Hunter’s Dreams – Trick Weapons, Part 1
I started work on Hunter’s Dream back in January, with the basic idea being a way to play a Bloodborne style game set using 4th Edition D&D. The reasons are pretty easy to grapple with – starting with ‘I like it’ and moving on to ‘Bloodborne’s play experience is a tactical game of resource expenditure, […]
4th Edition’s Space Problem
There are flaws with 4th Edition D&D, which shouldn’t be any kind of surprise and yet here we are. Let’s talk about one of them. Heck, let’s talk about a big problem, and it’s a problem that’s structural. It’s so structural it doesn’t even relate to a specific class, as much as it relates to the way that classes get made. Classes take up too much space.
Project: Hunter’s Dreams
The Pitch: It’s a 4th Edition D&D Setting/Modbook which is about playing Bloodborne and Castlevania style gothic horror hunters. Combat is not about crawling through dungeons and parselling out careful resources, but instead about short tactical fights of 2-3 sequences of fights in a row, known as Hunts, usually with solo-class enemies rather than larger […]
4ed Problems: Splintering, Part 2
Yesterday, we talked about how long the lifespan of 4ed D&D was, and we talked about how, it was good, actually. Our framework was, basically, that players had expectations of classes, and we named the problem of splintering. When you built a character in 4ed D&D, you might be startled by how many feats you […]
4ed Problems: Splintering, Part 1
When 4ed D&D introduced party roles, it assigned each character a role which was meant to make the game easier to start. No more parties with two fighters, a paladin and a barbarian that all folded to a single mind flayer. Immediately fights started.
4ed Problems: Poison
I love me some 4th Edition D&D and it’s a well known fact I love complaining about things, so one might wonder why I didn’t do both at once.