mdt wrote: I think they finally got 1800 silver coins, 150 gold, and left the copper for the next group. They took the ingots, kits, and 6 or 7 gems they found. It was hilarious all the different ways they tried to think of to carry away half a ton of copper on two long boats. :) We were greedy and level 1. What did you expect?!
With one group I was in, was playing a half-orc fighter. Dumb as a stump, INT 8, but STR 22 at 5th level. Not sure how these days. My character missed his footing on a ridge and slide down to the river below and ticked off an owlbear. The others couldn't get there, so it was just me and the owlbear. EVERY attack roll for both the owl bear and my character were 1s. We never hit each other. Eventually it got tired and ran off. I missed on the AoO (1 of course). A few sessions later, another owlbear. It tried to hit me, rolled a 1. I tried to hit it, rolled a 1. And so on. Fifth time we ran into an owlbear and we couldn't hit each other, the party rogue, who is a real smartass in character and in R/L started announcing "Dancing with Owlbears!" Another campaign later had an owlbear trainer who trained them to dance and danced with them. I hit the DM with several french fries LOL
In 1st and 2nd Edition, Krynn had a built in limit on how powerful characters could get. This was Level 20. If a character went higher, the gods kicked them out and onto another plane. This was written into the rules and background of Krynn. Raistlin reached epic levels and challenged the gods instead.
Eric Clingenpeel wrote:
Well, that sucks. So much for that idea. Thanks for the info!
Windquake wrote:
EXACTLY! I don't mind playing the super-genius or the super-strong guy or the 'wise guy' (though I usually do that one anyway *snicker*). But sometimes I just want to play an average guy who gets caught up in events. And not have to worry about office work like I do now. LOL
Phneri wrote:
I was seriously considering taking Craft - Sculpting just for the horror factor. LOL The only problem with scorching ray and acid arrow is the saving throw, but you and DeathQuaker do make some good points about the multiclass.
JaceDK wrote:
At this point, I only one of the players might be making a Ranger / Rogue of some kind, and that's not for sure. We generally make our characters separately. One time we all made rogues. LOL
Mahorfeus wrote: Call me daft, but don't Wizards need a load of Intelligence? It determines what spells they can cast and the saves of those spells. Assuming that 19 is from the Dwarf's bonus to CON, I'd put the 17 in INT, you'd still have 15 for CON which is pretty decent for a caster. Your Knowledges would benefit more from it as well. Ok, you're Daft! Nice to meet ya, Daft! *grin* Now, with that bit of comedy out of the way... The thing is, I don't WANT a wizard with a huge intelligence score. There are likely more wizards out there with slightly above average intelligence scores than there are super-geniuses. I want to make a feasible character and not have him be 'smarter than the average wizard', to paraphrase Yogi Bear.
We're starting a new game at level 5, I've already got my regular character done, but I had an idea for making a useless but useful wizard. Wizard:
Race - Dwarf
Class - Wizard (Universalist atm) Stats:
Skills:
Feats:
Spells:
House Rule - Give up ability bonus for two feats, cannot do it twice in a row. Currently no equipment, but will likely craft a couple of wands. Saves are low vs his spells, but ah well. Thoughts? Suggestions?
For firearms in my games: Firearm Rules:
All firearms require an exotic weapon proficiency.
Flintlock pistol: 1d6 (small); 2d4 (medium); 2d6 (large); x3 crit; 20' range increment. Flintlock rifle: 2d4 (small); 2d6 (medium); 2d8 (large); x3 crit; 50' range increment. One full round to reload, Rapid Reload reduces this to a move action. Any flintlock with a rifled barrel is automatically required to be a masterwork weapon and the range increment doubles. Rangers can adapt the Crossbow combat style to work with the firearms. On a misfire (natural 1), roll a d20 to confirm crit failure. If a 1 comes up, it jams and explodes doing normal damage to the wielder. 2 - 7 weapon takes the damage, 8 - 20 weapon jams. A couple of feats specific for firearms and some weapon enchantments and you're good to go.
Dunno where this came or why, aside from the guns in fantasy subject. But I thought you guys might find it amusing. Spoiler: The old man listened to the halfling trying to convince him to purchase one of the new longguns that held several rounds instead of having muzzle load each round, then inhaled deeply on his pipe before blowing the smoke in the young pup's face.
"Aye, lad, I know that this old flintlock of mine is getting old. But old don't mean worthless. Can any of your new fangled long guns put a round through a dragonscale at 100'? Ol' Longtooth here has done. And killed many an orc." The halfling coughed as he waved the smoke away, "Well sir, I can understand sentimental attachment, but to be quite honest, the new guns are made from better steel, can fire many more rounds before reloading, and the cartridges both have more powder and are easier to load." The old man snorted, waving his pipe around, "Better? Lad, do you know what hell I had to go through to get this weapon made? The barrel is made of adamantine that I myself mined! Damn dwarves and their deals. It was also one of the first barrels to be rifled, over fifty years ago! The wooden stock is iron wood from Kyonin, which was a pain and a half to get, literally. Damn elves and their tree worshiping ways. And lad, with enough experience, I can load this old friend of mine fast enough to fire four rounds in six seconds and hit my target each time." The old man smirked, "Can your new fangled equipment say that? That, my short little annoyance, is what a rifleman used to be. Now get the hell off my farm before I decide to start target practice!"
@Kryzbyn - It's not 'WHABONG', it's 'KABONG'! Let's see ... 1st edition halfling fighter ... had a Girdle of Storm Giant Strength (giving him a Strength of 25) and Gauntlets of Ogre Power (18/00 Strength). He liked arm wrestling humans in bars for drinking money. Never lost. LOL 3.5E - I couldn't find an appropriate race, so I went with a Human Bard, had his masterwork lute enchanted as a Club +1, Bane (music critics). Yes, the DM allowed it. Also had it enchanted with Thundering. When he scored a crit, there was a loud KABONG! His nickname? El Kabong.
Jandrem wrote: Wow, we're actually doing that in our game. Never seen in it done before, but our Archer rolls so many natural 1's and our DM doesn't have the heart to have her accidentally shoot someone, so he just has her bowstring snap. She's literally carrying around at least 10 bowstrings. We had that happen to one player until he forked over the cash for mithril bowstrings. Now they don't snap nearly as often, plus he used one to garrote a werewolf.
Jason Ellis 350 wrote: We need time to devote to trying out Words of Power before we add another round of Magus to things. While I am more concerned with the Magus playtest (as I doubt alternate magic systems will be used in my group), trying to do both things at once will hinder them both. I'd rather wait a few weeks to have it done properly. Ditto on the willing to wait for it to be done properly. I will probably use the alternate magic system in my game, but for when the players run into a really different culture. Standard Wizard meets Words of Power Wizard and both are confused by the other.
DungeonmasterCal wrote: So I don't really have a good "walking away" story to share, but some of these have been doozies and most of them I can completely see why the persons left the table. I almost walked from a game at GenCon a few years ago because the DM who was debuting the Eberron setting didn't know his a$$ from his elbow when it came to 3.5 rules and had to go from table to table to ask other DMs questions during the game, but I stuck it out. Thank goodness for pharmaceutical fortification! That's why I'm so glad I have my anti-anxiety medication LOL. With the nuts I run for, I need it.
Kthulhu wrote:
The wizard gestured at the raging barbarian in front of him, casting his spell, "Nrut hself ot enots!" The barbarian slowly began turning grey, his movements becoming stiffer and stiffer until he stopped. The enemies main fighter was now nothing more than a lawn ornament.
kyrt-ryder wrote: The best way to distract a succubus or nymph is with Black Tentacles ;) Thank you SO MUCH for the flashback there to a 2nd edition game I ran. High School, what can I say. The player later customized the spell, turning into a higher level spell he called Evard's Chocolate Tentacles. Good mage, but a reallllllly wierd person.
mdt wrote: First, the HP system doesn't work for pain and adrenaline, that's why it's not in the system. If you take a real world example of a fighter, a marine, and you take one right out of boot camp (1st level) and one who's been on 10 tours (level 20), and shoot both in the chest with a 45, they both scream and fall down and die. The one with 10 tours doesn't magically shrug the bullet off and say 'Merely a flesh wound'. Again, we're back to the system being an abstraction of reality, not reality. When you try to mix the two, wierd things happen. Unless he's the Black Knight. "Tis but a scratch!"
With the alternate racial traits, it is now possible to build a real tinker gnome! Required Racial Traits
Suggested Traits
Suggested Classes
Suggested Feats
Example Tinker Gnome: Pai the Mad Scientist
Race Gnome
Ability Scores
Skills
Feats
Racial Traits
Traits
To be honest, I'd pretty much consider the regular spell system and the Words of Power system to be two entirely separate schools of thought. Sure, they would have some similiarities, like each having specialists in a school of magic (evokers, illusionists, etc) or elementalists, but the Tradionalists wouldn't be able to use the Words of Power system without intensive training, aka multi-classing. I could see a Wizard (Traditionalist) 5 / Wizard (Words of Power) 5 working out as a feasible character. |