Great idea. So would the third just be another compilation of the magazines (which wouldn't need to be updated) or all-new?
A game, in and of itself, cannot be overpowered. Power is relative. When something in a game is "overpowered," it's more powerful than everything else in the game. Thus, the entire game can't be overpowered; that would mean that every class in it is more powerful than the average class in it.
In Pathfinder, everything is more powerful than in 3.5, but they're all intended to be equally powerful. Therefore, Pathfinder caters to powergaming less than 3.5, because there's more power consistency.
In 3.5, on the other hand, everything is less powerful than in Pathfinder. Yet there's a less equal distribution of power, so some classes are overpowered in relation to the others.
- Greyhawk : 11
added one vote ofre greyhawk.
It was definitely better thin its predecessors, but I do have one minor nitpick. In the information on tharizdun, he seems to have two different holy symbols. One (the spiral) is listed as the symbol of the Elder Elemental Eye, and the other one is described in his stats. Can one god have two holy symbols? If not, which one is right? I'm leaning toward the spiral because a) It's actually depicted, and b) it's the one used in The Styles.
I hate oozes wrote:
It is. I just got it today.
The adventures included in the set are the big problem. Many monsters haven't been updated. What's the difference between a ghost and a spectre? What do greater and lesser daemons become? What's the "Total party levels" entry at the beginning mean? And on the subject of levels, do I have to change levels for NPCs to keep them equally powerful?
Thanis Kartaleon wrote:
Thanks for the Advice! When I set thim on the table, I'll be sure to give you credit.
I didn't really know where to put this, and this seemed like as good a place as any.
I just got a set of Writhing Stranglers. Whenever I get new Pewter Minis, I always remove any bits of excess pewter. Then I got to 2 thick ones in exactly the same spots on every miniature. They're between the hands and the legs. They're about as thick as the legs, so I'm worried that I might break the legs off if I remove them.
So, finally, my question: Should I remove them, and if so, how should I go about it?
If you haven't read it already, check out a book called "The Amulet of Samarkand" by Jonathan Stroud. It marketed as juvenile literature and part of a trilogy called "The Bartimaeus Trilogy." In this world, magic is done by imps and little genies that wizards bind to their will. The narration flips back and forth between a yound wizard and the imp he has bound. Good book, quick read, funny and you can see how a bunch of imps really could rule the world. A few pretty bas ass imps too.
Read it, loved it. Read book 2 as well.
If the PCs fail to kill Dragotha, according to the prophecies in Spire of Long Shadows, the age of worms should never happen. the next last prophecy being "a tripartite spirit again becomes one, and at its advice are the mighty undone," the tripartite spirit being Balakarde, and "the mighty" being (I assume) Dragotha. Thus the age of worms cannot begin until Dragotha's destruction, and even then only if Balakarde helps. Right?
I had Balakarde,s prediction come true: every guardian of the Tabernacle was in the Writhing Sanctum. That's an encounter level of I think about 32. Anyway, by some dang well thought out tactics, timely uses of the "delay death" spell, and a few lucky rolls, they've got Dragotha on his own. Still, a TPK is always a possibility nonetheless. ;')
if they do survive, Kyuss won't be nearly as hard as he's supposed to be. ***SPOILERS*** I read that he'll effectively be CR 32, so you might try upping him to at least 35 or so. (This may also be against the 8th amendment)
Joseph Jolly wrote:
I don't know much about Forgotten Realms, but Assuming the 3 gods it represents have 2 hands each, the EA shouldn't be missing any.
I don't think Eberron will become the core setting, because while it's really interesting, It's doesn't really match the flavor of D&D very well. Warforged are a bit annoying, as heal checks won't work on them, and shifters and changelings just seem like attempts to make lycanthropes and doppelgangers player races. Also, while I like the basic idea of lightning rails and warforged, they just look a bit too much like real technology.
for warforged, look at the Warforged in AOW thread. it has a new monster called a Wormforged. Also, try changing a few villains to warforged. This can also be done with the minor NPCs to artificers.
If AOW was written for Eberron,thenit would probably be even harder to convert to Greyhawk or Forgotten Realms.
On tuesday, the Tome of Magic arrices in stores. I'm particularly interested in truename magic. In the "Ecology of the Spell Weaver" article in Dragon #338, it's revealed that the Spell Weaver Empire fell due to a mass apotheosis attempt using truename magic, which, due to the wrath of the existing deities failed, and ended up destroying the entire empire. I wonder if players will attempt this kind of thing? If so, what will happen to them?
Definitely one of the best character ideas I've heard.
Additionally, I agree with the people who say bad things about having to prepare spells. If you're expecting a specific opponent, this is not so bad, but if caught completely by surpise, it can spell death. Think about random encounters.
Let's not forget that a Sorceror can take the Dragon disciple prestige class, while a wizard cannot. (IIRC, it says you have to be able to cast arcane spells without preperation) While it also requires Language: Draconic, which only wizards can learn, I find the idea of a sorceror/wizard so contradictory i just say screw it, let sorcerors learn draconic. (Also, in campaign terms, this fits because sorcerors are often descended from dragons)