1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Dungeons & Dragons Online Forum News (Feb. 07, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Feb 7, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

    Joined:
    Dec 14, 2002
    Messages:
    16,815
    Media:
    11
    Likes Received:
    58
    Gender:
    Male
    Here are today's Dungeons & Dragons Online forum highlights, collected from Dungeons & Dragons Online forums. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Nik Davidson, Administrator

    The Clerical Crutch

    Short answer is this - obstacles in our game have one or more optimal solutions, and one or more less optimal solutions. A trap, for example, is optimally detected and disarmed by a rogue, who uses no resources to do so. It is less optimally detected and avoided/disamred by expending magical resources, such as a detect traps spell, or chaincasting dispel magic. It is even less optimally detected by the fighter, getting speared through the chest. But, swap in a cleric for that missing rogue, and you're just dealing with the obstacle in a different manner.

    Will healing be a requirement for dungeons? People will take damage. Optimally, a cleric will expend resources efficiently to cure the damage. Less optimally, a non-primary divine caster class (bard, ranger, paladin) will expend resources less efficiently to cure the damage. (No spontaneous casting, fewer spells per day, etc.) Even less optimally, the party will resort to more expensive consumable magical items, or, um, die. Multiple solutions, different levels of efficiency.

    The D&D party mechanic is all about parties of adventurers using their complementary abilities to overcome challenges. As a DM, my personal metric is that in a given game session, every party member should feel like their unique abilities were useful to the party. Doesn't always happen, but it's a good goal. I don't feel bad at all that a party of all wizards will almost always get stompled in certain dungeons, or a party of all warriors, or a party of all whatever. D&D campaigns of a single class happen, but they're the exception, not the rule.

    Bear's Endurance, the killer spell

    People have properly identified the issue as one of communicating necessary information to the player. The question becomes this: If a dynamic is such that it takes an undue amount of explanation and UI effort to explain the consequences of the action, is it better to simplify or otherwise adjust the dynamic?

    In this case, the temporary hitpoint mechanic is one that, if not properly understood, can lead to some highly unexpected and unfortunate situations. On the other hand, we're going to have barbarians raging all the time, so we had better make sure we are able to communicate the gameplay effects, short and longterm, of using such abilities. This case is different - rage is something you do to yourself, and thus we can communicate some information about the effect before or as you use it. (If your rage ends, and you're almost dead, forget about the "almost!") But you generally can't interrupt play to explain in detail every beneficial spell that's put on a player, especially when the caveat attached to it will very rarely come into play, and would probably just confuse people more.

    Someone has in their sig a long plea to the team here to read all the appropriate D&D sourcebooks. Can I just say "duh?" Of course we know the system, if we didn't, we could "solve" problems like this a lot easier.
     
    Last edited by a moderator: Jan 3, 2018
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.