Evdor
Evdor
Evdor

There are ‘replacement’ cards in the box that are constantly added in in successive playthroughs, altering the game mechanics and generally replacing ‘destroyed’ cards. In theory, after like 20-30 playthroughs the game is exhausted and you’d have to rebuy (if for some reason you wanted to play Legacy-style boardgames

It isn’t, not really. The draw is that the game is narrative in its design: Your actions in one game reverberate through every game past this. Rules disappear and are replaced by new rules (in various boxes throughout the game). The cards change, the board changes, the game ‘evolves’ over time. I mean, if you really

He already blew dash to get across. Don’t think it would have been off CD, but yes, he would have started moving again. You can also see in the background Mei icewall off an approach—likely Genji was flanking during a push, and the push was delayed, giving players ample time to deal with him, and leaving Genji

The problem in a nutshell for Evolve wasn’t actually that it was a pared down version of L4D, but that it was a L4d Successor that had missed the most fundamental lesson of the game.

L4D is essentially one laser-focused gameplay loop with subtle variations, but it’s the pacing of that loop that makes it satisfying.

It’s a pretty common DM mistake, I think, and very much a ‘road to a bad campaign paved with good intentions’ situation. One of the worst mistakes you can make as a DM is getting too enamored with the ideas of your own campaign: Maybe a mechanical set of challenges you like, or an NPC whose backstory you love (this is

Pre-gens are fine, as long as the players are okay with it. That’s really the key there; in this particular case, the DM didn’t read the room properly; players felt like they didn’t have much agency in their own characters. People play D&D for pretty different reasons, and while some people may enjoy the novelty of

Reminds me of a DM who had gone to exhaustive lengths to set up a really intricate backstory for his campaign setting, complete with dedicated roles for each ‘class’. He put a lot of time into it and as settings went it was really good—but it bored the shit out of players, because it railroaded them during character

Yeah I tried to get into it but it felt like every game devolved into both sides angling themselves against the nearest wall and taking turns popping up and taking shots at each other. The losing team was either one that didn’t protect support from a diving corvette or someone over committing and being punished for

I think there’s a disconnect between how ‘gamers’ think games are developed and how games actually get made. I have little doubt the reason for a lot of ‘downgrades’—early reels and builds of the game are aiming for a graphical fidelity that doesn’t work once you start implementing the features/scope/whatever into the

The problem is the premise behind ‘mixing things up’ is to provide an interesting alternative.

Most brawls are fundamentally not interesting. They’re not worth ‘mixing it up’ because they aren’t worth playing for more than a round in the first place.

Assassin’s wouldn’t get the auto critical off it since it’s not actually a surprise round, and enemies don’t give up their turn, so yeah it’s not the same

“ For these reasons, material in this column is not legal in D&D Organized Play events.”

Unearthed Arcana is not, and has never been legal for AL/Organized play. The PDF is an early draft of a future revision, which is why it includes the blurb.

Start with Adventure League. You sacrifice some of the flavor of a home-brewed game, but because of the open nature of the game you won’t run into any house rules or some table-tyrant-DM restriction decided sneak attack was overpowered and therefore added a number of stupid restrictions (no matter how many times you

Right off the bat, they’re going to have to tweak natural Explorer or dipping one level into Ranger for advantage on initiative/psudeo ‘surprise’ on enemies you beat is going to become standard, at least on none-caster classes (and quite possibly everyone). Generally good changes though.

So far this expansion is fairly unique in that your questing experience is not actually ‘done’ when you hit Max level. Suramar is a *required* zone that is completed almost entirely at max level (I don’t think it even becomes available until like 109, maybe 110). So even when you hit it you’ll have something to enjoy.

That’s terrible timing. Sorry to hear that.

For what it’s worth, I’m reasonably sure (embarrassed by everything I’ve done) is a default setting for any creative work.


I don’t mean to come across as prickish, but I really do hope the next time around you have a little time to flesh out your pieces a bit more solidly. I think a recurring theme in your posts this weekend boiled down to an interesting concept that felt rushed out the door (which I suspect was in part because you may

With the story? Well, yeah, it’s an entirely tertiary consideration; Freeman literally doesn’t have a character arc—people aren’t praising Gordon Freeman, they are explicitly praising the *player* for being a ‘big damn hero’ (one could make a small argument that the dissonance between everyone revering him and his

“There are plenty of other reasons for it; ex-Valve employees have complained about the studio’s structure. Viktor Antonov, the art designer who made Half-Life 2 so distinct and went on to help create Dishonored, said that Valve stopped making AAA games. I’ve heard other, similar statements from time to time.”

That

In the context of the actual event, the cutscene basically follows the Horde’s screen being literally *filled* with Demons. At that point every player is basically just dying and rezzing over and over and over—there is pretty much nothing they can do.