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Messages - Xhosant

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Gaming Advice / Re: Question about Warlocks, fell flight and speed.
« on: August 24, 2013, 07:01:27 AM »
My guess is this: Fly gives its own speed, so no running.

Fell flight lets you fly at your speed, which is modified by running, so i'm inclined to say yes.

What's more, Fly, as an arcane spell, is something akin to a machine: you fuel it and turn it on. Invocations are something innate, so i'd be inclined to see it as a muscle. That's an opinion if I ever saw one, but justifies why fell flight and fly would run differently (in my book).

Also, kudos to dna1 for mentioning superman and dragonball on the same post witha t a power debate

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Gaming Advice / Re: Master Thrower's Palm Throw & Trip Shot
« on: August 24, 2013, 05:36:27 AM »
Does palm throw allow for 2 different targets to be attacked with one roll? If yes, then both should be tripped, so it is "per hit" and it's case-closed for 6 trips.

If not, i'm unsure whether they are seen as one or two attacks. I'd say one attempt per attack, whichever that is.

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Gaming Advice / Re: Walker of the waste entry: at ECL 4 or ECL 6?
« on: August 24, 2013, 05:27:13 AM »
From the ghestalt notes and/or PrC creation notes (I think), prerequisites should not be normally  met before ECL 5, for entry at 6. (Ghestalt even proposed inflating them, if i recall). So, by RAI, I  can safely say the or is exclusive.

4
Generally, multiclassing is something to be praised but not forced upon.

So, a multiclass-unfriendly class would be one that severely punishes not maxing out, epsecially past the lvl10 mark. To dumb it down, if every level up to 20 doubles your power compared to the last one, lvl20 is worth an extra 19 levels and it would be dumb not to take it. Which is bad.

A class that NEEDS another to function is also bad, and that's what we have PrCs for anyway. The reason for this, obviously, is that a half-useless class is half a class.

As for dead levels, there are 2 points to consider. First, a generous estimation is that you level up once every 2 weeks. A dead level is a level that gives nothing, or alternatively one you don't notice taking. So, a dead level means you've spent 2 weeks playing, see everyone else get stronger, and all you get is a "better luck in 2 weeks". The other issue has to do with forced multiclassing: Consider levels as a currency to be spent, like stats in a point-buy system. If level 5 of a class is a dead level, in effect it's "cost" is split over the other levels. So you're now looking at a class whose post-5 features "cost" 1.3 levels each. That is terribly steep in many cases, forcing you to move out of the class at that point.

So, to illustrate the above: compare wizard and sorcerer. A wizard is so powerful that from a power perspective you either stick to it for 20 levels or can only use PrCs that give full progression to it. The sorcerer, on the other hand, has no class features save for casting and the (not-so-favored by many) familiar. So, even at a reduced spell progression, your best bet is to get extra class features through multiclassing as soon as possible.

Also, on dipping: 3 concerns. A very dip-friendly class risks becoming a costly feat, so to speak. All it's good for is that 1st level, and nobody bothers playing the class itself. 2, it's unpredictable; a strong class feature on the loose out there, creating exploits out of other classes and making the homebrewer's job harder. 3, if the first level is so powerful, there are 3 possibilities. Either the class is underpowered with that 1st level being most of the power it gets. That means the class is boring. Or, the class is overpowered, which is an issue of itself. Or, finally, the reason the 1st level is so strong is because it offers spectacular synergy with other classes, which it does not offer with itself. Which means the class' features are disparate.

5
The guy with the intrusive power source. To go the cliche way: meet Joe, half-demon, suffering split personality between demon and mortal, suppressing his demonic alias Eoj. When Joe taps into his heritage for power (or when he should but doesn't, or when he's mildly inconvenienced) Eoj gets a chance to evict him, so to speak.

Things get out of hand because: a) there's truckloads of different concepts on that premise, and we need a scaffold covering them all, b) some cases may be forced upon the player (Bob really shouldn't have used the cursed artifact, even if he seeked it out on his own), so a simple PrC won't cut it. We need something scaling off of HD, decidedly not-class-y, powerful but not overpowered despite the last 2 points.

6
The tier system (http://www.minmaxboards.com/index.php?topic=658.0) might be of use to you.

Generally, how powerful a character should be is linked with what the DM is to throw at it. If they have to deal with a god pantheon in a free-for-all, and it is not a Rock-Elementals-Fall,-You-Die scenario, you want your characters holding ground. But you generally want them weaker and, more importantly, equal.

As a rule of thumb, if you're out-doing the Wizard (good luck with that) then you've not only made a mistake, but have permanently damaged the game as a concept and should feel guilty for the abomination you've created :P
Anything bellow that is just chasing the wizard.

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Gaming Advice / Re: Gauging Interest: The Desktop RPG
« on: July 29, 2013, 08:10:11 AM »
Though i call Yes, in effect it's all about how you exploit the medium. E.g., a specific setting (ToG, if you wanna poke around) relies heavily on backstabbery all around, as well as a huge player base. That would be an ideal fit for an online rpg. How are YOU gonna make the game fit the medium?

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Handbook Discussion / Re: The Crusader Handbook Discussion
« on: July 29, 2013, 07:24:56 AM »
Since it doesn't seem like the handbook is still alive, could you give us the cornerstones of the JMP build, lest they be forever dragged in the handbook's grave?

Just level allocation and prerequisite-necessary feats, we can do the minmaxing from there :P

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Introduce Yourself / Greetings!
« on: July 29, 2013, 07:21:29 AM »
Kinda new on the field, always interested in a smart (some would say lawyer-ish) trick, or a good gish. Aspiring DM.

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