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Messages - eternalshades

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Creations & Ephemera / [5e hack] Drevrpg - Welcome to Boxco
« on: October 24, 2018, 01:44:25 PM »
 ran a game recently where we used a variant of the 5e system to make a wacky post-post apocalyptic world with magic.

Dark Revelations - The Role Playing Game: Welcome to Boxco - Part 1
http://www.drevrpg.com/2018/10/welcome-to-boxco-part-1.html

I'm posting to amuse and entertain and to also send out an inquiry.

If anybody is interested in seeing the 5e version and providing feedback, please contact me.

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Creations & Ephemera / Re: The Saurials of the Lost Vale
« on: September 29, 2016, 12:54:20 PM »
Not sure if we're allowed to post this here, so apologising in advance.

If your a fan of the original Finder Stone trilogy, I would like to invite you to my work on the Saurials on the dungeons master's guild.

http://www.dmsguild.com/product/194578/The-Saurials-of-the-Lost-Vale?src=newest_in_dmg

I got a ton of feedback and reading from multiple sources and think that this community would get a real kick out of it.

I hope you enjoy it.

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Creations & Ephemera / The Saurials of the Lost Vale
« on: September 27, 2016, 11:55:52 AM »
The Saurials of the Lost Vale

From the depths of time, The Saurials have descended upon the Forgotten Realms.  This ancient primal race has been quiet for at least 2 editions.   They are silent no more as their secrets have been unveiled from their Lost Vale at last. 

  • The History of the Saurials and what has happened to them since the Finder Stone trilogy.
  • The Saurials, now updated for 5e Dungeons and Dragons.
  • The Lost Vale - gateway to Anauroch.
  • The Saurial Homeworld - rediscovered and fleshed out.
  • New class options for Saurials.
  • New monsters revealed and old monsters redefined.
  • and much, much more.

Coming out on septenber 29th, 2016 on the Dungeon Master's Guild.

I'm humbly requesting reviews and any feedback for the final product.

Thank you all. :)

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Dark Revelations - The Role Playing Game - Book of Arrogance
https://play.google.com/store/books/details/C_N_Constantin_Dark_Revelations_The_Role_Playing_G?id=jaMoCgAAQBAJ&hl=en

New Psychic Rules
New Psychic Races
The Domininon of Strathcan
Ed-town - town of rock and vision


and much, much more. :)

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created blog with additional free content. :)

http://drevrpg.blogspot.ca/

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Dark Revelations - The Role Playing Game  - free download

The Hodgepocalypse takes North America and the d20 system and makes it a diverse world filed with magical rites, modern technology and bizarre cultures.

I'd like to introduce you to my world to give you hours of entertainment.

The following link will take you to a free download of the 4 books that are available.

https://play.google.com/store/books/details/C_N_Constantin_Dark_Revelation_The_Role_Playing_Ga?id=gX-7BQAAQBAJ&hl=en

Please send any feedback or insight to any of the following places.

1. eternalshades - my handle here on BG
2. e-mail at drevrpg@gmail.com
3. the google community - Dark Revelations - the role playing game. - just ask for an invite and I'll add you.

Thanks all.  The Brilliant Gameologists Podcast was one of the first podcast on game design I ever listened to and it feels like giving back. :)

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D&D 3.5 and Pathfinder / Re: Why do fighters suck?
« on: August 30, 2012, 05:53:26 PM »
I did a quick read of the old dmg 2e, and it looks like wizard's don't get scrolls till 9th, and clerics till 7th.

So wizard's don't start with scroll making till almost half way through their career.

plus to figure out a scroll, you need to consult a sage and figure out a particular ritual to make.

It's been a while, but if memory serves me correctly, sages cost an arm and a leg.

you right about the destined 19 intelligence, those pesky maximum # of spells per level and a % to learn spell is a balencing factor...that isn't in 3rd. ;)


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D&D 3.5 and Pathfinder / Re: Why do fighters suck?
« on: August 30, 2012, 01:32:56 PM »
I'd like to say, whomever brought up 2nd. You're off in several ways.

Some misc points.

1. My DM is cool != rules discussion. Bragging about the lack of rules allowing you to do cool things means your more versatile as a 2nd edition character is to automatically assume you have a DM giving you whatever the hell you want.
Anyone can wage a counterpoint against you using the same view point. Also, Fighters cannot use as many weapons as they could in 3rd.

It was mostly a comment of an open system (which 2e was, where you had a consensus of rules  at the table and discussions between players and gm) in comparison to 3e (which is defined by being locked down unless you have an exception created by feat, spell or item).

Mostly apples and oranges, but it will hamper the fighter if it’s oranges suck in comparison to the spellcaster.


2. Fighters had worse saves in 2nd. they capped their progression out at level 17 (earliest of all the groups) and are pretty much balanced in respect for the other classes. Like the Fighter will have a better save against poison/death, shapechange, and breath which are mostly all equal to Fort. The Wizard has better saves against magical items and spells, which in 3rd is THREE SAVES, not two. So if anyone had better saves in 2nd it would be with Wizard.

I wanted to double check and found this

Code: [Select]
P/P/D R/S/W P/P BW S
Priest
Lvl 1: 10 14 13 16             15
Lvl 19+:         2          6               5               8         7

Rogue
Lvl 1: 13 14 12 16 15
Lvl 21+: 8 4 7 11          5

Warrior
Lvl 1: 14 16 15 17 17
Lvl 17+: 3 5 4 4 6

Wizard
Lvl 1: 14 11 13 15 12
Lvl 21+: 8 3 5 7 4

we're both right.

warriors both start with the worst saves and end up with some of the best.  They have the highest improvements in 2e.  Plus they get their improved saves sooner.

as a result, at mid levels on, my argument applies. 

Quote
3. Magic Item creation is an NPCs job, also 2nd wasn't melee only items and 3rd gave versatile weapon enhancements to mundanes. In the crafting area, Fighters in 2nd is a step backwards.

In 3e Item creation, while possible for other stuff, is usually cheaper, and more cost effective to do scrolls, and wands, then any other item.  Heck, the wizard starts with the scribe scroll feat.

While the spellcaster could make other magic items, it’s more cost effective to stay with a prepped spell that will be more likely to have a quick end to a combat scenerio.  Or worse a utility situation that overrides anything a nonspellcaster can do.


Quote
4. Everyone but the wizard got followers as an automatic obtained ability from leveling, and everyone gained followers just because they wanted to build a house. It's not Fighter only and "Leadership" didn't ruin anything.

Checking my old books, I’ll concede that most classes had a follower choice at mid levels.

But one trick I saw a little too often is a leadership feat taken by a wizard to have another spellcaster.

I’ll consider it moot though. 


Quote
The only real point that favors Fighters in 2nd over Wizards is something you didn't even mention. XP.
It takes 3mil to hit level 20 as a Fighter vs 3.7mil as a Wizard.

That is correct.  Part of the fighters advantage was a quick progression because they could get kills (and therefore xp) easy and had a relatively faster progress

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D&D 3.5 and Pathfinder / Re: Illusions in 3.5/pathfinder
« on: August 27, 2012, 10:55:20 AM »
honestly, the big program in illusions is glamor.

I've been doing some stewing and here's what I've come up of.

parameters of glamors:
1. It creates fake information that affects any of the 5 senses.
2. they cannot hurt a target directly.  Shadows already cover this aspect
3. they cannot give a condition, as they appear as a hologram in real life.  Phantasms already cover illusions of the mind.

uses of glamors

1 skill enhancers:
a. if your using it to hide something, use a hide/stealth check.
b. if your trying to convince there are troops coming over yonder hill, you add to bluff check.
c. if your using it to create an effect or a big scary monster, it adds to your intimidate check.

2. distractions: something to preoccupy until disbelieved.  basically a wizard's mark

3. deception: often used to simuate stealth and bluffing.

4. entertainment: even people know it's fake, it can be used to entertain and influence.  If the illusionist has the right
knowledge, it can even be used to educate.


ideas for spells:

Illusionary attack: a plausible monster or trap comes out of nowhere attacks the character.  If the will save is failed, all
it's actions are used up attacking the target this round.
-> 1d4 rounds, but can resave against will.
only effects one character, but others might join in to assist.

Higher level illusionary attacks reduce "uncanny valley" and auto adjust faster to actions (so if you drop a fireball, it shows damage, but keeps on coming).

Illusionary bait: makes something look valuable.  - This includes fools' gold, but also can include stuff on a larger scale (maybe an illusionary horde).  If a will save is failed, the target will move towards the treasure, respective of other actions.

Illusionary barrier: creates a fake barrier temporarily.  They need to make a perception check to be convinced otherwise.

Illusionary Floor: basically allows a stealth check to hide anything on the floor.

********************
glamor spells that can stay unchanged and be used as the basis.
Blurr
Darkness
disguise self
Displacement
*Fool's gold
invisibility
invisibility, mass
invisibility greater
Magic Mouth
Mirror Image
Mislead
Ventriliquism
********************

by replacing the image spells with specific effects, it will allow for less bickering and more usage during game play.

What do you guys think?

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D&D 3.5 and Pathfinder / Illusions in 3.5/pathfinder
« on: August 25, 2012, 11:01:06 AM »
Illusions in 3.5/pathfinder

started stewing on illusions and was wondering.

has anybody actually played an illusionist?

I've noticed I've deliberately never made an illusionist since 2e.

Even then I noticed that illusions are only slightly below divinition when it comes to gm arguements.

my questions are as follows:

1. Whose plays an illusionist in 3.5/pathfinder?

2. What classes/prestige classes did you use to make your illusions?

3. What issues did you have while playing it?

4. any houserules did you use to make it run smoother?

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D&D 3.5 and Pathfinder / Re: Why do fighters suck?
« on: August 19, 2012, 10:35:47 PM »
honestly, the fighter gained the following weaknesses when they switched over from 2nd to 3rd.

1. lack of flexibility:  Even though the rules of called shots were vague, they allowed a fighter to switch strategies as needed.
The feat system forced the fighter to pick a style and optimize and you might be mediocre. 

Additionally, the closed system design took away a lot of wiggle room to do crazy stuff instead of debating with the dm.

It gets worse when you look at capstones. Whirlwind attack is very circumstantial and not worth the feat requirement.

2.  attacks:  in 2e fighters got their full attack allotment, whereas spellcasters had to more often then not stand around to cast spells.  In 3e it was reversed.

3.  Low saves:  In 2e, fighters had the best consistent good saves in the game.  This meant a fighter could bum rush a spellcaster and take his chances.  In 3e they only get one good save that is easy to work around.

4.  magic item creation:  This completely changed the dynamic.  If you look at the 2e magic items, you'll notice most of the equipment is for nonspellcasters.  Furthermore, magic item creation was a painful experience so you were at the mercy of the gm.

In 3e, magic item creation not only became available, it became easy.  Not only that, but only spellcasters could make magic items.  So naturally, they made the cheapest items they could to optimize.  As a result, the Magic items became askewed towards spellcasters.

5. concentration checks:  While there were exceptions, in 2e a single point of damage could disrupt a spell.  The concentration check allowed the wizard to shrug off a knife in the gut

so a fighter beside a wizard became less useful.

6.  Leadership:  They took one of the fighters ability in 2e (having minions) and made a single feat that anybody can take.

**************************

Even with the improvements of fighter in pathfinder by filling in dead levels, these problems are still there.

So I would change the following:

1. Full attacks, even when moving.
2. All Improved combat manoeuvres and a minor bonus every few levels. This allows the fighter to be creative, but not at the expense of combat ability.
3. A flat bonus to hit and damage with main weapon every few levels...which can be switched out to a different weapon each level.  This allows the fighter to switch his main weapon as new swag appears.  Heck, I've had arguments to allow this change each day.
4. Adding your level when striking spellcasters with concern to concentration checks.
5. one more good save.

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Brilliant Gameologists Podcast / Re: Ready for the next episode
« on: February 22, 2012, 02:52:18 PM »
any update on the next podcast?

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Introduce Yourself / Greetings and salutation
« on: November 30, 2011, 03:30:17 PM »
Greetings all

just posting cause I think I just became contractly obligated :P.

I'm well rounded in many games, but mainly joined the board to see when the next bg podcast comes out ;).

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