Author Topic: Ancient Temple-ToB for dual wielding with elegance and slicing almost everything  (Read 29347 times)

Offline Nanshork

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Okay, I need to actually review things.  You know the drill so I'll just get right to it.


I see a picture that isn't of an anime girl.   :o


I'm just curious, but how are Youkai-Forged blades made?  How does the master Ancient Temple practitioner gain students without giving away their only weapons?

Half-Spirit with Desire for Death - What's the action for the Angel Dance movement?  Also level 4 feels a little too early for death defying.

Retribution of the Ten Hungry Kings grants a shit ton of reach.

I'm amused at how many maneuvers can be used to just garden.


Offline YuweaCurtis

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On Hungry Kings I'm sure it because it's sword waves.

Offline oslecamo

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Okay, I need to actually review things.  You know the drill so I'll just get right to it.


I see a picture that isn't of an anime girl.   :o
How do you know it isn't a disguised anime girl? Let it never be said I don't provide equal opportunity fanart. :p

I'm just curious, but how are Youkai-Forged blades made?  How does the master Ancient Temple practitioner gain students without giving away their only weapons?
Masters of the Border of Life school are the one that can make Youkai-Forged Blades, that's why Ancient Temple is tied with it. After all, just because you're a master swordsman doesn't mean you're a master swordsmith too.

Half-Spirit with Desire for Death - What's the action for the Angel Dance movement? 
Clarified Angel Dance doesn't take an action.

Also level 4 feels a little too early for death defying.
Which ability are you talking about here? Mortal Realm Rise from Delusion specifically doesn't work for death, Meditation  of Life Ending Sword is 5th level.  Till When? demands 7 known maneuvers (so I guess you could take it at 4th character level) but can only trigger once per week per 4 ranks in Profession (Gardener).

Retribution of the Ten Hungry Kings grants a shit ton of reach.
Well, reach kinda has diminishing returns since simple cover/concealment blocks Aoos so the further away enemies are they higher the chance they're benefiting from either. Also it's 11th level so you'll be fighting flying enemies and stuff and melees need nice things to keep up. But assuming it's still too much, which one sounds better:
-Reduce reach.
-Make the reach only apply during your own turn.
-Combination of the above, extra reach reduced outside your own turn.

I'm amused at how many maneuvers can be used to just garden.
Excellent, exactly as planned. :D

Offline Nanshork

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Ranks is level + 3 so at level 5 you can use Till When? to defy death 2/week.  Even 1/week is pretty often.  Think of the big gaps between combat in your homebrew games a lot of the time.

The reach from Ten Hungry Kings already ends at the end of your turn which actually makes it fine IMO when compared to the rest of your stuff.

Offline oslecamo

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Ranks is level + 3 so at level 5 you can use Till When? to defy death 2/week.  Even 1/week is pretty often.  Think of the big gaps between combat in your homebrew games a lot of the time.

Whot? :psyduck They may be big in real time, but in-game for, say, the Phantasy Star campaign, just a week and half has passed since the game started. Like the first in-game day went from April 2013 to November 2014. Then there was the hot springs episode, followed by meeting the purple maid, meeting Aryk, ARKAS attack, Reza, finally returning to Ragol, beach episode, second hot springs episode, then another trip to Ragol and then you joined. So that's ten in-game days in 6 years of real time in which the party leveled up multiple times. (so slow... -_-').

Contrast to the famous City of the Spider Queen module. It's supposed to take the party from level 10 to 18, and there's a countdown of 68 days until the big bad casts the big ritual and then it's basically game over. So the party is expected to level up almost once per week to keep up, probably faster if they don't want to cut it too close.

Contrast to the famous Red Hand of Doom module that's supposed to take the party from level 5 to 10, and it too has a similar countdown of 65 days until the bad guys win by default. So 5 levels in less than 10 weeks, gaining one level every 12 days, and that's taking things as slow as possible and fighting the final boss at their strongest. Ideally it's possible to win the campaign much faster, in particular if the party secures some nice transportation methods (65 days is basically if they really screw up and try to just walk everywhere).

 So Till When? probably wouldn't be able to "recharge" between level ups at all in your average official D&D module.

Offline Nanshork

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I just joined Phantasy Star so it's not like I know anything about time there.   :p

Also modules with strict time limits are not the norm.  Most D&D modules don't have one, and most games that use homebrew around here don't use modules and take forever both in game and out of game time.  Quoting the two most famous modules for strict time limits doesn't really make a case.  There are many many many modules where you have time to rest in town for a week if you want to.

Offline oslecamo

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I just joined Phantasy Star so it's not like I know anything about time there.   :p
You mean you haven't read and memorized the rest of the campaign?  :P

Quote from: Red Fel;24024957
Also modules with strict time limits are not the norm.  Most D&D modules don't have one, and most games that use homebrew around here don't use modules and take forever both in game and out of game time.  Quoting the two most famous modules for strict time limits doesn't really make a case.  There are many many many modules where you have time to rest in town for a week if you want to.

I would question that. I've seen plenty of other modules with time limits, including at least one where the target dungeon just outright vanishes in a matter of hours. One of the last 3.5 splats is Elder Evils which is multiple quests with strict time limits.

If nothing else, if you can afford to just camp one week in front of the dungeon whenever you feel like it, you can outright just starve to death any enemy that needs to eat!

Plus you know, caster recharging. D&D assumes 4 battles per day as standard, not "1 battle then take up the rest of the week off".

But ok, Till When? may've been obtainable a bit too early, so added IL 9+ to the prerequisites, around when ressurection magic starts being widely available.

Offline Nanshork

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I was about to say, regardless of how often level 4 is earlier than I've ever seen completely just not dying to that extent.

Moving it to level 9 sounds fine with me.