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Unearthed Arcana gives an alternative use of magic by spellcasters based in spell points. It could be useful to balance the psion's power points.


Alasanii wrote:
Now I have another favour to ask. As I am writing up my proposal for this club, I was wondering if you would be okay using your quotes from this message board. If not, that is okay too, and for others I will use your actual name and some will be known as "anonymous".

Sure, if they can be useful, I'd certainly like my posts to be of some help.


As I already said, a while ago my teacher started an after-class D&D club. It worked pretty well, and my literature teacher even gave us extra points in our grades just for playing D&D! I support all your ideas to incorporate D&D to school, you would make many kids very happy.


I have one question. I've seen that with most creatures and characters, their equipment doesn't influence in their challenge rating (except for Weapons of Legacy). I think it's right, since their level considers that they gain special and powerful items as they level-up. But aren't some items supposed to be determinant in the difficulty to beat enemies, like artifacts, for example? What if a character has 3 major artifacts (I know it's extreeme, but it's just to make my point); wouldn't he have a higher CR than one with absolutely no magical items, even at same levels?
And one question regarding this theme: Is a 20th level Wizard who has lost his spellbook and has no prepared spells be a CR 20 opponent? That doesn't make sense to me, but according to the Core Books, it is. And according to those books, the first questions seem to answer that, "yes, they have the same CR".


One of my DMs was VERY special. First, when we where on a ship, we discovered it was cursed. It would continue moving in circles and the enemies on it kept resurrecting each day. The only way to vanquish the curse was to throw ALL our equipment and posessions to the sea!! Then we faced some strange aberration monsters (invented by him) that drained us two levels with each touch (no save); actual levels, not gained 2 negative levels. Of course, we didn't stand 5 rounds. WHAT WAS HIS PROBLEM, ALL WE WANTED TO DO WAS HAVE FUN!! Sorry, I had to release it.

¡¡Viva México!!


Luke Fleeman wrote:

I know I began to read more as a D&D player; and I still read alot now, and not just D&D books.

That's my case too. I read "The Lords of the Rings" because of D&D, and that introduced me to the world of books.

Guennarr wrote:

My english skills at school were mediocre. Then I found the german edition of AD&D 2nd edition and started to dm the Dragonlance Chronicle Adventures (they had the coolest picture on the cover). The adventures were based on the homonymous novels the german translations being considerably more expensive than the english original - an easy choice for a boy being financially limited by his weekly allowance.

It took a lot of research in dictionary but I got hooked up. Three weeks later after my summer vacation the book was read and my transition to a "D&D nerd" completed. ;-)

After that vacation for some reason the "entry hurdle" was gone. I never shied away from english books any more. I still prefer german D&D books over english ones, but that is only due to the effort needed to translate everything for my german D&D group. Most of the books are only available in english anyway, and so my mediocre english skills at school grew to mediocre speaking skills... thanks to TSR/ WotC.

So in short: D&D helped me to develop the english skills you are reading now. I will never outshine people who actually spent some time in an english speaking country, but I was told that my grammar and spelling were up to native speaker level - thanks to D&D.

Greetings from Germany,
Guenther

P.S.
Another side effect: One thing in common to most non native speakers: during play your "home language" is replaced by an odd mixture of your native language and english rule book terms. ;-)

I’m from Mexico, and D&D also helped me to develop my English skills. In school, my Spanish teacher (irony) was my first DM. He was my first link to D&D, and since then, I’ve been a fan! I’ve bought many books, and as they were only in English, I had no choice. Now, there are D&D books in Spanish, but I prefer them in English (though, its hard to find them here in Mexico, so I have to bring them from USA).

About the P.S., 100% true. Every time I DM a session, I always speak in a strange mixture of English and Spanish, as some book terms are sometimes hard to translate (continuing your examples):
Mage, magician and wizard = Mago
Sorcerer and spellcaster (and sometimes warlock)= Hechicero
Fey, fairy, sprite, pixie = Hada
I can’t find a proper translation to “Cast” (a spell). It may be throw, shoot, jump, push, knock, etc. So I invented a new Spanish verb: “Castear”.

Sexi Golem 01 wrote:
In our vocab books there are always 20 new words to study. Over the course of the year some of the words we have used included Bane, Abberation, Gargantuan, Ad hoc, Melee, and others I can't recall.

I’ve also learned lots of words thanks to D&D, which has been very useful in English classes.

I owe too much to D&D in many aspects of my life, and I’m glad to hear that you guys also have.

Greetings from Mexico, “Adiós”.
Ernesto M.


I don't think psionics are overpowered. Well, Baramay already explained why the already posted spell isn't overpowered, and that's how it works for most spells. Also, the psion has to choose a discipline (more or less like a cleric's domain) at 1st level. Each discipline has unique spells that other psions can't learn (except by getting some feats). This helps to balance the psion, since he can't choose spells from ALL the list. Also, spell resistance also protect creatures from psionic powers (unless that the DM decides otherwise), so it balances it well.
IMO, psionics are well balanced and very interesting to play.


About the spontaneous spellcasting (and your idea of the cleric); maybe the witch should prepare spells, but change any of them to a transmutation or enchantment spell spontaneously. This could be a good combination of spontaneous and preparation spells. Also I think it's a good idea to make Int useful to the witch's spellcasting ability, but maybe as a way to improve her spells' DC, duration, etc., much like the Warmage Edge ability (Complete Arcane).
I think that with all the posts, it should result in a great class, but I think it would be prudent to test it before allowing a player to use it, as it could be a little overpowered, specially if you consider the idea of giving her knowledge of all the spell list as she reaches new levels (as the cleric or warmage).


Maybe the bewitching class feature could also improve the caster level of those spells by one.


Something you missed (but I think most of you inferred) is the Hit Die: d4.
Also I think they should use spellbooks, just as wizards do (mythically, witches use spellbooks to cast their spells).


I think you did an excelent work, specially class features based on the witch's mythical image. I think that the player in your new campaign should be very grateful about this.


I agree with some posts above. You should let the players do what they want, but present a situation based on the charisma skill roll. For example, it's not the same to tell the players: "She acts kindly and friendly (not mentioning she is beautiful)" that saying: "She acts grumpy and impolitely". And it's not the same to tell the players: "He really seems to be telling the truth", that: "He act suspicious and you have the feeling that he's lying".
This kind of expressions would influence the players attitudes, but leting them decide what to do. Of course, as written in some posts above, the players should take their roles, acting according to the situation.


CHAIN DEVIL (KYTON) the "Spiked Chain Master". With its "Dancing Chains" it can use up to 6 chains at the same time!! Now THAT'S a chain user!


Jeremy Mac Donald wrote:


Hmm...rule wise you could get pretty close. Take a Plane-Touched Aasimar or Tiefling and then throw on the Half-Fiend or Half Celestial Template.

Not quite the same but definitly opens up some backstory - either a rise or fall from grace of a line touched by angels or demons/devils.

Good point!


Sexi Golem 01 wrote:
It CAN happen (I'm not sure if it's supported by the rules) but it would not be a Half calestial/Half feind .

I totally agree with this. It could never be a template (since you don't have base creature, as mentioned above), but it could result in a strange but interesting monster. How powerful? Depends on the parents (It wouldn't be the same a Half Hound Archon/Half Dretch that a Half Solar/Half Balor).


Thank you all of you. Your posts have been of great aid.


I think resurrection spells are a must at all times. Firstly because most players like their characters a lot, since it took some time to think about his background, choosing his skills and feats (and spells if applicable). I think that, as a DM you can't kill a PC permanently at first or second levels, since the PC's have just been made and the player would be very angry.
Also, if you remove resurrection spells, or limit them too much, no players would like their characters to take the roll that fighters, paladins, etc, take: between their friends and enemies, since they would risk life. Also, they would be afraid to take risks like opening doors, drinking unknown potions or even fighting tough-looking fights, instead of running. But then again, it shouldn't be taken easy, but that's why there is a level loss in most resurrection methods. I think resurrection spells are necessary to players who want to keep their PC's alive. I mean, who can blame them about it? And they could also choose to make a new PC to try new possibilities, which is a good option too.


Ido Kobelkowsky wrote:


Can you get me in contact with anyone? is there any center here in mexico where i can find them?

I think in Comicastle in Villa Coapa they are planning to make some sort of event to make some groups of people who play D&D and other RPG games. You could call them, their phone number is 56-84-29-66.


Ragnarock Raider wrote:


I'm very curious to see what others have as answers.

Yeah, me too. Specially because I'm sure that most of them have faced this problem, at least once.


A problem that has arisen many times in my campaigns has been the use of Charisma based skills against players, and charismatic players using THEIR charisma rather than their player's one.
The first one involves skills like Diplomacy or Bluff. If a NPC is trying to convince the PC's to do something, I have to convince the players (not the characters) to do so. How am I supposed to tell the players "He convinces you" only because the NPC beated the DC trying to influence them with a Diplomacy check. And how am I supposed to bluff the players, trying to trick them to believe something, if they suspect exactly the contrary. Even if I beat them in a Bluff vs Sense Motive check, they will do only what they think is right, ignoring the check completely.
And the second one involves the same skills. If a player is trying to convince a NPC to do something, he would talk and try to do it with his/her own words. But, if he/she establishes good arguments and they sound logic, how am I supposed to tell him/her that the NPC simply rejects his/her offer, or idea, or whatever, just because he/she didn't rolled high enough to influence that NPC. And they will be confused and sometimes mad if they create a well elaborated plan to fool someone and he discovers the attempt only because he beated the PC's Bluff check with a Sense Motive check.


I think WoL are great, specially when the players just find it. Then they have to understand the omen and learn about the history of the item. Finally, the legacy rituals are really interesting, and how each player decides to carry out it is better. The only problem is that these intems are invaluable, and the party member lucky enough to get one of this will simply provoke that the other members feel jealous. One solution I gave it was, in one campaign, giving WoL to every member of the party (not freely, of course), and one to the villain. This made them seek to accomplish more and more rituals throughout the campaign, and finally it ended in a battle of epic proportions, with powerful weapons and amazing powers.


In "Lords of Madness: The Book of Aberrations" there is a description of a new kind of beholder: the "Elder Orb". This creatures are immortal, unless they are killed by violence or disease. Of course, this creatures are extremly rare, as only one in various hundreds of beholders are born with this quality.


Which starting class would you say is the best and why?
Myself, I think about two: One is the warlock, as he can use his invocations at will, besides of some other abilities, like damage reduction, fast healing and magic item creation.
The other one would be the monk. I like this class because the little need for weapons or armor and shields, as he only needs his fists to fight against enemies. Abilities like fast movement, immunities to poison and diseases, self healing, improved evasion, spell resistance and quivering palm make the monk a formidable character.
That's my point of view, but I'm sure most of you think different, so why don't you share your point of view?


If I had the opportunity to choose the creature in which I would reincarnate I think it'd be a beholder. Blasting with my 10 small eyes to all those ugly "fake" copies who live just to be eliminated. My central eye would help me a lot against magic users, but would also negate my eye-rays. I'd have a lair full of petrified "statues", victims of my flesh to stone ray.


I have one question about the warlock. If a warlock chooses maximize spell-like ability as a feat to maximize his eldritch blast, would it affect all types of his eldritch blast (vitriolic blast, brimstone blast, eldritch cone, etc.) or only the normal form?


Tatterdemalion wrote:


I think I disagree here. If an opponent can cope with the warlock's eldritch blast, there are very few (if any) abilities to fall back on. Wouldn't we describe wizards as weak if all they could do was cast fireball?

In the grand scheme of things, being a one-trick pony may very well make them underpowered.

Later :)

Jack

I've never seen it from that point of view, but wouldn't a fighter face the same problem if he faced an opponent that had an AC and/or DR high enough to resist almost any attack attempt from the fighter's weapons? I think he would then have less abilities to fall back on than a warlock facing someone who can cope his eldritch blast.


The warlock could be many things, but never underpowered. First of all, maybe the fighter could make more damage at 7th level, but it still has to bypass the AC of all monsters, which is pretty much higher than the SR of those monsters (if they even have one). Also, a warlock of 7th level could use a brimstone eldritch chain to affect 2 targets, equalizing the scorching ray of the wizard, but using it at will. Finally, the warlock at 7th level has DR 2/cold iron. Even if it isn't very high, it's very useful.

You are talking only about low levels. At 11th level, the warlock can use the vitriolic blast to ignore SR and cause further damage in consequent rounds. And at 16th level, he can use the utterdark blast to bestow 2 negative levels to most enemies it strikes, reducing its power quickly, and eventually, killing him (either by its damage or by equalizing its negative levels with its current level).

I'm not telling the fighter or the wizard or any other classes are weak, but the warlock isn't definitly underpowered nor useless.


There is a scarcity of D&D players in Mexico, D.F., or at least they are well hidden. Player or DM, it doesn´t mind, as long as you play D&D.


I have one question: What if a creature significantly larger than other would try to crush it (for example, a Wu-jen using Giant size trying to crush underfoot another Wu-jen using Minute form)? Would it apply the same rules as unarmed attacks? I mean, if a 72 ft tall Wu-jen steps on a 3 inch tall Wu-jen, shouldn't it deal more than just 2d6 (plus Strength modifier) points of nonlethal damage?

And another question about the same theme: Wouldn't a creature (like the already mentioned Wu-jen) that increases its size from 5 ft to 72 ft gain a faster speed? A human that tall could cover great distances with just a few steps. And, likewise...How is that possible that a human has the same base speed when he is only 3 inch tall? Proporcionally, it would be as running at 2,500 ft in one round.


I found the warlock a very interesting class to play. Specially because I get a little nervous about playing with a limited number of abilities (spells, for example) per day. A class like that obliges you to play with careful planning and using your abilities wisley. And even if you do, a miss makes you waste vital uses or slots (specially for wizards). A warlock can use his spell-like abilities at will, so you can use them without careful planning. And so what if you miss, you can always retry the next turn.
I also have a question: Could an undead warlock use its utterdark blast to heal himself?


My first character was a hobgoblin fighter named Gon. In that campaign there were 6 elves of 10 characters, with 2 humans and 1 halfling, so Gon was a great contrast. I choosed him because I liked them being capable warriors with handy racial abilities like darkvision. I loved that character and even got to 20th level with it, building my own castle along with another PC: Dextor the 20th level elven wizard.