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Post Posted: Thu Feb 18, 2010 8:51 pm 
 

Been at work all day. Gonna address some direct questions now. :)

"I think I do not understand this. The ecounter generates the exp simply because it is an encounter. So it is standardized?"

Bbarsh

Not exactly. Ok, to go from 1st to 2nd level is 1000xp. A standard encounter is 500xp at 1st level, so, 10 encounters is a level. They divide the amount needed by 10, and that's a "standard" encounter. If you want to play hard mode, you make the encounters say 600xp, that drops the amount of encounters needed to 8. See? So, what you can do in 90% of situations is drop ANY 500xp worth of stuff, and that makes an encounter.

"Are you saying that this advancement is guaranteed, assuming you don't die?  By participating in a set number of encounters, do the characters gain a level?  Please clarify if that was merely a handy example, or an actual rule. The only reward for putting in time in old-school D&D is fun itself.  Advancement in D&D cannot be taken for granted.  Just showing up at the table doesn't cut it.  It requires skill, effort, and more than a bit of luck."  

Deimos

No, it's based on the assumption that you "defeat" the encounter, same as any other edition. You can get XP other ways, defeating traps/skill challenges, or quest reward XP. But it's still all based on an "encounter". Hope that clears it up a little. :)

"Haven't invested in 4e, but I like this aspect of the game. The soul of D&D is in wargaming. Anything that allows a seamless transition from tactics to role-playing is a good thing."

Sauromatian

"If 4E brings Battletech/Warhammer type tabletop wargames to D&D, I think that's a bad thing. It must cripple the DM because DMing on the fly is presumably so much harder, DMing from a page or two of notes, or a fanzine would be difficult at best. I note that when they publish a module for 4E (Like say Hommlet) they have to publish it along with a battlemet in order to make it playable. That's pretty sh!te."

Mbassoc2003

These two statements were kinda linked, so I'm addressing them both at once. I don't know if any of you play video games much, but the Tactical/RPG genre is one of my favorites. Final Fantasy Tactics is a great example. Anyway, 4E is a LOT like that, with facing, flanking, area and burst attacks, line of sight, all playing a MUCH larger role than they have in other games. I like it a lot, the focus in combats almost comes to PCs vs. DM in a tactical grudge match for the ages!! :) Makes being a DM that much more fun I think.

Mbassoc, we don't use any of the published battlemats in my game. One of my players made a foamcore base with gridding on it and a clear lucite square we stick on top. We then use dry erase markers to draw the maps/battle areas on. As to DMing on the fly, I don't think it's really any different. Actually, it's easier. If you need to drop an encounter in on the fly, you take the standard encounter amount of XP, and drag and drop monsters to fit. Done and done.

My biggest complaint with the game, to be honest, is something I brought up earlier. You pretty much have to have encounters that are full on XP "encounters". If you throw a half encounter at the party for flavor or something, it's a cakewalk with the party's abilities. On the other hand, encounters, when tuned properly, have a real life-or-death feel to them, as quite often my PCs battle HARD to defeat an every-day encounter. You really feel like you're about to die in like 50% of encounters. It's a nice edge to the game.

Any more questions, keep em coming! :)

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Post Posted: Thu Feb 18, 2010 10:53 pm 
 

So you're saying it's Final Fantasy on paper? It is all based on endlessly recurring "encounters"?
It sounds to me like it is light years away from the days of a DM being a storyteller, and the characters being on an adventure.


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Post Posted: Thu Feb 18, 2010 10:57 pm 
 

Thanks Zeninfinite for answering our curious questions about 4.0 so well!

I think I'm one of the few who actually liked the kits from the 2nd Ed. splatbooks.  There were some good ideas in there for giving variety to the core classes so every fighter wasn't vanilla.  

Some of the 2nd Ed. artwork is quite good, including Brom's Dark Sun work, and Easley's work in Al-Qadim (actually Easley in most cases), and Robh Ruppel in Planescape.  The artwork in the core 2nd Ed. manuals was bland, but not off-putting like all the tattoos and rings from 3rd Ed. onward.  

As Zeb says in the foreward to the 2nd Ed. books, it's just a refinement of 1st Ed. and all the house rules we had been adding to it anyway to fix the rough spots like the pummeling/grappling/overbearing tables (that Gary himself said was done haphazardly and weakly).

  

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Post Posted: Fri Feb 19, 2010 8:17 am 
 

Zenfinite wrote:Not exactly. Ok, to go from 1st to 2nd level is 1000xp. A standard encounter is 500xp at 1st level, so, 10 encounters is a level.


"Haven't invested in 4e, but I like this aspect of the game. The soul of D&D is in wargaming. Anything that allows a seamless transition from tactics to role-playing is a good thing."


Zenfinite


The xp thing is based on five characters right? Otherwise, you lost me with the math somewhere...
Still, 10 enocunters and everyone is second level seems a bit off-balance to me. And I like the idea of different xp ranges for different classes. It is one of those we like to bitch about but would never change.

I like the battlemat idea. I was a big fan of the D&D Challenger products that came with the cardboard figures and and large-scale maps for miniature use. I like the wargame aspect of D&D combat. Now that said, all the extra stuff - flanking, burst attack (whatever that is), etc., seems to create something a little more cumbersome. Give me battlemats and minis with AD&D combat and I am happy.


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Post Posted: Fri Feb 19, 2010 9:29 am 
 

ashmire13 wrote:Amen to that!  :lol:

Just bolster the normal bad guys, or as deimos says, make sure its a chieftain as the MM etc list those anyway.


Actually, that's really all I did back in the earlier post.    
It's not that different between the editions.  

You can easily make your standard 1st Ed orc much bigger and badder by giving him better armor, a magic sword, more HD, etc.

The templates, levels and monster advancement in 3rd Ed essentially accomplish the same thing- make the monster tougher.


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Post Posted: Fri Feb 19, 2010 10:31 am 
 

Agent Cooper wrote:You can easily make your standard 1st Ed orc much bigger and badder by giving him better armor, a magic sword, more HD, etc.

The templates, levels and monster advancement in 3rd Ed essentially accomplish the same thing- make the monster tougher.

Well, the point of an orc chieftain is actualy not to make the monster tougher, but I'll set that point aside for now.

The problem is that late edition authors fail to understand the concept of "too much of a good thing".  Adding a couple of hit points is one thing, adding 10 levels and demonic powers is quite another.  Taken to this extreme, it strains suspension of disbelief past the breaking point and becomes comical.

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Post Posted: Fri Feb 19, 2010 10:36 am 
 

Exactly. An orc is an orc, and should remain so. It shouldn't have demonic powers, or 55 HD, or any of that crap. If you need a tougher monster, put in a REAL demon.


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Post Posted: Fri Feb 19, 2010 10:55 am 
 

FormCritic wrote:
A couple of corrections, IO:

He's fighting two handed, so his strength bonus to damage is +9 (6x1.5)

+2 Magic, +2 Specialization, +9 Strength = +13

Add in the power attack of +7 doubled and you get +27

He has a total of +15 "to hit" if he adds in the weapon focus feat.  He is hasted (+16) and there is a bard song (+17) and a clerical enhancement spell (+18) and he has a 4 point bonus to his strengh from a Bull's Strength spell (+19)

Let's assume there are no situational modifiers like flanking or charge.  (And note that I have been very conservative with the bardic and clerical buffs.)

Let's assume a monster with a 20 AC.

He only throws over 7 points (let's say) because he is living dangerous.  That means his three (3) swings this round are at +12/+7/+12 (extra swing because he's hasted.)

He needs to roll an 8, 13 and 8 to hit three times.

The damage for a standard hit would be 27+1d10

So, the fighter should expect to deliver a couple hits of 28-37 damage.

The minimum for three hits would be 28+28+28 = 84

The maximum for three hits (no criticals) would be 111.

Factor in a minimum damage critical hit and one other regular hit:

Minimum damage:  56+28 = 84  Maximum:  111


That would be a good round.  A more average round would be about 56 points of damage.  With any luck, he will do the top end of damage fairly often...and there are multiple allied fighters of various types also attacking.

All of this fits within the logic of 3.5.

If you want to snort and cough about it consider the damage totals inflicted on much weaker monsters in AD&D after the publication of Unearthed Arcana.

The game broke down even earlier in AD&D after Unearthed Arcana was published.

First off... I totally agree with Badmike... it is WAY past time this happened.
All you guys can eff off! :twisted:
:lol: ....

Second.
OMG...  8O
I am willing to guess that it took like ten minutes just to write down all the plusses to hit and plusses to damage for ONE fighters 3 strikes for one round against one foe.

How long do full round actions take in real life in 3.5 or 4th edition?
I mean for the entire group, not just one fighter.

Colton played for ELEVEN hours in one game session last year at the NTRPG Convention (He played in Davids 3.5 Ed. Game).
There were (IIRC) 10-12 players, so I recon they got through one battle, perhaps two from 6 PM to 5 AM the next day.


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Post Posted: Fri Feb 19, 2010 11:13 am 
 

Gnat the Beggar wrote:Colton played for ELEVEN hours in one game session last year at the NTRPG Convention (He played in Davids 3.5 Ed. Game).
There were (IIRC) 10-12 players, so I recon they got through one battle, perhaps two from 6 PM to 5 AM the next day.

Whereas a 1E super-module can be run through in a single weekend, if you imbibe sufficient quantities of caffeinated sugar water and make a  pact not to sleep unless your PC dies.  It took 33 hours straight, IIRC, and it was not the highest caliber role-playing near the end.  (I think it was G1-2-3, but it might have been T1-4.)

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Post Posted: Fri Feb 19, 2010 11:16 am 
 

Gnat the Beggar wrote:Second.
OMG...  8O
I am willing to guess that it took like ten minutes just to write down all the plusses to hit and plusses to damage for ONE fighters 3 strikes for one round against one foe.

How long do full round actions take in real life in 3.5 or 4th edition?
I mean for the entire group, not just one fighter.


That's the point!!!!

Some round of fighting took several dozens of minutes. Sometimes more than 2 or 3 hours for only one round if there is several characters involved, especially if there is wizards or clerics characters. I remember a fight going through 4 playing sessions (around 20 hours...)  :?


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Post Posted: Fri Feb 19, 2010 11:19 am 
 

deimos3428 wrote:Whereas a 1E super-module can be run through in a single weekend, if you imbibe sufficient quantities of caffeinated sugar water and make a  pact not to sleep unless your PC dies.  It took 33 hours straight, IIRC, and it was not the highest caliber role-playing near the end.  (I think it was G1-2-3, but it might have been T1-4.)


Yeah, we did a lot of that while I was in the US Navy in the late 70s and early 80s.
When in port, we would play all weekend with little or no sleep for several days at a time and even when at sea we would often play when not on duty sometimes with no sleep between duty periods.
We did go through the G series but we did so one module at a time as there were no super modules then.


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Post Posted: Fri Feb 19, 2010 11:25 am 
 

Gnat the Beggar wrote:I am willing to guess that it took like ten minutes just to write down all the plusses to hit and plusses to damage for ONE fighters 3 strikes for one round against one foe.

Colton played for ELEVEN hours in one game session last year at the NTRPG Convention (He played in Davids 3.5 Ed. Game).
There were (IIRC) 10-12 players, so I recon they got through one battle, perhaps two from 6 PM to 5 AM the next day.


I now have completely no interest in these as they sound really table top Warhammer rather than RPG, unless I'm missing the point..?

A weekend in a mega dungeon of doom, bring it on, but moving pieces around with a strategy and battles? Not for me I'm afraid.  :)


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Post Posted: Fri Feb 19, 2010 11:33 am 
 

Gnat the Beggar wrote:Colton played for ELEVEN hours in one game session last year at the NTRPG Convention ... 10-12 players, so I recon they got through one battle, perhaps two from 6 PM to 5 AM the next day.


Wait a minute, I thought we were talking D&D. How did this forum slide into Star Fleet Battles? 8O

Hell, that is even slow for a game notorious for being slow.


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Post Posted: Fri Feb 19, 2010 1:50 pm 
 

For those keeping score at home:

Chainmail:  Medieval wargame with fantasy elements; audience = wargamers

OD&D:  Open-ended fantasy RPG with wargame elements; audience = Tolkien readers and readers of pulp fantasy

AD&D (1977-1984):  Closed-system RPG with some internal balance; audience = teenagers, college students and some prior fans

Holmes (1978):  Revised subset of OD&D; audience = teenagers

Moldvay (1980-1981):  Refined Holmes; audience = kids and teenagers (my fave btw)

BECMI (1983-1986):  Intermediate game built on Moldvay foundation; audience = kids and teenagers and some prior fans

AD&D (1985-1989):  Closed-system RPG with zero internal balance; audience = AD&D 1977-1984 players

2E:  Character customization splatbook system formed on AD&D foundation, some books balanced and some not; (intended) audience = all D&D and AD&D players

3E:  Minutely detailed RPG with miniatures game elements, maximizing character customization, breaks down at high levels; audience = 2E players, anime fans and CRPG players

3.5E:  As 3E, but takes longer to break down; audience = 3E players

4E:  Collectible miniatures game with RPG elements; audience = 3E, miniature gamers and MMO players

They're entirely different games with different themes and audiences.  D&D is an IP cluster brand, not a game system.

Questions like "Why do you not like 4E if you like AD&D?" or "Why do you love 3.5E and like 3E, but hate 4E and OD&D?" are akin to asking "Why do you like chocolate and V8 engines, but hate noir movies?"

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Post Posted: Fri Feb 19, 2010 3:00 pm 
 

bbarsh wrote:
The xp thing is based on five characters right? Otherwise, you lost me with the math somewhere...
Still, 10 enocunters and everyone is second level seems a bit off-balance to me. And I like the idea of different xp ranges for different classes. It is one of those we like to bitch about but would never change.

I like the battlemat idea. I was a big fan of the D&D Challenger products that came with the cardboard figures and and large-scale maps for miniature use. I like the wargame aspect of D&D combat. Now that said, all the extra stuff - flanking, burst attack (whatever that is), etc., seems to create something a little more cumbersome. Give me battlemats and minis with AD&D combat and I am happy.


Yeah, with 5 characters. You got the math on target. :) 10 encounters works well, I have found, because you typically do an hour an encounter, if you're firing on all cylinders. So, 10 hours of just combat, and say another 10 hours of RP, exploring, all the other stuff that doesn't involve swinging a sword? That's a level every 20 hours or game play, say every third game if you play 7 hour games. So, if you played every week, it would take you 90 weeks to level from 1 to 30 (max lvl in 4E), about two years of weekly sessions. That's a lotta D&D!!

The extra stuff is what adds the flavor and the strategy to the wargame aspect. Flanking gives you +2 to hit. A burst attack is just a targetted AE attack, so range 10, burst 1 is any square within 10 squares and every square that touches it. Blast is a square eminating from you in say a 3 x 3 pattern. You can force movement on things too, so I could shield bash the orc backwards to get him flanking with the rogue, who then backstabs his pants off. It's VERY team-oriented, with each class having its role to play in the combat squad. Just like you'd imagine a military squad would be IRL, actually. :)

Anyway, that's about that. If anybody is near New Jersey and wants to check out an actual game, just drop me a PM I'd be happy to let you sit in on a game, see what you think.

Zenfinite

  


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Post Posted: Fri Feb 19, 2010 3:53 pm 
 

Zenfinite wrote:That's a level every 20 hours or game play, say every third game if you play 7 hour games.
"Hours of play" is a poor metric for character development, because it has nothing to do with the character, obviously.  If I were going with a time-based metric at all, I'd base it off of "months/years spent adventuring", because that is as close as you're going to get to the very definition of experience.

"Number of defeated encounters" is slightly better in that it actually involves the character.  Not all encounters are created equally, but one can assume a sort of average.  However, the number of encounters per level can't be static, at least if the game is meant to be challenging.  If you're just scaling the encounters at the same rate as the characters, there's little point in experience at all.  The game needs to get harder as you go along.

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Post Posted: Fri Feb 19, 2010 3:54 pm 
 

Gnat the Beggar wrote:
I am willing to guess that it took like ten minutes just to write down all the plusses to hit and plusses to damage for ONE fighters 3 strikes for one round against one foe.

How long do full round actions take in real life in 3.5 or 4th edition?
I mean for the entire group, not just one fighter.
.


It's not that bad   :)

You crunch your numbers on character creation, and it's all set. You have to know basic math, when you're doing Power Attack, since you can change the variable depending on your Base Attack bonus... and buffs (like Bless, Haste, Prayer, etc.).

So you're just announcing your actions, rolling your dice, etc. It's not that different from a 1.0 game.


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Post Posted: Fri Feb 19, 2010 4:05 pm 
 

Form Critic - Thanks for the Strength adjustment on damage. I missed that.

Your numbers work, and you make your point that the numbers have gone up since 1.0 (damage, etc.).

----------------------------------------------------------
Lokiwookie - Armor Class 27 on a 6th level wizard:

+10 - Base
+6 - Greater Mage Armor
+4 - Shield
+2 - Cats Grace
+2 - Base 14 Dexterity
+2 - Ring of Protection +2
+1 - Dodge Feat

Granted, a +2 RoP is expensive (got it running through the A1-A4 Slave Lords series, now starting A4), but I whined alot because I am the party wizard, and they gave it to me (...I put my +1 RoP back into the party treasure  :D )

Oh also, my Wizard's build (we use the 32 point buy system):

S: 8, D: 14, Con: 16, Int: 19, Wis: 8, Cha: 8


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