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In the games I have played in Bardic Music – with the exception of inspire courage - seems to be of limited utility – not that there aren't circumstances where you can use it – but the impact is limited and application cumbersome. What are the community think of the following alternatives: For Bards the perform skill is itself different – because it is core to what the class is: When Bards gain ranks in perform, their skill and proficiency improves in not just perform type but 2 plus the Bard's ability score modifier in intelligence or charisma whichever is higher. One of these perform types is a spoken Heroic Song/Speech – the others the bard can choose as they wish. (I think this has to be the case otherwise "Inspire Courage" a key ability to the class is effectively unusable – the bard needs to be able to fight or shoot or move in combat and most instruments need two hands, as does juggling, dance, etc.). In addition, if the bard chooses to forego direct participation in combat and use both hands to play an instrument (which also eliminates the Bard's dexterity bonus to AC if any) to inspire courage the range of ability the bonus conferred is an additional +1 and the range is doubled.
Hello fellow posters. No offense to any of the threads currently active, but to my taste, at the moment the conversation is particularly slow on the board. That makes sense given the current transition from 3.5 to 4.0, but makes it hard to engage. I while back Lilith set up a great project that I really enjoyed participating in called the world project. A few of the regular posters here even set campaigns in the world we were all collaborating on. As there is no RPG Superstar right now, and ideas need a place to grow and get critiqued, I would urge all gamers hungry to comment or write to jump over and add your contributions to the "The World". Cities, countries, villains, eateries, magic items, races, dance styles, monsters, magic, there is room to explore any idea, and have your peers comment. WAKE UP THE WORLD! GO TO: THE WORLD PROJECT It started off as a fun place and there is still and endless amount of world to explore and create!
As you can tell by the thread title I am trying to cook up some warlock specific stuff. I have a few ideas for invocations that buff bardic music and allow warlocks to heal but I am still working out how I want them to work so they don't steal anything from other classes. I have an idea for an elite body guard of warlock sabreurs a couple of these abilities are intended to make that possible (multiclass fighter/warlocks or rogue/warlocks). The flavor text needs to be tuned up a bit but I am curious if the folks on the boards think these abilities are reasonable and balanced. I am especially curious as to what any of the publishers frequenting the boards now might think. I wanted to get this out there for folks to provide feedback before the 3.5 warlock fades away. Thanks in advance for all comments.
Hideous Beauty (su): You stand out from normal folk as frighteningly even magically handsome and/or beautiful, this has some pros and cons. Penalty: You stand out in way that defies disguise, receive a -4 penalty to all disguise checks, distinguishing characteristics are visible even in altered forms (i.e. alterself, polymorph, and shapechange). In addition, your beauty is so intense that it makes creatures of the of the same sex slightly uncomfortable, -2 to diplomacy checks made versus intelligent creatures of the same sex (irrespective of race or species), -2 to ride and handle animal checks versus animals. Benefit: You gain one of the following: • An extra least invocation
Special: This quirk must be selected at first level. Stained Soul (su): Evil's touch has marked you for all to see. Penalty: You radiate evil even when the ability to detect evil is not possessed. This makes you seem particularly untrustworthy, -4 to diplomacy checks, -4 to ride (unless the mount itself is intelligent and evil) and handle animal checks. In addition, you sustain additional damage from holy weapons, if you are good aligned you take an additional 1d6 (half the normal holy damage), if you are neutral 2d6 (normal holy damage), if you are evil 3d6 (150% of normal holy weapon damage). Further spells that affect evil creatures affect you as if you were evil. Benefit: You gain one of the following: • Two extra least invocations one at 1st level, and one at 5th level.
Fey Blooded (su): Fey energies (whether from heritage or exposure) have permeated your soul changing you forever. Penalty: You are especially vulnerable to cold iron and even normal steel. On an effective hit cold iron weapons inflict an additional 1d4. In addition should you elect to wield a cold iron weapon you cannot wield it with as much strength and coordination -2 to hit and damage. Further any cold iron worn or carried is counted as 2 times its normal weight for the purpose of determining encumberance. Benefit: You gain one of the following: • You may cast Mage Hand, Mending, and Prestidigitation as at will spell like abilties.
INVOCATIONS Warlock's Luck (Lesser) (4th): You are protected by strange eldritch energies. Initially, Warlock's Luck is mechanically the same as rogue evasion special ability save that it is based on your fortitude rather than your reflex save, however after attaining a total of 14 levels as a warlock (for the purposes of this invocation rogue and warlock levels stack) this protection improves to the level of improved evasion. Eldritch Warrior (Lesser) (4th): You can channel the arcane energies you wield to greatly enhance your combat effectiveness. This ability blends the effects of blink, blur, displacement, haste, and mirror image conferring both defensive and offensive advantage that varies depending on your effective warlock level. • Up to level 8: +2 to armor class and attack rolls
Eldritch Metamorphosis (Least) (2nd): You can manipulate arcane energy to alter your shape. Initially you are limited to a single animal form of roughly your own size, i.e. a wolf, a seal, a mountain lion, a stag, this form has your hit points, armor class, and attack rolls, however it has the movement of the animal form, as well as that animals damage attack. Protections from magic items are retained, however you cannot speak, cast spells, or use command word activated magic items, you can however use your invocations. Each time you gain an additional invocation you gain an additional animal form: • Each least invocation grants you a form of your own size category
FEATS Practiced Fencer You sacrifice your third iterative attack to make two attacks at your highest BAB. Prerequisites: BAB +11, weapon focus, improved critical Benefit When wielding a weapon with which you have weapon focus and using the full attack option, you can sacrifice your 3rd attack so that you make two attacks at your highest BAB. This feat may be taken multile times each time it applies to a new weapon. Steel Lightning You are preternaturally fast with a weapon in which you have weapon focus. Prerequisite: Practiced Fencer BenefitWhen wielding the weapon with which you have taken the Practiced Fencer feat you gain an additional attack at your highest BAB. Spirit of the Wind: Your flight speed is doubled. Prerequisite: Fell Flight Invocation Benefit: Your flight speed when using Fell Flight is doubled.
Any chance that we will receive feedback on how to improve our designs. The editors at Dragon have always been excellent at providing feedback and I think that feedback has improved my understanding (and appreciation for the game). Even if I don't earn one of the 32 slots I would love to have the constructive criticism.
This may have been the topic of a prior thread, but do any of you know if any companies or publications are going to continue to support 3.5. Frustration over handling of the launch of 4.0 aside, do folks think there will still be significant demand for new 3.5 material once 40 is on the shelves? If so what would folks want?
One of the things I like about D&D in its previous iterations is that it is pen and paper and the play requires friends to sit around the table and talk. I like the hand drawn maps, and the fact that my descriptions flow from my imagination and I can incorporate anything I have experienced or can imagine effectively into the detail. I like sitting around a table with a map, and pizza, and dice, and being able to have side conversations (to me that seems more like an adventure anyway - at least the ones I have had, many of my real world travels have featured pizza, maps, and conversation prominently). I also like creating my own art and the art of others - and the ability to add flavor outside of the game mechanics. It seems from the videos on u-tube that computers are becoming a more integral part of the game, that playing by remote and building your dungeons/encounters/characters on computer is a big selling point. To me its a huge detractor - if that was what I wanted I could play a computer game. But maybe thats just me and maybe I am misinterpreting the changes and relevance of computers to 4e. I was curious as to the take of others on the board to this aspect of 4e? Is the digital focus a pro or con for you?
Spoiler:
For myself, the set up while it looked like it might be slightly helpful mechanically - looked horribly campy and really diminish the atmosphere I was trying maintain - and work against the verisimilitude and richness of detail I like in my games.
I would much prefer a crappy hand drawn map on piece of note book paper and then fill in the details through conversation and imagination rather than have crappy stock details provided to replace the conversation and imagination aspect of the game - which is one of the core reasons I game in the first place. Look forward to hearing what you all have to say.
Spurred by the "What Spurs Your Imagination Thread?" what specific books, films, etc. have you incorporated into your game and how. Or what would you like to see. For myself, I use my own travel to design a lot of ruins for exploration particularly from Cambodia - I thought Angor Wat, the Bayon, and Ta Prom were particularly inspiring - it impacts my game because if men can build things like this - in a world where giants can help, elves have centuries to develop and execute projects, and magic can be brought to bear to aid and enrich construction - I have some pretty grand castles, cities, and challenges. I try capture some of the complexity from history to build up campaign worlds that are (IMO) a little bit more rooted in a logical economies, interelationships,and conflicts. Specifics - a wrote a spear and shield fighter class after seeing the combat in Troy. Using the idea of spell breaker from the Vlad Taltos stories, I have written up swords that can parry spells. Modified the hounds a bit from the stone of farewell. Reactive Armor (or bodies) (in different flavors) from the military. I use a lot of wilderness photos from books a collect to help describe settings. I use kung-fu movies to help design monasteries (both active and ruins). And I tend to make "training" part of the game, in general the players seem to like it. Well thats a start - I hope others will add on.
A simple question - do all of the D&D worlds. Grewhawk, Faerun, Darksun, Planescape, etc. use the "THE WEAVE" as the source, rationale, explanation, and logic, for magic in the game? Or are there alternative explanations/sources in some of the assorted game worlds? I am not interested in answers in other games (heroes, call of cthulhu, etc.) just published WOTC D&D stuff. Just interested in official published D&D stuff and which book it is in. Thanks.
Someone a while back started a thread on homebrew content - posting it here for people to cheer or ridicule. I liked that idea - but can't find the original thread. Below is an item I created.
All comments and critiques welcome. THE STAFF OF THE WINTER MAGE The priests of every god pray that only one staff of the winter mage was ever created. They pray just as fervently that Iyath's original is lost to history. It is rumored however that that certain demons in the world know the secret bindings that make staves of the winter mage possible, and that they are willing meet this knowledge out to mortals for the right price in souls and blood. (It is also rumored that similar items attuned to fire, and pain, exist – but there is no reliable record of such). The use of a staff of the winter mage is complicated and requires a huge investment of time and energy – for those who pursue it however there is little that can stand against them. A staff of the winter mage grants its wielder the unparalleled control over the weather and magic in a defined area. If the area is not defined (explanation below) it functions as a staff of frost, with 20 charges per day (the charges are replenished it night at midnight). AREA OF CONTROL In order to realize its true power the wielder of a staff of the winter mage must establish at least one area of control. This is a time consuming and painful process. First an octogram (a perfectly symmetrical eight point star) 100 miles across at the widest point 75 miles across at the narrowest. At each point a shrine to the spirits that rule that symbolic point must be erected. These shrines need not be particularly ornate typical they are large natural stones moved to the correct locations, inlaid with silver, and enchanted to their purpose. Such stones are at least 4 tons, take 7 days to enchant at a cost of 25,000 gp (which does not include any cost incurred moving the stone to the proper location) and 1000 xp each. Each of the stones must be crafted by the would be staff wielder, and the process of crafting a stone exhausts the would be wielder for an additional 7 days. (The would be wielder must possess both the Craft Wondrous Item and Forge Ring item creation feats) Positioning the stones requires a detailed engineering (and mystical) surveying process. Finding the correct locations requires a knowledge engineering check (DC 35) and a knowledge arcana check (DC 35) for each point. The engineering need not be conducted by the would be wielder, however the knowledge arcana check must be. Once this perimeter is laid out the staff wielder then binds the area within under his control, this process requires three days of meditation, fasting, and a cost of 1000 xp. This process binds the wielder to the staff and to the area defined – this control is not transferable. A staff wielder can have any number of bound areas however the cost for each never goes down. POWERS Once this process has been completed the staff grants its wielder the following powers. Within 10 miles of the perimeter: o 20 points of energy resistance versus, cold, electricity, fire, and sound o Spell resistance 25 o +2 to AC o +2 to the effective caster level of any cold based spell Within the perimeter: o All of the powers of a staff of frost can be used as single round actions and consume no charge Plus o Mage Hand (at will) no charges o Ray of Frost (at will) no charges o Unseen Servant (at will) no charges o Chill Touch (at will) no charges o Gust of Wind (at will) no charges o Cryotechnics (at will) no charges – as pyrotechnics but cold and icy mist rather than smoke and fire o Gaseous Form (at will) no charges o Otiluke's Freezing Sphere (at will) no charges o Wall of Ice (at will) no charges o Sleet Storm (20th level caster – save the area of effect is the entire area bound to the staff's control) o Ice Storm (20th level caster – save the area of effect is the entire area bound to the staff's control) this ability may be used once per hour o Cold Kill (as Cloud Kill but the effect is the result of a cold based mist) (20th level caster – save the area of effect is the entire area bound to the staff's control) this ability may be used once per day o Cone of Cold (20th level) this ability may be used once per minute o Immunity to all energy damage o Spell resistance 35 o +4 to AC o +4 to the effective caster level of any cold based spell o Aura of Cold: All of those within 10' of the wielder take 1d10 of cold damage per round. o Armor of Elemental Ice: The chill that envelops the wielder of a staff of the winter mage is so itence that nay weapon striking him is made brittle – any physical attack (including arrows, spears, siege stones) that strikes the wielder is automatically subject to a sunder attempt. This attempt to sunder requires no action on the part of the staff wielder it is a function of his supernatural cold. The sunder attempt is equal to the attackers own attack roll (including all bonuses -6). This magical sunder effect does not generate any attacks of opportunity. o Lord of Wind and Ice: While within the perimeter the staff wielder is always attended by 10 8HD Air Elementals. In addition to the normal characteristics, these elementals are constantly under an improved invisibility, tongues, see invisible, and can cast cone of cold, sleet storm, wall of ice 4 times per day as 8th level casters. These elementals are in constant telepathic communication with each other and the staff wielder. o Cold Aura of Command: No elemental can be summoned within the perimeter unless the staff wielder allows it – the attempt automatically alerts the staff wielder to the presence of the spell caster and his caster level (for the spell being attempted). Summon Natures Ally, and Summon Monster are similarly warded, to use such a spell requires a Spell craft check of 20 plus the level of the spell being attempted. These spells have a 10% chance per level of spell of being detected and conveying the spell type and caster level. The Staff of the Winter Mage is also an intelligent item with the following properties: o Telepathy (to wielder only) o Neutral (tending toward chaotic evil) o Faerie Fire (3 times per day) o +10 on intimidate checks o +10 on sense motive checks o Zone of Truth (3 times per day) o Detect Scrying (continuous) o Detect Thoughts (at will) o Fear (at will) o 19 Intelligence, 10 Wisdom, 19 Charisma, Ego 35 Item wants the wielder to set up multiple areas of control, item wants the world to be a frozen paradise, pure and cold. The staff of the winter mage is a 6' tall staff carved from the tooth of Ixklikt, a gargantuan, fiendish, white dragon. The staff is etched with luminous inlay in Felgyron (a variety of mithril mined in the coldest hells by fallen souls to forge weapons for the demon legions) in a runic script of unknown meaing. The staff is capped with a sapphire blue globe of cold energy that seems to swirl with storm (some say the image of the area under the staffs control is visible in miniature within the sphere). This globe is held in place by prongs sculpted in snowflake motifs.
The text below is a question I put out there for the worldbuilding project. There hasn't been a lot of activity on that so I thought I would fish for opinions here. In my campaigns while magic is not particualrly rare, it isn't as if all NPCs or even PCs are all that familiar with it. Those who wield magic are kind of rare and maybe even a little scary. I also want to make the economy, and class selection (a little more) in line with the folklore/fantasy genre (as I understand it) without totally overhauling the RAW. Below is my basic argument and my suggested solutions (though the feats are intended to illustrate a mechanism - they are not a comprehensive list). I would appreciate all opinions - and given this revised paradigm for magic use - if you felt the feats were balanced. -------------------------
The proposal is that not all people have access to magic. Some people have access to arcane magic Some people have access to divine magic Some people have access to both And since there seems to be a high level interest some have access to psionics. The way I am proposing this would work, is sort of like a regional feat. A feat that must be selected at 1st level. This feat would grant the character the ability to access a specific type of magic. Without this feat (which again can only be selected at first level) the character could not progress in a spell casting (magic using) class or PrC. It seems to me that this constraint helps the world to make more sense. This rule provides both a crunchy reason and a logical reason as to why not every individual knows at least a cantrip, why characters don't multiclass just to pick up stray abilities. I won't argue that some people might find this constraint limiting, but I think after think about folks will see how it (could) makes sense, and help rationalize and balance the world. It has the added benefit of making magic rarer and its wielders more mysterious and unique. It also gives a reason as to why magical healing is not readily available everywhere. It makes spellcasters more valuable without making them more powerful. Anyway please think about it and let me know your thoughts. FEATS TO ENABLE SPELLCASTING Magegifted: can pursue arcane magic using classes and PrCs freely. In addition individuals with this feat can choose a number of cantrips equal to their ability modifier (of the ability they use for spell casting) these cantrips can be used at will as spell like abilties. Mageblooded: can pursue arcane magic using classes and PrCs freely. Can detect magic at will. +1 to caster level of a specific school of spell. Mageborn: can pursue arcane magic using classes and PrCs freely. Darkvision. Godtouched: can pursue divine magic using classes and PrCs freely. In addition individuals with this feat can choose a number of orisons equal to their ability modifier (of the ability they use for spell casting) these orisons can be used at will as spell like abilties. Divine Spark: can pursue divine magic using classes and PrCs freely. Additional domain. Blessed Zealot: Divine Spark: can pursue divine magic using classes and PrCs freely. Detect Magic, Detect Evil (or Good), weapon focus (dieties favored weapon) Divine Gift: Divine Spark: can pursue divine magic using classes and PrCs freely. +2 to intimidate, listen, sense motive, and spot. Detect magic with a touch requires at least 3 rounds of physical contact with the object. Mageblooded: Can pursue arcane and divine spellcasitn classes without penalty. Detect magic at will. Feyblooded: Can pursue arcane and divine classes with limited spell casting (no spell in the class description above 6th level - so Bard, Ranger, Paladin). +2 to intimidate, listen, sense motive, and spot. Detect magic with a touch requires at least 3 rounds of physical contact with the object. Can use one cantrip (or orison at will). These are just a few possible feats that would grant access to spell casting. There would be feas that could be taken after first level to allow spell use - however they would require a story element as to why the character could now access magic, and - in general - would not include cantrip or spell like abilties. What do people think of the idea of reigning in spellcasting with this technique?
Curious about how you see you worlds. When not adventuring, do your characters wander around town in full armor, with weapons, and kit, spells prepped and ready to go? Are they always at the ready or do they go "off duty"? Do people in the game world react differently to them when fully kitted up? How do they secure their gear if it is not with them?
Do most of the DMs out there require their players to actually carry the food they need an keep track of food water consumption - and the encumburance it uses. Or do most just go with, " hey they have a couple of days on their sheet thats fine" kind of philosophy. Or do you allow the, "Hey your in the woods you bag a deer," kind of thing. I was just thinking about the logistics of an adventurer - and while I wouldn't call myself a cheater - I don't think I have ever been called out on food or water in a game in years. I mean gathering food for a party while on the move - it expedites the game but really makes adventuring a lot easier than it would be - even following the rules much less really traveling for months with everything you need in your pack. What about things like soap, candles, torches, spare clothes, pots and pans or is everything in your games sort of detail light - tents go up and comedown somehow - and don't mildew or rip, the weather rarely intrudes, and you never seem to quite be out of chow? Curious
I personally like the idea of characters going through rites and rituals to gain permanent modifiers. It seem to me that such rites are part of the standard "fantasy" literature. For example, I just finished a series of books where this was part of the magic system (Tales of the King's Blades - I highly recommend them if anyone cares). However, it doesn't seem to me that other than WISH or MIRACLE there is a good game mechanic for such in D&D. I have my own that I use and like the idea of, but I was wondering what you all used, if you chose to stay away from such enhancements (and why). I like: Ritual baths
Anyone else?
I just finished reading a couple of the "A Tale of the King's Blades" books by Dave Duncan. Really fun (if a little predictable) - but I didn't want to offer a review, I was wondering if anyone else read them and what you thought of the magic system in the book? My thought was as it was a relatively low magic system - it would overlay on top of the existing D&D magic system without disrupting game balance - and (I thought) it was pretty cool. For that matter his other series a "Man of His Word" hada pretty cool magic system as well (though that would would be tough to develop ina balanced way in game terms).
In your estimation - how do the following translate in to game terms: Black Belt (i.e. a feat, a level - fighter/monk, skill points)
This is just a partial list, people reference stuffl ike this all the time but we all give stuff like this different weights. When I was a punk kid for example my view on martial arts belt progression in D&D would've been white 1, yellow 2, etc. Now a black belt wouldn't be level one. Just curious - board at work - thought this might generate some interesting replies. Game On!
To begin, I confess I prefer to develop a background for my characters and start play at 1st level and work up. Starting at higher level has always felt like cheating to me, though that is a personal beef. And I readily conceed that it isoften it is easier to come up with a cool background when the character has some levels to back that story up (my favorite part about starting above level one). From reading the threads clearly there are a lot of folks out there that create characters at mid, high, & epic levels. I was curious as to what the whys? I was also wondering how many people preferred startign their games at higher levels and what level worked best for them as a start point and why? I was also wondering how much of character creation (in general) was a collaboration with the GM and how much players cooked up on thier own? How often folks created their own classes, PrCs, custom skills, feats, etc. for their characters?
In a few of theh threads I have been following it appears that there a couple different styles of games out there. One with characters that are "Lordly" the characters are the most powerful individuals in town One were the characters are just part of the world, and their are plenty of individuals at the characters level of power, as well as plenty above and below. Personally I prefer the second scenario. Where my characters are just trying to make their way in a dangerous world. But it seems, from the post I have been reading that a lot of people prefer to be "big dogs" in their campaign worlds. I was wondering if others saw the same split. The real question was though who do different gaming groups reconcile these different and (to my mind) conflicting attitudes at their gaming table?
I have noticed that there is a lot of elf hate out there in the gamer community. I am curious as to why. Is it because of game balance issues, or because of a resentment toward certain elves in fiction? It seems to me that in a fantasy setting that allows non-humans elves are a natural "Core" race (at least in D&D - other games are well other games), as are dwarves, and even gnomes. Halflings, Half-elves, Half-orcs - I can see not fitting. Although I tend to stay away from them myself I wouldn't just sideline them. I have problems with almost all of the races and the whole everyone is everywhere flavor of most campaign worlds - but then I prefer homebrew campaign worlds. What is it about elves specifically that sets people off? I prefer playing elves so I want to know what I am missing.
There are a few active threads on what races are preferred and what race you would be. My question is, what races would you most likely cut or modify in building your own world from scratch? the same with classes, what classes would you most likely tinker with in launching your own world? I would add to elves (you can sse the Super Elf problem thread for rationale if want) - and then add a level adjustment, the same with orcs, and goblins, and gnomes. I would also add a number of fdifferent flavors of "Plane-Touched" not that the game needs them I just like the idea of them. I would make humans real underdogs in the world. So that coordination, learning, and strong martial traditions were critical to survival. I would also assign specific realms to each race. I would also tweak trolls and launch them as a PC race, but they wouldn't be like the trolls in the current MM, though I might keep the troll stats as is for a wolf-like forest creature.
Does anybody else out there loathe the idea of uses per day as I do? Please don't misunderstand, I get the value of uses per day mechanically - and in terms of game balance. But in terms of story telling and character flavor just the idea of uses per day makes me nuts. I can't think of very many single round actions that I am limited to once or twice per day. Okay I am limited to say one marathon per day, but it takes me about 5 hours to do one (a lot more if you count prep time at the staging area and cool down). I would much rather have an ability that scaled and that I could use as I saw fit. I know that I intentionally avoid classes, PrCs, and magics items that have use per day limitations as both a player and DM. I have enough trouble with spell slots and spell memorization in game terms (again I fully understand they value of those concepts to bablnce the game). What do others think?
I ask this question not to request advice, but because I think it will generate interesting discussion. I build my characters (PCs and NPCs) around story. To that end I see all classes and prestige classes, along with feats and level advancement as building blocks in the characters story. Thus if the characte rends up spending a lot of down time studying, he might gain a level as a bard or wizard, or he has a religious experience and ends of taking a level in a divine spell casting class. With that perspective in mind - I see PrCs as little more than development of skills along a specialized line. With this perspective, the fluff around most PrCs ceases to have much relevance. The question for discussion is if others feel the same way?
In my worlds orders, cabals, and secret societies, may have special abilities or prerequestites associated with them, but they are not classes. They are collections of individuals with a specific agenda. Do others look at "Orders" in the game this way as well?
As a sort of forward personal preference in campaigns is for integrated worlds that make sense - which biases my attitude toward certain background elements. Hence this question for discussion. Is there such a thing as a chaotic culture? To my thinking all cultures are lawful - different perhaps in how they percieve "the law" but lawful. I would even go so far as to suggest that "barbarians" (Vikings, Hun's, Mongol Raiders, the Indians of the American plains) have a more rigid set of cultural rules governing personal conduct, tabboos on various issues, and dealing with others, than many societies deemed as highly structured, Feudal Europe, Ancient Greece, the Egypt of the Pharoah's. I am not suggesting that their are not chaotic individuals in any culture - clearly there are, artists, adventurers, criminals. Even pirate ships followed certain rules, with stiff punishments, and voted for their chief. Most cities, ships, businesses couldn't function with the kind of order "lawful" implies to my mind. Thus in games I run all civilizations/institutions/organizations are lawful (maybe covens worshipping certain dieties would not be - but thats about it) Just because you can challenge to combat to prove a point, or the rules of society say they any thing you can take by force is yours by right, is still a "rule" that governs conduct - as opposed to random action. Not much point having a Jarl, Thane, King, Sultan, Emir, High Priest, or what not if there are no rules. I wonder if others have similar thughts, or if on reading this will consider changing the alignment of beings in their game? Anyway thought it would be an interesting topic for discussion. Peace
I just read a great book "The Medieval Machine" by Jean Gimple. I find I am ispired to create a character with an Architecture/Engineering background. I am not really that interested in min maxing, but was curious about what some of the folks out there thought about flavor type skills like this. Is an Architect Engineer, someone who maxes out "knowledge: architecture & engineering", "profession: architect engineer" or given the practical nature of the tasks, is the job of an "architect/engineer" more in line with a craft (as an intelligence rather than wisdom based function)? Do you need both the knowledge and thte profession skill? In the game what do you think the difference would be? Also what other skills would this type of character have in keeping with a medieval style world? Alchemy, Perform, Craft: Art? In general how many ranks do people think make a: Someone who has some training and can do basics
In a profession or craft? Please bear in mind I am trying to develop a feel for a character, and a certain back story, not build a character who can perfrom a specific task.
I'm am going to take the plunge from the "Conflict" thread and ask folks for their opinions on Anime in D&D. For myself, I am a big fan of anime (well certain types of anime) I think there are a lot of great ideas in anime that easily be adapted to D&D to make any world richer. I don't think they can just be cut and pasted in, they have to be adapted but, I think that many of the things I have seen in anime and liked transfer much better than a lot of the things in different novels. For example, the tainted arm the protaganist has to deal withh in "Princess Mononoke", the deer mount, the intelligent giant animals, all could easily be adapted, balanced, and rolled into any game world. The words of power in Dave Duncan's "Man of his Word" series would be much harder to adapt and balance - but are in my opinion a great idea for how magic works. The same could be said for "fey" in CS Friedman's "Coldfire" trilogy. Great concept but tough to adapt to the game and balance. Spirited Away, Ninja scroll, Princess Mononoke, Inuyasha, Full Metal Alchemist all have great game ideas suitable for D&D. I dig giant transforming robots jet fighters too, but I don't want them in my game, or Trigun, or Dragonball Z level antics. Anyway curious as to what others think - thought it might be a fun thread.
What do people think of the idea of two new races: Mage Touched and God Touched - basically human but: Mage touched can use arcane spells and gain some cantrip level spell like abilties. God touched can use divine spells and have some orison like abilties. They don't get a bonus feat or extra skill points. Humans are then modified so that they cannot cast spells - certain class abilties could be changed to be spell like or alternatives to spell casting substituted. Humans would need to spend one or two feats (with like 5th level requirements) to gain the ability to pusue spell casting classes later. Non-human races would be able to take a feat magegifted or godtouched and pursue spell casting classes. I think this would create a world model where all of the magical possibilities existed, but regulated the quantity. I think such a world would be more in line with (it appears) most of the folks on these boards attitudes toward level and specialness of magic. And it would do it without really limiting choices for characters. What do folks think of these races as tools to manage thte level of magic?
In most game worlds the PCs quickly become some of the wealthiest and most high profile individuals in that world. Do most of you out their who DM address that with: Making thtem the targets of theives (PCs tend to have more easily transportable wealth than many cities. The targets of NPC adventurers - no vendetta or issues - just adventurers that want to kill them and take their stuff. Throw them into situations where people are asking them for donations, financial backing for their business ventures or adventurers, endorsements, miracles, etc. Or have thtem deal with the issues around the equivalent of Celebrity:
I haven't in the past - but in my unending quest for twists I probably would now. Groupies, business managers, opposed adventurers - could all be great NPCs and add a lot to the "reality" of the world.
Do most of the DMs out there (especially the ones that mostly do homebrew) make there castles, dungeons etc. from just wood and stone, or do you lay in a lot magic to prevent spell casters from just rolling over everything? That is do you allow passwall, flight, teleport, dimension etc. to grant free access - or are these spells, considered by the builders and provisions made to deal with them? If so what?
If anyone cares I do - its my opinion in a world of magic, anyone that could afford to build a castle (or other fortifications) would have the means to build one that addressed these spells - other wise why bother, other tactics could be applied to protect people and stuff.
What sci fi series ideas would you like see? I would like to see a Brimstone type idea reworked and relaunched, more though to pacing to gave up to much to fast, more ensemble, darker. A interplanetary exploration show - grittier than Star Trek, more linear - each episode dealing with social issues - a world without money, without religion, with many religions, environmental challenges, went too far with a technology, etc. But when things are learned, tech acquired it is sensibly incorporated into future episodes. Stargate gets close but then gets cheesy soemtimes and is gettig a bit long in thte tooth - and the notion that it all stas secret from the populace at large is - tired at this stage. A high adventure fantasy - low magic D&D basically.
I would like to see a sort of split line with: Life of a class through Star Fleet Academy
I'd like the characters a little darker and more pragmatic. I like the time after the Next Gen Trek Movies. I think their is still plenty to explore. Races to discover.
Its come a few times lately on the boards, the experience different gamers have in the martial arts, boxing, etc. As a martial artist and gamer I was curious as to what the other martial artist gamers out there studied and how long they've been at it? For myself I started with Shotokan, but moves, jobs, and life got in the way. In total I got about 3 solid years of training I really enjoyed it but fell away when my instructor got involved with other sports and stopped teaching. I tried a few other schools Kempo, Aikido, Taekwondo, but never really got a got fit with the school, enjoyed soeme of the training but never really found a martial arts home. I lived in Detroit for a year and studied Wing Chun Do for about a year - I really liked that. It was really different, practical, clean, but then I had to move for work. Landed in NJ and discovered the Hawthorne Institute of Martial Arts. The school, the instructor, the students, the attitude, the workout, were all amazing. I studied there for about seven years, going from white to black, to instructor. The system was basically taekwondo, with some self defense techniques from hum do, and aikido, some workshop type traiing on boxing techniques, grappling, as well as some pain compliance work. I think D&D is part of the reason I got into the martial arts in the first place, but along with gaming it has been one of my biggest sources for discovering new friends. I hope there are others out there with similar experiences.
In keeping with some other threads on reality intruding into the game world I was wondering if the SCUBA divers out there brought a lot of their diving experience into the game. If so what really captured your imagination diving that made it into your game? For myself, nothing quite like looking a shark in the eye (even a little 7 foot reef shark), thats about as close as I'll get to running into a monster. I also wondered how much time most campaigns spent beneath the waves. I personally have never played in or run an submarine adventure. Almost all of the experience I have in the game with aquatic creatures is them coming ashore, or aboard ship. I wondered if this was typical or if there were any exceptional aquatic adventures out there meaning in the water but sailing on it as well.
Recently there have been a number of really fun threads on reality intruding into gaming, places, books, history, etc. I am a big fan of SCUBA diving (though I hopelessly spoiled having done most of my diving in the Red Sea and the Galapagos Islands). I have also done a fair amount of travel through various coastal regions, and even spent some of my college days rowing. However I have not seen much in terms of Aquatic Adventures. I know Stormwrack was meant to address this however I have never played or run a predominantly underwater campaign. Just thought it would be fun to see how really underwater adventure made it into the game, as well as see how much time people spent undewater in game. For myself, I think some of the the wreck diving I've done has been about as close to real adventure as I have come - being face to face with sharks and barracuda, is about as close as I need to get to fighting sea monsters - though (Curse the luck) I have yet to find any pirate gold, though I was able to find the hidden objects in my under water navigation course. In game most of my contact with sea creatures has been them coming on land. |