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Valiant wrote:
How would i have to create and maintain a monster as a pc? For instance if a player ends up becoming an Erinys.

Did you find any good solutions?

I have a P1 game that simply adds monster CR as levels, but we are moving to P2 and I'm trying to make a werewolf but it is a bit harder because there isn't really a werewolf ancestry and the bestiary's suggestion reads like a P1 solution but don't quite fit P2s multi-classing system.

However, it seems to me that if you break it down as an ancestry that gives each special ability ala carte like they do with other ancestries it can work because all of the bonuses with scale with overall level.


Three Years later and this is about the only info I can find on this subject :(

We are just starting for the first time and this is the build I chose (currently at fifth level, so I haven't done any research on the higher level stuff yet). From everything I've read on all the concerns and other options available, even if you allow fabricating ammo this class is still not a game breaker and there are more powerful combos.

The main thing is that it allows versatility for a creative player. I think it is full meant to duplicate low level spells with tech because every tech option out there is significantly less powerful than the spells. You can't just summon a translator to translate a dead language, but I could use comprehend language to do so. You have to be at least 10th level to be even able to translate a living language unless you can download a language file (I would assume a fabricated translator only has languages the creator knows, but that is a GM call).

If the GM isn't on the ball and lets players get away with things more powerful than their level equivalents than, sure, it can be broken. But then that's a GM problem and not a balance problem. On the other hand, if the player is not creative it's a straight up waste. This build trades off various damage increasing abilities. Doing a focused build I won't be able to get something like Energized Spell until later (and you can only use it once a day). Trying to do it earlier is pointless because it makes the build less optimal by either giving up Fabricate Tech (making it pointless) or give up Fabricate Arms (which is better from a offensive perspective). The benefit is that I don't need to take some of those situational spells that may or may not end up being useful and have a limited version if I do need it or I can take some of those situational spells and burn them for weapons or other situational abilities as needed (I hate to take Comprehend Languages and Detect Tech instead of damage spells but or campaign will totally require their occasional use)

Ultimately it depends on the GM because certainly in battle heavy games Fabricate Tech is not as useful (It mostly is a very limited rental business), while in an RP heavy game it will be more useful but still limited. Meanwhile, Fabricate Arms will be of little use in a RP heavy game and more useful in a battle heavy game since it gives versatility in attacks and defense but still limited to a short battle. We do balanced games, so this is an obviously good choice for me but will certainly be better in the RP department than the battle department because there will be others that are stronger in that area.

Unfortunately, because it was poorly worded in the first place and has received little love that I can find to fix the flaws, it is a huge headache to figure out the can and cannots with my GM. That is why we are making a pre-game list of useful items (which solves many of the complaints about mechanics during game... my god there is so much tech in the Armory that this is a huge headache for those like me with decision paralysis and slow reading).

So, to the people here that have been playing around with Fabricate Tech for a while, what are your thoughts now on what's useful?


Can Greater Teleportation be used to Teleport a gas cloud? Why or why not?


Just looked at UK's CCR, thanks for posting it. It's very Champions, but I think its better to offer the pure numbers for people to crunch instead of templates. Templates are great for quick creation, and could make a nice chapter, but templates have to be put aside to really create a race from scratch.

I'm totally going to support the Advanced Racial guide because they are finally thinking about such things, but I already making a list of house rules like ignoring prerequisits that involve sub-types. Most of these prerequisites don't even make sense; why can only shadow races take damage in the sun? why can't I make a undead that has that drawback?

They seem to just take templates and break them up into categories and mix them together, making a more eclectic system than what they had before. However, it is better than going off of the monster manual. My husband wanted to create a sand giant, so we were looking in the 3.5 manual, and they had so many traits that had nothing to do with the base race that it was no surprise it was a +4 adjustment.


The GM has the right to do whatever they want, even change rules if they desire.

However, it boils down to your players. Ask them what they think, make sure they know how you GM, that way if they don't like it you can work something out. A GM can't GM without players, so you have to decide where to compromise and what tactics challenge the players without making them feel cheated.

As for players who break the system, they always have weaknesses that you can exploit. If they don't, for example they have a set of magic items that negates all types of damage, then you should look at your own GMing. What are you allowing your players to do that make them too powerful? What can you do to make the weaker PCs stronger?

Also, many "monsters" have assess to all of the tricks players can use without breaking rules. If your players have a problem with that, it's in the rules. I liked the comments on weapons because if a monster can use their treasure, they should.

Finally, read the web comic 'Goblins' it deals with all of this stuff.