Search found 358 matches
- Wed Jul 27, 2011 3:20 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Cleric Spells and "Class Die"
- Replies: 12
- Views: 38082
Re: Cleric Spells and "Class Die"
I'm not a huge fan of that use of the class die, as it would make clerics unreliable. I like them to be more reliable while less powerful than wizards. Clerics have taken "the right approach" towards supernatural patrons/deities, which is respect, fear and adoration. Clerics wouldn't "...
- Wed Jul 27, 2011 2:54 am
- Forum: Playtest Feedback: Other
- Topic: Poisons & Diseases
- Replies: 26
- Views: 61479
Re: Poisons & Diseases
*shrug* I had a need to do something and shared my thoughts the fact a few have tossed the idea back ad forth shows it will be needed by most I suspect. I just fear it leading to full page trap/poison statblocks as seen in 3e/4e. Diseases are little minigames in 4e. It makes sense for 4e, but it is...
- Wed Jul 27, 2011 2:53 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: "Limiting" Corruption
- Replies: 133
- Views: 302326
Re: "Limiting" Corruption
Use of Class die to retain spells (if result is Spell Level+2) = +d30 wonderful Using d9,d11,d13 as class dice = +d24 very useful to keep probabilities in line with those from level 1 to 5 Different Class die mechanic for Clerics* = +d20 as long as it's not difference just for the sake of it, i'd li...
- Wed Jul 27, 2011 2:18 am
- Forum: Everything Else
- Topic: Game vs. Story
- Replies: 20
- Views: 31726
Re: Game vs. Story
There is a desire to have the experience be positive no matter what table you sit and and who runs the game. ... So, there becomes a movement to promote some consistency . This requires rulings on common issues. These rulings eventually become rules. The cycle repeats. The rules get big. Consistenc...
- Wed Jul 27, 2011 1:37 am
- Forum: Playtest Feedback: Characters
- Topic: Luck Kind of Sucks
- Replies: 105
- Views: 241341
Re: Luck Kind of Sucks
shields shall be splintered is such a neat idea! It gives the low level characters a chance to survive a death blow, and is very cinematographic :) if people forget about that - the DM can just remember them, until they get the hang of it. By the way, some time ago i had proposed a variation on the ...
- Tue Jul 26, 2011 11:36 am
- Forum: Playtest Feedback: Characters
- Topic: Luck Kind of Sucks
- Replies: 105
- Views: 241341
Re: Luck Kind of Sucks
It would be nice to have a common ground upon which the community can grow. Such that we can discuss whether or not we use "Shields Shall Be Splintered" or "d10 Untrained" or "3d6 Stat Boost Roll" instead of compiling reams and reams of "I think that'll work"...
- Tue Jul 26, 2011 11:32 am
- Forum: Playtest Feedback: Other
- Topic: Poisons & Diseases
- Replies: 26
- Views: 61479
Re: Poisons & Diseases
if the description is kept that short, it's fine with me! I just don't want lengthy poison chapters in the rulebook.
- Tue Jul 26, 2011 1:20 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: "Limiting" Corruption
- Replies: 133
- Views: 302326
Re: "Limiting" Corruption
I think I created a monster with those class dice. You guys really seem to like them. :) I'm not a huge fan of class dice for all classes, but i admit they could work wonderfully for retaining spell loss. Something similar could be added to the cleric spellcasting mechanic: we've already seen there...
- Tue Jul 26, 2011 12:48 am
- Forum: Playtest Feedback: Characters
- Topic: Luck Kind of Sucks
- Replies: 105
- Views: 241341
Re: Luck Kind of Sucks
It's more about "rubbish" vs "awesomeness"fjw70 wrote:I do play that too but the 4e/DCC decision is a lot more complex than combat heavy or light.Hamakto wrote:If you want to be combat/melee heavy at first level, then you should be playing 4e.
- Mon Jul 25, 2011 2:17 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Spell Loss
- Replies: 4
- Views: 19709
Re: Spell Loss
Does it seem to anyone else that the Lost/Failure on the spell charts are a bit to severe? Get the spell off or loss it. How about; The spell is lost on a roll of 1 to 9, but on 10 or 11 it just fizzles and the caster still keeps the spell. What do you think? Stonebreaker Then you would likely need...
- Sun Jul 24, 2011 1:52 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: "Limiting" Corruption
- Replies: 133
- Views: 302326
Re: "Limiting" Corruption
Thematically this is kinda weird. Give the 1st level spell a chance to not be lost as well (on an 11, I guess). How does it make sense that more powerful spells stick around MORE than simpler spells? They won't stay around more... they will stay around with the exact same probabilities... A 3rd lev...
- Sat Jul 23, 2011 3:29 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Higher Level Spells for BETA
- Replies: 106
- Views: 236409
Re: Higher Level Spells for BETA
I like Jmucchiello's solution, but since i don't wanna mess with my players' spell sheets, i will just playtest the following: The Cleric has some free "uses", equal to his level + PER modifier. He can spend these daily uses for Lay-on-hands or turning Unholy ona 1-to-1 basis, or he can sp...
- Fri Jul 22, 2011 1:15 pm
- Forum: Playtest Feedback: Spells and Magic
- Topic: Higher Level Spells for BETA
- Replies: 106
- Views: 236409
Re: Higher Level Spells for BETA
then why not just say " A cleric can use divine powers (spells, lay-on-hands, turn unholy) a number of times per day equal to (Caster Level) x2 + PER modifier ... Probably not random enough. It creates no 'gamble' of "will this or won't this work...?", which is inherent now. Well, yo...
- Fri Jul 22, 2011 8:02 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Higher Level Spells for BETA
- Replies: 106
- Views: 236409
Re: Higher Level Spells for BETA
then why not just say " A cleric can use divine powers (spells, lay-on-hands, turn unholy) a number of times per day equal to (Caster Level) x2 + PER modifier Spells of level higher than 1 count as a number of uses equal to their level. A 5th level cleric with 13 PER would have 11 uses, which c...
- Thu Jul 21, 2011 3:53 pm
- Forum: Playtest Feedback: Spells and Magic
- Topic: Higher Level Spells for BETA
- Replies: 106
- Views: 236409
Re: Higher Level Spells for BETA
What about splittin those penalties so that they affect only some rolls: Everytime a cleric uses a spell, he suffers a cumulative -1 penalty to all spells of the same level or higher that he casts today.* Everytime a cleric uses a Lay-on-hands, he suffers a cumulative -1 penalty to all his future La...
- Thu Jul 21, 2011 3:37 pm
- Forum: Playtest Feedback: Characters
- Topic: Alternate physical levels
- Replies: 27
- Views: 62883
Re: Alternate physical levels
i will just leave some unique potions and stuff, not more than one per adventure, that gives a permanent +1 to one ability
- Thu Jul 21, 2011 3:33 pm
- Forum: Playtest Feedback: Characters
- Topic: Luck Kind of Sucks
- Replies: 105
- Views: 241341
Re: Luck Kind of Sucks
I prefer systems that allow the player to decide the play style. If a player wants to be creative and avoid combat then a few extra hp won't stop him. However if a player wants to talk with his sword first (basically roll dice and kill things) then I would like him to have a decent chance of succes...
- Thu Jul 21, 2011 10:14 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Higher Level Spells for BETA
- Replies: 106
- Views: 236409
Re: Higher Level Spells for BETA
Excellent, thanks! It confirms the power curve that i had understood for cleric spells.. And that they are less powerful than wizard spells ... That's an understatement. If it was a wizard spell a 34+ would have also cleaned the nearest metropolis of diseases and killed all snakes in a 1000 mile ra...
- Thu Jul 21, 2011 1:21 am
- Forum: Playtest Feedback: Spells and Magic
- Topic: Higher Level Spells for BETA
- Replies: 106
- Views: 236409
Re: Higher Level Spells for BETA
Any chance of a Cleric spell Marv ? :oops: Forgot to go back to this. How about "Neutralize Poison or Disease", which is level 2. 1-13 Failure. 14-15 By touching an ally, you retard the subsequent effects of one poison or disease that is affecting them, and remove the remaining dosage or ...
- Wed Jul 20, 2011 2:56 pm
- Forum: Playtest Feedback: Characters
- Topic: Alternate physical levels
- Replies: 27
- Views: 62883
Re: Alternate physical levels
I prefer the 3d6. It's bell curve would prevent rampant stat increases, would serve better to recover damaged stats and limit stat increases beyond 18. Oh that's cool for me too :) I just wrote probabilities for 1d20 because they're easier :) The proposed d20 system would do poorly in those areas, ...
- Wed Jul 20, 2011 8:41 am
- Forum: Playtest Feedback: Characters
- Topic: Alternate physical levels
- Replies: 27
- Views: 62883
Re: Alternate physical levels
I honestly don't remember if it was 3d6 or 1d20. It just moves the odds for increasing high stats, so it depends on how "nice" or "strict" a judge you want to be. What's important is that the "rotation" of abilities until you get a +1, is something to make sure that eve...
- Wed Jul 20, 2011 8:18 am
- Forum: DCC RPG General
- Topic: BETA: What has been learned?
- Replies: 73
- Views: 115975
Re: BETA: What has been learned?
Hmmm, well I'd have to disagree that there is anything such as luck in the real world. It's all just probability. maybe i wasn't clear in my post, but i said that in the second paragraph. What i meant is that luck is just the way that we perceive probability . However, since we are playing a game a...
- Wed Jul 20, 2011 5:42 am
- Forum: DCC RPG General
- Topic: BETA: What has been learned?
- Replies: 73
- Views: 115975
Re: BETA: What has been learned?
Maybe instead of a natural 1 the rule could be that a natural 20 gives one either a critical hit or allows the character to regain a lost luck point. The idea of benefiting from a fumble just seems kind of creepy. :wink: +d6 I was also instinctively thinking that regaining Luck should follow a demo...
- Wed Jul 20, 2011 12:37 am
- Forum: DCC RPG General
- Topic: Magic Items
- Replies: 7
- Views: 11478
Re: Magic Items
It all depends on how you think magic items. In my campaign, the PCs went through the 0 level dungeon, and are now almost at the end of their first level adventure. They had 2 healing potions (!) that heal 1d6+1 (they don't know how much yet)...... and they're gonna have a weapon enchanted at the en...
- Wed Jul 20, 2011 12:29 am
- Forum: Playtest Feedback: Characters
- Topic: Alternate physical levels
- Replies: 27
- Views: 62883
Re: Alternate physical levels
the best solution i've read so far was: every other level, the character tries to roll 1d20 over the stat he wants to increase. If he succeeds, he gains +1 on that stat. If he fails, he does the same with another stat. If he fails again, he can try another stat. Until all stats have been tried. He t...