Dark Ice Brownie

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I shot the b!$$& five times but she wont go down!


Fighter. So much ass kickery and generally looking like an awesome badass.


ghettowedge wrote:
Michael Pfaff wrote:
This is the exact same system as 4E uses now. You roll over "Failed Death Saving Throws" until an extended rest. So, again... how is this more complex?
My PH says they go away after a rest (p 295). Was this changed to extended rest someplace else?

You are correct. Death saving throws reset at any rest, not just an extended rest.


Mechanically, make sure he saves an action point for that all important extra move/teleport/wibbly far realm doodad to help him get away.

Also, make sure you have prepared what to do if he DOESNT get away, cos players will come up with some f@++ing crazy hairbrained ideas sometimes and usually either have the balls or the luck to pull them off.


You could tie Scott's idea with a quest based on stopping him gaining more power so he can maintain his new form (which, lets face it, is going to be a dragon :D ) for much longer.

Part of the final encounter with this dude could be trying to stop him acsending permenantly to this new form. The example encounter in the DMG2 with the cultist's performing the ritual is a good example of this.


Masterplan pumps it monsters out in the new format. Even the ones it imports from the monster builder.


Dias Ex Machina wrote:
drowranger80 wrote:
just checked it out. looks pretty awesome. just a few concerns about it: there is one feat that is not explained, (called better than 20/20), and the operator has the worst leader healing power ever. unless of couse there is a typo and its supposed to be +10 hp with healing surge.

Better than 20/20 extends the range of your weapons. That number has been incorporated into the range of that character's weapons (at least I hope).

And the healing power is not a typo though that number can increase significantly with level progression and feats.

Any other questions I would be happy to answer.

Any possible way to get to see more Ameythst goodness before its released? My group and I are chomping at the bit for more. Especially after we played through biohazard. Originally we had decided to run a Mass Effect style game using the ruleset, but recently we have decided that instead we are going into the grim darkness of the far future, where there is only war.


Ive got some of the Goodman Games DCC lines, and am eagerly awaiting Ameythyst.

What is Wrarith Recon like, as ive been considering picking it up?


awesome f#$#ing sauce


I think all those races sound awesome. I mean why wouldnt I want some of that crazy sh*t in my game?

plus I like bewbs.


ProsSteve wrote:


Loading times are an issue I'd say because I really can't see a blinding barrage from a rogue being done with a flintlock pistol

Why not dude? that sounds bloody awesome to me! If he can do it with hand crossbow, why not a flintlock pistol?

I always (personally) found making your players look badass is much more fun than fiddling around with the nitty gritty of whether or not its "realistic".


Matthew Koelbl wrote:
ProsSteve wrote:
Ratchet wrote:
Im currently playing a lvl8 paladin|cleric. He start out life as a balanced cleric, but i felt he was lacking something. So i rebuilt him as a paladin|cleric. My cleric powers are all of my ranged powers, and my paladin powers are all my melee attacks. Enjoying it loads more than the original at the mo.
Sorry but do you mean he was a Paladin\Cleric Hybrid origionally but you changed him to a Paladin multiclassing to cleric now?
I think he is saying the original was just a Cleric only, and now is a hybrid Paladin|Cleric. It sounds like a success of the system - even though Cleric already has room for divine melee and ranged attacks, this provides for a different approach to the same concept, and clearly one that can work.

Originally he was a Cleric, at lvl 4 he picked up a paladin multiclass. I wasnt reallt really happy at the way he was working but struggled through with him until lvl 8 when i said to my DM i was either going to rebuild him or retire him from the campiagn. I went through many different builds, but one think I wanted to do was keep him "thematically" the same, even if the rules behind him changed. I then came up with the Cleric|Paladin hybrid. I also took a Invoker multiclass to give me a "turn undead" type power, as it was somehting he had used to great effect earleir in the campiagn.

This is his current build (excuse the lack of magic items, but our DM is super tight when its come to magic items.)
And this is what he looks like
Judghe Karax Melach

====== Created Using Wizards of the Coast D&D Character Builder ======
Judge Karax Melach, level 8
Tiefling, Cleric|Paladin
Hybrid Paladin: Hybrid Paladin Will
Hybrid Talent: Paladin Armor Proficiency
Background: Society - Noble (+2 to Insight)

FINAL ABILITY SCORES
Str 10, Con 10, Dex 8, Int 13, Wis 19, Cha 20.

STARTING ABILITY SCORES
Str 10, Con 10, Dex 8, Int 11, Wis 17, Cha 16.

AC: 22 Fort: 14 Reflex: 15 Will: 21
HP: 58 Surges: 8 Surge Value: 14

TRAINED SKILLS
Diplomacy +14, Insight +17, History +10, Religion +10

UNTRAINED SKILLS
Acrobatics +1, Arcana +5, Bluff +11, Dungeoneering +8, Endurance +2, Heal +8, Intimidate +9, Nature +8, Perception +8, Stealth +3, Streetwise +9, Thievery +1, Athletics +2

FEATS
Divine Secretkeeper: Ritual Caster
Level 1: Hybrid Talent
Level 2: Weapon Proficiency (Fullblade)
Level 4: Divine Secretkeeper
Level 6: Divine Channeler (Invoker)
Level 8: Power of Justice

POWERS
Divine Channeler (Invoker): Rebuke Undead
Hybrid Cleric at-will 1: Sacred Flame
Hybrid Paladin at-will 1: Bolstering Strike
Hybrid encounter 1: Fearsome Smite
Hybrid daily 1: Majestic Halo
Hybrid utility 2: Astral Speech
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Consecrated Ground
Hybrid utility 6: Stream of Life
Hybrid encounter 7: Resurgent Smite

ITEMS
Ritual Book, Adventurer's Kit, Flaming Execution axe +1, Javelin (3), Cog of Erathis +2, Climber's Kit, Darkwin's Glove (Maroon), Map - Dagger Coast (detailed), Painting - "Banquet of Worlds", Painting - "The Glory of Tyrinia", Crossbow Bolts (20), Crossbow Bolt (19), Rations, Trail (20), Arctic Clothing, Alchemical Reagents (Arcana) (605), Sanctified Incense (Religion) (215), Rare Herbs (Nature) (96), History of Tyrinia - Volumes 1-10, Flaming Fullblade +2, Plate Armor, Scroll - Contact Hexigat, Scroll - Contact Gorgova, Scroll - Abyssal Barrier, Terror Longsword +1, Robbin' Gear, Residuum (Any) (333)
RITUALS
Gentle Repose, Comprehend Language, Endure Elements, Corpse Light, Create Campsite, Explorer's Fire, Bloom, Water Walk, Animal Messenger, Analyze Portal, Secret Page, Eye of Alarm, Detect Secret Doors, Magic Circle, Scroll of Silence
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Im currently playing a lvl8 paladin|cleric. He start out life as a balanced cleric, but i felt he was lacking something. So i rebuilt him as a paladin|cleric. My cleric powers are all of my ranged powers, and my paladin powers are all my melee attacks. Enjoying it loads more than the original at the mo.


I ran (and am about to run again) a sci-fi based 4e game. I changed absolutely nothign at all in terms of rules, just reskinned everything to be a bit more hitech. worked perfectly. I even used the base rules and classes to represent ship to ship combat.

reskinning really is the best option ive found. No need to fiddle around with stuff then, and just concentrate on the game.


We have fully embraced the inclusion of laptops at the table. Our current set up is the DM running maptool on one, one plugged into a projector that projects the map onto the wall (the DM laptop and the map laptop are networked so we all see the "player version" of the map and the DM see's the "DM version" which has his notes, hidden monsters etc)

Two of the other players use their laptop for their character sheets and one uses an iPhone. Only me and another player actually use paper character sheets :D. We do have a rule that we put in a few months ago meaning that all dice have to be rolled rather than using online/computer based dice rollers.

having instant access to the compendium at the game table is awesome. no more hunting through books for rules.


Its alledgedly the new Psionic defender. Not realy got a lot fo detials on how it works though.


I think i must be one of the few people who can freely admit to looking at the list of upcoming WotC releases and thinking "all that shit looks f%&+ing awesome".


DoveArrow wrote:

On page 221 of the Player's Handbook, under the arcane implements description, it states that using a nonmagical implement confers no benefit. However, other than the wizard class, it doesn't seem as if nonmagical implements confer any ability upon their wielders. Also, other than the wizard class, characters don't appear to need nonmagical implements to use any of their powers, so my question is, why are they there?

Not to sure, probably for completionism.

DoveArrow wrote:

Under the half-elf description it states that you can take feats that have either elf or human as a prerequisite (as well as those specifically for half elves), as long as you meet any other requirements. With the feat Elven Precision, is the racial ability, elven accuracy, considered a requirement for the feat, or do you automatically gain the racial ability by taking the feat?

Elven accuracy is a requirement of the feat so you cant take the feat unless you have it.

DoveArrow wrote:


When creating magic items do you add the base price of the weapon to the price of the magic enhancement? In other words, if you have a +1 longsword, does it cost 360 gp (the price of the enhancement) or 375 gp (the price of the weapon + the price of the enhancement)?

I beleive its just 360gp.

DoveArrow wrote:


Can you wield an implement in your shield hand, or is it considered a weapon?

You can weild an implement in your "offhand". Some classes however (namely clerics and Paladins) Dont have to wield there implements to get benefits from them, they just have to have them (around there neck or something)


Roughly 1/3rd of the tresuare I give out is what the players asked for, 1/3 is stuff they havent asked for but stuff I think would be cool for them, and the final 1/3 is just random magic items.


Hi there, ive created a few custom monsters for my game, and wouldnt mind if you had a look over them just to make sure they all stand up.

Razorclaw Lynx Level 2 Skirmisher
Medium Natural Humanoid (Shifter) XP 125
Initiative +7 Senses Perception +9; low-light vision
HP 39; Bloodied 19
AC 16; Fortitude 13, Reflex 15, Will 13
Speed 6
M Spear (Standard; at-will) &#9830; Weapon
+7 vs Armor Class; 1d6+4 damage.
M Short Sword (Standard; at-will) &#9830; Weapon
+7 vs Armor Class; 1d6+4 damage.
m Two-Weapon Rend (Standard; encounter) &#9830; Weapon
The Razorclaw Dervish makes a longsword attack and a short sword attack against the same target. If both attacks hit, the Razorclaw Dervish deals an additional 4 damage.
Combat Advantage
A Razorclaw Lynx that has combat advantage deals an extra 1d6 damage on it attacks.
Alignment Unaligned Languages Common
Skills Nature +9, Stealth +9
Str 12 (+2) Dex 18 (+5) Wis 14 (+3)
Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Equipment chainmail , Spear , short sword .

Razorclaw Archer Level 2 Artillery
Medium natural humanoid(shiter) XP 125
Initiative +5 Senses Perception +11; low-light vision
HP 32; Bloodied 16
AC 15; Fortitude 11, Reflex 13, Will 12
Speed 7
M Short Sword (Standard; at-will) &#9830; Weapon
+5 vs Armor Class; 1d6+4 damage.
r Longbow (Standard; at-will) &#9830; Weapon
Ranged 20/40; +7 vs Armor Class; 1d10+4 damage.
Archer’s Mobility
If the Razorclaw Archer moves at least 4 squares from its original position, it gains a +2 bonus to ranged attacks until the start of its next turn.
Not So Close (immediate reaction, when an enemy makes a melee attack against the Razorclaw Archer, encounter)
The Razorclaw Archer shifts 1 square and makes a ranged attack against the enemy.
Alignment Unaligned Languages Common,
Skills Nature +11, Stealth +10
Str 13 (+2) Dex 18 (+5) Wis 16 (+4)
Con 14 (+3) Int 12 (+2) Cha 11 (+1)
Equipment arrows (30) , leather armor , longbow , short sword .

Im also looking to create a basic spear armed Minion based on these, but havent got round to ir yet.

Any advice/comments/critismism would be welcomed!


This dudes monster builder

http://www.asmor.com/scripts.php

looks like a pretty basic version of what the monster builder will hopefully contain. Ive been playing with it this morning and converted a spiretop drake into a Giant Wasp with about 2 clicks.


Ahh I love the smell of hyperbole in the morning.

There is nothing like A F*CKING GAME to get people so wound up.


Hi im currently on my 3rd session of DMing this game http://forum.rpg.net/showthread.php?t=444004 and so far its going pretty well. The PC's have rescued each other from slavery, met the main NPC and are on their way complete the quest that he handed out. They now have about a months travel through "the wilds" and I wanted some ideas to spice up the travel. Ive impressed on the charcters the danger of the wilds in my world, but so far ive havent really showed them the danger (except for a ..err.. second session character death).

I've got the "dungeon" that is going to be at the end of the trek sorted, as well as a pretty good plan of what happens afterwards, so its really this "wilderness" section that I after ideas for.

In an effort to get some inspiration i spent yesterday poking around my garden with a stick, and watch a titanic battle between a wasp and a spider. Now im no fan of spiders, but I HATE wasps, so im glad little spidey came away from the encounter with a tasty treat. Im trying to find a way to put that into the game, but there are no Giant Wasps or decent low level spiders in the MM.

So apart from an endless stream of bastard hard combat encounters is their any advice about themes, encounters, skill challenges or just plain old good roleplaying oppurtunities I could spice the travel up with? They are on the clock with the travel so it might be hard to tempt them off the track as it were, but maybe that's a good thing to tempt them with.

I have to run this session tomorrow, and while I am no starnger to winging entire sessions, but i'd like to at least have an idea of ehat im going to be running! :D


I cross posted the same thing over at wizards and got some interesting replies

http://forums.gleemax.com/showthread.php?t=1150382

It changed wuite a bit from the original idea to the actual game I ran but it worked out pretty well :D Tha main change is that each chapter origin got one of the racial encounter powers, rather than some of the racia bonuses.

We used Space hulk board sections and everyone brought a Deathwatch marine. Tons of fun!


Dont limit what they can and cant take. The grind can be avoided by only using monsters of at most one level above the players. There is an awesome guide on EnWorld about monster levels and the grind and can be found here. http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide- anti-grind.html

What I have always found the best thing to do is to ask the players to come up with a concept or a character from a book/film, and then find the best way to transpose that onto the character sheet.

While I do agree its part of the experience of DnD its also probably one of the most complicated and duanting to new players. I would suggest you take their concept and create the character out of it yourself. You then have the advantage of knowing what the character can do, and being able to help much more effectively, and has the added advantage of you being able to get right in the game as quick as possible.


KaeYoss wrote:
Is Inspiring Word supernatural in nature?

no.


We have a houserule (and its pretty much the only one you have) is that if forced movement moves you off your mount, you have to succeed on a save to allow your mount to come along with you. Has made for many cool moments, especially seeing as our main opponents are always riding horses (nomadic mongol orcs).


I suppose the fact we are in the largest financial crisis in recent history would have had an effect on sales.


yellowdingo wrote:
Have they produced 4E rules for Empire Building and Campaign Setting development yet?

Apart from the guidelines in the DMG, then no they havent. But at the end of the day, do they really need to? Most of that kind of imformation is generalistic and system independant and doesnt really require a "4e" version. I still use the info out of Gary Gygaxs World Builder series, but mostly (and im sure like many DMs) I just make sh*t up that I think is cool.


According to various character optimisation boards, the best group layout is supposed to be built in this order

Striker
Leader
Defender
Controller
Striker
Striker
Striker
Striker etc.

personally, I dont agree with it.

My layout would be

BattleRager Fighter
Earth Strength Warden
Battle Cleric
Orb Wizard
Archer Ranger
Dragon Sorceror


I believe Scott Betss and his Tales of the Rusty Dragon Blog converted the Channel Divinity feats for Galorian.


Jeremy Mac Donald wrote:
Ratchet wrote:

http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide- anti-grind.html

This is an awesome article on reducing thr "monster grind". Both my DM, and I both use it when designing encounters for our respective parties.

Interesting article. On the upside this is a good 'official' way to handle the problem. Which means we might see less 'grindy' combats from official material as editors get a handle on this. On the other hand I'm not so happy with the number of restrictions this idea seems to put in place. Forcing encounters to nearly always be of equal level to the party strikes me as...well boring. For one thing combats of equal level to the party rarely challange them. How am I supposed to do the really tough boss fight under these kinds of restrictions? I'm essentially stuck trying to force my players to run through a whole bunch of fights in order to challange them becuase the first handful exist merely to drain healing surges from my players so that the later ones can be nail biting.

In other words this 'cure' seems almost as bad as the disease. Instead of boring my players with 'grindy' fights, I'm boring them with too many fights. Make one adventure that follows these guide lines and we have no problem, make two and its all good but make every adventure try and follow these guide lines? That I have issues with - Its to confining if the plot now has to always conform to 5 fights of equal level to the party. Thats not to say that I think the article is all wrong or anything - I think its chalk full of good rules of thumb but some of its basic presumptions are bad for the game even if they are good for combats in the game.

In the main I agree with you. I tend to run most encounters based on the ideas presented in the links, but every now and again I just chuck all the "rules" (as much as they are) out the window and throw something crazy at them. Im also a big BIG fan of "reskinning" things to keep things fresh and interesting. The next encounter I have planned is the party against a bunch of Kobold's riding peradactyl type things, and all im really doing is sending them up against a bunch of Spiretop Drakes. I think thats really the key to keep fights interesting rather than the encounter level you sending them up against. In fact thats a good idea for a thread.


http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide- anti-grind.html

This is an awesome article on reducing thr "monster grind". Both my DM, and I both use it when designing encounters for our respective parties.


Having been a lurker on these forums for many years and sometimes a poster, I can agree with the statement that these forums went from being some of the best RPG orientated forums on the internet to being an utter sack of shit. Few people on these boards are truly interested in discussing 4e and those that are generally end up drowned under the tidal morass of anti-4e-ism.

I suggest that those of you who actually are interested in discuss and talking about 4e move to some of the other forums mentioned, as this one really has become a shadow of its former self.

Congratulations!


Gorbacz wrote:
Zuxius wrote:
Tharen the Damned wrote:


So what does WoC make superior to other publishers?

They are made good.

LG, NG or CG ? :)

Surely now its just G or LG?


CourtFool wrote:

Let me see if I have this right, GM kills your character and then strong arms you into a specific race/class/role?

No one else’s Spidey Sense tingling?

To be fair, The GM didnt kill my character. The d*mned greatbow weilding elves did (I hate elves, damn then) it was fight we had ample chance to get awat from, we just kept pushing it as we thought just abit more and we would get the upper hand.

The campiagn has really been based around an invaded teifling empire, and the various political back and fro-ing that is going on, as well as the resurgance of the Teifling resistance (something my character used to be a big part of). The original party was 50% teifling, until one guy left and another decided a few sessions ago that he didnt want to play a warlock anymore and arranged a new character. His character also died in the same fight I did, but as he had already aranged a new character he swapped to playing this one (which I must admit annoyed me a bit).

The leader role is me really not wanted to play another healer BUT not wanting any of the other characters in the party to die. Our sole defender has already lost a character he really liked, and I dont want him to lose another, becuase his new character is very cool and he really enjoys him. With the layout of the party being as it is the sole defender really is going to be the first one to die in any difficult fight.

2 days til have to make a decision...


I've played a Paladin before in 4e and had a ton of fun with them, so its a possibility. Especially if I dump STR for CHA. I'd rather try something new, but its a good choice if i dont find anything else i like.


Aubrey the Malformed wrote:
Well, who is going to heal, though? It is generally a necessary party role. That said, you don't have a controller either.

Honestly, I dont know. Six years is long time playing the only healer though, and as I said, im TOTALLY fed up with it (although its nowehere near as bad in 4e as it was in 3.5).


Last night, my lvl5 Teifling inspiring Warlord died. Which apart from sucking massively, has left me with a conundrum of what to play next.

At the moment our party is

Human Tempest Fighter
Human Retribution Avenger
Human Archer Ranger
DragonBorn Ruthless Ruffian Rogue

plus my new character.

My DM is heavily pushing me to play another teifling as its kind of required for the story line, but at the end of the day its up to me, and while I dont really like teiflings, im going to go with this request for the sake of the story.

Now I know this party is crying out for a leader, but ive played the f*****g healer for SIX SOLID YEARS and im fed up with it. I just want to roll a bucket of dice and eat some faces.

Does anyone have any advice about what works well with a Teifling that isnt a leader (or a warlock - we used to have one in the party and I wasnt at all impressed with them).


Right,

Its been a while since I updated this thread, and seeing as this campaign us kicking off soon, I thought it might be a good idea.

The players are in the process of coming up with their characters based on a restricted list of races and classes I gave them. Martial and Primal classes arent limited, but they can only take one divine and one arcane character as both magic and the divine spark are rare in this world.

Now, the game is going to start in the cheesiest way possible. They have been asked to meet an old friend in Millers Knot, a small village in the middle of nowhere important.

They are going to idle there for a few weeks before a message will be sent to them asking them to come to a nearby entrance to what is essentially the underdark (although it just called the Dank, in this world). Im going to make them idle in town for a while, as i want to use the oppurtunity to introduce them to the world and the harsh condition they have to live under.

On the way they are going to have the following encounter

Encounter Level Difficulty: Standard (850)
6 PCs
Party Level 1
Setup
Ambush
This encounter includes the following:
2 Dire Rat
8 Giant Rat
8 Kobold Minion
2 Kobold Pikeman

The kobolds in this world are reffered to as Leaf Toes, and the Rats are their pets/mounts. This combat is going to only last a few rounds, as after being spooked the Kobolds are going to flee. The party are then going to be stalked by a Hunting pack of Gaurd Drakes. Im hoping the suspense of being stalked will works well, but am a bit unsure of how to play it.

If they do fight the Drakes the encounter is going to be 6 Guard Drakes.

Any advice on the Stalking?


Drakli wrote:
DSXMachina wrote:


IMO Jackie Chan fights are very rarely minion fights, everytime he hits one of them they return (2 opponents later). He and they take a pasting before falling over.
Reviving minions, perhaps? Certainly a special ability could be devised to allow a minion to stand back up again a few rounds later to represent someone recovering from being knocked flat on his butt.

Just use you XP budget to buy more minions, and use these extra minions as extra "lives". Easier than trying to go through all the pain of building a new rule for it.

I chucked 40 skeleton minions at a party once, but in hindsight, I think I should have used 10 skeletons with 4 "lives" each, and they just got back up when killed.


houstonderek wrote:
Ratchet wrote:
houstonderek wrote:
stuff
more stuff

stuff

ok, well im not really interested in turning this into an argument about the 4e rules set (as the last thing this place needs is another one) but thanks for your input. I would also urge other posters in this thread NOT to turn it into another largely useless ding-dong about which version of DnD is superior or really anything else that will invariably leads to a 400 post long thread that can basically be described as "an incredibly boring conversation".

EDIT : I've editted this to note it is not a personal dig, just an attempt to manage this thread as they do have a tendancy to disappear up thier own ar5e when left to run wild.

Now back to the original question.


houstonderek wrote:
I'd rather think Boromir really was that bad ass. Uruk were supposed to be elite, after all...

He was that bad ass. Hence the elite fighting Uruk-Hai getting bumped down to minion. Against anyone less badass, they would have been "normals".


I've read a few posts about 4e and one of the things that keeps cropping up as an "issue" is that of minions.

Then I watched Fellowship of the Ring with my daughter for the first time (hers not mine - she loved it). I realised that the end fight (after Boromir tries to take the ring) is an awesome minion fight, and totally the way I envision it happening in game.

I heartily recommend watching it if you are having difficulty with the concept of minions.

Are there any other scenes from films that represent awesome fights vs hordes of minions that people would recommend?


Jason Beardsley wrote:

Are there PDF versions of PHB, PHB 2, DMG, and MM?

As far as I understand there arent any PDF versions of the rulebooks FOR SALE......

Jason Beardsley wrote:


Is the errata/faq free as it is/was for 3E products?

yes

Jason Beardsley wrote:


With all the errata included, is 4E worth it?

I personally think 4e is worth it even without the FAQ or errata.

Jason Beardsley wrote:


Can I get by with just those 4 books, or will i need to buy more or pay for a subscription to be able to play?

If you want to play all you really need is the PHB. If you wish to DM then the DMG (which is AWESOME) is required, as is the MM in nearly all cases.

Any other book, as well as a DDI subscription is just gravy but in my opinion well worth it. Probably not worth it unless you have a game to play/prepare however...or you just like reading the books.


Aubrey the Malformed wrote:
Has anyone had much experience playing a barbarian? They seem to do a ruck of damage but I'm wondering what the balancing factors are.

It has also been noted that while they seem to rock all kinds of insanity at heroic tier, they start to suck a bit in epic tier. I dont think this is a design feature however, and my evidence is based solely on hearsay.


I played a Gnome Knight in a short dungeon crawl we ran under 3.5. He did rock verily. AC of around 36 at lvl 5 and did a massive 1d6 damage. I think he was called Sir Fonk of Fonking. Not the most serious character ive ever played.

EDIT: Actually it was Sir Merk of Merkin..which I beleive is type of pubic wig. I knew it was something rude and fonking sounded wrong.

In our longest running game we had a humanmonk. He got from lvl 1 to 14, and my god did he suck BUT I must admit the guy playing him was a bit...."special" when it came to his choices. For example, he took weapon prof longsword, then weapon focus longsword AND NEVER ONCE PICKED UP A LONGSWORD!! He also took some other craziness that my mind has tried to block out (he was thinking about multiclassing into wizard and took spell mastery, but then never multi-classed into wizard). He was always adamant that he had made the right choices and they were totally in character despite him being possible the biggest metagamer I have ever met. He doesnt play with us anymore.


The group I play in

Tiefling Warlord (me)
Tiefling Warlock
Human Fighter
Human Ranger
Dragonborn Rogue

The group I DM

Human Fighter
Drow Rogue
Warforged Swordmage
Genasi Cleric
Dwarf Wizard
Gnoll Ranger


Hmm.... Considering swapping the Goblins for Kobolds. While I like the image of the monkey like goblins swinging out of the trees, I ALSO like the image of Gecko like Kobolds swarming out of the trees. And when I say swarming, I mean swarming. I could quite feasibly throw 20 Kobold minions at a lvl 1 party. I might end this encounter half way through when the kobolds are "spooked" by something else and flee. I want to make this world dangerous, and I want to highlight its danger quite early on in the game. I might then role them into a solo encounter when so big rampaging predator rocks up. They are reasonably used to the system so I don’t think this will be too extreme a beginning. Even though, I actually want it to be quite extreme.


hmm, im having a hard time thinking of how to being this campaign (admittedly I should be thinking about work, but im in my redundancy notice period and they expect me to pass all my knowledge over to some dude that works India. Well screw them, DnD is much more exciting that trying to decipher the sentence "When can you have reverted the FTE document?" Is this some kind of skill challenge?)

I always like to have the PC's in the middle of something, I find it make it easier to get them going.

I've been thinking that they are currently stalking the vinepaths for a bunch of Goblins that have been raiding the "mulch nets" (where they grow food). I think this puts the in the mood of a group who are dedicated to defending their little knothole village (a small village burrowed into the side of a world tree), as well as getting them an early skill challenge, and a bit of a fight. If they fail the skill challenge they end up getting ambushed by the Goblins (NOTE__ need to find a different name for the goblins, that emphasises their more Simian nature).

There are two things that I want for the game now. I want their village to be destroyed as I want them to go on a bit of hunt for those responsible, and I want to them to go on a task that they know will eventually kill them (LOTR ringbearer style). Not hugely sure how im going to weave them into the story at the moment though.

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