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I would assume this is basically the revers of the 'Overcoming DR' heirarchy in the glossary of the Core rule book where higher magic bonuses can beat out better DRs:

From the PRD wrote:

DR Type | Weapon Enhancement Bonus Equivalent

cold iron/silver | +3
adamantine* | +4
alignment-based | +5

So adding 'magic' and 'weapon type' DRs would make the overall DR line look like this:

weapon-type(B/S/P) < Magic (+1) < Cold Iron/Silver < Adamantine < Alignment-based < Epic < DR/-


Archaeik wrote:


FAQ

Maneuvers are attack rolls.

Interesting, I did not actually know that. Thanks.


RainyDayNinja wrote:

1) Yes, unarmed strikes are considered light weapons, so they benefit from Weapon Finesse

2) Weapon Finesse lets you use your Dex mod for combat maneuvers that use weapons. That means trip, disarm, and sunder. Other combat maneuvers such as bull rush or grapple don't use weapons (not even unarmed strikes), so they would require Agile Manuevers to use Dex. You'd have to work out with your GM whether Awesome Blow uses a weapon, but since it involves hitting people and doing damage, I think it's reasonable.

2 is actually incorrect. from the PRD:

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Weapon Finesse only uses Dex bonus for Attack rolls, Combat Manuvers still use Str by default. if you wanted to use Dex in any Combat manuvers, you'd still need to get the Agile manuvers Feat.


It sounds like you are probably getting bogged down in the details way too much. For the game I personally run, I don't keep giant lists of NPCs or intricate details of shops.

If you are running an Exploratory game, where the Characters don't know what all is out there, then you really shouldn't worry about anything that's beyond a few days travel of the Characters. If they are on foot, this is maybe 50 miles or so, there might only be 2 or 3 towns in that space. Or less depending on how you want to plan. If they have horses, it's maybe a couple hundred miles.

As far as remembering what is in town, I have a plan for what type of town it is; ie. farming community, Trading hub, mountain town... etc. That tells you what kind of stuff you're likely to find there. A farming community will probably have a blacksmith for plows, metal tools, but he probably won't be able to make alot of weapons or armor, there probably won't be alot of magic in the community since there won't be alot of money to pay for it. This logic flows into figuring out what shops will have on hand to sell and what they won't, most non-magic items are pretty common, alchemical stuff less so, and magic stuff is rarer still.

I try to play as much to 'reality' as possible and this dictates what is going to show up where. It also lets you build a place that totally breaks the mold if you want as well. How about a farming community that relies on magic to survive? a local druid comes and blesses the desert fields so they can grow crops they normally shouldn't, or instead of bulls pulling plows, it's unseen servents?

The idea of a traveling caravan is always interesting, alchemically powered or not, and Characters can have great opprotunites as guards/travelers/owners/whatever on them.


chaoseffect wrote:
Instead of linking Mythic Power usage to your attributes, why not have it linked to character level? Maybe tier + 1/2 of your total level? Besides that, I like the idea of instead of getting a +2 to the same stat, getting two +1s to distribute between any attributes. It would help MAD characters out a bit.

Going this way, the mythic feat that adds a second stat to your mythic power pool would simply let you pick 1 stat and add its bonus into your mythic power.