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| bishopkoko | Loving 4th edition | 1 | Oct 24 2008, 6:47 PM EDT by rauthik | ||||
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Thread started: Oct 23 2008, 6:02 PM EDT
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I have fallen head over heels in love with 4th edition. I hope you and your gaming crews are having the same amount of fun that our crew is having. The shock value with what each monster or creature subgroup can do has been amazing. I highly recommend to DMs the Young Black Dragon, Goblin Hexer & Chokers to anyone looking for fun low-level monsters that will create moments that everyone will remember. I have had animated statues recommended to me and I cannot wait to use them. I can list more monsters for everyone but that just becomes an un-fun laundry list. What are some things you have seen, in terms of monsters/traps/hazards, that have created those wonderful moments for your PCs?
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| engrishteacher | Hola | 1 | Jul 3 2008, 5:52 AM EDT by rauthik | ||||
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Thread started: Jul 3 2008, 2:26 AM EDT
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Loving the resources I've found here. Great communities always make hobbies even better. I've been part of a new 4e campaign for 2 sessions and have been eager to find new tools to throw at the game. Maybe I'll figure out something nifty to post. Here's wishful thinking.
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| xmanowarx | boo ya | 1 | Jul 1 2008, 8:11 AM EDT by rauthik | ||||
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Thread started: Jul 1 2008, 12:04 AM EDT
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auronn actually blew the hexer's head off with a critical eldritch blast magnified by a curse (while blind). marinn was busy taking down the last goblin warrior.
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| rauthik | Thousand Mountains Suggestions | 2 | Jul 1 2008, 8:07 AM EDT by rauthik | ||||
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Thread started: Jun 19 2008, 10:16 AM EDT
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Hello All,
I'm setting up this thread to be a suggestion box/sounding board for the 'Thousand Mountains' campaign project. Basically, this is the homebrew world/region/whatever that I'm going to be running my 4e games in (start playing this weekend. FINALLY!). So, check out what gets posted and feel free to use whatever in your own campaigns and games. If you have ideas of stuff to be added, then simply post it here in the thread or add it to the page itself -- Just make sure you mark it with a bold 'SUGGESTED CONTENT' and 'END OF SUGGESTED CONTENT' so that there is no confusion. My players will be checking and posting things as well. Can't give them too much in the way of heads up on the horrible fates that are waiting them. Also, there is an Adventure Seeds page set up. Feel free to post on that one as you like since it really is pretty much just a story hooks idea page for anyone to use and the more ideas that get posted there will only help everyone who read them. So, I'll shut up now and let you read (and hopefully enjoy) --Rauthik
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| Xagyg | Project Purpose | 7 | Jun 25 2008, 12:08 PM EDT by bishopkoko | ||||
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Thread started: Jun 19 2008, 10:36 AM EDT
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One distinction I'm trying to make in my work on this project is to avoid overlapping it with house rules. I'm working on a system conversion, rather than a house rules type thing. For example, when I post my skills conversion, it's without thought to fixing things like the Diplomacy problem. That's a house rule, not a system thing...yet.
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| bishopkoko | Hello | 1 | Jun 23 2008, 11:10 PM EDT by rauthik | ||||
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Thread started: Jun 23 2008, 2:42 PM EDT
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Just wanted to introduce myself. I met someone on Saturday who recommended coming here. Well, I am here. I live in Port Washington, NY and my new 4th Edition campaign starts Thursday.
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| Xagyg | Design Notes for Skill conversion | 3 | Jun 23 2008, 12:52 AM EDT by Xagyg | ||||
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Thread started: Jun 22 2008, 7:22 PM EDT
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I've been asked to give some Design Notes for my conversions, so here goes.
Skills The first thing I mention in the text is simplification. The sheer number of skills present in 3.x means that it's not possible to cover them all with an average party, or really to even cover a broad enough range to be able to meet all the challenges an adventure might throw at them. I'm not saying a party should necessarily be good at everything, but adventure writers used skills that only 1 party in 5 might have access to, like Knowledge (the planes). The problem is that most classes didn't get a lot of skill points, and they generally had to spend them on "class-mandatory" skills or risk falling behind the DC-curve adventures took into account. After all, why have 4-6 ranks in a skill when you're trying to hit DC 30? Rogues were even worse even though they had more skill points than everyone else, because they were *expected* to be the Open Lock/Disable Device/Spot/Listen/Hide/Move Silently/Appraise/etc. etc. experts. Skill System as a Group Resource Lots of people have house-ruled things like Notice (Listen, Spot) and Stealth (Hide, Move Silently), but that didn't go far enough in my opinion. The D&D skill system is not attempting to model the real world, it needs to model fantasy adventuring, research/knowledge, and NPC interactions. A D&D party should have a reasonable chance to be skilled at almost anything involved in one of those three pursuits. Sure, some parties will be too heavy in some areas and light in others, but a skill system needs to provide enough flexibility that the party has a chance to do the highest amount of cool things possible in each adventure. Therefore, even though skills are selected individually and help define a character, the system should actually be worried about the entire group's efficacy rather than a single character. More in the next post...
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| skadie | Howdy | 7 | Jun 21 2008, 8:46 AM EDT by Propagandroid | ||||
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Thread started: Jun 19 2008, 8:02 AM EDT
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It's skade (kane) from CM, I had an account and I thought I would come check out what you are doing here.
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