Attic Whisperer

Xenh's page

1,715 posts (2,294 including aliases). No reviews. 1 list. 1 wishlist. 2 aliases.


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Vic Wertz wrote:
Because we have an ecommerce business that relies on other ISPs trusting our mail server as a spam-free source, we're very hesitant to do anything that involves users generating volumes of email to other users. (Frankly, we'd be hesitant to allow that even if we *didn't* have an ecommerce business.)

Forgive me for bringing this thread back to life, though you have provided us with resurrection abilities in this game.

Would you consider it only for the PBP parts of boards, perhaps only for members with [insert high number] number of posts?


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Angels bleed from the tainted touch of my caress
Revery wrote:
It took me a while to discover this: In mythweavers, go to your list of character sheets. Just to the right of the sheet name/link, double click. The name will become editable. Edit and hit enter.

So cool, thanks for the knowledge.

Revery wrote:
Unlike in pathfinder (but the same as D&D 3.5 I think), weapon size is independent of character size in this sense. A medium character uses one size smaller weapons (small) as light weapons, same size as one-handed, and larger size (large) as two handed. Similarly, a small character uses a small weapon as one-handed and a medium weapon as two-handed.

Can a small character use a medium-sized two-handed weapon?

I was under the impression that a small character could use a medium-sized one-handed weapon in their two small hands only.


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blackbloodtroll wrote:
Rogue, the class, or Rogue, the concept?

<eyeroll>


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slade867 wrote:
Martial work, that is dealing HP damage to things so that they actually die, is called “janitor work” or “clean up”. This is meant to imply that it’s somehow lesser to the caster who cast a spell to make that job easier. Where did this idea come from?

Cleaning up is honest work, not a lesser contribution.

When you start feeling that this is "lesser" just fire the people that do this job for your company. Very soon you will learn that they are critical to any endeavour.

<tips his "Insensitivity Police" cap and wanders off into the sunset banging coconuts together>


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Harnessing the awesome power of an ancient magical item, permitting the stuff of your very soul to be the conduit for the energy to flow, as your mind becomes the foci sharpening the raw mana into a real world use, finally aching to be released by a mere flick of your tongue...

Is a tad different than saying "huzzah" in casual conversation.

A different way to look at this would be: Are you really suggesting that someone with multiple command word activated magical items should be able to cast them as much as they want because you found an entry that sort of kinda relates? Then, after they've released 6 spells (I'm pretty sure canon PF has no restriction on free actions) it is time for them to perform their regular actions.


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KA-BOOM! wrote:
Feels arbitrary.

Tis not arbitrary.

It is simply to stop you from going, "Wow look if I scour 14 books and fashion it all together in a manner never intended I win the game and all the spotlights are only for me because I am so awesome and the DM will have to set up encounters only for me."

If a character presented me that concept I would have it die in char gen until they came back with something reasonable.


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Not sure what I didn't know existed, since I didn't know they existed : )


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I'm a human.

When I play I try to be un-me.


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My issue stems from the whole "your character will do what my character wants, or... <enter threat here>"

I hate that.

Now if the fighter had approached in-character and tried to convince the other character of the wrongness of their actions (not some dismissive/arrogant "I am like 9x wiser than your young ass" sort of deal) and failed to convince, then put it to the other party members to resolve the conflict, I'd be fine with it. Civil discorse is wonderful to resolve heated issues, and it's always nice to set precedent on how the party will react to later moral dilemmas.

The issue appears to be the fighter character. They threaten with ultimatums and don't get their way, so they're going to force the issue with threats (leaving the oracle in an awkward position...do they defend the imp?), and then will leave in a huff (likely coming back with their next character who is a paladin named I'hatez'impz).

It's the RPG version of holding one's breath until they get their way.

Bullies suck.

Those that like to throw their weight around are generally the first ones to cry like little b%!+$es when someone pokes them hard in their left orb. Bet you 4 copper that if the oracle had said, "This is my cohort, you're not wise enough to see all angles, if you don't like it then...<enter threat here>" that fighter would have had a complete conniption fit.

I don't see any favouritism here BTW. There's a player that's advancing their character concept by injecting some energy into your game, rather than simply standing around and waiting for you to entertain them, and you fostered that energy.

Rather than worrying about what others are doing, your fighter might want to spend a bit of time doing something to advance their own concept.

Just my 9.1 cp.


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Kieviel wrote:
But what about the people who are having fun wrong? How do they know unless we tell them so?

Milk shot out of my nose.

This might be the greatest post ever penned.


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I harken back to the days when I was first introduced to D&D. There was so much excitement and potential. Of course the DM was the only one that could afford the rulebook back then, which I feel was a big part of the feeling of limitless possibilities. You would get the Player's Handbook long enough to look something up, or as part of a round robin of character gen, but not long enough to scour it.

Certainly you would never get to look at the Dungeon Master's Guide. To even consider it would be tantamount to treason.

Did the DM's make mistakes? Often, but only glaring ones would be brought to the fore, and even those were based on recollection of precedent, not quoting page and verse.

Good times.

Now everyone has access to the rules, which has a number of distinct advantages (character generation doesn't take all night long), but some of the mystery has been lost as well.

This is why Paranoia was always a fun game, since it stuck its tongue out at people that felt that the way to have fun was in lawyering the rules into oblivion.


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In your hands is a framework for imagination, permitting you to take part in fantastic adventures, not a step-by-step manual explaining every situation conceivable in excruciating detail and closing all possible loopholes.

As I traipse about these very boards I am struck by how much creativity I see in my fellow players. There are so many magnificent ideas flowing forth that my favourite button must be worn out by this point.

A wonderful thread is cooking along without need for censure and then someone wanders in and feels the need to quibble over some piece of minutia, brandishing their dictionaries like weapons, and holding a game to a level of scrutiny that nothing could withstand. Why? I have absolutely no clue.

Like blood in the water the same travelling troop of quibblers (Actual Pictoral Evidence) congregate to tilt at windmills ad nauseum. What is left is 25 solid posts of unity and 14 pages of the same old chestnuts about why class Z is worse/better than it was before or than class 8 (note: mentioning the word "monk" appears to be akin to setting a daycare on fire these days). What's worse is that with all the talking there is so little listening. Only the most inflammatory voices persist and even more rush in to take up the call to arms to put down the insurrection of the inflammatory. What is left is a thread devoid of substance with people yelling until they are hoarse.

I imagine most of the masses simply ignore it as a bunch of people yelling and not listening, and they simply wander off to play the game with friends and have a good time (Video Evidence this Time).

I guess no matter what you do there will always be a vocal minority that need to seek out something to complain about. This game is amazing, it has flaws and this company is working to make it better.

I join the "if you disagree then just house rule it" camp. It is a game of imagination where a skeleton had been provided, and if you want it taller just add a vertebrae or 6.

Just my 2.5 cp

p.s. if I had anyone at my table start a "RAW vs. RAI" diatribe...sheesh, I'd probably stab them with a spork.


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Different groups do things different ways.

If you are not comfortable with the way a specific group adjudicates the rules, and they are unwilling to adjust to make you comfortable, then thank them for the invite and find another game.

As to social rolls acting as a "you must do x or y" I simply disagree no matter if it's a PC or NPC. If it's not in their nature then they are not going to comply, no matter how well you roll.

It is smurfing creepy when you look at someone and see their anticipation for what is to come next when only one of the two people are comfortable with it.


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CunningMongoose wrote:
My comment "As that is exactly what I intended to do, I fail to see your point." was made before I understood that most people here don't seem to make any distinction between a discussion on the homebrew and general forum. I really did not...

Worry not, everything is all good. No harm, no foul.

<pats the air in a soothing manner meant to justify his billed rate of 9cp per millisecond>

You are as welcome to say what you want, foundation-filled or lacking as you choose, but keep in mind that all of this comes down to a very simple tenet:

Text is a HORRIFIC medium for tone.

Something you say in a casual manner can be turned on its ear with ease depending on the way the reader interprets it. You are always better, in my limited experience, to provide support to your viewpoints since it allows the reader to fully disagree with you, yet understand that you've thought it through. Otherwise it could be interpreted like you're trolling for drama.

<combs everyone's hackles down with a mithral spork>

Perhaps there are those that wend their way into such threads itching for a fight (roll initiative b$+~*es!) since this is a common refrain, and they don't want their favourite character to continue to suffer under the onsla...<insert some justification for grumpies>

Then again putting one's private thoughts out for public digestion invites all with fingers (and some without...witchcraft) to release a torrent of whatever their fingers might dream up.

Oh...Tell me about your matriarchal unit?

<has pen poised, though he's only just drawing pictures of frogs wearing lipstick>

This might not seem like a friendly place right now, but it really is. This one thread is only a moment in time. <justdon'tmentionmonks>

There has been a lot of good happy and hugging for all, though whoever grabbed my buttocks needs to stop kneading so much.

As an aside, which is really just bringing us back to the topic at hand, what is the rationale for the restrictions you put in place?

I will relay my experience with this, since no one asked. I am currently running 2 EverQuest PBPs and I find that the spell wingers are way more powerful and versatile than the melees in the game (more effective at range, some save or die sorts of spells, ability to do things that melee could never conceive of, and not enough of a gap in melee to justify the gap). Since addressing it is my norm (I tried hiding it under the sofa, but it kept giggling and distracting me whilst watching my stories) I had a choice of nerfing the casters, or boosting the melee. My plan: boost the melee. Everyone wins and it doesn't take a great deal of extra effort, or cause upset as the casters get handed a brand new puppy, only to find out that it's only a week's rental. YMMV.


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They could always bathe in whiskey, or set themselves aflame...heck or both!

Then again there's always 12 second showers followed by much screaming.

Not sure that medieval people bathed much, not that the undead would worry about it, since they don't sweat and stuff.


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v3.5 D&D Art & Map Gallery Archive

This image alone is so interesting that I think I could make an entire campaign around it.


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Angels bleed from the tainted touch of my caress

Abandon all hope ye who cross our path.


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Evocation is dropped first with each wizard I make.

Each time I think, "Wow, but I'll need to attract all sorts of attention to my frail buttocks with some showy fireball", I remember that I am entering combat in something akin to the protective qualities of a wedding dress.


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So much talking.

So little listening.


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This is why I give players maximum hit points at every level. The balance is maintained between classes, I don't have to deal with the min/maxxers promising me that they rolled perfect one more time, or the roleplayers wandering about with half the hit points of the rest of the party.

It makes me wonder why the low hit point fighter remained in his profession, since he's obvious haemopheliac and prone to crying when hit.


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I want the ability to be the only true mobility fighter and get a 30' step in place of the 5' step and still be able to take a full action.

That = monk fixed for moi.


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Message to the writers: severed heads floating in brine go a long way to make it hard to like your governor (tired from decapitating people from his infirmary and threatening to rape one of his prisoners) when he is connecting to his daughter who looks like she is connecting to him but really just wants to eat something yummy a few feet away.


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Roberta Yang wrote:

These levels give nothing at all except a hit die, the usual skill points per level, maybe a point of base attack bonus, and maybe progression to the class's base saves.

LOL these levels have ABSOLUTELY NOTHING omFROGS!

oh wait..

Except skills...BAB...hit points....saves....feats....

<giggles and wanders off bemused by the fact that some people can never find their happy place without finding some little piece of fluff to complain about>


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rpgsavant wrote:
He's a sympathetic character and not the inhuman monster he is in the comics, at least he is in regards to his daughter.

I find it hard to view him as a sympathetic character.

Heck, I'm still trying to not view him as a naked character...


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Slaunyeh wrote:

1) Wizards cheat. A fighter needs to charge you to be dangerous. A wizard can be soundless, invisible, and teleport into your bedroom to lightning bolt you while you sleep.

2) Wizards are a lot easier to build. If you want the crazy-efficient warrior type, you probably have to plot it out from level 1. As a wizard, you can kinda just bumble around, make sure to not neglect Intelligence, and still end up with the right spells to be fairly close to 'optimal'.

3) Wizards have a lot of options that isn't the equivalent of "hit it with your sword 'till it stops moving" for winning fights.

1. The wizard needs 8 hours of sleep to get back in the game. The fighter not only can go for days (I feel a Terminator vibe here), but he will generally have the CON to continue to stalk long past the point where a normal man would be exhausted. Fighters can cheat as well (read: where's my spellbook? Poisoned arrows! No fair you can....<snore>).

2. I can think of very few fighter builds that would be useless against a low AC/low hit point wizard. Nearly any fighter could roll out of bed and make a wizard their hand puppet. The wizard's selection of spells is absolutely crucial in whether they will be effective at all against the fighter.

3. Hitting something with your sword until it stops moving is a very very effective strategy :)


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Ravingdork wrote:
Undoubtedly people read these forums to gauge the quality of their product before purchasing. What do they find but a thousand page thread about how an extremely unpopular ruling has gone ignored by the game developers.

A thousand pages of many of the same players tilting at yet another piece of minutia, brandishing their dictionaries like weapons, and holding a game to a level of scrutiny that nothing could withstand is unlikely to stop anyone from purchasing these well-written/well-conceived products.

I imagine most of the masses simply ignore it as a bunch of people yelling and not listening, and they simply wander off to play the game with friends and have a good time.

I guess no matter what you do there will always be a vocal minority that need to seek out something to complain about.

I join the "just house rule it" camp. It is a game of imagination where a skeleton had been provided, and if you want it taller just add a vertebrae or 6.

Just my 2.5 cp

p.s. if I had anyone at my table start a "RAW vs. RAI" diatribe...sheesh, I'd probably stab them with a spork.


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Any frail, pale bookworm that enters combat wearing nothing more than wedding dress is never going to be unbeatable.


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Wizards get nothing but worse the longer encounters tick along as a rule. Summoning can help that a bit, the fighter on the other hand gets nothing but scarier the longer things go.

Wizards = good out of the gate, but not much for stamina

Fighters = can go all night


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Generally these thought experiments start with the wizard tailoring their spells for combat, have their full complement of those spells, full hit points and start far enough away that they won't get eviscerated in the opening exchange.

The person behind the character is a huge factor in whether either side will come out ahead.

While wizards are powerful I think a fighter at any level can easily take it given that they shape the battlefield, rather than just marching straight ahead swinging their longsword like a lobotomized lumberjack.

Fighter: "Okay, I keep waking him in the middle of the night, then I cleave him into salsa once he tries to memorize his spells..."


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Deyvantius wrote:

I was thinking of playing a Half-Drow (using half-elf racial swaps) Paladin(2)/Bard(Dawnflower Dervish-3)/Dragon Discple(8)/EK(x) for my next character but then starting thinking the guy may be too much like Drizz't.

Does this idea sound too close?

The original idea was to use the Elven Curve Blade but the easy grab of a free Dervish Dance and double Inspire Courage (although only a +2) seemed too easy to pass up.

Just don't spend hours waxing philosophic (AKA whining) endlessly about every interaction/decision and no one will think of you as that emo bipedal chainsaw that's perfect at everything save being even remotely interesting.

<team Jarlaxle!>


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Madness.


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Season 3 makes me happy.


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Angels bleed from the tainted touch of my caress
feytharn wrote:
Me, personally. Left a bar, got hit at the temple, got hit again, things turn nebulous. Two guys, possibly a third, probably all drunk. Lost money, phone and watch (and my good mood) :-|

Some people's kids.

Sorry to hear that happened to you Feytharn.

<awkward embrace that lasts a bit too long and would perfectly fit into a scene from Arrested Development>

[camera pans to show that Xenh is wearing cut off jeans]


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Angels bleed from the tainted touch of my caress

Abandon all hope, ye who enter here.


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When they roleplay a strike you hand them a Smartie. When they don't you hold up the Smartie and eat it yourself.

Eventually you will need a bell and some way to measure salivation, it's very complicated.


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Lost on a rainy night, a nun stumbles across a monastery and requests shelter there. Fortunately, she's just in time for dinner and was treated to the best fish and chips she's ever had.

After dinner, she goes into the kitchen to thank the chefs.

She is met by two brothers, "Hello, I'm Brother Michael, and this is Brother Charles."

"I'm very pleased to meet you. I just wanted to thank you for a wonderful dinner. The fish and chips were the best I've ever tasted. Out of curiosity, who cooked what?"

Brother Charles replied, "Well, I'm the fish friar."

She turns the other brother and says, "Then you must be...?"

"Yes, I'm the chip monk."


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JMD031 wrote:

Yeah, I couldn't find a professional. I guess I'll have to do it.

*reaches into bag*

*pulls out a couch*

Sooooooooo, tell me about your childhood.

In my childhood I was known to run a-monk!

<perfectly timed rimshot>


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Thinking back to my time playing Rifts I cannot remember a single time arguing with anyone about alignments. To my rather twisted sensibilities Palladium's alignment system is superior to D&D because it gives real world examples:

Principled (Good)
Principled characters are, generally, the strong, moral character.

Principled characters will . . .
1. Always keep his word.
2. Avoid lies.
3. Never kill or attack an unarmed foe.
4. Never harm an innocent.
5. Never torture for any reason.
6. Never kill for pleasure.
7. Always help others.
8. Work well in a group.
9. Respect authority, law, self-discipline and honor.
10. Never betrays a friend.
11. Never break the law unless conditions are desperate. This means
no breaking and entry, theft, torture, unprovoked assaults, etc.

Scrupulous (Good)
Scrupulous characters value life and freedom above all else, and
despise those who would deprive others of them. This type of hero is
typically portrayed in many Clint Eastwood and Charles Bronson films;
the person who is forced to work beyond the law, yet for the law, and
the greater good of the people. They are not vicious or vindictive men,
but are men driven to right injustice. I must point out that these characters
will always attempt to work with or within the law whenever possible.
Many cyber-knights are scrupulous.

Scrupulous Characters Will . . .
1. Keep his word to any other good person.
2. Lie only to people of selfish or evil alignments.
3. Never attack or kill an unarmed foe.
4. Never harm an innocent.
5. Never torture for pleasure, but may use muscle to extract information
from criminals or evil characters.
6. Never kill for pleasure; will always attempt to bring the villain to
justice alive no matter how vile he may be.
7. Always help others.
8. Attempt to work within the law whenever possible.
9. Bend and, occasionally, break the law when deemed necessary.
This means they may use strong-arm techniques, harass, break and
enter, theft, and so on.
10. Distrust authority.
11. Work with groups, but dislike confining laws and bureaucracy (red
tape).
12. Never betrays a friend.

Unprincipled (Selfish)
This, basically, good person tends to be selfish, greedy, and holds
his/her personal freedom and welfare above almost everything else.
He/she dislikes confining laws, self-discipline and distrusts authority.
This is the Han Solo, Star Wars, character. The guy who is always
looking for the best deal, associates with good and evil characters, is
continually tempted to lie and cheat, and hates himself for being loyal
and helping others.

Unprincipled Characters Will . . .
1. Have a high regard for life and freedom.
2. Keep his word of honor.
3. Lie and cheat if necessary (especially to those of anarchist and evil
alignments).
4. Will not kill an unarmed foe (but will take advantage of one).
5. Help those in need.
6. Not use torture unless absolutely necessary.
7. Work with a group, especially if profitable.
8. Never harm an innocent.
9. Never kill for pleasure.
10. Dislike authority.
11. Never betray a friend.

Anarchist (Selfish)
This type of character likes to indulge himself in everything. He is
the insurgent, con-man, gambler and high roller; the uncommitted
freebooter seeking nothing more than self-gratification. This character
will, at least, consider doing anything if the price is right. These people
are intrigued by power, glory and wealth. Life has meaning, but his
has the greatest meaning. Laws and rules infringe on personal freedom
and were meant to be broken. An anarchist aligned person is always
looking for the best deal, and will work with good, selfish or evil to
get it; as long as he comes out of the situation on top. The anarchist
is continually teetering between good and evil, rebelling, and bending
the law to fit his needs. Often mercenaries fall into this category.

Anarchist Characters Will . . .
1. May keep his word.
2. Lie and cheat if he feels it necessary.
3. Not likely to kill an unarmed foe, but certainly knockout, attack,
or beat up an unarmed foe.
4. Never kill an innocent (but may harm or kidnap).
5. Not likely to help someone without some ulterior motive (even if
it's only to show-off).
6. Seldom kill for pleasure.
7. Use torture to extract information (not likely to torture for pleasure).
8. Does not work well in a group (this is the cocky, loudmouth who
is likely to do as he damn well pleases).
9. Have little respect for self-discipline or authority.
10. May betray a friend.

Miscreant (Evil)
This self-serving, unscrupulous character is out only for himself.
Power, glory, wealth, position, and anything that will make his life
more comfortable is his goal. It matters not who gets caught in the
middle, as long as he comes out smelling like a rose. This person will
lie, cheat and kill anyone to attain his personal goals.

Miscreant Characters Will . . .
1. Not necessarily keep his word to anyone.
2. Lie and cheat anyone; good or evil.
3. Most definitely attack an unarmed foe (those are the best kind).
4. Use or harm an innocent.
5. Use torture for extracting information and pleasure.
6. May kill for sheer pleasure.
7. Feels no compulsion to help without some sort of tangible reward.
8. Work with others if it will help him attain his personal goal.
9. Kill an unarmed foe as readily as he would a potential threat or
competitor.
10. Has no deference to laws or authority, but will work within the
law if he must.
11. Will betray a friend if it serves his needs.

Aberrant (Evil)
The cliche that there is "No honor among thieves." is false when
dealing with the aberrant character. This is a person who is driven to
attain his goals through force, power, and intimidation. Yet the aberrant
person stands apart from the norm, with his own, personal code of
ethics (although twisted ethics by the standards of good). He expects
loyalty from his minions, punishing disloyalty and treachery with a
swift, merciful death. An aberrant person will always keep his word
of honor and uphold any bargains. He will define his terms and live
by them, whether anyone else likes it or not.

Aberrant Characters Will . . .
1. Always keep his word of honor (he is honorable).
2. Lie to and cheat those not worthy of his respect.
3. May or may not kill an unarmed foe.
4. Not kill (may harm, kidnap) an innocent, particularly a child.
5. Never kills for pleasure.
6. Not resort to inhumane treatment of prisoners, but torture, although
distasteful, is a necessary means of extracting information.
7. Never torture for pleasure.
8. May or may not help someone in need.
9. Work with others to attain his goals.
10. Respect honor and self-discipline.
11. Never betray a friend.

Diabolic (Evil)
This is the category where the megalomaniacs, violent, and most despicable characters fall. This is the cruel, brutal killer who trusts no one and has no value for anyone or anything that gets in his way. Aberrant aligned characters find these dishonorable people just as revolting
as a good aligned character.

Diabolic Characters Will . . .
1. Rarely keep his word (and has no honor).
2. Lie to and cheat anyone.
3. Most certainly attack and kill an unarmed foe.
4. Use, hurt and kill an innocent without a second thought or for pleasure.
5. Use torture for pleasure and information.
6. Kill for sheer pleasure.
7. Likely to help someone only to kill or rob him.
8. Not work well within a group (consistently disregarding orders to do as he pleases).
9. Despise honor, authority, and self-discipline.
10. Associate mostly, with other evil alignments.
11. Betray friends (after all, you can always find friends).


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Sounds lawfulish. Good, Lawful or Evil all would work depending on the specific flavour.

As an aside:

I am of the mindset that alignment should be removed from the game. It acts as such an oppressive set of shackles for so many and causes so many arguments that it is mellowing my buzz.

Find another mechanic for spells/effects that affect alignment and life will be better.

Just my 3.1 cp


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LINK to trying to sell others on EverQuest

LINK to EverQuest PBP Interest Check

Thoughts for Converting v3.0 EverQuest to Pathfinder

  • Favoured Class: Shift from avoiding a multiclass negative and use the bonus hp/skill system per level for remaining true to your favoured class.
  • Skills: Eliminate the arbitrary 4x skill points at level 1. Remove cross class skills and give a bonus +3 for class skills. Combine skills to come out with perception, stealth and acrobatics.
  • Feats: This is incredibly out of date and perhaps it is just my own bias, but I see the pure melee classes (monk, rogue, fighter) need a boost in power. Perhaps this is where that can take place.
  • Spells: Make it simple to research/acquire flavour spells (e.g. Prestidigitation), that are good for nothing in terms of combat, but are great in terms of look cool factor. As noted many times over, EverQuest has a great number of combat spells and a lot of focus on balance of those spells (slight upgrades as you level, rather than a focus on versatility), so hopefully this would address that.
  • CMB/CMD: Incorporate this system to make life easier in terms of special maneuvers.

I might be missing some other things, but that seems to be the core issues that would need to be addressed in terms of a conversion.


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Guy Humual wrote:
Samnell wrote:
And yes, there's no even theoretically decent choice but one. It's a somewhat less than warm and fuzzy. If only the Canadians would invade and take over, but who would be dumb enough to want a bunch of Americans?
Leave us out of this! Although you're welcome to visit anytime you like. We have maple syrup and poutine.

Aboot time you asked!

Invasion has been launched, all your bases are belong to us.


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Robert Hawkshaw wrote:
Sebastian wrote:
Stockvillian - fair enough point. I was mostly trying to capture that a military base is an even better defensive fortification than a prison, but given that I haven't been to all that many, I could be making s&$# up.
A historic military fort / camp would probably do you though.

A castle.

Good luck with the moat zombie hoard.

<leans back and enjoys another keg of mead>


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Max hit points for NPCs and PCs at all levels.


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coyote6 wrote:
So no one had ever spent one second pondering how to oppose the hypothetical threat of zombies. Thus, they're making it up as they go.

The CDC is paying attention to the zombie apocalypse: LINK.


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Jason S wrote:
I know everyone has the answers about how people should make walls etc, but in my experience, people are quite stupid and useless. I'm sure most of you don't know how to make farm fences either (which the survivors did). Do you have any idea how much time it would take to make a strong fence around that entire property?

We are preparing for the zombie apocalypse, and that's never a bad thing :)

My plan is never to build fences. My default is to wander over to a building that was put together with nothing but time and using solid resources that were fashioned at a time when there was no worries about undead cannibals coming to eat one's face (e.g. bank).


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Terquem wrote:
I'm usually not a nitpicker, but there is one thing about the "zombie horde" that always gets me. If they are really supposed to be a mindless horde, why is it that they move as a group so well? I would expect a mindless horde with varying degrees of physical abilities to be running into, over, and around each other constantly, but they all seem to respect each other's disabilities and shamble forward at a well ordered pace. You would think that the more ambulatory in the group would trample, push aside, and crush the less mobile. But have you noticed how nice the zombies are to each other? They all give each other plenty of room to move in their own shambling way.

The answer is obvious.

All zombies are Canadian, eh!

Click for proof: LINK


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It would be a wonderful moment if they had a cut scene where the entire group of survivors were huddled around a TV monitor, jury rigged with a car battery or something, using it like a "How To" series of what to do.

The camera pans back revealing a pile of DVD cases:
- Dawn of the Dead
- Day of the Dead
- Et cetera

Just before the camera completes its sweep you reveal that they're watching Shaun of the Dead.

Then do a few little subtle homages to popular zombie flicks (add in a Barb and have someone bark out, "They're coming to get you!" to her).

p.s. Screw the little flashlights, everyone needs this: LINK

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