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I've played games were Monks, and only monks, were given the ability to flurry of blows (full attack-ish) as a standard at the cost of 1 ki point. It changed the game and made the monk, an amazingly fun character. If you gave this to a character class that could do significantly more damage, like a barbarian, I don't know that it would work as well.
*edit for spelling and things
An interesting way to measure what makes a good fight might be to create a list of ideas similar to sissyl's and have people rate their importance much like jiggy did.
Personally, a good fight is one that I care about. It should matter to me in one way or another. Beyond that I can't think of a universal element...
This is excellent advice.
I did something like this a few years ago. I used a Raktavarna that grew in power as it was used as the rogues primary weapon. It wasn't until 4th level that the Raktavarna revealed itself (it had just leveled and gained new abilities).
Rather than make the weapon more powerful in terms of static bonuses have you thought about giving it abilities such as scent, tree shape, dark vision, freedom of movement, etc?
483. A Humble Home: The smells of apple pie and fresh laundry waft from the small cabin nestled in the woods. Two small children sit on the porch. When they see the heroes they both run indoors closing the sky blue door behind them. Seconds later you hear a child scream and a blood curdling howl. Entering the house you quickly realize your mistake. The house is a shrine to your exploits.
484. Gnome's Tilted Tower Someone has taken up residence in the old gnomish alchemy tower. The furnaces are at full blast and thick billowing smoke wafts up into the sky resulting in multi-colored storm clouds raining volatile chemical concoctions down on the local populace.
471. Ready, set, go: Once every 25 years comes the Great Race to Freedom. It is a time when the city of Dantre allows 1,000 of its slave a chance to be free. The first 25 slaves to make it to the isle of Dryas are hailed as heroes, given a title, 10 acres, and slaves of their own. The rest are condemned to death and sacrificed to appease the gods.
All you need do is avoid being killed by your fellow slaves, defeat the creatures that are sent out to hunt you down, and get past the devious traps placed between you and your freedom.
You and your companions have been trained by your master, who has a great deal of money riding on your survival, in the various arts. Now all you have to do is survive. No problem right?
I thought about different character types (The brute, the sneaky one, the pompous jerk, the dumb do gooder, the strategy minded, etc.), then I asked what would make them fun to play? What toy would enhance that experience? I came up with a list of things that would be both fun to role play and nice to have in combat and went with one I might enjoy.
Then I read it aloud to my wife. Made some changes then tried to use it in a game I was dming. I read it to my players and saw how they used it.
Woody Elliott wrote:
I don't think there is any wrong way to vote. IF I am looking at two equally strong entries I will vote for the one with the better formatting.
Negative Zer0 wrote:
Some times I find myself not voting for an item but rather voting against another.
I made the mistake of allowing my players to special order weapons and now I am regretting it. Could someone please help me with how much these items cost.
+2 short sword, 1x a day shield of faith , 1x a day silence.
By my math:
Is this right? My player said that I should multiple by 1.5 but I am not sure what he is talking about.
This made me laugh. Thank you.
Yet no one has one.
Why? Because the list of "must haves" is fairly long and they include items that are not nearly as situational. Items that effect the same abilities as this one (like the cloak of resistance) and improve a characters overall effectiveness.
Like I said before this is nice to have but not needed. It's akin to high quality toilet paper on a camping trip, it's nice to have, but it's not really needed.
Is the google document you have the most up to date layout of the rules?
I think that's why the DM has suggested that we pick a core class and then add to it via some sort ability buy system.
So you are fighter, first and foremost, you can get all the fighter abilities and what not, but for a cost of some sort you can be a roguish fighter (sneak attack) without the need to take a rogue level.
Too be honest I am not sure how this will work exactly but after reading Rynjin "Freeform Class Selection" thread I think it could be fun. I think I will need to hear my DM out on his mechanics.