|
|
|
Recent posts by
Myrkul:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Now, remember that wildshape gives you the feats as well: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Briefly stated, you are a pounding machine. Awesome blow is a bull rush that does damage. And being that you are Huge, most things are going to be smaller than you. Cleave and great cleave are wonderful for wading through, say, an opposing army.
Let's not forget Summon Nature's Ally. Combined with wildshape and natural spell, You can summon several elementals (of whichever type is most advantageous against this particular foe), Become one yourself, and co-ordinate your attacks.
To sum things up: Wildshape is your friend. It lets you take whatever form would be best against your opponent. Natural spell is absolutely vital. Keep those spells coming when you're wildshaped.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I cut my teeth on 2nd Ed... And watched the rules pile up and pile up and pile up... until, as almost an inevitability, 3.0 hit critical mass. It was a needed thing... The system got stream-lined and got an updating to a more current feel. I was incensed when they put out 3.5... as were most of my friends. Looking over the rules, though, I see it, too was a needed thing. Some bumpy spots got hammered out, and some things that were just plain broken got fixed. All that said, It's not really my favorite system.
That honor goes to GURPS. Haven't gotten much chance to investigate the new version, but if it's just an update of the old one, then it's all good. Smoother learning curve, and more realistic combat... you catch an arrow with your face, and you are likely dead, or very close to it.
Not that that'll stop me from playing d20 games or buying the supplements... I do like the system, seen up here from the top of the learning curve. Especially since GURPS lost it's major advantage over D&D when d20 came out: adaptability. Now, if you want to bring your contemporary characters into a classic roman setting, you can do it roughly as easily either way.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
I figured out what the killer rabbit is....
It's a very high-level fighter baleful polymorphed into a cute little bunny...
From the SRD: "It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points)."
I pity the poor Transmuter who discovered that particular fighter had 20 ranks in Jump, and Weapon finesse.
Just thought I'd share.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
Mike McArtor wrote:
The original "Tokens of the Faith" appeared in #327. TotF II appears in #329 (as you know). TotF III, the final installment, will appear in #331.
What is everyone's opinion on running little series of Class Acts like that? If an article concept is cool enough, do you mind seeing it appear in a serial form?
Thanks... By 331 I should have my subscrpition processed. In the meantime, the library has an excellent collection of back issues.
As for a series of articles, I think if a concept is cool enough, it deserves to be spread out into a series. cramming or chopping an article that really should be three pages into one does disservice to both the author and the reader. By splitting it up, you're allowing the author to be as creative as needed, without putting too much emphasis on the one subject by splitting it off into an article of it's own (if, say, the TotF had been given space outside of Class Acts) or taking up too much space with something not every reader will enjoy, thus risking turning Dragon into a sourcebook instead of a magazine (if, say, you did a Faiths of Faerun issue, to the exclusion of any other topics or gameworlds).
|
|
|
|
|
 |
 |
 |
|
|