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Recent posts by
Michael Cummings:
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Mosaic wrote:
Going back to the drawing board on the whole Readied Action issue, I have two thoughts.
1) Readying an action ought to cost something. Right now, the 'costs' we have are swift, move and standard actions.
2) To me, it would seem more straight forward and easier to determine what's legal and what isn't if the cost for readying an action were separate from the action itself. I think we can all see that the current "it's a standard action that includes another standard action ... or maybe it isn't" is too confusing.
So, give readying an action a cost like any other action - I lean towards swift or move, but could handle standard - and it becomes just another part of the 'action economy' (Quandry's term from another thread, I believe).
There is an implied cost with readying an action - if the situation does not develop then you lose that action for the round. So, as one poster pointed out the caster could simply move 30' before casting the spell, putting himself outside of the range of the fighter. I would also allow the caster to notice the fighter focusing on him in which case the caster could cast defensively.
This is definitely a thought-provoking subject. In my opinion, casting in combat carries very little consequence. Casters can often shield themselves by simply taking a 5' step. The casting defensively check is pretty much a joke by mid levels. I would like to see more opportunities for spell interruption, back to the days of 1e/2e where casters very seldom cast spells in combat since all it took was a hit prior to their spot in the initiative order to ruin a spell. The situation in the OP does have an issue though - if the spell being cast is a standard action and the fighter uses a move action to approach the caster (and move/standard actions are assumed to take the same amount of time) does the spell complete before the fighter even gets to the caster? I would probably house rule that the two combatants roll an opposed initiative check (or just an opposed Dex check) to see which action gets off a split-second before the other (fighter cleaves caster in two just before he gets out the final syllable or caster completes spell just as fighter gets to him).
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Pax Veritas wrote:
IMHO, the "True Problem" is a social/inter-personal/communal issue that 1) stemmed from corporate greed in publishing all rules for players to rule lawyer and judge (in an obvious attempt to make everyone the type of consumer that would buy the 6x-as-much that the DM was buying and 2) the result of years of manipulative "forgetting" about the art of dungeonmastering (and the lack of senior DMs teaching younger ones this art). DMing has become characatured as a series of "handwaives" and "rule-breaks" instead of what it is/what it was designed to be.
Restore the skill of DMing/GMing and you will have addressed the "True Problem" for a great GM can make any system work incredibly, more miraculously than ever imagined.
Just my two cents.... I return you now to your regularly scheduled thread, and will...
Pax,
You are truly on point with your assessment of the current state of DMing. I would like to take this a step further however, and make the same argument of the player. Being a purveyor of D&D since 1st edition (one of my original group members had the PHB w/ the thieves carving the jeweled eye from the demon statue), my early gaming decisions were made in a manner that helped bring my mental view of my PC into clearer focus and drive character development rather than character building. In my experience with 3.0 and 3.5, this is really not a driving factor anymore. Much character building discussion now revolves around min/maxing and character optimization which has turned the D&D game into one of pure mathematics. I think the OP does have a valid point regarding the breakdown of the game due to the 1d20+X issue but I also agree with you that the mechanical flaws of the game would not be as evident if both the DM and players made more decisions based on the campaign storyline and character development rather than maxing skill ranks, attack bonus, or AC.
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Epic Meepo wrote:
Peruhain of Brithondy wrote:
If you want dynamic combat, set up battlefields (and enemy forces) conducive to it. Fighters won't stand in one spot to get their full attack if their enemies are swooping out of the air or riding by launching arrows from horse/griffon/worg-back. Nor will they if the enemy outflanks them and gets to the party spellcaster.
The problem isn't that fighters don't have incentives to engage in dynamic combat. The problem is that fighters suck when engaging in dynamic combat. Fighters rely on their iterative attacks to be effective, and the minute they have to start moving around the battlefield, they lose their biggest advantage. The ability to hit a single opponent once per round for 20 or 30 points of damage is worthless at higher levels.
Incidentally, I agree with you that the removal of iterative attacks is not the answer. (And if I'm not mistaken, Jason Bulmahn indicated earlier in this thread that the removal of iterative attacks is not an option.) However, I do think something should be done to allow higher-level fighter-types to make more than one attack per round without having to stand in place to do it.
My suggestion given further back in the thread does give fighters an advantage by allowing extra attacks as part of a STANDARD action and having these extra attacks be at full base atk mod. That way the fighter isn't nerfed when he has to move across the battlefield and it makes winning initiative meaningful (a prior post gives the example of a fighter winning init, charging and attacking once while the enemy he charged gets a full attack on his init against the fighter who because of charging also has an AC penalty).
I really don't see iterative attacks as core 3.5 - the underlying core rule is really Base Atk Bonus, which would not change. I remember picking up the 3.0 PHB and paging through the first time. My first reaction was "Hey, clerics and wizards get additional attacks at higher levels - that doesn't seem right". Iterative attacks still don't make sense to me - fighters don't gain spellcasting or even the ability to use scrolls/wands; why give other classes an ability that was exclusive to fighters in earlier (1e/2e) editions?
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Samuel Weiss wrote:
Slime wrote:
An option to consider in escaping a grapple would be to consider damage inflicted on the grappler.
It's both realistic (self-defence teaches that as the first way to try and get out of someone's grip) and cinematographic (hit the beast hard enough and it let's go of the damsel while yelling in pain) that a creature grappling someone could drop or let go of his victim if inflicted enough damage (possibly 10+CMB h.p. or more in a single attack).
Low intelligence creatures could get a penalty (ex.: double the int. score penalty). This option could also help some Wizards since they could use their 1st level damaging supernatural Ability (no casting or AoO) to try that option but damage is still on the low side but with the int. penalty option it could work out nice.
Just a thought.
Sounds reasonable.
How about just simply adding damage to the next escape attempt?
Or using the damage as a DC for the next grapple if it is greater than the usual CMB?
I like this idea as well as it would allow other party members to help get allies out of a grapple and it would add to the cinematics of the battle (barbarian clubs the gray render which then drops the wizard and turns menacingly on the barbarian). I'm thinking damaging a grappling creature forces a grapple check at DC 10+damage dealt or the grappling creature must release the enemy creature it is grappling.
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Terraneaux wrote:
I think that people are getting on the right track with how to resolve iterative attacks. Simple movement is *huge*; there's a reason a lot of powerful melee builds work off of pounce of some kind or another. There's a simple reason: Melee combatant A wins intiative and charges, dealing some damage. Melee combatant B retaliates with a full attack, killing melee combatant A. But if A had pounce, A stands a good chance of jumping the gun and outright killing B.
Something else I noticed reading through the Pathfinder rules was that they *drastically* lowered the amount of damage that can be added with Power Attack. In my mind, I think this was a mistake. Melee combatants, especially at high levels, had problems with simultaneously hitting and dealing enough damage to harm enemies (since, while spellcasters are much better at controlling a battlefield, melee characters are where its at as far as dishing out the damage goes). Iterative attacks were part of the problem, as each added attack effectively did less damage due to its decreased chance to hit. Also, Power Attack didn't exactly help, either, as you had to decrease your hit chance (thus basically lowering your damage) to increase your damage. The only real solution for a melee character was to beef up his attack bonus to such an absurd level that he would be assured of hitting even while power attacking. A lot of these methods were pretty messed up (Festering Anger, polymorph, frenzied berzerker, pounce+shock trooper, etc.), and, while solving the problem for that given fighter, still meant that without a lot of effort, a fighter had a hard time just hitting things in melee and doing credible damage.
So, melee classes need to see their average damage raised, probably by more than seems rational at first, to be able to hack it against those high level monsters. This can be done in a few ways, thought I think adding a mobile full attack with less penalties than in 3.5 would be huge. Also, the power attack mechanic needs to be changed from...
This thread really has gotten me to thinking about the whole Base Attack mod and iterative attacks. One thing I'm contemplating in my campaign is to wipe out iterative attacks - with a standard action you may make a single attack. I would also make a change to full attack where when making a full attack you would gain an additional attack at your full base attack bonus. This would make full attack meaningful at low levels (right now it is not very meaningful because until a character hits at least 6th lvl they only get one attack (unless you take two-weapon fighting, Manyshot feat, or some other feat that gives you an extra attack of some sort)). Finally, I would create a feat(s) that allow for extra attacks with a standard or full attack action. The prereq would be based on Base Atk Mod so fighter-type classes would qualify most easily (probably +8 for Extra Attack feat and +16 for Improved Extra Attack). Using this methodolgy, a 16th lvl fighter with both feats would gain 3 attacks at full atk mod w/ a standard action and 4 attacks w/ a full atk action. I believe this would make straight fighter-types more capable of holding their own in higher level play. Since all attacks gain full atk mod, I would probably return Power Attack to 3.0 version with a 1 for 1 exchange on to-hit & damage.
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Mary Yamato wrote:
Chris Mortika wrote:
Hi, Mary.
Let me ask: what has been your most positive role-playing adventure? What's been the best for you, and why?
Gosh. Twenty-nine years of gaming gives a lot to choose among.
Probably the most fun was the _Radiant_ space opera campaign (run in a homebrew) where the PCs started out as crew of a struggling tramp merchant starship, and ended up as major players in two different star systems (one highly civilized and connected, one a "lost colony."
The background and setting became very rich over five years of play; the PCs' home base was particularly well developed, as was the lost colony world. The PCs had enough power to do a lot of interesting things, but they had to use finesse--they couldn't go head-to-head with their biggest opponents, like the demon-possessed AI that turned out to be running the colony planet.
My favorite part was the PC infiltration of a "self-improvement company" (really a dangerous cult which was using demon possession as its road to self-improvement): one of the PCs managed to get himself quite far into the cult leadership, while the others worked from outside to support him and gather the evidence needed to convince the authorities. The insider PC complicated things immensely by falling in love with the cult leader's daugher.... The arc ended with a very tense raid to extricate the PC (and his girlfriend) and try to bag the cult leader; and a lengthy roleplaying situation where the PCs were trying to discover if there was any way to redeem the daughter.
I think fantasy is a lot easier to run, and I've had good experiences there too, but this game really stands out for me. It rewarded thinking, planning, and understanding the setting. The PCs managed to uncover a ring of vampires by tracing a complex series of clues starting with "Why does this class of people on the space station spend more money and drink more fluids than they ought to?" and ending with a PC needing to deliberately bait a suspected vampire into...
If the first volume is any indication of the series, I think there will be much opportunity for characters to form relationships and bonds with NPCs in the CotCT AP - volume 1 introduces a number of NPCs that it seems will be recurring characters throughout the campaign and puts the PCs in situations where they can interact with the NPCs. This is one of the main reasons why I love urban campaigns so much - the opportunity for the DM to grow and develop NPCs in much the same way the players grow and develop the PCs.
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Nicolas Logue wrote:
Coridan wrote:
Nicolas Logue wrote:
Mr. Slaad wrote:
I just want to say that the early boss in EoA is NOT the major crime boss at all, but a very old and not very powerful little leaguer. So there is not real "1st level pcs killing big baddie" feel to it.
Word. He's a dweeb in the scheme of things. He's a nothing and the module makes that as clear as clear can be. He never amounted to anything.
In the words of my character after we killed him. "Wow, he was much scarier when I was 12"
Ha! Great! :-)
That is a good approach that I'll have to keep in mind - make sure the characters write Gaedren far into their backstory (10 or more years) then play up how feeble he has become and how he's a shell of his former self.
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Our group has also been tossing around the idea of improvements to 3.5. Here are some of the suggestions I'm proposing:
Iterative attacks - after the first attack or two, I think these basically become worthless. I would rather see some type of increased damage scaling rather than additional attacks that have little or no chance to hit. I think this would also make the fighter-types more viable as compared to the spellcasters at higher levels.
Grappling - basically impossible for characters to beat large or larger creatures. Plus what you can or cannot do is always a question that requires looking it up in the PHB and slowing down the game. Not sure how to improve - maybe just dump?? Give monsters with improved grab a replacement ability.
Skills - (a) 4e looks to be moving towards a trimmer skills set, combining Move Silently and Hide into Stealth and Spot/Search/Listen into Perception. This makes sense to me - often times you're asked to make multiple skill checks (Spot & Listen or Hide & Move Silently) - what does one success & one fail mean? or two successes? Seems more intuitive to have one check in these cases - either pass or fail. (b) base skills more on race, at least as far as skill points gained. It also appears 4e is going to address this as well. My thoughts were to have skills available at new levels based on class but have points gained based on race (for example, regardless of class Humans gain 8 skill pts each level, half-orcs gain 2 pts, elves & dwarves maybe 4 or 6). Again, this more closely matches the approa ch for monsters in the MM. It would also allow some different archetypes - the stealthy human fighter (taking stealth skills cross-class) and the scholarly human wizard (more points to spend on Knowledge skills).
Turn Undead - both the RAW (undead cower) and the optional rule (I believe from Complete Divine - 1d6 dmg per cleric lvl) do not appeal to me. Not sure what I'd do to fix it, but there has to be a better way.
Actions - I have not been a big fan of the swift/immediate actions since they came into existence. To me they are unbalanced, as they generally favor spellcasters granting them the ability to do more than the fighter-types. Plus it's additional bookkeeping to track. I would prefer a simpler system of having a set number of actions per round (2 or 3) and limiting casters to one spellcasting action per round (though a caster could cast a spell and use a magic item in the same round). This would also be a good replacement system for the iterative attacks - fighter types can attack once per action, so if we go two actions they could double attack - two attacks at their base attack bonus.
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Duskwood Lodge
Symbol: duskwood tree on forest green standard
Background, goals, & dreams: The Duskwood Lodge is all that remains of an ancient druidic culture that inhabited the North over 1,000 years ago. Current membership numbers around 30 - a mix of druids, rangers, clerics of Silvanus, and scouts. Most members are human, elven, or mixed half-elf heritage. Most established members follow the Old Faith - a doctrine that teaches nature is wild and untamed. The Old Faith views the incursion of civilization as a major threat. Younger members are questioning this approach. Dubbed the New Order, members wish to spread an appreciation of nature to civilization and preach balance for the betterment of all. Tensions are escalating between the two factions. The overall leader of the Lodge is Keldias Moonshadow, a half-elf ranger/cleric who is firmly entrenched in the Old Faith.
Type: druid circle (social)
Scale: 9 (regional/barony)
Affiliate score criteria:
Criterion - Affiliation Score Modifier
Character level - +1/2 PC's level
Charisma 13 or higher - +1
Ranger or druid - +2
Parents or siblings in affiliation - +2
10 or more ranks in Survival - +2
Cast 5th lvl or higher spells - +3
Possesses magic item significant to the affiliation - +1 per 10,000 gp value
Does not have animal companion - -2
Titles, benefits, & duties:
The members of the Duskwood Lodge are renowned in the area as being expert guides and trackers. Those who advance up the ranks gain insight and respect.
When one climbs to the pinnacle of the circle they are noticed by Silvanus himself as keepers of the balance.
Affiliation Score Title: Benefits & Duties
3 or lower none
4-10 Duskwood guide: +2 circumstance bonus on Survival checks within 50 miles of Duskwood Lodge
11-15 Duskwood agent: gain Quick Reconnoiter as a bonus feat
16-20 Beastmaster: Add +4 to effective level when calculating animal companion bonuses
21-25 Duskwood master: 24 hrs to seek out and slay CR 8 creature, +2 inherent bonus to Wisdom or Charisma
26-29 Forestmaster: +2 inherent bonus to whichever score wasn't raised as Duskwood master, receive a token - when activated it brings into effect an Oakheart spell (see Faiths & Avatars p. 147). The damage absorbed must be repaid to the Great Duskwood tree at the center of the Lodge - the Forestmaster does not heal naturally until this occurs.
30 or higher Favored of Silvanus: personal honor guard of 4 treants - will not venture more than 5 miles from Duskwood Lodge unless circumstances are extreme (war, powerful creature) - if any of these guards dies protecting the Favored One, reduce the Favored One's Affiliation Score by 4 per dead treant
Executive Powers: Beatify, Craft, Holiday
I am running AoW in the FR so I changed Bronzewood Lodge to Duskwood Lodge. One PC - a druid/fighter - will belong to the Duskwood Lodge as part of the New Order. He will eventually challenge for leadership of the Lodge.
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I'll be using several sourcebooks for the Skullport piece of the adventure - some older 2E stuff (City of Splendors, Skullport sourcebook, Ruins of Undermountain) plus 3.5 Waterdeep book.
I did a conversion of the shadowraths based on their entry in 2E Monstrous Compendium Annual 4. Here are those conversions:
Shadowrath, lesser
Medium Undead
HD: 4d12 (26 hp)
Initiative: +5
Speed: 30ft
AC: 14 (+3 natural, +1 dex)
Base Attack/Grapple: +2/+4
Attack: Slam +5
Full Attack: Slam +5
Damage: 1d6+3 plus 1d4 Str damage
Space/Reach: 5ft/5ft
Special Attacks: Strength damage
Special Qualities: Damage reduction 5/bludgeoning and magic, spell resistance 13, darkvision 60ft, undead traits
Saves: Fort +1, Ref +2, Will +5
Abilities: S:14 D:13 Co:-- I:11 W:12 Ch:14
Skills: Hide +12* Jump +9 Move Silently +8 Spot +8
Feats: Improved Initiative, Weapon Focus (slam)
Environment: Any
Organization: Solitary, gang (2-5), or troupe (3-8 plus 1-3 greater shadowraths)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: --
This creature is an undead being; appearing as a blackened skeleton, its eye sockets aglow with red, deadly energy.
Strength Damage (Su): The touch of a lesser shadowrath deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a lesser shadowrath dies. This is a negative energy effect.
Undead Traits: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects), immune to poison, sleep effects, paralysis, stunning, disease, & death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain, immune to ability damage, fatigue, & exhaustion, immune to any effect that requires a Fort save unless it also works on objects or is harmless.
* A lesser shadowrath receives a +4 racial bonus on Hide checks.
Shadowrath, greater
Medium Undead
HD: 7d12 (45 hp)
Initiative: +7
Speed: 30ft
AC: 18 (+5 natural, +3 dex)
Base Attack/Grapple: +3/+7
Attack: Slam +8
Full Attack: Slam +8
Damage: 2d4+6 plus energy drain
Space/Reach: 5ft/5ft
Special Attacks: Energy drain
Special Qualities: Damage reduction 10/silver and magic, spell resistance 19, +2 turn resistance, darkvision 60ft, undead traits
Saves: Fort +2, Ref +7, Will +7
Abilities: S:18 D:17 Co:-- I:15 W:14 Ch:17
Skills: Hide +17* Jump +14 Listen +14 Move Silently +13 Search +12 Spot +14
Feats: Alertness(b), Improved Initiative(b), Lightning Reflexes(b), Weapon Focus (slam), Improved Energy Drain (LM pg. 27 – gain +1 to atk, save, & skill/ability cks for each neg lvl drained), Ability Focus (energy drain)
Environment: Any
Organization: Solitary, pair, or troupe (1-3 plus 3-8 lesser shadowraths)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 8-21 HD (Medium)
Level Adjustment: --
At first glance, it appears this creature is human. But a closer look reveals that its skin is sickly gray in color, its eyes and mouth are filled with crackling purplish-black energy, and its hands have transformed into sharp black-nailed claws.
Energy Drain (Su): Living creatures hit by a greater shadowrath’s slam attack gain a negative level. The DC is 18 for the Fort save to remove a negative level. The save DC is Cha-based (+2 for Ability Focus feat). For each such negative level bestowed, the greater shadowrath gains 5 temporary hit points.
Undead Traits: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, & morale effects), immune to poison, sleep effects, paralysis, stunning, disease, & death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain, immune to ability damage, fatigue, & exhaustion, immune to any effect that requires a Fort save unless it also works on objects or is harmless.
* A greater shadowrath receives a +4 racial bonus on Hide checks.
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I am setting AoW in FR, and to get the players acquainted with Diamond Lake I thought I would create a Volo's Guide. Here is what I have so far (I actually set the town on the Surbrin River, between Nesme & Yartar). If anyone wants to pitch in, feel free.
Volo’s Guide to Diamond Lake
Well met again, friends. It is I, Volothamp Geddarm. My travels have brought me to the burgh of Diamond Lake in the North. I am not sure this town deserves detail in my penned journals, but I am here and the mood strikes me, so prepare to partake of my knowledge and share my experiences.
Geography: Diamond Lake is situated on the banks of the River Surbrin (how Lake became part of the town’s name is beyond me – they sit on a river!! Silly peasants) as it passes through the Surbrin Hills. It is about halfway between Nesme and Yartar, though travel time to the latter is quicker since it is downstream. The Surbrin Hills and nearby Evermoors are both dotted with ancient tombs, which is what brought me to this area. However, prospective treasure hunters soon find that these cairns have long since forfeited their treasure to earlier grave robbers.
Economy: Diamond Lake’s main business is iron and silver mining. Nearly everyone in the town makes their living either in the mines or in a business that caters to the miners.
Law: Ha! If ever there was more of a mockery made of a word I do not know what it would be (except perhaps to claim Elminster as an archmage). At the top of the town’s hierarchy is Governor-Mayor Lanod Neff. This power-mongering bully only retains his position due to his brother Allustan, town sage and wizard. Mayor Neff employs a town sheriff and group of pocket police that are little more than his personal enforcers. The sheriff, Cubbin, should be avoided at all costs. He’s arrests people on a whim.
Places of Interest:
1. The Emporium –
2. Lazare’s House –
3. The Feral Dog –
4. Church of St. Cuthbert –
5. Tidwoad’s –
6. Sheriff’s Office –
7. General Store –
8. The Hungry Gar –
9. Jalek’s Flophouse –
10. Smenk Residence –
11. Deepspike Mines –
12. Garrison –
13. Lakeside Stables –
14. The Midnight Salute –
15. The Spinning Giant –
16. The Captain’s Blade –
17. Venelle’s –
18. Allustan’s Residence –
19. Tilgast Residence –
20. Old Piers –
21. Able Carter Coaching Inn –
22. Parrin Residence –
23. Mithral Hall Covenant –
24. Gansworth Residence –
25. The Rusty Bucket –
26. Moonmeadow Residence –
27. Osgood Smithy –
28. Smelting House –
29. Diamond Lake Boneyard –
30. Neff Manor –
31. Dourstone Mines –
32. Abandoned Mine –
33. Menhirs –
34. Old Observatory –
35. Dourstone Residence –
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