The Glade 4.0

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 Post subject: Re: D&D 4e. Thoughts?
PostPosted: Thu Jul 29, 2010 6:41 pm 
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I've never played 4.0. I can't give an objective opinion of it. I don't think anything is wrong enough with 3.5 ( for high magic low tech) considering it's expansive available material.

However for MMOs killing pnp, I really don't think so. The MMO is a different experience than PnP.

I really miss me some GURPS though sometimes.

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 Post subject: Re: D&D 4e. Thoughts?
PostPosted: Thu Jul 29, 2010 11:14 pm 
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Rorinthas wrote:
I've never played 4.0. I can't give an objective opinion of it. I don't think anything is wrong enough with 3.5 ( for high magic low tech) considering it's expansive available material.

However for MMOs killing pnp, I really don't think so. The MMO is a different experience than PnP.

I really miss me some GURPS though sometimes.


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I do like GURPS though, really!

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PostPosted: Thu Jul 29, 2010 11:43 pm 
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I preferred Palladium to GURPS. D&D to Palladium and after much consideration; White Wolf was always my favorite.

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PostPosted: Fri Jul 30, 2010 10:41 am 
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Ugh, Palladium.

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 Post subject: Re:
PostPosted: Fri Jul 30, 2010 11:05 am 
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Kaffis Mark V wrote:
Ugh, Palladium.


I cut my gaming teeth on Palladium based games. At the time I had no frame of reference to see how badly the rules sucked, but I gotta go with Kaffis here. As much as Palladium had some neat settings, their ruleset absolutely blows.

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PostPosted: Fri Jul 30, 2010 11:46 am 
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Every time I see that GURPS vehicles demotivator, I think it would be easier to design vehicles in GURPS if people weren't **** retarded. Maybe I'd have a higher opinion of the guy who wrote all that **** out if I could see the rest of the triangle.

But that still doesn't address the rest of the demotivator, which is essentially, "Durr! Calculus is hard! Let's make a GURPS joke!"

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 Post subject: Re:
PostPosted: Fri Jul 30, 2010 12:17 pm 
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Corolinth wrote:
Every time I see that GURPS vehicles demotivator, I think it would be easier to design vehicles in GURPS if people weren't **** retarded. Maybe I'd have a higher opinion of the guy who wrote all that **** out if I could see the rest of the triangle.

But that still doesn't address the rest of the demotivator, which is essentially, "Durr! Calculus is hard! Let's make a GURPS joke!"


No no, you have it backwards.

Its "Durr, GURPS Vehicles is hard! Lets make a Calculus Joke!"

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PostPosted: Fri Jul 30, 2010 12:22 pm 
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Gurps is the noise I make when I re-taste my dinner.

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PostPosted: Fri Jul 30, 2010 1:45 pm 
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Lets remember this about GURPS mus... It took Mark and I 3 weeks to design my power armor. And all i wanted was for the bastard to fly and have some guns

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 Post subject: Re:
PostPosted: Fri Jul 30, 2010 6:06 pm 
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darksiege wrote:
Lets remember this about GURPS mus... It took Mark and I 3 weeks to design my power armor. And all i wanted was for the bastard to fly and have some guns


GURPS Mecha made power armor a HELL of a lot easier. Back when I was more into the rules than I am now, I could probably do a suit of powered armor in about 30 min... which is still a lot, but you get the point

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PostPosted: Sat Jul 31, 2010 7:56 am 
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I never got that in depth with the vehicles stuff. I think the newer version is better at that stuff. Or we were doing it wrong

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PostPosted: Sun Aug 01, 2010 10:13 pm 
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So, the group finished the Keep on the Shadowfell module last night. It was fun, very challenging, and interesting. We had a group of 4 characters - a Paladin, a Battle Cleric (me), a Rogue, and a Wizard. Here are my thoughts -

1) Bad Guy scaling is excellent. Having minions with 1hp makes for a pretty good adventure-movie environment, where I can cut through minions on my way to a real threat. However, nearly everyone is limited to a single attack per round, so the only one cutting a real swath was the Wizard (and sometimes me with a good Turn Undead roll). The minions can still be a serious threat. Vampire Spawn hurt.

2) Non standard healing is...odd. Everyone having their own healing surges is bizarre. In the end, there's a hell of a lot more healing to be had in 4e. I never felt like I was the heal bot. My attacks and other actions allowed other people to spend healing surges, and that meant I could do fun stuff while playing my role. In the course of the whole game we only had two people go under zero HP. However, many times it was down to the wire, which I suppose is by design.

3) Tactical sliding, pushing, and pulling critters is a very nice addition. No more stand and deliver fight mechanics. People shift about, making combat feel a little more realistic.

4) Bloodied is an interesting mechanic, but I think the condition monitor from Saga would have been a better choice.

5) A system finally got two weapon fighting mostly right, but it feels a little boring now. Ah well.

6) Wizards blow up minions real good, but loose steam on bosses. Kind of sad to see attack rolls on magic missile casts.

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 Post subject: Re:
PostPosted: Mon Aug 02, 2010 11:28 am 
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Monte wrote:
6) Wizards blow up minions real good, but loose steam on bosses. Kind of sad to see attack rolls on magic missile casts.


That's because the ruined the wizard, and that in itself is probably about 40% of why I don't like the new ruleset.

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PostPosted: Mon Aug 02, 2010 12:48 pm 
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They did that in an effort to balance classes. They made everyone special, so that no one is.

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 Post subject: Re:
PostPosted: Mon Aug 02, 2010 1:05 pm 
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darksiege wrote:
They did that in an effort to balance classes. They made everyone special, so that no one is.


Well I mean for new gamers it would be fine... the wizard just is what he is. But for people with any history in the D&D system, I can't see being happy.

"I can kill a bajillion minions, but I can't even touch the boss-man."

That doesn't sound fun to me, and it wasn't when I played it. Sure, I know it fits the "controller" role (a misnamed role if ever there was one, btw), but that doesn't change the fact that a stated aim of this rulesystem was to allow all players to contribute, and against any non-minion monsters the wizard just plain doesn't.

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PostPosted: Mon Aug 02, 2010 1:55 pm 
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wow, magic missiles aren't an automatic hit anymore? That's just... wrong.


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PostPosted: Mon Aug 02, 2010 2:16 pm 
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Yeah, but they are an at-will power, so you never run out. Basically, Wizards have unlimited pew-pew, but have to roll to hit.

Rolling to hit on every mob in an AoE seems to drag down the system, as well. I understand why they do it (so that you don't waste an entire round with a single bad roll or romperstomper with a single great one), but it bogs things down a bit.

We only played to 3rd level, and I don't know if Wizards ever get to pick up that pile of six sided dice as they scale up. I hope so. There is a great deal of fun in the first 5d6 fireball you toss.

edit - When I look at the system, I'm really happy they made everyone special. The biggest problem with 3.x is that eventually, the arcane caster inevitably became the star of the show. I think giving folks powers they can use per encounter and daily helped to mitigate that, but I'm not so sure Wizard should have been a controller class. I think it should have been a striker class.

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 Post subject: Re:
PostPosted: Mon Aug 02, 2010 3:38 pm 
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Monte wrote:
but I'm not so sure Wizard should have been a controller class. I think it should have been a striker class.


Thats what Sorcerers are :D If you want a striker wizard, play a sorcerer. I have a pretty sick sorcerer build I made for a one shot at level 13 I think. He was doin 1d10+22 lightning damage with his at wills, and he had some other effect to it, but I can't remember what it was

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PostPosted: Mon Aug 02, 2010 6:49 pm 
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What Crim said. As far as rolling to hit vs. everything in an AoE; that's mitigated by only one damage roll. Also, it's no more rolls than in the inverted (relative to 4e) 3.x system, where one spell would result in a saving throw from everything in the AoE. The only difference is that it's one guy doing all the rolling. This can be compensated for, partially, by designating targets and making a simultaneous attack roll with multiple dice, at which point, in a familiar group, it should be no more or less time consuming than the old system.

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PostPosted: Mon Aug 02, 2010 7:52 pm 
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Monte wrote:
We only played to 3rd level, and I don't know if Wizards ever get to pick up that pile of six sided dice as they scale up. I hope so. There is a great deal of fun in the first 5d6 fireball you toss.
They don't ever get to roll any more dice than every other class.

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PostPosted: Mon Aug 02, 2010 9:16 pm 
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Monte wrote:
6) Wizards blow up minions real good, but loose steam on bosses. Kind of sad to see attack rolls on magic missile casts.


Do a search for my post on proposed changes to solo monsters.

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PostPosted: Mon Aug 02, 2010 9:23 pm 
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Kaffis Mark V wrote:
What Crim said. As far as rolling to hit vs. everything in an AoE; that's mitigated by only one damage roll. Also, it's no more rolls than in the inverted (relative to 4e) 3.x system, where one spell would result in a saving throw from everything in the AoE. The only difference is that it's one guy doing all the rolling. This can be compensated for, partially, by designating targets and making a simultaneous attack roll with multiple dice, at which point, in a familiar group, it should be no more or less time consuming than the old system.


Hmm, that's a good point. I suppose it's a wash assuming a spell that allowed a save, which was basically every AoE in the game. Lots of D20s is the answer, I suppose.

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 Post subject: Re: Re:
PostPosted: Tue Aug 03, 2010 8:50 am 
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Crimsonsun wrote:
Monte wrote:
but I'm not so sure Wizard should have been a controller class. I think it should have been a striker class.


Thats what Sorcerers are :D If you want a striker wizard, play a sorcerer.



Which is pretty much an inversion from what I would consider the history of the system.

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PostPosted: Tue Aug 03, 2010 8:55 am 
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If we're talking about the history of the system, what the **** is a sorcerer?

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PostPosted: Tue Aug 03, 2010 10:01 am 
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Corolinth wrote:
If we're talking about the history of the system, what the **** is a sorcerer?


It's a 9th-level Magic-User.

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