Cold Beer wrote:
i feel shocked and offended sir.... :P
Ancrym Morn wrote:
i didn't say anything...
Shields have bonus AC as normal rules when raised and stop an amount of damage equal to their Hardness when blocking as normal. All types of Shield have a fixed breakvalue.
On a critical hit and the total damage of the attack before reductions equals the HARDNESS value of the shield the shield gets one structure damage. (if the shield was used blocking, not otherwise) OBS: Precision damage and/or non physical damage like poison damage & non leathal damage is NOT counted for structure damage purposes. When a Shield has structure damage it is damaged but can be used normally. It can be repaired by crafting as normal.
Buckler +1AC, 3 Hardness, 6 Breakvalue, 2 Structure.
Hardness and Breakvalue for magic shields & special material equal their normal hardness and uses their hp for breakvalue. Repair
They already exist on this forum so I dont think we need to keep it a secret.
Lost Omens Products
Barnabas Eckleworth III wrote:
Well it might very well be your 12h shift :-) but it might as well be my poor English. Its not my native language and while I can speak rather well my writing has a lot to desire. I hope you have some patience with me and take the time to read it because it is not really that difficult. But here is the short version: 1 Remove abilities from the skills (stats)
This to get a much more free and flexible skill system.
As the current skill system work you get plenty of classes that really cant contribute at all in skill challenges.
Even worse is that some skills some classes should logical be good at they are not.
Worst of all is that you as a player have no freedom at all on what skills you should be good at because how the abilities affect the skills. Not only that there really is no flexibility on what skills you can learn and I for one as well as my playgroup would find it fun and logical as well as flexible if you could pick the skills you would want to be talented in.
Solution to this is easy.
Talent points should exchange the current abilities Points from the skills. Each character should get Talent Points to allocate to the skills
This would make for a really free and flexible skill system where roleplaying and freedom to be who you want is at focus! Example: You want to make a silvertounged Diplomatic Wizard with a criminal background that actually are good at what he should be.
It might be that you can not train all your choosen skills just as it now due to to few skill but these you can train up along the way or ignore much as it works now THIS would really make a free and fun character with their own personality and make a lof of different types of personalities even within the same classes. A truly flexible and intresting skill system for all characters regardless of Abilities and classes! And it is EASY to implement within the current system as well!
PossibleCabbage wrote: Not only that but "I am functional in heavy armor" is for some reason genetic and therefore mutually exclusive with "I am hard to poison" and "I am magic resistant" and "I live in the desert." I find it extremly unrealistic that dwarf are the only race woth 20 speed. Secondly that Dwarf in Heavy armor is not possible make it even more unrealistic since Dward should be able to wear Heavy armor without massive speed penaly. I suggest all Dwarf get 25 speed as well as 5 feet less armor speed penalty.
I am just curious if any other player group out there have this issue as our group has with the Daily abilities/powers/spells. Especially now with less spells /day. What have happened a couple of times now is that our spell casters when playing use up their spells rather early into the game session and then they feel pretty useless with only cantrips or low to hit weapon attacks. They just dont have a fun time. This also make them all to often want to hide out and rest and to continue first again when they have gotten their spells back. Same goes for when the party lose all their healing and are afraid to continue because of that. Or worse use all spells up in a inferno of Power and then get back to base and lay low untill they can go out again. Here I would like to discuss if the former encounter powers from 4th ed and short rest power from 5th ed D&D could be a better option for many reasons and getting rid of the Daily Powers/spells all together. Encounter Powers would make the game more fun and take away the need of constant need for rest as well that you wouldnt need to keep track of the spells over all day. It also could take away the need for keeping track of buffs time. Now with the spells nerfed as well as having less spells a change to encounter power ONLY could be that all spell casters got their spells back after each encounter instead.
Make the spells into attack spells, buff spells and utiliy spells.
It would get rid of the need of hunkering down taking rest all time untill all Daily Powers was back but it would also make the encounters more intresting and more fluid I feel.
What you guys Think of this?
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