Monte Cook Back to Work

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Ice9
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Post by Ice9 »

So, his first column is up now ... and it becomes clear that he has, in fact, not actually read 4E.
As in, he is not aware that Passive Perception already exists, and proceeds to reinvent it. Seriously.
That's the straightforward, active perception issue, but what about what I like to call "passive perception?" You know: when the PCs aren't actually looking for something, but it stands to reason that some one or more of them might just have a chance of noticing the hidden thing. Remember, for example, how in first 1st edition elves had a chance to notice secret doors just by walking by them? Or what about the rogue who always has a wary eye out for traps? You don't want these guys constantly making die rolls every 5 feet. The game will bog down quickly.
Last edited by Ice9 on Tue Sep 27, 2011 8:02 am, edited 2 times in total.
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Post by Username17 »

No see, it's totally different, because he is obfuscating the math with ranks. So you'd have a passive perception number that was called "Expert" instead of "17". That changes everything.
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Post by Winnah »

It is a more verbose version of this article.

Sure, MC's article focuses on perception, but considering the limitations of interacting with the 4e campaign world, who cares if you notice anything?
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Post by hogarth »

Ice9 wrote:So, his first column is up now ... and it becomes clear that he has, in fact, not actually read 4E.
As in, he is not aware that Passive Perception already exists, and proceeds to reinvent it. Seriously.
Wow. I thought he might actually be saying something new, but no, he just recapitulated a couple of the previous columns. I wonder if I could get paid for doing that...
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Post by Username17 »

hogarth wrote:
Ice9 wrote:So, his first column is up now ... and it becomes clear that he has, in fact, not actually read 4E.
As in, he is not aware that Passive Perception already exists, and proceeds to reinvent it. Seriously.
Wow. I thought he might actually be saying something new, but no, he just recapitulated a couple of the previous columns. I wonder if I could get paid for doing that...
It's basically just Mike Mearls' incredibly stupid skill system that he has been chattering about applied to Perception in exactly the way it would obviously be applied if viewed through a 4e lens. One has to wonder, therefore, how much of it was actually written by Mike Mearls. Or if it's less sinister than that and Mike Mearls simply handed Monte Cook the pile of skill shit that he had been working on and asked him to write a column about where he was thinking of going with it.

Because one way or the other: that column is simply saying "I've been thinking about how to implement the system that Mike Mearls handed me".

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Post by shadzar »

THAC0 haters were right and people really do dislike math so much Monte wants to rank everything.

the tooth is rank S
the brazier is rank A
the ear is rank B
the corpses rank C
the eyes are rank D

why does this ranking system sound familiar? Naruto uses it for ninja missions to gauge the degree of difficulty, but MANY other japanese imports have used this system for decades.

well no math to fuck with, just short sweet simple and BORING.

you dont GET to roll dice, but it breaks down into the same 100% category sections of 20% each "rank".

you get what you get without any work, and if you havent "built" your character around the right skills, you have no chance to get what you dont have high enough rank in.

so for a secret door with a high rank, and nobody having the rank enough to find it...the game ends because you MUST go through that door to escape the dungeon.

it is save-or-die but for all skills, and the player cannot contribute to actually try to do anything the game auto-does things for you.

and did i mention it carries on with the skill-system which need to be removed?

and Monte was at TSR? since the 80s? really? i dont remember ever reading or hearing his name until like 2001.

in a few more hours, im going to see if Monte has an extension on the WotC switchboard....and if he does...there go the rest of my September minutes.....
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Post by hogarth »

FrankTrollman wrote: Because one way or the other: that column is simply saying "I've been thinking about how to implement the system that Mike Mearls handed me".
And Mearls's column was saying: "I've been thinking about a skill system Monte Cook suggested to me." It's an inescapable vortex of self-reference.
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Post by shadzar »

hogarth wrote:
FrankTrollman wrote: Because one way or the other: that column is simply saying "I've been thinking about how to implement the system that Mike Mearls handed me".
And Mearls's column was saying: "I've been thinking about a skill system Monte Cook suggested to me." It's an inescapable vortex of self-reference.
well it seems by the article that since we know Bill was fired as director of R&D, Mearls replaced him.

in the article, Monte says he is in charge of the R...research.

so that means Mearls or someone else is in charge of development.

so R&Dis headed by the pair that share one brain i shall call Monte Mearls, or Mearls is over 2 people that each have their own team under them, on research team headed by Monte, and a development team headed by....?

the Monte Mearls entity suggests though what you both are saying is true and explains it in a way.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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Post by Previn »

Actually, looking at the comments most of the people who read the article didn't buy it either.

The most liked comment:
"I am a bit confused. I fail to see how this differs from Fourth Edition's implementation of passive Perception beyond using the word "rank" in place of "DC". You'd lose a lot of granularity going up in levels (unless it's just as easy for a low-level character to spot an Expert trap as it is for a high-level character). It also suggests that the active check can't be worse than the passive Perception, but in my experience, that's a common house-rule already."
The second most liked comment:
"Imagine, then, if the rules of the game allowed each character to have a ""rank" " that indicated how perceptive they were"? Surely you mean to say "recall that the rules of the game currently give each character a number that indicates how perceptive they are?"

So far as I can tell, the only thing that this "rank" system accomplishes beyond the current system for passive perception is the removal of numeric transparency, and that's a step backwards.

If you want to work on improving the skill system, there's plenty that can be done in that respect, but this proposal really doesn't improve --or change-- anything at all. And quite frankly, the way you have it phrased doesn't inspire confidence in me that you even understand how the 4e skill system works as written. I sincerely hope that's simply a communication error.
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Post by shadzar »

Previn wrote:Actually, looking at the comments most of the people who read the article didn't buy it either.
well if people are right and Monte is some sort of expensive publicity stunt in order to draw back past edition customers to the WotC fold, it jsut wont work. Pathfinder exists, and ANYONE can make 3.0 and 3.5 all over again that wants it thanks to their respective OGLs.

his work on 2nd edition was so limited, that it is unlikely anyone would be drawn to WotC from that pool jsut for having Monte, unless they are some celebrity fanatic.

not to mention the big thing...most of the people responding on WotC forums are advocates of 4th edition, and 4th edition players.

so i don't really know ANYONE that is buying Monte at WotC to begin with, let alone anything he has to say.

his position on wizards and rules mastery, as presented in 3rd was primed in the ONLY product i know of owning with his name on it...Glantri: Kingdom of Magic. a boxed set that expanded Karamikos in Mystara. as well the player's options material that later became 3rd edition...

so his attachment so strongly to 3rd and its inception in 2nd is unlikely to change, and people dont need WotC for 3rd edition anymore.

This whole thing is as funny as the concept of GLEEMAX! that ended up becoming The HUB.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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Post by Josh_Kablack »

Everything I said about Mearls' version of this idiocy still applies, save that apparently Monte is willing to let characters succeed at tasks of difficulty equal to their skill rank, while Mearls wanted them to fail 65% 70% of the time.
myself wrote:If you want people to auto-fail at tasks above their competence level, auto-succeed at tasks below their competence level and have a chance of either for tasks equal to competence level, you can put everything on a 3e style skill roll by making each competence level +20 DC, and +20 to roll - which does the same thing ( aside from the edge case of people min-maxing +20 to skill rolls from sources that aren't competence levels - which doesn't actually have to be in the game if someone who can do basic math designs it ). Or you can get rid of die rolling all together and just say you auto-fail harder tasks, auto-succeed easier tasks and succeed at equal tasks if and only if you have more favorable than unfavorable circumstances to it. Trying to graft non-numeric auto-fail and auto-success onto a numeric mid-system is complexity and confusion for the sake of complexity and confusion.
To reiterate: Monte, mixing adjective ranks and numeric bonuses is pointless complexity and confusion for no gain when two clearly simpler designs accomplish the exact same ends. Either decide that your players can do math and make each rank a +20 modifier to both skill and to DC or decide that your players shouldn't have to do math and make the game strictly about rank comparison and accumulating favorable circumstance with no die roll involved.
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Post by CapnTthePirateG »

Sigh.

Why am I not surprised? No one liked this shit when they introduced it, but I suspect this crap will make its way into 5e.
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Post by Swordslinger »

The advantage of the rank system is supposedly that you're dealing with less large numbers, since normally to set up ranks numerically (while entirely possible), would involve a lot of big bonuses.

Also if I understand correctly, a skill check would just be an ability check, so overall it makes character building a bit easier. So you don't have to calculate the skill ranks of a skill and the skill bonus, you just care about the skill ranks, because the bonus is already something you know.

The real big innovation here with Mearls system is that player interaction goes from being a +2 bonus to being effectively a +20 bonus. Now that's a huge difference, and especially in the social arena is really going to matter. That way saying the right things to the duke turns a conversation that could go either way into a sure win, or turns an impossible one into a possibility. It also makes it relatively easy to rank diplomatic results in a way that doesn't let some diplomancer rule the game.

For perception/stealth, I'm less convinced about it however. Making high stealth people effectively automatically invisible by being just one rank higher seems like it's going to be very bad. I might end up being wrong on that, depending on the implementation, but I certainly don't want to go to the undetectable sniper standing 30 ft away crap that 3.5 stealth experts could pull off.
Last edited by Swordslinger on Tue Sep 27, 2011 6:57 pm, edited 2 times in total.
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Post by shadzar »

Swordslinger wrote:The advantage of the rank system is supposedly that you're dealing with less large numbers, since normally to set up ranks numerically (while entirely possible), would involve a lot of big bonuses.
how many ranks will it be 5?

if 5, then just use the numbers 1 through 5 and move between them accordingly, and you dont need to look up to memorize some name for the rank and number.

assume those ranks are color coded.

terrorist threat level is yellow...huh? what the fuck does that mean? oh 3 of out 5, 5 being worst...do defcon 3 then? then just fucking say terrorist defcon level 3. why fuck with some strange word or color?

so if you want a short list, then just use the numbers for it.

DCs then run only 1~5

if you want numbers then each of those levels would be say 10 spaces, and the players dont notice the spaces, but in the event of rolling dice, you can give the hidden items placement on the range of 10 within each rank...such as it is now, but without funky names for the ranks, or even grouping the ranks.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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Post by Seerow »

Okay, so I'm going to try to ignore the stupidity that was MC trying to pass off passive perception as a new concept, and instead try to think about how these skill ranks could possibly work better than what we're used to:

As others have said, just making them 1-6 is easier than remembering different names. Maybe give the rank, and the fluff associated with it indicates that for example 3 is an expert.

But basically what this article is saying is that anything that is a challenge of your rank or lower is an auto success. Only going above your rank has any sort of roll. So if you have rank 3 perception, something else needs to have rank 4 hide to not be seen by you. If it does have rank 4 hide, you need to roll to try to see it. What do you roll? What does it roll? Does it even get a roll? We're not sure yet.

Honestly? I'm not sure it's as bad as it seems at first glance. There's been a lot of posts here about where and how the skill system in D&D fails, and abstracting it further is probably a good thing. The passive perception strikes me as a particularly bad example. A better example to me is a character with a rating 4 disable device automatically succeeding at disarming any trap at 4 or below. But if it's a rating 5 trap, suddenly it's a challenge and he needs to start rolling. Personally I'd make it so you only auto succeed against things 1 lower than you, things on your level are like 50-50 (pre any modifiers that may apply), and above it's probably more like a 10-20% shot at 1 above, and 2 ratings above being impossible. Keeping numbers low while still separating what is possible for different characters I think is ultimately a good idea. I don't like skills with +120 skill bonuses, but I also don't particularly care for needing to gain 10 levels to take something from "I can't do that" to "I can do that 50% of the time", which is what we get in the current system.


The real questions are: How many ranks does any given character get? Is there any cap on how high you can push a skill at the start? How do skills progress after character generation? Are skills intended to be used just for low level adventurers where high level ones auto succeed at just about anything, or are we going to see extra complications thrown in? Will attributes continue to play a key factor in skills, and if so will they be toned down so there's not so much variance?

I mean there's a lot of factors at play that could make such a system potentially workable... but the article doesn't really instill in me a lot of hope.
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Post by shadzar »

Seerow wrote:The real questions are: How many ranks does any given character get? Is there any cap on how high you can push a skill at the start? How do skills progress after character generation? Are skills intended to be used just for low level adventurers where high level ones auto succeed at just about anything, or are we going to see extra complications thrown in? Will attributes continue to play a key factor in skills, and if so will they be toned down so there's not so much variance?
you mean like the previous article it was detailed in?
But then Monte Cook (one of the major architects behind 3rd Edition and the d20 system) stepped in and made my life difficult. We were talking about skills and how they work, when Monte had what might be a really interesting idea concerning target numbers and Difficulty Classes. I happen to love it, but I’m biased. Other people I talked with in R&D were less enthusiastic about it, but I think that might involve my inability to explain it properly. So by writing it down and sharing it here, I’m hoping to get a better sense of its worth.
Last edited by shadzar on Tue Sep 27, 2011 8:03 pm, edited 2 times in total.
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Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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Post by Seerow »

That article didn't actually answer any of my questions except what you roll. And as noted it doesn't make me too hopeful, though it does directly contradict Monte's numbers so who knows.


Ultimately it's not the system I would choose. But I do see potential there for a system that isn't total ass. If in the end it evolves into something better than 3e/4e skills then I won't complain too much about it.
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Post by hogarth »

CapnTthePirateG wrote:Sigh.

Why am I not surprised? No one liked this shit when they introduced it, but I suspect this crap will make its way into 5e.
I don't mind the basic idea, i.e. greatly reducing the granularity of skill ranks and letting them max out sooner rather than later. You could use that idea to make as good a skill system as any other D&D skill system throughout the ages, and better than some.
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Post by Josh_Kablack »

Seerow wrote:Honestly? I'm not sure it's as bad as it seems at first glance. There's been a lot of posts here about where and how the skill system in D&D fails, and abstracting it further is probably a good thing. The passive perception strikes me as a particularly bad example. A better example to me is a character with a rating 4 disable device automatically succeeding at disarming any trap at 4 or below. But if it's a rating 5 trap, suddenly it's a challenge and he needs to start rolling. Personally I'd make it so you only auto succeed against things 1 lower than you, things on your level are like 50-50 (pre any modifiers that may apply), and above it's probably more like a 10-20% shot at 1 above, and 2 ratings above being impossible. Keeping numbers low while still separating what is possible for different characters I think is ultimately a good idea. I don't like skills with +120 skill bonuses,
You may not like +120 skill bonuses, but they can achieve the system you describe almost trivially.

Set the base DC of a task to 11. Then have each of what Mearls and Cook are describing as a "rank" add +20 to whichever side of the DC or bonus equation it occurs. Add a -10 "passive" penalty and tweak the auto-success rule and you have a system that does exactly what you ask for while needing fewer chart-lookups and less space in player memory than what Mearls and Cook are suggesting.

Here's a more-developed proof of concept:

Since we're re-inventing FASERIP here, let's go with
  • 0 = Novice
  • 1 = Apprentice
  • 2 = Journeyman
  • 3 = Expert
  • 4 = Master
  • 5 = Grandmaster
As our adjective ranks here - but really you can use any set you want.

Now when a Novice character attempts a novice task, they roll 1d20+0 against a DC of 11 and have a 50% chance of success. When an apprentice character attempts an apprentice task, they roll 1d20+20 against a DC of 31 and have a 50% chance of success. and so on and so forth up until.....When a grandmaster character attempts a grandmaster task, they roll 1d20+100 against a DC of 111 and have a 50% chance of success. Ergo: EVERYONE HAS A 50% CHANCE TO SUCCEED AT TASKS OF THEIR RANK. just like you asked for.

When an apprentice character attempts a novice task, they roll 1d20+20 against a DC of 11, and auto-succeed without needing to roll. When a journeyman character attempts an apprentice task, they roll 1d20+40 against a DC of 31, and auto-succeed without needing to roll. ....and so on and so forth until....When a grandmaster character attempts a master task, they roll 1d20+100 against a DC of 91, and auto-succeed without needing to roll. If we impose a -10 "passive" penalty for rolls that the player does not instigate, then they roll 1d20+20-10 against a DC of 11, and still auto-succeed all the time at tasks below their rank. (Unless our system includes other numeric penalties, which could allow for characters to fail tasks below their rank) ERGO: EVERYONE AUTO-SUCCEEDS AT TASKS BELOW THEIR RANK. just like you asked for.

Those are also what Cook and Mearls are describing, and I cannot figure out how what they are describing is
  • Going to produce results that are at all different from that system I just outlined
  • In any way simpler to use or explain than the system I just outlined.
Furthermore, my system could be simplified by stripping the adjectives out of it entirely and just relying on purely numeric +20s on either side.

So unless I am missing something here, there is a fairly obvious system that produces exactly the results Cook and Mearls have described in their articles, but is simpler than the system they are proposing. I really hope that I'm missing something, because otherwise Cook and Mearls are choosing unnecessary complexity.

Now in your post above, you asked for a stipulation that Cook and Mearls haven't. You say you wanted a 10%-20% chance for a character to succeed at tasks one rank above their own rank - and that gets a little tricky in a purely numeric system - but only a little. You can say that a natural 20 is an autosuccess on skill checks regardless of DC. That would give characters a 5% chance to succeed on tasks any number of ranks greater than their own, which isn't what you asked for. Instead you need to append a slightly clunky rule like "anytime a character would need to roll higher than a 20 on an unmodified die to succeed at a skill check, they may treat an unmodified roll of 17,18,19,or 20 as though it were twice the rolled value" This gives a character a 20% chance to roll a 34 or higher on the die, but caps the total value at +40. This allows exactly a 20% chance of success for tasks exactly one rank higher than the character's skill and (assuming no other positive modifiers) zero chance to succeed at tasks 2 or more ranks higher than the character's skill. Actually, let's skip the whole doubling the die thing and just set it to a fixed number.


  • Set the base DC of a task to 11.
  • Then have each of what Mearls and Cook are describing as a "rank" add +20 to whichever side of the DC or bonus equation it occurs. That is to say, a player rolls 1d20 + 20 * { SKILL RANK } against a difficulty class of 11 + 20 * { TASK DIFFICULTY RANK }
  • Add a -10 passive penalty to rolls the player doesn't declare.
  • Anytime a player would succeed on a 1, they don't need to ask to roll and the MC should describe what happens as if they had asked to roll and succeeded
  • tweak the auto-success rule to read "anytime a character would need to roll higher than a 20 on an unmodified die to succeed at a skill check, they may treat an unmodified roll of 17,18,19,or 20 as though they had rolled a 35 on the die.
  • Do not include modifiers other than rank and passive on either the skill bonus or DC side.



Is a skill system that does everything you ask for, despite that being more than Mearls and Cook are asking for, and this skill system takes less than 200 words to lay out, despite the redundancy in my description.
Last edited by Josh_Kablack on Wed Sep 28, 2011 8:21 pm, edited 3 times in total.
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Post by echoVanguard »

Josh_Kablack wrote:When a grandmaster character attempts a grandmaster task, they roll 1d20+120 against a DC of 111 and have a 50% chance of success.
Did you mean 1d20+100? Because I'm very confused if you didn't.

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Post by Seerow »

You may not like +120 skill bonuses, but they can achieve the system you describe almost trivially. *snip*
I'm aware of that. My point there was that the system with smaller skill ranks with a bigger effect accomplishes the same goal without the need for higher bonuses. Yeah, I know each rank giving +20 accomplishes the same thing, but accomplishing the same thing without the big numbers I feel is the better option, especially since as you detail it actually is the same thing.
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Post by DMReckless »

Just wanted y'all to know Wind Walkers have been updated to Pathfinder due to the Tome of Horrors Complete:

A roaring cyclone at least twice as tall as a human bears down on you,
spinning dirt and earth into the air as it moves.
XP 1,600
N Large outsider (air, elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +11
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
hp 59 (7d10+14 plus 7)
Fort +4, Ref +9, Will +6
DR 5/magic; Immune magic, elemental traits
Speed 40 ft., fly 60 ft. (perfect)
Melee wind blast +10 (2d6+6)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th)
Constant—detect thoughts (100 ft.)
Str 18, Dex 19, Con 14, Int 12, Wis 13, Cha 11
Base Atk +7; CMB +12; CMD 26
Feats Combat Reflexes, Improved Initiative, Power Attack,
Toughness
Skills Bluff +6, Diplomacy +10, Fly +20, Intimidate +10,
Knowledge (planes) +11, Perception +11, Sense Motive +8,
Stealth +10
Languages Auran, Common; telepathy 100 ft.
Environment any (Elemental Plane of Air)
Organization solitary or gang (2–4)
Treasure standard
Detect Thoughts (Sp) For every wind walker present within
100 feet, the range of this spell-like ability increases by 100
feet.
Immunity to Magic (Ex) A wind walker is immune to any spell
or spell-like ability that allows spell resistance (except those
that summon or call it). In addition, certain spells and effects
function differently against the creature as noted below.
A control weather spell instantly slays a wind walker if it
fails a Fortitude save against the spell.
A haste spell deals 1d6 points of damage per two caster
levels (maximum 5d6) to a wind walker. A Fortitude save
halves the damage. In addition, a haste spell increases the
damage the wind walker deals with its wind blast attack by
+1d6 for one round.
An ice storm spell deals no damage to a wind walker, but
is affected as if by a fear spell if it fails a Will saving throw
against ice storm.
A slow spell deals 1d6 points of damage per caster level
(maximum 10d6) to a wind walker. A Will save halves the
damage.
A summoned or called wind walker is affected normally by
magical barriers that restrict or inhibit called or summoned
creatures (such as antimagic field).
Wind Blast (Ex) A wind walker attacks using the air
surrounding it, transforming it into a forceful blast that deals
2d6+6 points of damage to all creatures within reach. The
wind walker makes a single attack roll at its full attack bonus
against each opponent within reach as a standard action.
Wind walkers are creatures from the Plane of Air. They are often
summoned to the material plane by clerics or wizards who employ them
as guards. On occasion, a wind walker is encountered in the service of a
cloud giant, djinn, efreet, storm giant, or other such creature.
A wind walker’s natural form is that of a roaring and whistling column
of wind about 12 feet tall. No discernable features can be seen in the wind
walker.
A wind walker attacks by using the surrounding air to pummel its foes.
Credit
The Wind Walker originally appeared in the First Edition Monster
Manual (© TSR/Wizards of the Coast, 1977) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Gary Gygax.
A Man In Black
Duke
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Post by A Man In Black »

So it's a random air elemental that's immune to most spells. That's kind of boring.
I wish in the past I had tried more things 'cause now I know that being in trouble is a fake idea
Xur
Apprentice
Posts: 87
Joined: Fri Jun 11, 2010 2:15 pm

Post by Xur »

A Man In Black wrote:So it's a random air elemental that's immune to most spells. That's kind of boring.
Hey, it's Caster Edition Pathfinder... something being immune against plain ol' spellslinging is actually frightening for a lot of people. But I agree, one or two more "iconic" abilities would have been nice. Seems like a lot of authors have real trouble in finding a middle ground between "so broken it's kinda hilarious" and "so lame it makes you cry".

EDIT: On a more or less topic related note, I wonder if Monte will do a column about dungeons... I always got the impression that this was an area where he showed talent, but then I only read a handful of Malhavoc modules and took a mere glimpse on his site dungeon-a-day. Some new thoughts on creating interesting dungeon environments would definitely have my interest.
Last edited by Xur on Wed Sep 28, 2011 7:23 am, edited 1 time in total.
A Man In Black
Duke
Posts: 1040
Joined: Wed Dec 09, 2009 8:33 am

Post by A Man In Black »

Xur wrote:Hey, it's Caster Edition Pathfinder...
For what it's worth, it's Necromancer Games, and that book has the same author as the Necromancer's (3e) Tome of Horrors and (3.5e) Tome of Horrors Revised. I always found Necromancer's stuff to err on the side of bland, but it's a different flavor of bland from Paizo's.
I wish in the past I had tried more things 'cause now I know that being in trouble is a fake idea
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