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Shoulda put a ring of protection +1 on it. (Table top games)
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Anybody else still playing 3.5? I am playing a campaign with some friends every other week and we just can't get over some of the dumb changes in 4e.
It just seemed to us that there were too many abusable changes that were made to make the game easier, but we never tested it in an actual game, so maybe it's unwarranted.
It's available to DnD Insider subscribers
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Yeah, that's true. But man don't you have to continue the subscription to use the thing?
edit: Like I couldn't just download it and then tell them to eat a dick?
Pretty sure you still eat an Opportunity Attack (Attack of Opportunity, whatever), unless you shift (5-foot step) out of combat. I mean, I can understand wanting to play 3.5 still, the two are very different, but that's an odd thing to nitpick.
It's, like $5 a month, and yeah you could, but it probably wouldn't stay updated with the newest books and magazine articles and whatnot.
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I haven't played it yet either, but the idea of the different powers makes your characters much more interesting every turn. Low level characters in 3.5 ranged from "I hit it with my greatsword again" to "I hit it with magic missile again". In that respect, I got very tired of low level 3.5 campaigns very quickly, and shifted to white wolf games.
Listening to the D&D podcasts has rekindled my interest in this setting, and I hope sometime Ill convince my group to give it a whirl. I may even try to make my own campaign (something which I have yet to attempt)
Nope, you can subscribe for a month, update the builder to whatever it's at then, download a bunch of dragon issues, and then unsubscribe and keep them. I'd suggest waiting until they update the builder with phb2 stuff before doing that though.
Worst comes to worst, just have your Eladrin Rogue Fey Step (25ft teleport) behind them and STAB STAB STAB.
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Yessssssssss
Also I love the PHB2, and I am totally dualing my Warlock into a Sorcerer when I get the chance
Trying to convince Rachel to take some Invoker powers too
It's all about the Games Workshop universe.
WAAAAAAAGGGGGHHHHH!!!!
I suppose, but most of those I find more useful for shifting twice so you can set up flanking. Unless you are a pansy elf archer ranger, but then them running away is nothing new.
Overall there just seemed to be less consequence for making shitty decisions in combat.
In 3.5 you either have some sort of cleric, or you buy healing rings. In 4e, every character has the ability to heal themselves, and all leader types has some sort of ability to help their party members.
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Although our DM has the full first round of books from 4e, so we may try it one day.
Well, I will say this for 4th edition, I really enjoyed playing my 1st level fighter. I think that's the first time in any edition of D&D that has occurred.
Also, I love the minion concept. One thing I found interesting in the PA DnD podcast was that their DM would announce which minis were the minions. Overall that's probably a better way to deal with it, because during the running of Keep on the Shadowfell that I ran I never told the PCs which monsters were minions and which weren't, so they'd get discouraged when they 'wasted' an Encounter or Daily on a one-hit wonder.
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Wild magic has an interesting feature: Unfettered Power
Unfettered Power: When you roll a natural 20
on an attack roll for an arcane power, you slide the
target 1 square and knock it prone after applying the
attack’s other effects.
When you roll a natural 1 on an attack roll for an
arcane power, you must push each creature within 5
squares of you 1 square.
It seems odd that you benefit from rolling a natural 1. I also read that there is a feat for dragonborn in Martial Power called Draconic Arrogance, which deals STR modifier damage when you push or knock an enemy prone.
Which means when you roll a 1, every enemy within 5 squares takes damage.
The downside of that is when your party wizard goes, "Bah, a group of peasant minions, I have thunderwave, I'll charge them!" and then proceeds to get clubbed into insensibility in the following round.
Wait, no, that's still awesome.
Powers that target creatures hit your party members to, who are a lot more likely to be near you then enemies. Note the "must" in the effects there.
Minions are basically monsters with 1 HP. They'd typically do only a set amount of damage (depending on their level) but have decent AC and often have powers and abilities that give them benefits when they attack en masse. In addition 'real' monster types like Controllers (a Orc Warchief or a Vampire Lord) can buff and heal their minions.
They're a fun clump of monsters that make you feel like a badass when your Wizard nukes 10 at a time with a fireball, or your Fighter cleaves right through'em.
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Alright, so it pushes your allies. Draconic Arrogance only targets enemies. It's still pretty handy for rolling a 1. Dunno if it's worth pushing your dragonborn sorcerer to wild magic though.
Being able to just look at a monster and say 'Okay the party is level X and the average encounter would give them this much XP; looking through the MM, this one is a Lurker, he'd be good mixed in with a couple Brutes and a Artillery, and they all add up the the encounter total XP.' helps to streamline the process.
The monsters are defined by their role in an Encounter, instead of just as a monster themselves.
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