7001
Off Topic Fun / Re: Letter swap game
« on: January 29, 2012, 08:49:07 PM »
reel
p -> r
p -> r
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Actually Robby, I think that would be too much damage. 1/2 should be fine. The problem it has now is lack of support, and lack of ability to full-attack. If there's abilities that benefit it damage wise (PrCs, feats, ACFs, etc.) then 1/2 should work. Especially with the fact that you increased invocations known.Is 2/3 level d6 really too much damage? It's 2/3 what a "typical" blast spell does, and typical blast spells are already pretty weak in terms of actions. I was already planning on beefing up blasting spells, so this increase to 2/3 level was just a quick and dirty way to keep things close to on par.
I'm very supportive of the cantrips thing. However, make sure not to overload it. Maybe actually have an invocation that's just the typical cantrips? Nah, they aren't powerful enough. Btw, I know there's a class that already gives you infinite cantrips...is it Warlock?I figure I'll just give them out one apiece for the first five levels. There's very little use to getting a new cantrip past that point.
Minor nitpick, but you might want to clarify that Hideous Blow shouldn't provoke an attack of opportunity. Unless you meant it to provoke one, of course.Good catch.
However, if it didn't say "touch", then yes he would allow Power Attack just fine.Ugh. Touch is just the name of the mechanic, because the main purpose for it is touching. All it is, is an attack roll that bypasses armor (and similar bonuses).
When I DM, I ask that every player whose character has per day encounters give me a specific time when their abilities refresh. This can be noon, dusk, midnight, or any other time in the game that isn't player-malleable (so, "over breakfast" doesn't work).Even that's somewhat player-malleable. Noon, dawn, and midnight are all subjective time-frames relative to where you are in the world. What do you do about players who teleport to other time-zones to double-refresh in the day?
A lot of the time playing with people who know what they're doing can be less fun because they move somewhat robotically, so having those other choices about how to build a deck just makes the game better imo. Otherwise you just watch everyone make the same decisions and the person to go last is just plain screwed.I know what you mean. I'll be more likely to try stuff other than variations of Big Money if I'm playing against someone less experienced. The Apprentice/Alchemist/University combo I mentioned worked well against someone newer because he didn't get a fast Province engine going.
I haven't seen people gain huge advantages from Black Market because you only gain one copy of the card. Even in situations where you might bring that card out a lot, people tend to have gained a compensating edge from the same place you did. You also get plenty of draws from Black Market that don't impress at all.Chapel could be a good one to have if you're the only one, but it might not be that strong since you wouldn't be buying it on your first turn. Other veto cards could be nasty, like Possession or Saboteur. But you don't have a lot of control over what you get, so it's not likely to be an overpowered card. It's just a really random card with that looming potential.
2) I need a rule because he says it's not logical that "touching" them would allow you to do extra damage.If your touch attack is Wraith Strike, simply point out that you're merely bypassing the armor with your weapon, but the weapon's still hitting him with full force. I mean, if that's his logic, you shouldn't even get Str damage, and probably not even weapon damage.
I think I might dislike every card with a potion in it's cost. could have spent that action winning...I hate it just because of the opportunity cost you need to get that Potion in the first place. I really only like it if I can get the Alchemist, which is already a copy of one of my favorite core cards (Laboratory), and also makes that Potion in the deck useful. A favorite tactic of mine is to pick up several (up to five) Alchemists and several Apprentices (possibly sped up with University, if available) to try to narrow my deck down to the above-mentioned cards, two Golds, a Silver, and the Potion. With two or three Apprentices, you can always have $8 in your hand for quite a few turns (four or five, at least). You just can't take too long to set this up...
It's like they were designed for online play only, for which they often work fine, but stuff like Philosopher's Stone would be a nightmare if you were playing it tabletop. Counting your cards every time you play it? Who thinks of something so terrible and then prints it?could have spent that action winning...Yeah, it really does slow the game down. I saw it and thought OMG Broken! It is pretty nice as time goes on, but it is a pain in the ass to use. Although, if you're playing with a friendly group who trusts each other, you can get away with only counting some times. For example, if you were at 20 the last time you used it and you know you haven't acquired five or more cards, then you know it's still worth the same amount.
Cards like Possession, which are obviously really horrible balance-wise, are yet another example of "looks good on paper, doesn't work in practice" because having someone take TWO turns to every one of yours is exactly the kind of nightmare that can really hurt a game. Why didn't someone realize how much fun it ISN'T to sit and just watch someone take their turn for multiple minutes of gameplay?could have spent that action winning...Well, it's "balanced" in that everyone can use it, but it's annoying in that if only one guy is using it, then the other players either have to get on board, or hope that they can win fast enough to not be out-paced. It's kind of like Chapel in that regard. Although, this and Saboteur are two cards we almost never play with.
I think I like Seaside very much though. IRL I've only played with it online but I like the duration cards. I like setting upcoming turns up, and it covers against those inevitable bad draws a bit.could have spent that action winning...I like Seaside a lot, too. It actually took me a while to warm up to it (I really liked Intrigue at that point). When I came back to it, I liked it a lot more. It took me a while to see the use in Haven, which can be a lot of fun to use.
Prosperity is a bit disappointing in places, bigger isn't always better, but it's not un-fun like a lot of Alchemy. It's just that a lot of the stuff didn't feel different enough. Otherwise they're nice cards that are nice to have.could have spent that action winning...I really enjoyed Prosperity when it first came out, but I haven't played it in about a year, now. It's a real game changer in many ways, but so many of the cards are just +3 cost versions of core cards that the feel of the game isn't different. Before that, each edition had it's own feel, which was a lot of the fun, to me.
Black Market makes things interesting. Not sure what else to say about it. I like it, but its value isn't always obvious. It can be lots of fun to use, but then you realize you could have spent that action winning...I haven't used it yet, but it does look like fun. My only complaint is that some cards really are better than others, and if you can get the only one copy of it in the game, it could seal the deal right then and there. Technically everyone has an equal opportunity before you start drawing into the black market deck, but afterwards, all bets are off.
Perhaps leave spells that just deal damage out of the rule. Although, with that few spells known, I can't see picking something like Fireball up at all.You could always add a caveat that if anyone succeeds on a save against an invocation, that they cannot be affected by that invocation again for 24 hours. I'd probably make an exception for Eldritch Blasts, if you're using those.Make it that they auto-save or that they get a bonus. We don't want somebody saving vs. fireball once and being immune for 24 hours.
So THATS why they had large families!I feel like I'm getting ripped off on my tax breaks for my kids.