The Indescribable wrote:
Because that can't be encouraged enough. :) What happens if they both fall? Now that would be an interesting pair. Also, i dont think sexual impulses trump druidic ethos. Nor would i consider a vampire inclusive towards necrophilia. Being seductive is a thing with them.
Sara Marie wrote:
Hence, the last sentence of my comment. I suspect the list of spells taught on a communal basis would be very small. Dancing lights would probably on the list though. Way too useful.
If you are motivated and inspired enough about it to feel bummed out, make a new world. That will give you an outlet. Instead of lamenting frequency focus on quality and depth. Take the time to weave a web of adventure that snares the group tighter with each step they take without tripping them up. Or make a true open world. The next time they play let them adventure to find adventure, or just enjoy the scenery. Make a secret cult that remains secret, with the players only catching on to suble manipulations, but not knowing who or why. You could view the whole thing as an opportunity to put time into fleshing things out. Maybe, instead of running the game you can tell the story to your son and try to get him hooked, offer up only a little of the deepest and darkest at a time as he dms. He might change his mind about running games if you shift focus on 'running a game' to 'telling a cool story'.
Pan wrote: Apperance and attractivness are related but not one in the same. If someone tried to dump Cha and make up for it by being beautiful it would be totally up to the NPC. If the NPC thinks they could gain favor by following through they will. If the NPC sees it for what it is they will. There's a good reason for some confusion. Charisma specifically claims appearance. Older versions of D&D used low scores to represent the negative aspects of personality and appearance. It's not so, now. Charisma is a gauge of "how much" instead of pleasant/unpleasant and attractive/unattractive. If you play your character as snarky and unpleasant, that's fine. But if your charisma is low, you are bad at it, reflected by a negative modifier. If your charisma is high, you are good at it, reflected by a positive modifier. High charisma doesn't presume niceness like it used to. That's why Cthulhu is rocking massive charisma; he's not inspiring lust or friendliness, but things are still in his favor socially because he is so terrifying, alien and his presence is so powerful.
If a group of people didn't have access a resource they usually use a different resource to achieve the same goal. If you are wanting to limit iron there are better ways than milking a spell. Maybe all ore. Is highly toxic and/or requires a time comsuming method to puritfy. If your story is tied to metal coming from a spell and i'm not sure where you want to go with this. People being sacrificed to make the iron usable, not available w/o a nod from a local noble. So many ways to go with it. Not sure why their area just doesn't have iron resources. Is it country wide, world wide?
None. With or without fabricate magic. To do either you would need an uncut diamond of at least 12,500gp value (uncut value). Then a minumum DC of 30, possibly higher. Also note that fabricate states the quality of items made are commensurate to the quality of materials used. Rusty iron, therefore, fabricates into iron of similar quality. Therefore, it seems apparent one couldn't even fabricate usable uncut diamonds from the dust.
The World of Darkness had a great breakdown of attributes, and it applies well to other games. You have three physical stats; raw power, fortitude, and grace. Same with mental stats. Charisma is grace of will, presence, and intellect. Overbearing, stoic and regal is the same posture with increasing charisma. I should be, potentially, any characters greatest attribute when utilized. And if you have a player and DM that are up to it, classes with leadership-like class abilities would reflect this. Sometimes, though, it's nice to simply crit for a lot of dmg instead.
I liked how all nine alignments had excuses to field strip fallen comrades. A pyre is being lit under under a freshly fallen comrade. He's wearing nothing but a loin-cloth. Around the pyre, his group; one is wearing the dead guy's helmet, the next guy in the dead man's armor, next guy, weapons, next guy, jewelry, next guy gear. Mournfully they polish the crap they just stripped from him. Funny. :)
My favorite would be the complete ninja for the martial arts, though some were nerfed from 1st ed. (Eagle claw). It also didn't have any of the additional arts from dragon. One issue in particular had some really cool abilities like splits kick and staff shield. Second would be elves, cause elves. And blade-singer. A monk/ninja archrtype that used those martial arts would be cool. Distance death or one-finger-push to give them some ranged attacks and some range abilities. Plus just the coolness of instant stand, immovable, etc. I have both books and the mag somewhere. I'll have to dig those out and see if i can come up with something.
I'm more relaxed about the paladin's code nowadays. In 2nd ed. Dnd paladins got quite a lot in comparison to other classes in exchange for a strict code to live by. That was the deal; a list of cool abilities and a list of regulations. Since PF, especially, classes are more balanced and i really don't see pushing code very hard as fair to the paladin. Doesn't mean they get to ignore their code, of course. I'm just not eagle eyeing their actions like i used to. |