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AikiGhost

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  1. Are we doomed to WOTC mediocrity for the forseeable future?;-(

    I don't understand this "we" business. If you have a group willing to play BRP with you how does the success of D&D affect you at all?

    In my entire life I've had 5 rpg groups only one of which (the shortest lived) was a mainly D&D group. My policy is only to play with multi systems groups nowadays so D&Ds market domination doesn't really affect me.

  2. Its interesting that the consensus on here seems to be that D&D 4th ed is moving in the wrong direction for a RPG.

    To me it looks like the rules are becoming more streamlined and open and the base assumptions of the system are moving away from "Vance & Tolkien through the lens of war gaming", this is a good thing IMHO.

    D&D 4th is still too gamist for me though, I prefer my gaming more immersionist hence my love of simple systems that don't encourage "Pawn stance".

  3. I know that this isn't a D&D forum and that many BRP players historically have issues with D&D (I know I did) but some of the things being done with D&D 4th edition look mechanically very interesting and so I thought Id post a thread about them. Speciafially things like "Healing Surges" and per encounter and per day effects and spells. Also the rationalisation of spell lengths to a tiered system of Instant, Encounter length, Scene Length, Adventure Length, etc

    From a D&D 4th ed blog, facts & rumors

    Dungeons and Dragons 4th Edition » Facts / Rumors

    Character Changes

    * Characters will go to 30 levels in the PHB rather than 20.

    These 30 levels are organized into three tiers. 1-10 is called the “Heroic” tier, which is similar to 3e at low to mid levels. 11-20 is called the “Paragon” tier, where characters become more powerful and can begin to take on greater threats (small dragons, etc.) - it’s similar to low to mid teens in 3e. 21-30 is the “Epic” tier, where characters now tackle issues of planary and cosmic importance. One thing WotC mentioned was that the game will play similarly at all tiers, it’s just that the scope of the stories will change.

    * The only difference in the classes are their ’special ability’ talent trees. Essentially, every other level you get a new ‘talent’, many of which have prerequisites of other talents. So if you want the ability to reroll an attack roll once per day (a rogue ability) you might need the talent to reroll a skill check once per day. Sneak Attack is a talent, so if you want full Sneak Attack, you have to give up all these special abilities.

    * Fighters will play differently based on their primary weapon choice. Examples include swords being allowed to make multiple attacks at lower levels (3rd at highest), hammers being more effective based on Con score, and spears being able to “go past AC” (probably ignoring certain types of AC bonuses).

    * Vancian magic system (Spell slots of the current system) will be dramatically changed. A wizard who casts all his spells will only be at 80% power. A wizard will never completely run out of spells. They can run out of their “mordenkainen’s sword, however”. Most spells will will be divided into are to be sorted into at will, per encounter and per day.

    * As people have said, the importance of magic items will be reduced. While they’ll still be nice to have, WotC says that what makes a 28th level fighter cool will be the fact that he’s a 28th level fighter.

    * Character Building: Less feat trees, easier for characters to swap out abilities much easier and try different things out. Each level from 1 – 30 each character will have interesting character development options to choose.

    * Personalizing and specializing your character is amped up, it’s one of the most powerful things about 4th edition. If you’re a barbarian, you’re not a frenzied berserker. If you’re a barbarian, you’re a barbarian for your entire career. The frenzied berserker and bear warrior will be at the very end.

    * Even at 1st level, a fighter who uses an axe has a different power selection than a fighter who relies on a flail or a rapier or a pick. In the long run, fighters can diversify and master powers related to a few different weapons, but most will opt to focus on the weapon that suits their personal style, helps their interactions with the rest of the PCs in the group, and carries all the magical oomph they’ve managed to acquire.

    Game Play Changes

    * The SRD/OGL (Open Game Licence for third party products) will still exist.

    * There will be no d20 System Trademark License for 4th edition.

    * Encounters are going to be wholly redesigned

    * Level advancement - for both PCs and monsters - will be a little more “linear,” meaning DMs should be able to throw a wider array of critters up against the PCs.

    * Assumed world that will be “points of light in a dark world.”

    * There has been talk of a “Critical to the back” doing large amounts of damage. (Possibly the double roll shown above?)

    * Ancient dragons will have possibly over 1000hp and AC’s near 50.

    * Elemental Dragons have, elemental resistances which act like stoneskin. Elemental Resistance has a maximum amounts of damage able to be taken before it goes down. Elemental Dragons don’t take extra damage from opposite elements (or another dragon ability)

    * There will be a 2 year leap in the story time line.

    * There will be roughly 10 encounters per level. This is slightly more then 3.5.

    * Traps will go up to level 30.

    * Attacks of opportunity will be much rarer. An example of a fighter charging a dragon and there were no attacks of opportunity was mentioned.

    * Changes to reach: Some monsters may not be able to make attacks of opportunity with a bite attack past a certain range. (A monster with a 15 ft reach with it’s limbs may only have a 5 ft range with it’s bite attack)

    * An example of fighting a Dragon: 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.

    * XP is staying, and it will be much easier for a DM to build an encounter. For example, a DM can build a level 8 encounter totaling 8000xp just by adding up a group of monsters. Monsters have a level, just like characters. “A group vs. a “group” of 5th level is about the same as an EL5 encounter today.

    * XP will not be required to make magic items. There was a vague statement that you won’t have to burn a feat to make magic items and that magic item creation has been loosened.

    * I think a bit of Iron Heroes has bled into the game. Not things like Tokens and what not, but the idea of islands of civilization surrounded by a sea of lawlessness and savagery will be big in the “assumed” setting. “Points of light in a dark world,” as JohnC said. There will be no great and powerful kingdoms of goodness and justice to bail civilization out. The average Joe doesn’t stray far from the path, venture out onto the moors, are walk through the fog - there are Bad Things out there.

    * The encounter is going to be the basic unit of play and encounter design will receive some sizeable revamping. One thing WotC is looking at having DMs decide how much total xp an encounter should and then “buying” monsters with that xp. In addition, there will be several types encounter, including chases and social encounters. There are going to be some actual mechanics to back these up.

    * Skill system will be revamped to get rid of junk skills such as rope use. Skills like Hide/Move Silent will be brought together. It will rarely be a check and done. The new system will have, make a check, and they react to it then a response. Concentration will be eliminated (because it’s a skill sink)

    * Bullrush is confirmed.

    * Flanking is confirmed.

    * Trip attack is confirmed.

    * Grapple has been simplified.

    * Full attack has been removed.

    * Death and Dying: At 0 hit points, you are unconscious. You die if you reach negative Hit Points equal to your Bloodied value (half your hit points). At the end of your turn, if you haven’t been stabilized, roll a d20:

    -9: You get worse. If you get this result 3 times before being stabilized, you die.

    10-19: No change.

    20: You stabilize.

    * You can cause falling damage to an opponent by landing on him.

    * Combat is still using squares.

    * “Boosted healing” has been mentioned.

    * Wisdom helps with power selection.

    * For massive damage you will have to make a Fort save or suffer penalties for the rest of the day, but you will not die from massive damage unless it drops you to -10.

    * Reflex, Fort, and Will saves will still be calculated as d20 + 1/2 level + stat bonus. (Possibly also the same for BaB and Defense)

    * Every 10th level character will have a +5 bonus to AC, to hit, and all three saves. Class abilities, feats and ability scores will influence these as well.

    * Every character at first level will have a bonus traits (fighters getting +2 to fort save for example)

    * Saves have been replaced by defense and have almost totally revamped so that everyone’s saves will be within 2 points of each other (your class save bonus only applies once, and you get the best of all classes that you multiclass in, and then progresses the same for everyone). Likewise, everyone gets a bonus to damage equal to half their class level.

    * Aggro will be core. (A creature will want to attack someone more then others)

    * Trapped doors are in. (Although may be scarce)

    * “Critical failures for skills” was used in playtesting terminology.

    * The game will be designed to encourage more movement from one place to another. More powers will reward movement and short ranged teleportation/flight or powers that involuntarily move enemies.

    * Ability damage is removed.

    * Critical Hits have changed significantly. Confirming a critical hit has been removed and when someone makes a critical hit, all the dice are maximized instead of doubled. A critical hit of 3d6+5 damage in 3.5 is (3d6+5)x2 in 4th edition it will be a flat 23. This allows players to write down their critical hit damage to easily look at when they score a 20 for example. Some weapons add extra damage when scoring a critical hit. (eg, +1 frost warhammer deals an extra 1d6 damage on a critical hit.) Also, some magic items and powers give extra effects when scoring critical hits.

    * Proficiency with a weapon is now numeric. A warpick for example requires a weapon proficiency of 2 to use.

    * Weapon:War Pick

    • Prof.:2

    • Damage:d8

    • Range:–

    • Cost:15 gp

    • Weight:6 lb.

    • Category:Pick

    • Properties: High crit, versatile

    * Combat advantage has been mentioned as a combat modifier gained when your opponent’s defenses are compromised. Flanking is an example. Rogues can sneak attack when they have combat advantage.

    * Blooded: When a creature’s HP total drops to half or lower hp, it is considered bloodied. Being bloodied interacts with other attacks.

    * Shift: A creature shifts by moving only 1 square. A shifting creature doesn’t provoke an AoO

    * The point at which a character is dying (currently 0 to -10) will now be half a characters current hitpoints (120 hitpoints means -60 to die).

    * The amount of negative hit points will not be calculated when healing a character. (A character at -5 hp, healed for 12 hp, will be at 12 hp)

    * Monsters will die at 0 hp.

    * A victim of a life-draining attack no longer suffers from negative levels. Instead, the target is weakened and the life draining creature heals a sizable number of hit points.

    * Passive skills like Perception and Insight take no actions (not a surprise), but actively searching or sensing motives is a Standard Action.

    * Spiked chains are in.

    * Temporary Hit Points, such as those gained by the Paladin’s bolstering strike, CAN exceed a character’s max Hit Points. However, you can only have 1 pool of temporary HP at a time. If you have 3 temporary HP, and then use an ability to get 5 temporary HP, you have 5 extra, not 8. Temporary hit points last until the end of an encounter. Temporary hit points are still used before regular hit points.

    * Normal Cover gives enemies a flat -2 penalty on attack rolls, and can prevent adjacent foes from threatening them from attacks. Total Cover (such as firing through an arrow slit) gives enemies a -5 penalty.

    * Crawling is a move action. While crawling, a character moves at half its normal speed, and provokes opportunity attacks from adjacent enemies.

    * When prone, characters’ attacks suffer a -2 penalty.

    * When Dazed, a character may take only 1 action, instead of the usual suite of Standard, Move, Minor, and Free.

    * Everything has a constitution score.

    * Threatening Reach (3.5 reach) is a property of the monster or character, not a property of weapons. Human guards with halberds might not have threatening reach, but a different monster wielding the same weapon might.

    * The Social Encounter rules are generally designed to include a series of skill challenges, and give a lot of leeway to the DM to determine the consequences of success and failure. For example, characters fail the bluff and diplomacy checks, but still escaped the guards.

    * Running: You can run as a move action. Add 2 to your movement, but enemies gain combat advantage against you until your next turn.

    * Running Jumps: If you can move 4 squares in a straight line before making your jump check, halve the jump DC.

    * Tumble: If you want to tumble, you need to take the feat.

    * Coup de Grace: If you can Coup de Grace a helpless opponent, you do max weapon damage.

    * Lava: in 4th edition, if you fall into lava you die. No save.

    * Languages in dnd 4e: Common, Supernal, Elven, Goblin, Dwarven, Draconic, Abyssal, Giant

    * Known damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder

    * 24 Zombie Rotters minions are a standard encounter for 6 level 1 PCs. Since minions die when they take damage, 4e minion encounters like this will be common.

    Spells/Magic

    * Big spells like raise dead will be rituals. Rituals will be different from normal spells and will cover magic item creation and non combat spells like divination. Long range teleports, restoration effects, abjuration’s long term wards, and all divinations will also be considered rituals.

    * Illusions will still be common

    * Necromancy type spells will be nerfed

    * Alignment specific spells will be removed.

    * A Wizard’s fireball doesn’t do 1d6 per level any more. However it’s been said during play testing that you can crit with a fireball. Someone was able to roll two crits with one fireball and instantly killed a tough creature.

    * Power sources will be either arcane, divine, or martial. Psi will appear later as a different power source.

    * In game play testing a big group of sailors who were clustered up were all slept with one spell.

    * Some spells are gone. (Wish and the current form of polymorph)

    * Buff durations will be modified. (Perhaps into something like this)

    * There will be less save or die spells.

    * Magic will be more prevalent to all classes.

    * “Bless” is in, but it’s unknown what it does. (cure disease?)

    * Ray of frost slows enemies down.

    * Magic Item Slots: Armor, Neck, Arms, Feet, Hands, Head, Rings, Waist. Face, back, and one ring have been removed.

    * Shields no longer have enhancement bonuses, shields have special defensive effects.

    * Magic Items

    Magic items are given recommended levels (so DM’s will have a better idea of the strength of the items they give to their PCs) Magic items cost the same amount to craft as they do to purchase.

    • slippers of spider climbing (7th)

    • +2 staff of the war mage (9th)

    • +2 thundering mace (9th)

    • +2 lightning sword (9th)

    • 2 flaming longsword (10th)

    • Rope of climbing (10th)

    • +3 vicious sword (12th)

    • Boots of levitation (13th)

    • Flying carpet (18th)

    • Implement: +3 rod of dark reward

    • Armor: +3 leather armor

    • Neck: +2 cloak of survival

    • Arms: Bracers of the perfect shot

    • Feet: Wavestrider boots

    • Hands: Shadowfell gloves

    • Head: Diadem of acuity

    • Waist: Belt of battle

    • Wondrous Items: Bag of holding

    Skills

    * DnD 4.0 will have many of its skilled simplified into one basic skill compared to DnD 3.5. Here is a list of skills that have been mentioned as being in DnD 4.0:

    • Acrobatics: (Balance, Escape Artist, Tumble) Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, and (if you’re trained) to reduce your damage when you fall.

    • Arcana: (Knowledge Arcane, Spellcraft) You have knowledge about magic and magical effects, and (if you’re trained) you know how to detect a persistent magical effect.

    • Athletics: (Climb, swim, jump) Use this skill to climb, swim, or jump.

    • Bluff: (Bluff) Use this skill to make what’s false appear to be true, fast-talk a guard, con a merchant, or tell lies.

    • Diplomacy: (Diplomacy) Use this skill to influence other with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.

    • Dungeoneering: (Knowledge Dungeoneering) You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark.

    • Endurance: Use this skill to stave off ill effects and to push beyond normal physical limits.

    • Heal: (Heal) Use this skill to administer first aid, stabilize ad dying character, grant a saving throw, or treat a disease.

    • History: (Knowledge History) You have knowledge about history, including significant events, legends, customs, and traditions.

    • Insight: (Sense Motive) Use this skill to discern intent and decipher body language, making a best guess as to a target’s motives, attitudes, and truthfulness.

    • Intimidate: (Intimidate) Use this skill to influence others through hostile actions and overt threats. (Intimidate)

    • Nature: (Knowledge Nature) You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.

    • Perception: (Listen, Search, Spot) Use this skill to notice clues, spots imminent dangers, and location hidden objects.

    • Religion: (Knowledge Religion) You have knowledge of religious traditions.

    • Stealth: (Hide, Move Silently) Use this skill to hide and move silently.

    • Streetwise: You know how to get the lay of the land in an urban setting.

    • Thievery: (Disable Device, Open Lock, Slight of Hand) Use this skill to disable traps, open locks, pick pockets, and perform other slight of hand.

    * Here is our best guess for the remaining skills:

    • Deception: (Forgery)

    • Theatrics: (Disguise, Perform)

    • Wilderness Lore: (Handle Animal, Ride, Survival, Use Rope)

    Speculation

    * +6 wands and other similar magic items may have effects that benefit individual characters abilities.

    * Asmodeus has been promoted to a god, and at least some Demon Lords and Arch-Devils will be present in the MM, including Orcus (but not Asmodeus).

    * The Player’s Handbook, Monster Manual, and possibly Dungeon Master’s Guide will be annual releases, so in 2009, expect the PHB2, MM2, and maybe DMG2. The MM sequels will have an obvious function; the Player’s Handbooks will introduce heroes with new “power sources” (see the subtitle of the PHB1: “Arcane, Divine, and Martial Heroes.”) Psionics was either suggested or hinted at a possible PHB2 source.

    * Polymorph will be changed to have. Baneful polymorph (frog, rat, snail…). And various “form of the…” spells. Example : lvl2 : form of the wolf, lvl5 : form of the raven, lvl9 : form of the bear : lvl 12 form of the troll etc.. (Polymorph will potentially draw from a list as summon monster does now)

    * There will be spells for every level (Up to 30 levels of Clerical and Arcane spells for example)

    * The word from the R&D seminar was that changeling’s, from the Eberron campaign setting, may be in the PHB.

    * Level loss from spells may be removed

    * DR may be removed or significantly changed.

    * Potential to have another controller based class other then the Wizard.

    * “Immortal Humanoid” has replaced “Outsider”.

    * Spot checks may be a static 10 + the ability score instead of an actual roll and will be dependent on a creature’s hide ability roll if they are seen. This would prevent players from knowing they just failed a spot check.

    * Possible new terrain Doomspore:

    If any creature enters a doomspore’s square or uses a standard action to kick or poke at it, if within reach, a doomspore releases a cloud of spores that provides concealment to all adjacent squares. A bloodied creature (someone at 50% or less hp) in the area of a cloud when created, who moves into the cloud, or begins its turn in the cloud, is subject to a Fortitude attack +10 that deals 1d10 points of poison damage on a hit. Also, target hit by a doomspore is weakened and takes ongoing poison 5. A save ends both conditions, creatures with immunity to or resist poison 5 are immune to the weakened condition also.

    * Stat bonuses for races won’t be negative and only positive bonuses will be used.

    * Fighters will have multiple types of attacks, each with its own name.

    * Wizards cast spells using a spell point pool (similar to 3.5 psions).

    * Schools of magic are removed and will instead be dependent on implements (orb, staff, wand and possibly dagger in later supplements.) Staffs are for rays and cones, wands for long distance control, orbs are for illusions, and terrain control. **This has changed and any wizard can choose a primary implement and cast any spell through any implement with the same effectiveness.

    * Confirming critical hits will be removed.

    * Rumor has it that there will be a dragon book (Dragonborn?), martial arts book (Monk?) and arcane book (swordmage, sorcerer?) also coming out in 2008.

    * Movement is now based on the amount of squares moved, the diagonal penalty will be removed. Eg, if a character moves 35 squares, they can move in any direction or any path as long as the total equals 35 squares.

    * If you want to learn a skill that is not available to your class, you MUST take a level in another class. In 3.5 you could spend double points to learn a rank in a skill not of your class. You can’t do that in 4.0. You can’t even use a feat to learn a new skill not of your class. There is positively no other way than to take a level in a class which has the skill available. In this way, the rules favor multi classing in a big way.

    * After 1st level, to become trained in a new skill you must obtain the Skill Training feat to do so. Feats are slightly more common now, but not THAT much more common where you’re really going to want to use more than maybe one or two feats by level 20 for the purpose of getting a new skill or two.

    * Skills are increased automatically as you level (you gain a +1 bonus to ALL skills every even level - even the ones you are untrained in, although there are some skills and skill uses which do require training even if you do have a few pluses to it), and you do not purchase ranks in them. You are either trained (+5 bonus to the skill) or untrained (either can’t use, or get only your level bonus to use the skill). Well, you can spend another feat slot to get an additional +5 bonus to a skill (for a total of 10 + level bonus), but that’s it.

    * It has been mentioned that in 4th edition a basic “Point Buy” system will be put into place for ability scores, but it will still be up to the DM’s digressions.

  4. Hmmm, I am writing something similar at present. It will become available for comments next week after the EU people are back from Tentacles.

    The problem is that it is all about Glorantha. And the big G is officially off limits for BRP. So I see no chance of proposing it to Chaosium.

    So strip out the Glorantha stuff. Never played RQ there much anyway :D

  5. Wow there's a hell of a lot of work gone into this, well done.

    Having said that I doubt I'd use it in my games, I prefer magic to be effects based, define the range and amount of damage or whatever a spell does and then the visual appearance is decided thematically dependant on the the individual wizard.

  6. Not too limiting at all. Five traits selected from the full list is plenty to define the philosophy of someone's 'family line', if you need such a thing.

    Strokes and Folks, I wont be defining what traits a PC wants to pursue under any kind of strict category or in arbitrary groups of 5 or anything like that. The players will have total freedom to choose where they assign their randomly rolled passions and any passion high enough will give an appropriate benefit.

    BRP Fate Points work in the way I outlined, which isn't compatible with the GM handing them out. I'm sure someone would be happy to tell you the details, so you don't have to make do with some other system :shocked: until your BRP arrives.

    I completely understood what you said, its just I'll be using FATE style fate points anyway, I prefer how they work and I've decided I want to reserve the use of MPs for Magic.

  7. Nice idea, but BRP Fate Points aren't the GM's to give (they are the Power Points you already have, just called Fate Points when spent in certain ways). See what you think of my mechanism, below, which may bend but hopefully doesn't break the BRP rules...

    I'm talking about FATE 2.0 & Spirit of the Century style FATE points not BRP ones (I don't have the BRP book yet)

  8. Purely off the cuff, but how about, rather than using the fate point mechanic and Allegiance (which is in some ways a fre-form variant of Pendragon's Passions rules), define some "ideals" - sets of say five traits that exemplify a particular ideal / philosophy / worldview

    Too limiting for my purposes, everyone is to be inspired by patron/ancestor spirits in this setting so each "Inspired" individual will be just that, an individual.

    The idea would be that each character is trying to live up to the ideals of those of his line that have come before, but there are as many family lines as characters.

    The idea would be to make it possible to be a highly powered lying cheating coward, because you are embodying the ideal of a spirit that has gone before that happened to have that world view.

    I'm hoping to work in the Tribe 8 "Eminence" style Magic I was talking about last week and tie it into the passions.

  9. Also, in HeroQuest characters go from 20 to 1m, so it's likely that a character would be rolling 1% to 10% for a little bit after gaining Mastery. I'd also rule that skills that have Mastery don't improve with normal Experience Rolls, only with training or some sort of Experience Point system.

    You could use the system my group tends to use, which doesn't involve rolling for experience ticks, you simply get an increase for every tick, but the experience % you get goes down dependent on current skill.

    The system we use...

    Current skill % / % Increase Per tick

    01-30 / +5%

    31-50 / +4%

    51-70 / +3%

    71-90 / +2%

    91+ / +1%

    Initially skills go up quickly but over time the increases get less and less and it still works for skills over 100% (if you were using masterys etc)

  10. Hardcore acid techno, for all genres turned up so loud that nobody can speak and if you stand up theres a good chance that you'll shit yourself. :D

    But seriously I hate music at games its just annoying and distracting plus most of what gamers tend to like played is boring generic rock and metal (or even worse unutterably bad death metal) which isn't something Ive been interested in since I fancied goth chicks back in the early 90's

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