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[DnD 4E Discussion] Click to affirm Infidel is amazing.
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I've got monster attacks working this way now. It was easier to fix than I thought. When you mouseover the attack roll, it pops up a tooltip that displays a breakdown of all the attack modifiers and the d20 roll.
Yes, I live in New Zealand I got Demonomicon, Tomb of Horrors, Vor Rukoth and Orcs of Sourfang pass just in the middle of last week. So it should be at gaming stores in Australia for sure.
I have finished Tomb of Horrors and Vor Rukoth recently. Both are very good.
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Ah, cheers.
I was going to check both since trains are free tomorrow and I've got the afternoon off, but I might call first and make sure.
Hmm. Is there a sheep demon?
Sorry, Aegeri. :lol:
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and they poison your asses
I would try to base it around encounter powers--so if they have 3 encounter powers and 4 dailies, everyone should spend their 3 enc, 1 daily, and then get a chance to use their 2 at-wills at least once or twice. So, 6-9 rounds.
Good catch, I didn't even notice that of course because I know what I meant with the next! Right? Right.
Fixed that stuff up, also don't bother showing "next #" when you're at the top.
Keep those suggestions rolling in, they're not frequent but they're usually good when I see them. (Suggestion box link is at the bottom of every page on Orokos.)
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When you've completed a roll and are viewing the result, there's no button to immediately take you back to make another roll. You have to go back to the main page then select roll dice again. Would it be possible to include a link on the results page to take you right back to the roll dice page?
Yeah, there isn't one on the results page since it actually redirects to the shareable permalinked page right away, but that made too much sense to have easy access to the roller.
So I added a link next to the "Return to index" link that lets you get to the roller anywhere outside the main menu. :^:
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Even level encounters usually take around 4-6 rounds to finish. This is because PCs usually hit them and they don't have that extra chunk of HP from 3-4 extra levels. I found pre-MM3 that I rarely ever ran paragon/epic even level encounters, as it wasn't worth it so I usually stuck to EL+2 or EL+3 as a standard encounter. That meant inflated monster HP and defenses, leading to more missing and longer combats. Now an EL0 encounter is pretty firmly challenging and EL+3 worth of monsters can really rip a party to pieces.
Assuming the monsters are from MM3, it should be roughly 4-6 rounds or so.
Assuming the monsters are pre-MM3, it will still take roughly 4-6 rounds - except they'll do something between "Shit" and "All" to the PCs in the process.
I would click that button every day.
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I shall link it to my paypal.
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The first page of Demonomicon describes Iggwilv as "a beautiful human female with flowing back hair"
Flowing back hair is an extremely important feature of many extremely hot women.
Edit: It turns out that the Essentials Rogue can use sneak attack once per turn (not just once per round like the current one). Mike Mearls over an EN World dropped a bombshell when he said that is probably going to be a change for all rogues. If that's the case, if they change hunters quarry, curse and similar to be similar "all the time" striker mechanics that's going to be pretty impressive.
I don't think having a couple dailies and encounters and at-wills is that confusing. If a new player can't understand why Tide of Iron is superior to a melee basic attack for his sword-and-board fighter... then I don't think I want to play with them.
I'm just going to continue ignoring everything Essential, since it's all optional. *sigh*
We totally rebuilt his character, streamlined his powers so he had a bunch of 'shift here, do this, shift away' things rather than a grab-bag of varied utility, and he was much more likely to use his encounters. In fact, now he's all sad-face when he no longer has any shift-attack-shift powers left, and is left with his at-will that lets him move before, or shift after the attack.
So, by sort of limiting his wide range of choice (to start with), we got him into the swing of choosing powers that are not simply 'I stab the dude do I get sneak attack damage?', and now he's picking all sorts of powers that do interesting things, like immediate reactions, free-actions with a trigger, and he's using them all.
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Or show her how it can pull an enemy from a ranged ally or somesuch?
Also, this. Ideally this is what Essentials should have done - highly themed versions of the classes by power, so you can concentrate on doing one thing really well as a beginner, and figure out what different approaches and types of powers do. I have no idea how much they've actually done this, if at all.
tl;dr - POWERS! How do they work?!
Yeah, allowing someone the freedom to use encounters/dailies by reassuring them that, if it doesn't work, they have others they can use, really helps people get over the hump of 'I don't know which one to use'.
Not even realising that you have attacks other than MBA/RBA is another problem, though. Especially for Str-primary sorts.
I'm with you. When I saw the sample characters at the release event for 4E, I immediately said "I'm guessing the use for MBAs/RBAs is pretty limited when you have At-Wills you can use every turn."
Plus, if you're using the CB, it prints out massive cards that tell you what powers you have. The MBA/RBA section is tiny font lost in the shuffle.
But if they don't care about the rules, then why are they still trying to use their least flavourful and exciting attacks?
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Also because "universal framework" is the fundamental concept that makes 4E balance not a huge heap of shit.
The more frameworks you try to cram together, the more of a disaster party balance becomes.
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