Moderators: SecondTalon, Moderators General, Prelates
Belial wrote:clockworkmonk wrote:I still use the old world setting though. Might be that I simply love the factions in Mage: The Ascension
I've come to the conclusion that nMage has better villains, it's just that their hero factions are so goddamn stupid and boring that I can't bring myself to care.
Yakk wrote:Wizards has a "first game kit", that includes pregen characters, a basic plot, and an adventure on their website.
It even includes an early encounter that will so kill the entire party unless they run away, play really well, or get lucky.
Spambot5546 wrote:Well...who used it? I'd sleep next to Felicia Day's used bacon.
clockworkmonk wrote:old world of darkness had a rather major problem. Chiefly that the more dice you had in your pool, the more likely you were to fail. had to do with how botches and rolling 1s worked. ideally, a dice pool of about 3 was as high as you would want to go.
Decker wrote:I'm not sure I completely understand the rules, but I would just change it slightly that you have to have more botch rolls than successes for the whole thing to count as a botch.
I'm sorry, but if you managed to get nine dice out of ten showing ones, it's a botch.
clockworkmonk wrote:Belial wrote:clockworkmonk wrote:I still use the old world setting though. Might be that I simply love the factions in Mage: The Ascension
I've come to the conclusion that nMage has better villains, it's just that their hero factions are so goddamn stupid and boring that I can't bring myself to care.
I greatly prefer using the Technocracy as the heroes. People standing at the edge of reason, defending the world from the unknown and unknowable, safeguarding reality against those who wish to send society into a medieval hell.
and from there, the Tradition mages make excellent villains.
Jack Saladin wrote:Humanities salvation relies on us sending the Earth into a giant black hole.
Gelsamel wrote:Just yet another problem with vancian magic, but the DM can get around it as long as they build their game world properly. But it's a problem of the game system to unintentionally require so much work from the DM.
Scuttlemutt wrote:I don't mean to interrupt this convo but I do have a question about DnD 4e... To what extent should a DM be able to veto the use of PCs abilities? I've heard flying mounts is often an issue because it pretty much removes time as a factor from any long journey, but I've recently seen an issue where the party Wizard got frustrated after the DM "overruled" his new Lv15 daily spell "Slumber of the Winter Court". For those not familiar, the effect goes like this; If the power hits, the targets need to make a saving throw at the end of their next turn. If they fail the saving throw, they fall unconscious for 1d4 hours. There's no damage at all, otherwise. Arguably that is a pretty powerful spell, but is it right for the DM to outright go "You can't use this"? Especially since the creatures that start showing up (high end paragon) are also getting pretty nasty.
That's the Int vs. Will part of the spell. Then there's a 45% chance that the creature fails its save (20% chance for solos), and then it's out of the combat. With the Orb of Imposition, both of those numbers are significantly higher- maybe 70% and 45%. (Against an on-level solo you have a ~50% chance to hit, so the properly specialized wizard has a ~20% chance to end boss fights after a single round.) For Sleep, the 1st level variety, the unconsciousness is save ends- and so the sleep spell knocks out an average of .25 solo rounds if it hits (assuming a 80% chance to save).SexyTalon wrote:Yeah, it's armor class now. Same principle, though, da? If you've only got a +10 to your attack and the critter has a 50 defense, you know you're only hitting on a 1-in-20 shot.
Vaniver wrote:Yakk- where do you see that failed saves from the Heal check don't trigger the effect? Is that from errata?
Failed Saving Throw
Sometimes an effect changes as a target fails saving throws against it. The new effect, specified in a “First Failed Saving Throw” or a “Second Failed Saving Throw” entry, takes effect after the target fails a saving throw against the previous effect at the end of the target’s turn. The effect doesn’t change if the creature fails a saving throw against it at a time other than the end of its turn.
Players will get their first chance to play-test the proposed changes this month at the Dungeons & Dragons Experience convention – running January 26-29 in Fort Wayne, Indiana.
SexyTalon wrote:Just found one article on it, may seek out more. So far, what I read sounded neat - re-hiring Monty Cook, asking fans for input.
They're shooting for a 2018 release, right? Because that's how long it'll take to tabulate the most-requested items, come up with mechanics for them and then tweak them until they're balanced.
That actually does sound super neat, especially if it's not "we expect you to have three bonuses" but "this is how much you should up the difficulty for each additional bonus."Yakk wrote:I thought that was neat, if they could pull it off.

4e felt remarkably better at this than 3.5. The sorts of 4e characters my friends would build were about 20-50% better than ones chosen at random / for thematic purposes; in 3.5, it would be more like 400% better. (And that's assuming they just made a Frenzied Berserker, not something like Pun-Pun.) The tradeoff between immobilization and 2 points of damage is pretty close to balanced, especially when you look at the 3.5 spell list for comparison. (What do you mean Phantom Trap isn't as useful as Glitterdust?)Chen wrote:When we played 4th, I found the monster's manual needed to have ways to change monsters for different skill levels of players. The default monsters got crushed by a party that took optimized abilities, even if just from the base book. I understand they needed to do that so that a suggested encounter didn't destroy a party if they choose more suboptimal skills. Clearly we could (and did) modify things like monster HP and the damage they dealt to try and balance that, but it would have been nice if these bonuses were built in and tested professionally (since sometimes we overbuffed or still underbuffed something). If this new modular design philosophy is true, it does sound like its moving in that direction which is a good thing.
I'd like to also see a little bit more balance in ability choices. I recall some levels had clearly sub-par options compared to the rest e.g., one wizard level of abilities had a fire pure damage aoe spell and some sort of earth grasp aoe. The average damage increase by taking the fire one was I believe 2 points (total), whereas the earth one did less damage but immobilized creatures as well. While not strictly worse, it was almost unthinkable to take the fire spell over the earth one.
Vaniver wrote:4e felt remarkably better at this than 3.5. The sorts of 4e characters my friends would build were about 20-50% better than ones chosen at random / for thematic purposes; in 3.5, it would be more like 400% better. (And that's assuming they just made a Frenzied Berserker, not something like Pun-Pun.) The tradeoff between immobilization and 2 points of damage is pretty close to balanced, especially when you look at the 3.5 spell list for comparison. (What do you mean Phantom Trap isn't as useful as Glitterdust?)