Dungeon and Dragon players
Wow, YouTube has everything! For those of you who didn't get to play Bloodlines, here's most of the hotel. The diary entries are hard to read, but worth it, in my opinion.
(The playthrough here doesn't make it apparent, but you do have to turn the boiler room back on in order to have enough power to run the elevator, which is needed. Also, the player missed a fetish in one of the rooms, that, IIRC, would have boosted his Blood Pool...)
[youtube]http://www.youtube.com/watch?v=pt871DyKQbQ[/youtube]
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Sodium is a metal that reacts explosively when exposed to water. Chlorine is a gas that'll kill you dead in moments. Together they make my fries taste good.
I've been playing since 1999...so I never really got to experience the glory days or anything, but I did get to start out on 2.0 and be super confused about thAC0 =)
All my friends complain about how 2.0 was so much better, but then we keep playing 3.x anyway? *shrugs*
I'd really like to sit down some time and learn the original D&D (not advanced) and make a campaign from it for me to run. The Advanced series is alright and everything, but sometimes I feel like all the rules get in the way, and I wouldn't mind stripping everything down to the basics and having some fun...instead of spending so much time creating the perfect character, or argueing what a certain rule is, only to eventually check the book anyway instead of going house rules...
Idunno, maybe it's just me, but sometimes I feel like less is more.
We played 3.x for a really long time before we got tired of trying to plan out battles in our head, and pulled out the miniatures. Though I'm pretty sure we used miniatures in 2.0 a few times.
Though you really don't have to buy anything. When we're not playing with our friends who own miniatures, we just use graph paper and whatever tokens/game pieces we happen to have laying around. Usually D6s stand in for monsters, and D12s are the players.
We always joke about how completely useless the D12 is in D20 games
Mostly I just hate how D20 is trying to take over every other game. I thought Star Wars and Call of Cthulhu had some pretty nice rules...then they changed them to D20, and it's like, what's the point? If I want to play D&D, then I'll play D&D, thanks.
http://www.stannsgarrison.ik.com/attach ... rsheet.pdf
Last time I checked, the official Wizards site took down all the old AD&D resources and all I could find was stuff for 4.0 =/
Though maybe they've put it all back up since then, I'm too lazy to check.
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I'll brave the storm to come, for it surely looks like rain...
Dellingr
Snowy Owl
Joined: 26 Oct 2009
Age: 34
Gender: Male
Posts: 152
Location: Wellington, New Zealand
I really enjoy Dungeons and Dragons 4th edition. From what I have been told of the previous editions this is a more streamlined DnD, easier to keep track of things I think. It's also really the first edition I have played more than once. One time with friends in Ohio we ordered pizza and played 3.5 (or 2nd edition - can't remember which). I had no idea what I was doing, and we really didn't use a grid or minis. We just rolled dice, and the DM told us what we were facing and where. Now with playing 4th, I've pretty much decided I love this game. There are so many races and classes to experiment with. So far, I like the dwarf, eladrin, and elf. Other people would probably go with more exotic races, but the three I mentioned are ones I have used. I have even played human. Fighter, rogue, warlock, warlord, and cleric are classes I have played.
Some old-time players dislike 4th edition because of the new concepts of "healing surges" and daily powers for everyone. Basically, back in the day, if you had, say, a 1st-level fighter, he could hit things with a sword or bow, and that was about it. He could have up to 10 hit points, plus Constitution bonus (for an absolute maximum of 14), and no matter how tough he was, once those hp were used up, he was down and dying. Even worse was the old-school magic-user - just 4 hp plus bonus, no armor, not many useful weapons, and only one lousy first-level spell per day (I liked to take Sleep, so that I could get away from groups of orcs). Most old-school players didn't even bother naming a character until it hit at least third level, because death was so common for those just starting.
Now, hit points are figured differently, with some adjustments for race as well (which only makes sense when there are two new races, one descended from dragons and the other from demons), and each character also gets a certain number of times per game day in which, when not in combat, they can spend a "healing surge" and recover up to half their hp. There are new powers that can be used once per day, once per hour, and once per encounter, that give a character greater flexibility (for instance, a dragonborn can use a low-powered version of a dragon's breath weapon - I think that's a once-per-day power). Armor use and weapons are also defined differently - your mage can indeed wear chain mail, it's just going to slow down his spell-casting (which, depending on the effectiveness of the party's fighters and healers, might be a trade-off worth making). First-level characters are now vastly more likely to grow up to be higher-level people one day.
I think what sticks in some old-schoolers' craws really harshly, though, is the fact that the in-rules discussions of what various classes can do best uses some terminology that has become widely familiar from MMOs, particularly when discussing the various battlefield roles (mages, due to their area-affecting spells, are referred to as "Controllers", while paladins and clerics, who can bolster their teammates' effectiveness and morale, are "Leaders").
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Sodium is a metal that reacts explosively when exposed to water. Chlorine is a gas that'll kill you dead in moments. Together they make my fries taste good.
Now, hit points are figured differently, with some adjustments for race as well (which only makes sense when there are two new races, one descended from dragons and the other from demons), and each character also gets a certain number of times per game day in which, when not in combat, they can spend a "healing surge" and recover up to half their hp. There are new powers that can be used once per day, once per hour, and once per encounter, that give a character greater flexibility (for instance, a dragonborn can use a low-powered version of a dragon's breath weapon - I think that's a once-per-day power). Armor use and weapons are also defined differently - your mage can indeed wear chain mail, it's just going to slow down his spell-casting (which, depending on the effectiveness of the party's fighters and healers, might be a trade-off worth making). First-level characters are now vastly more likely to grow up to be higher-level people one day.
I think what sticks in some old-schoolers' craws really harshly, though, is the fact that the in-rules discussions of what various classes can do best uses some terminology that has become widely familiar from MMOs, particularly when discussing the various battlefield roles (mages, due to their area-affecting spells, are referred to as "Controllers", while paladins and clerics, who can bolster their teammates' effectiveness and morale, are "Leaders").
From what you described of the older DnD, I am actually glad I am playing 4th edition. I like variety in my play, and, if playing a mage, the ability to wear armor, despite the slower casting time. It seems cinematic to me, this edition.
I've been playing DND and other things sense before there was dirt it seems... happens to be a strong special interest of mine. I've played DnD (all versions up to 4.0), GURPS, Rollmaster, Rifts, Cyberpunk, Shadowrun, Call of Cthulu, WoD (Both old and new) as well as others which I can't think of right now.
From the sounds of it the OP is likely playing 4.0... I didn't like what it looked like when I looked it over but haven't played so am not going to review it here.
And yes I've been accused of being a devote of satan for my gaming habit, but am infact agnostic so I'm must be truely evil.
Someone mentioned a game where they played cartoon characters.... this is likely Toon by Steve Jackson games http://www.sjgames.com/toon/ Toon is NOT a modification of DnD.
Anyhow I've always been facinated by the rules for RPGs, the numbers and patterns of how to get determine what is happening. Anything that I play I quickly figure out how it all works and have had a tendancy to GM more often then play, I have a very open GMing style where the game world "Reacts" to the players. Basicly I know what all of the major players of the story are doing and they change course based on what the players do (sometimes not to the NPCs best interests... depend on what they know or think they know).
As a player I'll often do things I think the character would do even if I know it's going to be bad for the character. So perhaps I'm "Hard Core" in my own way.
I've also found RPGing to be a wonderful social outlet for someone who isn't very social.
In the end I actually don't play DnD much anymore, I've kinda moved away from level based to skill based systems. (WoD, Shadowrun, Cyberpunk and GURPS are all skill based)
Also my fasination with the rules as led me to develop my own homebrew system which I keep telling myself I will self publish, we will see. (Actually my Avatar is artwork done for that system... a troll (player character) to be exact)
Anyhow I've yammered enough.
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We can be as honest as we are ignorant. If we are, when asked what is beyond the horizon of the known, we must say that we do not know.
-Robert G. Ingersoll
I have been playing RPGs since I was 14. I don't like 4th ed at all. Too much focused on combat, feels too much like WoW IMO.
For those that want a good system based on 3.5, Pazio's Pathfinder is the way to go and there customer service is second to none. Unlike WOTC who lied about the computer 4th ed tools being ready on the day 4th ed would be in the stores.
Same here, ran a few along time ago. One thing thats guaranteed is if you want the players to go north their going to go south. I played one once where my party signed on as guards for a caravan. The DM figured we would notice there was something fishy about our employers and stick with them to see what their evil plans were. What we did was sneak out in the middle of the night but only after sabotaging their wagons and robbing them blind.
As far as game systems go, I believe I used up to 3.5 (maybe) but it never really mattered to me much what the rules were. If I didn't like something I changed it. I preferred the second edition myself because of all the "Complete ___'s Handbooks" (priest, warrior, etc). They weren't perfect but they gave a nice framework to build off of.
While I ran my own world (most of the fun was making worlds for me) I really wanted to play around with the Dark Sun setting but never got to (had the books but no players). That came out when they released the Complete Psychics Handbook witch, while great looking on paper, had absolutely no balance.
Used to mess with a bunch of the old Palladium games (Robotech, TMNT, etc) but those had really bad balance and outright broken rules. Nothing more fun though then piloting an overpowered 30'ft tall robot or being a mutant, martial arts master gorilla.
As for the satanism stuff, course that's a load of crap, but where I'm from they used to believe the old tv show Bewitched was a product of the devil (I kid you not). I loaned a friend of mine a book once and didn't see him again for a year cause his parents sent him off to some private religious school to wash the taint outa him. Don't get me wrong, the entire town wasn't like that, but there were plenty of hellfire and brimstone baptists.
I stopped playing messing with DnD when I got on the old Everquest mmo. Always had a hard time finding players and mostly just wrote stuff for fun. Haven't even looked at a book for them in years, though I do, from time to time, get the urge see if there's an open source rpg system out there worth contributing to.
Honestly (and I may be crusified for saying this) DnD was always designed for the old fashend dungeon crawl, and (while I can't speak for 4th addition) it works VERY well for that. I've found though that as I've wanted more then combat I've been drawn to other systems.
Honestly (and I may be crusified for saying this) DnD was always designed for the old fashend dungeon crawl, and (while I can't speak for 4th addition) it works VERY well for that. I've found though that as I've wanted more then combat I've been drawn to other systems.
No crucifixion here - D&D was an outgrowth of a miniatures wargame, when two players, Gary Gygax and Dave Arneson, began to wonder what lay under the castles their units were besieging, and what kind of individual people were in their armies. It was heavily combat-oriented because those were its roots - the role-playing aspects were more of an afterthought - and as for dungeon crawls, well, it's right there in the name, man!
Pure roleplaying can actually be done much better with other systems, whose mechanics are designed to support RP more (although, as White Wolf Games showed us, it's possible to go too far the other way - the combat mechanic for the original World of Darkness games was pretty much broken. It's been improved in the new version, but it's still far from perfect). GURPS, for instance, is an example of a system set up to encourage playing a role more than creating the perfect combat monster - although, if you want to spend your creation points that way and the GM doesn't stop you, you can certainly go the combat-monster route...
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Sodium is a metal that reacts explosively when exposed to water. Chlorine is a gas that'll kill you dead in moments. Together they make my fries taste good.
iv only being playing for about 1 to 2 years, but what about you hard core players, have any of you been there since the start, if so how much has it changed over the years?
another point of discussion is the steriotype of "satans game", have you ever told someone that you played dungeons and dragons and someone thought you were a satanist?
please, post your thoughts and experiences
also, i need some quick xp, any ideas of how?
Hey hey. I'm not hardcore, but I'd like to respond all the same.
D&D: Never played, but extremely loose from what I hear (lot of room for imagination.)
AD&D: That's when they started publishing all these secondary manuals for it. Still simple from what I hear.
2nd edition: You know about it already... Thaco, some rolls need to be lower, complicated.
3rd edition: A step in the right direction
3.5; Even better, but the players handbook still has bad grammar.
4.0: Never played it, but I keep hearing they dumbed it down.
As for quick XP, hog all the attention and play your character to the hilt to impress your DM. It's all contingent on him.