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Posted: Wed Aug 22, 2007 7:37 am
BridgeChan: That will definitely keep beggers away. biggrin It's like she turns on the chainsaw, and then says "you want a piece of me!?" XD
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Posted: Wed Aug 22, 2007 8:06 am
Cool, cuz I have some fun ideas. Maybe I'll even right a fan fic or two...
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Posted: Wed Aug 22, 2007 9:02 am
BridgeChan  Bwahahaha X'D She looks like she's saying, "...And you want free whaaaat?" I know someone who would love that edit. How much might they be?
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Posted: Wed Aug 22, 2007 9:33 am
Bree is the new Georgian Chainsaw Massacres. 
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Posted: Wed Aug 22, 2007 10:12 am
Ooh, evelyn is teh Sith. Come, let us be teh Sith together!!! Mwa-HA-HA-HA!
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Posted: Wed Aug 22, 2007 10:18 am
But I'm still part of Organization XIII. gonk
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Posted: Wed Aug 22, 2007 11:35 am
bp56 BridgeChan  Bwahahaha X'D She looks like she's saying, "...And you want free whaaaat?" I know someone who would love that edit. How much might they be? Not much at all since it's just an add on :3 200g to get the chainsaw and the respose body, extra 50g for the expression? We'd have to frankenstein any clothing though...Hmm *Ponders making it an Ella from the Mugen fan game cosplay edit*
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Posted: Wed Aug 22, 2007 12:22 pm
Okay it reminded me of my friends RE game controller.
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Posted: Wed Aug 22, 2007 12:45 pm
Lady Evelyn Nyht But I'm still part of Organization XIII. gonk Oooh, can I join? Together, we can rule the Nobodies! *diggs around for hooded sweater*......must still be at the dry cleaners.... sweatdrop
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Posted: Wed Aug 22, 2007 1:04 pm
*pokes Terra's chest* You have a heart though. It must be a very good one. Can I have it?
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Posted: Wed Aug 22, 2007 2:39 pm
Alex, Eve, Bridgey, Peter & Anyone else who plays D&D: http://www.youtube.com/watch?v=_aLXuMb6WWw
More D&D info:Quote: On the dragon’s turn, the first thing it does is burst out in an inferno of flame, searing every PC within 25 feet—a free action. Then, with a standard action, it slashes out at the fighter and the cleric with its two front claws (even though they’re both 20 feet away). As another free action, it uses its tail to slap the rogue, who was trying to sneak up behind it, and pushes her back 10 feet. It’s getting angry at the wizard, so it uses a special ability to take another standard action: it spits a ball of fire at the wizard, setting him on fire. It has a move action left, which it uses to fly into a better position for its breath weapon. That ends the dragon’s turn. It’s the fighter’s turn. He charges the dragon and manages to land a solid blow, dropping the dragon down below half its hit points. Oh—that gives the dragon the opportunity use its breath weapon as an immediate action. A huge cone of fire bursts from the dragon’s mouth, engulfing all four PCs. But at least the dragon is below 500 hit points! Now the rogue moves around to flank with the fighter. Ordinarily, that would let the dragon use its tail slap again as an immediate action, but the dragon has used its immediate action already. That’s lucky for the rogue, who actually gets to make an attack this round! Unfortunately, she fails to hit the dragon’s AC of 49. The wizard fails to put out the fire, so he takes more damage. Worse yet, the dragon’s breath scoured away the wizard’s fire resistance, so he takes the full amount. He blasts the dragon with a ray of freezing cold, but this isn’t 3rd Edition. The dragon takes normal damage, but it’s not enough to slow it down. Finally, the cleric is up. Calling on the power of her god, she swings her halberd at the dragon—a critical hit! The damage isn’t bad, but even better, the wizard gets a nice surge of healing power. (Interesting tidbit there, the cleric attacks with a weapon, and the wizard gets healed)
He’s going to need it—it’s the dragon’s turn again.
Edit: A few clarifications:
1. This example combat with the dragon does not start on round 1. 2. Fighters cannot deal 500 hit points of damage with one attack. The dragon had already sucked down lots of damage on prior rounds. 3. The dragon is doing a lot of things on that round that he can't do every round.
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Posted: Wed Aug 22, 2007 2:44 pm
BridgeChan bp56 BridgeChan  Bwahahaha X'D She looks like she's saying, "...And you want free whaaaat?" I know someone who would love that edit. How much might they be? Not much at all since it's just an add on :3 200g to get the chainsaw and the respose body, extra 50g for the expression? We'd have to frankenstein any clothing though...Hmm *Ponders making it an Ella from the Mugen fan game cosplay edit* Now THAT is a woman after my own heart. Just not sure whether she'd fricassee it or just have it raw... It's a fantastic work.
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Posted: Wed Aug 22, 2007 2:58 pm
More 4th Edition Info that's been leaked: I made it size 1 'caue there's so much of it. sweatdrop Quote: Races will grant abilities at levels other than first - most of the abilities will be gained in the first 10 levels, but there will be some gained at higher levels.
"In the final version of 4th Edition, most of your racial traits come into play right out of the gate at 1st level—dwarven resilience, elven evasion, a half-elf’s inspiring presence, and so on. As you go up levels, you can take racial feats to make those abilities even more exciting and gain new capabilities tied to your race. You can also take race-specific powers built into your class, which accomplish a lot of what racial substitution levels used to do: a dwarf fighter with the friend of earth power can do something that other 10th-level fighters just can’t do."
When I play my 4E rogue, I feel like I'm playing what I call "3rd Edition ++" to steal a computer programming colloquialism. My rogue still sneaks around, leaps from the shadows, stabs a bad guy, and retreats just like in 3rd Edition. But my 4E rogue does all that, then leaps over the heads of a line of enemies, waits for an opening when an opponent attacks him and then counterattacks immediately, and twists the knife to create a huge gash in the enemy. I'm still finding traps, unlocking doors, ambushing bad guys, leaping from rooftops, and all of those things, but as I do so I'm far less distracted by the rules than I am under 3E.
Going back to some 4E specifics, one of the the things I have enjoyed about 4E is that it's very much a "yes you can" game. It lets people do fun and exciting things, and it lets them do them without much complication. My character is Thicket, a brawny-dextrous rogue that's not too up on social graces and has some friends in low places (I can't believe I just quoted that song). At one point out to tougher fighter-types and gone down and I was the #1 target for the monsters. While the other players whittled the enemies down, I was leading them around in a chase across the battlefield, running up walls and flipping over bad guys to keep them from laying down the inevitable smack. I'd built the character to be kind of a mobile combatant and it worked to my advantage. Thanks to one of my magic items I would occasionally dash across the battlefield when an enemy got too close, and we barely made it out alive. It was very exciting, and I essentially played the defensive role in the party once the fighter-types were down, just in an unusual way.
When someone came up to me to talk about D&D 4th Edition, I was allowed to share this secret with them: Wizards will be able to cast 25th-level spells. Yeah, that's all the info we have on that atm
See, in 3e there's a basic assumption that an encounter between four 5th-level PCs and one CR 5 monster should drain away about 25% of the party's resources, which primarily translates into spells (and primarily the cleric's spells, which determine everyone else's total hit points). What that actually means is that you get up the morning, then have three encounters in a row that don't reallly challenge you. It's the fourth one that tests your skill—that's where you figure out whether you've spent too much, or if you still have enough resources left to finish off that last encounter. Then you're done. So basically, three boring encounters before you get to one that's really life or death.
It kind of makes sense, mathematically. The problem is, it's not fun. So what lots of people actually do, in my experience, is get up in the morning and have a fun encounter: there are multiple monsters that are close to the PCs' level, so the total encounter level is higher than their level. There's interesting terrain and dynamic movement. Sometimes there are waves of monsters, one after another. Whew! It's a knock-down, drag-out fight that could really go either way. And it's fun!
So you get up at 8:00 AM, you have that fun encounter, and you rest "for the night" at 8:15 AM. Repeat as needed. (James Wyatt explaining the rationale behind moving away from Vancian spell-slot magic to at-will and per-encounter abilities)
The reason there's a "sweet spot" in the current game is that it's the approximate range of levels where, purely by coincidence, the math of the system actually works. In those levels, PCs don't drop after one hit, and they don't take a dozen hits to wear down. In those levels, characters miss monsters occasionally, but less than half the time, and monsters miss characters only slightly more often It's pure chance, really, but it means the game is fun. Outside of those levels, the math doesn't work that way, and the game stops being fun.
In Fourth Edition, we've totally revamped the math behind the system, and that's a big part of the way that we've extended the sweet spot across the whole level range. When PCs fight monsters of their level, they'll find that the math of the system is more or less the same at level 30 as it is at level 1. There will always be variation with different PCs and different monsters, but that variation won't be so great that monsters are either too deadly or too weak.
Of course, there's more to the sweet spot problem than just the math. The proliferation of save-or-die effects and adventure-breaking effects like etherealness and scrying also makes high-level adventuring more difficult to pull off, and we've addressed those issues as well.
Fundamentally, this has meant we've had to abandon some things that might have seemed like sacred cows—fireball spells don't do 1d6/level any more, for example—but it's all in the interest of a far superior play experience.
Multiclassing: So the improvement we're seeking from the multiclass system is something that solves some specific math problems (the caster level thing) and some specific career-path problems (letting you feel like a blend of classes from the get-go). And creating hybrid characters involves a careful balancing act. Multiclass characters can't be optimal at a focused task (because that horns in the turf for the single-class character) and they can't be weaksauce (because then you've sold the multiclass character a false bill of goods and he doesn't actually get to use the breadth of his abilities). There's a middle ground between "optimal" and "weaksauce" that I'll call "viable." But it's not exactly a wide spot of ground.
The 3e designers (myself included) took lots of shots at it; the bard, the mystic theurge, and the eldritch knight are all somewhere on the optimal-viable-weaksauce continuum. I would love it if the character creator would have the option of printing full rules sources for the character's abilities, spells, feats, etc. Not just a page and book abbreviation, but the full text of that ability/feat/spell/etc. That makes it so I could bring my character to a sit down game, and the DM wouldnt need to have all the books, and I wouldnt need to bring 8 books with me because I cherry picked from them.[…]
This is in fact a feature that we have already created for R&D play tests from the databases holding 4th Edition information. The playtesters at WOTC can record their playtest characters and only print the relevant information based on their choices. It is too early today for me to promise that such feature will also make it to the character sheet application, but it will be seriously considered.
Social encounters. For those who don't just want to RP such things without some mechanical impact, the game has rules for non-combat encounters. The example given was social interaction. Unlike 3E, where negotiation amounts to a single Diplomacy check, it's treated almost like a combat in 4E. I make a skill check, but I also tell the DM what/how I'm doing. The opponent responds with behavior (and a check) of his own. I counter with a new check, and new words. And so forth. Level division: 1-10 Heroic- foes are orcs and ogres, some giants, small dragons. Adventures tend to be local 11-20 Paragon- on par with the current low to mid teens right now. Bigger threats are faced that might threaten a kingdom 21-30 Epic- World or Planar threats. The goal is to have the levels play in a similar manner- they don't want a 25th character overwhelmed with 80 abilities. The main differences should be in the story, not how they play.
There will be a new encounter design, with more monsters in a typical encounter. The monsters will have their own roles and their own abilities- the orc will have orc abilities, not fighter or barbarian abilites; Mearls offered up an acid spitting orc shaman as an example that was heartily embraced by the rest of the team. he skill system would be truncated; if you want to be a tailor, write tailor on your sheet because they're tossing profession: tailor. The focus will be on active skills. Some skills are getting combined. Who buy Hide without Move Silent? Almost no one, so they're getting combined.
Will magic item creation use XP? No. Hell No! XP are not a resource. This is not 4.0, this is 4th Edition; they do not want a 4.5. Errata will be downloaded into the virtual copies of the book.
They want to make active cool things for races, so that a dwarf fighter is really different from an elf fighter, and more than the dwarf getting +1 to damage vs goblins. Mike spoke about his dwarf fighter, who took a beating and kept going, because he's a Dwarf fighter.
There are four "roles".
* Defender: fighter & paladin classes * Leader: cleric & warlord classes * Controller: wizard class * Striker: rogue & ranger classes Fighter, Cleric, Rogue and Wizard definitely stay (multiple mentions and examples). Also mentioned Barbarian, Paladin and Ranger. Mentioned that wizard and sorcerer won't merge. Sorcerer will be different from wizards in more ways than just resource management. Mentioned that paladins can be of other alingments other than lawful good Mentioned a warlord class Druid mentioned in D&D's seminar's summary
"A skilled halberdier can hack a foe with his weapon’s blade and spin around to smash a second foe with the haft. A fighter with a longsword disarms her foe with a flick of her wrist, while a battle hungry axeman cleaves through shields, armor, and bone." "Rogues have a similar relationship with skills. A nimble rogue dives through the air to tumble past an ogre, while a charismatic one tricks an an enemy into looking away just before she delivers a killing blow with her dagger. Just as fighters do more with weapons than any other character, rogues push skills beyond the limits that constrain other PCs."
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Posted: Wed Aug 22, 2007 3:03 pm
Jenannen Alex, Eve, Bridgey, Peter & Anyone else who plays D&D: http://www.youtube.com/watch?v=_aLXuMb6WWw
More D&D info:Quote: On the dragon’s turn, the first thing it does is burst out in an inferno of flame, searing every PC within 25 feet—a free action. Then, with a standard action, it slashes out at the fighter and the cleric with its two front claws (even though they’re both 20 feet away). As another free action, it uses its tail to slap the rogue, who was trying to sneak up behind it, and pushes her back 10 feet. It’s getting angry at the wizard, so it uses a special ability to take another standard action: it spits a ball of fire at the wizard, setting him on fire. It has a move action left, which it uses to fly into a better position for its breath weapon. That ends the dragon’s turn. It’s the fighter’s turn. He charges the dragon and manages to land a solid blow, dropping the dragon down below half its hit points. Oh—that gives the dragon the opportunity use its breath weapon as an immediate action. A huge cone of fire bursts from the dragon’s mouth, engulfing all four PCs. But at least the dragon is below 500 hit points! (BTW, that implies that high level fighter just charged for about 500 hps!) Now the rogue moves around to flank with the fighter. Ordinarily, that would let the dragon use its tail slap again as an immediate action, but the dragon has used its immediate action already. That’s lucky for the rogue, who actually gets to make an attack this round! Unfortunately, she fails to hit the dragon’s AC of 49. The wizard fails to put out the fire, so he takes more damage. Worse yet, the dragon’s breath scoured away the wizard’s fire resistance, so he takes the full amount. He blasts the dragon with a ray of freezing cold, but this isn’t 3rd Edition. The dragon takes normal damage, but it’s not enough to slow it down. Finally, the cleric is up. Calling on the power of her god, she swings her halberd at the dragon—a critical hit! The damage isn’t bad, but even better, the wizard gets a nice surge of healing power. (Interesting tidbit there, the cleric attacks with a weapon, and the wizard gets healed)
He’s going to need it—it’s the dragon’s turn again. Doood, thats awesome Jen. But honestly, I'm still miffed at them springing a new edition on us when it's only been about 8 years old, if that :'
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Posted: Wed Aug 22, 2007 3:48 pm
Bah, it's easy enough to get used to a new edition. X'D
This just means that all of us here who've been wanting to play together can finally do so!
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