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description= 8 posts published by Jason during February 2012;
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the, of, and, it, game, night, feb, developers, talk, about, next, part, on, items, wielding, bohemian, ear, spoon, being, catalogue, errors, from, inspiration, to, aftermath, archive, for, february, 2012, 17th, raging, gnolls, dark, priest, lareth, evil, freaking, dwarves, invade, hogwarts, neverwinter, everyone, else, is, doing, now, me, too, 10, dead, gunslinger, under, moathouse, house, ruling, this, time, dwarven, greed, play, all, wrapping, up, magic, poor, overworked, dm, modularity, core, mechanics, art, blogroll, interest, pages, most, read, archives, categories, blog, stats, email, subscription,
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med save me and i will tell you how to break the curse and so he did another door led from the bedchamber and he gypsies said it wa sthe route to escape but the door was locked the rogue wanted to unlock it but the ogre was about to charge him and push him with his pole arm into the slave pens he smooth talked the ogre out of the charge ad was just slinking around the corner into the bedchamber of the gypsy slaves when another round of chaos came exploding out of the not so secret door someow calamity jane and brony will the dwarven cleric had become separated from the group and returned with the gnolls literally on their heels one step in front of another squad of gnoll recruits the two burst into the chamber and lubash the ogre lost his patience and charged the cleric as he hated dwarves especially due to their stringy toughness the dwarf nimbly dodged the lumbering oaf and continued on into the bed chamber behind him 9 gnolls howled out of the secret door with battle axes in their paws calamity jane ignored the ogre and turned raised her blunderbuss and prepared to fire upon the encroaching hoard the rogue freed from the dull dialogue of the ogre tore into the chamber and picked the lock one handed in record time sprung the door creaked open and exposed the first chamber beneath the moathouse the cellar was much as they left it other then three shabby zombies with out turned pockets of the twice looted they quickly became the twice slain as the rage of the strong girls exploded into them the three slaves followed the rogue from the slave pen into the bed chamber and the gnome pushed the door closed with the last of his strength the ogre noticed his slaves escaping and in a rage he slammed into his bedroom door only the body of the gnome saved the party from the wrath of the ogre as it was wedged solidly under the crack of the door thus wedged the gnome offered the party the few seconds it needed to escape the cellar upstairs into the moathouse the wedged gnome also meant that the first blast of calamity jane s blunderbuss would be her last escape impossible clamity jane made her last stand she angled her gun so she could maximize damage and with a blast tore through the first rank of gnolls and even hit the ogre with shrapnel wounded and sent into a rage by the explosion the gnolls descended on the wild gunslinger and it was all over fast clearing the gnome from the doorjamb took little time and soon the ad hoc monster warband was pounding up the stairs after the fleeing party the raving pack of humanoids reached the moat just as the party now mounted fled down the path towards homlett read full post house ruling d d this time it s dwarven greed posted in dungeon design dungeons and dragons rules tagged gold gems on february 12 2012 leave a comment house rules everyone knows of the legendary dwarven greed some say that it is the greed of dwarves that gives rise to such great works of beauty and construction for they are ever at work expanding their wealth whether it be by digging ever deeper beneath the mountains of their birth or by building vast bridges over the great river canyons of the world to foster trade for those items of treasure outside their domains even a reasonable rational dwarf when presented with a pot of glowing gold will go to extreme measures to ensure the treasure does not escape incorporation into his hoard at conception a dwarf character chooses gold gems or both as his most precious treasure type the dwarf should thereafter make every attempt to gain at least a double share but preferably all of every helping of this type of treasure as best he can manage his reasoning is that he is a collector and caretaker of such items and the most suited to their ownership it will be mine oh yes if two or more dwarves exist in the same party they must eventually come to some sort of agreement as to who gets what amount of treasure and must forever be trying to increase their percentage multiple dwarves in the same party would be wise to always maintain a close eye on all treasure division indeed even fetishist dwarves are known to exist who choose an alternate treasure type which can be anything as general as magic items to a specific type of creature skull these fetishes are in addition of the gold gem both choice that every dwarf makes some dms may want to set gold piece attainment levels for the dwarves to reach in their favored class of treasure with commensurate rewards for their achievement read full post i play d d all of it posted in dungeons and dragons tagged beautiful books bookshelf dice jokes on february 8 2012 2 comments this goes out to everyone who loves the game for its limitless potential we play for the stories the fun and jokes for war for sport and for the hurling of dice or sometimes other reasons one reason i play is for the books the beautiful books like the ones on my bookshelf here read full post wrapping up the developers talk about next d d part 6 on magic items and the poor overworked dm posted in dungeon design dungeons and dragons next d d rules tagged charting the course core classes dungeons and dragons wizards of the coast on february 5 2012 leave a comment d d next caves of chaos last weekend wizards of the coast hosted a dungeons and dragons experience convention in indiana as they have for the past few years this year was special because they announced a new edition of dungeons and dragons was in the works and it was being designed as one edition to rule them all by taking the best aspects of all editions and building the game from the ground back up there were four major conferences during the convention one each day starting on january 26 2011 and extending until sunday the 29th for those attending there were also four hour slots each day to play test the first version of this new d d at least one of the adventures played was the classic caves of chaos from the seminal adventure keep on the borderlands the play testers were all had to sign non disclosure waivers and so far little has leaked for now we will ignore the play testers out of jealousy and envy and instead focus on the transcripts of the conferences which were thankfully not held by nda waivers the conferences are as follows class design from assassins to wizards charting the course an edition for all editions 2012 d d products reimagining skills and ability scores so from the four talks i have pulled out the most interesting quotes to which i must thank all those people involved in tweeting and live blogging the event it made it possible to be there without actually being there i am pulling the quotes from all four with no particular order this series will be broken down into broad categories under the quotes i give a brief reaction or analysis depending on my quixotic whim on magic items spells system monte it s my firm belief that vancian magic for the core classes is d d there are other options for other classes but for wizard cleric core vancian is the way to go there s something to be said for picking spells that match what you think is coming rewarding you will get no argument from me about this statement which brings back traditional memorization of spells for the main spellcasters it is true this is a core characteristic of the games long and storied history the question about wizards will be how spellbooks are handled and for clerics the question remains how to handle healing by memorization by allowing a healing spell to replace any other spell or by 4e mechanics of a healing word type of encounter power possibly used as a free action to trigger a nearby ally bruce i feel we re brining vancian magic back to the place it began keeping the story intact and making it important to the story of the world vancian magic and the idea of daily preparation of spells is a core characteristic rob monte started running with the ball and wanted to make rituals there for the really big spells that are super awesome but might take a bit longer to cast i ran with that and really wanted to make them all very interesting and complex and really invest the player character in what they re doing we could bring back a lot of the big neat spells from previous editions and rituals can be the spells that do that rituals were a great idea with bad implementation and even worse support the cost structure was completely off sometimes they made no sense and the rituals were allowed by anyone willing to spend a feat rather than just spellcasters which allowed strong iconic spells in the hands of anyone another case of mixed roles and gestalt gaming rituals have the ability to be great but it must be remembered that they are still spells and if that is the case they should maybe be listed right alongside combat spells where they were in all previous editions i am not sure what is the fascination with rituals but i am dubious of their worth as a separate branch of magic also working scrolls back into the game needs to happen maybe in conjunction with these rituals monte magic is taking a broader turn than just spells in the past we got to the point where everything you encountered in the game had some kind of spell attached to it or that replicated the effect i really want to go back to the idea that magic is mysterious and weird and not always entirely definable i think it s good for the story of the game when the dm can use it to help to define and area or maybe a unique magic item things like rituals help us accomplish that makes things more open ended and more interesting and also takes away some of the focus from the wizard and puts it on other things in the world here rituals are being described as a kind of mysterious unknown or unlearnable type of magic so certain spells or what were once considered spells are now rituals and are different to me this reminds me of the way monsters are built differently than characters ritual magic is built differently than spells or artifacts are different than magic items this could work and keep amazing miraculous spells like amaze and miracle or wish or resurrection to name a few bruce magic items have always been a part of the game but with 4th it became part of a player s natural progression so that you would have to pick up items from stores or other places to keep up one of the negative things that brought up was that it eliminated some of the exploration that was so integral in earlier editions you no longer had to go questing or searching for that magic item we want to decouple magic items from character progression so they re not needed and return that exploration and excitement of finding magic items when magic items become an integral part of the progression math they lose value as a special bonus or let s be honest they lose their magic coupled with the deliberate attempt to make sure no magic item power could outshine a character power this led to the lame ification of 4e magic items those who claim inherent bonuses fix this problem i ask ye why add even more bonus bloat into the game what does it represent as it is any paragon level character worth his salt will find a way to hit on a 5 or better but that is a rant monte is focusing on the idea of taking them out of the combat arena and placing them squarely into the explorations side of the game which i hope includes some sort of elaborate scheme for identifying magic items rather than the rather lame detect magic item also identifying the item bruce right out the gate since magic item acquisition isn t part of the level progression a dm can say that you re going to have to work really hard for your magic also the thing that monte was talking about with your xp progression being modifiable you could really stretch out those levels to have a low fantasy or lower power kind of game the idea that the dm can have a high magic or low magic type of game is an essential part of bringing all gamers back into the fold and it is heartening to see this recognized i like the idea of slow progression and love the danger and swingy randomness of low level adventuring monte i want the ritual system to be expressed in some way i love the idea of magic existing in a lot of different forms in some way part of d d is those really classic magic items that we all know the flame tongue the holy avenger the wand of wonder all of that has to be in the game for it to really feel like d d to me the ritual system expressed in some way magic in many different forms and iconic magic items monte seems to be expressing a desire for a return to epic magic i agree magic should be epic weird different powerful and maybe a little scary sometimes if rituals can do it then sure let s try them out but the 4e mechanics for rituals are half baked at best much more time needs to be spent contemplating the cost access components casting time requirements and how often they can be used monte there will always be room for stat boosting items but they might play a different role maybe a hard cap on non magically augmented ability scores mortal limits can boost with magic i think there s definitely room for a things like the gauntlets of ogre power and have items that could affect stats but we re looking at having caps on what those items could raise your stats to having hard caps on stats is a great method to prevent modifier bloat an unfortunate side affect of recent editions this is great news and coupled with the idea that stats might have a smaller range of modifiers say a max of 2 or 3 instead of the 4 and higher as it is now i really have grown to hate bonuses and believe they add nothing to the game the pluses themselves are nice but they add up too fast i would like to see a game where the averages pluses are 0 to 3 regardless of level and that rarely if ever exceed 10 or so same with ac and all the numbers the developers seem to share some of this desire and have talked about flattening the modifiers and reducing the level advancement of bonuses so we will see i hope this spills into ability scores and if it is done with just the right of balance players will feel free to use untrained skills or non proficient weapons when the circumstances demand it bonus bloat blows bruce as we re looking at it right now rituals are the only thing that really have magic components we think they have a place in the world that s archetypical but rituals might be the best place for that ok i always liked the old system of spoken words hand gestures and material components for spells some spells required all or none of the three components and thus a wizard was still dangerous even when stripped bound and gagged that is a dose of simulationinsm into wizardry and i hope 5e supports it monte one of the great things we can do with a ritual system is that we can have the components for some crazy ritual to be actually a quest go find this rare component so that you can use this ritual it opens it up to be important to the story this is interesting having certain spells co...
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