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Messages - Nytemare3701

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1341
D&D 3.5 and Pathfinder / Re: What's your favorite format for creatures?
« on: November 08, 2012, 08:07:38 PM »
I prefer the first,  mostly out of familiarity. I tried to stat up a few monsters in the second one and had a hell of a time doing it. I had to flip pages between several sample monsters to try and figure out where everything should go, and it was slow as hell to use at the table.

I'm not sure how much this is the fault of the format or just me not being used to it. It's probably mostly the latter.

That sounds like the latter, as you could reverse "first" and "second" in that sentence and get the same outcome.

1342
D&D 3.5 and Pathfinder / Re: Multiclass Synergy
« on: November 08, 2012, 08:00:33 PM »
Non-casters have an odd quirk in multiclassing
where a small pile of classes are taken for just
2 levels each.  It looks funny on paper, but it works.

^This is because most casters have so much variety built in that a PrC isn't really required to flesh out a "caster" concept. Most martial characters on the other hand are generally very limited in what they can do by default, so you have to dip like crazy to get your desired concept.

1343
D&D 3.5 and Pathfinder / Re: Does 3.x have an implicit level limit?
« on: November 07, 2012, 06:39:44 AM »
*Level 1 is so borked that even with E6, I'd avocate starting at level 3. If you're really into E6, you'll have no problem getting to the level cap since you just get feats and low-powered features after that.
Problem with E6 is people fail to grasp the concept.

E6 isn't make the strongest 6th level character you can, as we almost always see around here (help my get 9th level spells by ECL 6 in this gestated free +2 LA PB48 game!!11!). E6's rule set is based on nerfing the hell out of what you'll ever be in hopes of balance. Which is shortsighted to begin with. One generic rule of level cap isn't going to fix the dozens of low level Spells and Feats that can be used to break the crap out of anything, you actually have to put forth a little effort if you want to 'fix' D&D.

The combination system and player failure with good intentions make it one of the most popular, and failed, house rules of all time.

It does however help with the gentleman's agreement pretty well. Keeping people's hands out of the higher level spells makes is much easier to keep combos under control. 3.5 has always been broken at every level, from Glitterdust to Gate. The point of playing E6 is to keep it in a more manageable scale. It does that much pretty well. I have a fairly successful IRL with broken combos like At-Will Whirling Blade on an artificer and all kinds of silly shenanigans, and yet the game hasn't turned into an arms race because the Mystic Ranger and the Hood are keeping up just fine. If you gave me 4th level spells though, balance would pretty much cease to exist beyond whatever I choose not to use (as per a gentlemen's agreement)

TL;DR: E6 is a simple starting point to a good D&D game. It's not required for a good game, but it can help.

1344
D&D 3.5 and Pathfinder / Re: [3.P] T1-2 builds without using T1-2 classes?
« on: November 05, 2012, 04:10:02 PM »
Any Tier 3 + Any appropriate "Up 1 Tier" PrC.

/thread

1345
Min/Max 3.x / Re: Fun finds thread V3.0
« on: November 05, 2012, 03:03:43 PM »
Atoms don't exist by D&D physics, and there's no size category smaller than Fine.

Atoms don't exist? Are you kidding me? Are you seriously saying D&D matter is composed of building blocks as big as a mouse (fine size), or something minecraptastic as that? I doubt it. Matter is made of atoms, what else should it be made of?

Note that the Fine size category is only defined as "6 inches or less". Note also that it only pertains to creatures.

Physics doesn't exist in D&D, and neither does Chemistry. All these things have abstract rules that mimic them to the extent needed for an average game, but are ignored past that point. Convection from lava doesn't burn you to a crisp, and falling damage stops at 20d6 regardless of any normal physics. Atoms may exist in a D&D world, but I doubt a character has any knowledge of it.

1346
You Break it You Buy it / Re: Persistent Melf's Acid Arrow
« on: November 04, 2012, 06:26:09 AM »
Casting a Persisted and Extended Melf's Acid Arrow is not possible do to the wording on Persistent Spell.


Spells with a fixed or personal range can have their duration increased to 24 hours. Acid Arrow has neither.

There has to be a way to give it a fixed range. *peruses books*

1347
D&D 3.5 and Pathfinder / Re: Feats SO WEAK they'd make good skill tricks
« on: November 04, 2012, 06:18:27 AM »
Oh!  ALL of the spelltouched feats!
For the Spelltouched feats I'd favour a "turn this into a nonstandard reward" approach. I like the idea of long-lasting side-effects of being targeted by spells, and giving them right away makes it a much more immersive in-universe experience than gaining it at levelup.
I actually kind of like the idea.  I can appreciate the immersion aspect and I also like the idea of rewards outside of the usual WBL, magic items thingies (bling of power!), especially ones that give your character more history and can't just be traded in for another +2 to your casting stat.

They also make GREAT rewards in E6. Just sayin.

1348
Min/Max 3.x / Re: Ring of Rambo (No. I'm serious.)
« on: November 01, 2012, 07:00:27 PM »
Sorry. Been Busy, what with half my state being blown away, n'all.

(Side note: It never ceases to amaze me just how much can get screwed up in central new york when New York City has problems.)

That said, ray deflection is 1 min/level, not 1 round/level. The x4 multiplier would be x2, actually.

So the price would be = (56,000 * 2) + (25,000 * 2) = 162,000 gp

I forgot about the duration modifier.

Still, the WBL of a level 15 character could be better spent on something other than "deflect ranged touch attacks and nothing else"

1349
D&D 3.5 and Pathfinder / Re: What do you usually ban in your games?
« on: October 30, 2012, 04:31:57 AM »

4) The Vow feats are fucking stupid. Lets start with the fact that they are more Lawful than Good, conceptually, then add in the fact that they arbitrarily add Christian morality into a game about fire breathing, flying lizards, men who can fire force missiles from their cocks, and many myriad pantheons.

I am, seriously, quite likely to allow almost anything else, at least circumstantially, but I will never allow vow of poverty.

I don't know what sourcebook that spell's from, but I bet it's in the Book of Erotic Fantasy or a James Desborough product.

But on VoP, I think us 3.5 fans should be grateful for what we have:

I mean, look what Pathfinder did to Vow of Poverty!

And the designer considers gimped class features the height of roleplaying!
I'm actually much more on board with that. Vow of Poverty as a character option which does not consume a feat, is mostly a flavour restriction, and allows you to have a single item that may be considerably valuable, and provides a minor bonus is a much better way to represent it.

Vows really shouldn't be feats, they should be, at most, traits a la Unearthed Arcana.

Unfortunately, both 3.5 and Pathfinder require you to have magic items to keep up. Magic users can bypass this (to an extent), but it can still be rough. The game was created with magic items in mind. Dropping the +5 from your weapon can seriously screw up the RNG.

1350
Handbook Discussion / Re: Monster Tactics Handbook Discussion Thread
« on: October 29, 2012, 10:46:30 PM »
Are you still planning on coming back to this project?

Yeah, I'm actually adding my new "super zombie" to it tonight.

EDIT: Added 2 new premade encounters.

1351
Min/Max 3.x / Re: The Zombie Horde [E6 Gestalt Encounter]
« on: October 29, 2012, 03:45:02 PM »
Bloodroot: Injury DC 12, initially does nothing, secondary damage is 1d4 Con + 1d3 Wis. (100gp)

Perfect. I'll use that as the Zombie Plague.

1352
Min/Max 3.x / The Zombie Horde [E6 Gestalt Encounter]
« on: October 29, 2012, 12:28:13 AM »
Zombie1//Fighter1 (Pugilist Variant)


What I have: An easily turned, yet immune to HP damage zombie. These things make amazing fodder for horror campaigns, since you can't kill them without supernatural assistance. Bloodroot poison will be used as the Zombie Plague
What I need: Discuss the weaknesses and strengths of said zombies.

1353
D&D 3.5 and Pathfinder / Re: Feats SO WEAK they'd make good skill tricks
« on: October 29, 2012, 12:12:22 AM »
Dodge (Escape Artist/Balance)

1354
Min/Max 3.x / Re: Best savage progressions in e6?
« on: October 29, 2012, 12:06:00 AM »
We've got physical ones, yeah. What about mentals?

If you can convince your DM that the Saint requirements are in your backstory (or fated to happen during the storyline, so you can't escape them) then saint is an INSANE template in E6.

EDIT: Also, evolved undead for an undead Cha based caster.

EDIT2: Dump CON, get a cheap undead form, stack Evolved Undead, level sorcerer.

1355
Min/Max 3.x / Re: Ring of Rambo (No. I'm serious.)
« on: October 28, 2012, 01:02:48 AM »
Ray deflection doesn't protect against ranged attacks that aren't touch attacks. 

Friendly fire (Exemplars of Evil, p27) is like ray deflection, but its durration is only 1 round/level, it works on all ranged attacks, and you can redirect the attack at someone within 30 feet.

Umm... trust me. This is the exact wording.

"For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away."

It is a sentence that stands on its own. Explain how it doesn't stop all ray attacks. Please. I'm curious.

It does stop Rays. It doesn't stop Arrows.

1356
Min/Max 3.x / Re: [3.P] Battle suit
« on: October 26, 2012, 10:45:12 PM »
I'll throw in my vote for the clockwork armor as well. The downsides are very rare, and if you get it made of an alternate material (like obdurium) or get hardening spells applied to it, it's VERY hard to break.

1357
Min/Max 3.x / Re: Best savage progressions in e6?
« on: October 26, 2012, 10:42:56 PM »
The savage progressions have inferior HD and Skill points, so they are even worse in E6 where those things are very limited. If you want to play a monster race, Just eat the LA. It doesn't suck near as hard in E6.

1358
Min/Max 3.x / Re: Psi-Lasher [E6 Gestalt]
« on: October 25, 2012, 05:04:40 PM »
Mind's Eye Variants ---> http://www.wizards.com/default.asp?x=dnd/psm/20040625e

Sonic has the fewest immune or resistant monsters.
Although fluff wise, you'd need one of those really
loud BOOM fireworks, to somehow destroy a "structure".

I see. Sonic it is!

1359
Is there any way for a thread with a modified post to provide notification like a new post was added? It would be nice in subscribed threads (especially pbp ones) would provide notification if an edit was made to an existing post after it was last viewed.

Pretty much the same thing I was talking about :-P

1360
Request: A "Bump" feature for handbooks, so handbooks that are updated actually show it. The current method of putting a bump post in the handbook thread is a little unsightly. At the very least, let us post a bump and delete the previous bump so the thread doesn't get cluttered.

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