racofer
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He's never wrong for he is always right!Even when he is wrong he is right!
He's never wrong for he is always right!Even when he is wrong he is right!
DIE.. you go to Hell and you DIE!!! YOU DIE IN A FIRE!!!!
The more I hear, the bigger turd I expect.
DIE.. you go to Hell and you DIE!!! YOU DIE IN A FIRE!!!!
Sarcasm detector failure?
WOW, this guy is a try hard. Dear god, the idiots of this world...Grimknuckle said:D&D doesn't call them cooldowns, but they do exist. Perfect example: reactions. No matter how many times something would trigger a reaction, such as a creature moving out of your 5' range triggering an opportunity attack, you only get one reaction per round. It essentially has a cooldown of one round. Casting times for spells are essentially cooldowns. Some spells have a casting time of one action, and as long as you have the necessary spell slots available, you can cast them round after round; but others (granted, usually not those that you would cast in combat) take longer, minutes or even hours. Once you begin casting them, you can't begin casting them until the spell actually fires. Sure, it's a stretch, but it IS a cooldown, especially in a combat situation. Even abilities and spell slots that only become available after short rests and long rests are essentially cooldowns--they're just manually reset cooldowns that the party agrees to reset at the same time.
At the end of the day though, it's all semantics. It's resource management at an encounter level vs. a multi-encounter level.
He doesn't know/understand what a cooldown is and thinks that it's a pure semantics issue. Pretty sad.WOW, this guy is a try hard. Dear god, the idiots of this world...
I'm not sure if this is Bargaigning, Acceptance, or just Too Stupid phase.From SCL forums:
WOW, this guy is a try hard. Dear god, the idiots of this world...Grimknuckle said:D&D doesn't call them cooldowns, but they do exist. Perfect example: reactions. No matter how many times something would trigger a reaction, such as a creature moving out of your 5' range triggering an opportunity attack, you only get one reaction per round. It essentially has a cooldown of one round. Casting times for spells are essentially cooldowns. Some spells have a casting time of one action, and as long as you have the necessary spell slots available, you can cast them round after round; but others (granted, usually not those that you would cast in combat) take longer, minutes or even hours. Once you begin casting them, you can't begin casting them until the spell actually fires. Sure, it's a stretch, but it IS a cooldown, especially in a combat situation. Even abilities and spell slots that only become available after short rests and long rests are essentially cooldowns--they're just manually reset cooldowns that the party agrees to reset at the same time.
At the end of the day though, it's all semantics. It's resource management at an encounter level vs. a multi-encounter level.
EXCLUSIVE SWORD COAST LEGENDS™ LIVESTREAM ON TWITCH, PART 2
-- THURSDAY, MARCH 26 @ 3:00pm EDT --
Part 2 Behind Closed Doors Press Demo Shown; Dungeon Master Mode, Dungeon Crawl and More Revealed
WHO: Developed by n-Space, Sword Coast Legends™ is a party-based PC RPG set in the Dungeons & Dragons Forgotten Realms universe from Wizards of the Coast. The game offers an all-new way to play D&D by bringing the roleplaying dynamic between players and a Dungeon Master (DM) to life with a first-of-its-kind, real-time DM mode.
WHAT: Join n-Space president and Sword Coast Legends Game Director Dan Tudge as he and the development team provide fans the second half of the first ever demo of the game including exclusive reveals of Dungeon Crawl and Dungeon Master modes.
Tune into the action as the intrepid adventurers continue their search for the Ashen Priest following their successful infiltration of the city of Luskan and a challenging encounter with a gigantic Ogre Zombie in the city’s graveyard.
Sword Coast Legends Livestream Part 1: http://goo.gl/hcO192
Livestream Participants:
• Game Director, Dan Tudge
• Design Director, Tim Schwalk
• Tech Director, Ross Gardner
• Community Manager, Ash Sevilla
WHEN: Thursday, March 26 at 3:00pm EDT
WHERE: Sword Coast Legends Livestream: http://www.twitch.tv/SwordCoastLegends
UPCOMING: One final exclusive Sword Coast Legends livestream will be featured on Twitch next week:
• Live Q&A with Game Director Dan Tudge: Thursday, April 2 @ 3:00pm EDT
>1,5 k viewers on Twitcher.Everybody's going to be too busy playing PoE to give a fuck lol
Looks more like akshun mode than dm mode, as your main role is to throw waves of shit at the player. Meh.
I do. At least when it comes to combat anyway. Also, it seems to me the character movement across the battlefiled is much more fluid a natural compare to PoE. Oh and without that retarded engagement mechanic... In the hands of capable DM, there's a great potential for proper encounter design...So does anyone still genuinely believe this is going to turn out better than Pillars?
Playing PoE without the IE mod is a crime against yourself.Oh and without that retarded engagement mechanic...
Come on, even PoE combat is better than kooldowns!I do. At least when it comes to combat anyway. Also, it seems to me the character movement across the battlefiled is much more fluid a natural compare to PoE. Oh and without that retarded engagement mechanic... In the hands of capable DM, there's a great potential for proper encounter design...So does anyone still genuinely believe this is going to turn out better than Pillars?