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![]() I have an idea: What if you took the witch class, gave it medium base attack bonus, more class skills, removed its spells and just allowed Hexes? It wouldn't exactly be no magic but it certainly would be very low magic. EDIT:
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![]() He's at his most dangerous when chained, blindfolded and thrown off a cliff. He's charmed his way into Kingship rolling nothing but natural ones. Not even his hitpoints know where he is. He is— the most skillfull man in the world. "My friends, I don't always roll skillmonkeys, but; when I do I play Rogue" "Stay stealthy my friends". ![]()
![]() LilithsThrall wrote:
I was merely adding an example: SO if there are ways for wizards to be larger than life and others have been saying that fighters need a way to be larger than life, rogues do as well, beyond what they already have. ![]()
![]() Another thing that I don't think has been addressed yet is where skill classes could benefit. Without straying into things like 4th Edition, i would like rogues to have the ability to have class features that increased or magically supplemented their uses of skills. For example: a rogue talent which for X rounds / day gave you the benefits of Invisibility, or a truestrike talent. ![]()
![]() I've found that especially at low levels, Action economy and survival are the biggest problems facing a witch, With your hexes you may be tempted to buff, debuff, cast spells, and move to keep yourself safe, which may conflict with each other. However I love the class, It marries a lot of flavourful options with a decent level of power. I just hope we keep getting a steady trickle of new hexes. ![]()
![]() I think this is a hilarious idea. I have also heard Ice Titan say in another thread that he planned on using misfortune hex to constantly lock the opposing creature into a grapple. This is what I like about the witch class, It has a lot of interesting options and features which make it distinct from other classes, while still maintaining a large utility for creating useful builds. ![]()
![]() What about a paladin who uses the bodies of sworn criminals after their deaths as a part of their penance? After defeating these vile murderers and thugs, he re-animates their corpses to serve as holy weapons of good. It would be like that prestige class in 3.5 that tricked evil outsiders into thinking he was the same alignment. ![]()
![]() Well what bothers me is not the moral relativism between campaigns, as in that whatever pcs decide is good or evil, but the fact that once those decisions are made they are objective. I applaud you zero for taking alignment out of your game. It is one of those things where I feel I can run a game with it, but there is always the nagging bother of that blind spot in the world's plausibility, just like in many things in DND 3.x ![]()
![]() TriOmegaZero wrote:
Well the thing is, in dnd, the wishy washy morality that we have in the real world, Ie that we don't actually know what is good and what is evil, we as humans have to decide for ourselves. Philosophical inquiry and ethics and laws are essentially meaningless, just because if Bob the Paladin's evil sense tingles, you are objectively and metaphysically a bad person. I never said that killing evil creatures was inherently good. I just said that inherently good beings are allowed to kill evil beings while still being an avatar of good. I don't think that means that killing an evil creature can ever be considered objectively wrong. TlDR: Dnd's having absolute and identifiable good and evil is stupid. ![]()
![]() Has'Kar wrote:
That is because it would go against the fundemental structure of the game. ![]()
![]() TriOmegaZero wrote:
Well the fact that paladins, the embodiments of good, are supposed to kick horrendous amounts of ass might be proof enough for you. However its a truth baked into the setting. The whole game (in its default state) is good heroes killing objectively evil creatures and taking their stuff. This is what DND / pathfinder is, and its what it has always been. ![]()
![]() Ah yes, good old applying logic and moral standards to dnd alignment issues. See the thing about dnd is that it is considered a good and objectively moral action to kill evil beings and take their stuff. Thus I see that anything that doesn't pass a moral event horizon (which in this case is going out of your way to make something suffer), isn't by the game to be considered evil. ![]()
![]() Ahem, why even try to get your paladinhood back? Why not just fall to evil while you are at it? Also: I agree with the RAI and would never let the RAW get in the way. By the simple virtue that Tieflings and Aasimar are mortal beings with free choice over their morality, atonement should work on them. ![]()
![]() Okay first of all, Thank you for doing this. I have always ALWAYS hated the way the monk was done in 3X dnd. I always kicked myself that in a western themed rpg, there was a class of warrior that was a specifically niche shaolin monk themed class. (There is a reason rogue is a core class not ninja!). Also, showing that I have no dislike for Asian Inspired rpgs, Have you ever played/ looked at exalted? There are "charms" (abilities) which, (although they are on a different power level), could be used as a great source of inspiration for these styles and abilities. Martial artists with interesting and non-standard abilities is one of exalted's hallmarks and I can already see the similarities between them and what you want to do. ![]()
![]() I wanted to make a male witch that was just a traveling merchant, whose familiar saved him from a deadly situation which he never speaks of. Highly intelligent and charismatic he is half showman half salesman. He is also a nomad, fearing to stay in one place for too long lest anyone discover his secret. Did I mention I wanted to run him in ravenloft? :) ![]()
![]() I would like to think that theoretically, a wizard that was highly intelligent, could re-discover magic by himself, using the arcane theory basis of Wizardry to deconstruct the rules of the universe and re write them. Much like a newly minted sorcerer or witch heedless to their familiar, this involves lots of trial and error. ![]()
![]() I thought of another ability that might fit with swashbucklers' flavour yes, it is rather similar to challenge from cavalier but whatever Fencing (Level 3);
Although I do like insightful strike, I do think it could be replaced with " Panache: The Swashbuckler applies his or her charisma modifier to damage against foes she has hit in combat." Edit: I also think that Skill points could be bumped up to 6+. Look at rangers, they also get 4+ and combat feats, and an animal companion and spells, ditto with bard, so I think the Swashbuckler as a finesse / charisma / skill-monkey character is not a bad idea. ![]()
![]() I can remember when i first read the monk entry in the 3.5 players handbook and having it say that dwarves are not suited to monkhood. Bull.
I think this thread proves that by focusing on the wisdom in role playing dwarves we can set the apart from the stereotypes they are bound into. ![]()
![]() I dont think that necromancy should still be a school of magic. It is the best defined in terms of roleplaying, but i think it needs to be better defined in terms of mechanics, (a prize i give to evocation.) I think that the big problem with the school system is that they arent all given equal weighting, conjuration and transmutation get most of the spells followd by evo, but the rest are either overspecialized focused on one thing (Divination, enchantment and illusion) , tiny (Divination and abjuration), or have no focus at all (necromancy). The solution is what always has been the solution; more spells. More spells (that are as well designed and flavourful as existing ones, tall order i know, ) would help correct the imbalance between schools. ![]()
![]() I think maybe using the swordsage tome of battle method of near 4th edition but not quite per encounter power moves that progress through level. I think though that there would have a lot done to make waterbenders relevant, and i think earthbending would be broken as it is displayed in the show, not by damage per se but battlefield control.
If we have a bender class, we need a monk / druid crossover ; Marebenders... heeh ![]()
![]() Adam Daigle wrote: You can’t change anything in the past. The great thing about a time machine is that you get to experience different realities. You can never go back or forward on the same stream, but you can split and fragment them endlessly. This is why it is an excellent and thoroughly cathartic thing to do on a Thursday afternoon... Hypothetically of course... ![]()
![]() I am glad that it is not just me who thinks about this. Really Glad.
0. Make sure I have a good idea of period customs / dress you cant time-travel if you are being burned at the stake...
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![]() Lord Fyre wrote:
In that case you are living the dream sir. ![]()
![]() Lord Fyre wrote:
Aha! So that's your game eh... Give us a story about combat corsets and trick us into starting the vicious cycle that is TV tropes. I appreciate your attempt to ruin our lives. ![]()
![]() I don't know, I think that wishes being completely mutable makes it more interesting (as long as your dm is not just twisting it to be an a@~~++&). I think that if there is an Epic handbook they should make a prestige class, Something like a Cosmic Lawyer, that focuses specifically on getting from wishes what you actually want. ![]()
![]() Um one good solution to the cthulu's dady problem (aka making level threats high enough to be feared) is maybe creating rules for the PCs to be in conflict and to be their own high challenge rating encounters. One of my dms talks about a game he ran in which each PC was given control of a nation / organization and were to plot against each other. There was of course events and monsters that would present threats but the way he described it, it was more of a competition for DR. Evil status, which would be fuun. ![]()
![]() I realize that this was brought up in the last playtest, but why are witches so light on transformation spells? I realize there is both the Toad familiar and baleful polymorph (which are both justified) I must wonder, what is the justification for witches possessing so few transformation spells, the polymorphs shapeshifts and the like?
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