The campaign has started and after the first session everyone is stoked! I'll be running them in a variety of time lines or varied dimensions so they can get these items of power without disturbing what is supposed to be (comics do it all the time, so why can't I?). They have come from the land of Arcadia, went to Cheliax to barter for spices, heard about the dimensional vortex and the weapons of power, got the spices and are now 2 months behind Cheliax for the weapons. We left off on Eternia and are about to do a dungeon crawl through Snake Mountain...this will give some players a chance to make it in time for the crawl through Castle Grayskull. I plan on throwing in the D&D Animated series items...This should be both cool and nostalgic or at least the later.
Doomed Hero wrote:
Very true...In the cartoons the weapons normally were 'given' powers to overcome certain problems at the will of the writers. It may wind up being a GM discresion thing, but some of these weapons can only be operated by certain people or certain types of people. The Sword of Omens cannot be used for evil, the Sword of Power was split in two so its full power couldn't be realized by one person, etc...
Joshua Goudreau wrote: He-Man's sword could easily be represented with the rules from Mythic Adventures. Prince Adam is a normal character but when he wields the sword and says a little invocation he gains mythic tiers and becomes He-Man. Sounds good, I was thinking along the lines of Adept god-ling... Also, @ I3igAl, using both of them and then some, I am trying to stat them all up. In defense of the Sword of Power, it can stand up to a light-saber, deflect energy bolts and when combined with its other half it can unlock the castle Grayskull and other dimensions... I don't plan on stopping with these two weapons either. The list is growing...in essence this is going to be a long running epic campaign, so the more I have to pull from the better! Thundar the Barbarian's Sun-blade is a lot like a light-saber...I can find the equivalent for that...the Prime Matrix...getting weird but doable...you get the picture. I still need to research the sword of Blackstar, too...so much work for just having fun...the life of a GM, lol
Threeshades wrote:
A wonderful and very thoughtful rundown of capabilities! Thank you for the help!
There is that; what I am actually doing is having them quest for the swords...it they can get them to work or not is on them, lol. There is going to be some dimension hopping to get to the other worlds, and if the swords work in their home dimension has yet to be known. Things like that, but the main thing is what would I list the swords as being capable of?
I may have overlooked a similar statement to the one I am about to make, but trying to read the whole thread is taking a toll on my brain at this late hour.
I have been away for far too long, but I am staging a comeback. Everyone from my original group seems to be very happy about it, too. I want to start off with something special for them, but I need a bit of advice and/or input.
A character of mine, in the book I just finished writing and uploading to Amazon, named Sloan (from Sloan's Law) has an unusual relationship with Murphy and his laws. In one scene he finds himself alone against virtually everyone in the city. Being the only person left to take on the bad guys he says, “Choke on that, Murphy!”
Off and on for several years I have been writing several books, but for the last few months I have concentrated on one in particular. Sloan's Law. It is a story about an orphan who grew to become a cop. Sloan eventually made detective, but after gaining a large sum of money and his father's company, he is kicked off the force. Now equipped with enough gear to start a small army he wages war against the criminal element in his city. If only he knew how to use the equipment properly... Sloan's Law ebook
Just thing of 80s-90s action flicks plus James Bond, plus Batman and the Punisher with a dash of Johnny English and you kind of get the idea. There is also a Facebook page dedicated to the book...after all, it is my first novel.
This has been covered by someone somewhere on this board I am sure, but I cannot find it at this moment. That leaves me with the option of creating a thread in hopes someone can give some helpful info on the subject. I see that one has to be three times the level of what they are trying to create when it comes to arms and armor. I take it that means a 6th level character can only create a +2 weapon, right? Next up is I have a fairly large list of things I would like to imbue my weapon with...Invigorating, keen, linming, neutralizing, phaselocking, planar, quenching, seaborne, thawing, transformative, glamered, ghost touch, called and anchoring...due to the material it is made of and some other factors I calculated the cost at around 40,000 gold, but being that my character would craft it the cost was cut in half ... right? The weapon is a +2 weapon, but are the enchantments too much for one item or am I not charging myself the proper amount?
Bigdaddyjug wrote:
That would have been the case, but we determined the bull had been the latent half that was mistaken for human, but in it's own right is half human....what? Yep, Half bull half human equals minotaur, so in truth he could have been at most 1/5ths human, but it became a full minotaur instead...I think...lol
*sigh* Semantics, everyone is at fault for everything...all it takes for evil to win is for good to do nothing (goods fault)...
Look, there is no reason to continue with the their fault, your fault stuff.... Everyone in the group has moved on and become better for it. I wish the same could be said for the people (I pray people and not trolls...buggers never seem to die) commenting in this thread. Sorry, I know some of you have moved past it.
Umbranus wrote:
I never said anything about not losing bonuses of favored weapons if they lost them. I said they had the ability to use virtually any weapon w/o penalty...In subsequent books the arsenal they can draw from has grown to include firearms and siege weapons, too. Some other classes may come close, but the fighter is top of the heap when it comes to weapon versatility.
No one in the group is calling anyone else a jackass; especially now. Players do and did learn. They understood what happened is a risk they have to consider and that in itself made them wiser. Now they will hunt down the clown that tried to take them for a ride...if they can beat the bluff check. I wish to thank all of you who read my previous couple of posts before this one. I also wish to thank all of you who understood it! Edit: By the way , the Cardassian told me there were 5 lights. lol
Whoa, whoa, whoa. It seems most of you missed where a player stepped up and mentioned how things did get out of hand. You may have also missed the part about things becoming more controlled again,, but still a fairly open game. My last post (the one prior to this) was praising the players for how they are handling larger amounts of monies. I don't limit them in their earnings by level nor am I rewarding them and taking it away (they always had the option of chasing down the people who robbed them...that was actually the premiss behind one of the last campaigns I ran and they loved it!) Instead of making yet another thread to sift through to compliment my players I continued in this one as an answer to the question I posed in the first place. They do learn, and they impress!
I personally have always played a fighter. They do have many advantages over other classes. I have browsed through some of this thread and have yet to see anyone mention one of the finer points...they can use virtually any weapon they get their hands on w/o penalty! At level 6 (minimum as far as I recall) if they have picked the right feats, can create a magic weapon or armor to help contend with those pesky spell casters. Outside of that you just have to play them as the strategist they are. Aim for where it'll hurt the worst, even if it's just making the baddies lose their cool. My first character was a fighter (back in AD&D 1st ed) and he took on dragons day in and day out. Heck, my last memorable character was a fighter. He specialized in a custom sword and a custom battle gauntlet. The GM thew everything at this character and he always manages to come out on top. What's more is when we started that campaign everyone was third level ... everyone but my fighter. He was level 1. Everyone found out how important he was after the orcs attacked. The fighter and ranger advanced into the woods to cut off the ones who were trying to ambush the party and took them out quick. They returned just in time to save the spell casters and paladins from the rest of the orcs...Now that I think about it...it was a bit strange that casters and paladins couldn't handle a few squads of orcs...they were only 3rd level, save for the fighter who was still 1st level. lol When all else fails intimidate then hit them with every weapon you can get your hands on!
The Little Friend
Leveling: As previous class Skill points: As previous class Feats: You may share feats with your companion and visa versa, so this makes teamwork feats especially useful seeing as how you and your friend can take two different ones and still share. Attributes: While on your companion your Dex is treated as though it is 4 levels higher than it really is. This is a bonus to your AC as well as the entity you are a parasite to...I mean your companion. Additional bonuses: You have the ability to remain unseen until the moment you are ready (or your companion rats you out) to strike. At level 5 of being the 'Little Friend' you and your companion may treat each other as familiars (if either of you are spell casters that is).
Other than the Bard-barian we had in the party ... yes, part bard part barbarian...We had a half-orc who put a character level into his race instead of his class (it was a GM experiment) and became half-orc half-minotaur. Later in the game we defeated a troll and he had the bright idea of cutting off just enough of the troll to regenerate against stomach acid, but not enough that it would regenerate beyond a small lump of flesh...that all changed a couple of weeks later (game time) His character had been sustained by the troll flesh for a couple of weeks before he finally took some serious damage. Most of the players actually took a lot of damage. Our resident Sorceress started passing out apples from the tree of life. The apples would bring hit points up to the fullest possible maximum, not just up to what they had. Well, the apple hit the troll flesh and it touched the side of his stomach...There was several ways it could have went, but the GM took the path of least resistance. Seeing as how there was bits of troll all though his body (from being sustained by it) the troll regenerated to be a part of the whole being! Now we had a Third-Orc, Third-Minotaur and a Third-Troll!!! Earlier in the game this character had a wish granted to him. (the GM has as much time to mess with the wish as the player takes to make it). He wished for an axe of sharpness. He got an axe of sharp wit. It was this axe that called him an abomination and made a god call with a roll of 03! The god showed up and called him an abomination and cleaved him into 3 pure parts. One orc, one minotaur and one troll. The orc had the axe, so the party monk knocked him out and the party killed the other beings...It was pretty entertaining.
It has been awhile and I wanted to give an update on the original matter of this thread. I didn't think it was worth creating a new thread 'cause let's face it there are too many that say the same thing already. As one of my players had mentioned earlier, the lesson has been learned and we have done a reboot of the campaign that actually spawned this thread and everyone is being far more responsible with their parts (including myself). They have a fleet of ships and an army of wagons with enough gold to fund several kingdoms, but instead of buffing one character we are expanding the group. The characters have contracted other characters (multiple pcs for each player, but only one or two per region) to be a part of a reactionary force in different regions. The reason is because of how honorably they have fulfilled the contracts from the Grand Lodge. They are in demand around the known lands and could not possible be everywhere at once, so they are using their wealth to expand their reach. They even had a Cleric make up a contract that binds an individual to the spirit of the contract (not the loopholes) through divine means. At first I thought this would be to keep new recruits in check, but the players offered to sign the contract...willingly! They have proven themselves truly worthy, honorable and respectful with their characters actions. There is so much I could say on the subject, but I will leave it as it is. I will answer comments or questions on the matter though...well, I will try.
Rotuthem wrote: The Advanced Races Book does say goblins live to be 60 years old. They are also nocturnal, so the way they rate age could be based on the lunar calender. They could easily consider themselves to be a minimum of 10 times the solar age (if you follow what I mean). The same could be said for Yoda...nobody really knows. He could have given his age from his planet (if his home world orbits 10 times faster than our own) or from the lunar cycle. Going with this age factor then Goblins really do fit the bill for Yoda!
Sorry I have been away for a while. I have been busy writing my book and I have to say Burn Notice is beating me to some of the best scenes!
Movie plot spoiler:
After Mike arrives on scene he hands c-4 to Fi and Jesse.
After the chargers are placed and everyone is let in on the game plan he begins on the police band radio (seeing as how there is a cop that is about to die at the hands of the lead gang banger) "Can you hear me, 'cause we can hear you. Every word." "Who is this?" Was the only thing the bad guy could say and that is when Mike let loose! "My name is (he pushes a detonator)BOOOOOOM!!!! From the department (pushes another one) BOIOOOOM!!!!" They just can't leave anything for anyone in this one!
The players did not beat the bluff checks and didn't bother trying to track down the supposed thief. If they did it would have panned out into another adventure. I should have pushed thatcone a little more, but the ship can still be aquired...it has to be cleaned seeing as how you have to pass a fort save just to climb onto the ship.
I see people feel very strong about this matter. I don't mean to offend anyone or get anyone hot under the collar. This is meant to be an exercise in entertainment (like the game). Direction is something I do give, but I also GM in such a way that it gives the players an 'open field' to do what they wish. Most of the players go with the direction, but I am talking about a few who are not exactly in line with the majority. Some players have actually knocked out the other players that disrupt the game by doing these things. Open play is how they got the 300k, because I allow them to do what they would do (I just didn't expect them to be so savvy at disrupting cities. I did however have them make amends by performing certain duties for said cities). As far as level vs the money they made...do you know where the etrade baby idea came from? A baby was left alone with the family pc and by random clicks it bought a bunch of stock in some company and netted his father millions. I bring this up because the baby isn't even 1st level, but wasn't limited on how much he could make.
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