My buddy plays a halfling cavalier, and we're trying to figure his vital strike spirited charge damage on a challenged foe. his strength is sixteen, and he has a +1 charging lance (plus 2d6 damage on a charge. 3.5 magic item compendium pg. 31) We're seventh level. So, are we looking at 6d6+19 (3d6 for the spirited charge, 1d6 for vital strike, two for charging lance, strength and enhancement X 3 for 12 plus 7 for the challenge) or 6d6+33 (same, but multiplying the challenge.) I suppose the essential question is does the challenge ability get multiplied on a charge, or is it considered precision damage and only added once? Last nights game it was treated as the 6d6+19, which still seemed to be plenty, but I have a different buddy wanting to play a cavalier in my upcoming campaign, like to clear that up. thanks y'all.
If you can, take a look at the Conan RPG books that came out a few years back. has good ideas for No magic style. if you definitely want it to stay d&d, I'd agree with previous posters, you'd need to take a long look at damage reduction, or severely limit the monsters you can use. A CR 7 barghest now gives all your non caster classes fits.
I allow characters to upgrade weapons through nonmagical means. In fact I encourage it. I like the idea of a tenth level fighter who's had his trusty Battleaxe since character creation. I use the same concept as increasing the power on an existing magic item. subtract the cost of the original item from the cost of the new one. Sometimes it takes some in game creative thinking, like plating the weapon in a more durable metal. All in all, if it can be done with a spell, does it really hurt your game in any way to let them use nonmagical means?
Vertico wrote:
Vertico gets it! The prisoner angle is quality, and will be a driving force for one of the early adventures. But then there's the beasties. creatures who don't shackle you up and take you home, they eat you. That's the element giving me headaches.
Blave wrote:
going last is never good. Being the last character to take your turn sure, but being flatfooted a full turn is asking a rogue to shank the dickens out of you. that's right dickens.
[ #2 If you're playing a campaign without a sense of urgency, you can make having a fully fleshed out family required, and the players could be forced to take over their children / grand children / etc. The family line fits the play style best, but only really works if they all die at the same time.
If it were my game:
I have a low magic home brew setting in the works, but I'm having trouble balancing the reduced power inherent to the setting, with my feeling that resurrections are totally out of place in a world where magic is a very limited and somewhat alien force. I really like the danger conveyed in a "dead is dead" world, but I'm afraid the body count will get ridiculous. Thoughts? |