Posted: Fri Jul 29, 2011 7:35 am
Certainly, yes, but "worm that walks" should be a playable character type if it's a possible villain type.
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not necessarily.Prak_Anima wrote:Certainly, yes, but "worm that walks" should be a playable character type if it's a possible villain type.
A -2 to make single target attacks that don't include the PC generating the mark is meaningless in any scenario where PC defense values differ by at least 2 points and not far from meaningless in scenarios where the opponent has an Area of Effect attack.Marks don't even vaguely resemble aggro. It's actually a good idea. It's just that 4e has giant fucking loopholes that make many marks useless without optimization through clever use of readied actions by monsters (or just shift+charge).
Yeah, the rough idea of PC's having taunt or damage attraction abilities is fine.But the rough idea is actually pretty good and very salvageable.
I'd argue that we in fact don't. A lot of these games (I have never played Hackmaster but I have played C&C) have significant numbers of late 1E / proto 2E design elements in them. Some have third party concepts in them that people would later hate and dispise (critical hit / fumble tables were not really a core AD&D concept, for example).angelfromanotherpin wrote:We have that already. In many incarnations. Hackmaster, Castles & Crusades, Labyrinth Lord, OSRIC, Dark Dungeons, Swords & Wizardry, et multiple cetera. That market is fucking crowded.tzor wrote:I'm going to take the stand of an old fart and say what we need is a revised Original AD&D Edition; with simple inflexible classes and lots and lots of tables.
Early D&D was heavily wedded to Tolkienesque where you could be a human, elf, dwarf, halfling or half-orc. This worked well enough for Howardesque campaigns where you could sub in pointy ears or beards for skin colors and nobody would call you racist to your face, and was workable for Lieberesque campaigns where the PCs are limited to humans and martial classes but you can have NPC star wizards and wererats.Prak_Anima wrote:Ok, so then there's the question. How bizarre of characters do people think the average game should have?
ugh absolutely not. if you want to include that shit in splatbooks, then I'm all for it, but to disregard things like orcs, gnomes, elves, etc. in favor of catgirl is retarded and doesn't feel very D&DTLDR version: D&D needs a tight list of standardly playable race so that people can keep track of and have some idea what each race is. But the entries on that list should probably be something much more along the lines of Vampire, Android, Catgirl, Jolly Blue Giant, Sentient Mouse, Shapeshifter, Muppet from the stars than yet another rehash of the Fellowship of the Ring party.
Well then I guess that the Human, Android, Catgirl. Muppet, PC group has no place at your game table.but to disregard things like orcs, gnomes, elves, etc. in favor of catgirl is retarded and doesn't feel very D&D
When I talk about the 5 minute work day, I'm using it a bit differently than it's normally used, and I apologize for that. I don't want my PCs deciding to rest, or being forced to rest for 5 minutes, or x minutes or whatever after every combat, be it to regain hp, powers or anything else so important that it would be stupid not to take 5 minutes after every single thing that happens.quanta wrote:What? Being able to heal to full after combat encourages a 5-minute workday? What the fuck are you smoking?
Agreed. If you want 1st level characters to have about a 1/20 chance of dying per attack then more HP is a bad idea. And for some people this IS desirable. They seriously don't want 1st level characters getting into anything vaguely resembling a fair fight. They want to live by their wits and such. But in the context of how 3e and 4e play, the only way to go is the "more hitpoints" route of 4e (although the ratio has fluctuated somewhat across the edition).
Balance problems aren't solved but solving them is easier and making the rules take less fucking time to comprehend sure is nice. Being able to go from playing a fighter in one campaign to a wizard in another fairly smoothly is a good thing.
But really, there's no reason to stick to the micro-vancian system of 4e. The point is just that reusing the same resource scheme for all classes is a lot simpler and easier to balance (unless you just plan to outright disallow multiclassing and such, but if people can dip into other classes powers it's a lot simpler if everyone is on the same resource schedule). The system can be WoF, 4e-powers, an MP system, whatever.
No, not anyone could do it in an hour. Seriously, for the sake of making DMing stupid easy, good guidelines for making new monsters really should be right there in the DMG. And that means going above and beyond the 4e guidelines to having your DMG give guidelines about noncombat abilities, movement modes, status effects, etc.
And the great thing about standards is having so many of them, amirite? This really is a problem for 3.5 system bloat (psionics, incarnum, ToB, binder, truenamer, shadowcaster...).
And seriously, it's actually a good idea for monsters to come with all the most important combat powers completely spelled out. And everything should at least have a short description that makes the monster usable from its stat block alone in the majority of cases.
Having to look up, print a big stack of cards, or memorize how various spells work in order to run monsters sucks.
And are you suggesting the DM should fucking play his monsters dumb so they don't go beat the shit out of the wizard or something? Because I can't make heads or tails of "Marks and auras as a method of aggro control is stupidly pointless when you have a DM controlling the monsters who can do it better than terrible, weak mechanics anyways".
Originally Posted by WotC_Mearls
Aggro in D&D is a big issue. In early drafts, there were much more explicit rules for it, where monsters had to attack the fighter or paladin or a creature's tactics dictated that it attack the nearest foe. All that stuff is gone.
.... In early playtests, the fighter soaked up all the attacks and then.... soaked up some more attacks.
....However, his ability does not say that the monster must attack him. It makes it a better option, but doesn't eliminate other options.
.... There are no mechanics that compel the monster to attack anyone (well, a specific spell might do that, but we already have that in D&D). We want DMs to make NPC fighters and paladins, and it would be really dumb if the DM had to impose a threat or aggro mechanic that dictated who the PCs had to attack.
Temporary ability score modifiers are a terrible idea. Why? Because then everything that references that ability score needs to be changed. This slows down play.
Actually, bonus typing was just dumb in the first place. Continually adding new types of bonuses is even dumber. Because it makes bonus stacking rules more complicated and benefits the player who dumpster dives to combine a bunch of different types of tiny bonuses together to get one huge bonus.
Numerical bonuses should be capped or better yet players should only be able to be affected by a certain number of buffs max. Buffing routines are fucking annoying, newbie unfriendly, and unthematic.
in truth probably not, I actually prefer human groups because I feel that the players and I can relate to them better than stereotypes and clichés of demi-humans. however, I am certainly fine with adding these things to the game in splatbooks (note my favorite race in D&D also happens to be my avatar). I certainly wouldn't trade races like elf and dwarf for psiforged in the main book thoughWell then I guess that the Human, Android, Catgirl. Muppet, PC group has no place at your game table.
The Dark-type would like a word with you.Chamomile wrote:And Psychic beats everything.
Steel-type can slug it out with them, too.CapnTthePirateG wrote:The Dark-type would like a word with you.Chamomile wrote:And Psychic beats everything.