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Messages - Dwarfi

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41
D&D 3.5 and Pathfinder / Re: Why would you ever sunder anything?
« on: August 15, 2015, 05:32:09 AM »
I was wondering about sundering too.

For most of the examples mentioned you could just use disarm, which might be easier than sundering in a lot of cases (especially if you dont have an adamant weapon)

42


...I wonder how things would play out doubling or even tripling everything's hit points.  Everything.   :plot

I basically did that in a way. When I was DM I started to get a feeling for how much dmg my group was able to dish out and so I adjustedt the hitpoints. But only as a guide.
It depended on what the purpose of the encounter was, but if it was supposed to be a cool monster, it had to survive at least 2 or 3 rounds to leave an impression. Meaning that unless they scored an epic crit or something alike, then the monster just didnt die, before I decided that it was ok to die.
While it can be cool to kill an encounter with 1 hit or spell, it is usually not entertaining for the rest of the group.

Thanks everyone for the feedback. I have a lot of stuff to talk with my group about and to consider for the next adventure.

43
A a reminder: The problem from where we started was mostly that PCs are too strong in relation to encounters.

Now we already statet tha the biggest reason for that is the book istelf.
When I was DM I always took the encounters only as guides and basically decieded on a whim, weither the AC has to be higher, how much hits the monster can take and so on. But I had the same problem. Unless I made something WAY more powerfull, it was barely a challenge.

Our current DM likes to stick more to whats written and that may be part of the problem too.

That aside, playing powerfull characters mith 32 point buy might work into that as well.
And reducing the starting points might resolve in slightly humbler characters...at least thats the hope of our DM.
The disbalance between the classes, while there, doesnt feel as much of a problem so far.



44
I agree and I wouldnt have a problem with rolling if it wasnt for my wish to play a trip fighter.
Its ok, if something like passive way monk or wolf totem barb is allowed, otherwise you basically need 4 at least ok stats.
STR/Con, as much as possible, although a dwarf could be ok with 14CON(+2 dwarf=16)
DEX for a trip build needs at the very least 12, 14 would be better
INT, 13 otherwise drop. Depending on PrC maybe 10
WIS, 10 would be ok, although a 1 level dip Cleric -STR domain would be sweet for enlarge person (needs 12 WIS) ;)
CHA, drop to 8 (-2 dwarf)

thats pretty hard to get with dices, with 28 PB you can be ok, but you never get anything beyond 16.
If you want to play a Paladin you will faces a similar problem.

But yes, coming back to your post: The classes and PrC limitations weight more for melees.

45
Yea, I can see that happening with a lot of luck.
Maybe capping it, so that you cant go beyond 16 except with racial ajd.?

I always thought point buy was a fairer system. Yes its less thrilling but if the DM (like now) doesnt want you to be powerfull, then rolling dice only gives you the option to roll ok or become really bad. Not to mention removing the option to play what you would like to. Builds that need a lot of mediocre stats have trouble with dice rolling. Like Paladin, or a fighter who wants to use trip (13INT)

If you roll the dice and end up with something around 32PB then the DM would have to cut it down again or it would be pointless in regard to the balance discussion.

46
The talk continues, this time about possible starting stats for future adventures.

What we used so far: 32 point buy

My suggestion: 26-28 point buy

My group, used to old school dice rolling is more favored to that way, although not sure on which way to go with it:

best: 4d6, drop lowest, reroll 1
you could do the same with 3d6 or drop the "reroll1", both would make it harder and reduce the average number a lot.
There are quite a lot of different ideas for this out there.

I have never rolled my stats before. but after some test runs at home, it seems that with some luck, you can end up with something that would equal a 32 point buy, 42 is possible too, but 28 as well (or lower if you dont reroll 1 and have bad luck)
Of course the DMs intervention should stop too high or too low stats.

Whats your experience with point buy vs dice rolling.

47
I had a lot of fun with a chaotic neutral gnome Beguiler. Not beeing able to do any dmg (unless you allow the whelm spells) is something new for sure.
Not much need to min max a beguiler to begin with, so that would be easy. I used alchemy as his character trait, kind of like a mad scientist. Never evil, intentionally bringing bad on others... unless its for the good of science and his experiments.

48
I guess this is more of a thought collection for me now. ^^

I have distanced myself from the Kensai idea a bit and go more to the Exotic weapon master, which is just way easier to get and more focussed on what I want to do anyway (trip attacks)
So far i dont really know of any other PrC that actually works well with a fighter- trip build and doesnt need Cleric or Wiz levels.

Some ideas for a EWM build:

1) Fighter7: Full BAB, 10HD - Con: Needs 13 INT, delayed feats (compare below) Note: <This is actually the worst possible build.
2) BarB2 (wolf totem) >Fighter5: Pro: Rage, no INT needed, fast movement, D12, Full BAB Con: No Impr Disarm, no heavy armor (not necessarily the best choice anyway)

If we delay the PrC:
3) Monk1 (passive way) > Fighter 7: Pro: Bonus Feats, No INT needed, Skillpoints, Saves Con: -1BAB, D8, delays the PrC
Note:
4) This works with Monk2 as well, we would get +1 on all saves and more Skillpoints, Trip, but another D8 and another level without armor.

5) Monk2> Fighter4> Kensai2> EWM works too, but only with at least 10 INT
With 10INT and 2 monk Levels we would be able to get into Kensai for Lv7/8 and then switch into EXW, which would make a better use of LV7/8 than fighter (1Feat). Here we get a +2 weapon and power surge.

If we want to enlarge ourself, the easiest way I can think of would be WIZ1. Cleric1 would work too but only with the magic domain to use wands.Unless we WANT to try casting in armor, then using a wand would be the easiest way. If we have a buddy to do this for us it would be even better.
A cleric would have the advantage of a higher HD and casting in armor, but we would definately need 12WIS and the STR domain.
Acf combat wizard would replace scribe scrollwith a Fighter feat, so that would be neat too.

Monk1 (passive way) > Fighter2 > Wiz1 (combat wizard) > Fighter 5:
Pro: Lots of feats, saves, skillpoints, enlarge person, familiar Con: 1D8+1D4, PrC on LV9 (-2BAB), No INT needed for a rod

I am open for all ideas. Homebrewing a Prc might be interesting too. Maybe something that gives enlarge as an ability if we have at least 12 INT or can cast Lv1 spells? Do you know of any other Class/PrC that would fit well into this?

Paladin: No CHA and the abilitys dont help us much anyway.
Marshal: Nice Lv1 Aura for a bonus on all STR checks, but again -1 BAB

EDIT: Another find: The mythic exemplar from C.Champion.: Knw. history3,+5BAB, Intimidate 7 should be easy to get for a fighter build, except the knw history, which obviously favors paladins or clerics.
Sunyartra would be the way to go: +1 crit range, +1 on STR checks, +4 STR, haste, divine power, perm. +2 STR, Ignore 15 DR...
Only thing problematic would be the requ. for the trip build, at least if we want to take 1 Cleric Lv.
13INT+12WIS would really crunch our numbers to something around 14 for STR/DEX and CON.


49
D&D 3.5 and Pathfinder / Re: 3.5e steadfast boots + reach trip build ?
« on: August 06, 2015, 09:32:29 AM »
@altpersona: I think thats not possible.

"as if you had readied THAT weapon"
it doesnt say any or all weapons only "that", which refers to the 2 handed weapon.

50
D&D 3.5 and Pathfinder / Re: 3.5e steadfast boots + reach trip build ?
« on: August 06, 2015, 07:32:00 AM »
Even if we read it in the worst possible way:

Only 1 readied atk/round and it uses up a readied action for this turn.
That would still mean:

Readied weapons are used as soon as possible, so with a reach weapon: As soon as he ENTERS our reach we get the free attack with 2x dmg.
Aoos only happen when he does something to provoke one, like LEAVING a square that we threaten except with a 5ft step.
So yes, we still get an Aoo after the readied atk hits.If we have Impr Trip+ extra Aoos/round then we could trip him and add another aoo, while he is prone.
If we have knockdown or stand still, we become basically imune to chargers unless they have more reach than us.

Even with a greataxe and 5ft reach, it would still result in 1 free attack (unless we used the readied action already of course)

Or 3Level of Knight with his "no 5ft step" ability.

51
I thought as much, but thanks for the hint anyway.

A Kensai for example goes right along of what you sayd about relative usefullness.
If you consider the PrC from a Lv1-20 perspective then its not that great, as any other character can buy or make a +5 weapon too. But if you know that you probably end the game around Lv14 then he gives you a considerable money and speed boost for the adventure.

EDIT: I heard that V5.5 is better in terms of balance, any experience there already? Might be a bit too soon.

52
Thanks everyone, I will share the links and guides with my group.
I will prepare a spreadsheet for my DM so that he has a better overview as well.

The disbalance between caster and non caster is quite obvious, yes. But my group usually ends an adventure around LV12-14, either willingly or by force.
So for the longest time of the adventure the balance between caster-non caster is ok and everybody has fun.

I really like the advice about the "core only" idea as well. Instead of ruling a Class/PrC out because its in a certain book, it might be better to judge by potential power of the build and what can be done.

For example: A Battlesmith from races of stone is a really crappy PrC, in comparison to a mystic theurge, Hierophant or Encantatrix who are all in core/Faerun. but even those can be ok, depending on what the player actually intends to do with them and how it fits into the group.
Or fighter/Barbarians in core - who get 0 to 1 PrC to pick from unless they  multiclass WIZ or Cleric.

53
Thanks a lot for the detailed critic and ideas. This gives me some new directions and arguments in the discussion with my friends and for the next game.
Especially about the item restrictions punishing melee classes.

It literally started with the idea of the DM, that the adventure was too easy.
This lead to the obvious question of why that is so.
Now, he came to the conclusion that our characters are too powerfull, because of gear and because of classes.
He sometimes has the idea that the beguiler is too powerfull... although I think that you could go with a focussed wizard and pretty much do the same if not better. (dmg and tools) That his INT is too high, that his gear is too good, that the feats are too good for him (gr. spell focus enchantment)...

Instead, like you sayd, it is more a problem with the book and a result of spells and 32 point buy on 5 PCs.

I noticed this strange notion, (that I partially adopted as it seems)
That all would be fine if we wouldnt use anything but core - which you already disproved and argued that this is a bad idea and doesnt solve the problem.


54
Interesting, I thought just mine was so poorly made, because the book was so old. ^^°

Lately me and my group tryed some limitations to make it a bit easier for the DM: Changes are always possible and have to be discussed.

1) The DM controls the items: You can only buy in a city (maybe) what is in the PHB. And everything above a +2 item is questionable at best. This leads to situations where the group ends up with items they would have never used on their own, but now result in a richer gaming experience.

2) The DM controls the Level up: We tried this one in our recent game and it works well. No more-"when do I level up" questioning by 4 different people. We now level up as a group (except if somebody payd EXP for something and like.

3) More roleplay oriented play less power maxing. - Usually not a problem for our group. We try to stick to core, or check certain (Pr)Classes if we want to try something else.
If you multiclass or take a prestige Class, then you should have a backgroundstory for it.  Most of the time we play with only the base class and maybe 1 or 2 PrC.

It might be a bit too restrictive for some groups, but so far it works well for us.

55
Hello everyone,

last week I had a nice play session with my group, which started with a discussion about balance.
To my surprise it was not about the difference between caster and non caster.
Instead our DM wanted us to tone our characters down, so that he doesnt have to adjust the encounters.

We play 3.5e - in a dragonlance adventure.
32 point buy system
5 players (the DM plays a PC too) - We all are core+Dragonlance characters except for a beguiler (which could as well be a focussed Wiz) and some lv of Hexblade on another character.
So far we only got very basic magic items in terms of loot or beeing able to buy something. I think a +2 ring of protection was the best in that regard.
The real power came from the book itself in terms of 4-5 epic items.

The general idea that came up was, that our Characters are way stronger at the current Lv than they should be. But how would you get a group to be at a point that they can have fun and not adjusting every encounter as a DM? What do you think is the best way to achieve that? We want to reduce the amount of overconfidence in the group so that roleplay is more important and looking for other options than punk-bashing everything.

After thinking about it more, I would say playing with 5 characters total instead of 4 definately makes a big difference.
The 2nd would be that we use 32 point buy. Which already says that the character are very powerfull- its like playing a game on easy mode.
We want to adress this issue by playing our next adventure with core only (maybe a few exceptions like PrC for fighters) magic items controlled by the DM and maybe only 28 point buy when we play with 5 characters. In the hope this makes it easier for the DM so that he doesnt have to basically double any encounter in the book, but play it as its written.

What are your thoughts and experiences on this? How do you adress the power of players or a group in general when in comes to CR and beeing a DM.
I was there too and buffing every encounter up like crazy is not much fun. The only concern I have is that we usually play from 1-14 - we havent played much in that Lv area or higher but from what I saw so far it seems that the monsters become a lot harder all of a sudden.

Do you use 32 point buy or less? whats your experience with this topic?

56
Hello everyone. This will be a mini homebrew thing.
I am currently working on a build based on a dwarfen Monk> Fighter> Kensai
Its a core game, but I think I can get the Kensai, simply because of the utter lack of any fighter PrC in core.

Now are Monks usually not dwarfs from what I know, but who cares. As long as you can make it believable by reflavoring, and some houseruling.
As long as you are having fun and its not getting unfair.
The whole idea is a dwarfen weapon-monk, who lives in a blacksmith instead of a regular cloister, throwing in some dwarfen things, weapon crafting and stuff like that.

The Kensai class, plays right into that idea of making your own weapon in the "cloister"

I could just take a regular core monk for 2 Levels or the passive way monk, which would be slightly better. therefore we only design around the first 2 Levels.
But why take the ordinary when you can spice it up and give it your personal touch?  :plotting


If the DM has a problem with the passive way monk, then just use the regular monk and replace evasion on LV2 for the skill focus on Lv1 and if he is generous give you the limited weapon proficiency for free, as you are still forced to put points into craft that way.

Iron monk

Quote
Skin made of iron and steel in the bones. - Anvil Hammerhand - Iron Monk Master

There are no dwarven monks! Thats what humans and elve think. Usually because they dont exactly look like regular monks.
In the dwarven society working hot iron is considered a high form of art. Creating your own Masterwork weapon is the highest form of this process and fighters wielding their own weapon are highly respected and can become a Kensai.

Iron Monk

Races:Dwarv
Alignment: Lawful
Starting Gold: Like a regular monk except the changes in iron adebt.
Starting Age: Like a dwarven fighter

Class Skills
Like the regular monk 4+INT/Level

Hit Dice: 8

Weapon and Armor Proficiencies: As a regular monk

Change: On Lv1: You gain proficiency with a weapon that you made yourself and trained with for at least 1 week.
You do not gain the usual dwarven proficiencys and you loose the proficiency if you loose the weapon.

Iron adept: At 1st level an iron monk masters his art more then any regular smith. He gains Skill Focus Weaponsmith as a Bonus feat.
Depending on the DM he learns either the usual feats or the feats from the passive way monk.
Starting bonus on Lv1: You begin your journey with a selfmade weapon, on Lv1 you gain A +2bonus for MW tools and +2 bonus for working in the blacksmith. However you still have to pay for it.
You keep the weapon as well as the tools.

At 2nd level an Iron Monk learns Impr Trip, just like a passive way monk. He does not gain the Evasion feat though as dwarves dont doge, they take it and go on.

NPC Reaction
Almost all races see an Iron monk as a highly skilled blacksmith, but nothing more. Only dwarfs recognize them and treat them with respect for their skills.

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+2+2Impr. unarmed strike +Combat expertise(instead of impr grab)   Flurry of blows, Iron adebt
2nd+1+3+3+3Impr. Trip,

57
D&D 3.5 and Pathfinder / 3.5e steadfast boots + reach trip build ?
« on: August 01, 2015, 07:35:20 AM »
Hello,

a question crossed my mind. 3.5e rules
In the MIC, there are the steadfast boots.

Giving a good bonus vs trip, bull rush and alike, but thats not the selling point.

Furthermore, as long as you carry a
two-handed weapon, you are treated as if
you had readied that weapon against any
creature that charges you (and thus it deals
double damage if your attack is successful),
even if the weapon can't normally be
set against a charge.

I have the feeling that I am missing some sort of drawback that I cant see.
Wouldnt that mean that if I use a greataxe + these boots, that I get a free attack with double dmg whenever I get charged? Its not even an Attack of o. so its not limited? Or can I use a readied action only once, and when the next one charges in the same round it doesnt work anymore. Even with that rule it seems to be very powerfull in my eyes.

Now lets put that into a reach control build.
We get charged > 1 atk with 2x dmg as soon as he enters our reach > as he moves from 10 to 5ft he gets a trip atk + anothe hit if it works and now lays prone in 10ft away.
With a spear we would deal 3x dmg and one more atk instead of the trip.

Is that correct or am I missing something? Especially for the low price of the item it seems to be really powerfull.

58
Min/Max 3.x / Re: Advice for my beguiler
« on: August 01, 2015, 07:06:37 AM »
I would go for the 1 LV delay too. Shadow conjuration is just such a sweet tool spell and the Mind Benders thelepathy allows for some usefull combinations.
Thelepathic bond to a cleric: "Iam your god"- followed by a good bluff check or suggestion spell. ;)

Although it partially depends on what books are allowed.
The more limited, the better sh.conj. becomes.

Otherwise, I like the shadow well spell as an alternative. An Illusion spell that can basically remove an enemy from the fight for X rounds.

I cant underline enough how important you Ini is for you. So get +3 Dex+ Impr Ini and whatever else you can get to boost it. Good spot/list checks are very good in this regard as well and can save your life. Hide... better as a small race and heavily depends on how your DM handels hide. Otherwise just go for a good ini and cast invisibility if you are in danger of beeing attacked, or invis. sphere to make your group love you. ;)
If not start with glitterdust or confusion and the battle might end right there.

59
D&D 3.5 and Pathfinder / Re: Paladin advice
« on: July 31, 2015, 12:55:58 PM »
Depending on what exactly you want to be:
I pesonally really like some of the classes in complete champion.
The purple dragon knight is a group buffer.
and the knight of the chalice, who is basically a demon slayer.

Its far from a powerbuild, but great for roleplay fun.

60
I am still working around this.
Character crafting is fun.

As a special point a spiked chain can be used for weapon finesse.
Well, thats nice, but dropping STR would make the trip and dmg worse, not to mention what we can carry, although that might not be such a problem for a dwarf.
What is your experience with this? How much DEX do you need and what is a good balance between STR and Dex?

If my group decides to go core only, then I am basically stuck with fighter, maybe with some wiz levels, as I already have INT. (enlarge person, yey) although Spell failure chance is really bad. :( With +3Dex we could be fine with a breastplate, so the failure chance wouldnt be as high. (25% to 35% with Full plate)
EDIT: I forgot about wands, so we can play around that problem too.

If a non core PrC would be allowed somehow then the Occult slayer might be a nice roleplay choice here.
Wiz/Fighter>Occult slayer, the Wiz might not even be really necessary for this. But even with 5 fighter we wouldnt be able to grab all Trip feats + Impr Ini and focus without delaying the PrC.

Otherwise a Kensai would be even better as the dmg is neutral.

Hmm... 1Lv Monk maybe? Good for saves, some skills and impr. grab - I know usually dwarfs dont become monks, but with some flavor that shouldnt be a problem.
It strongly depends on the PrC, but if I can get a passive way monk in there somehow...

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