PnP is something I've always wanted to try, but every time I manage to get in on a game or manage to get people together to play, it either dies two sessions in or never gets off the ground at all.
I've organized or gotten into 5 different games now and every one has fallen apart on me. :[ I've even designed the story/setting for 3 of them myself for the DM and still it fell apart. Seems to be less and less likely as time goes on. Dunno what to do about it either.
Start with "why".
Are people bored? No time? Complicated rules? Too much railroading? Or are the players not just really interested in the game (in my experience, this is the worst. Never drag anyone to the game when they don't really want to. Reluctant player is not a problem automatically though)?
Its mostly been groups of people who were already interested in playing that I happened to meet up with. :[
So people are interested but the thing still falls apart? You sure they are actually interested in the specific games/settings/rule systems you're using?
What kind of characters do people play? Or does it just end up in people messing around (eg "I'll hit that thing with a hammer because lol")?
Once you know what's wrong, you can start correcting that and perhaps get a game running properly.
Don't know which books it will include, I would think they will do them all, including the absolutely lovely Jorge's Bestarium.
Is anyone on GAF interested in doing a play by post? Maybe trying out 5th edition or just going with faithful Pathfinder? I think it would be a lot of fun. I would love to be a player but I am not much of a DM.
Sweden is too powerful, at least based on this art and some terse translations: Symbaroum
http://www.reddit.com/r/rpg/comments/2blo6m/im_the_graphic_designer_for_a_new_swedish_rpg/
http://www.jarnringen.com/symbaroum/
A dark fantasy RPG apparently.
Been watching WotC's YouTube play through of the starter set adventure, and there are some 5E things that I'm really liking. It really feels like DnD again, which is huge!
I'm awaiting thier PDF plan announcements for the core books, and I hope that they aren't planning on using their Morningstar app as their full digital plan for the books too.
More DnD than 3.5e?
No, more than 4E </spit>
More DnD than 3.5e?
I'm not sure that I know how to answer this, considering how different most editions of D&D are from one another. That being said, as someone who wouldn't return to 3.5 and dislikes 4th, I think they have a really good game with 5th.
Why wouldn't you return to 3.5e exactly? I'm curious because I found 3.5e to actually be a really fun and balanced game once you ignored the core classes. Specialized casters (Beguiler, Dread Necromancer), and the Tome of Battle lessened the gap between melee and magical and I personally loved the feel of Tome of Battle melee classes. It was perfect. DnD feel, with balanced but diverse classes. DnD 4e was awful with its balancing. Meanwhile I've heard DnD 5e simply goes back to DnD 3.5 core balancing which wasn't very great.
Then again I care a lot about mechanical balance personally, rather than relying on the DM to specialize encounters to make "guy who swings sword really hard" just as big a contributor to the party as "guy who can mind control people, summon otherworldly spirits, fly, teleport, create shields, disintegrate people, etc..."
Mechanical balance is definitely a consideration for me, but I hate when it comes at the cost of class identity. Consideration for balance went too far in 4.0, and I feel like everyone lost out for it.
Running the Wizard's Amulet with the Basic Rules as a warm-up for the Dragon Queen/PHB release. Group's not really feeling it yet- we haven't been following much about 5e, but it's a lot more like 3e than we expected (early 3e, even, before the interesting stuff in the latter days like the Book of Nine Swords and Magic of Incarnum), especially in so much that the fighter seems to have bugger all to do most of the time. Might be a result of the adventure, which is pretty generic. It feels a lot faster than 3.5 and 4e, though (both to make a character and to actually fight), which is a huge point in its favour. If it keeps up the pace when wizards reach demi-god status and fighters have a billion attacks, I'll be impressed.
One thing to keep in mind is that level 1 in this game is designed to be much more barebones and at a lower power level than in previous editions. The developers have stated that level 3 is actually going to be the assumed starting point for most campaigns, but levels 1 and 2 exist to give campaigns that want it a real "zero to hero" feel, as well as to better ease new players into the rules and their options.
I'm designing a character for a 5e game that I'm joining tomorrow night, and I don't really like how they completely neutered the entire feat system. I feel like it makes it way more difficult to customize your character in a gameplay sense. I get that they are trying to get players to customize a lot more in a roleplay sense, but there should be room for both, IMO.
Eh they suck at designing feats tho. So many traps/bad options inctheirnpastnversionsnofnthe game.
Well, taking Great Weapon Master isn't just giving you raw damage. It's giving you the old power attack and cleave feats bundled together, and retaining the caveats to each of them. Power Attack alone as a feature adds in some strategical elements that wouldn't be there otherwise, and cleave is still a nice flavor thing to have.
You could the two ability points (which I love that actually means something and is actually worth debating over whether you want more mechanics or more raw power) or you trade them in for mechanical rewards.
That said, yeah, they are definitely better here about not having the failings with feats that 3.x (traps, feat tax, unfair requirements) and 4e (feat tax and pointless numbers game) had.
I think the fact that there is a massive trade-off for the extra damage (a -5 to hit is huuuuuuge in this game, even at 20th level) to where it reasonably won't be that tempting to players not willing to pay that price for the extra damage per hit, nor would they be punished for not taking it. There's just enough strategic/mechanical feats that work with great weapons that you could easily have multiple players building characters that use great weapons that go for different feats and nobody is coming out worse for it.I do see you're point, and I don't think you're wrong, but the feat is pretty firmly in the "feat tax" category for strong two-handed fighters, even though they already fill their niche just fine without it. It just makes one style of fighting that much more tempting, and actually hurts diversity among great weapon guys. I think stuff like this should have been part of the fighting style class options(probably toned down, but numbers are malleable and not as important as the concept in this case IMO).
They can lose their powers for breaking their oaths, yes.Speaking of Paladins can they still lose powers by morally impossible situations in 5e?