Social and other non-combat encounters are easy just assign them a CR, I just go with APL-1 and give them the exp and other awards of that level.
As a GM I just tell my players when the level up based on the story. I like to give them the shiny new abilities right before the next big boss fight so they have the cool new toys to use for the cool important battle.
If you like the mythic tier rules, remember that the players tiers should be about half of the players levels. Use that as a guide line and you should be set.
As a player I have played with XP a lot and I think it really works fine so long as the GM just figures it out on his own time and doesn't wast time at the table with the math.
A friend once "crit" an ancient blue vampire with sunbeam (or what ever spell that insta gibs vampires if they fail the save) the dc was something like 25 the dragons reflex was something like +40 but it rolled a nat one. everyone one in the party got dominated the round prior and we were all screaming at him to cast wish to undo the dominate but no he insisted... i guess he made the right call
Look up the spell it spells put what you gain you may have to look back at the lower level versions of the spell as each one grants the lower version and new stuff. As for spell casting as far as casting it's up to the GM a druid needs a feat to cast in wild shape so normally no but elementals can speak so any verbal only spells would work so just ask nicely. Hp goes up and down with temp con changes that is how it works it's spelled out very clearly look at anything that changes con, belts, rage, etc.
Tell him he's missing out an a very small bit of power and it will make little difference and he he doesn't care let him run it, it shouldn't really make a noticeable change to how the character plays.
As a side note all the buys I've seen that end up with extra points are so min maxed they character will be dead soon anyway so it shouldn't matter.
If you are going with Aelryinth's advice make sure to train in acrobatics as it gives you a better bonus to fighting defensively you would more then likely train it anyway.
Also I forgot if you get medium armor prof you can get a mithril breast plate and it counts as light armor so you don't lose any class features from rouge and dualist for wearing it, it depends on how high you dex gets but it will be a nice bump to ac unless you have a godly 32 dex
1.and2. It's hard to say as for as power you sound like you will be right on target if you think he is more "rougy" take more rouge if he seem tougher and stronger take more fighter. If you want pure power take fighter but from the background some or all rouge makes more sense.
3. Yes you can even use multiple archetypes in one class as long as they don't trade the same features so if one substitutes your armor training you couldn't take a different on that also substitutes armor training but taking one for each class is fine.
4. Yes you can power attack a flanked enemy and you would get both the -x to hit the +x to damage and the +xd6 from sneak attack. If it modifies an attack it will work together.
5. Yes you get feats just for leveling up regardless of class some classes, like fighter, also grant extra feats but you always get the level feats the table is on the page before barbarian.
6. Take a look at the weapon finesse feat and the agile weapon property in the magic items section finesse lets you use dex to hit and the agile property adds dex to damage, it represents better technique rather then brute force. That sounds like it's what you are looking for.
Dungeon diving is simply the easiest thing to run as a GM running city based is tricky because you have so many NPC's to keep track of and there aren't many pre-made scenarios for non dungeon games. The 3.5 stuff will work but remember that you player's characters will be a stronger then 3.5 characters so you may want to make enemies and monsters stronger, a little more HP and a few extra points of AC and to their saves should do the trick.
As far as what to watch out for there aren't many problems at low levels fighters barbs rangers and paladins will be tough in a fight but the party won't have a lot of options at low levels. As long as you keep to the core rule book for races classes and equipment.
For the more story based games rip off ideas form games, movies, and books. Keep the players guessing, they should never know who the real bad guys are plot twists are great and you don't have to be great at it so long as it doesn't seem like you are just making it up as you go along. Player and NPC romance can be hard to pull off we don't play with much romance in our home games so I'm not the best person to come to for advice but remember that a player's love interest makes a great hostage.
Hope you find some of this useful.
Guy Humual wrote:
It's ridiculous to decided how fast a creature is based on size. For the life of me I have no clue why halflings have a 20 move. It just doesn't make any sense. Goblins, kobolds, most small fey, in fact almost every single small sized monster in the game has at least a 30 move or an alternate move like climb, swim, or fly speed. The only 20 move creatures in the game are player races and there's no reason for it IMO. Speed should probably be based on stats rather then race or size.
Go on a walk with a child some time I'm sure you'll enjoy the fresh air and take note of how the children are just as fast as you with out rushing to keep up :)
And as to my earlier comment what I meant was the points should be the built to balance if they lack the balance the system is a wast of space because a GM can already make a small race the point of having a race builder is to have a good guideline.
So can the player ask for a knowledge check to see if he knows about a holy avenger?
I can definitely see making the specific items requires some source of knowledge about said item and I think that's what you are getting at, and I'm cool playing in that game so long as I know that ahead of time. It seem to me that in your system for handling creation that simple things like flaming, good, or bane would be common knowledge or am I misunderstanding? As far as the reading the bestiary say the player spends some time in the city library studding tomes about monsters, what does the player want? Tell him he learns that it can be useful to have weapons made of silver, cold iron, and adamantine as well as weapons aligned with the power of good, law, or chaos simple. You could even throw him a +2 to his knowledge checks for "studying"
I have always read the part you bolded as an explanation as to why wealth by level is less then how much gold value you should have if you accounted for average encounters and treasure to get to that level some of the treasure is used up for consumables, bribes, etc. In other words if you give average treasure some of it will end up as potions, or scrolls or wands and be consumed and some gear will get sold but at the end of the day you will end up with about the WBL amount.
Mort the Cleverly Named wrote:
Wow that's weird seems silly to exclude the prereq's in the table I think it's a lot better that way to let monks grab the feats but whatever my mistake.
We are a bunch of munchkins and get in to high tier most games. Our current game is supposedly going to level 35+ leveling about once a month but it is an intentionally super epic game with a 45 point buy and artifact level items at level one. It's nonsense but it's great fun it's not that hard to make challenging encounters if you just throw out the MM and make it up as you go along.
You missed magic weapons if the monk can get G. Magic Fang permanently he is fine, but it seems most people ignore this option and buy an amulet of mighty fists witch is much more expensive then a normal magic weapon.
Without the bonus to hit and damage from magic weapons the monk falls a bit to far behind to be useful in combat and that is the key problem to make up for with mobility and noncombat skill.
There is a super genius class called the magistrate I think used to be called the Magus before UM came out, it starts are a full caster and you can add spells from other class lists. it should count as a bot a 3rd level divine and arcane caster but its only one class the MT is useless unless you grab another level in a casting class so at level 5 you can get MT as a magus 3/ whatever 1.
Greater Magic Fang and permanency does what you want, the AMF is for things like holy and flaming, if you account for that the monk will catch up late game the only down side is dispel dropping the enhancement bonus.
Just as a note enhancement bonuses still punch through dr's as the bonus grow.
Monks are 2 weapon fighters and they always have been, unfortunately some people missed that fact, and it is and always has been a fact. Compared to a two weapon rouge monks are fine compared to a fighter they are weak witch I would be fine with except that a fighter can be a better martial artist than most monks and that should be fixed. Better CM's is where the fix needs to be made the weapon bonuses don't need fixed you all just need to start paying attention.
TL;DR Buy the best G. Magic fang you can on both you arms, buy permanency on both arms, get a weaker AMF have all the same things everyone else has.
It would depend on the AC of the intended dead thing. Lower ac's two weapon fighting wins higher ac's single attacks win so odds are the larger harder to hit with weapons will be better vs low ac targets but worse at high ac targets if you want the breaking point you will have to find someone with more interest then me.
Fast math is that you lose about 10% chance to hit and and if after that you are 50/50 going to hit you get 1 extra damage per attack
I suspect that the difference will be negligible you will hit a bit less and deal a bit more when you do.
So I will soon be getting create undead at caster level 8 granting me ghouls is there a template I missed somewhere all I can find are humans wolves and dire wolves.
What other undead on the list are useful I try to keep around as few minions as I can so I don't take an hour every round with all the actions so I prefer to have bigger heavy hitters rather then swarms of smaller mooks with little to no chance of hitting but a weakling with a cool trick might be useful.
I also have animate dead Most of my minions are relentless cursed zombies, burning skeletons or bloody skeletons, did I miss any good combos of lessor undead I could try out.
I don't have anything to up the number of HD I can control yet so 8HD is the max but I have the control undead feat twice, once from Undead lord once from necromancy spec wiz so I can keep 2 8's or up to 16HD across multiple.
And I know having 2 control undead is odd but my GM is cool with it as long as I don't take every mook I have controlled with me all the time.
Thanks in advance
An RP bonus would be good, the party stays free at his home town inn because he saved the owners kid, he has earned some reward from his church and all spells cast by church clerics are 10% off any spell with out costly components, something that makes the character special and the party like him that much more but helps the whole group in a small way.
Just my 2 cents.
Because it fits the GM's vision of the race.
A GM can make the race any way he see's fit standardizing the rules is about balance. After the rules are printed people are free to make races how ever they choose slow, fast, the rules serve as a guide to making what should be balanced races and they should strive to do that regardless of published race no system of abstractions will be free of holes, are archetypes all created equal well they try some are better or worse, some are just plain why would you (not) take this but overall they are all on or near the line in theory but somethings end up working too well or not well enough. This isn't about vision its about rules they won't be perfect but and you are free to ignore them for your vision.
As far as making slow a -1RP yeah seems like not enough to make up for the loss of speed just assume it's -2RP when you make the race if you are a GM, if you are a player talk to the GM about changing it in a way that he or she finds balanced, maybe giving the dwarf thing that makes it so they can't be slowed by armor or some other +1 RP trait that seems like it's not worth the +1 RP I'm sure there are a few that should only really be +.5 RP in there.
The best practices are unfortunately play-test, play-test, and play-test in that order. As far as where to start take your concept and see if there is anyway to emulate what you want with existing feats, if not pick a drawback for the feat, it will already cost the character a feat to gain it having a fair drawback will help avoid the pratfall of ending up with anything to uber.
Watch out for clerics channel energy can be brutal to big groups in small places I did something smiler in 3.5 and everyone just agreed not to play clerics due to turn undead. We had a lot of fun starting in an inn drinks were had, npcs were chatted up, then the town sheriff went to the out house and didn't come back. Being in a crowded building with a lot of commoner 1's panicking makes for tons of fun role playing. Hopefully you players will be in to the survival horror feel because it really breaks down if they start getting in to the talk of "alright we should be able to take on 3-4 at a time and be ok, so how do we divide and conquer" hopefully they will run with the "O God we're going to die" mindset.
The Black Bard wrote:
wow really poor arguments if you are dead you have negative HP if you are at negative HP you are unconscious if you are unconscious can take no actions I'm sure there are many rules you missed as such. to make a core rule book with that line of thinking it would take a library and if you infer rules that are not there that is called a house rule and all PC gain a fly speed because it never calls out that PC's do not in fact gain a fly speed. QED
if you summon a wolf and say go down that hallway as far as you can then summon it again a speak with animals it works unless the wolf died in that hallway you cant get him back for this trick there is nothing in the rules to say you cannot summon 2 different wolves as a matter of fact there are some things in there about summoning more then one wolf like say i don't know 1d4+1 wolves so by RAW you can summon multiple wolves just not a dead wolf... unless its a zombie wolf I'm sure there is a way to summon one of those