sitting out isn't fun, but socializing and watching the game unfold isn't unreasonable for someone to be expected to do for a bit, even if it is the rest of the session. It certainly isn't on the DM to provide additional entertainment.

If I'm hopped up on Dr Pepper and pretending to be an elf, mature is the last thing I would consider myself.
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Re: A New Edition?!!!@

Postby MythMage » Fri Mar 09, 2012 10:56 pm

I think that while the DM is not obligated to provide stuff for a dead PC's player to do, at the same time--all other things being equal--the game that has players sit out for long stretches is inferior to the game that doesn't. It would be worth some effort to patch this part of the game, if possible. Admittedly, I'm not sure how I would do it myself. My PCs don't die very often, so I haven't thought about it a lot.
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Re: A New Edition?!!!@

Postby Kain Darkwind » Fri Mar 09, 2012 11:22 pm

There is nothing to be done about it.

You either make death impossible or so simple to return from that not being brought back into the game would be ridiculous like refusing to hit Start when you have unlimited continues, or you realize that a game in which death is possible, something it happens, and it isn't ever going to be 'planned for' ahead of time. There is nothing you can do to about it.

Playing with mature people who can handle the time out is preferred, all other things being equal, to playing with immature people who throw tantrums over being out of the action.
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Re: A New Edition?!!!@

Postby MythMage » Fri Mar 09, 2012 11:27 pm

http://mouseferatu.com/index.php/blog/w ... -the-room/

This article approaches what I think formed one of a few major axes around which the turn from 3e's philosophy to 4e's happened. They wanted to fix the horrible gap that existed between what druids and wizards could do versus what fighters could do in terms of variety as well as utility. And this is something I hope they don't shy away from when building the next edition, even if I hope they fix it in a somewhat different way. I don't agree with what the author of this article concludes--in my opinion, making the fighters seem "realistic" compared to the wizard is totally unnecessary, at least above low levels.

Instead of imagining fighters and rogues as the "mundane" classes, designers and players should be encouraged to think of PCs (at least, those above low levels) as figures of fable, myth, tall tale, and legend. 4e had hints of this spirit in the beginning, but the overall crappy quality of the fluff at the start of the edition kept them from really capitalizing on it then. Go ahead and give fighters things that sound supernatural... just justify it in a way fitting with a world where mortals can cause rains of fire and reverse time with the right know-how, and in accordance with how the class operates. Obviously, you don't just let the fighter pick up tricks from the wizard to dabble in fireball-throwing (at least not without multiclassing), but you do let them get so awesome at swinging a sword (and experienced enough with supernatural threats) that they can deliver slashes that can cut those beyond reach, undermine structures, deflect rays, or cut through certain kinds of magic wards. I mentioned some of these ideas over in the epic thread, and I think the most egregiously supernatural of the playable options should be restricted to epic levels, but some things work fine earlier than that. I'd start out by figuring out where I want to be the line between relatively realistic and more fantastical (probably around 6th to 10th level in Pathfinder) and start scaling it up gradually from there.
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Re: A New Edition?!!!@

Postby Kain Darkwind » Sat Mar 10, 2012 12:16 am

Personally, I don't agree. I'd like to be able to play a character to high level without turning him into something out of Dragonball Z. In fact, I'd like to be able to take a campaign to high level and not be forced to deal with world hopping, planar incursions and what not. I like the idea of being able to play both global and local games, and not automatically assuming either is required for the level.
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Re: A New Edition?!!!@

Postby Coriat » Sat Mar 10, 2012 2:26 am

MythMage wrote: or cut through certain kinds of magic wards.


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Re: A New Edition?!!!@

Postby MythMage » Sat Mar 10, 2012 3:57 am

Kain Darkwind wrote:Personally, I don't agree. I'd like to be able to play a character to high level without turning him into something out of Dragonball Z.

Whoever said you shouldn't? (And hyperbole is a little misleading here. DBZ should never be inspiration for D&D... I was thinking more Chrono Trigger.) I meant only that that sort of thing should be an option (and a well-supported option) for those who want a fighter to not be pathetically one-note compared to the wizard, not that unearthly things should be the only way to play a high-level fighter.

In fact, I'd like to be able to take a campaign to high level and not be forced to deal with world hopping, planar incursions and what not. I like the idea of being able to play both global and local games, and not automatically assuming either is required for the level.

This is an entirely different kettle of fish, and depends mostly on the array of monsters available... which I haven't really seen or heard anything about yet.
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Re: A New Edition?!!!@

Postby Selah » Sat Mar 10, 2012 6:40 am

I had a friend who gamed with a group that believed that the sweet spot of gaming was about 11th - 13th levels. Once they got there, they didn't bother advancing any further, because of the "too fantastic" factor that they felt came into play after that.

I can imagine, though, a high level fighter being modelled after Lan Mandragoran, instead of DBZ-esque. Incredible skill, toughness, quickness, with a small bit of magic (through the bond and the magic cloak and... possibly a power-wrought sword?). I'm sure people could argue Ranger over Fighter, but the principle I mean is a very high level martial character that isn't dipping too far into supernatural powers.

I agree with MM on that the higher level of supernatural powers should be an option. I liked Book of Nine Swords (or whatever it was called) for that reason.
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Re: A New Edition?!!!@

Postby Phaedros » Sat Mar 10, 2012 11:03 am

MythMage wrote:DBZ should never be inspiration for D&D... I was thinking more Chrono Trigger.


Hm. The first things that came to my mind after reading your description were Crisis Core and Advent Children. Bisecting a distant building by swinging your sword in its general direction seems like the ultimate expression of "cutting beyond reach" and "undermining structures".

I can't really argue against such things if they're presented as optional, but they don't really say "D&D" to me. Like Selah, I don't tend to picture high-level warrior-type characters as having explicitly supernatural abilities... they just tend to have exceptional strength, speed, skill, toughness, willpower and so on.
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Re: A New Edition?!!!@

Postby KingCrazyGenius » Sat Mar 10, 2012 1:42 pm

I think Kratos from God of War is an excellent example of what high level fighters should look like. He has strength, speed, endurance, sheer toughness, skill at arms, and a slew of kickass magical weapons and such. Naturally, this is the kind of awesomeness I expect of any full BAB class, though in some ways the fighter is the ultimate showcase of this, simply because the fighter is unburdened by the chasis that defines other classes. In 3x, fighters got bonus feats and access to feats no other class got, usually revolving around weapons. In Pathfinder, the fighter gets this and also bonuses with weapons he chooses, better use of armor, and bonuses against fear. There is an elegance to this that other classes lack, because they revolve around a gimmick like rage or challenge.

In a more perfect game, classes would be few in number but highly versatile, and I'd be able to pick up my favorite bits and pieces from barbarians, fighters, crusaders, rangers, and so on.
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Re: A New Edition?!!!@

Postby MythMage » Sat Mar 10, 2012 4:07 pm

Selah wrote:I can imagine, though, a high level fighter being modelled after Lan Mandragoran, instead of DBZ-esque. Incredible skill, toughness, quickness, with a small bit of magic (through the bond and the magic cloak and... possibly a power-wrought sword?). I'm sure people could argue Ranger over Fighter, but the principle I mean is a very high level martial character that isn't dipping too far into supernatural powers.

This gives me an idea. Would a more supernatural higher-level fighter be considered less obtrusive if he derived his power from getting incredibly good at squeezing every last ounce of potential out of his magical gear, especially weapons? Might a high-level fighter, who is all about knowing the ins and outs his mastered gear beyond anyone else, not eventually figure out how to use a magic sword's enhancement to allow him do the aforementioned spell deflection, how to get his magic shield to break lesser weapons blocked by it, how to get a magic bow to fire arrows that bounce from target to target until they hit, or how to get a magic hammer to unleash a strike like deafening thunder?
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Re: A New Edition?!!!@

Postby Kain Darkwind » Sat Mar 10, 2012 4:20 pm

I think there is a place for DBZ (and other, potentially less extreme examples, like Crisis Core) in DnD. What irritates me about it is the perception of 'necessity'. Nothing irks me more than hearing someone say that you 'need' to do something a certain way in a game that is supposed to offer limitless possibilities. Except perhaps my chicken nuggets dropping on the ground in this godforsaken wind, and having to eat them dirty.

If we put ki waves flying from katanas and the ability to swing your sword into lightning bolts and deflect them back, that's fantastic. But don't make it so that the gritty fighter who drives through on sweat and blood is made useless in such a game.
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Re: A New Edition?!!!@

Postby KingCrazyGenius » Sat Mar 10, 2012 4:23 pm

So Kain, if Gritty Fighter can't deflect lightning bolts with his sword, it begs the question of what he's better at than the equal level fighter who can deflect lightning bolts.
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Re: A New Edition?!!!@

Postby Kain Darkwind » Sat Mar 10, 2012 4:35 pm

KingCrazyGenius wrote:So Kain, if Gritty Fighter can't deflect lightning bolts with his sword, it begs the question of what he's better at than the equal level fighter who can deflect lightning bolts.


Yes. Ideally he has some gritty alternative option that DBZ fighter doesn't have.
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Re: A New Edition?!!!@

Postby Kain Darkwind » Sat Mar 10, 2012 5:33 pm

Urizen wrote:The hit point trigger is an intriguing mechanic....

For spells like finger of death especially I like the idea of using an hp threshold. If you're at 100 hp, you fall to -10. If you're below, you die. Death magic stays death magic on commoners, and lethal without simply dealing large flat amounts on PCs. You get the best of both worlds.


The other option is that the spell forces saves. For instance, let's take a 6th level spell like flesh to stone.

What if instead of rolling a single Fort save, you ended up rolling say...three, one per round over the next three rounds? And if you failed two of those three you were petrified, and if you succeeded on two of the three, you were not? Perhaps any round you failed a save, you were staggered.

It avoids making the spells only useful for spamming, avoids making them useless if the one save is passed, and heightens the feeling of needing to save the person before they petrify.

A death spell under this might bestow negative levels or something on failed saves. Powerful spells might have less of a 'countdown', or one that even the one count puts the foe under. For instance, a more powerful flesh to stone spell might paralyze its victim on failed saves rather than stagger it. A death spell might drop a foe to dying on the first failed save and dead on the second, even if the effect continues for 3 or more rounds.

That's another way to vary it. If a spell threatens you for 10 rounds, but three failures will kill/neutralize you, that's worse than a spell threatening you for five rounds and three failures killing you. And a stone to flesh effect that takes place after two failures is more threatening (slightly) than one that allows you three rounds and petrifies you at the end if you fail the majority of your three saves.

In addition, you could allow these spells to be 'concentrated' on by their casters, requiring a standard action, but perhaps inflicting some form of save penalty. A caster could fire and forget a DC 19 flesh to stone spell, or they could concentrate on that target, making the next round DC 20 and last round DC 21. (for example)

I think something like this is superior to strictly using hp.
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Re: A New Edition?!!!@

Postby Selah » Sat Mar 10, 2012 6:00 pm

MythMage wrote:This gives me an idea. Would a more supernatural higher-level fighter be considered less obtrusive if he derived his power from getting incredibly good at squeezing every last ounce of potential out of his magical gear, especially weapons? <More good stuff>


An idea with great potential, I think. I don't know about it being the standard approach, once again, but as an option, very cool.
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Re: A New Edition?!!!@

Postby KingCrazyGenius » Mon Mar 12, 2012 11:40 am

Kain Darkwind wrote:
Urizen wrote:The hit point trigger is an intriguing mechanic....

For spells like finger of death especially I like the idea of using an hp threshold. If you're at 100 hp, you fall to -10. If you're below, you die. Death magic stays death magic on commoners, and lethal without simply dealing large flat amounts on PCs. You get the best of both worlds.


The other option is that the spell forces saves. For instance, let's take a 6th level spell like flesh to stone.

What if instead of rolling a single Fort save, you ended up rolling say...three, one per round over the next three rounds? And if you failed two of those three you were petrified, and if you succeeded on two of the three, you were not? Perhaps any round you failed a save, you were staggered.

It avoids making the spells only useful for spamming, avoids making them useless if the one save is passed, and heightens the feeling of needing to save the person before they petrify.

A death spell under this might bestow negative levels or something on failed saves. Powerful spells might have less of a 'countdown', or one that even the one count puts the foe under. For instance, a more powerful flesh to stone spell might paralyze its victim on failed saves rather than stagger it. A death spell might drop a foe to dying on the first failed save and dead on the second, even if the effect continues for 3 or more rounds.

That's another way to vary it. If a spell threatens you for 10 rounds, but three failures will kill/neutralize you, that's worse than a spell threatening you for five rounds and three failures killing you. And a stone to flesh effect that takes place after two failures is more threatening (slightly) than one that allows you three rounds and petrifies you at the end if you fail the majority of your three saves.

In addition, you could allow these spells to be 'concentrated' on by their casters, requiring a standard action, but perhaps inflicting some form of save penalty. A caster could fire and forget a DC 19 flesh to stone spell, or they could concentrate on that target, making the next round DC 20 and last round DC 21. (for example)

I think something like this is superior to strictly using hp.

I don't know if it was intended, but this method of "multiple saves or die" seems a lot like the way some of the heavier hitting attacks in 4th Edition work, in that as you continue to fail saves the effect becomes more drastic until you fail the final save and it takes full effect. That said, 4e has few to zero effects that will outright kill you if you even if you fail multiple saves, but it is a far less lethal version in every other sense as well.

Ultimately, I like this a lot. I think save or die would also benefit from a hit dice/level mechanic as well, so that the Medusa Queen is instantly turning low level PCs and NPCs into stone (if they fail their save), while PCs and NPCs closer to her level get multiple saves to resist the effect.
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Re: A New Edition?!!!@

Postby MythMage » Mon Mar 12, 2012 2:26 pm

As an addendum to my earlier opinion on how there should be more magical options for non-casters, I should also point out that this whole "improvising limited mystical effects" has been part of rogues for a very long time. Disarming magical traps and Using Magic Device is exactly the sort of thing that follows from presuming it possible for non-spellcasters to figure out some magical tricks in this world.

KingCrazyGenius wrote:Ultimately, I like this a lot.

Seconded. Just so long as the usual rules about multiple copies not stacking means that the medusa won't be able to provoke multiple lingering save-or-worsens on top of the usual gaze rules. Although I would be a little concerned about PCs spamming these lingering save-or-dies much like other powerful debuffs and forcing the DM to roll several saves for every monster every round.

I think save or die would also benefit from a hit dice/level mechanic as well, so that the Medusa Queen is instantly turning low level PCs and NPCs into stone (if they fail their save), while PCs and NPCs closer to her level get multiple saves to resist the effect.

An alternative which also gives much stronger/weaker foes an edge is to say that margins of success or failure are more important in saves. For example, you could say that every 5 or 10 points below failure counts as an extra failure and/or every 5 or 10 points above success counts as an extra round of successes, which would naturally allow commoners to be quickly wiped out and much stronger characters to more or less ignore the threat.
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Re: A New Edition?!!!@

Postby KingCrazyGenius » Mon Mar 12, 2012 7:46 pm

MythMage wrote:An alternative which also gives much stronger/weaker foes an edge is to say that margins of success or failure are more important in saves. For example, you could say that every 5 or 10 points below failure counts as an extra failure and/or every 5 or 10 points above success counts as an extra round of successes, which would naturally allow commoners to be quickly wiped out and much stronger characters to more or less ignore the threat.

I like it.
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Re: A New Edition?!!!@

Postby KingCrazyGenius » Tue Mar 13, 2012 2:22 pm

http://community.wizards.com/dndnext/bl ... _die_again!

Looks like they are going to give hit point threashold a shot to see how it works.
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Re: A New Edition?!!!@

Postby Spirit of Fire » Fri Mar 16, 2012 11:04 am

KingCrazyGenius wrote:http://community.wizards.com/dndnext/blog/2012/03/13/save_or_die_ii:_die_and_die_again!

Looks like they are going to give hit point threashold a shot to see how it works.



Good. I think it neatly solves the problem, and is flexible enough for customization at the table. It's like applying the Power Word logic to all the save-or-die effects. Honestly, I'm surprised this idea never came up somewhere else in the past 10 years.
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Re: A New Edition?!!!@

Postby Coriat » Fri Mar 16, 2012 1:58 pm

Hm. I never liked the way that was implemented on the Power Word spells, and have generally avoided them when playing spellcasters for that reason. I much prefer a system where when you are over the threshold you suffer a partial effect, rather than one where you become totally immune.
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Re: A New Edition?!!!@

Postby KingCrazyGenius » Fri Mar 16, 2012 2:02 pm

Coriat wrote:Hm. I never liked the way that was implemented on the Power Word spells, and have generally avoided them when playing spellcasters for that reason. I much prefer a system where when you are over the threshold you suffer a partial effect, rather than one where you become totally immune.

I'm generally inclined to agree that certain thresholds of effect are the best way to implement effects, even if they take up more word count.
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Re: A New Edition?!!!@

Postby MythMage » Fri Mar 16, 2012 4:13 pm

KingCrazyGenius wrote:
Coriat wrote:Hm. I never liked the way that was implemented on the Power Word spells, and have generally avoided them when playing spellcasters for that reason. I much prefer a system where when you are over the threshold you suffer a partial effect, rather than one where you become totally immune.

I'm generally inclined to agree that certain thresholds of effect are the best way to implement effects, even if they take up more word count.

I concur. In some ways, that's how holy word and its ilk already work, so again, it's a little surprising no one's given that option serious consideration.
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Re: A New Edition?!!!@

Postby KingCrazyGenius » Fri Mar 30, 2012 1:17 pm

http://community.wizards.com/dndnext/bl ... fter_death

I'm perfectly down with a really quick revivification, but I think that raising someone whose been dead a while should involve some significant action above and beyond the spell level and material component. Ideas I like include actually travelling to the Underworld to retrieve the departed spirit, drawn out rituals with obscure components (perhaps even varying depending on the person involved), or travelling back in time to replace the person who died with an identical doll a second before their demise to create a stable time loop.
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