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![]() general_tao wrote: The manual feat area has only 4 entries and the last one of those entries is bugged to be skills... So my question is, how can I add more feats? there is a sheet called "Feats" and somwhere around line 796 is the entry "INSERT NEW FEATS ABOVE THIS LINE & MANUALLY ADJUST ROW NUMBERS"![]()
![]() this is probbably a long dead horse, but I just came across it recently: according to the armor description, armor for small creatures weighs 1/2 of that for medium creatures (double for Large) the clothing description in the equipment section has the factor for the clothing kits at 1/4 a*a=A
with the same thickness of material this results in a quarter the weight so if half the weight is supposed to be the rule it would mean double the thickness of medium armor for small creatures armor by the same logic the armor would get thinner for larger than Medium creatures with the current set of rules what is the story behind this?
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![]() SirUrza wrote: In any case, the iPhone isn't an ideal RPG cool because of it's screen size, but it's nice to have around when you suddenly have inspiration but your RPG library is at home. :) the screen is big enough to display one paragraph or one spell description, I call that ideal if you can access everything by index plus if you can bookmark with different folders it can be used as a Spell Book and with the iPad out.... ![]()
![]() Zurai wrote:
short memory me thanks for the reminder :-)![]()
![]() Bill Dunn wrote:
the way it is now there is no real penalty for dip from the favoured class either, just 1 SP/HP per level multiclassing to harvest a few feats/class-skills/save bonus. Even the former 'can't return to this class' have gone, which I like btw.. Bill Dunn wrote:
but they already get the benefit of synergizing racial feats as Zurai so nicely pointed out, see my post above yours for the answer to that. Humans get the bonus feat and racial skill point/level to account for versitality,I don't see why half elves get the same 'any fav class' benefit when half orcs don't: they are as half-human as the half-elves. . Bill Dunn wrote: But since a lot of games out there don't actually deal with XPs and for those who don't stick to the rules anyways you change them for everyone? make it easy for the munchkins to grab a little by the rules so they don't feel as bad about grabbing a lot?. Bill Dunn wrote: Penalizing a multiclasser a skill point for every class he picks outside of his favored classes might be a better approach. But then you'd get all the complaints about applying penalties and how gamers hate that. but at least that penalty would be for multi classing (which is appears to is consent among the designers to discourage) and not for Players that happen to have a fav race and fav class that don't match the stereotypes. ![]()
![]() Zurai wrote: Seriously, why does no one b%#@% about Elven Spell Penetration that is useless for Fighters? It's exactly the same thing. If you don't make an spellcaster out of your elf, you're "penalized" (to borrow the ludicrous mis-statement being thrown around so often in this thread) by not getting something that elven spellcasters get. so you are aruing: "some combinations are already having it bad, so lets make it worse"? as to the rest:
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![]() Zurai wrote: Ah, I see. So we should eliminate a good idea <snip> sorry, I have not yet encountered a rigorous explanation for why it is a good idea in the first place, just repeated assertion of it as 'fact'. . Zurai wrote: ... on the basis that stupid people can't get their minds around ... what level of politeness can I demand to be enforced towards participants on this forum? ![]()
![]() Zurai wrote:
well done refuting the first sentence, too bad you forgot the second one: TheDrone wrote: Sure it doesn't seem like that at first, but it will be viewed like that over time. this lengthy debate shows that it didn't even take time to be viewed as a penalty. No amount of math, logic and explaining how it "truly is" can fix this.![]()
![]() Pendagast wrote:
I like the idea of a Cleric of Irori**/Rogue/Divine Trickster, as a seeker and 'acquirer' of knowledge, erspecially knowledge hidden in some secret books. having more core book options for flavor would actually be nice, rather than 'just' the no-brainer 'extend the well working multiclass' PrCs ** Oghma for Ferun ![]()
![]() Max Money wrote: Now our house-rule fits in with these questions this way. SA damage is only good for the first attack in a round because if someone just gave you a rather painful appendectomy from the wrong side, you are bound to turn to them and go "WTF!?!" (Excuse the language.) Plus as was mentioned above, a rogue with the TWF tree could deal heinously large amounts for ANY class, much less just fighter types. I thought that the attacks from TWF are made pretty much simultaneously, as opposed to increased iterative attacks with the same weapon from high BAB so even with your "turn to them and go "wtFAQ" the Rouge would have got one kidney on a rapier and the other on the dagger. ![]()
![]() Bagpuss wrote: 20-point PFRPG is miles ahead of Joe not-quite-average. that's why I highlighted the "still generous" bit: 20 is ok, 15 IMO is minimum to even leave town. Bagpuss wrote: The main issue is being good enough to compete in published adventures, it seems to me. Your enjoyment in general doesn't require fantastic stats, so far as I can see. My enjoyment stops when I go below 0 HP every two or three sessions or when the resurrections slow down the campaign*,or in case of a Rogue: when my chances of opening doors or finding/disarming a trap are frustratingly low due to crappy stats. * At least PRPG put away with loosing a level. ![]()
![]() Pendagast* wrote:
meh, who wants to go adventuring as Joe 'not quite' Average?I wouldn't seriously start thinking about a character background for less than 20 points (or an equal result from 3d6), I'd roll-play half hearted till he gets killed and then hope for more. my worst case template for 3d6 is worth about 15 points, anything less and I won't be able to qualify for the feats I'm looking for, might as well stay in town and open a pub. * my emphasis ![]()
![]() Devil's Advocate wrote: Does anyone else find it amazing that the second post in this thread is a request by the game designer for specific feedback, giving people an opportunity to influence game mechanics, yet most posters in this thread choose to ignore that request and instead discuss house rules and economics? is actually your job as Devil's Advocate to point out its safe to assume that the request was answerd by post #6: Ross Byers wrote:
Prestidigitation already states that anything created with it is pretty much useless ![]()
![]() Lehmuska wrote: The loophole is there, why should plugging it be left to each individual DM to handle, when fixing this spell can be as easy as changing duration from instantaneous to permanent or less? The economics breaking loophole is actually that the players can sell stuff only at half price. This might be OK for second hand stuff pillaged during adventuring, but for newly created items its bloody stupid (but see below **).Even if the spell is fixed by adding 1/6th value in diamond dust as a material component, the PCs are still going to sell new stuff at half price and can wreck the local businesses, it just takes longer if they produce it the hard way. ** I actually assumed that the other half to full price is the profit for the merchant (and taxes if they pay them) the stuff has to be sold to.
Is it really too much to ask from a GM to handle this?
. back on topic:
A shame really that the Rust Monster is not on any summon list, otherwise a few Iron Walls converted with Fabricate would make a nice Iron Bridge onto which it could be summoned ![]()
![]() Mistwalker wrote:
oh pulleze, a 9th level Wizard or 10th level Sorcerer and you are worried about 1/6th in profits? of wooden spoons? (or whatever) if anything, after the second crate of 'whatever' the prices in the area will have dropped so low that the party will have to travel so far that all the profits are used up. At 9th level the party Rogue is the money making machine in any area that is wealthy enough to buy huge quantities of 'Fabricate'ed goods.
. the Iron Wall and suchlike being of permanent duration would be a good option IMO:
The option to replace a few boards of a bridge with an Iron Wall is a creative use of the spell that can happen to anyone,
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![]() Straybow wrote:
you'd think that by now someone would have invented the "Replacable Sunrod Tip" keep the iron rod and just replace the bloody tip when its used upfor savings in recources at fabrication and weight during adventuring ![]()
![]() jreyst wrote:
so what?? Dancing lights will do the trick also, can be moved 100' per round, 1/day for a gnome how many deep dark holes did you have in mind per day?hogarth wrote:
it could be limited to 1 casting: as long as the duration of the first casting is not over you can't cast a second one, or the second casting automatically dismisses the first casting![]()
![]() Jason Bulmahn wrote: The first being that the 3.5 version of darkness (or rather "dimness") did not create actual darkness at all. In a darkened area, it actually made things lighter. the point might have been to prevent the spell from becoming a cheap substitute for invisibility in darkened areas. If it created a 'true' absolute light-less area, then it could for example be used to optically seal a tunnel without anybody noticing a spell was cast. or let the object it was cast on be carried by Unseen Servant, optically vanishing the party towards anyone on the other side. By actually making things a bit lighter at least anyone in the darkened area would have a clue there is something suspicious going on. ![]()
![]() your not going to get the cheap flying off a small caster:
A hawks strength is 6 which = carrying capacity of 10lb
5th Level also opens the door to Improved Familiar:
so you might as well congratulate them for a smart combination of spells The PostMonster General wrote: Now, I can see him making scrolls to go around this... Reduce Person can be made permannent for 2500gp or put in a magic item for 1800gp, including Feather Fall in the magic item will put the price up to 9350gp (3.5SRD prices)![]()
![]() atm Darkness reads pretty much like the cantrip Light so why not make it a cantrip of equal 'value':
this would serve as a cool distraction spell in the open during daylight
"Light can be used to counter or dispel any darkness spell of equal or lower spell level" atm this is pretty silly as there is no 0 level darkness spell (at least in the PHB or beta PRPG) . the cantrip Darkness could then be expanded with: 1st level spell:
3rd level spell:
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![]() Mosaic wrote: Give me an average that I can add or subtract from. and then you'll also toss a coin to determine the + or - ? how is that simpler than just the min. value to add to?silverhair2008 wrote: ... roll the 2d10 from your example and add it to the base height. Remember that number because you will multiply it by the result of the x(2d4) to get the additional weight to add to their base weight ... IMO the additional weight should be based on the strength score. otherwise you could get an 8STR human with the same height and weight as an 18STR human.not so much a problem with the 8STR PC as you can account for the extra weight as fat, but how does the 18STR account for all the extra muscle?
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![]() Bagpuss wrote:
well, the monk can hold two (special monk) weapons in the hands and still use the flurry and do unarmed damage. So holding two non-magical sai would suffice for the use of two-weapon defense, even when the damage is done with ki enhanced unarmed strikes. Edit: could even be holding any two weapons and do unarmed damage, just not interchangable with those weapons during a flurry ![]()
![]() does the flurry count as TWF for the sake of qualifying for Two Weapon Defense? One way of making the 'flurry of misses' useful would be to allow the monk to trade the last attack(s) of the flurry each for +1 dodge bonus to AC.
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![]() Mosaic wrote:
even more intuitive sense: 2lb max, balanced or lighter towards the 'bad to be at' end i.e.: light hammer: no
with axes, hammers, sap you are practically swinging the full 2lb at the end of a light stick, which gives it just as much momentum (turnround power required) as a 4lb scimitar ![]()
![]() Beckett wrote: That not bad at all, except it might mean that Clerics don't put any ranks into Know: Religion. if 'Know: Religion' is useless for anything else, rightly so but as it states: to find out the weaknesses a normal check is still required.also if you can put a name to the type it lets you remember the weaknesses(once you find them out by bashing the thing around) at a later encounter
a Pally or Wizard probabbly would need to make a new check every encounter to recognize them and recall weaknesses
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![]() nexusphere wrote:
that Bonuses are the way to go to get people to play stereotyped classes is self evident, can you explain why this is a good thing in the first place?. how about that +1 to anyone who doesn't multiclass (including PrC)
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![]() re: OP
. re: damage reduction granted by Armor: I'd go for: Light DR2/bludgeoning
with precision damage bypassing the DR
and give the chain stuff a DRx/piercing (so the Chain Shirt is DR2/bludgeoning or piercing makes damage type matter a bit more too ![]()
![]() WOTC dead level filler*:
there WOTC wrote:
* in PRPG beta only the spellcasters (exept for the Pally and Ranger) still have gaps on the Special Feat list ![]()
![]() silverhair2008 wrote: Perhaps I am missing something, but what you are proposing sounds an awful lot like Two Weapon Fighting. The only difference I can see is the Dex 13 prerequisite vs the Dex 15 prerequisite. it also comes at a discount of 50% in weapons: just one magical weapon will do the damage of two, plus you can use a heavy shield for +2AC as opposed to Two Weapon Defense for a measly +1, or a magic shield for even more + to AC which a magic weapon does not grant.. with prerequisites of DEX 10+x & Weapon Finesse*, it would make a good extension to Weapon Finesse, for those of us who don't want to go down the TWF path,
* alternatively: Weapon Finesse or Weapon Focus + it applies only to one finessable weapon type of choice (the one I focused on) I'm thinking especially of the rapier here, as that is fast moving weapon
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![]() Mosaic wrote: because that makes an already good weapon even better. I really hate sentences like this: putting logic and common sense to the bin for dogma apart from that I like the idea, but I would like to include all light and finessable weapons. the spiked chain is already buggered by not being a double weapon, even though in the picture of the 3.5 rule book it looks like one ![]()
![]() Snorter wrote: Hopefully, after you prompt the players a few times, they'll start getting better at putting themselves in other people's shoes, and start making these suggestions themselves, which should improve their real-life social skills far better ... which would be a nice by product, sort of Player
Snorter wrote: ... than just grunting "I use Diplomacy. <roll> 38. What do I get?". Diplomacy could be converted as 'general chitchat' used in order to find out which specific skill is helpful to extract more information. Gather Information has been rolled into it, maybe it should be used the other way around New Diplomacy = Gather Information and for real achievement the information gathered has to be used with a 'Diplomacy via Knowledge(whatever)' check.PC can't relate = PC can't negotiate . Snorter wrote: What excuse are you going to use, to get your foot in the door? usually I use masterwork thieves tools /me runs & hides. ![]()
![]() I like the idea, as it gives more value to the ranks invested in Knowledge and Profession, or whatever Skill might be appropriate to use.
. Snorter wrote: stare blankly when you ask them what, exactly, they are going to say. which is probably mainly caused by the equation Player =/= PC when the player has not read a stack of fantasy novelsor simply doesn't have the memory for the lingo used therein. "ho landlord, four pints of your finest ale if you may"
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![]() 'nother idea to enhance the attacks without raising the BAB if monks where allowed to move during the flurry (5ft between hits)
. grid referrence: 123
1) monk starts at 2: 1st hit on X 2) 5' step to 6: 2nd hit to X, 3) 5' step to 8: 3rd hit on X, with X being denied DEX bonus to AC due to being threatened from 2 sides in the same round 4) 5' step to 4: 4th hit on X, with X being denied DEX bonus to AC due to being threatened from 2 sides in the same round 5) 5' step to 2: 4th hit on X, with X being denied DEX bonus to AC due to being threatened from 2 sides in the same round makes full use of the unarmored speed bonus and tumble to avoid AoOs
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![]() Jason Bulmahn wrote:
why does the monk need to overcome the full AC? with all this nifty training and whatnot, the unarmed damage might as well also hurt when the monk hits the armor[I'm thinking 'Bloodsport' Dim-Mak here (take one of the bottom bricks)] let the monk ignore all non-magical armor bonus for the purpose of hitting
i.e. Base ___________ 10
normal AC = 23
if the Monk hits a 23, damage is applied as normal
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![]() Majuba wrote: Would it make them too strong as a race though? They're already pretty darn popular. it's the Prestidigitation/1Day I guess: no matter how much shit the GM throws at me during the game, at the end of the day I'm clean and smelling of roseswhich adds another point to the comic like feel pointed out earlier :-) ![]()
![]() /me grumbles about post freezing after a fixed time instead of after a reply,
SET wrote: It's like they sat around thinking, 'Well *someone* has to have Wizard as favored class, and elves used to be fighter/magic-users...' but this strange 'logic' didn't seem to carry over to Clerics, who don't have any favored class races. personally I think that those classes depending on lerning lots (Wizards) or generally being versatile (Bard) should not be made the favoured class of any race but Humans. after all, humans got 'versatile' and 'quick learners' written all over then.. ever since 3.5 I'm peeved at dumping the Bard on the Gnome as favoured class, giving then Sorcerer was a good improvement
especially with this in the book: beta rules wrote: their passions tend toward invention, alchemy, or other technical pursuits the term 'Locksmith' springs to mind plus I'd limit the favoured Sorcerer to Fey bloodline as a sort of match to the the 3.0 limit to Illusionist (sort of way backwards compatibility)
beta rules wrote: gnomes are linked to the fey that inhabit the quiet corners of the world
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![]() Set wrote:
I'd like to suggest a change in Favoured classes too: Gnomes - +2 Con, +2 Int (clever tricksters), -2 Str ; Rogue, Sorcerer
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![]() KaeYoss wrote:
I actually wasn't talking about (the laziness of) only having 6 ability scores but about the lazyness (and stubborness) of keeping the penalty on CHA instead of numbercrunching (and taking one of) the alternatives especially with the CHA penalty taken from the Half-Orc which after all is a Half Archenemy-Race.![]()
![]() KaeYoss wrote:
in other words: Players who really want to play a Dwarven Sorcerer or Cleric have to pay for the designers lazyness (or wait till the next supplement brings back something like the Freun Campaign setting Gold Dwarf) ![]()
![]() I don't understand how the dwarvish scruffyness/stubborness is a hinderance to spontanious spell casting.
On the other hand, the famous beards DO get in the way of most CHA related skills (Use Magic Device being the exeption) so how about this: swap the CHA penalty with a -1 on any skill that requires a minimum of fachial expression: Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform in lieu of this they can take a -10 on Diplomacy with other Dwarves by shaving . if this is too much of a mouth-full for ruling, keep the -2 CHA and give a +1 bonus to UMD and when determining bonus spells, max caster level, Spell DC etc. ![]()
![]() Pendagast wrote:
and where does that leave the human as the definition of average? or was this average of (all) core classes, rather than of all 'M sized' (core) classes?
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