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Suggestions For TE:DnD Version 3.0

 
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Jason Tandro
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PostJason Tandro Posted: Sat Sep 11, 2010 5:36 am   Post subject: Suggestions For TE:DnD Version 3.0 Reply with quote

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Okay guys, now that Fallen is winding down and the Final Battle is fast approaching I want your suggestions for ways that I can improve the game, things you'd like to see, areas I'm struggling, etc.

Also point out things that you like, because I'm thinking about removing some things. General commenting and reviewing appreciated as well.
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Last edited by Jason Tandro on Fri Nov 19, 2010 1:54 am; edited 1 time in total
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EverPhoenix
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PostEverPhoenix Posted: Sat Sep 11, 2010 10:20 am   Post subject: Reply with quote

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-more customisation for hero classes (theres only one way you can really go)
-more random abilities which are mildly useful and arent bound to any classes
-more exploration possiblilties, without the obligation to go along with a party (i really wanted to go and explore Crown, but story didnt really let me)

-sidequests
-random dungeons with treasure in them
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psychokind
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Postpsychokind Posted: Sat Sep 11, 2010 11:00 am   Post subject: Reply with quote

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use the old chars, so we can reach a higher lvl. many skills couldn't be afforderd or bought.
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Jason Tandro
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PostJason Tandro Posted: Sun Sep 12, 2010 3:24 am   Post subject: Reply with quote

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psychokind wrote:
use the old chars, so we can reach a higher lvl. many skills couldn't be afforderd or bought.


You will retain your character sheets, obviously. I'm not gonna make you start all over again! Very Happy

@EP: There's a tricky sort of balance. I tried to go completely controlled and that was too restrictive and when I gave no direction there was no flow to the game. I need to develop a more effecient system of allowing free-roaming and encounters that's for sure.

I'm thinking of taking the Map and actually turning it into a kind of board game layout, allowing you to move x number of spaces per turn based on your AGI. Thoughts?
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EverPhoenix
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PostEverPhoenix Posted: Sun Sep 12, 2010 4:21 am   Post subject: Reply with quote

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that sounds awesome, but do i get an exception to that rule? Very Happy being able to teleport and all
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Jason Tandro
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PostJason Tandro Posted: Sun Sep 12, 2010 5:06 am   Post subject: Reply with quote

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EverPhoenix wrote:
that sounds awesome, but do i get an exception to that rule? Very Happy being able to teleport and all


No doubt. Teleporting would allow you to teleport to any game grid, but I'd probably have to place a reasonable restriction on it, say you can only use it like once a week or something.
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Postchicken Posted: Sun Sep 12, 2010 7:17 am   Post subject: Reply with quote

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how about a more dynamic dialogue system? like, YOU, as a person, really speak for your character. this way you might find new ways to solve a quest or find a teacher for hidden skills and such.

i know, this would take a lot more time from both, dungeon master and player, but if we do it right, it could be fun. also, an option like "automatic" and "manual" dialogue at the beginning would be useful, so nobody is forced to swim with the swarm Wink
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Jason Tandro
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PostJason Tandro Posted: Sun Sep 12, 2010 9:20 am   Post subject: Reply with quote

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@Chicken: I was toying with the idea. Somebody actually suggested that before but I couldn't think of an effective way to implement it. I'll mull it over, but it would probably involve PMs or in the case of parties a special "dialogue" tag for your posts.
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PostFreedan Posted: Sun Sep 12, 2010 9:43 pm   Post subject: Reply with quote

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As far as choices go, why not take the best of both worlds? Do like in Zombie Holocaust, where you list a few potential options, which still ultimately lead to the end you have in mind. People have a little flexibility in what they do, but you don't have to make such radical changes to accommodate completely free actions.
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Jason Tandro
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PostJason Tandro Posted: Mon Sep 13, 2010 3:34 am   Post subject: Reply with quote

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Freedan wrote:
As far as choices go, why not take the best of both worlds? Do like in Zombie Holocaust, where you list a few potential options, which still ultimately lead to the end you have in mind. People have a little flexibility in what they do, but you don't have to make such radical changes to accommodate completely free actions.


Zombie Holocaust is more of a "choose your own adventure" story with DnD elements thrown in. I would like people to have a little more choice in their path in the DnD proper, and EverPhoenix is right that with Fallen the options were kind of constricted.

I like the grid movement idea and given the story I have planned for the next DnD it may actually work better. I'm not sure though, we'll have to see what everybody else thinks.
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