Okay, so D&D4. I've heard that it's a complete load of carp - that it dumbs down the rules in order to kill the product so that it doesn't compete with WotC's trading card games. Is there any truth to the rumour? Or will I have to spend a fortune buying up all the new supplements because it's actually worth it?
3.5 works. There's a few things wrong with it, but on the whole it's a workable system. Is there any reason whatsoever to consider upgrading to 4?
So this is one of those things that was bound to happen in our group... eventually... We have finally (after about 1.5 years of DnD) have suddenly decided to play in different systems (which are not DnD variants.) First one is Earthdawn... funnily enough the group switched to this system because the GM, who was running a Eberron campaign, was planning on doing a New Year's one shot of Earthdawn, but, somewhere along this time he lost all his notes for the Eberron campaign... he switched over to Earthdawn...The other one that we are starting is Necessary Evil and that one I am excited about... I still don't get a lot about the system but the mechanics and everything seems simple and fun...
The questions that I have: Does anyone know of any good PC based resources for these systems (Tools and character generators and what not... not PDF documents)? Also, as lame as this may sound, should I be expecting any surprises when playing in Earthdawn? I am mostly a Video gamer and my PnP gaming is limited to, to say the least, DnD (I have played 5 sessions of shadowrun, but I didn't find that to my liking)... and I don't really want my 'love' for DnD spoil my experience of this new game.
P.S.: What do software do folks here use for game time note-taking? I have tried Notepad and Word... but that hasn't worked out too well.
Edit: I just found out that it is the RedBrick Edition of Earthdawn that we are playing... Anyone know of any resources for this?
Question: how useful would Monster Smackdown, the Magic Box, and/or the Slayer's Handbook be to someone who only owns the Angel RPG and not the Buffy one? I'm particularly keen on the Monster Smackdown one, but I want to make sure it's not full of Qualities and Drawbacks only in the Buffy book.
I have decided to work on a new project, a new game world so to speak and was wondering if I might get some good suggestions for D20 resources that might work well for a mostly stone-age setting. Things I am looking for most are rules for primative magic, weapons and equipment. What I would really like to find would be some rules for unrefined arcane magic similar to the old Wild Magic rules and rules for primative forms of worship.
Any ideas or suggestions would be greatly appreciated.
Okay, so an article by Monte Cook got me thinking.
He mentions that, given the option of making items or taking them at character creation, most players will grab for the practical if kind of boring stuff, and he kinda wants more weird stuff. I'd assume the same sort of thing happens with feats - who's gonna load up on stuff like Agile, Blind Fighting, Investigator, that sort of thing?
That sort of deal. Now I'd assume that if a player grabs a weird item or feat, they're basically putting a huge sign up for the gamemaster; Do something where this will be cool and thematic and useful. Either that or they're trying to do something fun, something atypical, and if the gamemaster makes it thematic and cool and useful, so much the better.
But that's a lot of input coming from just one direction. What about the other direction? I assume that a lot of players may be a little gunshy - I mean, why take that Ring of Water Breathing when you know that the Ring of Protection will definitely get used? That sort of thing.
I guess the question is; as a GM, how do you communicate that players can do the less expected stuff, and when they do, you'll make it count? Is there any way to get that across other than come right out and say it?