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Messages - Archon

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201
[D&D 5E] Coastal Troubles / Re: OOC Thread
« on: December 26, 2017, 11:19:58 PM »
I'm alive, though I have been procrastinating on doing anything for a while.

fyi, You can force text to always display in certain fonts, sizes, and colors. Such as black...

How would you go about doing this?

202
Homebrew and House Rules (D&D) / Re: 5 Melee Warlocks
« on: December 20, 2017, 11:26:32 PM »
Are there many other things these classes are going to be doing with their swift actions?

Well, I was considering giving the classes a hustle invocation, some sort of swift-action teleport, and maybe one or more immediate-action invocation to help against a single attack.  But I guess none of those are really essential.  And, I guess, the good ones can stay and exist alongside channeling. 


That seems about right. But nothing which is a lynch-pin for a class. As you say; if they are good, then people will want them anyway. And just the same, the other way around.

and then when you would get a full attack, the charging just doesn't discharge when you hit, but stays till the end of your turn?

Well, I'm not completely sure how I want to work swift-action channeling.  The options I can think of are:
  • Charge the weapon as a swift action.  The next attack (before the start of your next turn) gains a special effect. 
  • Charge the weapon as a swift action.  Every enemy you hit before the start of your next turn suffers a special effect.  (But hitting a single enemy multiple times in the same turn still only causes the effect on it once.) 
  • Charge the weapon as a swift action.  All attacks until the start of your next turn carry a special effect. 

One nice thing about the swift-action idea is, it doesn't actually need to be a class feature.  I can just write swift-action invocations that have these effect.  So, I could potentially make one invocation work one way, and another work a different way. 

If you're making it a class feature, I'd make it the first and then the third at a higher level - just make the debuff's non-stacking if you want them to only effect someone once (which they probably are/should be anyway).

But as you say; you could just have a bunch of invocations with native channelling. That might be a bit clunky, especially if you want to rework existing invocations to work with that, or create enough varied content to be worth it. But the extra flexibility might be worth it? Not sure.

203
Homebrew and House Rules (D&D) / Re: 5 Melee Warlocks
« on: December 20, 2017, 07:41:14 AM »
I'm working on new, improved versions of bastion, infiltrator, and untamed.  I'm not quite ready to post them yet, but I want to get feedback on an idea I've written into the new drafts. 

So, I was thinking about arcane channeling.  Specifically, about how it's only compatible with a regular attack and, later, a full attack.  I was considering adding compatibility with making a charge.  But, you know, you're allowed to charge as a standard action if you're affected by slow, or something similar.  And then there are things like spring attack, decisive blow, and maneuvers. 

How about if I make channeling a swift action?  Charge the weapon up with an effect that discharges on the next successful hit?  (And, you know, fades at the start of your next turn, if it hasn't been discharged by then.)

The other thing you could do is attach it to any attack made, 1/round. That might be too much, though.

Are there many other things these classes are going to be doing with their swift actions? I don't remember many. Given that their swift actions don't have too much occupying them, I would say that the swift action channelling would probably work. (and then when you would get a full attack, the charging just doesn't discharge when you hit, but stays till the end of your turn?)

204
You Break it You Buy it / Re: Breaking the Dungeon
« on: December 19, 2017, 08:33:12 PM »
What's that Monty Python line ... better get a bigger bucket (?)  :puke


Just a thought :  Mind Switch.
Or Polymorph/etc.

And yeah... loved that scene in the Meaning of Life. My favorite Monty Python movie, for sure. :D

Waiter: "How are you feeling Sir?"
Obese patron: "Better."
Waiter: "Better, Sir?"
Patron: "Better bring me a bucket... I think I'm gonna be sick."

Combining that quote with our current concept put a really trippy image in my head of our theoretical dungeon sitting in a bar and asking for a reeeeaaaally big bucket, and the look on the waiter's face as the dungeon starts to heave.

(anyone know any good "dungeon walks into a bar" jokes and/or puns?)

Though, really, what would cause a dungeon to vomit? After all those orcs and goblins and kobolds, slimes, oozes, undead, and whatnot that have been crawling around inside for who knows how long.... What would actually give a dungeon the hurls?

... Paladins, maybe?

Paladins weaken the vital macrobiome of a dungeon's internal organs, leading to weakness, starvation, and lack of treasure.

205
Oslecamo's Improved Monster Classes / Re: General Discussion and Sugestions
« on: December 19, 2017, 08:30:42 PM »
Could you please move the elementals to their own spoiler in the index, in the manner of the draconians or something like that. It would make them easier to find, and there are a few of them now (and there will be more if someone makes the para/quasi elementals into classes as well).

206
It's slightly weird, and possible a product of not thinking through their own writing, but nonetheless it seems pretty unambiguous that you don't suffer the penalty of not being able to cast spells.

207
Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: December 18, 2017, 01:43:08 PM »
I just watched Film theory's video on Fullmetal Alchemist's value of a human soul each one is worth around 654 terrajoules.

As a crossover, per BoVD's Souls as Power each generic unspecified soul is worth of 10xp when used for exchange giving us a 11xp=65tj figure. Since Magical Items consume one twentieth-fifth of their Market Cost in experience points, for every 1,000gp you need to invest around two petajoules worth of energy.

That's about the same(to a Fermi estimate) as you get from e=m*c^2 ing a single gold piece. (Which is ~9*10^14 joules, according to my phone. )

209
[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: December 17, 2017, 09:30:35 PM »
(click to show/hide)

210
Play By Post / Re: Nintendo/Zelda Campaign Revival/New Start
« on: December 17, 2017, 09:17:57 PM »
What houserule is this?

211
Play By Post / Re: Nintendo/Zelda Campaign Revival/New Start
« on: December 16, 2017, 09:19:09 AM »
(click to show/hide)

Also, what languages would be appropriate for a Hylian aristocrat to know?

212
Play By Post / Re: Nintendo/Zelda Campaign Revival/New Start
« on: December 16, 2017, 08:41:06 AM »
Some background fluff would be nice. "Hylian guard knight" is kinda barebones. Are you in for the money and power or love your country or admire the royal family or just want an excuse to kill monsters? Were you in the third great Kakariko war and in which side? Did you start as a legitimate noble son or some random kid that worked super hard?

Sure, I'll get on that.

213
Play By Post / Re: Nintendo/Zelda Campaign Revival/New Start
« on: December 16, 2017, 08:26:51 AM »
Finally made the last edits to my animal companion.

So, unless someone else can find an issue, I'm done.

214
[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: December 15, 2017, 09:27:22 PM »
(click to show/hide)

215
Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: December 14, 2017, 11:31:42 PM »
Owing to my laziness and not wanting to bother scaling the pics to fit decently in this site, have a gallery link to a kinda huge sword: https://imgur.com/gallery/JnPCm

Summary:  Bavarian prince owned a sword made of a sawfish's rostrum.

Damn, that's cool. It'd be a little unwieldy. But ... wow.

216
[D&D 5E] Coastal Troubles / Re: Coastal Troubles (IC Thread)
« on: December 14, 2017, 11:27:33 PM »
(click to show/hide)

217
Oslecamo's Improved Monster Classes / Re: Ruin Chanter & Ruin Elemental
« on: December 14, 2017, 08:20:00 AM »
Ruin elemental appears to be missing it's initial size, and the action for it's shockwave.

218
Play By Post / Re: Nintendo/Zelda Campaign Revival/New Start
« on: December 13, 2017, 08:06:06 AM »
I was also inspired by owning weird items that allow one to solve puzzles

219
Play By Post / Re: Nintendo/Zelda Campaign Revival/New Start
« on: December 13, 2017, 02:46:07 AM »
Hmph. I was going for a "Hylian Knight" archetype.

My character is much too heavy cavalry to be straight link.

But it's a moot point, mostly.

220
Homebrew and House Rules (D&D) / Re: Combat Focus
« on: December 13, 2017, 12:12:06 AM »
What would happen if you entered convergence (and wanted the third level ability), but had all of the focus feats already? (or enough that you can't take five more).

The combat focus weapon is roughly equivalent to a bonus feat (which seem to be priced at 2-10k), so it probably shouldn't be more than +1.

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