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I don't see a problem with the 19th level fighter, 1st level wiz being a weak spell caster- he might be a 20th level character but he really is just a 1st level spell caster. Now if the fellow was a cleric 10, wiz 10 I'd agree they seem a bit weak for a character with 20 levels worth of spell casting power. ![]()
Save or Die just isn't much fun. For the player or for the DM. It feels sudden and arbitray and life is like that enogh of the time that it's no fun in fantasy. Now Save or Die Slowly can be a heck of a lot of fun. It provides continuing drama, the doomed characetr gets a chance to die with his boots on or run off wimperign into the night. Take this scenario- A band of warrirors led by a would-be-king is deep in a dungeon complex and thewould-be-kinggets in a duel with a witchqueen that dominates her people. She is uing a posion dagger and gets in a lucky hit, thewould-be-kingmisses his save and dies. that is a lot much less fun then- A band of warriroslead by a would-be-king is deep in a dungeon complex and the would-be king gets in a duel with a witchqueen that dominates her people. She is uing a posion dagger and gets in a lucky hit, the would be king misses his save and lops off slays the witchqueen. tehw band escapes the dungeon to a nearby village. Over the next day the would-be-king slowly weakens but does not let that overcome him and he fights alongside his band of warriors aagainst the final retributive asault of the withcqueens people, the would-be-king endures the battle and takes his last breath standing in victory alongside his brothers and the people they defended. Posion or death mechanics that kill slowly provide the chance for more dynamic and exciting story telling.
Say no to "Save or Die", say yes to "Save or Die Slowly". ![]()
hogarth wrote:
At level 1...what happend to the cantrips, which have telling effect at level 1 and the bonus spell the caster almost certainly has. How about that crossbow or darts the spell caster is packing for times he has run out of spells? At level 20, why is the fighter just standing there trying to look busy? She's a killing machine with some sweet magic items that has just been buffed up by her friend the wizard. There are far wider range of playing stlyes and tactics offered in FRP than weak artillery with jr tank and later soon to be retired tank accompanying tac-nuke armed artillery. ![]()
Core rule Races and Classes Original D&D: races- Dwarf, Elf, Halfling, Human; Classes- Fighter, Cleric,Magic-User BECMI D&D Classes: Dwarf, Elf, Halfling, Cleric,Cleric(Druid), Fighter, Magic User, Thief AD&D races; Dwarf, Elf, Halfling, Half-Elf, Half-Orc, Gnome, Human; Classes: Fighter, Ranger, Paladin, Monk, Assassin, Cleric, Druid, Magic-User, Illusionist. (Bard-optional). 2e: races- Dwarf, Elf, Halfling, Half-Elf, Gnome, Human ; classes- Fighter, Ranger, Paladin, Rogue, Bard, Cleric, Cleric(druid), Mage, Mage(Illusuionist) ![]()
3.0 worked just fine. Let's have some fantasy weapons built for little folks and big folk and leave themedium weapons as they are. Needle swords and Petal blades for the pixies, kneeaxe for a gnome, skullcrack hammers for ogres, stuff like that. Evocative, fun and not contrary to real world definitions. ![]()
Ross Byers wrote: (If you don't believe me, try holding a piece of two-inch PVC pipe in any type of grip. Then try a one-inch piece of pipe. To a halfling, a human-sized grip would feel like the 2-inch pipe. I can easily imagine a 2 inch diameter grip, I've used polearms in recreasionist and LARP combat and they often can be 1.5 to 2 inches in diameter at the grip. the handle diamter had no impact on ability to wield the weapons, how much they wobbled if they got long was a problem and the traction on the grip had the hugest impact. My son is 2/3 my height and about 1/3 my weight, he has no trouble gripping my bastard sword, he just isn't strong enough to wield it. At 10 or so my father started teaching my brother and I how to use knives and tomahawks in fighting, adult sized weapons in that range weren't' an issue for us. ![]()
Spiritwalker wrote:
That makes no sense in the multi-racial world usually portayed by modern D&D print campaigns. The races are everywhere, certainly halflings and humans. A halfling fighter is profficient with simple and martial weapons, the longsword is a common martial weapon used by humans, is see no reason at all that halfling fighters wouldn't be trained to heft these suckers in a two handed grip. ![]()
see wrote:
A needlblade. A pixie sword. A thrornblade. I'd love to see more evocative fantastical names and avoid such description nullifiers as small greatsword and tiny maul. ![]()
see wrote:
Clothing is defiend by how it looks and fits it's wearer and the conditions it's inteded to be worn in. Weapons aren't a fashion accessory.(well not all of them) Ex: A rapier is a one handed sword intended for thrusting attacks about 2.5 centimeters wide at the base, a meter long and weighing in at about a kg. Change that to 18" long and it isn't a rapier anymore. ![]()
Thraxus wrote:
Frankly I think the3.5 method is daft when it comes to specific weapons. Tiny Greatsword? Small longspear? doesn't anyone see the problem there?Broader category weapons I'd have no issue with.
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Pete Apple wrote:
maybe a "gang-up bonus". If a defender is flanked at the start of the round all attackers starting the round adjacent to the attacker add the total # of attackers to hit rolls. Maybe only the first attacker shoudl hit for hp damage all the rest inflict subdual damage. This would allow for characters to possibly surive wading in against 50 orcs and get saved by buddies if one wanted such action. I also admit I don't get higher level minions that go poof in 1 hit, if they are higher level...they shoudln't go "poof" in one hit all too often. ![]()
Quijenoth wrote:
Why not just place a bunch of 1hp kobolds instead of worrying about a minion template? ![]()
Anry wrote:
Soon as psionics turn up in sci-fi its stops being sci-fi and is now science fantasy. A psionic race and core psionic class would be a good idea. ![]()
tracking spells withotu chaning the game at all: Get a piece of graph paper. Write the spell name on it, next to the spell name circle a number of boxes equal to the duration of the spell. Each time one of those time units it up, cross off a box. Repeat with each spell until you fill up the sheet. changing the game: everytime you cast a spell with duration you have to make a spellcraft roll vs 10+spell level + number of spells maintainedx 3. Roll a 1- all the spells end next round, including the one you just cast.
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the combat chain does read sort of like katas in martial arts. step A to Step B to Step C. If you know the kata the other guy is using and he isn't very flexible you can avoid or counter blows much more easily. It ads a layer of system mastery/player skill to the game. "oh no he's power attacking, don't get to close to him." you can put in those cheesie lines "Your Gorgon Fist shall be of no avail against my Wind Step...ahahahahaah" players may be able to anticipate the next move, not a bad thing at all. ![]()
"use rope" is nifty in a micromanaged campaign. But it isn't really necessary all by itself. Survival skill would server well for most wilderness related rope uses. The climb skill can be assigned rope use for tricky wall scaling (why wouldn't it?). And setting grappling hooks in place is certainly in the domain of a hit roll. A feat... "Knots and Lines", +2 to all hit rolls and skill checks involving rope. ![]()
I don't like theft wrapping together picking purses and opening locks. While they are both skills that use nimble fingers they are both very different skills. I've seen enough crime movies to see there is dramatic utility in having the skills separate; in hundreds of stories specialists who can open safes or pick locks are important to the story. Picking pockets requires a degree of subterfuge that picking a lock just doesn't require. There are different classes of criminals in the real world that specialize in either skill as well. ![]()
all buff spells-
divinations-
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I like it. Other then +20 to hit and a lot of HP, fighters get dull at high levels. Level 19 and the fellow can turn blows with a specific type of armor for 10 points of DR not overwhelming and one does have to be level 19. Wreck that armor or shield and those DR are gone, the barbarian wil be doing fine in comparisson. ![]()
keep skill points. Let folks pile on the skill points if they wish. Get rid of the cap on cross-classed skills (keep them costing 2pts a rank however). Let folsk break the current limits on class skill sif they want to pay double. It's fun to have a fellow who is greta at only one or two things or simply fair at a bunch of stuff. ![]()
I don't know if any new HP roll up methods are needed. hitdice + con bonus work fine. If turning is giving healing surges, healign will be easier (at least in adventures with lot's of undead). Maybe a simple second wind rule or wound bandaging rule that gives folks 1d6+level after a fight if they have long enough to pause (10 minute rest or a healing/first aid check once after a fight ). I really don't think folks have too few HP, but given the abstract nature of HP it really shouldn't be too hard to get some of them back. ![]()
I think the energy surge for turning and rebuking is nifty idea. Not sure about the undead fleeing, unless they are smart enough to relaize they could be toast if they get a second wave of positive energy. that has always been an annoying part of trun undead for me as DM. Maybe just freezing in awe? ![]()
I like the idea of applying but one combat feat a round. It stops the..."wait a minute, i actually hit , i forgot to apply feat X when i told yuo my hit roll" or "No i still have 35 Hp, those 12 points i took from the hobgoblin didn't happen becasue i have feat N, i just forgot to mention it before". If players want advanatges they have to pay attention and use the charcetrs abilities, they have to learn to play better. As for the "chains" where feat X has to be used before feat Y , i'm not to sure on that, have to see it in play.
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