...and then pigs flew

Mar 30, 2009 00:27

A while back my "weekly" D&D game finished its previous campaign, and I resumed the helm to run "Rise of the Runelords", the first Pathfinder adventure path. I decided to use a few special rules out of Unearthed Arcana: Weapon Group Feats, Craft Points, Themed Summon Monster Lists for clerics, and Individualized Summon Monster Lists for sorcerers/ ( Read more... )

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wandelrust March 30 2009, 13:30:33 UTC
The house rules I'm developing for the next campaign after I conclude the current one (players are about to hit level 8, and I have a very-rough outline bringing them to just past 20, so I've got a bit) currently have their own wiki, and by the time I'm done I think the only thing that will survive more or less intact from in-book rules is the Rogue class features per level list. sigh.

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tg2k March 30 2009, 18:58:11 UTC
I take it you're playing 3.5E? My group jumped on the 4E bandwagon right off the bat, and hasn't looked back.

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wandelrust March 30 2009, 19:22:20 UTC
I am. I've run and played 4E, and it's ok, but it doesn't feel much like D&D to me. Best review that sums up my feelings is "This is a great superhero game, but why did they wrap it with all this magic and dragons crap?"

I will be taking some of the finer points from 4E (static defenses, attack rolls on spells, probably take a cue from their scaling to keep things from getting out of whack by level 20).

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tg2k March 30 2009, 20:09:02 UTC
It's definitely a different game, no doubt. We have one player in one of our groups who likes 3.5E more, and most of it seems to be about the fact that he could make a wizard there who generally overshadowed the rest of us thanks to the benefit of some weird magic items and number crunching.

One interesting thing I like about 4E is that when creating or leveling a character, it's not such a slam-dunk what powers and feats to take. That's another sign that the game designers did their job well: no two players will decide they need identical characters to "max out" their combat potential. And no characters who are defined by their magic items, either. In the end we realized that though the new game didn't "feel" like what we all knew, it was a far easier game to fall in love with.

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mh75 March 30 2009, 17:12:04 UTC
HI!

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