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Dapifer's page

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Subscribed, really good stuff you guys, kudos and keep the ball rolling.


KaeYoss wrote:
Please. That is the most ridiculous thing I've heard today, And I just watched a TV series where someone claimed a correlation between a person's age and whether they like ewoks. And the ewok part was at least funny.

Oh come on, the Ewok Line is a scientificality soundind theoretic of most methodic science. How can you think is ridiculous?

...Wait for it...


VM mercenario wrote:
Who needs monks when you can have a super modular Martial Artist that can be anything from a no-magic streetfighting type to a super zen ki using shaolin monk?

BRAVO!

*standing ovation*

EDIT: I am being completely honest here, I really loved it. I can even see it using weapons and replacing the fighter altogether...


A Man In Black wrote:


Quote:
And to address another point you raise, viewing a new race to the lens of 'how does this fit in the world' is not exactly carefully vetting. No more so than viewing the race through the lens of 'how to make the bestest fighter evar'.
It doesn't fix game balance problems, either. Remember, the eponymous orcs were created by magic to serve as the footsoldiers of a dark lord. "Created with magic to be the best [x] ever" is a time-honored origin for fantasy races.

QTF.

It's funny how I've seen many commentaries that revolve around this, 'but that's clearly a munchkin race that's created with the sole purpose of being good at one class', when in fact, this holy grail core races are not that far off, but because they are the CORE races then all is forgiven, but as soon as people create RogueHumans and Arcane Elves, then suddenly is BadWrongFun/Munchkinism.


Blazej wrote:
Uninvited Ghost wrote:

Virtually everyone agrees? Almost everyone agrees? The vast majority agrees? The percentage of people on one side of a two side issue is the highest percentage ever on these boards? As close as realistically possible there is a total agreement?

How would you like it said?
Accurately.

And that's what Uninvited Ghost asked, what would be the accurate version of what's going on according to you?

There is a majority agreeing here, that cannot be denied, how would YOU like it expressed?


It was very entertaining, will be waiting for the next entry.


Gorbacz wrote:
Aaaah, D&D, physics and realism. Always my favorite. Especially when coupled with flamewars over how one long piece of sharp metal is superior to another...

Lemme get this straight... you are saying the longer piece of sharp metal is NOT superior??


Minor nitpick, and don't take this the wrong way, I am just really curious...

So, why no Drows?


Greetings Honey Cat, welcome to the hobby.

Unfortunately, I am not really familiar with the Assassin, but from what I can gather, it's really lacking in the department the class is supposed to be good.

May I ask what about the class is appealing to you? Perhaps you would have better luck trying a Ninja or a Rogue, they are sneaky and deadly, which I am presuming is the draw the Assassin has for you.

I apologize before hand for not being that helpful.

EDIT: I can, however, point you towards this site, which has everything you need to learn to play the game, if you don't mind reading through the character creation process.


OutsideNormal wrote:
Dapifer wrote:

Playtested the Psion(Seer) as presented in the latest update, (CON/CHA)

The player is feeling confident and is very much liking the Seer, up to level 4 now, she's liking it very much as a player and as a GM I haven't encountered problems with it thus far.

If she has any ideas to make it "feel" right let me know. I will be working on lore for each discipline next week, detailing how they fit into a Primal campaign and tribal society. I am always open to suggestions.

Well, she's playing a varisian Psion, she wanted to be a wandering fortune teller, that's why she picked Seer, she feels it helps with her concept, at first using more skill in Bluff and her charms to con folks into paying her gold for a card reading, but as her powers develop she will become more and more a true reader of the future.

So actually the discipline already feels right for her, in fact she was very happy when I presented the option of using the Psion instead of the Sorcerer she had in mind, because the Seer fits her concept a lot more than what the vanilla Sorcerer would, she was very glad and willing to help me test the waters with the class, so all was good with our table.


Indeed, it is an awesome job, kudos to you my fellow gamer.


morethanadream wrote:
No. Just no.

Why not, just not?


Playtested the Psion(Seer) as presented in the latest update, (CON/CHA)

The player is feeling confident and is very much liking the Seer, up to level 4 now, she's liking it very much as a player and as a GM I haven't encountered problems with it thus far.

I really want to take the Psyker for a spin, my first 3.0 character was a Psychic Warrior so the Psyker is looking really sexy for me, sadly I only run a regular game as a GM so I won't have to opportunity to play one from level 1, but I am working on an NPC being a Psyker just to test the waters of what it can do at level 7 or so.

Regarding the Elan: I liked the word "Caste" better than "Clan", but I am enjoying more the Clans as presented than the older Castes, the extended background they offer is very much welcomed and I agree with the decision of making them lore options, and then creating the Racial Traits specifically to give mechanical advantages.

Overall it's looking very good, but a little edition nitpick, the Anjnari racial description regarding speed reads "Elans have base speed of 30 ft." instead of Anjnari, you probably spotted that already but I figured it couldn't hurt to mention it just in case.


phantom1592 wrote:
GeraintElberion wrote:

I love that this is in the 'advice' section.

I imagine the advice a new player would take from would be to pick his group carefully to avoid deliberately adversarial and provocative people.

Apparently, the game attracts a few.

Which is VERY good advice, and makes this thread COMPLETLY worthwhile!! ;)

Honestly, I've been gaming for 15+ years with life-long friends... It never even occured to me that gaming groups like this existed ;)

Same here.


Davor wrote:

Paladin 20/Sorcerer 20. Why?

Swift Action Lay on Hands for max health for an INSANE number of times per day, unlimited flight, free rerolls, access to crazy 9th level spellcasting, smite evil, buffing auras, and if you take the right feats, even access to some Bard spellcasting as well. Arcane Strike would actually be useful, and you could easily make it so that you don't need armor to be hard to hit with Displacement, Mirror Image, and other miss-chance abilities.

But, then again, this is level 40. It's not like you could make a character that would be BAD at anything.

I agree completely, Paladin/Sorcerer seems insanely broken to me, you really only need CHA, Paladin has healing and combat and Sorcerer covers all the reality bending stuff and miracle working, this character would be nothing short of a god.


Likewise, but to compensate I gave everyone a +2 Skill Points per level, so Rogue's would get 10 instead of 8, and Fighters and all low end skill classes would get 4 instead of 2, and so on and so forth.

I just love skills too much to allow them to be neglected in the corner because the classes just can't afford the ranks.


I don't see it as punishment, my Greatsword Fighter carried around a short sword and three daggers for the specific time in close-quarters or very small spaces, like tunnels and the like.

But as mentioned above, it really depends on the GM and the campaign's tone, but I like playing in the kind of campaigns that care about this things, both as a player and as a GM.

In the end it's a matter of preference, and that's the beauty of the game.


Tobias wrote:

That brings us to these Sekirei things the OP linked to. Yes, they're blatant T&A potential. They're described as submissive and obedient.

But where does it say they are sex slave.

This is where approach comes in. They're not really different from (improved) familiars, animal companions or Eidolons, which are obedient to their masters in all things. The better example of course is found with the Eidolons and the Thrallherds believers and thralls though.

The game has intelligent humanoid servants who are utterly obedient (and female). The Sekirei thing is presented in a way that is supposed to titillate but it doesn't require sex and doesn't encourage it either. It is possible to use the feat and creatures in the game, as written, without sex ever coming up, only having to change the text of the Norito ability from kiss to touch (if even that).

Willing and obedient bonded "slaves" are available to lots of the classes. It's how they're approached that decides what they are. Is a race of female creatures who willingly bond with geeky masters male wish fulfillment? Yes. That's sort of the whole point of the hare genre of anime. But there are also female protagonists with male harems in that genre too. Wish fulfillment is not a male only option.

Again, it's the approach of the group and the players that decide where something goes. There's far worse already in the game. It depends on where you want to focus.

Thank you Tobias, you expressed what I wanted to say in a more articulated way, I agree whit everything on your post, but this quote here is essentially what I was trying to say with my previous posts.


Yes, actually from what I can understand from that article they are like Pokemon, they are here to fight other 'Sekirei'.

So there be cat fights.


stringburka wrote:


They are a "sexy new element" whos sole purpose is be "submissive and worshipful towards [their masters], living only to please their [masters]"
(hooked parantheses are my clarification of the sentence, but doesn't change the meaning of it as can be seen if comparing.

Yes, they are a sex slave race. You don't even need to read between the lines.

EDIT: You can call them a pokemon if you want, but pokemon 1. have more free will and 2. aren't there to be "sexy" by any means. I think pokemon bestiality would be recieved quite badly by most.

A slave is forced to do things against his/her will, as far as I can tell this 'sekirei' folk enjoy being like pets, they feel love for their master, much like a dog would feel about it's owner, you wouldn't call a dog a slave.

From what I can gather this is a different race, they are not human, they are 'sekirei', they are closer to augmented animal companions or paladin mounts. They just so happen to be humanoid and somewhat attractive, so sex is not off the table.

I see how this could offend some people, but come on, this is something akin to what you would find in Book of Erotic Fantasy and the like. It's harmless words on a paper that some people find funny/fun. Different strokes for different folks and all that.

I agree with TryOmegaZero in the sense that a bunch of sweaty dudes playing romance with each other is not my idea of a good game night, but hey, it must be someone's cup of tea or else books like Erotic Fantasy and the like wouldn't exist, so what's wrong with them having their fun? Why can't they?

Keep in mind that female gamers do exist, and that some couples play one on one, so this kind of material could be of their interest.

And I used the term Pokemon loosely to mean "generic bonded creature under your control", I might as well call them "Humanoid Eidolons".

EDIT: I believe I am not using aggressive words or offensive tone, but if it comes this way I assure you it's completely unintended, I believe you are entitled to your opinion and to see this idea as a bad one and even a disgusting one, something you would never even consider entertaining in your games, but just as well there are people that believe otherwise, and they too deserve to voice their thoughts about it.


I don't see a sex slave race anywhere. I see beautiful anthropomorphic pokemon, some one could find offense in that as well, but that's different from a "sex slave race".


Set wrote:
Ulfen are dwarves. All of them. They drink a lot of mead and sing The Immigrant Song.

^This, I can't believe it, but this is dead on exactly what my Ulfen looks like.


Lobolusk wrote:

fine you all win ustedes ganadores!

I admit i was wrong and will now change it. i think it is worded wierd but hey what ever. it is not a deal breaker for me

It's not about winning, as I mentioned before you can play however you want in your home games, but by the book, it happens differently than you believe it works, it's no big deal really.

And not to be a grammar nazi or anything, but "Ustedes ganadores" means "You winners". I believe you wanted to say "You Win", that would be "Ustedes Ganan" or "Ustedes Ganaron", the latter would translate into "You have won".


Lobolusk, first let me tell you that I realize you want to fight like El Santo, but listen to your fellow players, they are speaking the truth.

Since the very beginning, this game and the game this game came from have resolved damage as rolling dice. Always, unless specifically noted.

People have already mentioned this, and Shadow_of_death even made an argument you can't deny.

"You apply the equal of your unarmed damage..."

Unarmed Damage: 1d8 + X

^That's rolling 1d8, not a flat 8, you haven't countered this point because you really can't, there is no interpretation here.

Now, if you are the GM in your campaign and you decide you want to boost grapple in general and deliver max damage, that's A-OK but that's not Rules As Written.

I get were you are coming from, believe me I do, but please reconsider, or disregard my post entirely, but believe me when I tell you this with no ill will of any sort, my comments come entirely from sympathy.


I read the lore of the Elan race is getting overhauled. For what is worth, I really liked what you got so far, everything comes together nicely IMHO.

I like the caste system, but the Lion as of this moment appears to be superior in every way to the rest, but I see some thematic sense behind the different castes and I like where my imagination goes when I think about it.

I see some interesting conflicts between the castes, Vipers trying to convince the Wolves that the Lion's altruistic ways are putting the Elan's secrets in danger, then use the support from the Wolves to make a case to the Cardinals that the Lions are a liability to the society and that their willingness to go the extra mile for the strangers will eventually be the Elan Society's undoing.

...or something like that, I don't know, but the seeds you planted seem good to me, I am looking forward to see the full lore about the Elan Society when the book comes out.

EDIT:

OutsideNormal wrote:

You have a very valid point and what might change it for the better. Using CHA instead of WIS fixes another balance issue.

We had an issue with saves. The original plan was making Reflex the "good" save and the other two the "bad" save. With focusing on CON and WIS, the psion really ends up with 3 good saves. The argument was made that Will was the "good" save for Sorcerers, so we stuck with that for Psions. Switching from WIS to CHA would make them both align better.

I'll have to see how the discipline abilities stack up with the change.

Thanks for giving my comment your consideration.

Just as well, an argument could be made about WIS being the "mental" stat, associated with Will save and willpower in general as well as mental stability, but CHA is also mentioned as the force of personality someone has, is already supported as a valid source for Ki Pool as seen with the Ninja, as I mentioned earlier, the Sorcerer draws the power to cast her spells from within, innate power running through all her body with CHA as source. But personally, the strongest argument I see is that it works nicely with the magic trifecta mentioned at the beginning of the book:

INT = Physical

WIS = Spiritual

CHA = Mental

Having said that, I don't see anything wrong with CON/WIS combo instead, but in my opinion CON/CHA fits better.


Of course, there's also THIS thread.


Austin Morgan wrote:

I actually went a bit further and started (almost) rewriting the magic system. Basically...

*There are four types of "magic": Arcane, Divine, Psionic, and Spirit. *Each uses a certain ability score, regardless of class: Arcane -> Int, Divine -> Wis, Psionic -> Cha, Spirit -> Con.
*Each type has four classes under the heading: a prepared 9-level caster, a spontaneous 9-level caster, a 6-level caster, and a 4-level caster.
*Each has their own spell list (for the most part completely separate), that all classes under that heading have access to.

I like the smell of what you are cooking. Would you mind to elaborate a bit further?


Since the beginning we've always rolled. 4d6 drop lowest, straight up. When we started 3.0 I decided to let them arrange their scores as they saw fit after their sixth roll. For my last campaign I offered rolling or 20 point buy, players chose to roll.

This new campaign we recently started, once again I gave them the choice, once again they chose to roll.

I've known the hobby since the early 90s, like mid 1991 or so.

We started with AD&D.


I use a Wound Level system, we divide the total HP into three wound levels:

1st Wound Level(Winded): -2 penalty to everything(All rolls, including DCs for casters)

2nd Wound Level(Strained): -4 penalty, 1/2 Speed, 10% Spell Failure.

3rd Wound Level(Bloodied): -6 penalty, 1/2 Speed, 25% Spell Failure and you gain the Staggered condition(Back in the day we used to say "you can only take partial actions, that is 1 Standard OR 1 Move OR 2 Swift).

I've used it in a year long campaign and it performed well up to 12th level when the campaign ended. At lower levels the first wound level was crippling, as it should, because your character is not a hero just yet, he has too much to learn before he can shrug minor wounds like nothing. At higher levels, it's negligible, as it should, now your Hero can look at a -2 penalty and say it's only a "flesh wound".

The second wound level it's trickier, it begs the question of to fight or to flight, but forces the party to make a decision because the third wound level is Death's Door.

For me a Bloodied character is in "red HPs" if you will, he should be begging for mercy or swinging for the fences, or forcing his comrades to maneuver a tactical retreat or shift tactics to cover and heal him.

Using this combat became a deadly affair, as it should IMHO. Players only engaged when they had to or when they had planned for it, they turned away random encounters if they could, always planned a retreat in case of something going wrong. I was delighted with this, and since I hand waved levels at story points, they never felt like they "needed" to fight.

I must admit, however, that I use a whole lot of homebrew, like dividing AC into Defense(DR) and Dodge(not getting hit), Jans Carton's Players Roll All the Dice variant, and in my recently started campaign we have happily incorporated SKR's Advancement System instead of Experience Points and we are loving it. And I am just starting to read Kirth Gersen's own House Rules and I must admit I am very impressed, the way he handled Weapon Proficiency and Groups as well as Skills is something I truly fell in love with.


I see, you have a really thorough reasoning, and I understand now were you are coming from in terms of using CON, personally, I like CON and CHA better than CON and WIS; but that's my personal opinion.

I just think that as a Sorcerer Alt class, it should use CHA, but I can see why WIS would fit with the concept.

As I said earlier, I am really liking the feeling of the class, and I would still play it if it ends up CON/WIS instead of CON/CHA.


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I am really liking the Psion, my only beef if need both CON and WIS for Spellcasting instead of just one stat, I like CHA better for them, and I know the Ki Pool works with WIS, but the Ninja uses CHA instead so there's precedent.

I liked the feel of the powers, this looks really promising, and as an old time fan of the Psionics I can't wait to see the finished product.


I love sprites, your work is just amazing. Kudos to you fellow gamer.


I call it Pathfinder, but then again I never called the game D&D, it was more like "tonight we play 2nd edition", then it was "tonight we play 3rd edition", then it was "tonight we play 4th edition".

Now it is "tonight we play Pathfinder".


I wanted to read all about them but the links on the first post don't work for me for some unknown reason.

Nevertheless, I would very much like to receive a copy of the Kirthfinder Core Rules, if you don't mind me asking for it.

Spoiler:
garmzero@hotmail.com


StabbittyDoom wrote:

They can be effective characters. No argument there.

My only gripe is that their even levels are boring.

I give you boring, but as a GM I have only seen great power and feats of heroism from the Clerics, and I am very strict with "keeping good with what your God wants". I mention them that at any moment I can remove all their powers if they break faith or anger their deity.

Still, Clerics rise to legend. They have a myriad of ways of doing things, and are blessed with a lot of great carry on features.

Solid Hp, BAB, 2 good Saves.

Skills: Shafted with bad progression, but very solid class skills for roleplay.

Plus Domains and Spells and spontaneous Cures. And Channel Energy.

What's the downside?

...

You tell me...


Kolokotroni wrote:
Certainly someone who is not particularly charming can be persuasive, thats why stats and abilities are not one in the same. But the aloof quiet type isnt the kind of character I enjoy. I like all 3 dimensions, the stats/abilities, the skills and the personality to be social and interact positively with npcs. I just find it more fun. Nothing wrong with doing things differently, thats just my preference.

Exactly, I expressed myself poorly, I meant just what you said, I just wanted to comment on the idea of playing a gruff character is no excuse for not having a personality or not wanting to invest in social skills/skills in general.


I am not sure who ninja'd who here, but you are correct, it's not in the APG, and I didn't know it was considered too powerful, personally, I don't see it but I like my Clerics less martial and more supportive, so I wouldn't have payed attention to that variant anyways.

I still believe it's not that hard to do, but apparently that Priest class looks like Uriel222 is looking for.


Well... in all fairness, there's that variant that allows the cleric to gain d10 and Full BAB in exchange of some spells and a domain, or something like that.

I believe it's in the APG.

*runs for the APG*

EDIT: It's actually in the Pathfinder Chronicles, it's called Holy Warrior, and it removes both domains from the Cleric.

I know it's not that radical a change, but I see precedent, taking that ability is like a mini-archetype, the Holy Warrior instead of a normal Cleric, he can use his deity's favored weapon with ease in combat, charging through the hordes first in line, showing them the might of Sarenrae with steel and doom instead of prayer.

I don't know, it would be like the inverse of the Holy Warrior variant, not that hard to do IMHO.


Kolokotroni wrote:
I have, i like having characters who are good at social skills. Though being gruff and abrasive can be fun, I prefer characters that can rationally be charming and persuasive.

See I don't really believe a character that is gruff and abrasive necessarily can't be charming when the situation arises.

I am normally very aloof and quiet, but I can turn on the charm if I have to talk my way out of a mess. That's why I believe investing in skills is giving the character that third dimension, making it feel like a living, breading person instead of a bunch of stats in a sheet of paper.

I am just commenting on what you wrote by the way, it's not an argument or anything, and I didn't mean to imply that your post somehow entertains the idea that if a character is gruff he can't be persuasive.


I love taking flavorful options instead of crunchy min-maxing ones, I loved that old 3.x feat Jack of All Trades, Cosmo is looking really hot in my gaming group now, and no matter what, my characters always have a Perform, a Craft and/or a Profession skill, it just feels like an empty mook suit without at least some of those, at least for me.


phantom1592 wrote:

There are a LOT of Feats out there that look awesome on paper, only to find out in game it doesn't WORK that way... If the player is new enough, I don't see a reason to force him to play someone that didn't match up with what's in his head.

I'd offer a one time re-spec for the whole table.

MOST people wouldn't want to switch out what they've already worked to get... Some may not be happy with a feat that sucked and feel a bit bitter if new guy got a free pass...

This, let it be known that should anyone wish to retrain something about their character, while keeping the same race and class, they would have one chance to do so.

Let it be known as well that this is not to be taken lightly, this is something you are allowing on the virtue of keeping the fun, but should this privilege be abused in any way, it will be removed immediately.


Purplefixer wrote:

So idea threads within this meta-idea-thread...

*A skill based (or separate skill-like) system.
*An invocation-style unlimited use spell-like ability system.
*An 'attribute fueled' system from a limited pool.
*Utilize the 'ki pool'.

The only part about the attribute damage that I need to bring up is that game designers of wiser and greater talent than I have realized that rewriting monster stats over and over and over and over as the damage to ability scores mounts is a -pain in the tuchus-.

I might have a consistent pool of points based on the attribute, but I would only have them deal attribute damage during a backlash/overcharge/bodyfuel kind of situation.

It still goes on the table though, because we're not rejecting anything out of hand in this thread!

To address Nos's concerns about rewriting the entire game, this would be no different than adding the Witch or Oracle to the game system. I am looking at a CLASS with unique class mechanics no different from the Gunslinger and Witch. The system has to nest neatly within the Pathfinder rules as presented, and any character who wants them could take 'manifester levels' or 'wild talent feats' to gain access to psychic powers. I think it is obvious that if you want to play a full class fighter, you should be able to do so, and still have SOME access to the powers of the psychic if you have a natural talent, and that the kind of access that entails is no different from any of the minor magic feats available to characters in any number of sourcebooks.

More people seem to be leaning toward skill-based system at the moment, and I am chomping at the bit to write something, but I'm going to let this thread marinate until next Saturday. So until then, now's your chance to be heard... No idea will be rejected, anything can be discussed, let's hear what YOU want from psychic powers.

I support pretty much everything in this post, specially the parts about keeping the ability damage but only as a backlash, maybe dependent on how much you fail your check, thus keeping the novices from trying to fly too high or else crash and burn. It also helps avoiding the infinite uses but still let's the Psionic have a competence level she can achieve and clear idea of problems she can solve reliably.

Also, letting other classes dip in Psionic powers without being Psionic themselves or properly dipping into the psionic class(ses), being Wild Talent or Basic Training or something like that would be in order and even would turn out pretty cool. However, I think they should never be as competent using them as proper psionic class. Be it giving less points so it's more strict, rank cap, only certain skills, only certain uses, diminished results, whatever, it should never overshadow a true psionic in this only aspect.


Purplefixer wrote:
Dapifer wrote:
Other option mentioned previously would be to give them a special skill point progression, it sounds weird and daunting but it's basically give them the desired amount of skill points per level to use in normal skills available to any character, and then give them a desired amount of skill points only usable on this special psionic skills, as mentioned previously, this is akin to the Ki Pool or something similar, the difference here is that the Psionic Skills would be entirely new(not that hard to do) instead of enhancing regular skills.

And then, let them change it each day when they center their psionic focus/prepare spells?

"Today I need to be ready to blast stuff to bits with my mind! Better focus on my Power..."

If you wish to give them some versatility and allow them to suit up to the occasion as they see fit.

Personally I was thinking more like Skills, meaning:

1.- A Psionic would gain proficiency with all Psionic Skills.
2.- A Psionic may invest in as many Psionic Skills as he/she sees fit.
3.- Psionic skills key off after ability scores, making the stat build of a Psionic more inclined to be better at some Psionic Skills than others.

I wouldn't think restrictions would be necessary, the finite number of Skill Points for Psionic Skills and the relevant ability scores would be enough to present a choice about being specialized or well-rounded.

This way we avoid having powers per day or anything similar, they can use their Psionic Skills as much as they want, but the Psionic Skills(much like regular skills) would have a finite number of specific ways to use the skill, so no Psionic can really do everything at the same capacity.

A Psionic that spreads her Psionic Skills and stats may be average at everything, but would not compare to a "pure" CHA based Telepath that invested only in the Psionic Skills relevant to CHA and the role he/she wants to play as a Psionic.

I don't know... I really like skills and skill checks and really like Psionics, and I hate the idea that you somehow are born with these awesome abilities but for some reason you can only use them an arbitrary number of times per day seems silly to me. I like the idea that a Telepath can Autohipnotize herself to not feel pain as her enemies torture her, but how much she can resist would really depend on her training on autohipnotizing herself away from pain(read:ranks in the skill)

IMHO anyways...


Drejk wrote:

Myself I would like to see something feat based, similar to psychic powers from Cthulhu d20 (maybe with some sort of power points to replace eventual Wisdom and Sanity loss). I never liked 3.0/3.5 psionics as they bothered me as another variant of spells instead of psychic powers. I would loike them to be complete separate kinds of abilities.

Skill-based would be interesting but it would be terrible drain on skill points rendering psionics generally unskilled individuals.

Not trying to goad you into an argument or anything, but that side-effect could be easily circumvented.

Just give more skill points per level a la Rogue, the Psion would not step on the Rogue's shoes because the Psion would need to spend her points in her psionic skills, only ever investing in some key skills like perception or some spare points for knowledge skills.

Other option mentioned previously would be to give them a special skill point progression, it sounds weird and daunting but it's basically give them the desired amount of skill points per level to use in normal skills available to any character, and then give them a desired amount of skill points only usable on this special psionic skills, as mentioned previously, this is akin to the Ki Pool or something similar, the difference here is that the Psionic Skills would be entirely new(not that hard to do) instead of enhancing regular skills.

For what is worth, I really liked Purplefixer's idea, but instead of a new subset of stats I would like the Psionic Skills to key of the regular stats, like what you had going with the "want to play a Telepath? high CHA, etc." idea earlier in the thread.


SlamEvil wrote:

I'm sooooooo tired of this discussion. If the game was about which class could beat which other class at level 20 it would be a perverse combination of WoW and Soul Calibur. But it's not. It's about working together as a team to overcome obstacles, telling an awesome story, and hanging out with your friends.

WHO FREAKIN CARES IF CASTERS ARE BETTER THAN MARTIAL CHARACTERS? NOT EVERYONE WANTS TO PLAY CASTERS!!!
I see threads like this and I just weep for the gaming community.

I reckon you're taking this thread a wee bit too seriously. Take a cue from our friend teh mighty BARBARIAN filled with awesomesauce.


Aasimar


1 person marked this as a favorite.

No more chilling wind kissing my Fighters bare cheeks as he fights on through the goblins.

Hooray!


Wolfsnap wrote:

So I'm raising a glass to all the PCs I've killed. Here'sa special toast to Ishma, the axe-crazy barbarian.

Here here!


I agree with what appears to be the consensus, I believe that creating your own character is an integral part of the experience.

By having the player create a character from a concept on his/her mind, the player invests emotionally in said character, and this helps them relate with their characters and facilitates the many roleplaying aspects dependent on the player thinking and acting like the character he/she is playing.

I, for one, would hardly play a campaign where I couldn't create my own character, even with some restrictions presented(like say, no magic users) I believe the decision of what kind of character to play should always be within the players grasp.


Epic Meepo wrote:
Mok wrote:
Which leads me to a houserule about "Item Readiness."
I rather like that house rule, Mok.

Me too, in fact, if only because I am almost certain you can't possibly have done it, I would think you stole my idea Mok! :P

No really, I use something scarily similar, in fact it's basically the same as your Item Readiness but with different names. It even applies to Quick Draw.

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