Tiltedleft's page

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I enjoy EITR, but it's not a fix for the martial/caster disparity. What I like about it is it gives everyone some added versatility.

Want to be able to push or pull someone on the battlefield? Or even just push them or run over them? Cool, you can do just that little bit extra, but you're still no good at grappling.

Want to use the wicked cool longsword, but your character specialized in bastard swords over 9 levels and you don't want to waste all that training? Go for it. If it's an axe though, sorry, still a different beast.

Want your character who is not great at melee to be able to sacrifice what little accuracy they have in exchange for hitting a little harder? So long as you have +1 BAB, you can try it. You're probably going to miss, but if the sorcerer is heroically standing over their ally's unconscious body with only a club and determination, you might want to swing for the fences.

The biggest downside for me is the urge to re-write the feat choices for every pre-gen monster and npc I use to even things out with the players. :P


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Yep, another guilty party chiming in.

I was a player/co-GM for a long running game. Some PCs started a joint business early on, and it mostly ran in the background. It was a great base of operations, we used it to generate tie-ins with the story. The characters running it became better rounded out. We started giving out capital when the group started to hit the level cap for the setting and their home city wasn't able to give big magic items as a reward. It was great.

It finally convinced me to give the system a try as a player, and I had a blast. I set up a few businesses, as well as a charity hospital which was supported by all the other businesses. I hired managers from among my followers, hired my followers to work in the different businesses so they would all have a job and place in the city.

Then I started to notice that despite the early enthusiasm, everyone else had stopped engaging with the system. The original businesses were still in place, but given downtime they didn't do anything with it. No profit checks, no expansions, no designing the wrecked fortress they'd taken over.

Turns out, the rp aspect of it was the only thing they found fun. They liked being able to say "I go work a shift in the kitchens" or "I call this one "Champ's Brew" or "I rebuild this paladin order". But the mechanics of it just kept getting pushed to the wayside.

Seeing that now, it gives me a ton of useful info to work with for the new game. All the stuff they wanted to do is awesome, and they paid the initial cost of entry. If keeping it skin deep let's them experience the world at a deeper, more fulfilling level, I can definitely do that.

And if anyone else does become interested in playing with it in the future, the system lends itself well to being handled in between sessions.


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30) Hitchhiker: The effect works perfectly, except they picked up an extra traveller on the way. The nature and disposition of the traveller is up to the GM.

31) Lost: Someone is lost along the way. A wisdom or intelligence check can determine exactly where or when the missing party was dropped off.


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It depends a great deal as to the measures you have the orcs take.

For instance, if they set up on claimed land and defend it, but don't try to attack settled areas, then you could easily give the PCs a bunch of hints that not everything is adding up. Diplomatic solutions might be a preferred solution.

On the other hand, if they begin raiding villages, killing the defenders and taking everything useful before moving on to the next target, then there's a much wider range of more morally acceptable solutions.

If they flat out invade populated areas and wholesale kill/enslave the inhabitants, and set up shop or leave only death in their wake, then neighboring areas are unlikely to see them as anything other than invading conquerors who need to be driven out and/or eliminated.


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I just wanted to pipe in and say I tried it out, and ended up making a dozen apprentices for my PCs to choose from. It helped me come up with a great mix of characters I wouldn't have dreamed up on my own, and I had a lot of fun doing it. I would highly recommend using this, it adds a lot of fun to random ability score generation.

Sadly a little pressed for time, so I'll have to skip the interpretation. I'll include the list below, in case anyone wants to provide their own interpretations. (I ended up using a modified version of the point-buy, using 25 points with base 10, but my group has pretty high stats.)

Draws:

1) Publican; Crows; Joke; Big Sky; Unicorn; Liar; Cricket; Foreign Trader; Rabbit Prince; Rakshasa; Empty Throne.
2) Cyclone; Cricket; Locksmith; Foreign Trader; Theater; Hidden Truth; Marriage; Rabbit Prince; Joke; Dance; Tyrant;
3) Twin; Beating; Sickness; Survivor; Inquisitor; Bear; Trumpet; Desert; Peacock; Eclipse; Empty Throne;
4) Theater; Betrayal; Lost; Winged Serpent; Mute Hag; Tangled Briar; Waxworks; Big Sky; Cricket; Juggler; Marriage;
5) Theater; Demon's Lantern; Rabbit Prince; Carnival; Hidden Truth; Trumpet; Cricket; Peacock; Twin; Juggler; Survivor;
6) Forge; Liar; Carnival; Avalanche; Joke; Vision; Cyclone; Empty Throne; Mountain Man; Courtesan; Tangled Briar;
7) Keep; Big Sky; Paladin; Sickness; Theater; Dance; Vision; Bear; Queen Mother; Foreign Trader; Mountain Man;
8) Carnival; Idiot; Mute Hag; Liar; Joke; Brass Dwarf; Tyrant; Betrayal; Midwife; Tangled Briar; Dance;
9) Survivor; Courtesan; Winged Serpent; Juggler; Marriage; Locksmith; Wanderer; Empty Throne; Teamster; Twin; Mute Hag;
10) Vision; Tangled Briar; Keep; Midwife; Cricket; Owl; Sickness; Peacock; Foreign Trader; Avalanche; Demon's Lantern;
11) Cricket; Lost; Mute Hag; Carnival; Survivor; Unicorn; Snakebite; Waxworks; Teamster; Idiot; Juggler;
12) Peacock; Cricket; Uprising; Brass Dwarf; Rakshasa; Mute Hag; Midwife; Liar; Publican; Wanderer; Inquisitor;

Apprentices:

1) CG Male Half-elf alchemist
2) LG Male Tiefling (Rakshasa spawn) Paladin
3) NN Female Dwarf Barbarian
4) NE Female Human Warpriest
5) NG Male Human Tactician
6) CN Female Dhampir Mesmerist
7) NG Female Half-Giant Druid
8) NE Male Halfling Witch
9) NG Female Ifrit Bloodrager
10) NN Male Human Rogue
11) CE Male Gnome Kineticist
12) NN Female Elf Psychic Warrior


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While Detect Magic would be a pain, insisting it be used appropriately should help mitigate the issue.

It's a standard action cast with verbal and somatic components, so unless they're using Silent Spell, you'll know they cast something. That first round reveals that there is or is not magical auras in the 60 foot, cone-shaped emanation they are looking in.

Then, they have to concentrate for another round to know how many auras there are, and how powerful the most powerful one is.

Then they have to concentrate again to get the strength and location of each aura.

So, yes, assuming you stay completely still in the open for 3 rounds, they will figure out exactly where you are. However, you can fight that by taking cover behind something that would block line of sight, or even just move out of the spell's area. That means they'll need to switch where they're studying to try to find you again, time in which you could sneak up behind them and prep for the non-lethal full attack.

And yes, they will know something magical is somewhere there on that first round. Which sucks for infiltration missions. Get in the habit of being hidden even when invisible, and only moving when you think no one is looking in your direction. Your invisibility will help a lot against being seen from a distance or moving through peripheral vision, but if someone is close by, it's better to get behind something.