The new D&D Wiki

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Surgo
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The new D&D Wiki

Post by Surgo »

It's not really "open to the public" yet because we still haven't put our logo up (voting on like 3 separate logos here) and not all the nav pages are finished, but it's functional enough.

http://dungeons.wikia.com

Sometimes an obnoxious vertical banner ad shows up on the main page and pushes all the text down. This bug has already been reported.
Last edited by Surgo on Sun Aug 23, 2009 4:33 am, edited 1 time in total.
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Post by Maxus »

I hadn't realized how many people migrated.

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Post by Username17 »

I'm surprised that there are only 3 4e base classes so far. 4e base classes are super easy to write and in terrible short supply. The D&D wiki should probably end up with roughly twice as many 4e classes as the actual books. It's not hard and it's incredibly disrespectful to the 4e nominal designers.

I mean shit, I could have Baneguard or Assassin up by Wednesday. And a good chunk of that would be figuring out how to format it for D&D wiki.

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Post by Surgo »

On the old wiki, 4e base classes were not in short supply. However, there was a problem that was pretty much universal to all of them: they sucked and were incomplete. I mean, even ignoring the fact that the old wiki 4e uploaders can't seem to write using proper grammar and wouldn't know game design if it bit their ass and didn't let go, most just couldn't finish a 4e class. They'd write like 1 or 2 levels worth of powers and then give up.

Also, there's like one guy on the new wiki who even cares about 4e, and those are his classes. We at the wiki have managed to do a pretty good job of convincing everyone that 4e was terrible, I suppose.
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Post by Username17 »

I legitimately believe that making 4e classes is more disrespectful than not making them. That's just how 4e works.

So: how does one actually format a 4e class for your wiki? I tried checking the Arachnomancer on edit page, and I got back a string of gibberish because you apparently have some sort of rich text templates or something and I do not know how it works.

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Post by Surgo »

Okay, what the hell on the arachnomancer page. Somebody screwed that up in the transition.

I didn't design anything 4e, so if what I'm about to direct you to do totally sucks and is completely unintuitive let me know and I'll get about changing it. First, visit this page: http://dungeons.wikia.com/wiki/Add_New_4e_Class

Then put in your class name and click add (obviously). Then just fill in the sections marked with the HTML comments <!-- and -->. Feel free to strip out the useless sections like "Build 1" and "Build 2". Really, I don't even know why that's there (I didn't design it).

Okay, looking that over, I did notice one completely retarded thing: there's no list of powers on the 4e class page. Wow, that's dumb. Anyway, to add the various class powers, go to this page: http://dungeons.wikia.com/wiki/Add_New_4e_Power

Don't worry about adding a power list or anything. I'm about to modify all the 4e stuff so it actually lists the powers on the class page. You know, the way it's supposed to be. The fact that somebody ever thought that wasn't a good idea insults me.

Does anyone else not like the way it's currently done? I'm thinking just enumerating all the powers on the class page might be a better idea, but there's really no reason not to reuse already-made powers.
Last edited by Surgo on Mon Aug 24, 2009 4:29 am, edited 2 times in total.
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Post by Username17 »

Well, I figured out how to get the raw text on the Arachnomancer. So I should be able to copypasta and alter those templates up properly. Assuming that the materials do the same thing when copy pastaed back into the material, I ought to be able to get everything up and working shortly. So yeah, maybe Wednesday for the Baneguard?

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Post by Surgo »

Sounds awesome. Just make sure rich text editing is turned off in your own preferences so the Arachnomancer problem doesn't happen again.
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Post by RandomCasualty2 »

FrankTrollman wrote:I legitimately believe that making 4e classes is more disrespectful than not making them. That's just how 4e works.
:confused:
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Post by MGuy »

Its an insult to 4e to make classes for it?
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Post by ubernoob »

Making a class in your spare time for free that happens to be more interesting than the stuff people pay to use the books shows two things:
1) 4E is pretty easy to write stuff with how templated it is.
2) The actual designers are bordering on retarded because some random schmuck wrote up a better class in half an hour than they spent months "playtesting".

There might be more to it, but I think this is what Frank is getting at. If people don't want to play the classes in the actual books, they aren't going to bother buying more books either.
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Post by koz »

I, for one, look forward to what Frank comes up with. It may even inspire me to write a few classes of my own, once I have some benchmarks from Frank's work.
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Post by Surgo »

Personally, I look forward to some daying having a good 4e class with Power Source: Badgers.
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Post by Avoraciopoctules »

If you flavor it as someone trying to emulate badgers, say with a clawed gauntlet on each hand, berserking and digging through obstacles, you could have something pretty interesting.

Let's see...

Defender, in that if you don't hit them, they get angry and have an attack bonus against you. If you hit them enough, they get bloodied and become angry anyways, increasing their rage bonuses.

If the gauntlets deal around the same damage as a dagger, you could give an at-will like twin strike with an added ability to shove people back when you hit them.

Tear up the ground with your feet as you move, leaving difficult terrain behind you.

Throw a badger at an enemy, dealing damage over time and a status effect (save ends).

Smash through a 1-square stone wall.


Wow, this already sounds more interesting than any other 4e class I've seen.
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Post by TavishArtair »

I'm not sure. A "striker" type might be more appropriate, because a badger would be good at bypassing defenses (via tunneling) and getting in to the face of difficult-to-reach targets, and he's impossible to really attack in a straight-up manner, because that only imperils everyone more. Since you don't want to piss him off, it's not so much a defender type to me, but more useful if you dropped it in to the middle of the enemy group.

Though ultimately both are equally bullshit.
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Post by TarkisFlux »

Why not just write both? Aren't you supposed to have one of each role per power source?
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Post by Avoraciopoctules »

Controller: commands armies of badger minions to swarm around, creating mobile areas of terrain that damage and impede people who go through them. Can direct some of these to mob specific targets for more powerful single-target status effects.

Leader: Some kind of shaman who calls badger spirits into allies, granting them the power and fury to fight more effectively and for longer. Can probably inspire the spirits to do more for their hosts by fighting personally. Shoots ghost badgers at foes.
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Post by Surgo »

I'm back home now and have time to work on the wiki. I'll go about making the 4e default page less retarded (read: link to powers on the page). If you need any wiki-formatting help or whatever, feel free to ask.
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Post by erik »

MGuy wrote:Its an insult to 4e to make classes for it?
An insult to the people who got paid to write the originals. Showing someone up by dismissing their sad, sad accomplishment.
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Post by TarkisFlux »

Surgo, I just noticed that the wikia community staffer working your site was Catherine Munro. She's a friend of mine and plays in one of the monthly 3.x games I make. Let me know if she's not taking care of you and the wiki (though I'd be amazed if she dropped the ball) and we'll get that fixed right up.
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Post by Surgo »

If anyone else wants to contribute 4e classes, give me an hour while I go to town on the 4e class pages already uploaded. The code should not look nearly that complex; it really is much simpler.

edit: Done part 1, need to do parts 2 and 3. Whoever designed some of this was a nutjob.
Last edited by Surgo on Wed Aug 26, 2009 1:43 am, edited 1 time in total.
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Post by MGuy »

Hopefully homebrew stuff for 3.x is getting the same support ^.^.
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Post by Username17 »

So I started up the Bane Guard:

http://dungeons.wikia.com/wiki/Bane_Gua ... e_Class%29

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Post by Surgo »

MGuy wrote:Hopefully homebrew stuff for 3.x is getting the same support ^.^.
Of course it is. The 4e design is just egregiously bad.

edit: Look at the text of the Bane Guard if anyone wants to see how to add in 4e pages. I un-rtf'ed it so it should now be comprehensible.
Last edited by Surgo on Wed Aug 26, 2009 2:13 am, edited 1 time in total.
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Post by Username17 »

I can't figure out how to get the Bane Guard to show up in the Index of classes. The um... classes in the index aren't in the page text.

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