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Messages - Drammor

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1
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: October 20, 2017, 08:15:36 PM »
I'm still alive, but I've picked up a lot of extra work to take care of these days. Between prepping our house for self-sufficiency and more responsibilities in meatspace, I haven't got the time to run this right now. :( That may change, but I'm not going to count on it. I'll have to retire the game for now, and bring it out of retirement if there's a major change in my day to day.

2
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: August 08, 2017, 01:40:28 AM »
Hey Dram, as much as I completely love the idea of doing this, I've been hit by a bunch of new projects at work, so I don't even have time to finish my char, let alone actually coordinate an army in another PbP. Sorry.... I was really looking forward to this. :( :( :( Maybe if you guys haven't started yet by the time things calm down... or if there's an easy way to bring in another army.... or whatever. I'll check back in when I have more time.

Aw darn. It would have been good to have you. It is possible to bring a player in late, and may even be feasible, depending on what your allies can accomplish with regards to the gate. So, if you're up for it at a later time, I think we can arrange something.

3
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: August 02, 2017, 11:23:14 AM »
I am also still here. :) Just waiting to hear status updates.

4
Play By Post / Re: Odd-ish Game Request
« on: July 22, 2017, 04:09:24 PM »
Not so much in playing, but I'm at least interested in watching this. It looks like fun. Weird fun, but fun.

5
Homebrew and House Rules (D&D) / Re: Diplomacy+ [3.5 Skill Variant]
« on: July 20, 2017, 06:10:18 PM »
I'd be happy to include the other social skills, and to expand the system to make this the basis for social encounters in general. I just don't know where to start. I'll give it some thought, but if you want to make suggestions and insights, I am really open to them.

6
Homebrew and House Rules (D&D) / Re: Hurlwright [Race]
« on: July 20, 2017, 03:37:58 PM »
Everything seems above board, here. Not much else to say about it. What's this for, by chance?

7
Homebrew and House Rules (D&D) / Diplomacy+ [3.5 Skill Variant]
« on: July 20, 2017, 03:09:01 PM »
I put together an encounter type for Diplomacy in 3.5. Hopefully, it addresses some of the silliness present in the core system. I was hoping to get some feedback on how well it works out and how it might be improved. It might be something that can be expanded to include other skills, it might need to be taken back to the drawing board. Overall, I'd like to eliminate Diplomacy checks trivializing encounters single-handed by dint of having a ridiculously modifier or needing such a high modifier to function at all, but without resorting to handwaving, ad hoc numbers or doing "what just feels right."

With this variant, when a Diplomacy check DC gets too high, you get a social encounter instead of a skill check. In this encounter, you get "clout tokens," which are nebulous measurements of your social weight, to spend on various aspects of striking a deal, and to try to "buy" your Diplomacy results.

At its simplest level, you make a request, get some clout tokens, and your opponent sets the price of how much your request is worth to them. Then, the encounter ends, and if you still have enough tokens to buy the result, you get what you want.

It costs tokens to make a request, and to buy a result, so there's a balancing game in there. If you make a request with too few tokens, your opponent might spend their tokens to negate your request. If you make a request with too many tokens, you may not have enough left over to purchase the result.

Here's what I have on it:

Diplomacy+
Diplomacy functions as normal up to DC 19. At DC 20 and above, a character must vie to make a target open to negotiating. If their check succeeds, a social encounter begins. If their check fails, the target is not open to Diplomacy at that time.

A social encounter begins with a negotiator making an opening request. A request is defined as a course of action you will attempt to make an opponent perform. As long as a given request exists, no counteractive requests or requests that affect the same course of action can be made. Each participant in the encounter begins with a number of clout tokens equal to 5 + their Charisma modifier.

When you make an opening request, you bid a number of tokens on it, and the target bids a number of tokens on it. A character can bid up to as many tokens on a request as they have. Your bid is the number of tokens required to negate your request. Your target's bid is the number of tokens required to purchase your request. Then, the encounter commences. Once a social encounter begins, it lasts for a default of 5 rounds. At the end of the encounter, all of the possible results are tallied up, and you spend clout tokens from those you have remaining to purchase your results.

During each round, each participant can take up to 2 actions, which can be any of the following:
• Make a new request
• Set a condition
• Negate a request
• Increase a cost
• Attack someone's clout
• Influence an attitude
• Extend the encounter
• Shorten the encounter

Making a New Request
When you make a new request, you set a new possible result, set a bid for it, and see a bid returned on it. You also make an opposed Diplomacy check. Depending on how well you perform on the check, you can gain or lose up to 2 clout tokens.

Setting a Condition
When you set a condition, you modify an existing request an opponent set, so that it has an additional term attached to it. This also requires an opposed Diplomacy check, which can cause you to gain or lose up to 2 clout tokens.

When making a new request or setting a condition, succeeding on the opposed Diplomacy check by 15 or more causes you to gain 2 clout tokens, succeeding by 5 or more but less than 15 causes you to gain 1 clout token, failing by 5 or more but less than 15 causes you to 1 clout token, and losing by 15 or more causes you to lose 2 clout tokens.

Negating a Request
When you negate a request, you pay a number of clout tokens equal to the result's negation cost to remove it from the possible results of an encounter.

Increasing a Cost
When you increase the cost of a request, its cost to purchase increases by 1 token.

Attacking an Opponent's Clout
When you attack someone's clout, you make an opposed Diplomacy check. Succeeding on the opposed Diplomacy check by 10 or more causes your opponent to lose 2 clout tokens, succeeding by 0 or more but less than 10 causes them to lose 1 clout token. You cannot lose tokens for attacking an opponent's clout.

Influence an Opponent's Attitude
When you attempt to influence someone's attitude, you pay 1 clout token for each time you've attempted to influence their attitude during this encounter, and make an opposed Diplomacy check. If you succeed, their attitude toward you improve by 1 step until the end of the social encounter.

Extending the Encounter
When you extend the encounter, you pay 1 clout token and the encounter lasts for 1 additional round.

Shortening the Encounter
When you shorten the encounter, you pay 1 clout token and the encounter lasts for 1 fewer round. If the encounter is shortened to a number of rounds less than the current round, the encounter ends immediately.


Two additional factors affect the DC of making requests, setting conditions and improving attitudes: the target's Relations, and the Nature of the request.

Hostile relations with the target impose a -15 modifier, unfriendly a -5 modifier, indifferent no modifier, friendly a +5 modifier, and helpful relations a +15 modifier.

A request or condition that clearly favors a target provides a +10 modifier to a check, one that is beneficial to them provides a +5 modifier, one that is neutral to them provides no benefit or penalty, one that is harmful to them imposes a -5 penalty, and a request or condition that is outrageous to them imposes a -10 penalty to a check.

8
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 20, 2017, 01:49:57 PM »
Muleback Cords are a-okay.

Seriously though, can I get some feedback on that Diplomacy system?

9
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 18, 2017, 11:27:00 PM »
If this system appeals to everyone, I'll get started on the feats, Intimidate and Sense Motive.

10
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 18, 2017, 09:50:42 PM »
Making the initial Diplomacy check still requires 1 minute to work, as normal. Rushing the check makes it take 1 full-round action, instead, but imposes a -10 penalty on the check. Naberius lets you do this without the penalty.

11
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 18, 2017, 09:34:06 PM »
Here's what I derped up in the last 24 hours.

(click to show/hide)

12
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 17, 2017, 03:10:34 PM »
I could take a page from Legend and go with a social bartering system, tripped by a sufficiently high check, sort of like how Knowledge is a-ok for anyone up to 10.

Like... and I'm just throwing ideas at a wall here, but any check of DC 20 or greater requires a social encounter. In a social encounter, each player starts with N tokens, and they can earn or lose tokens based on a number of opposed checks equal to the avenues of address they attempt. Then, at the end of the encounter, they "purchase" their results with tokens, from among the possible results they vied for. Players might start with a number of tokens equal to their Cha mod, and stand to gain or lose up to 2 at a time for making a request.

I could even update the Diplomacy feats and tricks to reflect this system. It wouldn't take me but a couple of hours.

It's complex and simulationey, but still an abstraction I can wrap my head around, and it stops players from turning enemy factions into fanatic followers without serious investment.

13
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 17, 2017, 01:48:25 PM »
Your question leads to a can of worms I was hoping we wouldn't need to address. Using simple DCs to cover something as complex as Diplomacy is something I'm not comfortable with in the first place, since at all levels, Diplomacy is an easy skill to pump. It really becomes a question of whether you're optimized enough to pass a check with statistical reliability, whether you're using the Burlew solution or not.

There are more complex simulations we could use, but I'm loathe to make 3.5 any more simulationist than it already is. If you have suggestions that result in neither more complicated simulations nor single axis Boolean operators, then I'm all ears. Otherwise, I suppose I can start work on a different subsystem that will hopefully address these problems without getting too crazy.

14
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 16, 2017, 04:27:15 PM »
There are no alignment subtypes.

This would be a great upgrade for rangers, since it means Outsider can be its own category of enemy, but you must also realize that in this campaign, the odds of finding an Outsider that would not have had the Evil subtype are all but nil. It would have come out to the same effect, either way.

15
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 14, 2017, 11:53:32 PM »
Hey Drammor, sorry it's taking me so long. I haven't even got to my cohort and army yet - picking Blade Techniques is a HUGE pain, trying to get everything to work together. Lol, I guess.

It's interesting - I'm getting the impression that Bladecraft is almost anti-optimization, since it's turning out to be almost impossible to specialize in anything. Hopefully I can figure out something that works, and I won't have to go back to the drawing board. :)

Take your time. Only ketaro has their character sheets up right now, so everyone else is effectively in the same place you are. It also gives me more time to flesh out various facets of the campaign before we dive into it.


I have acquired the funds to purchase the corpse of a young adult red dragon!

Do we have a necromancer that can raise a 19 HD critter for me? I'll still offer you......things.....  :D

Dragon Zombie Delivery Service is here with your order! :devil
Done and done.
Spell-like abilities for the win.

I just ran the numbers and this monstrosity will have 284 hit points.  :evillaugh

Sorry for not posting recently.
My characters and army should be ready and posted over the weekend.

Pretty decent for a mascot.


16
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 12, 2017, 03:12:06 PM »
@Drammor:
That long lost Warlord Bonus feat I totally forgot about, can I Ferocious Tenacity? Considering your recent.....spoiler....This one comes off as too delicious. I figured it working in 3.5 as just sacrificing X number of rounds remaining in my current rage for -X amount of damage taken. The feat essentially losing power the longer my rage has been running~

With this I'd be 100% done. Compared to the 99% done I've been for weeks now and having forgotten there was another 1% missing  ;)

Yes, Ferocious Tenacity is fine.

17
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 12, 2017, 10:50:37 AM »
Followers with ECL 5 or more qualify for the elite array. Followers with ECL 4 or less do not.

18
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 12, 2017, 07:34:56 AM »
@Drammor I need a Huge dragon corpse, pregame. What's that gonna run me?

It really depends on what you're going for. Assuming you're trying to save money and not hemorrhage it, you can find some Dragon type creatures in the discount bin, and you can snag some weird dragons with the lowest HD possible but end up paying for extra costs because these CRs are beyond you, or you can opt for the more common option of a young adult red dragon, which is going to cost you 2263 gold for the corpse, plus the fees of the mercenary dragon slayers you'd have to hire (since a young adult red dragon is way beyond your own CR).

Finding and hunting a dragon of the appropriate size is going to take a team of four level 12 mercenaries (one leader, one controller, one striker and one defender) two weeks of planning and action (1288 gold). Assuming only two spellcasters, you can count on there being four level 6 spells cast (2880 gold, plus some lower-level spells I wouldn't count). Fortunately, they have circumstances going in their favor (red dragons are arrogant and confident), so an ambush in an unfortified location is a viable strategy, meaning that the costs end there. Technically, there should be more, but it's getting into gritty details at that point. Anyway, the total comes up to 6,430 gold, which you could probably Diplomance down to 5,145, assuming you can pull a series of three DC 30 or higher checks off with a 55% or greater chance of success.

Drammor: Does the banner of the storms eye use a slot when held using a backpack frame? - I see no RAW that indicates it does, but it seems wise to check.

I can't see any evidence suggesting that it does.

19
[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 11, 2017, 02:40:06 PM »
I see you've thought this through. Bravo.

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[D&D 3.5] The Exiled City / Re: Character Generation and Discussion
« on: July 11, 2017, 02:16:16 PM »
Trained Opportunist and Combat Reflexes? That's hilarious. All you need now is a way to move between AoOs and you could practically fight an army all by yourself!

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