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Topics - dither

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DnD 4th Ed / Fourth Edition: Decoded
« on: April 05, 2013, 11:48:29 AM »
I've been playing and running and blogging about 4e for several years now, and I recently used my experience with the system to start a class-wide analysis for the purpose of converting massive amounts of 3.x material over to 4e.

It's been an interesting journey thus far, and more than a little eye-opening. Every day over the last week, I've built a new class for 4e that was either based on a concept from my current campaign (set in mythical Greece), or inspired by something drawn from 3.x. Most of the classes are 1st-level only, but I recently took a stab at a 3-tier spread for my "scourge" class (martial controller, uses a flail for area control).

If you follow my blog (which you probably don't), you can find the 1st-level versions of my lurker (monk), captain (warlord), and jester (bard), plus of course, the 30-level version of the scourge (rogue - technically missing a capstone feature).

These classes aren't perfect of course, but they serve as a proof-of-concept. These are "Essentials" versions of existing classes, and if you know anything about Essentials, you'll know that it's not only an effective 4.5, but that it's actually, functionally reverse-compatible with 4.0 like the Playstation and PS2.

1st-level only
Lurker (monk) v.01 (based on 3.5 Lurk)
Captain (warlord) v.01 (original class)
Jester (bard) v.01 (original class)

30-level class
Scourge (rogue) v.01

Anyone who's interested in learning more about the components of a 4e character class, and how to build one that's not only effective at performing its role in the party, but also "harmonizing" with other classes in its role and power source, feel free to drop me a line. I've built up a lot of esoteric 4e knowledge that I'm more than happy to share.

I'll give you this one for free -- if you thought classes in 3.x were front-loaded, what you might not realize about 4e is that every class is front-loaded, and that's one of the main reasons multiclassing fails so hard. It's literally easier to make a new character class than it is to combine two existing classes.

Next on the menu: some conversions from Magic of Incarnum and some other original classes.

--Dither

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DnD 3.5 and Pathfinder / The 3.X Page 42
« on: April 23, 2012, 10:53:31 AM »
For those of you unfamiliar with the Fourth Edition D&D reference, "Page 42" is where the per-level hit points, attack bonuses, defenses, damage, and such for basically any kind of creatures or NPC you might throw against your party can be instantly devised. If you have Page 42, you basically have no need for the entirety of the 4e Monster Manual.

So, I had this idea for creating a baseline for 3.X monsters to use, that would supersede the current monster creation rules. Once established, new versions of 3.X monsters could be adapted to use the system. Part of the reason for establishing a new system for monster creation would be to make 3.X characters playable "out of the box" (in other words, without need for any special min/maxing), so that lower-tier characters would be more effective in a "standard" campaign.

First impressions?

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General DnD Discussion / Discussion Poll: Thirty Gambit Pileup
« on: March 29, 2012, 04:08:16 PM »
I have a question that I'd like to pose to the community. I don't think I can create a poll that adequately expresses the possibilities when it comes to preparation and counter-preparation for engaging other characters in... counteraction.

Here's the question in its rawest form:
"What are the most plausible countermeasures for having the tables turned on your character?"

Let's say you have a fighting game. You can make an attack against a character, and they may counter it with another move, interrupting your attack and harming your character. For example, you lunge forward with your sword, and the other guy takes it in the gut so he can stab your through the heart. What's a plausible, effective countermeasure for this type of situation?

Next, say you have a fantasy game with a rich and complex magic system. You cast a spell and one of your opponents has a counterspell prepared, which he uses to great effect. What sort of contingencies seem most reasonable from the perspective of both the players, and a godlike wizard?

Those were the two examples that came to mind first: your fighting game with its hierarchy of quick / fierce / guard / throw attacks, and Magic: the Gathering, with its rich (forgive the pun) "counter culture." Magic has an entire color practically devoted to the concept of fizzling an opponent's efforts.

But the problem sort of comes from the ease with which some things are "countered" and how they might well break willing suspension of disbelief. What's plausible? What's likely? What seems reasonable, and how does it stand against a fantasy setting? What qualifies as Badass, what's considered a "Batman-level of preparation," and what crosses over into the realm of virtual omniscience?

When I discussed this with my wife, the subject of timing and priority came up. "When" does the counteraction occur? Is it the result of actual preparation, is it blind, deaf, and dumb luck that both of you acted simultaneously, or is it a reaction? I think what I'm looking for falls primarily in the realm of reasonable preparation for having your own plans thwarted. In other words, let's say you're thinking one or two steps ahead of your opponent.

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Your Game Here / Modular Board / Card / Roleplaying Game
« on: March 29, 2012, 03:50:11 PM »
So, there's this game system I've been working on for years now, which I've been building to function independently (or simultaneously) as a board game, card game, and/or roleplaying game. Technically it's a roleplaying game regardless of which module you're running, but one module will include rules specifically for playing without board/card rules (more abstract).

All modules are designed with solo and multiplayer in mind, to be used on their own, or together in any combination.

Board Game Module
If you were to play the game in stages, you could call this the "beginner's stage." It provides players with a place to get comfortable and familiar with the idea of playing a character with motivations and goals. There's a colorful board with locations of interest, plenty of pre-generated characters, and preset goals to strive for, be they slaying local monsters, overthrowing a tyrant, or averting the apocalypse.

Card Game Module
The card game module functions largely as an "intermediate stage" between the board and roleplaying modules, providing players with the capacity to define many of the locations and quests they strive toward by constructing their own decks from pools of cards.

The card game is designed to be simultaneously cooperative and/or competitive, allowing players to team up against a "Game Master" deck, form and/or break alliances to and fight against each other, work together toward a common goal, or just go all-out in a free-for-all.

Roleplaying Game Module
Designed to be the most abstract of the three, the roleplaying game module allows one or more players to design and create anything they can imagine within the game's structure, from families to organizations to empires, worlds and beyond, and to play a game of a local, regional, global, planar, or even cosmic scope.

Each module uses the same systems (combat, social, exploration, item creation, commerce) to mesh together seamlessly, enabling players to add and remove any portion, and all the systems scale easily on their own, and are simple enough that players can advance a character through the ranks of their race, class, family, nation, world, or whatever hierarchy they choose, and to command their entire world, or all of creation if they choose.

Challenges scale with the player characters, making it possible to use or reuse content from any one part of the game in any other.

It's been a long, uphill battle, but I'm almost there. I'm looking toward a more-or-less simultaneous release of a board game, card game, roleplaying game, and campaign setting for all three before the end of the year.

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When Inspiration Strikes / Using Arkham Horror as the Basis of an RPG
« on: March 29, 2012, 08:38:27 AM »
Back when I started playing Arkham Horror, it was usually with one of my roleplaying groups. I was surprised how much more easily some of the players took to roleplaying their AH characters than they did their own from our DnD campaign. But that isn't what I want to talk about in THIS thread, oh no. What I want to talk about is using the basic structure of AH to run adventures!

One of the things I really like about Arkham Horror is the sense of inevitability that it brings to the table. It seems to me that players are compelled to act because they see the effects the gates and monsters have on the board, and they feel like they can/should do something to stop it. They have a sense of purpose to motivate them to action. It might just be within the groups I've played in, but there have been a lot of gaming groups I've noticed this in.

It's my thought that a game master can translate effects from Arkham Horror into an adventure that motivates the players to action, and compels them to seek answers to an unraveling plot -- and without the use of extensive boards and tokens and cards and all the garbage that comes with the game.

First, if you want to use the actual Arkham Horror board and stuff, I'd recommend ignoring most of the information, and just take the thematic elements, rather than the system or the numbers from the game. For instance, if the game calls for a weapon, give the player a weapon appropriate to whatever roleplaying system you're using. If there's some money, give them gold or silver pieces, credits or whatever. If it were me, I'd use DnD 4e/Essentials, but that's me.

As the game master, you'll mostly be moving things "behind the scenes," and one of the things I want to explore is how to convey certain kinds of information to the players, while you have this board you're referring to, and all they "see" is what you tell them they see.

...
edit 1 - Mar. 29th
The identity of the Ancient One is the first thing you conceal from the players. They won't know who or what they're up against when the adventure begins. I'm of the opinion that until the Doom track reaches the halfway point or so, the players simply shouldn't have enough information to even begin guessing who they might be up against. All they know is who the agents are, extensions of the Ancient One's will.

Second, I think it's probably a good idea to conceal the location of any open gates until the players begin investigating the actual area. This way you can circumvent the normal problem of players feeling like they can't do anything by suggesting they can "always poke around to find something."

One thing you shouldn't conceal from your players is the nature of the stable/unstable locations. Compare this to the noir / mystery conventions that "weird stuff happens in weird places." Whenever there's something going on, the characters' first instincts should be to "bring in the usual suspects."

Another thing you shouldn't conceal from the players is the significant clue to be found in the Mythos card. In my games, I would assume that a Mythos card represented the "weirdness of the week," from an episodic storytelling perspective, and would provide the major lead for the newest revelation in the mystery. Whatever it is, it should point to the location where the new clue appears, particularly if there's now two or more clues at the location.

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Introduce Yourself / Late to the Party
« on: March 29, 2012, 07:58:16 AM »
Hi everybody, this is dither. I was a member of the old board and the WotC board before that. I was an inactive member of the board when it went down, and consequently didn't migrate to the new board when it went up.

So...
I've been busy the last couple years. Work, mostly. Got married. Good stuff.

I don't have any particular loyalty to any one game system, but I tend to look on the d20 System as the lesser of a large variety of evils. I also play some board games, like Arkham Horror, Elder Sign, and others. I have a morbid sense of humor that sometimes gets the better of me, I have depression that I've been successfully fighting for about five years, and I think I have some useful/insightful/humorous/interesting viewpoints to add to the community.

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