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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.
This. I thought the same thing.
The Dm described the mechanics as influenced by mutants and mastermind and Vampire the masquerade. Both systems and games I love but two very different things. To shoe horn this into Pathfinder and make use of their beastiary and what not makes me a bit hesitant.
I wrote a bunch of notes for a "class builder" system that a GM can use to either make his own classes or enable a pseudo-classless game. The big twist is that it's all based on progression. In other words, instead of getting X amount of "class points" per level to spend on features, you spend Y points on how those features scale with level. For example, you might spend 9 points to get 9-level spellcasting or 4 points to get spellcasting at 4th level like a paladin or druid. The same goes with how often you get bonus feats and some features like sneak attack and channel energy. While you make all these decisions at character creation, you get to play the character archetype you want to play.
This sounds interesting. Did you ever put that into practice and play a few games?
"Why bother with classes?" Said my new DM.
The new homebrew that was proposed to me suggested that we use Pathfinders core mechanics and the original base classes but we allow "augmentation" of those classes. So rather than all of that "multiclassing nonsense" and crazy "archetype stacking" you can simply purchase abilities from other classes. You want sneak attack or access to spells you simply use experience points to buy those abilities (they are watered down in most cases) while maintaining your original class. It sounded a bit too video gamish for me but I am wondering if anyone has played anything like this.
Thus far abilities that were up for purchase were:
Personally, I don't that I would enjoy the game. I mean I have played games where you can design and "augment" your character in almost anyway you want but never in a pathfinder/DnD setting. How might this work? Could it work?
Thoughts? The game if we agree to play it would start in 2 weeks. I think that at the moment this is a very big IF...
Is it Wise to Prohibit / Restrict Consumable Magic Items (wands, scrolls, potions, etc.)? In a Dungeon Delve?
As I've stated it's your game and I understand where you are coming from but I have a few questions:
What do the players think?
As an aside. In my experience class specific expendables are more often than not the reason why a party turns back in a dungeon delve rather than hit points. Things like # of spells left, # of rage rounds, etc. I just wonder why these wands might be causing such a disturbance...
Combat is not slowed down by the iterative attacks rather it is slowed down by too many other options. Rolling to hit only takes as long as it takes to add up the dice. High level spells, Special abilities, rules lawyers, rules lawyering, etc. these are the things I hate to deal with as DM. They can bog down combat to a crawl. If you want a stream lined game look at E6.
I had a design idea. Two characters that work together in combat and rely on each other to set up ideal battle conditions. Ideally, I like a rogue or ninja and a fighter who work in concert to destroy their opponents. However if you have any other ideas let me know.
Any idea on what teamwork feats or feats in generally might work really well together. Looking over the teamwork feats I am generally underwhelmed but perhaps someone else has attempted this.
Any ideas would be helpful.
Is it Wise to Prohibit / Restrict Consumable Magic Items (wands, scrolls, potions, etc.)? In a Dungeon Delve?
Reading this over I see where you are coming from OP. However, I think that in this particular case you might want to just restrict access to CLW wands. As you said there are two small towns near the dungeon. These small towns will have access to ~75% of items below 1300 gp. That however does not mean that they will have an infinite number of these items. Most likely the villages are getting these items delivered once or twice every couple of months. They could very easily sell out. Especially, if other adventurers are rolling through town on occasion.
Heck I live in a city of 3 million people and there are times when I find myself unable to purchase specialty goods (like clw wands or Densite plaster) because they are simply out of stock in every store I go to.
I'd like to see the suit have wheels and another prisoner is responsible for carting him around the prison. Not because it makes sense but I think it would be funny.
1. You are the DM. You have ultimate say in what is allowed in your world and what is not. In the end you will need to understand all of the material that the players bring to the table. If there is anything you don't fully understand or have the time to learn then you can simply say it doesn't exist in your world. Besides the Advance Class Guide is still going to have kinks that haven't been ironed out yet.
2. Depending on the caster the guards might force them to wear iron mittens on their hands greatly improving the chance of spell failure. Or perhaps the prison itself is in an antimagic zone. As for monks... there isn't much you can do. But depending on the prison perhaps everyone is wearing manacles or they are chained to a partner.
All the same it sounds like a fun storyline.
I game with a 30+ years crowd. We all have wives, jobs, kids, etc. Everyone at the table could be doing something else and in some cases should be doing something else. So we all understand how precious free time is. I think it's that understanding that has kept our group together for 4+ years.
Explain yourself to prospective new players and I think you'll have much better luck. That said you might want to use something like Doodle.com in order to keep track of everyone's availability.
You're kidding, right? That would hardly be a rogue fix at all. The problem is he already has to work to be situationally useful. Other classes aside from the Duelist get a version of Canny Defense (like the Kensai, for example) and it doesn't hurt the Duelist at all. And make it a rogue talent? You may as well not change the class at all.
I have to agree. Setting up a sneak attack is hard enough that the rogue should really be rewarded for it.
We instituted a 3 month policy. A book has to be out for at least 3 months before you can use it in game. This allows the message boards to solve a lot of our problems we might encounter in game for us. It also lets everyone get familiar with the content before hand.
So short answer no but that might change in a few months.
Simple monk fixes:
Full BAB, D10, and altered Ki powers.
Some suggestions that we've tried:
I was afraid that this would get too powerful but when we tried it out the monk had a 3/4 BAB so he never hit with it and when he did he never dumped all his ki into it.
This is one that we stole from Dabblers thread on Monk ideas. It made sense to have the character that thrives on mobility be able to be mobile and effective in combat. Again it was hardly game breaking.
While not an item exactly I recently introduced these to my campaign.
54. Waystone Constructed by a long lost civilization these large magical pillars can be found along the old kings road every 50 miles or so. Sought out by travelers these pillars give off an aura of warmth (20 ft), Can create water (10 gallons a day), and can cast daylight.
One of my players suggested the following house-rule and it worked out just fine.
Stab them in the Squishy bits: All attacks involving sneak-attack get a bonus to attack and damage equal to the number of sneak attack die being rolled.
Functionally it's the same what you have suggested and very easy to implement.
I like to think about it like this.
That said I only really use this logic for none intelligent monsters. Any enemy with a intelligence over 14 knows that you finish the job.
Also flesh eating mindless undead will also begin eating PCs the minute they go down. They don't care about their well being just lunch.
I personally don't give out my PDFs. If there is a map or something that needs to be shown to the PCs I will copy it as a smaller PDF and show it to the PCs. The newest DM in our group has a computer monitor at the head of the table if there is anything he wants us to see he throws it up on the screen via a connection to his tablet. It's kind of nice especially when fighting monsters to see a picture of what you are fighting. He'll also use if for descriptive purposes. Ex. the room is filled with trash and then he shows us a trash filled room.
I recently started making 3D terrain for my games.
To clarify. I don't believe that free actions and swift actions are the same. The quote you are posting is not saying they are equivalent they are simply similar. If they were the same thing then they wouldn't have 2 different words. That said I seem to recall on of the devs saying that you can drop an item during an AoO. You can also talk, fall, draw an arrow, etc. To me this implies that free actions are allowed. This is simply my interpretation and I seem to be in the minority.
I've never taken issue with players trying to figure out a creatures stats. If they want to play the game like that and are having fun doing so then what's the harm.
Normally, I will allow a player to use a knowledge (appropriate check) roll to determine what it is that they are fighting and possibly its strengths and weaknesses. I generally use the Monsters CR +10 for an identification and add a +5 difficulty if it's a rare monster. IF they roll Monster CR+12 then they know its strengths (it breaths fire). If they roll monster CR+15 then they know its weaknesses as well (it fears potatoes). Its a house rule developed by the DMs in our group and it works fine.
This. There are two handed weapons that can be used with one hand. The bastard sword is another 2 handed weapon that can be use with a single hand if you have exotic weapon training.
RAW I have to agree with My2Copper. The 5ft square would be not be a random square but the one you set on fire.
From my understanding you can use a free action anytime you are taking an action. So free actions are ok during your turn, during AoO, and during readied actions. Or at least that is how I am understanding it.
DnD Android wrote:
Lets say you are a level 1 fighter with a constitution score of 12. As a fighter you get 1 ten-sided dice of hit-points per level. And because you have a constitution score of 12 you gain an additional +1 at every level. If you had a con of 14 it would be +2, a 16 would be a +3, etc. In order to ensure that you don't die from a stubbed toe everyone gets their max hit-points at level one.
Every level after 1st your fighter gets to roll a ten-sided dice and add that to his hitpoints. then you add your constitution modifier in this case +1 to the total. The toughness feat adds 3 hitpoints to the total plus an extra hitpoint for every level beyond 4.
For clarification: The sorcerer was in fact readying an action. They were in rounds and he had run from the fight 2 rounds prior knowing that the PCs would follow him down the tight corridor and into his lab.
My logic at the time for why he could fire off the second quickened lightning bolt was the line:
Swift actions can be taken any time you could take a free action.
Since during a readied action you can in fact take a free action I saw it as legal.
We ran into a bit of confusion last night and I would really appreciate any input that you all might offer.
A 13th level sorcerer holds his action so that he can fire off 2 lightning bolts when the PCs open the door. One of the lightning bolts is a quickened lightning bolt.
The door opens and the sorcerer fires his standard lightning bolt.
1. Can the PC wizard who has already taken a move action to open the door casts a quickened dispell magic and cancel the lightning bolt?
2. Can the sorcerers second quickened lightning bolt be canceled with a regular dispell magic?
3. Can the sorcerer even cast a quickened lightning bolt since he held his action?
When ever we have a short handed party we introduce the NPC Ban Daid.
He is a merciful healing cleric who has sworn off violence but knows that the PCs are doing the right thing so he aids in their adventures. He is 1- level below the rest of the party and is played by the PCs. Every round his character sheet is passed from one player to the next and his action is decided by that player. Normally he just cowers, casts bless, bursts, heals, or removes afflictions. Since he carries no weapons he can't flank and will normally go a the bottom of the round.
It's an easy work around for the party and works well with my players since none of them ever want to play a cleric.