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It was far more interesting an exercise to either force the player to justify why it was there, or come up with my own reason it was in the game in the first place. For example I used to ban Warforged from FR, now I don't really care and allow a player to select from a bunch of plausible origins - or just make up their own (so long as it's reasonably logical). If I was building my own world, making use of everything possible - even the aspects I don't like that much - proves much more useful in the long run. When I can just tell people about what their particular favourite race is doing, as opposed to just going "No, I don't like that" I had a lot more success with getting people invested and drawing new players. I had fantastic player retention in 4E, which aside from the system itself I like to think was just attributable to a much better attitude that I fostered in this regard.
The only exception was Dark Sun and that's because I decided to enforce it "By the RAW" very deliberately. Really that was to enforce tone by removal of certain mechanics like divine classes and emphasis on psionics instead. Given that 4E was wonderfully designed to allow many different (highly effective) leaders as opposed to "remove divine, now the party has nobody who can effectively heal" then that felt pretty decent. But again I was running something like 3 games and 2 of those had absolutely no restrictions on what my players could take. The Dark Sun game had the agreement of everyone going into it (and I pretty firmly said "This is by the book Dark Sun"). At the same time, I gave the option of another Eberron campaign (which would again be completely kitchen sink) to the players - but they went with the Dark Sun setting.
I think this is the best post in this line of discussion, but I have a few questions: is tone flavor? Or are we running with flavor as fluff? I remember, I think it was one of your posts, that you said rather than flavor perhaps we should call it tone instead? Maybe I'm wrong.
If tone is flavor, we have new complications to this argument. The majority position has been that flavor is decided by fluff. This post implies that flavor (tone) is supported/reinforced by the fluff and the crunch and the interaction of the two. Is this a sound reading of this argument? If so, I agree. I'm very skeptical of dichotomies and have never agreed that there are only two components to the game (fluff and crunch).
Huuuuuugs.
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I think there's been semantic confusion, but we are in a different place than where we began. Your previous post is much different than SJs, "What mechanics don't add flavor, fluff does lol". At this point we've defined three things: tone, fluff, and crunch. In the beginning, there was only two.
Where you might have a very different set of mechanics was banning divine classes, then having to half ass some other way of getting healers back into the game if other classes don't do it as well. 2nd edition Dark Sun is like that, because the tone and feel of the game relies on "Elemental Clerics", who are basically divine clerics but pretending to be elemental because the entire game doesn't work when you don't have a healer. A core difference in tone between 4E Dark Sun and 2E Dark Sun (that often gets complained about) is that elemental clerics were basically given zero attention in the newer setting. That's an example of mechanics reflecting the flavor/tone of the game: In 2E you needed to half ass some concept in there to maintain a healer. 4E doesn't need to do that and so they didn't bother officially supporting it in the rules - you just didn't need it.
I even think I can find a quote from one of the designers on 4E Dark Sun saying exactly that as well (Maybe Rodney Thompson? It's been so long now).
Edit: I am also probably going to sign up for the open playtest. So if you are Australian and in Sydney, want to see if 5E is a total trainwreck or not (it most likely is) then I am more than happy to run a game of 5E with you (or for an existing group, I don't really mind). Just send me a PM and we'll work something out.
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the man him-fucking-self, Rich Baker
http://superman-blog.com/
http://thecocast.tumblr.com/
http://community.wizards.com/dndnext/blog/2012/05/16/skills_and_task_resolution
hrm
I still think we're going to have the problem of figuring out what rules are being used, but it does seem like they're stepping closer to their intentions with these decisions.
Nadine Seksuel, Human Swashbuckler - Wyvern Watch DW
GM of [Deadlands: Reloaded] Coffin Rock
Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
I maybe explained it poorly. My reading was they were going to lump skills and feats together with new "rp mechanics" then called them all "Traits". You'd have X number of Trait points at character creation and level to spend. Examples they listed were Trained in Charm (Charisma), Extra Language, and Workshop. Trained in Charm is the example of a "skill", Extra Lanauge is the "feat" example, while Workshop is the example of a "roleplay" trait.
Someone earlier in the thread called it D&D with GURPS tacked on, and that seems pretty apt now.
Nadine Seksuel, Human Swashbuckler - Wyvern Watch DW
GM of [Deadlands: Reloaded] Coffin Rock
Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
Nadine Seksuel, Human Swashbuckler - Wyvern Watch DW
GM of [Deadlands: Reloaded] Coffin Rock
Nadine Seksuel, Human Swashbuckler - Wyvern Watch DW
GM of [Deadlands: Reloaded] Coffin Rock
Hit Dice are back.
no thank you.
I'm really struggling to get a vision of where 5e is at right now, so very much looking forward to being able to look at something resembling a playable draft.
SoogaGames Blog
Having this stuff utterly random completely goes against the concept you don't need magical healing: Precisely the opposite effect occurs.
Dragon Slayers
So three day until we see what's the proper state of play in the play test?
WiiU: JamWarrior
Right. I don't know how they miss it (or fail to address it) but randomized healing just makes the fighter more swingy, because either he rolled 10s on his Nd10 healing and he's good to go because he's back in juggernaut mode, or he rolled 1s and he dies like a punk next adventure. A bigger random number is only an illusion of durability.
And I don't know why they thought to reuse the name of a totally different mechanic. That's just retarded.
This is the part that does it for me. This area of the article is the rejection of 4e's style of play. When the game was to capture the best elements of all editions, for 4e they apparently meant surface cosmetic elements ("Check it out, guys! We have at-will powers and themes! We soooooooo love 4e!") rather than capture or maintain (or allow) 4e's improvements on balance or approach to high heroics.
Who is ready for the playtest! I might glance at the material between Diablo III and my 4e character builder clean room implementation farting around.
A d10 does have other numbers besides 1 and 10. I understand these are the outliers, but rolling a 6,7,8, or 9 is still going to give him a solid second wind.
Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
I think the point is more that this doesn't give him much of an advantage over a wizard in terms of durability. All it gives him is the chance to be a bit more durable.
Dragon Slayers
You have missed his point. They are trading consistancy for randomness. With this system, they have effectively made it so that you cannot rely on natural healing. What made the second wind mechanic work was that it was consistant and reliable. You could count on it in a pinch. This new mechanic basically makes it so some days you're completely crippled and other days you're ready to go. There is nothing fun about having to go back to town or make camp for days on end for healing. This is his complaint. By removing a consistant, reliable mechanics (static hp per level/healing surge), they're making the game less fun for character's who only real advantage is their hit point totals.
If they're going to make fighters roll for both hit points per level and healing, well then they should enforce the same mechanic for spellcasters. "But Mikey, wizards will have to roll for hit points, too," you say? We already recognize that without powers a fighter's primary resource is his hit points. Not so for spellcasters. Their primary resource is spells. Yet, spellcasters get a static number of spells per level and day. They get the full alotmont of spells their level allows. I say, force them to roll to gain new spells per level and to memorize new spells at the start of each day. If they roll poorly, well, that's just the randomness of dice! Doesn't sound like much fun, does it?
Nadine Seksuel, Human Swashbuckler - Wyvern Watch DW
GM of [Deadlands: Reloaded] Coffin Rock
In other news, DCC RPG literally just dropped on my desk. Holy shit, this book is thicker than the Pathfinder core book.
Then I apologize for misunderstanding your post.
What is DCC RPG? I know Iron Kingdoms is supposed to hit this summer, and I'm pretty excited to get a look at that, but I'm not sure what DCC is. First I've heard of it.
Nadine Seksuel, Human Swashbuckler - Wyvern Watch DW
GM of [Deadlands: Reloaded] Coffin Rock
Dungeon Crawl Classics RPG. It's a hybrid of Appendix N influence, 1st edition flavor, and simplified 3rd edition mechanics (no complicated skill system, no feats, no attacks of opportunity). It ditches Vancian magic, too. Spellcasters now have to roll to cast spells.
The game will be available in stores later this week, maybe as early as tomorrow.
Edit: Actually, it looks like it came in today. My FLGS had some, so I grabbed a second copy of the book, though not the deluxe edition.