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Topics - wotmaniac

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1
Off Topic Fun / Well, ..... fvck my life, I guess.
« on: September 29, 2018, 11:47:30 PM »
Not looking for answers; just need to vent.  Seems like as good a place to do that as any. 
(if you don't care to read a pity party, this is your last chance to leave/ignore -- you've been warned)

Since my last disappearance from here, it's been quite a roller coaster. 
In the 10yrs that I've been trying to brute-force my way through an ever-deepening depression, somewhere along the way I lost the ability to discern the difference between the depression and what seems like a run-of-the-mill mid-life crisis.  On top of that: I've rage-quit 2 jobs (fun stories); got kicked out of my house (landlord all of a sudden decided that they wanted to live in that house) and because [insert long story] I'm living in an extended-stay motel; mom died this summer (my very last words were "hurry up and die already", 3yrs ago); and found out 1.5 months ago that I've got kidney cancer (and possibly bladder cancer as well -- as well as a slew of other accumulating health problems) - and I'm stuck having to use the VA, because as an independent contractor I can't afford real health insurance.

Yup, fuck my life.


I've got people around me; but I can't very well bitch at them every time I want to throw a pity party, else I become such a downer that nobody wants to hang out with me anymore.  They got their own lives and own problems.  At least you guys are in the disinterested position of not knowing me IRL (and can always ignore the thread from here out).  Don't worry, I'll try to keep this to a minimum -- update my dr. appointments, note any status changes, and respond to anyone who wants -- but otherwise, I'll just keep trucking on.  Like I said, just need to vent.

2
Introduce Yourself / Let this be a warning ....
« on: September 27, 2018, 02:10:27 AM »
... next time you don't see me for a year or 2, it means that the boards are due for another reboot.  :teach

Imma gonna try to be around now.

3
D&D 3.5 and Pathfinder / game idea: everyone plays a Lightning Warrior ...
« on: February 23, 2015, 02:30:20 PM »
... with a couple of modifications.  And I'd like some feedback (the nature of which is up to the respondents).
For those not familiar, HERE's what Lightning Warrior looks like.

Premise:
I was thinking about giving a gestalt game another try.  However, for a long laundry list of reasons, the specific mechanics of gestalt just aren't setting right with me (I personally don't have issues with it; it's just related to what I'm wanting to accomplish in this specific instance). 

Proposal:
I want to take the Lighting Warrior, make some modifications, and have everybody play that class (again, in lieu of gestalt).
Modifications:
- HD = d12 (instead of d20 ... because that's just silly)
- Class Skills = choose 10 + Craft + Profession (Knowledges selected individually).
- Class features = completely wipe the listed class features (except for casting and light-armor casting) and replace with a fighter-progression of "bonus feats", that are used just like Generic Classes (with expanded options ... plus more as needed).
- Casting:
  -- 1) choose @ character creation whether you cast wizard/sorcerer, cleric, or druid spells.  Cannot be changed once selected. 
  -- 2) All casting uses the Spirit Shaman model. (i.e., spontaneously cast from a daily selection; CHA and WIS/INT for casting)
  -- 3) options exist for expanding spell lists: e.g.., Bardic Music feat/feature lets you add bard spells; take a feat to add Paladin spells you your cleric list, or to add Ranger spells to your druid list; etc.

Prestige classes aren't really needed - by using the Generic Class model, you can just buy that shit ala carte (naturally, prereqs still apply, of course).

I'm not worried about what a munchkin can do with this, because 1) I can't even find those anymore, and 2) I can deal with that shit as it pops up.

Thoughts? 

thanks.

4
Homebrew and House Rules (D&D) / Precocious Apprentice for divine casters?
« on: December 06, 2014, 12:01:03 AM »
Right there on the tin. 
The question is: is there anything I'm missing that would cause this to be a game-breaker (or, at least, more so than the written version)?

thanks.

5
Min/Max 3.x / Casting-focused Bard advice (I need more spells/day)...
« on: November 20, 2014, 02:47:01 PM »
So, after more than a year, we've finally decided to start up a new campaign at the end of the month, and I get to play (as oppose to DM).  Given that the other players are total basket weavers, I've been asked to "tone it down a little" (read: NO DRUIDS!!!).  But the party still needs some spellcasting ..... I think that the Bard fits the bill. 
Yes, that's right, the rest of the players weave baskets so hard (and he'll be crafting encounters to accommodate) that a properly optimized-and-strategized  bard can handle the primary casting duties. 

I come brilliant minds here to see where my proposed build is lacking:

Parameters for the game:
- level 5 start (with same WBL)
- Book access: need prior approval for 3rd-party material
- 32 point buy
- no flaws or traits
- Jason (aka, wotmaniac) is not allowed to have 9th-level spells
- all characters are members of a privateer crew; so they need to make sense in that context.  This is definitely NOT a high-seas adventure game -- just serving as the excuse to avoid the whole "getting to know each other" session (the opening of the game is actually the party members waking up on a beach of an uncharted island; the last thing we remember is our ship getting sunk as the result of a botched assault).

The Build:
Draconic Human Bard 6/Lyric Thaumaturge 10/???  (game start = bard4 +1 LA)
Stats (after adjustments and level-up): 10 16 16 12 10 19
Feats:
1  Melodic Casting (CM)
1 Air Bloodline (DrComp)
3 Power in the Blood (DrComp)
6 Lyric Spell (CAdv)
9 Clap of Thunder (CM)
12 ???
15 ???
18 ???

I think I've got a handle on spell selection and skills.  I'm fairly certain that I'm going to making prolific use of wands/staffs/scrolls. 
I'm still toying around with other possible builds/concepts/etc.; but I think this is the route I need to take.
So, I'm all ears.

Thanks.

6
***My players - STAY THE F#%K OUT!***

*I happen to have posted this over on Talespinning; but now figured that it belonged over here, since I am indeed looking for advice:

TL;DR -- checking viability of campaign idea; seeing what the game-playing world thinks about this before I try to drop this on the table.  I'd like to hear about potential pitfalls/shortcomings; as well as any other ideas anyone wants to throw out.

After taking about a year off of actually gaming, I've decided that I need to get back to it.  I've only got 1 player remaining from my old group, so I've got some rebuilding to do (I've got myself a "maybe" and a possible part-timer so far; so I'm on my way).
I figured that a 20-30-session E6 campaign might make for nice joiner for a bunch of people new to each other.
I've been toying with the world off-and-on for quite some time (it's been in various states of back-burner development for a couple of years); but I've had a bad streak of writer's block, not able to find any REAL inspiration.

But then I stumbled upon an idea: a circus/carnival.  Phineas T.S. Bartholomew's Carnival Caravan and Magnificent Menagerie

To the players:
pick a job/role of someone who would work at a circus or carnival, whose skill set would also translate well to being a PC Adventurer (the only job you are not allowed to have is Ringmaster -- that's Phineas' job ;)).  You've been a carny/circus performer/roadie for at least 2 years.  This clause serves to enforce being familiar, integral members of the same town ... it's just that your town happens to be constantly moving.  It also makes it self open to both the "attached" characters (via the tight-nit culture typically associated with traveling performers) as well as those hopelessly-cliche "unattached" characters ('cause they make natural candidates for the carny lifestyle) without necessarily being contrived or disruptive to the premise.
(of course, my normal prohibition to evil/evil-friendly characters still applies)
I plan on going all-out on the circus, encompassing as many stereotypes and traditions as I can think of and fit in.

Phineas has 3 rules for joining his caravan:
1) do something useful for the show (earn your pay)
2) be useful to the Family (contribute to the common good)
3) don't do anything to discredit Phineas or the show, or yourself to the Family (this one turns out to be really malleable to rationalization)

I figure I can work-up Phineas as a major plot catalyst.  Work up a dark, complex, and heavily-guarded past that has lead him to be strongly-yet-discreetly networked throughout the lands, and secretly has his fingers in a lot of pots.  But as far as anyone else knows, he's just a charismatic ringmaster, and nothing more.
I can see the party staying with the circus for a couple of levels, with the adventures happening in/around the circus.  Obviously, at some point they'll have to cut loose on their own for <insert plot reasons here>.

So, that's what I've got so far. 
Thanks.

(also, if you like it, feel free to steal the shit out of it)

7
Legends of the Heroes / Game idea: "You are all carnies ..."
« on: October 14, 2014, 05:26:05 AM »
TL;DR -- checking viability of campaign idea; seeing what the game-playing world thinks about this before I try to drop this on the table.  I'd like to hear about potential pitfalls/shortcomings; as well as any other ideas anyone wants to throw out.

After taking about a year off of actually gaming, I've decided that I need to get back to it.  I've only got 1 player remaining from my old group, so I've got some rebuilding to do (I've got myself a "maybe" and a possible part-timer so far; so I'm on my way).
I figured that a 20-30-session E6 campaign might make for nice joiner for a bunch of people new to each other.
I've been toying with the world off-and-on for quite some time (it's been in various states of back-burner development for a couple of years); but I've had a bad streak of writer's block, not able to find any REAL inspiration.

But then I stumbled upon an idea: a circus/carnival.  Phineas T.S. Bartholomew's Carnival Caravan and Magnificent Menagerie

To the players:
pick a job/role of someone who would work at a circus or carnival, whose skill set would also translate well to being a PC Adventurer (the only job you are not allowed to have is Ringmaster -- that's Phineas' job ;)).  You've been a carny/circus performer/roadie for at least 2 years.  This clause serves to enforce being familiar, integral members of the same town ... it's just that your town happens to be constantly moving.  It also makes it self open to both the "attached" characters (via the tight-nit culture typically associated with traveling performers) as well as those hopelessly-cliche "unattached" characters ('cause they make natural candidates for the carny lifestyle) without necessarily being contrived or disruptive to the premise.
(of course, my normal prohibition to evil/evil-friendly characters still applies)
I plan on going all-out on the circus, encompassing as many stereotypes and traditions as I can think of and fit in.

Phineas has 3 rules for joining his caravan:
1) do something useful for the show (earn your pay)
2) be useful to the Family (contribute to the common good)
3) don't do anything to discredit Phineas or the show, or yourself to the Family (this one turns out to be really malleable to rationalization)

I figure I can work-up Phineas as a major plot catalyst.  Work up a dark, complex, and heavily-guarded past that has lead him to be strongly-yet-discreetly networked throughout the lands, and secretly has his fingers in a lot of pots.  But as far as anyone else knows, he's just a charismatic ringmaster, and nothing more.
I can see the party staying with the circus for a couple of levels, with the adventures happening in/around the circus.  Obviously, at some point they'll have to cut loose on their own for <insert plot reasons here>.

So, that's what I've got so far. 
Thanks.

(also, if you like it, feel free to steal the shit out of it)

8
Gaming Advice / Net and Trident feat .... what am I missing?
« on: September 15, 2014, 03:38:33 AM »
I'm talking about the [weapon style] feat from  from CW.
By my reading, it's a feat that lets you do what you should be able to do anyway, without the feat -- right?

Surely I must be missing something.



Thanks.

9
Gaming Advice / Maybe I'm just doing it wrong ....
« on: August 16, 2014, 03:35:41 PM »
So, I've got 2 players in my group that both have campaign ideas that they'd like to run.  I'm thinking "cool", because I've still got a bit of the ol' "DM burnout".

Both of them have set out their character creation guidelines -- normal stuff ... until I dug a little deeper.
Each of them (on separate occasions) have expressed that the reason for their respective moral/ethical restraints (neither of which I have a problem with, on its face) is so that a particular type of reaction/decision will be made during a particular set piece.

Let me illustrate:
#1:
Nobody is allowed to have a character of "good" alignment.  This has nothing to do with the general tone of the campaign, per se; but way down the road he plans on posing an Ethical Dilemma, and "if we're 'good', the decision will be easy".
#2:
Everyone has to be "good" (well, no "evil" and no CN); further, we are to be "community oriented".  This is so that all the party members have a specific particular reaction during the "big reveal".

In other words, the character creation guidelines are to predetermine a decision at a  bottle-necked point at some distant point in the campaign.

Am I out of line when I think: "WTF kinda railroad shit is this?"
Help me out guys, I'm beggin' ya. 
I want to be wrong on this, so that I can adjust myself.  I'm working off of the premise of "if everyone else is wrong, maybe I'm the one that's wrong"; but I'm just not seeing my fault in this.  I really hate the idea that I've simply surrounded myself with jackdaw fools.

This just may be enough to jump-start my ass to get back behind the GM screen.
In retrospect, this may be related to these guys not having 1 iota of initiative as players; i.e., they're wanting to run a game as they would expect it to be run as players.
The 2 guys in question are players "a" and "d" in THIS story from a while back. ("b" and "c" are gone; and I'm currently in the process of recruiting new players; but I must admit, I'm suffering from "once bitten, twice shy").

10
Gaming Advice / Paraelementals + Orglash/Thomil ....
« on: August 02, 2014, 06:39:05 AM »
If I wanted to apply the Orglash/Thomil template to a Paraelemental (MotP), how does the duel-elemental nature of the Paraelemental interact with those templates?

11
discuss the handbook here.

okay.

12
discussion thread HERE.

I summon the creatures that make the peoples fall down



Greenbound and Rashemi Elemental Summoning Templates Handbook


Druids are renowned for their affinity for plants, animals, and the elemental forces of nature.  So, it is quite fitting that we have 2 phenomenal options for showcasing this in the creatures that they can summon -- namely, the feats Greenbound Summoning and Rashemi Elemental Summoning.

There is one problematic issue with these feats: they both involve having to apply a template to the creature(s); and that can be a bit of a pain to do on the fly, and many of us just don't have the time or patience to spend on doing pages of rewrites. 
Enter this handbook.  This handbook is simply a rewrite of all the applicable creatures with the respective templates applied.  So now all you have to do is either print off the desired write-ups, or (if you keep your laptop handy at the game table) just have a tab opened to this page.  Voila!

I need to extend a hearty thanks to ksbsnowowl -- Rashemi Elemental Summoning is all him (it just seemed convenient and appropriate to put both templates on the same thread).
And for your convenience, I've even decided to give you internal links to the greenbound and rashemi elemental sections.  Because I'm a giver. :thumb
So anyway, here it goes ....

13
Gaming Advice / Greenbound Summoning + Child of Winter?
« on: July 24, 2014, 03:16:25 PM »
I think it actually does work (mechanically speaking) -- hear me out:

Quote from: Summoning spell descriptor
A summoning spell instantly brings a creature or object to a place you designate.
While the spell doesn't have a "target" entry (only "effect"), it is clearly targeting some (presumably unsuspecting) creature to be brought to a location you designate.
Quote from: Child of Winter
You can use any druid spell that normally targets animals against vermin as well.
As above, your summoned critter is a target of you summoning spell.
Quote from: Greenbound Summoning
All animals that you summon using summon nature's ally acquire the greenbound template
In affect, the feat is acting as a binary filter for your summoned critters: "animal? here's a template."; "non-animal? no template for you."

Child of Winter seems that it would override the "animal only" clause in Greenbound Summoning.

And honestly, (nomenclature aside) the only actual, practical difference between "animal" and "vermin" is that vermin are mindless.


So, I guess my question is: where, exactly, have I gone wrong?
(I'm assuming this actually got hashed out somewhere sometime; but hell if I can find it)

14
Homebrew and House Rules (D&D) / Reworking some spells ...
« on: July 19, 2014, 07:54:21 PM »
You ever run across something that was really cool, only to figure out that it was completely broken and has no business seeing an actual game table?
Problem being, while many people are all too happy to straight-up ban it, I really hate to see a perfectly good piece of conceptual design space go to waste.

I'm gonna use this thread to put up some of my proposed spell fixes, and I would like you guys to tell me what y'all think.  K?  Cool.
*note: I've given up on some of the Core brokenness.  I use PF's fix for the polymorph chain; and I'm content with using Oberroni to MTP past shit like Planar Binding, COP, etc.

So anyway ....

15
human Cleric1/HParagon3
undeath domain
2 flaws, 28+ point buy
wis 20 (18 buy, +2 paragon), cha 10+, con 13
feats:
flaw: improved counterspell
flaw: heighten spell
1st: DMM heighten
domain: extra turning
human: extra turning 
paragon: earth sense 
3rd: earth spell


With DMM, can heighten 0-level spell to 9th, Earth Spell counts it as 10th @ CL 12. 
@ 1st level, can counter any 8th-level spell @ CL 9.
With my left over WBL (i.e., all of it), I'm sure I could buy something that let's me increase my CL.

Thoughts?



(I'm quite sure that I'm not breaking any new ground here; but the idea just happened to have occurred to me last night while contemplating a couterspelling sorc)

16
I'm brainstorming ideas for the next game I plan to run, and I thought that maybe I could have something strange about the setting's geography ... just something to jar the normal expectations.
Now, I full realize that "strange for the sake of strange" is stupid.  There has to be some purpose for it.

So, I guess my question is: if the setting is "non-standard", how much of that is expected to influence the game?

For example, I went surfing around the 'net, found a picture that I liked, and started fucking around with it in MS Paint .... HERE's what I ended up with. (yeah, I know, it's not that strange; but it is a break from conventional expectations)
It's just a "flat earth"-style planet that sits at the center of its own cosmic system.
I've got this whole history worked up on why and how it came in to being .... but is that enough?  I'm feverishly trying to flesh out all the ramifications of this type of planet design; and building the rest of the world from within this context. 
There are now a couple of (prospectively) late-game elements that this particular planet design makes easier for me.

But should there be any expectation that this strangeness should actually be a plot point?  And IF so, to what degree?

Thanks.

18
Handbooks / Pardon the interruption – a Guide to Immediate Actions
« on: March 16, 2014, 06:51:38 PM »
Discussion here.
I haven't seen this done elsewhere, so here goes nothing.
This is still somewhat a work in progress .... I'll be more than happy to copy-paste from anyone who wants to fill in the gaps.


Pardon the interruptiona Guide to Immediate Actions

Quote from: SRD
IMMEDIATE ACTION
Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time — even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

Immediate actions are awesome.  For that matter, anything that lets you tell the action economy and/or initiative order to go sit in the corner is awesome.
This guide in meant as a reference for helping to maximize your immediate actions.

*Layout/formatting note:
While this guide is about immediate actions, there are some hurdles that must first be overcome before you can go about the business of implementing those immediate actions.  As such, the information here is presented in the algorithmic order-of-operations as they would be encountered in-game.

19
Off Topic Fun / Aging sucks
« on: March 16, 2014, 04:48:42 PM »
Well, I am now, apparently, sans gallbladder.
While that is, in and of itself, not a big deal (like, at all); it did get me thinking.
I'll turn 40 next year, so how many other pieces am I gonna have to have taken out of me in the years to come?  I've pretty much treated my body like a garbage disposal; and though I've made some improvements in the last few years, I do realize that a lot of damage has already been done.  How much of that damage can I repair, and how much is just fucked?  Apparently, I've been accumulating gall stones for ~15 years, and just didn't realize it ..... what else is lying in wait?  Will I catch those "in time" as well? (side note: based on my tests and level of gall infection, the doctors were somewhat surprised that I had yet to start developing pancreatitis -- and I only went to the doctor when I did because of a fluke accident).

Goddamn, I sure hope this isn't the start of a mid-life crisis.
And I really hope that this isn't the signal of quick fall off the back end.


anyways, just thought I'd share.

20
Gaming Advice / ?of War Weavers and Half-dragons?
« on: September 04, 2013, 11:01:40 PM »
Okay, that was a little deceiving of me -- I actually have 2 completely unrelated questions (I just didn't want to clutter things up with multiple threads)

Q1
Can War Weavers actually target their weave while in a Timestop?  Obviously they can't actually cast at the weave, but can they actually load the weave while Time has stopped? 
I understand that the effect doesn't happen until you release the weave; but as I understand it, you are casting the spell (mostly) when you weave it in for later use.


Q2
This has to do with Type-subtype interaction and Racial Paragon Classes in UA:
Would a human half-dragon be able to take levels in Human Paragon?
Here's my thinking: said human half-dragon still gets his human bonus feat and +1 skill point/level; so .....  Am I stretching that too far?

Thanks a bunches  :)

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