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Topics - Ziegander

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1
D&D 5e / What Happened to People?
« on: December 19, 2014, 09:36:39 PM »
I've been following 5e, in fact, I'm a huge fan of 5e, and I've been running it for a group of players for a while now, but... what happened to the D&D internet community since 3e? Yes, I realize a lot has changed from 3e to 5e, casters are no where near what they used to be, and core 5e is WAY better balanced than core 3e, but I'm watching some old 3e stalwarts, well-versed with the system and the theory behind criticizing it, turn nearly 180 and talk about things like DM fiat and mundanes with no versatility like they're great design and the whole point of the system and that anyone who thinks otherwise are just missing the point. Someone literally just said something to the effect of, "yeah, that's D&D, casters have all the power, if you don't want that, play a different game." What happened to the old homebrew mentality, the old fix-it spirit in these guys, where a little rational thought and some creativity could make D&D so much more than its published parts?

This thread (http://www.giantitp.com/forums/showthread.php?387921-Martials-vs-Casters-Is-it-really-still-a-problem/page3) is becoming a source of dread for me.  I've stopped posting about it, because what I say just seems to fly over everyone's heads, and the opposition will just repeat the exact same points over and over again. Hell, in a thread discussing a lack of mundane versatility, someone, quite seriously, argued that it's not a problem that the Bard, a full-caster with its own powerful 1st through 9th level spells, has more mundane versatility than any mundane character short of the Rogue (and can be argued to have just as much mundane versatility as the Rogue). There was nothing I could do to convince anyone that the Bard, a powerful wizard, having greater mundane ability than the Barbarian and Fighter was an issue. Nobody wanted to hear it. Nobody believed it.

2
Hit Dice, Creature Level, and Assorted Bonuses
HD no longer carries any special weight as far as a creature's basic chassis, or Effective Character Level for that matter. A creature can have 30 HD and still be a 1st level Character, theoretically speaking. Total HD has no effect on a creature's Base Attack Bonus, Base Save Bonuses, or Skill Points per level.

Creature Level is the better indication of a creature's basic chassis, and combined with character class (or racial class, as the case may be), gives a creature it's basic chassis bonuses.

For example, an Ogre is a 3rd level creature with "Medium" Base Attack Bonus (+3/4 per levels), "Good" Base Fort Bonus (+2 at 1st level + 1/2 levels), "Poor" Base Ref Bonus (+1/3 levels), "Poor" Base Will Bonus (+1/3 levels), and "Poor" Skill Points Per Level (2 + Int per level). It has 4 HD, 3 of which were obtained through its racial class, the fourth because of its Toughness feat. Its total HD have no effect on its Creature Level or its base bonuses or skill points.

Another example (this one with changes made because of the new rules): a Tendriculos is a 6th level creature with 8 HD (6 of which were obtained through its racial class, the last two because of its Toughness feats), and "Poor" BAB, "Medium" Fort, "Poor" Ref, "Poor" Will, and "Poor" Skill Points Per Level. This gives it a Base Attack Bonus of +3, a Base Fort Bonus of +3, a Base Reflex Bonus of +2, a Base Will Bonus of +2, and 6 skill points (-4 Int modifier, minimum 1 skill point per level).

Toughness
Prerequisites: Con 13
Benefit: Choose one size of Hit Dice you possess. You gain an extra Hit Dice of that size. Also, you gain extra Hit Points equal to the number of Hit Dice you possess (including the extra one you gained through this feat).
Special: You may take this feat any number of times.

~~~

The monster types/subtypes rules would need to be changed quite a bit, especially cosmetically, to fit these new rules, but I think the changes will make the game a lot more friendly to martial-type characters in the end. It also helps a DM to design monsters and encounters more easily, as these rules can serve as a replacement for Challenge Rating (or at least as as good guide to better inform encounter CR). A monster's Creature Level will balance out its core bonuses, and its HP doesn't matter as much. Now Undead and Constructs don't necessarily need to have inflated HD to be a threat, and big baddies with lots of HP aren't necessarily epic level Fighters either! Yay?

3
Gaming Advice / Who's Actively Playtesting D&D Next?
« on: September 01, 2012, 05:26:45 AM »
It's been about a year since I was a player in any D&D game. My group of friends has played 3.5 since the beginning of the system and though we gave 4e a brief (very brief) try, we have stuck with it ever since. I'd love to get them to try D&D Next, but with it being incomplete and so very flawed and simple, I know they would have little to no interest in doing a playtest.

I am left to wonder how many groups out there are actually actively playtesting the new edition of D&D, rather than just sounding off about it. Voters may change their vote as their stance changes (if at all) and can see results of the poll after they vote. Thanks!

4
And spiritual successor to The Warrior's Way. I'll more than likely be porting the thread over here eventually, but for now, I just wanted to link to it and let you all know that I have been working on something big. Hopefully some of you can give me some feedback, as, for now, over at GitP there hasn't been a lot of interest.

5
Homebrew and House Rules (D&D) / New Implementation for Maneuvers
« on: May 27, 2012, 06:50:02 PM »
Let's say we have a Fighter class with 1 maneuver known per odd class level. So he gets a bonus feat at 1st, a bonus feat at every even level, and a Warblade maneuver known at every odd level. He has a number of readied maneuvers equal to the attacks he's allowed from BAB. So, at 1st, he's got 1 readied maneuver, at 6th he's got 2 readied maneuvers, at 11th he's got 3, and at 16th he's got 4. Initiating Boosts and Strikes costs an attack from his full attack sequence, or a standard action. He's not allowed to use Strikes with a full-round initiation. So, boosts are fairly pointless until 6th level, unless he's got a source of extra attacks. If a Fighter has readied a Counter, for each Counter readied in this way, he gives up one of his attacks granted by BAB (including the one he would normally be able to make as a standard action). A Fighter does not expend his maneuvers after initiating them, he can initiate his readied maneuvers at will. He may ready new maneuvers with 5 minutes of rest. He would also learn Stances like a Warblade.

Or something to that effect. You'd probably also want to use a house rule that made iterative attacks either at full base attack bonus or cap the penalty at -5 from BAB.

Anyway, what do you think of such an idea?

6
I had an idea this morning that I haven't fleshed out at all yet, but the basic thought was interesting anyway. Wizard get tons of versatility through their extensive knowledge of spells. Fighters get proficiency with TONS of weapons and armors, but all those proficiencies do is give the Fighter ways to attack AC (or resist attacks with his own AC) and deal (or resist) damage. Not versatile at all. So what if each weapon and armor offered a unique "spell-like" effect for the Fighter to take advantage of?

Some examples:

Longsword - Melee, One-Handed, 1d8 slashing, Crit 19-20 (x2). A user proficient with the Longsword gains a +2 bonus to attack rolls using the Longsword, a +1 to AC and Initiative while wielding it, and may forgo the bonus to attacks for 1 round to make an extra Longsword attack at his highest attack bonus when making any other Longsword attacks during a standard action or full-attack action.

Leather Armor - Light Armor, +2 to AC, +8 max Dex bonus, -0 Armor Check Penalty, 10% Arcane Spell Failure, -0ft to Speed. A user proficient with Leather Armor reduces all Cold, Electricity, and Fire damage dealt to him by 2 points, and gains 5 temporary hit points at the start of every encounter.

Obviously, these are all "low-level spell-like" effects, but you get the idea. Weapons would get more of the active, offensive "spell-like" effects, while armors would offer more static, buffing, defensive "spell-like" effects.

7
Gaming Advice / Game Designers ASSEMBLE
« on: May 02, 2012, 03:35:02 PM »
I have been inspired. By the success of Kickstarter, by the not-so-great stuff I'm seeing for D&D Next, and by all of the design mistakes Pathfinder repeated from D&D 3.5. I'm convinced that I can put together a better game than the ones we've got, and I'm of the notion to sell it.

In the past, I've worked with a team of designers and optimizers to attempt a project of this sort. We actually got quite a lot of work done, even without project leads (like Lead Designer or Lead Developer). What we did then was have a section of our forum sequestered for our use only, private (and invisible as far as I know) to the rest of the forum, where we chatted amongst ourselves every day.

What I would like to do for this project is either a version of the same thing, or start a forum of our own (though with the fees that go along with that I may need to start the Kickstarter before that can happen), where we discuss the project.

The thing I want to do differently is to designate teams and leadership. A clear and finite Design Team with a Lead Designer, that works on the creative side of game mechanics. A clear and finite Development Team with a Lead Developer, that works on the functionality and user-friendliness side of game mechanics.

The Lead Designer (ostensibly myself) would be responsible for establishing the design goals and vision, organizing the design process, and, after weighing the opinions of the design team, making the final decisions on what goes over to development for editing/approval.

The Lead Developer (probably not myself unless no one else wants to do it) would be responsible for organizing the editing and rules-approval process, establishing the criteria with which that process operates, and, after receiving documents from the Lead Designer, preparing the game documents for publication.

Design goals:

1) Reproduce the play-style and feel of D&D 3.5 while fixing the problems and at the same time creating a game that is different enough that I don't need any rights to anything. This means making a d20 game and not a D&D rewrite. And that's okay.

2) Keep the "Core" rules simple and functional. The fluff needs to inform the mechanics and the mechanics need to inform the fluff. If the Fighter is supposed to be an elite vanguard, seasoned bodyguard, grizzled veteran, and cunning sergeant all in one, then the mechanics need to support all of that at once (and probably allow specialization to some extent). Everything must be easy to understand and hard to fuck up. Playable out of the box, as much so, if not more so, than Tome of Battle was/is.

3) Maintain a clear vision of what the product aims to be and to do, and include in that vision a picture of the future. While the core product should be simple and functional, plans to offer expansions with more complex, diverse, and interesting sets of mechanics should be accounted for and encouraged.

The Plan:

Here's where you potentially come in. I can't design a whole new game on my own, even if it is a d20 D&D 3.5 heartbreaker. I've tried it before. I don't normally get very far. I want to put together a team of talented designers, writers, and any optimizers who would like to serve as consultants and playtesters to help me build a better game.

I want to write one book that has all of the rules needed to play + a somewhat short section on game mastering which would include encounter guidelines and monster creation guidelines. This one book should be all one absolutely needs to play the game. In this book, I want a few classes that simply do what they say they do, and do it as simply as we can manage.

I want to make sure I have the team together and make sure that there is enough interest in our product, and then, assuming that both remain true, work on expansions to the single, core rulebook. The first of these expansions should likely be a Monster Manual of sorts (though it would be nice to make this book a catch-all encounter guidebook, with social and puzzle encounters drawn up as well, perhaps call it the Grimoire of Challenges). After that we can design sub-systems to our hearts content, creating our own versions of the Complete series, our own Unearthed Arcanas, and our own Tomes of Battle.



This is being cross-posted at giantitp.com.

So, what I want to know is: Your attention, do I have it? Who would join me on this quest? Who would support me, if not in actually writing the game, with monetary donation (in however small amounts)? In spirit? Let me know if you want to help me out in any way.

8
Homebrew and House Rules (D&D) / Materia as Soulmelds?
« on: May 01, 2012, 08:59:53 PM »
In Final Fantasy 7 there is a plethora of materia that you equip to your weapons and "bangles" and such (the game's equivalent to armor), that grant you magic powers. As you gain AP (something you gained alongside XP) you unlock stronger abilities from your materia.

So... this seems imminently translatable to Incarnum-style mechanics, where the higher level meldshaper you are, the more essentia you may invest in your "materia" and thus unlock more power from them. It would also potentially add LOADS of more traditional blasting and other caster-type effects usable by the Incarnate (and maybe others).

It might be interesting to do a whole class based on this idea of "Materia-melds."

A Fire materia might grant the ability to cast Burning Hands when equipped; Flaming Sphere with one essentia invested; Scorching Ray with two essentia invested;  Fireball with three essentia invested; and maybe Empowered Explosive Maximized Fireball with four essentia? At-will doesn't seem right, but neither does a few times per day. Caster level = Meldshaper level.

For a more faithful port of Final Fantasy mechanics, a pool of MP seems needed. Maybe equal to Cha mod times HD? And also... maybe any effect that restores ability damage or drain also replenishes the MP pool for an equal amount?

9
General D&D Discussion / Pfffffffftt!
« on: April 26, 2012, 04:03:31 AM »
First we hear that Monte is leaving the company, and now this. WotC plans to reprint the 3.5 PHB, DMG, and MM.

What.

The.

Fuck.

Now, I checked Amazon for confirmation, but I didn't find the books on Amazon (not these new reprints anyway). For the price, I'm probably going to buy these if the information is legit.

10
Homebrew and House Rules (D&D) / Human Upgrade + Core Race Musings
« on: April 24, 2012, 12:00:10 AM »
So, if the Core Human got +2 to any one ability score and could choose one skill to class skill for all of its future classes, how much more powerful and useful would the other Core races need to be to compete?

Human
  • +2 to any one ability score
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • Versatility: Choose any skill. That skill is always a class skill for any class levels you take. You also get 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

For example, if this were the Elf, would you call it a well-balanced choice against the above human?

Elf
  • +2 to one Mental ability score (Int, Wis, or Cha), -2 to one Physical ability score (Str, Dex, or Con).
  • Medium: As Medium creatures, Elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • +2 racial bonus to Concentration, Listen, Spellcraft, and Spot checks.
  • Immunity to magic Sleep effects and a +2 racial bonus to saving throws against spells, spell-like abilities, and supernatural abilities.
  • Bladesong: Elves can cast spells while wearing light armor without suffering spell failure chance.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Magical Acolyte: An elf's caster level for spells, SLAs, etc. is equal to its character level, as modified by feats, spells, items, and class features.
  • Trance: Elves do not sleep. Instead, they enter a sort of trance. It functions as a normal sleep, but the elf is aware of his surroundings as if he were awake, but he is Blind while trancing, he suffers a -5 penalty to Listen checks, and if he takes any actions his Trance is interrupted.
  • Weapon Familiarity: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves treat the Elven Courtblade, Elven Lightblade, and Elven Thinblade as martial weapons.
  • Automatic Language: Elven. Bonus Languages: Common, Draconic, Dwarven, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard.

11
Homebrew and House Rules (D&D) / Elf Rewrite [D&D 3.5]
« on: April 18, 2012, 06:20:07 AM »
Elf Racial Traits (Based on the Elf rewrite found here)
+2 to any one Mental ability score (Int, Wis, or Cha), -2 to any one Physical ability score (Str, Dex, or Con).
Medium. As medium creatures, elves have no special bonuses or penalties based on size.
Base land speed is 30 feet.
Low-light vision. Elves can see twice as far as normal in cases of poor illumination.
+2 racial bonus on all Spellcraft and Use Magic Device checks. Elves are naturally adept at handling magic, and are educated in it from a young age.
+2 racial bonus on Spot and Listen checks. Elves are quite aware of their surroundings.
Trance: Elves do not sleep. Instead, they enter a sort of trance. It functions as a normal sleep, but the elf is aware of his surroundings as if here were awake, with the following penalties: he takes a -4 penalty on all perception based checks, and taking any actions immediately interrupts his trance.
Magical Acolyte: An Elf has a caster level, both arcane and divine, that is the sum of his class levels, including non-spellcasting classes, even if he does not possess levels in any spellcasting classes. This caster level can be substituted for the caster level of any spellcasting classes he possesses, and it is increased or decreased as normal by all effects that increase or decrease caster level (such as Karma Beads or the Mage Slayer feat). This represents the magical tutoring all elves receive from an incredibly young age (by their standards).
Automatic Languages: Common, Elven. Bonus Languages: Any.
Favored Class: Any spellcaster.



What do you think? I'm hoping this remains interesting to a variety of character types and is strong enough to support those characters without offering too much power. I'm most worried about Magical Acolyte, but I feel like it's on par with a Kalashtar's (or similar race) gain of 1 PP per character level.

12
The Fighter

Alignment: Any
Hit Die: 1d10

Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+2|+2|Bonus Feat, Sneak Attack +1d6, Trapfinding

2nd|+2|+3|+3|+3|Bonus Feat, Rough & Tumble

3rd|+3|+3|+3|+3|Sneak Attack +2d6

4th|+4|+4|+4|+4|Bonus Feat, Trap Sense +1

5th|+5|+4|+4|+4|Sneak Attack +3d6, Uncanny Dodge

6th|+6/+1|+5|+5|+5|Bonus Feat

7th|+7/+2|+5|+5|+5|Sneak Attack +4d6, Trap Sense +2

8th|+8/+3|+6|+6|+6|Bonus Feat

9th|+9/+4|+6|+6|+6|Sneak Attack +5d6, Improved Uncanny Dodge

10th|+10/+5|+7|+7|+7|Special Ability, Trap Sense +3

11th|+11/+6/+1|+7|+7|+7|Sneak Attack +6d6

12th|+12/+7/+2|+8|+8|+8|Bonus Feat

13th|+13/+8/+3|+8|+8|+8|Special Ability, Trap Sense +4

14th|+14/+9/+4|+9|+9|+9|Bonus Feat

15th|+15/+10/+5|+9|+9|+9|Sneak Attack +7d6

16th|+16/+11/+6/+1|+10|+10|+10|Special Ability, Trap Sense +5

17th|+17/+12/+7/+2|+10|+10|+10|Sneak Attack +8d6

18th|+18/+13/+8/+3|+11|+11|+11|Bonus Feat

19th|+19/+14/+9/+4|+11|+11|+11|Special Ability, Trap Sense +6

20th|+20/+15/+10/+5|+12|+12|+12|Bonus Feat, Master Strike


Class Skills (8 + Int modifier): Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Open Lock, Perform, Profession, Search, Ride, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope.

Proficiencies: A Fighter is proficient with all simple and martial weapons as well as all armors and shields.

Bonus Feats: As Fighter.

Sneak Attack: As Rogue.

Trapfinding (Ex): As Rogue.

Rough & Tumble (Ex): As Evasion, but also turns Fort Partial saves into Fort negates.

Trap Sense (Ex): As Rogue.

Uncanny Dodge (Ex): And Improved Uncanny Dodge. As Rogue.

Special Abilities: As Rogue. Can take a feat (any feat) or gain 1d6 Sneak Attack instead of the normal options.

Master Strike (Ex): Upon reaching 20th level, a Fighter becomes incredibly deadly when dealing sneak attack damage. Each time he deals sneak attack damage, he can choose one of the following three effects:

The target can be...

    put to sleep for 1d4 hours
    paralyzed for 2d6 rounds, or
    slain

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the Fighter's level + the Fighter's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to the effect for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.





To me, it looks roughly comparable to a poorly-played Warblade, and as such, it should be fine at just about any game table. Sadly, I know of not a single DM that would allow the above class to be played in their game, other than myself.

13
So, I've recently become enamored with the idea of playing a Gnome or Halfling of some variety mounted on a Wolf. I don't like the idea of being an uber-charger or uber-mount character, necessarily, but I'm not ruling out a warrior of some kind either. I really don't have any idea what sort of character I would want to play. Possibly a "wild champion" type, or "fey-champion" which is broad enough to be playable with many different builds.

Something I just considered that might be really fun is Glaivelock.

Any suggestions on builds?

I've never played a mounted character before, so optimization advice is also very welcome.

14
Min/Max 3.x / A Different Kind of AoO Build
« on: April 05, 2012, 06:54:19 PM »
Azurin Wolf Totem Ferocity Barbarian 2/Hit & Run Exoticist Fighter 4 (What a tongue-twister)
1st level - Midnight DodgeB, Combat Reflexes, Sidestep ChargeF, Block ArrowF
2nd level - Improved TripB
3rd level - Exotic Weapon Proficiency (Bolas)B, (Kusari-Gama)B (Net)B, (????)B, Hold the LineB, Mage Slayer
4th level - Spring AttackB
6th level - Elusive TargetB, Evasive Reflexes

Wield a Kusari-Gama + Large Shield. Using the +1 Mobility armor property, I qualify for Elusive Target at 6th level. At later levels go ahead and pick up Bounding Assault and Rapid Blitz. Basically untouchable in melee, and with a surprise defense against ranged. It's not unbeatable by any means, obviously his saves aren't going to be strong points, and unfortunately his damage is pretty low (though, with Monk, I can take Decisive Strike to help out a little), but it seems like it would be fun to dart around the battlefield pissing off melee guys. And the mobility helps (not the feat) it to actually protect squishies that are in danger by allowing it to attack and stay between big brutes and soft allies.

Any suggestions to improve the build?

15
Say what you will about him/her, Basket Burner is right about a few things regarding optimization, viable strategies, and monsters in D&D 3.5. The monsters are over there. They do have stock statistics, and without a baseline degree of effectiveness, PCs either will or will not be viable when we discuss D&D using in the "common" tongue. Sure, all games are played with some form of houserules. But, since we cannot know what houserules are being used, the only way we can discuss D&D together is by discussing it as written.

What one DM does with his D&D game and how he makes the game fun for his players is irrelevant to this discussion. Arguing that tanking is viable in one DMs game because he does "X, Y, and Z" to make it so, is akin to having an argument with someone in one language but trying to prove your point using only words and terms from a language that the other person doesn't speak. It's pointless and doesn't work.

So, yes, objectively, there is a determinable "height" on the "You Must Be This Tall to Ride the Ride" scale for D&D. Which is to say that, when measured against the capabilities of Team Monster, there are numbers that Team PC must be able to produce with their passive scores and their die rolls in order to survive for any extended period of time.

In this thread, I would like to examine exactly how tall one must be to ride the ride that is D&D 3.5. To do so, I will be using the following tools:

The Hypertext d20 SRD - The actual, factual statistics of stock, D&D monsters can be found there, as can all other relevant combat rules, and other important bits of information. We can literally look at the values we need to meet and/or beat in order to play the game.

D&D (3.5) Monster Finder - Using this, we can filter out sources of monsters, and sort them by CR. This should prove helpful in determining the numbers that PCs must produce in order to play the game at every level of the game.

As far as the criteria that should be used to judge the relative "height" of PCs, well, I could come up with my own, but I think it would be much more useful for everyone if we agreed to a set of criteria as a community.

What this thread should show, eventually, if we can avoid baiting and flaming each other for long enough, is that there is at the very least a baseline of PC competency require to play the game at all. Beyond that, it should show that below this baseline, playing is ostensibly impossible without houserules or other DM intervention. It's possible that this thread can show that for certain values over the baseline, playing becomes unrewarding for being too easy, predictable, and/or boring.

If we're lucky, this thread might even provide insight into something like the fabled "sweet spot" of optimization, which is sure to be subjective between every single D&D player and DM ever, wherein the PCs are able to play the game and be effective enough to not die and yet remain challenged and engaged in the game such that they, gasp, have fun.

16
General D&D Discussion / DMing For The 1st Time In Years [D&D 3.5]
« on: April 02, 2012, 12:46:00 AM »
Anyone have any tips/suggestions for me? The game is going to have three players, and I want to run things basically by the book as much as possible. Two of the players are fairly new to the game, but are intelligent and allowed me to help them optimize. The other has played for years and generally knows what he's doing, but has declined my help for the most part.

The party is a Lesser Tiefling Wizard (player stubbornly refuses to be a specialist), a Goliath Barbarian going the Dreadful Wrath/Intimidating Rage/Never Outnumbered route (I gave him Goliath with +0 LA), and a Strongheart Halfling Factotum. So, even though the Wizard's not optimizing as much as he could be, the party still seems to have its bases fairly well covered.

It's been... gosh, I wanna say 5 years or more since the last time I DM'd a campaign, and I'm actually very excited for this, but before I go running headlong into it, I figured it couldn't hurt to get some advice from you guys.

17
Homebrew and House Rules (D&D) / High Tier 4 Fighter Class [D&D 3.5]
« on: March 29, 2012, 06:03:08 PM »
The Fighter
Note: this class is nothing special. It's meant to reach mid-high Tier 4 status, so that I can then use lots of my homebrew feats to jack it up to Tier 3 level and then play it in the All-Homebrew pbp found HERE.

HD: d10
Alignment: Any


LV   BASE ATTACK BONUS  FORT  REF  WILL   SPECIAL
1.   +1                  +2   +2   +2     Bonus Feat, Aura (1)
2.   +2                  +3   +3   +3     Bonus Feat
3.   +3                  +3   +3   +3     Command +1
4.   +4                  +4   +4   +4     Bonus Feat
5.   +5                  +4   +4   +4     New Aura (2)
6.   +6/+1               +5   +5   +5     Bonus Feat
7.   +7/+2               +5   +5   +5     Command +2
8.   +8/+3               +6   +6   +6     Bonus Feat
9.   +9/+4               +6   +6   +6     New Aura (3)
10.  +10/+5              +7   +7   +7     Bonus Feat
11.  +11/+6/+1           +7   +7   +7     Command +3
12.  +12/+7/+2           +8   +8   +8     Bonus Feat
13.  +13/+8/+3           +8   +8   +8     New Aura (4)
14.  +14/+9/+4           +9   +9   +9     Bonus Feat
15.  +15/+10/+5          +9   +9   +9     Command +4
16.  +16/+11/+6/+1       +10  +10  +10    Bonus Feat
17.  +17/+12/+7/+2       +10  +10  +10    New Aura (5)
18.  +18/+13/+8/+3       +11  +11  +11    Bonus Feat
19.  +19/+14/+9/+4       +11  +11  +11    Command +5
20.  +20/+15/+10/+5      +12  +12  +12    Bonus Feat


Class Skills (6 + Int): Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disable Device, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Swim, Tumble, and Use Magic Device.

Proficiencies
A Fighter is proficient with all simple and martial weapons and with all armors and shields.

Bonus Feats
At the indicated levels, a Fighter gains a bonus feat that has been designated as a Fighter Bonus Feat. He must meet the prerequisites of any feat gained in this way.

Auras
A Fighter begins play with the knowledge of a single aura from the Marshal's list of minor auras (Miniature's Handbook pgs 11-13). His aura bonus is determined by his highest mental ability modifier (Int, Wis, or Cha) rather than by his Charisma modifier.

At 5th level and every four levels thereafter, he learns a new aura.

Command (Ex): At 3rd level and at every four levels after 3rd, the bonus of a Fighter's auras, the Fighter's Leadership score (if he has one), and also the level of all of the Fighter's followers (if he has any), increases by +1. A follower's level cannot exceed the Fighter's character level - 2 in this way. This ability has no effect on the level of a Fighter's cohort if he has one.

18
Spellcasting (Ex): A Spellcaster+ may be capable of harnessing phenomenal cosmic power, but he must do so through the refracting lens of his own body and soul. A spellcaster may only cast or concentrate on spells for a total number of rounds each day equal to three times the total of his caster level + his Constitution modifier. If a spellcaster spends any fraction of his round casting or concentrating on a spell, including a free action, then he spends one of these rounds. Using spell-trigger or spell-completion items also spends rounds from this total. If a spellcaster is able to cast multiple spells in a single round, then he only spends one of these rounds regardless of how many spells he casts in that round. If a spellcaster is able to concentrate on multiple spells in a single round, then he spends one of these rounds for each spell he concentrates on in that round.

At the end of the spellcaster's turn, if he did not cast or concentrate on any spells that turn, and if he didn't use any spell-trigger or spell-completion items that turn, he becomes Fatigued for a number of rounds equal to the number of consecutive rounds before his turn that he spent casting spells, concentrating on spells, using spell-trigger items, or using spell-completion items.

A spellcaster that is Fatigued suffers a -2 penalty to caster level in addition to the normal penalties. A spellcaster can cause his own Fatigued condition to stack with itself to become the Exhausted condition for the same number of rounds. A spellcaster that is Exhausted cannot cast spells in addition to the normal penalties.

A spellcaster that is immune to Fatigue and/or Exhaustion, or who has any abilities that reduce the severity of the Fatigued and/or Exhausted condition(s) is immune to, or reduces the severity of, all standard applications of Fatigue and/or Exhaustion, but is not immune to spellcasting-based Fatigue and/or Exhaustion, nor can that spellcaster benefit from abilities that reduce the severity of spellcasting-based Fatigued and/or Exhausted condition(s).

A spellcaster that has spent half or more of his total rounds of spellcasting per day is Fatigued until he receives 8 hours of complete rest. A spellcaster that has spent all of his total rounds of spellcasting per day is Exhausted until he receives 8 hours of complete rest.

+ - Defined as Adept, Cleric, Druid, Wizard, Warmage, Wu Jen, Sublime Chord (PrC), Favored Soul, Shugenja, Spirit Shaman, Blighter (PrC), Divine Champion (PrC), Ur-Priest (PrC), Healer, Apostle of Peace (PrC), Archivist, Dread Necromancer, and Beguiler.

~~~

So what do you think?

Using these rules, I think it might also be a good idea to rule that:

A) The spellcaster must Concentrate on all non-instantaneous spells for every round of their duration.

B) For any non-instantaneous spells with a duration listed in increments longer than rounds, each increment counts as only 1 round (so a spell with a duration of 10 minutes per caster level would need require Concentration during every round of that duration, but would cost only 1 round of his total spellcasting per day for each 10 minute increment).

and C) A spellcaster may Concentrate on a number of spells at a time up to his Constitution modifier.

19
Min/Max 3.x / Help Optimizing a "Mundane" Badass
« on: March 23, 2012, 09:19:43 PM »
My goal is to create a fairly well-optimized gish-type character, but one whose spells and powers can be refluffed with relative ease into the Charles Atlas superpowers of a badass mundane warrior. I'm looking for any advice you can give me as well as sample builds to point me in the right direction.

My first thoughts here are DMM Persist Cleric, RKV Cleric/Crusader, and Swiftblade, but how would I build one of those to best meet my goals, and what other ways might there be to achieve my goals?

20
Play By Post / Nintendo World Game? [D&D 3.5]
« on: February 12, 2012, 02:19:11 PM »
My idea, that I couldn't possibly DM, would be a setting that mashes up all of the worlds of the various Nintendo games and their characters into a single, coherent universe. All of the various realms of the Mario, Zelda, Kirby, and Fire Emblem games could be collected into a more medieval fantasy world, while Earthbound, Pokemon, and other Nintendo tidbits could be collected into a more 20th century world, while Starfox and Metroid could be included in a wider intergalactic view of the setting. There could be many other "planes" besides the two "main" ones

Now, this is still D&D. As such, the mechanics, races, and classes we've all come to be familiar with should be used in this setting. That's right, Elves, Orcs, Dwarves, Dragonborn of Bahamut, etc, could all find a place on the medieval world, along with Wizards, Warblades, Swordsages, Bards, etc. Psionics and the psionic races are a natural fit for the 20th century world. Warforged would make perfect sense for the more advanced cultures of the "cosmic" part of the setting. The great thing is, this is all fantasy D&D Nintendo. Anything can find its way anywhere, via warp tubes to interstellar travel to magic itself. So while Wizards and Spellswords are common on the medieval world, a Metroid as Incarnum Warforged wouldn't be out of place there either.

So... what do you fine people think? Would anyone be interested in playing in such a setting and in PbP game? Would anyone be interested in DMing such a game? Has a game like this been done before?

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