Thanks for the compliment but I'm not really sure, if it boils down to a choice of law issue, that the South African Laow of Copyright is going to be all that relevant.Originally Posted by delgondahntelius
Torq
Thanks for the compliment but I'm not really sure, if it boils down to a choice of law issue, that the South African Laow of Copyright is going to be all that relevant.Originally Posted by delgondahntelius
Torq
Last edited by RobA; 07-01-2008 at 07:34 PM. Reason: fixed the broken quote...
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lol... i just added it last night .... was poking fun at torstan... but I do see quite a bit of no scale that goes around... of which I've been guilty of many times myself..
I did fix my tree trunks tho... I thought they looked alright ... underneath the green carpet...![]()
We started our 4E campaign last night...we managed to play 2 encounters from Keep on the Shadowfell, and the basic reaction from my players was: "Holy hell, these are some tough kobolds!"
2nd encounter saw the paladin unconscious with the cleric scrambling to revive her while avoiding the shifty kobolds.
Game went very smooth though...had some issues with Marked targets and remembering what modifiers applied and when they ended...Shifting and OA's gave us a little bit of grief too, but not too bad...
As a GM I enjoyed it...50% of my players are pretty sure they like it...the other 50% are still on the fence, but not turned off yet.
I'm having my first full run through on Wednesday (hence the new regional map). We had a brief shot at a combat encounter last week. One of my old D&D group (from 1ed) was a bit down on 4ed - saying that it looked to him like wizards had been screwed in the conversion. So he played a wizard in the fight and quickly changed his mind. First level wizards are heavy artillery - they're amazing! His quote - 'that's the first time I've played a wizard that actually felt like a proper wizard'. So Vancian magic goes out and suddenly the spell-slingers are happy.
The kobolds are tough though - I mean come on. More hit points than a 1st level paladin? That's taking the mick.
Shifting is basicaly your standard 5' move from 3.5 save for the difficult terrain addon... course kobolds get extra shift so they can be dangerous ... I ran the adventure from the back of the DMG the first game a few weeks ago.... they are dangerous...
I refuse to call them Opportunity Attacks... that's just STUPID ... and it trips me up everytime I'm reading it out loud.!!!! to me its awkward to say and tho I could just say O A .... I prefer the long hand Attack of Opportunity....
For marked targets... get some poker chips (these worked for us) i even took a marker and put the bonus on it ... and they can move thier chip under the mini or next to it (works with six sided dice as well... I have little mini mini mini sixxer's I use to place on a mini base to remind me of bonuses and what not)
that's what worked for us, thought i'd share![]()
Yep, people were cursing them shifty kobolds in my game on Saturday night too. They move adjacent to one and IT SHIFTED AWAY. so, now they need to move closer. Made it tough for the fighter to get cleaves
As to the comment that a 1st level Kobold has more HP than the paladin, I actually like that. An example is this:
A Party of 5 PCs can dish out around 8 points of damage each (averaged across the board based on Powers & Weapons), and if they concentrate this damage on one enemy that is 40 damage, or enough to take out one per round of combat, or 5 rounds of combat for a Solo Monster (averaging 200 HP). Again, this assumes every attack hits.
That same monster can only attack ONE PC at a time, and will deal often less damage per attack.
So, the High HP kobolds means a battle truly feels like a threat no matter what the level.
Additionaly, as someone mentioned before the game is scaled so a PC needs around a 8-12 to succeed at something. Look at a PC attacking a similar critter with a BASIC attack. They will have an attack that is made at 1/2 Level, + Abililty + Class + Proficiency + Feat + Enhancement (Magic) + Misc. Usually this would mean something like:
1st Level Ftr with 16 Strength with Longsword:
0 + 3 (Str) + 1 (ftr 1-handed weapon talent) + 3 (Prof Longsword) = +7 attack.
His foe's AC is calculated:
10 + 1/2 level + Armor* + Ability* + Shield + Class + Feat + Enhancement + Misc
* Heavy Armors do not allow for Ability bonuses
So, the above figther attacking a 1st level foe in Plate Armor with a large shield would be:
10 + 0 + 8 + 2 for an AC 20
So the fighter needs to roll a 13 to hit this buffed opponent.
The Beauty of the system becomes apparent when you look at the same people over level.
Lets assume the fighter is now level 10, and as he increased in level, he bumed his strength from a 16 to an 18. Nothing else has changed for him, No Magic or additional abilites to boost his attack. He is now:
5 (1/2 level) + 4 (Str) + 1 (ftr 1-handed weapon talent) + 3 (Prof Longsword) = +13 attack.
His same opponenet is now also level 10, and has no Magic armor and is still equipmed with Plate & Large Shield, so he is now:
10 + 5 (1/2 level) + 8 + 2 for an AC 25
The fighter now needs a 12 or better to hit. He has imporved his chances by +1.
As can be seen, as the PCs go up in level improving their attacks, the defense go up at pretty much the same rate allowing for combat to scale appropriately. High level PCs are not missing only on a 1, monsters are not slaughtering PCs because their Attacks are higher than a PCs AC can be.
I like it.
A lot!
Daniel the Neon Knight: Campaign Cartographer User
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MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave
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Works in Progress(or abandoned tests)
My Tutorials:
Explanation of Layer Masks in GIMP
How to create ISO Mountains in GIMP/PS using the Smudge tool
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Unless otherwise stated by me in the post, all work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License.
I like the fact that kobolds, goblins and such at an encounter level of 1 aren't typically going to just fall down dead because the nearest PC just hit it with a dagger for 3-5 damage...
I believe this was probably one of the mistakes that contributed to the TPK, the players of course .. used to old edition standards and seeing goblins they plowed into three goblins and with two wolves thinking oh ... fairly simple warm-up battle... this will be done in 6-24 seconds ... alas... this was to be a learning experience instead...![]()