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About BobbyN

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    Brea, CA
  1. Well I for one think 4E will be fun and exciting, but I doubt it will hit my table any time soon. I could of course change my mind depending on how the additional books (outside the core 3) look. If I had all kinds of extra time, I would definitlely run a 4E game to try it out, but every year it seems like I have less and less time. I do look forward to any CRPGs or MMOs based on the 4E rules, and I would like to play in a 4E game, for scientific purposes....and stuff. Now with all that being said, there is alot I don't like about 4E (must.....resist......change) but in the end I am more than sure that 4E products, written or video-game-afied, will provide me with many hours of FUN. I think at the end of the day alot of fans forget that these games are supposed to be fun. If you are in love with 3.5, you have all the tools ever needed to never switch. More 3.5 books than you can shake a stick at, will provide you with material for years and years to come. With NWN2 you can create top class content and make your own CRPGs, join PWs etc etc. My rant aside, I am interested in J.E.'s opinion on how the mechanics work and feel. At first glance, I felt these changes were aimed at an eventual new D&D MMO. With the success of WoW it seemed logical. From your comments it seems as if you feel that is not the case. Are there any combat/spell mechanics that you felt were a vast improvement over 3.5? Any mechanics that you thought were seriously lacking? More importantly......did it feel like D&D? After all the changes over the years IMHO the game has always had a certain feel to it, for good or ill. Does this 4E version feel like D&D or some strange fantasy D20 system that happens to be called D&D?
  2. Over all I prefer to create a unique story for the games I run, but sometimes use smaller modules and drop them in to save some time. My typical design goes something like... 1) Write the main path for the story. 2) Collect alot of mini modules (from the WotC website, or some of the small 1 session type writeups.) to use as sidequests if the group goes off on a tangent.) But I have to admit sometimes just making sidequests up on the fly is half the fun of Dming. I did recently get the Expedition to Castle Ravenloft module, and to be quite honest, I am chomping at the bit to run it. One of the cool things about running pre-made material for me is, when I don't have to design the adventure, I can use that time to the extra things for the group. Paint minis, get some cool mood music, lighting, handouts, etc etc. Unfortunatley with the current campaign I run and another I play in, I'm not sure when I'll actually get the time to run the thing. And now 4E is on the way.... Old Count Stahd Von Zarovich may have to wait a year or two.
  3. Well I don't play NWN 2 on any PW or online for that matter. But I could see where the wizard gets the short end of the stick as far as power versus the Cleric, in NWN2. In P&P the wizard has alot more spells that just don't translate into NWN2. 1) Dimension Door - Arguably the best wizard survivial spell of them all. A wizard without DD is a wizard that will assuredly die a horrible death. 2) Fly - Another combat avoidance spell. 3) Timestop - At high levels this one is huge. 4) Long range spells in P&P can be devastating. NWN 2 has much smaller levels for the most part. 5) Round by round combat is arguably more important for a wizard than any other class. Being able to accuratley place spells in real time can be tough. Choosing the right spell for the situation in P&P is an art. For the single player game where the player can pause the game, the NWN 2 system is fine. For PW real time combat, I could see where it could get tough.
  4. Clerics have 5 spells per day per level plus a 6th spell (the domain spell), when Wizards get 4 (yes, you see correctly, Clerics can cast 50% more spells per day than Wizards Clerics spend half their spells healing other party members. Many times out of combat. Being a walking, talking potion of cure (insert wounds here) is not fun. 3.5 Designer's recognized this and responded accordingly giving them more spells per day. Many of the cleric' s spells are mandatory to counter many monster abilities. How many players would pick every spell correctly. "Hey Jozan I'm poisoned"....."Sorry Regdar I uh forgot to learn that one." "Aak, that vampire drained a level, can I get a cleric?" ....."You better make your fort save tommorow Regdar or that will be permanent, I can't help you" Once again clerics spend half their spells healing other players. Without spontaneous casting clerics would be a boring class like they used to be. In order to survive on the front lines, healing party members, buffing party members, fighting, The cleric needs higher HPs. If the wizard is constantly taking attacks, he is doing something wrong. Clerics rely on melee ability. They are considered secondary fighters, that's always been the case. Clerics need two good saves. If the wizard goes down, the cleric can heal/raise him. When the cleric goes down, TPKs tend to happen. Once again....D&D is a roleplaying game. A Cleric's role is to be a front line combatant/healer, the wizards role is the exact opposite. Plus wizards in heavy armor are just kinda lame IMHO. Wizards are proficient with better SPELLS & FEATS than clerics. A wizard that uses a weapon on a regular basis (past like level 4 or 5) is doing something wrong. I've played and DMd PnP clerics, druids and wizards for years. Wizards are far more powerful than clerics at high levels. Clerics are good from level 1 however, where as a wizard's power takes time. Plus playing a wizard really well, is much harder than playing a cleric. The cleric's power is obvious and easily used by even beginer players. The wizard takes some experience and creativity to truly shine. Druids can be tough though, depending on what the DM allows for feats and PRCs, but that is the case with just about any class. In the end though, D&D isn't about character balance, at least not the first 3 editions (who knows with 4E) It is about party balance and knowing your role...and making it fun.
  5. I have the D&D Basic game. The minis and dungeon material in it are great, if not somewhat limited. I have quite a bit of WotC 3.5 material. I think the basic set is one of the better products they have released for the non-hardcore gamer, but I guarantee you will be wanting more of the dungeon tiles and miniatures after using it. (Which I am sure is intended by WotC) Good luck
  6. I agree with the benefits/penalties line of thinking you guys are discussing. A good 3.5 book that works with this subject is Weapons of Legacy. A pretty good system for a character to use and grow with a cool unique weapon/item (rather than upgrading every other level) while staying pretty balanced. The penalties can be pretty tough at times, so I think most players (by nature) would rather upgrade regularly. For a strong roleplayer that likes story and coolness factor over a min/maxed character, WoL is perfect. I created a unique two bladed sword using the system in the book, and the player loved it. Was pretty much what defined his character over time.
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