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If you look at the picture of this item you'll get it. Trust.


With one or two tweaks the Age of Worms AP could work nicely


I have only run one campaign that allowed firearms and that was from a module that was prepared for them (the Vlad the Impaler D20 module which is a great one for running a VARY low magic game) I also played a fighter in that game an he fought with a musket with a bayonet, 3 pistols, and a hand axe. Now let me tell you combat in this game was DEADLY here is an example of a typical combat sequence:
1st round: Both sides fire there muskets
2nd round: Both sides set bayonets vs. charge and fire a single pistol shot from each combatant
3rd round: One side or the other would break set and charge in to finish the other off.
I ended up with so many near TPKs it was absurd and with (almost) no healing magic things were kind of grim for the time we played that game we never finished the campaign but I thought it was still a cool setting and story.
Anyway just my cautionary tale, if you let firearms in expect this to be the result.


I was going over a bunch of D&D stuff out in cyberspace and I came across a class creation system. The whole thing was point based and assigned point values to hit dice, attack progression, saves, and assorted abilities. At the end of, it gave a breakdown of all the base classes in the PH and how many points it would take to build each of them under his system; and an average of the values to give a good base starting point. I was mostly wondering two things has anyone seen something like this before; and would anyone like me to post this up? I can’t post a link so if you want to see it I would have to post the whole thing (8 pages) unless there is a way to attach PDF files here (I don’t think there is but if I can tell me). Alternatively I could just post a few choice bits of it so everyone could get a look without launching a huge post. (Probably the best idea)
Let me know what you all think.


Bill Lumberg wrote:

I hate that mosquitos have decided that I am the tastiest person in the area.

Yah I hate that I have the same problem.


Use the executioners’ mace. 2H 2d6 B/S/P X3 crit. No Exotic pro required


Snorter wrote:


That's not you, is it, Lee?

Nope it's not.


Well my players just made short work of there first dragon (yah!) so now they have lots of magical teeth claws and most importantly a heart. I know there is a chart for the effects of eating a peace of a dragon heart but I can find it. Could someone post a link or if it’s in an official book tell me where to look? Thanks. Also if anyone knows any guidelines for good uses for dragon parts that would be helpful. Thanks again.


Ok even in an AP as dark as AoW there is the occasional moment of comedy. I'd like to know what you've all had for them. To get everyone in the mood I'll start.
The party is in the wind dukes tome and has just opened the door and seen the blue spear under the iron spike with the wizard inside it. So party asks it's 'scout' (catfolk ninja) to check for traps furball there looks in the door (never even steps in the room) turns to the (lizardfolk) fighter and says 'yah looks ok to me' (bluff check cat wins massively) fighter goes 'ok' steps into the room and promptly gets zapped with the lightning. Turns around (still sparking from the lightning), opens the visor on his fullplate, pulls off his gauntlet, licks his finger, and, in the words of my player "BZZZZZIIIITTTT! POOF!" touches the catfolk right on the nose. It took the cat over an hour of licking to get her fur smooth again. We all laughed for a good two minuets.


"with death spells being tossed around like kobolds at a fire giant kegger..."
Just had to say too funny


Hello I'm new to this board and I just started running AoW however I have a complication. I started the group that’s now running AoW before I had decided to use the AoW. My party started at 5th level and I allowed non-basic characters with appropriate adjustments as well as not really caring overmuch what class my PC took. Anyway long story short I now have a Drow Dreadnecromancer in the party and while he hasn’t been unbalancing (yet) I see a problem coming in the later additions where he'll be able to rebuke half the dang opponents’ to fight the other half. However he's been playing the character really well and I don't just want to tell him to GNC. Any creative suggestions for keeping this from getting out of hand?


I look at the summoning of things by the PC under the same reasoning that you don’t get XP from things that the bad guys summon: that the ability to summon something is just part of there abilities that are already calculated into your XP award. Same with the PCs they can summon anything they can its still part of there abilities to do so not just some random celestial showing up to help.