I'm working on a class concept for a game I'm writing up. It's a controller that uses "walls" as target areas...they aren't actually walls, it's just there is no "line" area of effect in 4E.
What would be a good way to make unique class ideas/concepts without over/under powering them?
I want to hear where you think the mechanics of D&D will go. I've been toying in my head with a revision to the combat system reflecting more the innovations of turn-based or squad-based strategy games. I have however had difficulty in trying to proto-type such a concept. Think of the depth to combat that Laser Squad or X-COM mechanics could add (Though for melee weapons it seems useless, unless for specific body-part targetting, but it would be great for archers :P) and how if that could be encapsulated into D&D and streamlined how much more unique each hit or wound would seem.
I would like to hear your opinion on creating mazes, riddles and specific puzzles in campaigns. Do you do the same, and if so, how do you go about it?
Could you talk in-depth about a really fun quest that you guys played? (a group of sessions that someone DM'ed and you finished out the quest to completion)
scroll down to roleplaying games and download the quick start rules, keep on shadowfell, and the create a character. Then just grab some bros and roll the dice. if you like it, invest in the books.
So far, I have never used an adventure book for anything other than ideas. I tend to jot down ideas from adventure books, modules or whatever in a google doc when I find something of interest, and if I find I'm stuck for an idea, I scan my idea list to see what pops out at me. That's usually enough to get me going.
As for my campaigns, I tend to have an outline of the entire campaign in mind or written up before the first adventure is played. Rather than draw it up as a road map (which would encourage railroading, imho), I tend to lay out the antagonists goals and specific things the villain(s) will do to counter the party. There are a few set-piece battles laid out as well.
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Jayne: "Do you know what the chain of command is here? It's the chain I go get and beat you with to show you who's in command."
I'm working on a class concept for a game I'm writing up. It's a controller that uses "walls" as target areas...they aren't actually walls, it's just there is no "line" area of effect in 4E.
What would be a good way to make unique class ideas/concepts without over/under powering them?
Also, thoughts on PDF's and the future of D&D
What advice would you give to someone attempting to set up a creature campaign in 4th ed? (I tried setting one up, and it just didn't work.)
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"If Chicken Little told you that the sky was falling, even if it wasn't, would you still come crawling back again?
I bet you would my friend." - Aerosmith
(When I say creature campaign, I'm thinking of something akin to dungeon keeper crossed with DnD)
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"If Chicken Little told you that the sky was falling, even if it wasn't, would you still come crawling back again?
I bet you would my friend." - Aerosmith
^Dungeon Keeper and D&D sounds great!
I want to hear where you think the mechanics of D&D will go. I've been toying in my head with a revision to the combat system reflecting more the innovations of turn-based or squad-based strategy games. I have however had difficulty in trying to proto-type such a concept. Think of the depth to combat that Laser Squad or X-COM mechanics could add (Though for melee weapons it seems useless, unless for specific body-part targetting, but it would be great for archers :P) and how if that could be encapsulated into D&D and streamlined how much more unique each hit or wound would seem.
I would like to hear your opinion on creating mazes, riddles and specific puzzles in campaigns. Do you do the same, and if so, how do you go about it?
What is your favorite edition?
Do you have a specific place you play everytime?
Could you talk in-depth about a really fun quest that you guys played? (a group of sessions that someone DM'ed and you finished out the quest to completion)
Favorite monsters/enemies?
Thank you!!! :)
What are the top 3 things would you suggest for someone to houserule in 4th ed?
__________________
"If Chicken Little told you that the sky was falling, even if it wasn't, would you still come crawling back again?
I bet you would my friend." - Aerosmith
How do you play?
*runs away*
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http://wizards.com/dnd/TryDnD.aspx
scroll down to roleplaying games and download the quick start rules, keep on shadowfell, and the create a character. Then just grab some bros and roll the dice. if you like it, invest in the books.
Also, THE classic way to start playing:
http://wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/244660000
__________________
Jayne: "Do you know what the chain of command is here? It's the chain I go get and beat you with to show you who's in command."
Hey Boomer do you use the adventure books much? like spellgard,keep on the shadowfell etc? or do you generally create your own campaigns?
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(insert quirky unique punchline here)
So far, I have never used an adventure book for anything other than ideas. I tend to jot down ideas from adventure books, modules or whatever in a google doc when I find something of interest, and if I find I'm stuck for an idea, I scan my idea list to see what pops out at me. That's usually enough to get me going.
As for my campaigns, I tend to have an outline of the entire campaign in mind or written up before the first adventure is played. Rather than draw it up as a road map (which would encourage railroading, imho), I tend to lay out the antagonists goals and specific things the villain(s) will do to counter the party. There are a few set-piece battles laid out as well.
__________________
Jayne: "Do you know what the chain of command is here? It's the chain I go get and beat you with to show you who's in command."