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You should read the fantasy story I'm working on when I finish it. One of my goals with the setting is to get away from this tendency.
^^ None of those can beat the literary genius that is Lust Bulge
Well I've read Lust Bulge
top that
...Uh, I'm fairly certain that the angle of the boat would have to change more than slightly for that to work. And recoil... I don't think it works like that
A video game movie that know's what it's talking about? And Roger Rabbit-type cameos?
What sorcery is this?
Also, this screencap.
There's Bowser, Kano, Dr. Eggman, Zangief, M. Bison, Clyde from Pac-Man, and what looks like a Zombie from House of the Dead.
http://store.hbo.com/detail.php?p=373634&dm=true
Shut up and take my...oh, wait, I don't have that much money.
How close are the boats to each other? Unless they're close to each other, it doesn't have to be large. Not sure if recoil wouldn't help. Also, if the surface the gun is resting on is burning, that might have an influence, as well as temperature differences (maybe).
Man, I'm really looking forward to playtesting D&D 5e, but now that I've been reading the SA thread on it, not only do I lament what a bunch of crooks Monte Cook and Mike Mearls are, but I really wish I had heard of 13th Age sooner, so I could try to playtest for that.
More specifics for people who don't read SA/don't want to spend ages hunting that thread down?
Well, a lot of it is still based on an incomplete game and a most ironic thing, 4e grognardery (yes, it turns out that SA is primarily composed of 4e proponents), but the quick and dirty is: Regressive caster supremacist bullshit.
More specifically: Cook and Mearls seem adamant in refusing to acknowledge that 4e made some improvements, going as far as to leave 4e-era solutions out of opinion polls (hint*: 4e, while perhaps stylistically rigid, was by far the most consistent iteration of the game). They also seem to think that the 3e Fighter was on the right track (hint: it's woefully underpowered and no fun to play by level 11). Looking at the playtest stuff (without revealing specifics), wizards get some of their more powerful spells sooner than in 3e. Oh, and WOTC fired Rob Heinsoo, lead developer for 4e and a hero of balance in cooperative RPG's (he and Jonathan Tweet are working on 13th Age, which I mentioned above). It's fairly clear where Cook and Mearls stands on this, and I've lost hope that they'll actually listen to player feedback (which might be a crapshoot anyway, due to edition warring).
Although if you want to read a bit of the thread to get an even better picture, it's actually one of the first threads on the page, but I can link it anyway.
* I understand that someone like INUH or Nova probably doesn't need these hints
I never liked 4E, but it did balance right, and is probably the only D&D edition that didn't screw that up terribly.
If I had to guess, I think what happened is that they balanced it for 4E, but at the same time they made a lot of stuff very samey, and then when people complained about the sameiness, they somehow decided that meant that balance was bad.
^^ Here's a good quote from the thread that proposes a worthwhile perspective on the whole thing that I can only imagine Cook hasn't even looked at:
For what it's worth, the Fighter and the Rogue actually don't look too terrible, going by playtest materials. In fact, I dare say that it all looks fairly well balanced so far. My only concern is that the Wizard will inevitably get too many nice things as it continues to level.
Alternate (or, perhaps, supplementary) solution that I thought of: as incentive not to let casters get all the magic items (because otherwise, they're the only ones who could really make use of them), let magic items and artifacts fuck with their shit. Maybe the essence of a magic item doesn't play nice with the wizard's mojo, and he deteriorates, steadily, or rapidly, or exponentially, according to the power of whichever item he's attempting to use, until he becomes a liability; maybe the artifact is a product of a cosmic entity who doesn't appreciate puny mortals stealing his tricks, wielding its playthings, and making pretensions at godhood. Whereas a mundane character might either be just mundane enough not to be supernaturally swayed, a la Dragon Age's dwarves, or be considered just a small enough threat by the aforementioed cosmic entity that he/she's allowed to run around with the artifact, so long as this mundane fellow is at least somewhat aligned with the goals of the artifact.
^ That seems to be the case. Though I actually really like 4e (though the bloat is a little overwhelming at this point, and I'm glad that WOTC at least realized that it's time to move on), and after going through the SA thread and considering its points, I might just have a definite preference for it over 3.5.
That quote is a very good point. That's why in the RPG I'm working on, I'm dividing magic into a few specific categories, all of which have to be learned independently (trying to do them all would result in the equivalent of a level 20 D&D character who took one level in 20 classes), and then encouraging specialization within those categories.
On the other hand, magic being control over absolutely everything is really cool, so... >.>
But yeah, it doesn't really fit in a game where non-magic-users are forced to specialize and whatnot.
I'd honestly just rather have a game that's all about wizards that throw spells at things, so that they don't have to worry about balancing magic classes with nonmagic classes. But, well, yeah. Also I don't play D&D so it doesn't really matter what I think.
^^ That would be a step in the right direction (really, getting rid of the wizard that can do everything anyone else can do can only be an improvement), but I can hardly say that the beguiler or the duskblade were perfect solutions; the beguiler still negates the rogue, trading Sneak Attack for more skill points and spells to pull oneself out of solutions that the rogue couldn't, and the duskblade pretty much invalidates the fighter, full-stop.
That's not to say that those classes weren't good ideas (heck, they were fairly balanced against themselves and certain other classes), but their inclusion would probably require the fighter and the rogue to be drastically altered, if balance was to be preserved. Although in my opinion, that would also be a step in the right direction; let the fighter be Herculean, and/or give him strongholds and an army like in pre-3e editions, and let the rogue's non-combat skills be as powerful as a spell and turn the tides of war.
^ That would be much less of a headache, I'd imagine, but then the game wouldn't be a proper fantasy pastiche. Although I'd imagine there are games that are just about wizards. Or, if you really wanted to, you could play an all-wizard game of D&D or something.
Considering that the beguiler gets 9th's, I can't accept that as a full compensation. :P
>I'd honestly just rather have a game that's all about wizards that throw spells at things, so that they don't have to worry about balancing magic classes with nonmagic classes. But, well, yeah. Also I don't play D&D so it doesn't really matter what I think.
Mage: The Ascension?
Um...weren't fighters already pretty invalidated?
more like magic the gathering
...i'll just be over there, turning cards sideways and making x-men jokes.
Well, yes, but the duskblade didn't exactly help, what with being yet another melee class that you could play that's better than the fighter.
;~;
Can I murder everything, Malk, pleaseeeeeeeeeeeeeee?
^^Well, no, but the only thing that would have really helped was a complete rewrite of the Fighter class, which I don't think they'd ever have done.
^ The closest they got to a rewrite of the fighter was the warblade, but lolVancianSwordfighting.