Drow Scout

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I like the consolidated skills option and the background skills option from Unchained.
Also, a tweaked version of the action points system.
Minor feats..which are two for one and major feats which are full feats.
Called shots baked in, and lower debilitating damage thresholds.
Eliminating 7th-9th level spells and giving casters more metamagic feats and letting them use the higher level slots to prepare spells modified with meta-magic feats.
More PRCs that are worth playing.
Active spellcasting from unchained.
Eliminating the need for the "Big six"
Revised grappling.
Revised stealth.
Revised lighting and visibility rules.


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I play Warhammer fantasy battles...So yes,thousands of mini's. Many are so specific though I actually end up using numbered or marked chess pieces for many of the enemies so that it's easy to tell them apart and not be confused by differing descriptions.
The PCs always have minis for their characters though.


Maybe Draggy the Dragon has gender issues? He's also a Song dragon trapped in a green dragons body...which is no fun :)


@JCServant- Well..You've convinced me to make natural armor effective against bombs and bullets.(Source:Godzilla movies)
A bomb that misses due to natural armor only does splash damage.
Bullets just fail to penetrate.
How does that sound for a fix?


Here is my take on the new Action economy system..let me know what you think and if you see any problems that I may not have considered.
UNCHAINED ACTION ECONOMY
Each round has 3 "Tempos" which may be spend for the performance of actions,and one free swift action.
There is a limit of 2 swift actions per turn.
There is no longer such a thing as "Full Attack" which limits movement,and 5' steps are no longer free.
Each creature may perform one martial attack and one combat maneuver per round with normal Tempos.
Creatures gain an additional "Martial Tempo" for every 5 points of Base Attack bonus. These extra Tempos may be used individually for melee/ranged attacks or for combat maneuvers.They may also be combined with regular tempos for standard and complex attack actions.
Creatures are allowed to parse thier actions according to the Tempos available.Taking one action after another until finished.Some feats allow actions to be combined (like moving and attacking).These feats will be detailed after the action types.
The costs for actions (in Tempos) are described below.
FREE (zero tempos):
Speech(5 words or less).
Fall prone.
1st swift action.
Change weapon grip.
Draw an Item from sheath/pouch (while moving).
Draw an item from sheath/pouch (with quickdraw).
Drop a held item.
Any other action described as "Free".
SIMPLE ACTIONS (1 Tempo):
Move/Move equivalent actions.
Melee or Ranged attack.
Combat Maneuver.
Swift action (after the first).
Brace a weapon.
Draw/retrieve an item.
Sheath/stowe an item.
Take a 5' step.
Feint/create a diversion.
Active perception check
STANDARD ACTIONS (2 Tempos):
Any standard action
Vital strike/Cleave/Gory finish/Double slice and other attack actions that specifically call for a single initial attack.
Partial Charge.
Standard action spells,Supernatural and Spell-like abilities.
Spellstrike (UM)
COMPLEX ACTIONS (3 Tempos):
Full round actions.
Whirlwind attack/Spell combat/Coup de Grace and any other attack specifically called out as a "Full round action" (not including multi-attack feats).
Full charge.
Pounce.
Perform all Natural attacks. This is for creatures with more than 2.
REACTIONS: Are a special type of action that you can only perform when it's not your turn.They interrupt the normal flow of events.
Each creature gets a single reaction between turns.
Combat reflexes allows a number of reactions equal to the creatures dexterity modifier.
Only one reaction is allowed per enemy action,and each reaction consumes an attack of opportunity.
The following reactions may be performed:
Speech(5 words or less).
Fall prone.
Drop held item.
Draw a weapon (with Quickdraw)
Attack of opportunity.
Change weapon grip.
Any action described as "Immediate".
SPRING ATTACK/SHOT ON THE RUN/WAND DANCER: These feats allow you to spend action points while moving,and are not limited to single attacks.They require no special activation are not considered seperate actions in and of themselves. You are still limited in the types of actions you can perform while moving(per individual feat descriptions).
TWO-WEAPON FIGHTING/FLURRY/MULTI-ATTACK: You must declare the use of one of these abilities at the start of your turn.Doing so gives you +1 Martial tempo and a flat -2 to all attacks that round(-4 if non-proficient).
HERO POINTS: May be spent to add +2 tempo for the turn,or as an Immediate reaction to perform a 2 tempo or less action.


If you have acrobatics or want to risk an AOO I think you can deliver it the same round you cast it...at any point in your movement,not in the form of a spring attack though. You'd have to wait until next round.


If your emotionally involved that means your doing it correctly.That's the heart of true role playing in my opinion. You have achieved immersion,Congratulations.
If you stop caring then it's time to worry.
As long as you don't start acting like Tom Hanks in the movie Mazes and Monsters you'll be fine.


I try not to use them at all,but if there's only two PC's and no support I may throw in a Cleric,Bard or other support character.
Bringing in a frontliner is bad taste because the PC's should be the primary protagonists..no one wants to cling the DMPC's skirt tails as he smites the BBEG on their behalf.
Honestly I find it more of a chore than anything and have a bad habit of forgetting about the DMPC character during initiative,and other inopportune times.
Better not to bring one at all.


Our game uses universal impact/stagger rules.
16.KNOCKBACK/IMPACT :being hit really hard can cause a character to be staggered and possibly knocked back/down.
· If a character takes more damage from a single hit than their CON score,they must FORT save VS. dmg dealt or be staggered for 1 round.
· They are also knocked back 1 square for every 5 points by which they fail the save.It they hit an obstruction they take 1d6 and are knocked prone.
· If a character is knocked back more than 1 square they must make a reflex save vs. The damage dealt or be knocked prone.
· Feats/abilities that increase HP ,Fort saves,or stability also increase ones stagger dmg threshold(ex:Toughness/Great fortitude)
They are homebrew.


Thanks alot Kalindlara.I'm very excited for the new release,as are many others I'm sure. I scanned the other unchained threads for the info and couldn't find it.I appreciate your response. :)


I guess no one knows.Thanks anyway.


I'm talking about the one featured in unchained...if anyone was unclear. Gag orders not-withstanding...


Could anyone provide any details on this? is it a death spiral?