Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - RobbyPants

Pages: 1 ... 344 345 346 347 348 [349] 350 351 352 353 354 ... 392
6961
Other Games / Re: Dominion (card game)
« on: February 01, 2012, 10:34:29 AM »
I was mostly talking about Chapel in a game with Black Market. I didn't mean to compare it to Forge just as a card. Forge would lose on cost alone.
Oh, my bad. I took that out of context.


I still do buy them, but I should probably stop because I tend not to use them. I played one game where I discarded my Forges almost every time they made it into my hand.
That's kind of how I feel. It looks good sitting there in the supply, but it seems so often, I look at it and my remaining four cards and either don't see a good way to trash them or I see me being able to buy something better anyway, and wish it were a Gold, instead.


That said, when I have a choice between helping myself and hurting someone else, I tend to choose the hurting. Just because I figure my hand doesn't get any worse by hurting them, so I can still play the hand I drew, but their draws get progressively worse.
Yeah, this is purely anecdotal, but when I play two-player, it seems if one person attacks and the other doesn't, the aggressor almost always wins.

6962
Creations & Ephemera / Re: Rich Burlew wants to reprint all the OOTS books
« on: February 01, 2012, 10:30:01 AM »
So, are these investments or donations?

6963
"Yeah, we get kinda side-tracked, don't we?"

6964
September 1776 / Re: Chapter 1: Smoke on the Horizon
« on: February 01, 2012, 10:25:22 AM »
*chuckles*

"Well, as long as he's not dead. What did he do last night?"

6965
Off Topic Fun / Re: Letter swap game
« on: February 01, 2012, 10:24:15 AM »
sun

g

6966
General D&D Discussion / Re: How do you play a hyper-intelligent character?
« on: February 01, 2012, 09:35:33 AM »
Ok, so how do you do it as player? Int 20+ is basically standard of wizards, I mean hell, you can start with 20 easily, and it just goes "downhill" from there.
Which is why it's so funny when the idiot player plays a wizard.... (yeah, we had sessions where we would basically do little else except laugh at him. Harsh, maybe, but.... there was just no way you couldn't.)
Well, back then, an Int of 21+ was pretty much unattainable by PCs, at least until extremely high levels. There was very little available in the way of adjusting scores back then except for Strength.

A closer analog to this would probably be an Int of 30+ in 3E. Something that could happen, but only after extreme investment.

6967
General D&D Discussion / Re: What alignment are you?
« on: February 01, 2012, 09:23:58 AM »
I got Lawful Neutral, which doesn't surprise me in a lot of ways, although the parts that look like they're determining the Law-Chaos spectrum seem really contrived. I'm sure I answered "chaotic" on several.

A lot of the questions really needed a fifth answer. I probably picked a "close enough" answer on a quarter of the questions.

6968
D&D 3.5 and Pathfinder / Re: Thematic Builds
« on: February 01, 2012, 09:02:49 AM »
Here are some ones I've played or would like to play:

Half orc shapeshift druid (PHB II variant). Pretty decent at low levels with VoP, although this will hurt you as you gain levels.

Human sorcadin (paladin/sorcerer with spellsword, abjurant champion, and sacred exorcist to blend the two as smoothly as possible).

Warforged tanky scholar (cloistered cleric likely going church inquisitor. Has Adamantine Body feat).

6969
Cure Minor Wounds: Heal 1 HP per Hit Die of the target
Cure Light Wounds: Heal 1 Hit Die for every 2 Hit Dice of target, minimum 1 Hit Die, plus CL.
Cure Moderate Wounds: Heal 1 Hit Die for every Hit Die of target, plus CL.
Cure Serious Wounds: Heal 2 Hit Dice for every Hit Die of target, plus CL.
Cure Critical Wounds: Heal 2 Hit Dice for every Hit Die of target, plus 2xCL, plus Fast Healing equal to target's Hit Dice for 1 minute.
Heal: Full HP, Fast Healing as for Cure Critical Wounds, retain current condition-curing power.
This is similar to some thoughts I had recently for my house rules. My quick-and-dirty fix to the Cure spells was this:

Cure Light Wounds:
1d8 + 1 point per CL or HD of recipient, whichever is greater (no cap).

Cure Moderate Wounds:
2d8 + 2 points per CL or HD of recipient, whichever is greater (no cap).

Cure Serious Wounds:
3d8 + 3 points per CL or HD of recipient, whichever is greater (no cap).

Cure Critical Wounds:
4d8 + 4 points per CL or HD of recipient, whichever is greater (no cap).

Mass Cures:
Would heal the same amount listed above, but with more targets. Affects any number of targets in a 20' radius, up to medium range away.

Also, I'm thinking of having any touch spell used on willing targets affect as many as you can reach from your current position.



This hopefully makes curing in combat a little more viable, and CCW still doesn't outstrip Heal. Basing the bonus damage on CL or HD of the recipient makes it easier for higher level recipients to still receive an okay amount of HP. It still doesn't solve all the problems, though. You still have the issue of a barbarian taking more spells to heal than a wizard, making him "more resistant" to healing. The best fix to that problem is straight-up percentage based healing, but I don't feel like calculating that at the table, so I'm proposing this quick fix.

6970
Homebrew and House Rules (D&D) / Re: Revised combat rules & feats
« on: February 01, 2012, 08:45:05 AM »
I added Death and Dying, Endurance, and Diehard to the first page.

6971
September 1776 / Re: Chapter 1: Smoke on the Horizon
« on: February 01, 2012, 08:42:13 AM »
Eric stretches, cracks his back, checks his weapons, and heads over to eat.

"Morning. Thanks for the grub."

He rubs his thumbnail against his stubble, as if gaging whether or not to shave, and then seems to lose interest. He looks over points over to Jones and asks Will: "How's sleepy doing over there? He made a peep since last night?"

6972
Off Topic Fun / Re: Letter swap game
« on: February 01, 2012, 07:36:08 AM »
rags

b -> s

6973
Off Topic Fun / Re: Favourite Feat
« on: February 01, 2012, 07:35:15 AM »
New round!

(click to show/hide)

6974
Off Topic Fun / Re: Favourite Feat
« on: February 01, 2012, 07:34:29 AM »
(click to show/hide)

6975
D&D 3.5 and Pathfinder / Re: What do people expect from a monk?
« on: January 31, 2012, 08:45:34 PM »
Quote
Those are nice, but I don't know that they necessarily pull the monk up to tier 3 or 4.

Those are a few of the minor things I've considered.  One is upping the AC bonus every 3 levels so it becomes +6 at 19th level, not a big boost but a point or to of AC a level or so lower can make a difference.  I also thought of changing the unarmed damage chart to raise it every three levels, becoming 3d10 at level 19, also I think it's fair to increase the damage dice after 20th level.  Another change I planned was giving bonuses to jump, climb, tumble, and balance to let them make the epic DCs super early to pull off the insane acrobatics.  I also though of making slow fall instead ignore two d6 worth of damage per class level, effectively making them immune to falling damage at level 10 so they can afford to jump 70ft in the air to attack and not be worried about the landing.
I think those types of changes can get you up until about level 7 to 10. After that point, you'll want some more fantastic things. The class actually has a lot of them built in, but it doesn't make much use of them. As mentioned earlier in the thread, more liberal use of Dimension Door and Quivering Palm would help.

6976
D&D 3.5 and Pathfinder / Re: What is the point of traps?
« on: January 31, 2012, 08:42:35 PM »
I believe CL checks as well (spell resistance).
I don't see anything about it in the rules. Is it listed somewhere else?

Quote from: SRD
Caster Level Checks

 To make a caster level check, roll 1d20 and add your caster level (in the relevant class). If the result equals or exceeds the DC (or the spell resistance, in the case of caster level checks made for spell resistance), the check succeeds.

6977
Off Topic Fun / Re: Letter swap game
« on: January 31, 2012, 08:28:24 PM »
dagger

n -> g

6978
D&D 3.5 and Pathfinder / Re: What is the point of traps?
« on: January 31, 2012, 02:37:10 PM »
I apologize... I just looked up the rules for skill checks and learned that nat 1 and nat 20 are not criticals...
Apparently my group has been playing with a houserule for six years and I took it as official, just glossing over that line in the book...
I am now one step closer to system mastery...
It's cool. That only applies to attacks and saves. Individual skills, like Disable Device or UMD might have individual rules written in for retries, but you can take 20 on any skill that is Retry: Yes.

6979
2E Combat & Tactics had an interesting way to deal with it. Back then, you had to announce your actions and stick to them before you acted (you could change in some circumstances, but it might incur penalties). So, the DM would decide in secret, then the players would announce their actions, the DM would be on his word to stick to his own actions, and they'd all get resolved in order of initiative.

If you had an Int of 21+ (this was designated as "godlike" back then, with a hard cap of 25), you could wait until everyone announced their actions and then you could choose your own afterward. The idea was you could quickly make complete judgments form incomplete information.

6980
"Yeah, I'm pretty bad about this stuff, normally."

Pages: 1 ... 344 345 346 347 348 [349] 350 351 352 353 354 ... 392