1,004 reputation
413
bio website
location Beaver, PA
age 24
visits member for 3 years, 9 months
seen Jul 6 '11 at 2:52

I am a young gamer that, has only recently expanded into DMing. I have played board games and D&D with my father (Acedrummer_CLB ) and brothers for the last 8 years off and on and have been in several other gaming groups both 3.5 D&D and 4e.

I am trying to learn all I can about the hobby I have grown to love and hope that i can find help (or give it when the call arises)

side note: I am a little bit of a rule Nazi at times, bare with me this too shall pass.


Mar
31
comment Is there a way to make the damage system in 4e more like previous editions?
i second Yogo here, sorry not looking for fragility and if i did remove the con base from the players hp i would have to halve every monsters HP as well, as well as lower the damage out put of the monsters as to not be KO-ing the fighter when he is hit once. You never really touched on the heart of the question: day to day build up of damage.
Mar
28
comment Is there a way to make the damage system in 4e more like previous editions?
but that would hugely over power clerics as a must have over all the other leader types, I think that no power based healing should heal the "carry over damage."
Mar
28
comment Is there a way to make the damage system in 4e more like previous editions?
I might try a scaled back version of this, with the wounds being more negligible and only being placed on when bloodied, and effecting the next days HS value. 1 wound placed on every time a character is bloodied, and each wound removes a HS from the next day. having wounds heal over a few days in stead of weeks would work better in the D&D system. Maybe healing 1 wound every two days or so? making them more abstract to fit the system.
Mar
28
comment Is there a way to make the damage system in 4e more like previous editions?
@Brian Ballsun: i do not want to change systems on my party jest because this one dose not do damage how I would like it to, rather I would like to adjust a system I like (and know) to play more like erlier D&D installments.
Mar
28
comment Is there a way to make the damage system in 4e more like previous editions?
@C. Ross thank you for the clarification, I am trying to reword the question to feel more answerable, and less likely to invite people to wine about the system or try to close this. If you have any incites i would love to hear them.
Mar
28
comment Is there a way to make the damage system in 4e more like previous editions?
i like this it add "carry over damage" without making it detrimental to the parties health. one question is would the "magic healing" extend to healing powers? because if so it makes this damage almost void in a party with a leader (all parties should have one)
Mar
28
comment Is there a way to make the damage system in 4e more like previous editions?
i have little problems with lethality in combat but I like the suggestion of having healing surges be used in rituals and such, it gives an abstract damage without damage fell.
Mar
28
comment Is there a way to make the damage system in 4e more like previous editions?
I was not looking for personal opinions on whether this should be done, or personal feelings on the system itself. that said I feel that even though most damage and hp is abstract there are points that do matter ie. bloodied, and in some instances if a character takes damage equal to his bloodied value in one shot he dies so there are points in damage that matter. This IS a viable question with an answer and i would like to find it.
Mar
25
comment Out-Of-Control Characters
I did say it was a cheese answer and i think it would only work once.(difrent topic) Peer pressure is a strong thing on most people, but sometimes (and most-likely in the case of out of control players) you get someone who ignores or even goes against the groups feelings. I took this as that case, the party would rather not kill the town but Fighter Mc. Smash dose it anyway. in witch case he is punished and the party has to deal with what goes with being his "friend" brings from the people. I try to keep that from completely Impeding their goals, but it will make things harder.
Mar
24
comment Out-Of-Control Characters
why punish the entire party for one guys need to disrupt a gaming session you could jest chose to not invite the guy to the next session and restart the game from right before the mass-slaughter use a cheese dream sequence or something if hitting the restart button feels wrong, but don't throw out the entire adventure because of it.
Mar
24
comment Out-Of-Control Characters
well that is more what i was getting at, they don't all have to have higher levels then the party if the captain of the guard has a resist 40 all aura effect that he gives to all his men in a burst 10 from a daily magic item "empowered guard crest" that only works inside the city at the cost of all his healing surges. (it is an item that is powerful for the guard to have and lets them stand toe to toe with everything shy of Orcis but is almost useless to the party if they manage to win some how.)
Mar
20
comment How do I make a dungeon the party will not know they are getting lost in?
@aramis - wow that is so blindingly obvious i cant believe i don't do it. from now on approximation will the rule in my giving of room dimensions!
Mar
20
comment How do I make a dungeon the party will not know they are getting lost in?
Good idea at the end, and I would have to agree that, in this case and with the theme of the campaign, an all natural dungeon dose not work. I think that one with a combination of man maid trickery and natural shenanigans will make the most believable product.
Mar
20
comment How do I make a dungeon the party will not know they are getting lost in?
This is um. In depth (more so then i normally go) and some of it would make me fell like i was being "that jerk DM" jest to make the mapping harder and less accurate, but you do get the job done using natural caverns and a more hurried pace. (not the most original answer at this point but a different Enough take to be viable)
Mar
19
comment How do I make a dungeon the party will not know they are getting lost in?
i would chose this for a favorite if it was an answerer to a question on abstract mapping, or easing a group off of heave map reliance, this can cause momentary confusion in the group and make them less map dependent but it overall still leaves them with a relativity accurate map to the way out. (Unless I add blind curves and inlets that are hard to notice from one direction but easy to see from the other.)
Mar
18
comment How do I make a dungeon the party will not know they are getting lost in?
I know that a shifting wall thing is a cool gimmick to use, in all of it's various forms, but it is not what I am looking for. With them i feel that a freak out buy the party followed by the "we will never get out of here" statement is inevitable with the mechanic, I would rather have them spend a week trying to get out of the dungeon because they didn't remember the way out because it was complicated, not because it is always changing.
Mar
18
comment How do I make a dungeon the party will not know they are getting lost in?
I played through that module as a character, never felt lost once, but maybe that's because we used chalk and had really good passive perception as a party. I will have to read through the module to see how WotC dose it.
Mar
18
comment How do I make a dungeon the party will not know they are getting lost in?
+1 for faulty map idea, I usually draw a first draft map then change what i don't like in the dungeon after that so it would be fairly simple to give them a mostly acuter map. I like the deceptive architecture bit too.
Mar
18
comment How do I make a dungeon the party will not know they are getting lost in?
I like this. Rush the party so they can't take the time to map, or take away their paper some how. not bad +1
Mar
1
comment Inter-planar Merchants of D&D
telflings would also gravitate more to the inter-planer merchant. trade