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Posts
Jeremy Mac Donald wrote: Could you give me the source book on double hit and karmic strike so I can look them up? Double Hit, miniatures handbook. Karmic Strike, complete warrior. I like dragons, too. The one I used in-game was a young adult red and we only engaged this bladed blender Attack-o-matic guy for one round. (again, I just used the green and two rounds for an example).Get this, in the game the players actually ran away. The team spell caster was a pyromancer and largely ineefective against the red. And the fighter knew he wasn't going to stand much more of this type of punishment (even though the bard was casting defensive with cure spells). So the dragon in-game technically won the fight (but wisely choose to not pursue the party all out as his HP was well below half). Seeing what this combo could actually do in-game was shocking and most other monsters in the dungeon didn't really have a chance, what with getting hit so many times even for reaching out to the character. The possibilities for brokeness really appear with keen edged and supplemental help from the team. A bard at similar level (with the fighter using expertise) will fill in all the penalised numbers from AC to hit bonus. Add in a Tumble2000 backstabber (rogue with tumble rank 15) and pretty much every melee fight is an exercise in pointless die rolling. I think this is a broken aspect of AoOs. But, then again, AoOs have been my personal whipping boy for D&D3.5. Chris Mortika wrote: [ Okay, I realize a dragon won't just stand there and grind off hit points. That was just for an example so we could see how the damage output stacks up (after only two rounds, too.) If you throw the 6th level fighter above (no, the off-hand attacks are part of one AoO and thus do not count against the total) into the game he is going to fight a lot better (i.e. it gets more broken). Any kind of stock-stat gnoll is looking at getting attacked five times for all of running up there and hitting with their battleaxe.Combat expertise almost makes up for the AC penalty Karmic Strike imposes. And a bard companion could fill in the missing attack modifiers. A cleric even more so (especially daunting is if the cleric buddy casts Enlarge Person). Or worse yet, this combo with a large weapon a la goliath PC race (+1 ECL). Now any medium creature is going to get hit twice at range and twice more for hitting the character (with four more AoO attack rolls waiting in reserve). Let me just remind us about the chances for a critical here. The sixth level fighter gets almost five tries to roll a 19 or 20 (provided an opponent strike them once). Let them get to 10th level and craft a keen edged longsword and watch what numbers we'll be able to stack up.(eleven attackschances for 17 or higher counting full attack and every AoO available). Sebastian wrote:
LoL One thing I sometimes do is throw a player's build right back at them. Trip fighters for trip fighters, bull rushers for bull rushers. Makes things kind of fun.Throwing two of these maniac AOOers at each other sounds ... well, I can go get my old ShadowRun dice cup out again. Trip fighters specialize against lower STR humanoid types. The Karmic Striker/TWFer specializes against a much broader type of opponent category. Basically anyone and anything who enters melee. Chris Mortika wrote:
Robilar's is actually the only one with a required BAB (12). It also needs Combat Reflexes. Karmic and Double Hit need only BAB +6, Combat Reflexes, DEX 17, TWF, Combat Expertise (INT13), and Dodge. Four feats, two scores, and a 6th level fighter can have AoO madness. (well, five feats once you add Combat Reflexes).blope wrote:
I am fairly comfy with Robilar's, Karmic Strike, and Double Hit (and Combat Reflexes) taken seperately. It is together that my problems are appearing. And minions? Heh, with Combat Expertise the penalty to AC is almost negligible and a lower to-hit is still okay to hit ACs of 20 or lower most of the time.I've renamed these feats; Minions Worthlessized. =) blope wrote: defensive spells are a DM's best friend. OR have fire shield or somesuch on. The fighter will take damage every time he hits. Fireshield is too easily countered. A second level spell almost totally negates its effect. Well, I can see where your getting at though. Problem is the fighter also has 10 fire resist armor limiting my shield types. So, I'm basically going to have an array of frost shielded monsters (or acid).I'm thinking these feats are going to become disallowed in game. A bard's inspire courage +2 and defensive casting cure spells means I am almost at a loss with combat challenges. The critical hit probability is very high with this combo (I'm never dropping a keen edge out there for this character to pick up as he is scoring one almost every fight as it is). Robilar's Gambit allows you to take an AoO for every strike against you. You sacrifice 4 points to their attack and damage rolls. Karmic Strike is almost the same, except it only works against successful strikes against you (and sacrifices only the 4pt penalty to AC).
Settle the discussion once and for all. Check out D3:Vault of the Drow. Especially the original interior artwork by David C. Sutherland III. I have looked very closely at mine and it looks like five fingers with digits just like ours (except they are pretty darn slender). It is written by Gary Gygax and is the first publishing of drow from TSR (1978).
Last time I checked WotC RPG sales represented about 50% of RPG sales. (figure taken from Game Trade Magazine). The other 50% was White Wolf, Palladium, Troll Lord Games, Steve Jackson Games, etc.
EDIT:Oops, did I say that figure came from Game Trade Magazine? I meant Comic & Game Retailer magazine. Sorry =/ sta·bi·lize /ˈsteɪbəˌlaɪz/ Pronunciation Key - Show Spelled Pronunciation[stey-buh-lahyz] Pronunciation Key - Show IPA Pronunciation verb, -lized, -liz·ing.
So does that mean that the roll of 11-19 "No change" means stabilized? This is actually what I thought when I first read it, but that is ... too dumb even for Andy Collins. Benimoto wrote:
There is a power in StarWars:SAGA that allows you to trance out and next round get a auto-20 on your attack roll. During your trance if you get hit it is a crit. (you can abuse this power with the rogue's evade-a-crit ability, but that isn't the point here). If (and this is actually likely) SW:S influenced D&D4 to the point where an ability like this is in both games. So, you have the fighter trance out. Then, the cleric wails on the fighter (with a poorly damaging weapon). With that insta-crit the cleric heals his allies (including his chum that he just nailed) including any laying down in the negative hps. I can just see it now: "Stop! Or I'll bust my friend in the head!"Cintra Bristol wrote: Joe-Bob the Fighter gets knocked to -2hp in the current game. You've got 8 rounds to stabilize him before he's dead, with a 57% chance that he'd stabilize on his own in that time. Unless your fighting a pack of unintelligent beasties that are only looking for a meal. Then you have to get to Joe-Bob before one of them nips off with his entrails. Or, a particularly bloodthirtsty band of Orcs that like watching blood spurt up in he air when they hit things that go *thwack!*. Especially if the pile of thwack won't hit back. "Oh-gore, watch..." *thwack-splash* "Ew, good one. Me next."sanwah68 wrote:
I havn't ran a TOEE yet, but characters actually advance either slower or on par with 3rd edition D&D characters from three 1e modules (ToH, White Plume Mountain, and Keep on the Borderlands). You may actually have to award more experience then usual (about 20-25% more?) if you want them to progress like D&D3 characters. I don't know how close C&C XP is like AD&D2's, but it is very close to the way XP was handled in BECMI D&D/AD&D1. There was a hit location table for OD&D (pre-1e) in Blackmoor. It was also where the assassin character class was introduced. (paizo has this on pdf) It was apparently not popular as I havn't seen a reprint of these optional rules.
I use a dry erase board. It's maybe 8' x 24'. Just line numbers up one side with divider lines (in permanent marker) and jot down names in your erasable marker as you go. Problem was I topped it off with 25 as the highest initiative and there are two players who regularly roll at or around this amount (so if they rolled a 26 and a 27 then they're "off the board"). I tried using different colors for PCs and NPCs and stuff. Not so much now.
Edit: I suppose this is just a sloppy looking combat pad. I should go get the GameMastery one. It's prettier (and no more panic moments when I find myself standing over the mat with a dry rease in my mitt). So, if Ace and Buzz are well into negatives (say, -20 and -50 respectively) the cleric just needs to score a crit (5% chance with no need to confirm, or higher percenta chance since they did say there were abilities that extended crit range) and up pops Ace and Buzz (who healed as if they were 0hp). Want a cheap heal spell? A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.
So, [heal=skill not spell]
(remember a heal skill stabilizes you, and you roll after taking more damage, and a roll of 20 brings you to 1/4 health) Lisa Stevens wrote:
And GameMastery is a great series of modules, too! =D crosswiredmind wrote:
There have been very notable exeptions. GameMastery modules are relatively new (in 3E terms) but (imo) make up some of the best adventures in that system. I'd rank them right up there with Goodman Games' DCC line (better then, if your not into the 'retro' thing). Does the spell wounding whispers cause it's retributive damage for every attack, or per round. The wording makes it sound like it could go both ways.
Takasi wrote: Is your tolerance to try something new fading? Is the D&D logo on your hand flashing away? Are you a runner? If so, will you find Sanctuary? It's actually my desire to try something new that precludes me from getting D&D4. D&D is not synonymous with RPG for me. It is only one brand name among many. An expensive one at that. Instead I'll be checking out Castles & Crusade, Chronicles of Ramlar, and GURPS in '08. Maybe d6 Space, we'll see how it goes. EileenProphetofIstus wrote:
I have almost identical feelings. I read forums when MrsCharlie has the remote for the TV. That's about it for digital reading. Hurts my eyes after awhile. And printing it? I'm not ashamed to say my printer can kick my butt. It can suplex my better sense and then the inkjet hops out and dropkicks my wallet in the nads.Whimsy Chris wrote: Not only were the magazines enjoyable to read, they were important for the industry as a whole - a kind of communication link with fans. I looked at it as a link between fans, as well. There were a few times another gamer saw me reading or carrying Dragon around and struck up a conversation. Also, people always want to take your magazines and look through them. I know I do. When I see somebody reading something, especially with cool pictures, I want to see it for myslef (like, "Hey, what're you reading? That's a cool dragon."). Maybe it's just me but I don't get too curious about what someone is reading on their computer. They could take it the wrong way, or just be playing a video game (which leads to interesting conversation but about video games, not RPGs). Seldriss wrote:
That is hardly embarrasing. If I have read the writing on the wall correctly, their preview books for 4e are actually selling (@ $20 a pop). Why waste time with these non-profit e-zines when you can put it out on print for twenty bucks? And don't say that they could have done it in magazine form because they are making mint on those books (which has nothing that won't get regurgitated in the main rulebooks.)pres man wrote:
I think he is wearing mithral breastplate. He can kensai burst of strength that up more for a round if he really wanted to, I guess.The classes that ought to have more skill points are usually the ones hurting. Rogues can't get their best at more then a couple of skills until mid-high level. Bards aren't the skill monkeys that the book makes them out to be. But the fighter, cleric, barbarian types. They're doing fine. D&D is just a game to me. I don't have to play D&D. In fact, I skipped the entire second edition due to playing other games and only recently (relative term that) played the third edition.
midnight756 wrote:
Shadows represent (imo) a blurry image of where your targets is going to be. Blur gives a 20% coverage bonus. So I'd go with a 20% miss ,and beating that percentage your true strike bonus will be in full effect. I wouldn't add skill points to a game. They really start to add up around mid level. By then a lot of the class skills will be close to maxing out. Y'all do realize what a fighter can do with +3 STR and ,say ,ten ranks in jump. They're going to hit a 20' long jump (run started) with a regularity. The world record long jump is only 29.something'. Now you have somebody with a 20% (probably better if he just ran over 30')chance of beating that.
The things that get dudettes to game are almost the same things that get dudes to game. An interest in the genre and a fun game. Or at least what looks the part. Like, everybody likes dragons. You don't have to girly them up to get a dudette to look at one. Their just cool. People are always getting marginalized by any kind of marketing. When somebody wants to sell me something they blow stuff up and call it a guy's thing. Or zip everything past the camera lens and call it Extreme whatever. I seen a ping-pong game on T.V. once. At the commercial break the announcer called it Extreme Tabletop Tennis. Why? To get a guy to watch it so they can sell me deoderant that'll give me muscles and a suave five o'clock shadow. KaeYoss wrote:
Yeah, he went from "I'm jumping up there and grabbing his robe and pulling it off of him and down with me." to "I said I was just going to grapple him off the ceiling." Well, I thought it would be funner to have the rogue stick to the ceiling and watch the team (who rather quickly dispatched the medusa) figure out how to get him off/dispelled then go and figure out what the hardness of a statue is and what damage it takes from a fall and/or if it lands on the jumping guy (who should logically be close to under it). I was already done with looking up arcane rules from the book and wanted to just pose a quick puzzler to the team. Sean Mahoney wrote:
I only DM D&D3.x ,but it seems to me that the characters rarely ran out of spells. It has to be either a large scale battle (like 40 vs 20 or so) or an unrelenting 'chase'-style action sequence (like when the PCs were trying to find the vampires coffins hidden under the city while fighting off the day-time guardians. They really didn't want the sun to set before they found the coffins.) Other then those two, uncommon, circumstances the spell casters hardly ever totally run spell-dry.
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