Danse Macabre

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Organized Play Member. 1,143 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.


The Exchange

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Double Slice does provide some good value as Drunkwolf mentioned, as the two attacks are at your current bonus assuming you're wielding an agile weapon and the damage is combined. I do wish that Dual Wielding was opened up beyond class feats, because as it stands if you're anything other than a fighter or ranger, you'll have to take the Fighter Dedication multiclass feat at 2nd level, then Double Slice at 4th level if you want to effectively fight with two weapons

DrunkWolf wrote:
Normally you would only have a 3rd attack at a -10. But if you spend a hero point, I guess you can have a 3rd and 4th attack, both at -10. Using two agile weapons would come in handy here as you would be trading the 0/0/-10/-10 penalties for 0/0/-8/-8 when spending your hero points. Too bad these seem to be awarded less frequently. Perhaps there is a more advanced feat that does something similar that I haven’t read yet.

Also, Hero Points are awarded per session rather than at level up now, which is something that my group has houseruled for awhile now, so you do get them more frequently than in 1E

The Exchange

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Lucid Blue wrote:
Talonhawke wrote:
Because Lore doesn't require you to have a formula for every thing you are making. I have to have plans to craft anything I know and can do anything under my lore.
So, if I bring the formula for a katana to my local master basketweaver... She should be able to forge that katana better than any expert level swordsmith?

I think that is one of the problems with Craft, but but crafting in general is pretty bad. This seems to me to be a very intentional generalization to try to make crafting more useful to players

The Exchange

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Lucid Blue wrote:

Okay, so since HP are "abstract" and therefore exempt from in-fiction realism... Let's go to the Craft skill. Aka "Craft(Everything)"

Lore requires you to pick a subject to be knowledgeable in. You don't get to take one skill to have knowledge of everything in the universe. Why? Because it's unrealistic that one skill point should make you knowledgeable in every subject ever.

But you CAN take one Craft skill to be able to BUILD everything in the universe. One skill point, and I am skilled in building everything ever.

There are no woodworkers. No bookbinders. No stonemasons. No weaponsmiths. No architects. No glass blowers. No one learns a trade. No one takes time to get better at one thing than another... One skill point. Done. You can make everything.

A couple rank increases. And now you can build everything BETTER than everyone.

Why limit Lore to subjects you need to learn. But let Craft apply to everything?

now crafting uses formula, so you need to gain specific knowledge of the item you wish to craft, and specializing is done via a skill feat to get better at crafting categories of things

The Exchange

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Corner case rulings don't need to be in the book, because that would be a ridiculous waste of space. Anything that comes up and doesn't feel right can be adjudicated by the GM, depending on the needs of the game and the group

The Exchange

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Lucid Blue wrote:
Hunterofthedusk wrote:
Lucid Blue wrote:
I mean really... Why would anyone field an army without a team of a couple dozen first level medics who could all but make their army immortal?
Because they would only have, what, +5 or +6 and need to hit a DC 20? So most of them would fail and then not be able to try again on that person? And feeding that many useless morons would be prohibitive? And it while 5 medics swarmed around a wounded soldier and mostly failed their rolls, the enemy could just attack a couple more times and now that soldier is dead?

How are they useless morons? Fielding 10,000 men is okay. But the 20 who stand in the back and make them all immortal aren't worth the extra food?

Put them in the back. Form a soup line. Each wounded soldier walks down the line. Even with +5 or +6, by the end of the soup line, statistically each soldier is now in perfect health and back to the front. Meanwhile the poor clerics mope around and tell the soldiers "sorry, I'm out of heal spells for the day. Head back to the soup line. They'll fix you up."

It's okay if you are on board with the dissociated math blocks. But the whole point is that they're dissociated. There's no in-fiction explanation for why it would or wouldn't work.

If you think about any of the generalized and abstracted part of the game you'll come up with a scenario that will make it not make sense. If a person with 10 health gets hit for 9 damage, they are mutilated and barely alive. If a person with 100 health gets hit for 9 damage, they barely notice. Was that not the same attack? None of it stands up to scrutiny, so I ask- why put this much energy into being upset at something that will never come up in the game? No one will try to use battlefield medic to heal a whole army

The Exchange

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PossibleCabbage wrote:

I think part of the issue with planar survival is that in any adventure where our plucky heroes visit and unfriendly and alien plane, you have to play up the dangers they are likely to face there while they are planning and in order to set atmosphere. But when they are actually there, having taken appropriate measures, you don't play up the hostile environment at every opportunity- the point is to make the players feel apprehension, not to parade an endless series of unpleasantness in front of your friends.

So Planar Survival is like that- it doesn't seem like it would work until you're actually there and realize "oh, it's not *that* bad here."

You find yourselves on the plane of earth, with no living things in sight. Your stomach grumbles, angry at you for forgetting to bring food. The Ranger licks a crystal, and discovers that it is crystalized sugar! The party is saved!

The Exchange

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Lucid Blue wrote:
I mean really... Why would anyone field an army without a team of a couple dozen first level medics who could all but make their army immortal?

Because they would only have, what, +5 or +6 and need to hit a DC 20? So most of them would fail and then not be able to try again on that person? And feeding that many useless morons would be prohibitive? And it while 5 medics swarmed around a wounded soldier and mostly failed their rolls, the enemy could just attack a couple more times and now that soldier is dead?

The Exchange

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Lucid Blue wrote:

I guess I'm genuinely baffled that so many people support the Dissociated Mechanics.

So are you all also in favor of Planar Survival feat allowing people to forage for food on planes of existence that don't have food? Where the act of searching poofs the food into existence?

And if so, are you against letting the DC10 tree be DC10 for everyone? And believe the same tree should have higher DC for higher level characters?

So, the issues you raise feel like corner cases to me, so I don't really care, to be honest. Most planes, including the planes of earth, fire, and whatnot all have creatures on them, and you could hunt them for food. The issues with battlefield medic I've already addressed, and that's really more of a GM dealing with an unreasonable player

The Exchange

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I don't really see a problem with battle medic because you don't have to worry about the logical extreme, just how it's used in your group. One person decided to spend their options on medicine? Each of the other three party members can get patched up just a little bit more that day. If they come to the DM and say "I want to heal this army" you tell them that it'll be considered a fatiguing downtime activity, and that he's limited to a certain amount of work before he's mentally and physically exhausted

The Exchange

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Yup, that's pretty much how it breaks down. If you grab Ultimate Psionics, you have pretty much everything you need to use DSP's psionics.

The Exchange

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Air0r wrote:
If their is a medic and a vitalist in the party, I would imagine they would never need to worry about healing, lol.

Well, a good vitalist already keeps the whole party up. I played in a party as a vitalist when we also had a cleric, and being able to redirect all that channeled energy was AMAZING.

The thing that I like is that even if you have another healer, the Medic won't ever feel superfluous since it has a built-in offense thanks to the Martial Maneuvers.

The Exchange

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MrSin wrote:
Shisumo wrote:

I'm not really disagreeing with the overall tenor of the feedback so far, but I do feel I should point out that a 4th level investigator could use studied strike as written with an Int of just 14 - if he could get the cognatogen alchemist discovery.

On a related note, why in the world doesn't the investigator get cognatogen as a possible discovery?!

He doesn't get any of the mutation or mutagen type discoveries. Cognatogen itself deals strength damage too, so you end up losing to gain which isn't too hot.

actually, you can take mutagen using the "Alchemist Discovery" investigator talent. Yet, for some reason, Cognatogen is not on the list of discoveries he can take using that talent, which seems like an oversight.

The Exchange

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I'm sorry if you're pulling at straws and arguing over semantics. Regardless if it's the same source, it is another dodge bonus. Being sarcastic and posting the same thing with bigger letters doesn't get your point across very well, it just makes you seem like a jerk.

The Exchange

so I was just perusing the APG errata a few minutes ago when I came across the Offensive Defense rogue talent. I noticed that it was changed to say dodge bonus, and a pretty decent bonus at that. My question is that if you hit an opponent multiple times in a single round with sneak attack, and since Dodge bonuses stack, do you get the bonus from each attack? It doesn't say any exception in the errata to make this any different, and in the section where it explains bonuses it just says "dodge bonuses stack with each other" without giving any clause to the same source triggering multiple times, so I was just double-checking.

Am I right in this assumption that it can stack with itself?

The Exchange

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If you are allowed to use traits, Accelerated Drinker stands out as a favorite, and there was an item back in 3.X, the potion belt, that held up to 6 vials (10 if you got the masterwork one, which was 60G) that you could access as a free action, but no more than once per round.

I love the Smoke Bomb/ Stink Bomb discoveries. Explosive bomb also works very well with those, if they can be combined. If you're looking to do damage with the bombs, pump your intelligence as much as possible, maybe even down a potion/extract of Fox's Cunning at the start of combat (with your Accelerated Drinking, so that you can toss a bomb that round as well!). If you can convince your DM to change Quick Draw to allow you to draw alchemical items, or perhaps have a bandoleer that allows you to hold so many flasks in it prepared to throw (thus allowing them for quick draw) then you might want to invest in Acid and Alchemist's Fire to save your bombs.

Um... If I think of anything else, I'll be sure to give you a yell

The Exchange

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This thread makes me want to make an evil druid...

The Exchange

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I'm inclined to agree with the majority here; The cleric can't take any damage until the basher has taken damage, and whenever the basher takes damage he applies DR before it is transferred. It would seem unfair to me that the cleric would actually take more damage with a shield other spell then his target.

After all, I've always pictured that wounds that the protected one takes appear on the caster, and it doesn't seem like it would be right if more wounds appeared on the caster than on the target.

EDIT: Tom, if you'll notice, in both examples the damage is the same. Just in one, the fighter has completely avoided the attack and in solution two he has learned to share. It doesn't really matter, but solution two is not only more logical (can't share damage until damage is taken) it is also more beneficial due to positive energy channeling. Of course, that's an inherent benefit of the spell, so maybe that particular benefit isn't worth mentioning.