So, I've learned a lot since I released the free pdf of Legend4ry D&D (linked here for download) on Monday. I have had some oversights pointed out and suggestions made and I've compiled a list. I'm determined to make Legend4ry as fun and dynamic as humanly possible.
Luckily I've had a lot of help. Between Giants in the Playground and Reddit's D&D page, I've had a lot of great constructive criticism (and a few outcries that I should just play OD&D!) From this I've started compiling a list of things to rethink in Legend4ry's design. Here they are:
- Something that I simply forgot to include: Rituals and Martial Practices
- Multi-Class feats when using Essentials characters
- Pre-Essentialised racial powers for Humans and Half-Elves when using Essentials characters
- Domains for the Warpriest, specifically adding more to include the domains listed in the Neverwinter Campaign Guide
- And most importantly, the monster math.
Monster math is a biggie here and one that I, admittedly, didn't fully account for. A fantastic example can be found on the GitP thread with a level-8 Elite Owlbear who would per round essentially put out two attacks averaging 40 damage apiece when the PCs at the appropriate level would have only roughly 50 to 70 HP. This bears some investigation into average PC HP by level and what not, but it's an extremely valid point.
In the same thread a question was posed basically asking did I really want combats to be faster or more thrilling for the players? While fast combats are not my end game here (deadly ones are) it was a valid point. I do want combats to be both fast and deadly. I need to sit down and figure out how to do so with minimal rules changes.
If anyone has any suggestions I'd love to hear it! Keep the critiques and comments coming, they are more helpful than you can know!
Until next time,
-blob
You can follow me on Twitter @Sorcerer_Blob or via the hashtag #legend4ry
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