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Kovash86

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May 23, 2008
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The_root_of_all_evil said:
Oh and I'd ban Oriental Adventures before you start. 3d10 damage through armour is quite game breaking.
I never saw anything in Oriental adventures that impressed me, how are you dealing 3d10 through armor? I say that because I've built horrible things that can compete with the tome of battle, without cheating, or having a weapon over a +3 total bonus.
 

Gwaihir Windlord

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May 8, 2008
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I'm a DnDer! Or something, I'm not sure what the adjective would be for that. I play mostly online now because coordinating 5 schedules is ridiculously hard.

4e is way better than 3.5. It takes the complicated ruleset of the previous edition, packs it up into a nice little box and kicks it through the rafters. (Penny Arcade, Gabe, news 5/30/2008)

Back on Page 1 I saw someone asking what kind of new rules veterans had made up, and a few that I like to use as a DM to add realism are:
1. Vitality/Wound system. Vitality damage is treated as a near miss; adds both realism (you get shot, you go down) and a certain cinematic feel that I am always striving towards.
2. Armor as damage conversion. The AC bonus of armor, instead of making you harder to hit, converts damage you take from lethal into nonlethal. Thus, if you get beat up a lot it may not kill you but it will knock you out.
3. Don't tell the players how much total vitality or wound points they have, and don't tell them how much damage they take. I do tell them their basic bodytype, e.g. fragile, hardy, average, superhuman, pathetic, ect. You would be surprised how much your players calm down and observe before running into a situation when they only know approximately how much damage they can take.
 

Kovash86

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May 23, 2008
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I have a problem with not knowing how much damage I've taken since (I know bringing the real world into this is against DA RULEz but I'm going to anyhow) I know when I'm about to collapse and when I'm just hurt a little, and when that pathetic excuse for a sword swing barely broke my skin and has only made me mad.
Keeping track of 2 different stats for considering how much damage I can take before falling down is tedious at best and a pain in the butt at worst.
The armor rules can be translated a dozen different ways let's just use theirs for simplicities sake, please?
 

PedroSteckecilo

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Feb 7, 2008
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Plus Vitality and Wounds get REALLY confusing when Non-Lethal Damage is brought into the mix. Also, the new Condition Track implimented in Starwars SAGA edition does an excellent job of keeping the game dangerous.
 

unangbangkay

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Oct 10, 2007
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BeeL said:
If we want to play at the 4h edition when it comes out wy don't we just use the Virtual tabletop??
That's a good idea, esp. given the 4e's apparent reliance on miniatures, but the virtual tabletop, online rules compendium and chara builder will only be free until the end of the beta period (which starts at the launch). After that it goes by a D&Di subscription fee.
 

ThaBenMan

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Mar 6, 2008
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PedroSteckecilo said:
I'm not a fan of their "Pasty-Goth" games (read: Anything WOD) but I LOVE their poor neglected Trinity properties, especially ADVENTURE! which is greatly underappreciated, even by its creators.
I hear ya, Vampire is definitely my least favorite out of WoD. I love Werewolf. Adventure! looks pretty sweet, and I have the rulebook for Aberrant (I think they're related?). I also have a bunch of the books for Exalted, never actually played it though.
 

BeeL

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Jun 4, 2008
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unangbangkay said:
BeeL said:
If we want to play at the 4h edition when it comes out wy don't we just use the Virtual tabletop??
That's a good idea, esp. given the 4e's apparent reliance on miniatures, but the virtual tabletop, online rules compendium and chara builder will only be free until the end of the beta period (which starts at the launch). After that it goes by a D&Di subscription fee.
A fee?!?! Like hell that i'm going to pay that! As soon as I get my books I'll start to program my own online tabletop.
 

Blayze

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Dec 19, 2007
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Let's hope 4th Edition is simple enough for me to pick up and learn. I also hope the rulebook isn't the size of a small country.
 

unangbangkay

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Oct 10, 2007
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Blayze said:
Let's hope 4th Edition is simple enough for me to pick up and learn. I also hope the rulebook isn't the size of a small country.
At least according to those preview books that reveal some of the designer's logic and some of the playtest impressions, it's actually quite streamlined, particularly for DMs.

Here's a link to a PVP/Penny-Arcade podcast session:

http://webcast2.wizards.com/podcasts_dandd/DnD_PA_Episode1.mp3

It might require you to register though.
 

Kovash86

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May 23, 2008
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The PHB for 4th ed is huge (320 pages) and it has all the rules, the reason behind this is that each class takes up 10 pages and the magic items are in it. the system itself though is fairly simple, they took 3.5 made the CRs on normal items more reasonable, tossed out the size category rules aside from "they get reach and occupy more space" the HP system changed some you don't die at -10 hp you die at -1/2 your max hp total, the saves system is different it basically changed to what can only be an altered AC system and the spells that do have "saves" you are successful on a 10+ normally. There is some other stuff I don't want to type it out.
 

unangbangkay

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Oct 10, 2007
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Yes, there's that, but it's saves in particular, as well as some difficulty class checks that were drastically changed. One of the examples they put up was what they've done with "Dispel Magic" spells.

Also, each class gets "powers", i.e. per-encounter abilities to make things interesting, is more capable of healing itself through minor "healing surges" and "second wind" abilities, and the game more formally introduces the concept of party roles, talent builds and the like.

Some folks whine about how it's like an MMO now, but I don't really see why that's such a huge problem. The roles things was always there, just not formally discussed, and talent trees and builds and whatnot work quite well to streamline the experience. Not every game group can afford to spend the whole session rolling through a single encounter.
 

Kovash86

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May 23, 2008
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If your group can't afford the amount of time it takes to roll through an entire encounter then you need to rethink your time-management, because there are clearly issues there. Granted combat is alot smoother now than in previous games.
 

PedroSteckecilo

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Feb 7, 2008
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ThaBenMan said:
I hear ya, Vampire is definitely my least favorite out of WoD. I love Werewolf. Adventure! looks pretty sweet, and I have the rulebook for Aberrant (I think they're related?). I also have a bunch of the books for Exalted, never actually played it though.
Adventure! is the 1930's of the "Trinity Universe", Abberrant is Modern/Near Future and I think Trinity is the far future.
 

Kovash86

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May 23, 2008
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I liked the D10 system for awhile then I realized that the groups outside the one I started in were usually freaks, and it doesn't help that my d10s only believe in 3 numbers 10 9 and (barely) 8, which when you are rolling 5 dice and you have to pick up 3 of them because they were 10s gets kind of boring after awhile since you know you will succeed unless the GM has made it so stupifyingly high that no one can make it. I've only failed 3 rolls in my time while playing that system two of which were rolling my character's will save(?) which didn't leave me any choice but to run away and the other was to shoot my friend which I also failed at but he failed harder (no successes and one critical failure still hits 0 successes and 2 critical failures) so I made him swiss cheese as my dice don't skimp on any damage in that system.

EDIT: D10 is usually WoD or a related product.
 

PedroSteckecilo

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Feb 7, 2008
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I find that whenever my group inducts a new player we spent a couple of sessions aclimatizing them to our rules-loose madness heavy games. Hence I have determined that other groups outside my own are substantially more boring.
 

Kovash86

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May 23, 2008
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Most of my groups make house rules to fill in the gaping holes in their system of choice. Depending on who runs the game it could be as close as humanly possible to all of the rules, or it could be like the pirate code, just guidelines, however one of the current GMs who is running rules loose doesn't quite get that it isn't about him having all the power, the players are the ones who gave him that power and he doesn't quite get that, I left his game because when I made a change to my character, becoming more cautious because I had accidentally endangered party members on several occasions, they thought I wasn't playing the character which I was but the character had grown up just a little.

EDIT: leaving that game pissed me off though and I couldn't quite figure out why until about a month later when I had poked that GM enough times to get what information I needed out of him to figure everything out, I was mad because I was roleplaying really well and enjoying it, but for no reason he thought I had stopped acting the part and was punishing me for it which even the other players couldn't understand and had gotten fed up with it. They are still playing and I wish I could take part, I do occasionally by running the NPCs that are saddled with the party from time to time but I'd really like to play my character.
 

Zemalac

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Apr 22, 2008
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For the game we're setting up...when are we going to start it? Are we going to set up characters and backstory here? Because if we are, we should get some background on the world we're going to be wandering around in first.
 

Kovash86

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May 23, 2008
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Do we need background? I'm sure a brief overview of a characters' past is necessary, at least but really it's up to whoever runs it on how much information needs to be traded.
 

Zemalac

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Apr 22, 2008
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Arright.
So, when are we starting? (asking the DM)

EDIT: Nevermind, I just found the thread where it's starting. Moving there now.
 

zen5887

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Jan 31, 2008
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I know this is the DnD thread (which I created ^^) but I dont see why it cant be a rpg thread in general.

I had my first experiance with Call of Cthuhu on thursday. I was keeping an adventure from the book with two close friends. It was hilarious, frustrating, terrifying and awesome all in one. I highly recomend this game to everyone!

Also

My regular game group (we play on fridays) have taken a break from DnD and moved onto Shadowrun. This is a cyberpunk with magic rpg set in the 2070s. The characters are more or less criminals for hire doing odd jobs for people who pay them =)

Last night we had to get this stuff from an armored van. We had a sniper waiting a while down the road, me, the hacker, the guy with the assualt rifle and the sneaky guy in my car chasing this thing and the two guys with explosives on the bridge (just incase). The hacker took out their comm systems then the sneaky guy hung out my window and unloaded into the back of the van. Then we had the awesome idea of driving really close so the sneaky could board it. Before we could, the sniper took out one of the tires and the engine making it almost crash into me.. I made a driving test and passed (probley saving all of us from crashing into a tree..) then pulled over to try to take all this gear before anyone nasty showed up..

It was pretty exciting stuff!