I think you mean AD&DVENTURES, ASSEMBLE!Uh huh. Sure.
Anyways, those who do care, D&D GROUP!
--Patrick
I think you mean AD&DVENTURES, ASSEMBLE!Uh huh. Sure.
Anyways, those who do care, D&D GROUP!
It would be nice. I guess its always a possibility i might be able to join. There is absolutely no chance in hell I'd have the time to GM again.When is the DM book out? I think once that's out we can start pre-prepping shit.
And why after the Monster Manual? Never been in that order before.Jesus Christ why November
Look for yourself. It's probably enough to do some very basic stuff.Nice.
Is there enough out there to start an actual campaign?
This is perhaps the most intriguing thing I've heard about this release. I got soooo tired of artifact inflation. A magic weapon should feel magic, and all my campaigns were played that way, where having a +1 sword gave a character a tangible advantage and not just stop by D-Mart to pick up a wagonload of vorpal longswords because "you need it since liches and rust monsters around these parts breed like cockroaches."Big thing to adjust to with the new addition is that magic is very rare and powerful, and desired. The concept of you being able to purchase a +1 short sword is ridiculous, a +1 weapon can be a game breaker now and last you throughout your career.
The real issue in previous editions was that being a warrior kind of sucked, so you needed to hit those magic items early. Unfortunately, so did the enemies to make them any sort of challenge. This had the side effect of making magic items super common. This has been remedied in the new edition by giving fighters extra damage dice that they can use for damage or to do other effects, like disarming or knocking down an opponent.Eh. Practically every new edition of D&D they've tried to make magic rarer and feel more special. Ultimately many players just like having high fantasy settings with lots of magic to make them feel more "special", so DMs throw in lots of magic items anyway. making a +1 more game-changing won't change that - it'll just mean people will "break" the game earlier and they'll need to introduce harder enemies at lower levels to compensate for "overpowered" PCs.
Besides, magic-poor worlds make it harder to sensibly play a Mage/Wizard/Sorceror/Warlock, in my opinion. Either you're incredibly rare, or there's plenty of them. If you're a rarity, fine, but let's not have any magic enemies, either ,than...Which tends to mean there's only 2 or 3 enemy archetypes left. Or if magic users are fairly common, there's no sensible reason to have magic items be so rare.