Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!

D&D 5e Discussion

14849515354122

Posts

  • SJSJ Registered User regular
    I actually like something close to a simulation. Not in detail, but the abstractions it uses should be close to real life analogues. Having said that, I'm not really a fan of save or die either. It's just too simple to cover the kind of damage that it is supposed to represent.

    D&D is really not the game for that.

  • Undead ScottsmanUndead Scottsman Puts his name on his helicoptor.. ..so everyone knows it's his.Registered User regular
    SUPERSUGA wrote: »
    In this specific case the GM really should have:
    - Not gone straight for the deathblow on the sleeping character. One of the few punches I'll pull in combat is generally focusing on characters that are up and fighting rather than finishing off those that are KO'd.
    DM doesn't like playing monsters as "stupid" if they have a high enough intelligence. A few of the players agree with him on this. Also, unrelated to the conversation at hand, but I should probably also mention this is Pathfinder and not 3.5
    - Given more warning. If you're going into an area where invisible monsters, separate to the main plot, are wiping out experienced adventuring parties then word should get around. Is there a route to your goal that doesn't risk invisible murder but maybe has a different downside? That's giving the players an interesting choice, the foundation of good GMing.
    I don't think we had seen another living soul in at least three game sessions that wasn't a monster. We covered a lot of area in that time, trying to get catch the big bad whom we've been chasing for pretty much the whole damn game now. I'm pretty sure the DM just decided it was XP time and grabbed some monsters out of the bestiary that looked good.
    - Given a chance to spot the ambush, invisible or not. Although it might be a tough roll it's at least another step so you don't feel like your death has come from one roll.
    We may have gotten a roll, I forget now, but given they were at a distance and stationary while flying, waiting in ambush, I think it was too ridiculously high for anyone to make.
    - Not had all this stuff happen in one round. It sounds like there might be issues with that as per the RAW, but either way getting knocked out and dealt a killing blow before any of the party can react is lame. Having the group band around you to protect your sleeping body from the murderous ogres would have at least delayed the kill and put some of the agency back in the players' hands.
    The full round stuff pisses me off and I'll be sure to mention it. And again, the DM plays monsters as realistically as he can. If it doesn't make sense for a monster to not pull his punches, then it's not going to pull it's punches.
    As people have mentioned, 4e did a fantastic job of making D&D playable by nearly any group, even those with a lackluster GM. I just hope the next edition can take that element along with the good stuff from older editions.
    I just wish the one guy in my group didn't think 4e was bullshit for a bunch of reasons that IMO are bullshit themselves but I'm tired of arguing with him about it. Plus 4E got bloated and one thing I'll say for Pathfinder is that it's nice only having 4 books to look through for character shtuff.

    Undead Scottsman on
    thanossig_zps4bf2ceeb.jpg
  • SUPERSUGASUPERSUGA Registered User regular
    On the topic of editions, I think every D&D player and GM should try playing Searchers of the Uknown. I think there's something everyone can take from the experience.

  • ToothyToothy Registered User regular
    Edit: WAY TO BE A PAGE BEHIND, TOOTHY

    Toothy on
  • poshnialloposhniallo Registered User regular
    Finishing off downed enemies isn't smart monster play - it's stupid monster play from a cruel DM. Smart play is to focus on the standing characters, and TPK if everyone is unconscious. Wasting time and spells to finish off a downed character - that's not intelligent at all, and a DM who thinks that is just trying to justify being a dick.

    Which is a thing us dorks sometimes do - treat someone like crap and then explain why it was logically necessary.

    Neal Stephenson wrote:
    It was, of course, nothing more than sexism, the especially virulent type espoused by male techies who sincerely believe that they are too smart to be sexists.
  • SUPERSUGASUPERSUGA Registered User regular
    poshniallo wrote: »
    Finishing off downed enemies isn't smart monster play - it's stupid monster play from a cruel DM.
    Agreed. The few monsters I'd have finish off a downed opponent over a standing one wouldn't be described as smart. It would need to be a very specific type of monster that's especially interested in killing one target.

  • Undead ScottsmanUndead Scottsman Puts his name on his helicoptor.. ..so everyone knows it's his.Registered User regular
    poshniallo wrote: »
    Finishing off downed enemies isn't smart monster play - it's stupid monster play from a cruel DM. Smart play is to focus on the standing characters, and TPK if everyone is unconscious. Wasting time and spells to finish off a downed character - that's not intelligent at all, and a DM who thinks that is just trying to justify being a dick.

    I can't say I agree with that, even though this campaign has been ripe with people dying because of shit like that. If a monster has an intelligence above DUR, it's going to realize that just being down or stunned isn't going to last forever. Killing the player when you have the chance is the smart thing to do, especially when there's an obvious healer in the group. In the scenerio above, I was benched for that entire fight 'cause I died. That means the monsters had to deal with a party of 3 rather than a party of 4. Had he not killed me, when it was one of my teammates turn they likely would have thrown a rock at my head or something and woke my ass up.

    Shit, I learned that lesson back when I was but a wee lad playing Doom, when I realized that 1 healthy Baron of Hell and 1 dead one was better than two wounded ones.

    I may not like him playing the monsters that intelligently, but I can't really argue that's the best move they could make. It's certainly the move my group would make, especially if there's enemy healers about.

    Undead Scottsman on
    thanossig_zps4bf2ceeb.jpg
  • SkyCaptainSkyCaptain Registered User regular
    All it takes is one ogre-magi to do the coup-de-grace. One attack that potentially takes out a viable threat given the prevalence of healing available in a typical campaign.

    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • DevoutlyApatheticDevoutlyApathetic I've Done Worse Registered User regular
    Especially with Deep Slumber where you get a save against it each round. Couping there is a good idea unfortunately.

    With somebody pushed into negatives it's a bit more complicated. Unless the other PC's totally desert the downed PC and monster it's not usually something I'd go in for.

    "When you run into an asshole in the morning, you ran into an asshole. When you run into assholes all day, you're the asshole."

    Borderlands 2 PA Xbox Metatag - Bazillion Guns
  • hippofanthippofant Registered User regular
    Especially with Deep Slumber where you get a save against it each round. Couping there is a good idea unfortunately.

    With somebody pushed into negatives it's a bit more complicated. Unless the other PC's totally desert the downed PC and monster it's not usually something I'd go in for.

    Well, this is partially a problem of "simulationist" DnD, which is that in the "real" world, it would be unlikely that a group of adventurers survive countless hostile encounters from level 1 to 30 or whatever.

    And so your party will die, because the NPCs are smart, and will kill you.

    hippofant on
  • SUPERSUGASUPERSUGA Registered User regular
    Ah, I wasn't familiar with the 3e version of the spell and was assuming the sleeping pc was out for the fight.

  • DevoutlyApatheticDevoutlyApathetic I've Done Worse Registered User regular
    SUPERSUGA wrote: »
    Ah, I wasn't familiar with the 3e version of the spell and was assuming the sleeping pc was out for the fight.

    In 3.5 an effort was made to lessen impact of "Save or Dies". They added the "Save every Round" thing to a couple different spells, like Hold and Sleep. Ironically this greatly increased the reasonableness of smashing the fuck out of a held person because you could never be sure when they'd pop out of it.

    "When you run into an asshole in the morning, you ran into an asshole. When you run into assholes all day, you're the asshole."

    Borderlands 2 PA Xbox Metatag - Bazillion Guns
  • SUPERSUGASUPERSUGA Registered User regular
    I see. You're right, they're probably better off asleep!

  • armageddonboundarmageddonbound Registered User regular
    hippofant wrote: »
    Especially with Deep Slumber where you get a save against it each round. Couping there is a good idea unfortunately.

    With somebody pushed into negatives it's a bit more complicated. Unless the other PC's totally desert the downed PC and monster it's not usually something I'd go in for.

    Well, this is partially a problem of "simulationist" DnD, which is that in the "real" world, it would be unlikely that a group of adventurers survive countless hostile encounters from level 1 to 30 or whatever.

    And so your party will die, because the NPCs are smart, and will kill you.
    If you play enough "simulationist" games, you learn quickly to up the ante. When you get to a certain level and income you don't walk off into the distance in a party of 5 to conquer the powerful liche's lair. You take a team with its own baggage train and sapping tools.

  • DevoutlyApatheticDevoutlyApathetic I've Done Worse Registered User regular
    hippofant wrote: »
    Especially with Deep Slumber where you get a save against it each round. Couping there is a good idea unfortunately.

    With somebody pushed into negatives it's a bit more complicated. Unless the other PC's totally desert the downed PC and monster it's not usually something I'd go in for.

    Well, this is partially a problem of "simulationist" DnD, which is that in the "real" world, it would be unlikely that a group of adventurers survive countless hostile encounters from level 1 to 30 or whatever.

    And so your party will die, because the NPCs are smart, and will kill you.
    If you play enough "simulationist" games, you learn quickly to up the ante. When you get to a certain level and income you don't walk off into the distance in a party of 5 to conquer the powerful liche's lair. You take a team with its own baggage train and sapping tools.

    Yes, Sim"Fantasy that never existed and never could because nobody bothers to get simple things like basic economics so they make sense but we're going to try and we're going to do it without computer because everybody likes doing an excessive amount of handwritten bookkeeping, math and other tedious bullshit in their leisure time".

    I get it, I'm just not a fan.

    "When you run into an asshole in the morning, you ran into an asshole. When you run into assholes all day, you're the asshole."

    Borderlands 2 PA Xbox Metatag - Bazillion Guns
  • SUPERSUGASUPERSUGA Registered User regular
    hippofant wrote: »
    Especially with Deep Slumber where you get a save against it each round. Couping there is a good idea unfortunately.

    With somebody pushed into negatives it's a bit more complicated. Unless the other PC's totally desert the downed PC and monster it's not usually something I'd go in for.

    Well, this is partially a problem of "simulationist" DnD, which is that in the "real" world, it would be unlikely that a group of adventurers survive countless hostile encounters from level 1 to 30 or whatever.

    And so your party will die, because the NPCs are smart, and will kill you.
    If you play enough "simulationist" games, you learn quickly to up the ante. When you get to a certain level and income you don't walk off into the distance in a party of 5 to conquer the powerful liche's lair. You take a team with its own baggage train and sapping tools.
    Absolutely. To get the point across I go ahead and give characters followers when they level, on top of any hired help or followers gained through play.

    If you're high-level enough to be even remotely important you probably want some people around you to soak up those invisible-ogre-assassinations.

  • InfidelInfidel It's not Infidel, it's INNNNNFIDELRegistered User regular
    What if you are the invisible-ogre-assassin?

    Play D&D 4e? :: Check out Orokos and upload your Character Builder sheet! :: Orokos Dice Roller
    The PhalLounge :: Chat board for Phalla discussion and Secret Santas :: PhallAX 2013
    Critical Failures IRC! :: #CriticalFailures and #mafia on irc.slashnet.org
  • bssbss Registered User regular
    Something we already looked at, but someone of the Wizards forum graphed the "vote for your options" poll results:

    http://images.community.wizards.com/community.wizards.com/user/5efan/large/0f3a964016d8ba66ec6b97cf8a91b778.png?v=222600

  • SkyCaptainSkyCaptain Registered User regular
    That's pretty cool.

    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • bssbss Registered User regular
    New L&L is up: http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120312

    Another Mearls post, meaning it's pretty well thought-out. I don't know if I necessarily agree with the theme of it, that being turn undead should be something other than damage, but I don't disagree and remember thinking early on in 4e that it was weird that it didn't work the same way as 3e.

    Last week's poll results are up as well, naturally --- a reigned-in save or die is the winner at 43.7%, followed by no save or die at 23.9%.

  • ToxTox I kill threads Let Piggy Chimp decideRegistered User regular
    bss wrote: »
    Last week's poll results are up as well, naturally some variation of save-or-die is supported by about 75% of voters.

    fix'd.

    So, I guess it'll probably be core, but, whatevs.

    3h5Wc.png
    Secret Satans! Post | D&D Wishlist | General Wishlist
    Dilige, et quod vis fac
  • bssbss Registered User regular
    Tox wrote: »
    bss wrote: »
    Last week's poll results are up as well, naturally some variation of save-or-die is supported by about 75% of voters.

    fix'd.

    So, I guess it'll probably be core, but, whatevs.

    Yeah, I did not like the way they framed all the variations on "I want save or die", but so it goes. But hell, I'm under the assumption now that the polls are just putting up the appearance of collecting feedback anyway, and no matter how they turn out their decisions are made. In that model of the process, save or die was in the moment they brought it up.

  • AegeriAegeri Registered User regular
    Save or die effects are a lazy way of making the game challenging and poor overall design. DnD - even 4E - suffers heavily from problems where initiative turns fights too quickly. Save or Die effects, especially when abused by Wizards (frankly, who else has more of these than other spellcasters?), decide fights instantly as we see with Scotsmans example. Why should I ever give a shit about my character when one random bad dice roll will send me straight back to the character sheet? There isn't any point and I don't think this facilitates me as a DM or gives incentives for my players to make detailed characters.

    Now I've killed my share of characters in 4E, but I can say that every one of them died at the end of long tough battles or just a poor decision (like the Minotaur Barbarian who provoked an AoO on 2 HP, then exploded from the 3d6+6 damage lightning effect of a storm shard. There was a way of absolutely guaranteeing not dying in that situation, but poor decisions lead to his death - not bad dice rolls). Personally, I think that if these do return the concept of having them deal HP damage and if you are reduced to 0 HP by it is instant death (instead of negative HP and dying) is an interesting one. In fact, I've used effects like this in 4E, such as a sphere of annihilation that instantly destroys a character that drops below 0 HP. Conceptually though, this requires you to be on a poor amount of HP and to actually be hit/get in the path of this thing in the first place - so it's the accumulation of tactics/situation that kills you - not "Whoops one bad dice roll".

    Save or Die and Save or Suck effects are just utterly terrible and I don't even think they make for a better "hardcore" campaign either. It's the same logic behind why I don't like critical fumbles either - more randomness does not inherently make the game better.

  • AbbalahAbbalah Registered User regular
    New Rule-of-Three.

    Did you know that off-turn actions slow down the game because they're hard to remember, so instead we're gonna de-emphasize that mechanic and replace it with 3.5-style saving throws? Then, instead of taking off-turn actions, you can take saving throw boosts and it'll be pretty much the same thing!

    Making the decision to use a discrete action in a tactically intelligent way is the same as rolling a d20 to see what happens, right? Pretty much the same.

    Abbalah on
  • DenadaDenada Registered User regular
    Abbalah wrote: »
    New Rule-of-Three.

    Did you know that off-turn actions slow down the game because they're hard to remember,
    Yes! They're a huge pain in PbP too.
    Abbalah wrote: »
    so instead we're gonna de-emphasize that mechanic
    Great!
    Abbalah wrote: »
    and replace it with 3.5-style saving throws?
    ...WTF?

    Related to this whole what-the-hell-are-they-doing-with-5E thing, I picked up the Cortex RPG rulebook from Drivethru for $5 and have been reading through it. I like it. I want to use it for a modern-era game, kind of a mashup of Harry Potter, Percy Jackson, and Supernatural.

  • ToxTox I kill threads Let Piggy Chimp decideRegistered User regular
    As a huge fan of off-turn actions (seriously, all my warlord's encounter powers are Immediate actions), they have a lot of potential to slow the game down, especially if the player isn't paying attention to what's going on.

    Limiting the number of off-turn actions a player can get is not a bad idea. Especially putting a larger limit on one role's off-turn actions over another. Defenders, for instance, should have one, simple, consistent off-turn action, while leaders should have several. Strikers should have a few, but limited strictly to defense and mobility, while controllers probably don't really need very many at all, but a few defensive ones are handy.

    It's not so much that he's suggesting saves are the same thing, it's that he's suggesting they perform a similar role in the game. Specifically, making a save helps the player feel like they are actively participating in their character's defenses, instead of just standing there taking whatever happens (in other words- getting to roll more dice). Replacing the system with saves won't really help that much, and it won't be as interesting, but it may be somewhat quicker, so....whatever.

    3h5Wc.png
    Secret Satans! Post | D&D Wishlist | General Wishlist
    Dilige, et quod vis fac
  • hippofanthippofant Registered User regular
    Tox wrote: »
    As a huge fan of off-turn actions (seriously, all my warlord's encounter powers are Immediate actions), they have a lot of potential to slow the game down, especially if the player isn't paying attention to what's going on.

    Depends on the off-turn action I think. Shield, for example, is just, "Nah nah, you don't hit me," and done. Off-turn attacks, a lot of times, don't really take that long either if they don't impact the rest of the creature's turn. So like, Disruptive Strike really takes no longer than executing the attack. More complicated ones, like shit that blinds or slides or whatever, ... that can take a while since it reverses the DM's planned turn, but it seems a pretty broad generalisation to suggest that all off-turn actions are similarly impediments to quick gameplay.

  • Jam WarriorJam Warrior Registered User regular
    A difficult one. On the one hand off turn actions keep you involved when it's not your go and are just plain cool.

    On the other hand you can end up with ridiculous action/reaction chain sequences to try and parse. And we've not even got half way through paragon yet so I can imagine it only getting worse as time goes on.

    TingleSigBar.gif
    WiiU: JamWarrior
  • tiballaghertiballagher Registered User regular
    Tox wrote: »
    Limiting the number of off-turn actions a player can get is not a bad idea.
    The rule in 4E is you're limited to one immediate action per round, right? I know that action type proliferation is an issue (e.g. no action, free action, etc.) but I think this general principle is sound.

    My issue with Thompson's article is that his solution is reinventing the wheel: if he want his players to roll their defenses instead of going with the static scores, then he should just let them switch 1d20 for the flat 10 in calculating defenses. Saving throws in 4E provide a very different and very useful role by letting players actively work to end ongoing unwelcome effects - removing this role is actually removing player agency, not adding to it.

    tiballagher on
    11486-1.png
  • AbbalahAbbalah Registered User regular
    Tox wrote: »
    Limiting the number of off-turn actions a player can get is not a bad idea.
    The rule in 4E is you're limited to one immediate action per round, right? I know that action type proliferation is an issue (e.g. no action, free action, etc.) but I think this general principle is sound.

    My issue with Thompson's article is that his solution is reinventing the wheel: if he want his players to roll their defenses instead of going with the static scores, then he should just let them switch 1d20 for the flat 10 in calculating defenses. Saving throws in 4E provide a very different and very useful role by letting players actively work to end ongoing unwelcome effects - removing this role is actually removing player agency, not adding to it.

    Right. off-turn actions CAN slow the game down a bit, absolutely. However, I think if it becomes a severe problem that it's mostly a pilot error; a player who is planning on using an off-turn action should be watching the board like a hawk during the turns he's planning on disrupting so that he can step in and perform his action immediately. Likewise, someone who gets their turn disrupted (usually the DM) should be prepared to deal with that relatively quickly (although generally speaking I don't see a lot of decision points being created by an off-turn disruption - usually they either just deal damage, in which case the planned turn doesn't change, or they slide/prone/etc, in which case the planned turn usually just ends instead).

    I certainly don't think that the downside of off-turns (somewhat slower play) outweighs the upside (more involved play, greater player agency, wider array of tactical options, wider array of mechanical options, etc). More importantly, though, it seems absurd to me to suggest that if we make players roll saves that fills the same 'player agency' niche as an active decision. It baffles me that the designers seem to think that generating a random number is somehow inherently fun, or that it is inherently fun in the same way as making decisions that do things.

    I'm having trouble even getting frustrated about it anymore. These people are just clearly not playing the same game I am, have never been playing the same game I am, and have no interest in designing a game I would want to play.

  • LochielLochiel Registered User regular
    Abbalah wrote: »
    I'm having trouble even getting frustrated about it anymore. These people are just clearly not playing the same game I am, have never been playing the same game I am, and have no interest in designing a game I would want to play.

    If I am ever asked why I'm not interested in 5ED, I'm going to quote you.

    steam_sig.png
  • WeedkillerWeedkiller Registered User regular
    C'mon, think of the epic battles that result because of save or die/plane shift/stun/whatever.

  • HenslerHensler Registered User regular
    Denada wrote: »
    Related to this whole what-the-hell-are-they-doing-with-5E thing, I picked up the Cortex RPG rulebook from Drivethru for $5 and have been reading through it. I like it. I want to use it for a modern-era game, kind of a mashup of Harry Potter, Percy Jackson, and Supernatural.

    @Denada: Sounds like the Scion adventure module and rule tweaks I'm writing right now, only mine is set in WW2 :). Please share what you come up with for this game, I'd like to see.

  • bssbss Registered User regular
    Tox wrote: »
    Limiting the number of off-turn actions a player can get is not a bad idea.
    The rule in 4E is you're limited to one immediate action per round, right? I know that action type proliferation is an issue (e.g. no action, free action, etc.) but I think this general principle is sound.

    Not only that, but you can't take immediate actions on your turn (it's harder to react to a reaction). So action sequences greater than one reaction can happen, but it's pretty rare in my experience. PCs would have to be loaded with reactive-style free actions.
    Abbalah wrote: »
    I'm having trouble even getting frustrated about it anymore. These people are just clearly not playing the same game I am, have never been playing the same game I am, and have no interest in designing a game I would want to play.

    It's getting harder, indeed. As time has worn on my friends' interest has waned, in part because of the slog but also because it's becoming obvious that this is not our game. I'm kind of excited. I haven't grognarded over anything yet.

  • poshnialloposhniallo Registered User regular
    Tox wrote: »
    Limiting the number of off-turn actions a player can get is not a bad idea.
    The rule in 4E is you're limited to one immediate action per round, right? I know that action type proliferation is an issue (e.g. no action, free action, etc.) but I think this general principle is sound.

    My issue with Thompson's article is that his solution is reinventing the wheel: if he want his players to roll their defenses instead of going with the static scores, then he should just let them switch 1d20 for the flat 10 in calculating defenses. Saving throws in 4E provide a very different and very useful role by letting players actively work to end ongoing unwelcome effects - removing this role is actually removing player agency, not adding to it.

    Sadly, there are plenty of people who look on 'player agency' as 'player entitlement'.

    I should get some whiskey from the cupboard and have a drink every time someone at WOTC takes a step backwards in game design.

    Neal Stephenson wrote:
    It was, of course, nothing more than sexism, the especially virulent type espoused by male techies who sincerely believe that they are too smart to be sexists.
  • ArcanisTheImpotentArcanisTheImpotent Registered User regular
    next you're going to tell me that we're going back to vancian magic

    oh

    shit

    Player of Sapphire Sorceress, And Justice For All
    Player of Li Mei Feng, Monkey Princess, The Dresden Files Low Profile
    GM of Monsterhearts: Blackwood
  • IncenjucarIncenjucar Registered User regular
    I figure that this whole thing is an opportunity for up-and-coming designers to use 4E as a starting point. There's so much potential left in the system that there's a lot of tooth-cutting that can be done while WotC uses the wayback machine.

    freefallagent.jpg
  • AegeriAegeri Registered User regular
    I don't mind interrupts and off turn actions, but them complaining about this is again a classic example of wizards missing the entire point. The first is that these should have been strictly limited in the first place. Attacks and off turn actions that weren't interrupts/reactions should have been *rare*. REALLY RARE. Like search these 5 splat books, find two of them at most (and they would be impossible to pull off on one character coherently type). The problem with out of turn attacks is everyone doing lots of them every round, because they are free actions, no action or whatever other nonsense. One a round per player and even per monster is probably fine: Doing it a billion times every round is where the problem begins.

    But it also misses the problem that turns took ages because of increasingly exploding multiple attack powers too - where someone was working out resolving 3+ attacks in a single round (sometimes before an action point). A tigher action economy from the start would have really helped a lot of the late game problems that 4E faced immensely.

  • DenadaDenada Registered User regular
    Yeah, this seems like a really good time for someone to release a new RPG system with cleaned up 4E rules. Maybe someone will come out with Waylocator or something so that us 4E people will have something to declare as the superior system to 5E.

  • AegeriAegeri Registered User regular
    Really it's just another example of them solving a problem the most stupid way possible while missing the point at the same time. The solution to having too many powers that interrupted other stuff during combat, was to make a defined limit on how often these powers could be used. 4E already had it but unfortunately they didn't apply it consistently and we got the free action attack mess in Epic (which is really where that free action rule was needed - despite it not being anywhere near the issue in heroic/early paragon).

Sign In or Register to comment.