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Messages - Garryl

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General D&D Discussion / Re: Estimating the Best of Two Rolls
« on: September 04, 2018, 01:13:57 AM »
I haven't checked it but I did want to plug AnyDice in here. It's a really old site but it calculates odds for you.

For example,
Code: [Select]
output [highest 1 of 2d20]
Gives you the odds of rolling any certain face along with a two point decimal value of its average which is 13.82.

If you want the formulas, you can just read the source code.

Yeah, AnyDice is an awesome tool. I've used it for some surprisingly complex calculations in the past.

The 4E Avenger rolled best of  2d20 for attack rolls, it was generally thought of as analogous to a +4 in guides.  I didn't pay attention to the math then, but it does further support your arithmetic.   :cheers

If you need anywhere from a 7 to a 15 to succeed on your attack roll, 2d20b1 is actually slightly better than a +4 bonus (topping out at being equal to a +5 bonus if you need exactly 11 to hit) in terms of your odds of success. It's slightly worse than +4 outside of that range, although 7-15 should cover most situations. However, rolling twice also gets you better odds of rolling a natural 20 or whatever you need for a crit, so that's an extra benefit to account for.

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General D&D Discussion / Estimating the Best of Two Rolls
« on: August 30, 2018, 12:54:21 PM »
So, for the longest time, I had it in my head that when rolling 2d20 and taking the better result (2d20b1), the average result was 15. I don't know where I got this number from (probably from extrapolating from the far more trivial case of 2d2b1, a pair of coins), but suffice it to say, it's wrong. Today I learned of my mistake and a better estimator.

As it turns out, a good estimator is that for rolling a d20 twice and taking the better result, the average result is actually 13.825. A good estimation for die-rolling (and the actual exact average result if working with a random number generator not restricted to whole numbers only) is that the average = (min + 2*max) / 3, or that average = min + (max - min)*2/3.

Now, I haven't double-checked my math, but I think that the generalized case of XdNb1 (rolling X N-sided dice and taking the best result) has an average of approximately (1 + X*N) / (X+1). Again, dice only give integer results, so this is only an estimate; with a random number generator that could give any result from A to B, not just whole numbers, the average would be exactly (A + X*B) / (X+1), assuming my napkin math is right. If anybody feels like double-checking me, I'd appreciate it.

I've played through ToEE (unmmodded aside from Co8 bugfixes) myself, and it's pretty good. It's a very faithful adaptation of the 3rd edition core ruleset. It's not a perfect implementation, but it's pretty darn close. This is both good and bad. Good in that 3rd edition combat is pretty solid after the first few levels, especially with a computer taking care of a lot of the more tedious elements. Bad in that 3rd edition still has plenty of flaws to it, especially in the first few levels, and the limited scope of core rules only keeps out the expanded material that worked to ameliorate them somewhat.

The campaign is pretty good for a dungeon crawl, with multiple paths and endings, although the combat encounters are a little uninspired, a product of the module's origins and age. This leads to a lot of large, sloggy fights towards the mid levels, where you're up against large numbers of fighter-type monsters that don't actually pose much of a threat individually and mostly serve as meat shields and speed bumps. Loot is also a little inconsistent, so having a couple of crafting feats on your spellcasters really helps. Overall, though, it really is a good, oldschool dungeon crawl.

Cure Light Wounds targets a creature touched and Constructs are creatures. Therefore, you can cast a Cure Light Wounds spell on one. They are not living creatures, so they are not healed by the spell, nor are they undead, so they won't take damage. They (generally) don't have any other abilities that specifically interact with positive or negative energy or with Cure spells.

The Cure Light Wounds spell won't have any effect in and of itself on a Construct, although you might be able to add one with metamagic or other abilities that add rider effects to a spell.

Homebrew and House Rules (D&D) / Re: Martial Discipline Compendium
« on: May 16, 2018, 12:28:30 PM »
Ah. I didn't link Frozen Night, Restless Bones, and Undying Call because they're already in the table. They're just marked as being work-in-progress, which is no longer the case.

Homebrew and House Rules (D&D) / Re: Martial Discipline Compendium
« on: May 16, 2018, 09:31:03 AM »
If you're having problems reading the bbcode SirP I can add things into your table.
Garryl should have provided some links >.>

What am I supposed to be linking, exactly?

Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: April 17, 2018, 09:21:49 PM »
This past weekend I finished my last assignment for my Masters of Engineering in Computer Engineering degree. All that's left is to wait for the grades to come in.

Other RPGs / Re: Shadow Run
« on: April 17, 2018, 09:00:04 PM »
I'm not at all familiar with tabletop Shadowrun, but my understanding is that the Harebrained Schemes CRPGs have little to do with the tabletop rules. Mechanically, they play out more like X-Com games.

D&D 3.5 and Pathfinder / Re: AoO disrupting ranged attack
« on: April 16, 2018, 12:15:24 AM »
In 3.5, nope. Getting hit by the AoO provoked when making a ranged attack does not automatically disrupt the ranged attack. Unless your opponent disarms or kills you or something with their AoO, your ranged attack will go off just fine no matter how much damage you take.

I don't think d20 Modern changes that at all, although I'm not as familiar with the minutia of d20M any more.

Riddle 1: Competitors are knocked out in sequence. Reword the given information into A>B relationships, then you can trivially use the transitive properties of inequalities (ie: if A beat B, then A beat everyone B beat, too) to determine the order.
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Riddle 2: Simple algebra.
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Riddle 3: It's a trick question.
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Riddle 4: Somewhat more complex series of interactions. Since there are only 5 spaces for each dwarf, herb, or cooking method, and each space can only have one item from each category, going through the clues one at a time quickly narrows down the possibilities.
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Off Topic Fun / Re: Dual Wielding Shields - Skallagrim
« on: November 18, 2017, 12:25:43 AM »
I think I spent the full first minute of that chuckling, laughing, and generally feeling the hilarity.

Archive / Re: Voices Echoing in Twilight [OOC]
« on: October 18, 2017, 01:38:13 PM »
Sorry about that. It was only my intention to drop the game I was running, not these whole forums. My lack of participation in this game is just because I couldn't think of anything to say.

Thanks for your concern, but yes, I'm alright. I'm just dealing with a number of stressors IRL that limit the amount of effort I'm willing to put into online activities. Included in that is that I'm still having trouble getting Ditzie to work for me and I don't have any other convenient methods of providing the relevant information online.

I'm sorry for taking so long to respond to anything. I won't be able to continue this game.

Notes to self about changes
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New invocation ideas
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Wow it's been... Forever since I last asked questions about this class but I'm using it in a game as Soulknife fix and I had a question.

The mindblade feature says it can be formed as Ranged Weapon, but we supply ammo. And The Psychic Might and existence of Zen Archer feat or the Psychic Strike really encourages building it as Zen Archer of sorts if one really wants, especially with Heavy profficiencies. But the 3.5 Dex requirements on Manyshot and Rapid Shot kinda screw that idea over. So no worries, there are the powers still, right? Well, the 6th level powers feel like, honestly, they are more melee focused. I know you made this class a long time ago but, well, it is YOUR class so I was wondering if there's any possibility of adding up options for archers? Unless I'm looking at it wrong way. Your class is what made me get into playing D&D in first place so I have soft spot for it

It's been a while since I really looked at the class, too. Other than a small rewording of one of the abilities when I reposted it recently, I haven't really looked at the soulknife in depth in almost 3 years (and even that was mostly for formatting).

If I were writing the soulknife now, I would have the mind blade produce default ammo for ranged weapons. I know I've written abilities with a few different variations on that for other classes, spells, items, etc. since the invoking soulknife that could easily be adapted.

When I was designing the invoking soulknife, my mental image was of a melee combatant, largely because of the original soulknife being locked into melee weapons (and the soulbow PrC is still around, even if the opportunity cost is now much higher). While I made sure to include the option for ranged combat (because why not, and because the soulbow said it's possible), I never really focused on support for it. That's why there are a lot of invocations supporting melee combat, but not so much for ranged soulknives.

I'll have to think about expanding the soulknife invocation list with some new invocations. I was pretty much out of ideas at the time I stopped writing them (one of the reasons there are only 5 mind invocations). If you have any ideas for more invocations that would be suitable for a ranged soulknife, I'd love to hear them.

That said, I don't have any intention to (directly) provide support for bypassing ranged feat requirements. There may be future invocations added that do similar things to them, in much the same way that Psychic Strike can substitute for Zen Archery. However, any actual feat acquisition options would be limited to a hypothetical soulbow rewrite or variant/ACF.

Your class is what made me get into playing D&D in first place so I have soft spot for it

Wow. Thanks. For a content creator, compliments don't get much better than this.

So, if I'm reading right the Energy Warrior can emit enough weapons to fill his hands, but they have to be the same one?

That is correct. You could, for example, have two morningstars, or a pair of shortswords, but not a longsword and a shortsword together.

Note to self: One of these days, I need to review the energy warrior's module list. It was always thinner and more disjointed than the others and I don't think I ever corrected that. On top of that, non-damage options are more limited even with the same module count because so many of the energy warrior modules are beam modules, which have one of their socket attachments devoted to variations on the same thing (enhancing energy beam attacks).

If you'd like, we can move on and assume that you bought whatever was necessary (to be determined later when it's relevant) with your funds.

Do we need more than the light horses and wagon?

If you're talking about transporting the goods, that's plenty.

Another related idea: Psiberneticist (name is a joke). Similar to arcanotechnician concept but with psionics instead of magic. No spell slots or energy allocation. Just expends energy directly to create power points.

Additional module effect ideas for interacting with spellcasting:
- Module maintains concentration on a single spell for you, up to a level equal to the energy allocation.
- Bonus to your spells' DCs to resist being dispelled and to be identified with Spellcraft.
- Gain temporary energy equal to a spell's level when you dismiss it. Lasts for 1 minute or until the spell would have expired normally. Multiple spells do not stack.

Also, a feat that I expect to be at least as broken as DMM: Expend energy to apply a metamagic feat without adjusting the spell slot level used.

Regarding Arcanotechnitian, the setup is a bit too complicated and arbitrary. Listing the spell slots is unneeded if there are never any real slots present, so the entire spell slot setup can be replaced with a single column stating maximum spell level. However, spell slots are very different in power, so having one Energy be one spell slot for all spell levels means people will always max out slots of their highest level, with the cap being very much too high for normal play given the power of the Wiz/Sorc list.

Well, two columns, one for cantrip slots and one for max spell level, but I see what you mean.

Regarding maximizing the highest level slots, that's what what limiting the higher level slots's capacities to the amount spent on lower level slots was intended for. For example, to get a third 5th-level slot would require expending at least 15 energy, 3 for each level from 1st through 5th.

Also, note to self, the exact wording is far from final. The way I described it above (energy capacity = min(normal, min(all lower level allocations))) means that bonuses to energy capacity (such as from Systemic Reboot System) could partially bypass that limit and let you get more higher-level slots than lower-level slots from energy allocation.

I'd change that casting mechanic to Energy=CL. Essentially, you have 1 power invested be one level of spellcasting. A Bard type caster actually gets a spell level every three levels. Capping at 6th level slots is an arbitrary restriction on them. They really cap at 15th level casting, sans the 7th level spell slots. So a Bard-type slot progression would mean 15 Energy if Energy=CL. Having actual CL for spells cast be determined by Energy invested also means that you have room for a Module that just boosts CL by Energy invested while messing with spell effect caps.

I hadn't considered scaling it directly based on the standard spellcasting table. It would probably work out better in some ways, since the scaling of energy capacity means that in this first draft, your upper limit on spell slots is the same for all spell levels and scales oddly for a spellcaster. At low character level, you get very few spell slots, even of your low-level spells. At higher character levels, whenever you gain a new spell level, you get the full potential complement of spell slots for it. And if you multiclass out, your maximum spell slots keep rising despite the fact that you're no longer progressing your spellcasting class. Something to think about.

As for doing Archivists with it, that's just a single AFC away to make the class Divine instead of Arcane. Possibly with a few Modules to make it work out better exclusive to the AFC. Or roll it into subclasses and have the modules use keywords for casting types, which enables AFCs for any power source one feels like with just slapping another keyword on the Module list. You'd need a blanket keyword to cover all such modules, though.

I would definitely like to have at least a divine spellcasting ACF for this class if I were to actually make it. PoC classes are already extremely versatile thanks to the wide variety of modules they have access to, which is part of why I've had so much trouble making ACFs and variants for them. It's nice to finally have a concept that lends itself to that.

By the way, Versatility_Nut, it's ACF (Alternative Class Feature), not AFC.

I'd change that casting mechanic to Energy=CL. Essentially, you have 1 power invested be one level of spellcasting. A Bard type caster actually gets a spell level every three levels. Capping at 6th level slots is an arbitrary restriction on them. They really cap at 15th level casting, sans the 7th level spell slots. So a Bard-type slot progression would mean 15 Energy if Energy=CL. Having actual CL for spells cast be determined by Energy invested also means that you have room for a Module that just boosts CL by Energy invested while messing with spell effect caps.

Since the standard energy cap is 4 at level 20 that's not going to work.

It wouldn't be the first time there's been an energy receptacle with a nonstandard capacity. For example, the nanotheurge has a class feature with a capacity of roughly 1/2 the class level.

I had an idea for a new base class (and at least one associated module) that uses magic as well as cybernetics. Names are pending.

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