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I'm seriously considering converting I1 Dwellers of the Forbidden City to Pathfinder (with Serpent folk in place of the Yuan-Ti)....but here is the twist...
What I need to know is if someone has already done some of the conversion work on this module on their own. It would save me a lot of effort. I'm also looking for any ideas or opinions on how to make this work.
The grizzled warrior handed the ancient blade to the wizard and said, "Pray tell old friend, what mighty enchantments have been woven into this finely wrought steel?" The Wizard replied, "It's a +1 Longsword." There goes the whole mood of the game, shot down by an item that is all mechanic and no description. Is there a better way to describe the weapon? Given the amount of bonuses that all melee centric characters get as they level, add feats, etc. Are +X weapons really just weak holdouts from older versions of the d20 style games? How do +X weapons impose their +X bonus? Do they hit harder? Do they guide the hand of the wielder? Even back in OD&D this was a bit of a problem that was danced around. Any ideas for solutions?
+x weapons are just a game mechanic and not a good description of the weapon at all. Why not come up with a few ideas that will add flavor to weapons with out making them powerful enough to raise them one without price level? For instance: Wayfinder: If this +1 Shortsword is placed on a reasonably flat surface, it will rotate on its own so that the point of the blade always points to the north. Sailor's Friend: This polished +1 club always floats on the surface of any liquid. It gives a +2 swim bonus to the wielder when trying to stay afloat. What flavor additions can you come up with?
There are a few actions that can be done by humanoids and animals that don't seem to be covered by the grappling or trip rules. So How would you resolve the foillowing attack types: Tackle:
(Real)Pounce:
Here is the skinny, I'm preparing an upcoming campaign and a few players are interested in play the classic lawful good paladin.
But I mentioned that Paladin's should have a code of honor that they follow, then gave them a basic code as aguideline for their characters.
1: Place your god above all else and maintain his temple.
2: Serve Your order with Valor and Faith.
3: Protect the weak and the defenseless.
4: Refrain from the wanton giving of offense.
5: Live by honor and for glory.
6: Despise monetary reward.
7: Fight for the welfare of all.
8: Obey those placed in authority.
9: Guard the honor of your fellows.
10: Eschew unfairness, meanness & deceit.
11: Persevere to the end.
12: Never refuse a challenge from an equal.
13: Never turn your back on a foe.
14: Honor a worthy opponent.
Do you see any problems with this?
Type2Demon wrote:
By the description it seems that Burning Hands & Fireball do not catch you on fire, but a spell like Flaming Sphere or Wall of Fire would (making them tougher than I originally thought.) Would the "catch on fire" reflex save happen after saving throws for the spell? or just use the same saving throw?
I'm putting together a liches lair for a party of 10th level characters. One trap that I'm planning is a hallway that is 100 ft long by 10 ft wide by 10 ft high.
Anyone reaching the 50ft mark in the hallway triggers a proximity trap.
How would you stat this trap out?
Opinions and suggestions are welcome. |