Have one quiver equipped at a time.
Force your archers to rely on scouting in order to stash quivers in tactical locations, such as fall-back points. Trying to play a dedicated arrow turret should not be feasible without a +2 Endless Ammunition enchant, whereas managing weight and the Action economy of quiver rotation is intrinsic to the archer experience. Roll or otherwise determine weather.
Some things that may help encounters to be more interesting, without having to resort to Tucker's Kobolds #1
A room of zombies ballroom dancing; only becoming hostile if attacked or the party is impolite.
#2
Have the loot plainly visible when the characters enter, then have the NPCs try to escape with it.
#3
A moonlit glade where perfectly normal owls are stacking themselves as high as they can and then running around.
#4
Replace the rule of magic weapons having a 30% chance to glow with instead a preset prestidigitation. Maybe you smell like birthday cake when that uber-gothic greatsword is drawn, maybe your holy avenger must loudly play gnomish pop songs.
#5
Have fights in knee deep mud.
#1
Anzyr wrote: He explicitly never mentions killing fallen characters. And sees the game as a story where the players succeed. Maybe you should reread it? Abrisene wrote:
#2 The game does not run itself. That is a CRPGThe game has narrative and characters. Without, it is wargaming. #3
#4
#5
Abrisene wrote:
A litmus test of whether a campaign was good or not, is for how long do the players keep talking about it. The dice inform the narrative; as the narrative is repeated for years after, no dice are involved. This game makes stories.
To quote a different game:
Human Occupied Landfill wrote: If you want the campaign to last -- don't kill off the players. Yes, unless the drama dictates you should for the purpose of the story, it's best to let them keep kickin'. Let them develop into their characters -- torture them all you want, tease them with the scythe -- but if you're going to dice 'em, do it in a way that makes them want to spew epic poetry. (Or whatever). Remember -- f%#$ rules, the play's the thing. The point of playing this, or most any, RPG is to tell the story of how this weird improbable group of characters succeeds. The GM needs to kick out the crutches of characters, needs to put them in unusual situations, else the players have no real stories of how they overcame.Yes, gear should get broken.
No, the GM should not grease you in the first round of combat whilst shrugging. They are doing it wrong.
Blur has no interaction with Stealth. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
Stealth into your own Blur? Cool, can't be seen. Oops, Blur's effects now ignored. Now seen. Using Bluff in order to "Create a Diversion to Hide" has no listed Action, though it would most likely be a Standard Action. Also, it does not note whether the Action includes movement.
Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions. We had a jerk/fun GM that started using other effects of equivalent power in place of boring old light. This started with a munchkin Paladin that kept bothering him for a holy avenger; he eventually found one that played "Pump Up the Jam" at an uncomfortable volume; much frowning ensued. Good times.
Faelyn wrote: Action is faster than reaction. An armed subject can lift a weapon from their side, aim, and fire faster than you can recognize the action, process it, and then respond. This is a scientifically proven fact... If you guys are interested in this type of thing, check out This Website for a wealth of knowledge on the subject, it's a very interesting field. Perhaps it might make you think about situations like this a little differently. Or maybe not, but that's your decision. Science isn't with you on that: The quick and the dead: when reaction beats intention Further reading:
When searching for names, I have found this to be a fantastic resource: I am partial to names taken from Gnostic theology; these among others, may be suitable for a female death deity: Armozel: First of the Four Archangelic Lights. Aeon of Grace, Ruler of grace, truth and form. Athoth: “The reaper.” Ruler of Saturn. Ruler of Saturday. Has a sheep’s face. Nenentophni: Ruling Demon of “grief” passion. Bearer of envy, jealousy, distress, trouble, pain, etc. Ouriel: One of the seven Ruling Authorities of the Body’s Activity.
Are there rules that disagree with using improvised ammunition with a sling? I've personally used D batteries, golf balls, full cans of beer/soda, shoes, large pinecones, tent stakes, and other absurd ammo when I got a sling as a kid. I've always appreciated it more as an all purpose hurl-a-majig. Would not using improper ammo have the whole thing ruled as an improvised weapon, with the benefit of a better range increment, having it be a touch attack if using alchemical items, yet with a -4 to hit due to being improvised? Maybe more weapons need to exist in multiple proficiency categories, like the bastard sword. Having a sling be usable as a Simple Weapon, but gain in benefits such as damage or reload time as one gains Martial or Exotic proficiency with one.
Given their horrible rate of fire, my group started using them more once it was house-ruled that slings could use alchemical items as ammo to at least take advantage of the sling's range increment. Although no one has yet to bother to have one enchanted, I doubt there would be a problem adding the enhancement bonus to initial damage, or even the save DC of things like a tanglefoot bag. Now that I think about it, I think it would be reasonable to use Alchemist bombs with one.
Fighter Changes (EDITED) Intent: To address issues regarding lack of utility out of combat, and to hopefully bring combat ability up to that of at least a partial Caster. There is an emphasis on melee, fighting Casters, and having armor play a more important role. This post only lists changes to the existing Fighter.
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HD d10 Use Stealth changes:
Skills:
Added Skill: Heal =====================
. 01 / 01 / 02 / 00 / 00 --- *Battle Ready, Bonus Feat . 02 / 02 / 03 / 00 / 00 --- Bravery +1, Bonus Feat . 03 / 03 / 03 / 01 / 01 --- *Coerce, *Armor Training +1, *Armor Expertise v1 . 04 / 04 / 04 / 01 / 01 --- *Dragoon v1, Bonus Feat . 05 / 05 / 04 / 01 / 01 --- *Weapon Training +1 . 06 / 06 / 05 / 02 / 02 --- *Sacrifice Guard, Bravery +2, Bonus Feat . 07 / 07 / 05 / 02 / 02 --- *Armor Training +2, *Armor Expertise v2 . 08 / 08 / 06 / 02 / 02 --- *Dragoon v2, Bonus Feat . 09 / 09 / 06 / 03 / 03 --- *Mettle, *Weapon Training +2 . 10 / 10 / 07 / 03 / 03 --- *Battle Hardened, Bravery +3, Bonus Feat . 11 / 11 / 07 / 03 / 03 --- *Armor Training +3, *Armor Expertise v3 . 12 / 12 / 08 / 04 / 04 --- *Dragoon v3, Bonus Feat . 13 / 13 / 08 / 04 / 04 --- *Weapon Training +3 . 14 / 14 / 09 / 04 / 04 --- *Menace, Bravery +4, Bonus Feat . 15 / 15 / 09 / 05 / 05 --- *Armor Training +4, *Armor Expertise v4 . 16 / 16 / 10 / 05 / 05 --- *Dragoon v4, Bonus Feat . 17 / 17 / 10 / 05 / 05 --- *Weapon Training +4 . 18 / 18 / 11 / 06 / 06 --- *Improved Mettle, Bravery +5, Bonus Feat . 19 / 19 / 11 / 06 / 06 --- *Armor Mastery . 20 / 20 / 12 / 06 / 06 --- Weapon Mastery, Bonus Feat =====================
With an hour’s worth of work, the Fighter can repair a single set of armor and one shield with the Broken Condition. You can take time during a rest period to restore a set of armor and one shield without interfering with the rest. This ability can be used any number of times each day, and can only be used on armor or shields that were Broken while used by the Fighter. This does not work on Destroyed items. An item repaired in this manner is restored to full Hit Points. =====================
If the Fighter uses First Aid of the Healing Skill to save a Dying enemy, and then uses Intimidate to Influence Attitude on the same enemy within one hour, the Fighter gains a bonus on the Intimidate check equal to the Fighter's Intelligence Bonus (Minimum 1). =====================
When the Fighter is wearing armor, this bonus reduces the Armor Check Penalty by the listed amount and increases the maximum Dexterity bonus allowed by the Fighter's armor by the same amount. =====================
3 The Fighter can move at normal speed while wearing Medium Armor. 7 The Fighter can move at normal speed while wearing Heavy Armor. 11 The Fighter gains Evasion while having a shield equipped. This does not work with a Buckler. 15 The Fighter gains Evasion when wearing Medium or Heavy Armor, or Improved Evasion if using a shield. =====================
4 The Fighter gains a Bonus to Sense Motive when an opponent attempts to Feint equal to the Fighter's Intelligence Modifier. The Fighter also adds their Intelligence Modifier to the DC of any attempt to use Acrobatics or Cast Defensively by opponents in squares Threatened by the Fighter. 8 Whenever a Fighter moves 10 feet or more during any Action that involves a Melee Attack (Charge, Spring Attack, etc.), the Action deals extra Damage equal to the base Armor Bonus of the armor worn by the Fighter if the Attack hits, excluding any other bonus to the efficacy of the armor worn. This bonus is not Precision Damage, and is multiplied on a Critical Hit. This damage may only be applied once each Action. The Fighter may Charge an inanimate object and attempt a Strength check as the Attack. A bonus of +2 is granted from Charging, with an additional Bonus equal to the base Armor Bonus of the armor worn by the Fighter. If the Strength Check succeeds in destroying the object, the Fighter may continue the rest of the movement allowed the Charge. 12 The Base Speed of a Fighter, during any Action that involves an Attack(Charge, Spring Attack, Shot on the Run, etc.), is increased by an amount equal to the Fighter's Strength Modifier times 5. The Fighter must move at least 10 feet during this Action to receive this Bonus. This is a Competence Bonus. 16 Any Group chosen by the Fighter for Weapon Training has its Damage Die increased by one step, as if by an increase in Size. =====================
The Fighter also adds this bonus to any Combat Maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against Combat Maneuvers made by weapons from this group. =====================
The Fighter may choose to have the Damage of an Attack that does Hit Point Damage instead deal its Damage to the Fighter's armor or shield. If this is enough Damage to cause the armor or shield to be Broken, the remainder to the Damage is applied to the Fighter. This ability may not be used if the Fighter's armor is already Broken. This is a Free Action that be be used only once each round when not Flat Footed, and a number of times each day equal 1 + the Fighter's Dexterity Modifier (Minimum 1). Only when using this ability, the armor or shield used by the Fighter gains a bonus to Hardness equal to half of the Fighters level. This ability may be used when the Fighter's armor or shield are hit by a Sunder Combat Maneuver. =====================
If the Fighter makes a successful Fortitude or Will Saving Throw against an effect that normally has a reduced effect on a successful save, the Fighter instead takes no effect. A Helpless Fighter does not gain the benefit of Mettle. =====================
A Fighter wearing armor gains a Bonus to Armor Class equal to the Fighter's Intelligence Modifier when an opponent is rolling to confirm a Critical Hit on the Fighter. =====================
When the Fighter hits with a Critical Hit, the target is unable to Cast Defensively until the beginning of the Fighter's next turn. =====================
The Fighter's Mettle ability improves. The Fighter still receives no effect on a successful Fortitude or Will save, but henceforth only receives the reduced effect on a failed Saving Throw. A Helpless Fighter does not gain the benefit of Improved Mettle. =====================
The Fighter gains Damage Reduction 5/- whenever the Fighter is wearing armor or using a shield. This ability stacks with other sources of Damage Reduction, and is not applied twice if using both. *********************
Added Heal as a Class Skill ---------------------
Changed to usable every rest of at least one hour. Clarified HP gain. ---------------------
Added out of combat interaction using Intelligence. ---------------------
4 Changed mechanic to run off of Intelligence. 8 Provided examples, exempted Pounce abuse, and included non combat use. 12 Provided examples. ---------------------
The only change made to how it's listed in the Core Book, is to allow the bonus to apply versus all incoming weapon based Combat Maneuvers, rather than just Disarm and Sunder. ---------------------
Changed to work off of Intelligence ---------------------
A Core Book Fighter already needs to use Medium or Heavy Armor to gain the benefit of being able to move at full speed. If you are wearing Light Armor, then the upgrades at those levels are pointless. ---------------------
Able to get both Improved Evasion, and Improved Mettle. ---------------------
Sacrifice Guard is already very powerful, as it can reduce elemental damage, negate precision damage, and negate criticals. It allows greater protection, but must be used before knowing the damage, and only a limited number of times each day. Having an untypes DR scale through the levels seems overkill. --------------------- Why oh why can I not edit my post? |