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Posts
I'd suggest a way for them to have their own form of "law". Perhaps there's a setup for situations where guy A and guy B are accusing each other of the same crime, one of them actually did commit it. So its decided by 1 on 1 combat, the victor is declared "innocent" and the loser "guilty", and subject to punishment if he survives. Similarly, take a bit of inspiration from the Count of Monte Cristo, and allow one man who was caught and is guilty a chance at freedom by combating a single random opponent. alternatively, he could be running a combative gauntlet of sorts. After all, what's he got to lose? Remember, with such brigands, the only crimes recognized are crimes against the crew. Jeremy Mac Donald wrote:
The reasoning behind this is because by using the touch spell, you're no longer holding the charge. Just remember that Spring Attack doesn't let a creature go faster than its move speed(as opposed to Ride-By Attack allowing you to go no faster than double your mount's move speed), therefore, Spring Attack used by your mount in conjunction with you using Ride-By would cut the overall distance you travel in a single round by half. At least, it should as a method of balance. Unfortunately, I do not have my copy of the Draconomicon or my notes on my workup of the green dragon here with me, so I will go on a bit of a different path for the time-being. I realized a few days back that if I'm going to use Pathfinder's setup for Wizards/Sorcerers(albeit with spell points), that the Sorcerer needs a slight change in the Elemental Bloodline, as its set up for a four-point elemental array. The changes I made were as follows: Air energy type is sonic now; Lightning is added in; eletricity is the Lightning energy type. This left me with a small gap, what would the elemental movement type be for Lightning heredity? Then I had an idea: I'd grant a limited use ability that sits in between Fire's fast movement and Wind's flight. Five times per day as a swift action, a Lightning heredity Sorcerer can teleport to any place she can see within a radius of 30 feet. Aside from the limitations in distance and the number of times it can be done, it works just like any other teleport(although there is an audible electric crack and sizzle). You can't teleport into anything, and so forth. I'm unsure about bring people along with you. I may make them take electricity damage. I'm unsure at this point. So, unbalanced? Razic wrote: R-E-A-L-I-T-Y !!!!!!!!!!!!!!!!!! *STAB!STAB!STAB!STAB!STAB!STAB!STAB!STAB!*
Thomas Austin wrote: And if both casters roll simultaneous 1's on their checks, the magical backlash creates a maelstrom/waterspout/typhoon/angry elder water elemental! Reminds me of the time a Druid failed a concentration check when summoning underwater. I didn't want to just make the spell fizzle, and I wanted to have a little fun with the group. "Unfortunately, you fail to summon a celestial shark. You do, however, manage to summon beyond your normal means. You see a Elder Dire Celestial Fire Elemental, whose face changes from the momentary surprise of suddenly appearing before you, to utter horror as he finds himself surrounded by water. This expression again changes to terror as his flames are abruptly extinguished, leaving nothing where he once was, but boiling hot water and ash." *several dice roll* "Two of your enemies are caught off-guard by this display and are flat-footed until they next act." pres man wrote:
Perhaps Bards should be classified as 2/3 or 3/4 casters, due to their limited spell tiers. HJ wrote:
Doesn't sound like they're trying to determine the specifics, only the things such as the prevaling winds, how heavy the rain is, how choppy/glassy the seas are, and which ship these factors are more beneficial to(which ship is traveling with/against the wind). Obviously if the casters are creating some distracting effects, they'll need their concentration checks. I'd suggest that the winning caster in each struggle for control of the weather gets to ignore concentration checks since he is directing the storm, but also keep the difference low enough that the possibility exists that the control can be stripped from him by the other guy. Something I just remembered, is a spell from Stormwrack: Maelstrom. If you have that sourcebook, you may wish to look it up. I can't remember if its epic, though. Lastly, grant a bonus if either one of the casters decides to turn into a pillar of crabs. :) This is odd, because my interpretation of caster level has always been the level in the class that provides spellcasting, not the level of the spell, so the multiplier in this case should be 4, not 1(because the Paladin is 4th level). This is the only way it makes sense to me due to the fact that many magic items that list requirements for crafting have shown a caster level over 9, which is the highest spell tier. As has been mentioned, it does depend on whether or not your campaign is slanted more towards magic or technology, although I can offer you something which fits both. Instead of a hook hand or stump knife, I would get the best of both worlds, go for a kukri or shortened kopesh type of weapon. Have it attached so that its parallel to his hand when he stands with his arms at his sides. Then, depending on your preference for either crossbows or true bows, you can use them without removing the blade. In the case of long/shortbows, you would simply need notches to set the bow into place as part of your prosthetic. This may or may not be considered a move action, depending on your DM's view of how long that should take. In the case of crossbows, you may look into seeing if your DM will allow your character(or a weaponsmith, if your character has no skill ranks) invent a prosthetic that incorperates a crossbow into its overall design. This design would boil down to a crossbow which has a front mounted blade on it, which is attached to your arm. As a side note, I find the differences between Class and Cross-Class skills believeable. Aside from some corner-cases, you don't normally come across a Druid who's well versed with the country's political system, or the Wizard who is adept at picking locks. The tag-skills system allows for this, while still keeping the Class/Cross-Class skill system as it normally runs. Realistic? Quit using that word! *STAB!STAB!STAB!STAB!* Anyway, to the thread originator, you could use the method I've set up for my campaign world. All skills cost merely 1 point, whether Class or Cross-Class skills. Characters also get one or two background(or "tag skills") that they get to split 10 points between at character creation. These tag skills are considered to always be class skills, no matter what class the character is, or multi-classes into. I have to agree with the TPK aspect of it. My group started to run it a while back, but when the party(7 characters, all fourth level) first visited the moathouse and encountered the Medium Blue Dragon which should have been a 4th level encounter killed 2 party members right away and quickly had the rest of us running for our lives, the DM decided that perhaps it should wait. das schwarze Auge wrote:
I reread my copy of the PHB today and you're right. Good eye. 1A4Atheist wrote:
If I remember correctly, Combat Reflexes allows you multiple attacks per Attack of Opportunity, but one target can only recieve one AoO each time an AoO is provoked. Combat Reflexes is useful if you have multiple enemies around you who each provoke at once, such as two goblins who have to flee from you. You can attack each of them once, but the rules say you can't use more than one AoO on a single target in a given round. Jeremy Mac Donald wrote:
YES! I MUST HAVE PERFECTION! Actually, I thought the game(what little I played of it) was really well made. Its just that when you're playing a good game, the little things stick out much easier. Like sitting down in a nice leather chair, and discovering the tip of a nail protruding through the frame but was hiding just beneath the leather. You may like the chair, and not wish to get rid of it, but you will notice that nail every time you sit down. It all depends on what you mean by effective in combat. If you mean you want a Bard who can deal massive damage, its not likely. There are things you can do to improve your survivability in combat. Like using the Longsword, but can't use Weapon Finesse with it, and find the Rapier less usefull? Spend a feat on Exotic Weapon Proficiency-Elven Thinblade(Longsword's damage, Rapier's criticial and damage type, Finesse weapon). Don't wade into melee if you don't have to. You get access to a crossbow, plink the badguys untill they've made it to close-range, then go melee. Additionally, consider carrying three or four crossbows and keep each of them loaded, then just move your speed away from your enemy, fire one, and put it away. Investing in Rapid Reload helps here. Invest in the Dodge and Mobility feats to boost your AC. Mobility is oft-overlooked, I find it exceptional for its +4 to AC vs AoO, as it makes it easier to get away from trouble. Remember your spells, they're not much for dealing the hurt, but they allow you to control the flow of the fight. Bad guy about to turn you into to salami? Use any number of state effects on him and back off. Also, remember that your Cure spells deal damage to undead, if you find yourself facing them. Wands & Scrolls are also handy in this regard. Remember your Countersong. Countering enemy spellcasters makes for a great advantage when your party enters combat. "Magic Missle!" "I don't think so." "Okay... FIREBALL!" "Not this time." Bardic tactics may be different, but that doesn't make them less viable. Finally, remember that the Bard is ment to be a Jack of All Trades; you can do a little bit of everything. No impact, I never read any true reviews, I read a few immediate over-reactions to the fact it was being updated, but I ignored those. I also read a few things posted on the D&D website and most of what I saw I didn't like(I did like the idea of magic users never running out of spells, but that's about it). I went to my local Hastings and perused the copies two days after they were released. I found little of interest in them, other than the artwork, so I put them back on the shelf. I don't deny that after all the resources they've released, there was little else they could do without rehashing things beyond the point of ridiculousness, but I don't know if they should have made a new edition after just eight years. Perhaps they should have considered making a new campaign setting. Alright, I'm needing some opinions here. On two things. First, I'm thinking of a different name for this world. The more I say "Tyrra", the less I like it, but I've had trouble finding something else that I thought sounds good, untill now. Tegara. Second, I'm working on a dragon NPC for the players to encounter half-way through the campaign, hopefully, they'll make nice with him. If not, well, I won't make him too powerfull. I'm wanting to give him class levels in Druid, but also to remain in the Adult age category, so I was wondering if it would make sense to simply trade out a number of his Dragon hitdice for his levels of Druid. I'm looking at this to keep from raising his challange rating too much from the Adult age category and allowing a different flavor. The thing is, this is a Green Dragon, so I'm already having to change his alignment to LN, but I don't really see that as a problem, as dragons are a little different in this world. Each type of dragon instead of always being LG, CE, or whatnot, will have a tendancy towards that alignment, with one of those two being the primary defining axis. In the case of Greens, they are typically LE, but more Lawful than anything. Reds, on the otherhand, while typically being CE seem to be defined more by Evil than Chaotic. Another little oddity with this is that I'm wondering if I could have the Dragon use the Wildshape ability to take a Humanoid/Monstrous Humanoid form, since Green Dragons don't get the polymorph ability. I'll probably create a feat for him to use to represent his training himself to do this, so it wouldn't be a skill that anyone else would know. I realize that these changes can potentially make this Dragon much more lethal, but as I said, this one is intended to be an ally down the road. However, I'm not one to shirk away from letting my players reap their own foolishness if they screw themselves over. The idea of the ArchGod of Flames being unable to harm a Fire Mephit is fallacious. Sure, there's a possibility that the Mephit may be immune to the god's fire magic(or not, if you allow for supreme beings to ignore immunities, that's dependant on you), but would a god really need to waste a spell to kill something such as a Mephit, Fire or otherwise? If a god felt the need to personally intervene(instead of sending a believer, or divine being), against a lowly creature, couldn't he just stretch out his hand and thump him on the nose to kill him? Mary Yamato wrote: I think that in general, all skill checks which interact with another person should be opposed, not absolute. I would like to see Tumble and Concentration work that way too. It is exasperating that no fighter, no matter how skilled, can reliably interrupt a high-level wizard casting a spell, or stop a high-level rogue tumbling by. The rolls become automatic successes--in our hands, by 12th or so--and therefore boring. And the opposition tactics are lost. In some ways this is done. The Fighter trying to break the Wizard's concentration is doing so by dealing damage. After all, the total damage he deals, plus the tier of spell the Wizard, plus 10 is the Fighter's roll. The Concentration Check is the opposed roll in this case. As for the Tumbling Rogue, you're right, there is no opposed roll. Perhaps it should be changed so that you roll the d20, add the Tumble ranks, add the character's AC(minus the static base 10) to get the total tumble roll. The Fighter who gets his AoO makes an attack roll, and instead hitting the Rogue's static AC, hits this Tumble AC. Maybe it'll work, maybe not; its just the sleep-deprived ramblings of an Oklahoma boy. Molech wrote:
Your MilageMay Vary /tapdance out of sight Mary Yamato wrote: My husband played in one where the GM pitched a this-world, play-yourself scenario and then teleported the PCs to the Land of the Lost. They never bonded with the situation or setting at all; they wanted nothing but to go home. I think the GM would have done better to ask for frustrated loners with a strong desire for adventure, not settled family guys with good careers! My friends have done this before(and I may have mentioned it elsewhere on this forum), but not in D&D. The idea behind it was it was supposed to surprise us as soon as we sat down for a game. Virtually nobody was ready for this, which added a little excitement to it. The whole thing was us trying to survive this little game world we created and escape it back to ours. The only items our us-characters had where whatever things we had on us when we stepped through the door. We knew all the characters, because we'd made them, but they didn't know us. The powergamer of the group walked up to the queen of the empire in a land his main character(not the Himself-character) ran and informally said "Hi, how's it goin'?", began ordering the empire's soldiers about, and tried to start running things. Keith as the Empress: "Who are you?"
Heh, it was priceless. These games are fine as long as you know the PCs are going to want to go home, and run things with that in mind. Jal Dorak wrote:
Even better, let the villain lead them on using Bluff and Diplomacy himself while he prepares an attack or casts Still & Silent Feat enabled spells? "I see, that is quite an interesting proposition you pose, allow me to make an addendum... Silent & Stilled Color Spray!" Quickened Disintegrate(upon whomever the caster deems to become the most troublesome in later encounters), Teleport DeadDMWalking wrote: The same might be true by adding enough fire to a fire elemental. Without too much real world physics, it is true that you can fight fire with fire. Two competing fires might draw all the oxygen out of the room, preventing either from continuing to exist.... This is false logic. Elementals originate from the elemental planes. They live in environments where they are literally surrounded by those elements which they are composed of. A Fire Elemental stepping into a bond fire or a Water Elemental taking a dip in an ocean is almost like going home to them. Now(warning: real world science ahead, read at your own risk), in the case of the Fire Elemental, if you expose it to something that explodes big and fast(such as a flask of Nitroglycerin), the explosion may deal damage, since such things are used in the real world in order to extinguish exceptionally large and hot fires. This is accomplished by the rapid consumption of oxygen and sudden concussive force of the shockwave from the explosion. Remember, weapons don't kill people, physics kills people. :P Saern wrote:
I have to agree that I like there to be a reason for why something is there, even if it boils down to "The elder god Whosit said he wanted ostriches to have wings, even though he doesn't want them to actually fly." As a related note: I was working on the deities when I noticed I've never seen any mention of male pixies in D&D(at least, not in any of the source books I've read). Therefore, the Fey god's reason for making all Pixies female, and yet still giving them breasts is because "it makes him laugh when they jiggle". Set wrote:
I'll have to think over the limited weapon access, but that's a good insight on the shields. I'm going to leave Paladins/Blackguards at 2nd for Heavy Armor due to the number of things they're getting at first level. Here's how I'll break it down. Bucklers/Light Shields = Light Armor
I also noticed a little oversight of mine, and since I can't edit my older posts, here's a relisting. Light Armor- 1st Level
Fighter/Barbarian: Automatically gain all armor class proficiencies at the appropriate levels. Cleric/Druid/Ranger: Automatically gain Light and Medium armor proficiencies at the appropriate levels. Rogue/Bard: Automatically gain Light armor proficiencies at the appropriate level. Paladin/Blackguard: Automatically gains Heavy armor at 2nd level of these Prestige classes. Armor-related concept this time. I'm considering limiting the classes of armor characters get at the outset by placing a minimum level requirement on them. This does not mean that a Fighter would have to burn a feat to use platemail. It simply means that Fighter could not wear platemail at first level. Here's how the idea breaks down. Light Armor- No Requirements
Fighter/Barbarian: Automatically gain all armor class proficiencies at the appropriate levels. Cleric/Druid/Ranger/Rogue: Automatically gain Light and Medium armor proficiencies at the appropriate levels. Paladin/Blackguard: Automatically gains Heavy armor at 2nd level of these Prestige classes. So, too restrictive? Molech wrote:
Agreed. However, should that character have not actually researched that specific spell, then there should be a higher DC for performing certain actions related to it(figuring out what the other caster is doing, for instance). Interesting question. I've actually an answer for that in my homebrew world(links in my profile), where both science and magic exist. Think of them as two sides of the same coin, they do the same thing, just in different ways. Anyway, with my world, the basic ideas are as follows. There are those who are created, those who evolved, and those in between. Any creature with a racial deity is a member of a created race. These races are essentially at the peak of their potential, they do not change naturally. Examples: Elves, Dwarves, Gnomes Those creatures without a racial deity is a member of an evolved race. These creatures are not the best they can be, but they have the potential to grow as a species. Humans are currently the only ones who fit this niche. Then there are those few in between, the half-breeds. Depending on the racial deities, they may or may not be accepted as well as the full breed versions of the races. After all, they are not what the gods created. Example: Errants(Half-Elves), any being with partial Draconic Heredity. Aberrations are a specific subset of those in between. Part of the history of the game world is that there was world-wide event which caused things to change. This was the event which caused an ice-age, thusly ending most prehistoric life. Some survived by being on an volcanic island, but due to the nature of the event, they were either radically changed(thusly creating the Aberrations); or grew a resistance to the effect, and in turn lost their ability to grow as a species. The Childhood Friends: A group of people mostly all from the same town, one of whom is saddled with a great responsibility or duty; his/her friends come along to help, maybe seeing it as a chance to see a little more of the world. Note: I'll be using this on my eventually-coming campaign. The Squad: A group of individuals with various backgrounds who are placed together as a small strike force for a military or similar organization. They are sent out on missions which further their organizations goals. Possible Twist- They discover half way or later in the campaign that their organization is the enemy, and they were just being used. They must now undo all they have done. The Destined Heroes: These individuals are touched by destiny, which has brought them together in a time and place to act as a balancing force against someone or something. Their actions and inactions decide the fates of many. That's it, I need to get off my ass and create the Magic Hate-Ball™. It looks like a regular Magic 8-Ball, but all 20 messages are mean-spirited and some are downright nasty. "Go away."
"Just stop talking."
"Up yours!"
"Go play in traffic."
Inara Red Cloak wrote:
That depends on the party's likes and dislikes. Political Strife, perhaps? This can get especially interesting if there is no clear bad guy among the Dwarves, and those who are causing the trouble are being manipulated by some enemy in order to soften their infrastructure and sew distrust as a prelude to an attack. Situation: Party pointmen(all Level 4: Human Monk, Human Ranger, Halfling Rogue) encounter angry Ape. Pre-Round 1: Monk readies longbow to fire at anything "hostile" that comes through the door, Ranger with Hand of the Mage opens door. Monk sees big mean monkey and tells the Ranger to shut the door. Ape busts through closed door, Monk's readied action succeeds and scores immediate hit. Round 1: Now enraged Ape advances on Monk. Monk goes unarmed. Ape hits Monk, fails to hit with both claws, does not rake. Monk hits ape. Halfling fires crossbow and misses the massive target somehow. For some reason, the Ranger was found around the corner and had to advance before being capable of attacking. Round 2: Halfling retreats and fires crossbow from a distance. Monk hits Ape. Ape hits Monk, fails to Rake again. Ranger takes shot and hits- the Monk, even though they're on opposite sides of the Ape, which is also a Large creature. Round 3: Halfling retreats around corner and flees to the rest of the party. Ranger misses attack. Ape hits Monk, fails to Rake. Monk hits Ape. Round 4: Party nears combat. Ranger misses attack, begins to close to melee. Ape hits Monk. Monk uses Flurry of Blows, hits both times, Critical on second. Ape dies. Monk does victory pose. Monk: Yes! I punched the big monkey!
Failed save. Ape falls on Monk. I remember that because I was playing the Monk. My party is very horrible when it comes to ranged attacks. My character might as well change his name to "Pin Cushion" or "Coat Rack". I swear, I need to tell them to aim at me so that their failed attacks will actually have a chance of hitting the bad guy. Quick addition: I'm adding one Cantrip from the Spell Compendium and two Brand New™ Cantrips to the spell lists. These three are similar to Acid Splash and Ray of Frost in that they are direct attack Cantrips. The reason I'm including them is due to the Elements being a little more significant in the cultures. The previous two spells fit Earth and Air in my elemenal system, but I needed three more. The Spell Compendium provided me with Electric Jolt, but I had to make the last two. Electric Jolt(SC), Evocation, 1d3 damage (Ray) Firebolt, Evocation, 1d3 damage(Missile)
Sonic Pulse, Evocation, 1d3 damage (Missile)
Each of these are ranged Touch attacks as Acid Splash and Ray of Frost, as well as having the same damage range. I classified them as best I could, but if anyone has any suggestions as to different schools of magic and so forth, I'll listen. Simple solution, all Cantrips/Orisons cast at will are cast with all the variables down as if the caster were only a first level caster. In the case of Create water, that means only 2 gallons of water, and only 25 feet away. If the player wishes to cast them at greater potency, allow that player's character to prepare the Cantrip/Orison in a first tier spell slot. This way, you have balance and choice. The player can repeatedly cast Create Water at will for 2 gallons each time, but not 20 in one round without casting it as that First Tier.
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