Did you guys have to start your thread in OT or were you immediately moved to Community?
Also did you ask if you could have a OOC thread?
You can also choose start a thread in OT community or regular Off-Topic. I think thLunarian chose to start it in community but I'm not sure.Did you guys have to start your thread in OT or were you immediately moved to Community?
Also did you ask if you could have a OOC thread?
I assume you mean 3e DnD? Monks are like the worst class, no? There is a tier list, but I don't pay too much attention to it. It is probably the worst designed class if nothing else. Things just don't fit together. I don't think they are suppose to be completely useless at low levels though. If you are using Tome of Magic, then maybe Tome of Battle is available for your friend lol. One thing you have to realize is that additional source books will often lead to a power creep simply because they are made after the fact and may try to balance things in weird ways. It is sort of the DM's responsibility to realize which should or should not be used (after all there are probably, no joke, hundreds of thousands of d20 documents published under the OGL). One might think restricting it to Wizards products would be enough, but no.
I am talking about 3.5e.
And even just in core the classes are stupidly imbalanced. At level 1, a Druid's pet is on par (if not better) than a fighter. I took a war trained riding dog as my animal companion. It outdid the party fighter in AC, damage, and utility since it could make trip attacks and had scent. It eventually lost out in damage once the fighter got power attack, but still won out in AC and utility. And then at some point (had I not suicided the character) would have been traded in for an even better animal companion.
The Wizard has unlimited spells known basically, and in core there are some really broken spells. With plane shift and astral projection and a few other spells you can essentially make yourself unkillable. A 4th level spell is Polymorph. Polymorph is an absolutely insane spell. If the Wizard wants he can polymorph himself into a form and outdo the fighter in melee. Wizards also get Fly pretty early on, earlier than most classes can afford the equivalent magic item to gain a fly speed. This can trivialize most fights early on, especially combined with a spell that blocks ranged weapon attacks.
I was wondering if anyone in the topic had experience with Basic DnD and its variations/retroclones? I'm looking to run a PbP somewhere and have a DnD itch but I'm not the biggest fan of 3.PF, 4e's a hassle to run without a grid and isn't quite gritty enough for the feel I want, and 2e has its own problems.
If you are wanting simplicity and ease of running, I'd actually recommend going with AD&D 1st and just limit the players to the PHB and maaaaaybe Unearthed Arcana.
You *could* go with Basic D&D, but you aren't gaining that much more simplicity (some of its mechanics are actually more complicated) and you have to deal with them rolling class and race into one thing.
On optimization forums, they often talk about CoDzilla, the Cleric or Druid that by optimizing rampages through a game like Godzilla on Tokyo.
Well, in a decade of playing 3.X, I have to say that's sadly true... too easy to trivialize the whole rest of the group with some smart playing by wizards, clerics and druids.
All right, own up. Which one of you guys is this?
Anyone found a torrent or something that will grab all of it? Needless to say, downloading them each manually would be tedious.Oh thought this might be interesting for everyone here:
http://archive.org/search.php?query=dragon magazine AND subject:"Dragon Magazine"
Every issue of Dragon magazine has been posted here for free. Good quality PDFs.
And Polyhedron is up there too.
Anyone got any/know where to find some advice for how the DM can keep things interesting during the "down moments" between events? Particularly travel. If the players are traveling to a location (and I don't want them to wander into a fight for time or pacing reasons), it usually boils down to me saying "okay, you traveled."
Anyone got any/know where to find some advice for how the DM can keep things interesting during the "down moments" between events? Particularly travel. If the players are traveling to a location (and I don't want them to wander into a fight for time or pacing reasons), it usually boils down to me saying "okay, you traveled."
What do you guys think of this character creation policy I've been tossing around in my head: (I'll frame it as a set of instructions)
-Name
-Class (One sentence description how this class will be played. e.g. "Barbarian with a great sword who uses this or that alt rage mechanic".)
-Gender + Race + Country/Culture + Age
Don't tell me any background information (yet). Instead simply give me 5 hooks for your character. By hooks I don't mean adventuring hooks, but rather the reverse: 5 ways your character hooks into the setting that a DM can pull on to create adventuring hooks. You are free to add material to the setting, within limits that should be obvious. Also feel free to use this opportunity to help shape a character who has a lot going on beyond his desire to collect loot. (Some ideas to work from: Family ties, career, long-term ambitions ("I want to be a powerful sorcerer" doesn't count), revenge, prejudices, your prioritized skills or feats, what were you doing during The Last War?, why are you in Sharn?)
Later on, players would provide a full "character sheet". Players might also need to provide a more traditional background write-up at some point, but I'm not even sure on that as long as we don't begin to break character or continuity.
(If it is not clear: I envision using this for an Eberron campaign, a published campaign setting. Going homebrew may make it a little messy.)
What do you guys think of this character creation policy I've been tossing around in my head
I like the simplified thing that 13th Age is doing, which is 'One Unique Thing'. It's essentially one thing that will separate your character from every other. It can be the result of something that happened in your past, a strange ability or something that arose from your birth, there are so many possibilities. The player and the GM can work together to flesh it out, create a mechanic for it if necessary and absolutely can create adventure hooks from it.
With the above idea, the player will be saying "I would like at least part of the adventure to revolve around this, please make it happen". Working with the GM to completely understand their unique thing can bring it about. I've essentially stolen words from Rob Heinsoo in this paragraph, but I couldn't put it better myself.
EDIT: What are people's thoughts on "Trailblazer" (the "patched" 3.5)? Personally I like it more than Pathfinder, at least before considering Pathfinder's new class stuff.
I know 13th Age exists. Not currently planning to use it (I should check if it is out).
Has EnWorld's population dropped dramatically since the early 00s or did I just imagine it being better than it was?
Has EnWorld's population dropped dramatically since the early 00s or did I just imagine it being better than it was?
4th Edition DnD feels a lot like Final Fantasy Tactics. It really seems the best for a JRPG feel as far as how the system is presented.What do you guys think is a tabletop RPG that is most similar to a JRPG in feel? Have some friends that are looking for ideas. Not looking for a boardgame, want an actual RPG.
What do you guys think is a tabletop RPG that is most similar to a JRPG in feel? Have some friends that are looking for ideas. Not looking for a boardgame, want an actual RPG.
Anyway, guys, question time - What is a good way to organize stuff for a campaign? I mean, do you guys have any apps, software of websites you use? Until now I just had everything in open big ass Word document with bunch of headings (for each character sheet, monster, boss, whatever) but I just realized that might not be the best way to go at it... Any suggestions?
In what sort of feel? Big Eyes, Small Mouth is a system designed to replicate an anime experience, if that's what you're talking about (though there are more system designed for that, even Exalted to a degree.) If you're talking in terms of battles system than I don't really think so... P&P battle is way too open for that.
When I was younger and into anime, we used BESM to play games set in almost every popular manga universe - Naruto, Shaman King, Hunter x Hunter, Fullmetal Alchemist... It took some house-ruling with some of them, but it mostly worked perfectly.
Anyway, guys, question time - What is a good way to organize stuff for a campaign? I mean, do you guys have any apps, software of websites you use? Until now I just had everything in open big ass Word document with bunch of headings (for each character sheet, monster, boss, whatever) but I just realized that might not be the best way to go at it... Any suggestions?
I tend to use http://www.obsidianportal.com/ as a mini-wiki for my campaigns- each page having player visible stuff and gm-only stuff, so you can have places and npcs and pcs up there with your own notes and some more PC-centric information there as well so the players can ignore it with even greater efficiency!
I think the guy is just wanting a kind of simple-ish combat system where it's more "I'm going to cast a spell." ::look at spell list:: "I'm going to cast fireball." instead of worrying about dailies and encounters and fate points and karma and memorizing spells and whatever. Honestly he was kind of vague. Maybe something that just has something similar to a standard JRPG MP system?
Older systems tended to be like that. For example, in AD&D you generally had very little say in your progression - No sorcerer meant no picking spells, you had no feats to choose from, and skills were much simpler and less obnoxious. In general, you had to just kind go with the flow and the story dictated where your character will go...Maybe what he's looking for is more of a "canned character progression" type system. They've been playing Dresden lately and it's so intensive to build a character and all the skills and such are so floaty I think maybe he's just looking for something more concrete.
Anyway, guys, question time - What is a good way to organize stuff for a campaign? I mean, do you guys have any apps, software of websites you use? Until now I just had everything in open big ass Word document with bunch of headings (for each character sheet, monster, boss, whatever) but I just realized that might not be the best way to go at it... Any suggestions?
I saw Realm Works go up on Kickstarter a little while ago and it looked pretty neat. It might be something like what you're after. Here's the kickstarter page which might have some more info for you.
I think the guy is just wanting a kind of simple-ish combat system where it's more "I'm going to cast a spell." ::look at spell list:: "I'm going to cast fireball." instead of worrying about dailies and encounters and fate points and karma and memorizing spells and whatever. Honestly he was kind of vague. Maybe something that just has something similar to a standard JRPG MP system?
Maybe what he's looking for is more of a "canned character progression" type system. They've been playing Dresden lately and it's so intensive to build a character and all the skills and such are so floaty I think maybe he's just looking for something more concrete.
Okay, I just tried using OneNote and that shit is fucking amazing. Holy shit, every GM should use this. It's the perfect campaign managing tool I could ever imagine.
Anyway, guys, question time - What is a good way to organize stuff for a campaign?
Yes. It's utterly amazing. Can't believe I lived without it until now...Microsoft OneNote?
4th Edition DnD feels a lot like Final Fantasy Tactics. It really seems the best for a JRPG feel as far as how the system is presented.
There are anime-styled games like Big Eyes Small Mouth, Anima, or Exalted if that aesthetic is something they're looking for, but I can't comment on the systems.
Older systems tended to be like that. For example, in AD&D you generally had very little say in your progression - No sorcerer meant no picking spells, you had no feats to choose from, and skills were much simpler and less obnoxious. In general, you had to just kind go with the flow and the story dictated where your character will go...
Like LaserBuddha suggested, Dungeons & Dragons 4th Edition is very much in line with what you are after. Might suggest looking at the starter set if unsure.
We've been playing 4e for a while now. I'll have to talk to the guy again to see if I can get him to elaborate, but it just occurred to me this morning he may have just meant (in addition to what I was talking about earlier) that he wanted something in which the combat system didn't evolve a map and a grid (removing the "Tactics" from "Final Fantasy Tactics," in other words); if that's the case then we could probably just run a regular game of whatever and mod it a little bit to do away with the map (have spells/skills that restrict movement range instead slow down initiative, stuff like that).
I think D&D can be run as well without a map. Most things in the books have detailed stats about ranges (35 feet and etc. (they really need to change to the metric system)) that playing without a map or grid should be very well possible. Maybe a few rules need to changed like Combat Advantage and corner shooting so its more up to imagination and GM decision.
We've been playing 4e for a while now. I'll have to talk to the guy again to see if I can get him to elaborate, but it just occurred to me this morning he may have just meant (in addition to what I was talking about earlier) that he wanted something in which the combat system didn't evolve a map and a grid (removing the "Tactics" from "Final Fantasy Tactics," in other words); if that's the case then we could probably just run a regular game of whatever and mod it a little bit to do away with the map (have spells/skills that restrict movement range instead slow down initiative, stuff like that).
Depends on how strict your DM is about it. If it's all required and very strict I can see how it would be not fun or a hassle. But I also think it can be fun in a lot of instances to set up the scene or plan tactics. If your group enjoys it and people like making maps and such as they explore or learn of a new area it adds a lot to the physical game atmosphere.I've never played D&D, any edition, with a map or miniatures... I don't think that way of playing was mandatory or even encouraged before 4e (and to a lesser extent 3e.)
Miniatures and maps and such always seemed like waaay too much of a hassle. I can't even imagine playing with them...
Have you considered Mutants and Masterminds? It's an extremely open-ended d20 system, so your group should already be somewhat familiar with how it plays. I ran an anime-style game with it, and my group had a great time with it. There's also very little tactical movement (no attacks of opportunity, for example) and we only used a map to get a general idea of relative positions.