Rock Eye Kobold Expedition (Savage Hills Mission #2) (Inactive)

Game Master Mercurion

Second mission of The Savage Hills campaign


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Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

looking at the DR system, might be some problems. Let me give an example.

Brute the fighter is 8th level. he uses a greatsword, and fullplate. He also has an amulet of nat armor, +2 strength belt and a ring of protection. His items are all +2 and he has a 22 Str (with belt), 12 dex, 14 con. Hp is 76. Relevant feats are toughness, weapon focus, weapon spec, improved critical and power attack.

AC is 15 (+1 dex, +2 ring, +2 armor magic bonus) and he has DR of 11 (armor 9 + amulet 2). This is opposed to the standard system AC 24. The issue I have is level creep.

Lets say he is fighting his twin.
he hits with the following bonuses. +8 BAB, +6 Strength, +1 weapon focus, +1 weapon training, +2 weapon, -3 power attack = +15, +10 iteration. So he misses on a one for the prmary and a one to four on the secondary.

Damage is +9 str, +9 power attack, +1 weapon training, +2 weapon focus = +21 damage. Average damage is 28 points per hit. It is safe to assume the second attack shout hit fairly often, so two hits per round. taking off the DR is 30 points a round.
The real killer is the criticals. Brute crits on a 17 to twenty, and his crits will nearly always confirm. so that is 54 points of damage. He will crit one in five attacks.

I like the system, and think it will be fun to give it a go, but a caveat is needed.

Also what happens to mage armor spells and the like? are they DR as well?


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Karol Heart Singer wrote:

The only problem I have with the spell point system outlined is that the difference between spontaneous casters and non has vanished. Do you still have to memorize spells? If not, why play a sorcerer? As my character is a bard, I see no problems with it, I'm just asking for wizards and witches. Clerics too I guess.

Still 8th level, woot!.

Oh I like the DR system.

Non-spontanious casts do still have to prepare their spells as normal, they cannot cast all their spells just because their slots turned into points. To quote the d20 source: "With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points)."

From the SRD itself and using the (1st = 1sp, 2nd = 3sp...etc) formula, Sorcerers will have a minimum of 70 spell points before bonus ability scores at 8th, while Wizards have 42SP. Sorcerers can't have all the spells at once but can simply cast more times then other spellcasters can.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Karol Heart Singer wrote:

looking at the DR system, might be some problems. Let me give an example.

Brute the fighter is 8th level. he uses a greatsword, and fullplate. He also has an amulet of nat armor, +2 strength belt and a ring of protection. His items are all +2 and he has a 22 Str (with belt), 12 dex, 14 con. Hp is 76. Relevant feats are toughness, weapon focus, weapon spec, improved critical and power attack.

AC is 15 (+1 dex, +2 ring, +2 armor magic bonus) and he has DR of 11 (armor 9 + amulet 2). This is opposed to the standard system AC 24. The issue I have is level creep.

Lets say he is fighting his twin.
he hits with the following bonuses. +8 BAB, +6 Strength, +1 weapon focus, +1 weapon training, +2 weapon, -3 power attack = +15, +10 iteration. So he misses on a one for the prmary and a one to four on the secondary.

Damage is +9 str, +9 power attack, +1 weapon training, +2 weapon focus = +21 damage. Average damage is 28 points per hit. It is safe to assume the second attack shout hit fairly often, so two hits per round. taking off the DR is 30 points a round.
The real killer is the criticals. Brute crits on a 17 to twenty, and his crits will nearly always confirm. so that is 54 points of damage. He will crit one in five attacks.

I like the system, and think it will be fun to give it a go, but a caveat is needed.

Also what happens to mage armor spells and the like? are they DR as well?

Level creep is not an issue, armour is means to only protect you so much and the only way forward is to improve it by mundane and magical means; ADR doesn't progress in the same way that AC doesn't progress over levels (apart from Monk Wisdom AC, which not converted into ADR) The only real problem is not being able to deal enough damage to reasonably overcome ADR (heavy armour comes to mind), that's exactly why Critical hits and the like are so useful because a Nat-20 auto-hit works against AC as sheer damage output created by Crits overcomes ADR.

As for spells that grant armour and natural-armour bonuses, they count exactly the same for ADR as it did when it was AC, in that only the highest bonus counts and the two bonuses stack with one another. Mage armour for +4 ADR only works if you have armour that is less than +4 armour bonus. Bracers of Armour and Amulet of Natural-Armour also count as ADR rather than AC. All other bonuses include Shield bonuses improve AC as they magically (or through mundane means) avoid or deflect blows instead of reducing them like armour does.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

When you have updated your character sheet to 8th level, you may return home!


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Standard equipment for the level (minus level four money of course)?

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

I believe Zee Doctor is ready


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Karol Heart Singer wrote:
Standard equipment for the level (minus level four money of course)?

Correct, you're basically topping yourself up to what you should have at 8th to prevent currency-bloat.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:
Odak the Iron Giant wrote:
Karol Heart Singer wrote:
Standard equipment for the level (minus level four money of course)?
Correct, you're basically topping yourself up to what you should have at 8th to prevent currency-bloat.

Thanks for the info, I was going with my same money and equipment.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

This will be my last reply/post on this thread, I'm closing the tab so I won't be tempted to open back up again. Use the discussion thread located on the new Wolftooth Tribe page!

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