Lucretia Daellum Adella

Performing Artist's page

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Basically, melee combat will be useless except for Grappling. Ranged weapons will be really fun (and have infinite range.)


Tinalles wrote:
So if there's no gravity around the tower, then they need jet packs. Or a wand of Gust of Wind, or similar.

Now this is interesting. Jet packs... jet packs...


Terquem wrote:
What I meant to suggest above was that instead of coming up with a lot of ideas about how this "no gravity" area is going to work, just use the spell above as the rule.

Ah! Now I understand you. Yes, I will attempt to incorporate these kind of game "mechanics" from known spells.

What other spells seem useful?


Hama wrote:
Performing Artist wrote:

Being caught in the radius of effect of a fireball is going to be interesting. The affected PC will bounce of 1d4 walls before slowing down enough to have a DC 18 of grabbing onto the next wall.

Let's do: 4d6 damage for the first wall, and less a d6 for each wall-bounce afterwards.

I don't see any purpose in adding more damage atop fireball's damage. Why would they bounce? It's just a wave of intense heat, not an explosion.

Food for thought. I still make Fireballs explode.


I'm going to need some *special* conditions for certain states of movement too:

1. Hyperspin - The PC is spinning so fast that no actions are possible.
2. Stall - The PC is left stranded out of reach of all walls and is a sitting target.
3. Bounce - d8 roll generating a random compass direction, and a bounce at 1/2 the entry speed and at a 45 degree angle outward.
4.


Being caught in the radius of effect of a fireball is going to be interesting. The affected PC will bounce of 1d4 walls before slowing down enough to have a DC 18 of grabbing onto the next wall.

Let's do: 4d6 damage for the first wall, and less a d6 for each wall-bounce afterwards.


Terquem wrote:

Hostile levitation

Why not start with this spell, from the PRD, and work from there?

Yes, spells are easy.

It's the not having any spells left that I'm working on.


In My PATHFINDER Game -- One of those pesky Wizard-types has shroud his tower in a Zero-G bubble. I'm trying to find, or develop here, rules for Zero-G movement and combat.

The Wizard has done this to make things difficult, or course.

Here is my idea for movement:
1. You can move up to your full movement, in a straight line, by pushing off, but the trouble comes at the other end when you try to stop and grab onto a wall, or ceiling, or floor. The formula I have in mind for the DC, to grab hold of something at the end point, is: 18-[int(10*(1 - percent of full-movement chosen))]. This scales from 8-18, and seems fun enough. A miss would cause a d8 roll, generating a random compass direction, and a bounce at 1/2 the entry speed and at a 45 degree angle outward.

I have nothing for combat yet. Ideas?


This is for my Pathfinder game.


My game is moving into zero gravity. Are there published rules for movement and combat in Zero-G environments?

How would it work?


That is not the book I am looking for.

When I find it, I'll post a link.


I'm looking for it. I know I have held it in my hands once, but can't locate it with google searches.

You would think Google would have this somewhere in its lists since Gygax invented the intertubes.


Doug's Workshop wrote:

Vornheim

Random back-alley maps? Check.
Random building floorplan? Check.
Random equipment price? Check
Yes, get this pdf. Best city-supplement I've ever seen.

How many pages is it? $9.00 is hugely expensive.


I am trying to design a city adventure. As the PCs walk around the city,
I want to let them be spontaneous. However, I know they will quickly
outpace my own imaginative ability. For example, walking through the city
to meet with a main NPC, I want them to be able to casually check out a
random shop, or investigate an alleyway that could be a short cut. And just
be able to ask, “Hey, what is two streets over?” and then go check it out.

However, I don’t want to hand craft every shop, every patron in the shop, and every item
available in the shop (or shops in a street). Does anyone have cool random tables for cities
which offer up shops-types, encounters, random-items/random-strangers, and maybe even plot points??