Nethys

Snowlocke's page

7 posts. Alias of elmer thoreson.


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Personally I hate the magic shop concept and really dislike the idea of a pc needing to be decked out like a christmas tree to keep up with monsters as they progress.

This is what prompted my solution:

Spoiler:
After playing a d20 L5R campaign, where the pcs where magic item starved and survivability became an issue, I had a discussion with the GM about why there were so few magical items. He explained that in L5R it was inappropriate to steal from the dead so you couldn't take the magic your opponents had, nobles with the exception of the Asahina and Agasha who could, but were not supposed to make magical items because that was too much like work. Therefore, the only magical items were the permanent ones people had that became magical because they were used by great people, but you couldn't get those because of the social taboo of grave robbing. However, the npcs stated by WOTC all had standard wealth by level.

We came up with enchantment points. A player could spend enchantment points to turn something they had into an appropriate magical item. The cost in enchantment points was equal to the cost in gold for the item. Essentially, items that were used by heroes would spontaneously become enchanted. By keeping the number of enchantment points below the WBL guidelines the gm could throw in magical equipment as they wished without tipping things too far and finding a previously enchanted magical item became something to comment upon.


I fell into group three. I brainstormed and stated close to twenty items before I decided on what I wanted to submit. My players are loving it though because they got to playtest all sorts of new unique magical swag!


It is much more difficult for a new dm or less pc social interaction heavy dm to run all of the scenes mentioned. The cut scenes can easily go bad, because the rule guidelines do not apply easily to scenes like the assassination and execution.

The dm who was running this adventure path for my party was a new dm and these scenes really fell flat. In the first 1 and a half books it felt like our pcs did nothing important. In fact, we felt like we were so little a part of the story that we ended up quitting the adventure path. I think CoCT is much harder to run than RotR, because the pcs really, really need to care about Korvosa for this path to work.

Hopefully, one day someone more adept at dming will run this path for us.


At least I'm not the only one. I am from Northwest Indiana. I'm watching for ice rain. They're saying we're going to get 2 inches of ice. Yowch!


I've always hated the undead run away concept of turning undead. It seemed odd that it worked on skeletons and zombies because they lacked intelligence, and it seemed odd that an unintelligent creature could comprehend fear.

So at my table we have simply thrown out the bit about undead fleeing or cowering and kept the healing/hurting aspects. If the damage is great enough they disintegrate. Which makes for some really neat scenes of the cleric in the party disintegrating skeletons that charge her.

I think creating feats that alter turning would be a good way to handle this, so players who want to make undead run can do so and so dms who do not want undead to run can simply ban the feat.

An additional feat to add to channeling I would like to see could give the cleric the countenance of their god and thus create a fear aura affecting non-worshippers during an energy channeling.


I'm considering submitting also. I would probably stick to name and then have the title in bold and possibly use a slightly larger font like you're writing a term paper. Since he wants it in a microsoft word format you could even put the title as a header if you wanted to slip it in there subliminally. Like Hypnotoad...


You could use sandpoint from Rise of the Runelords. It's a nice little town where your child could make friends with the townspeople. There are lots of interesting adventuring possibilities: Varisians moving through town, goblin kidnappings, exploring thassilonian runes, and traveling to the big city for the first time (Magnimar).