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This series of articles from Wizards of the Coast provides some good examples of complicated D&D rules in play. the series covers disrupting spells, grappling, disarming, cover, swallow whole, incorporeal monsters and level drain, beholders, and more.

Plus, it has amusing bits that sound like a real gaming group. My favorite line:

PC (Krusk): No, you didn't understand me. I wanted to disARM him, not knock his weapon out of his hand! That's a weenie tactical move, and Krusk wants nothing to do with weenie tactical moves!

Date: 2003-11-20 04:57 am (UTC)
From: [identity profile] wtimmins.livejournal.com
While this is specifically 3.0, I find it's a good reminder and lesson in rules that also apply in 3.5. Overrun, in particular, I realize I messed up in last game.

Not that, thinking back on it, the outcome would have likely been different. Nightwalkers surrounded by smaller summoned creatures. Between the fact that an area dispel would have gotten rid of the summoned creatures and the size/strength of the nightwalkers, I think they would have blown through.

Anyhoo.. thanks. It's also great fun to read. ;)

Date: 2003-11-20 08:44 am (UTC)
From: [identity profile] ralphmelton.livejournal.com
Sadly, there are some errors, such as in the disarm example. And while the last article did say "The fact that Gamestoppers has messed up once in a while (oops...sorry about those!) only goes to show that they're complicated enough to confuse even those of us who work here at Wizards of the Coast", the fact that those articles are not pointed out makes me sad.

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