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Fuck whatever we were playing, let's get ready for some goddamn DARK SUN
Posts
First off; about the concept:
Secondly, about the player:
The character sheet:
Eladrin, Warlord
Commanding Presence: Inspiring Presence
FINAL ABILITY SCORES
Str 14, Con 12, Dex 16, Int 12, Wis 11, Cha 17.
AC: 19 Fort: 15 Reflex: 15 Will: 17
HP: 49 Surges: 8 Surge Value: 12
TRAINED SKILLS
Acrobatics +10, Athletics +8, Diplomacy +10, Heal + 7, History + 10
UNTRAINED SKILLS
Arcana +2, Bluff, Dungeoneering, Endurance -1, Insight, Intimidate, Nature, Perception, Religion, Stealth -1, Streetwise, Thievery
FEATS
Level 1: Improved Inspiring Word
Level 2: Toughness
Level 4: Weapon prof (Spiked Chain)
POWERS
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Wolf Pack Tactics
Warlord encounter 1: Hammer and Anvil
Warlord daily 1: Stand the Fallen
Warlord utility 2: Aid the Injured
Warlord encounter 3: Inspiring War Cry
Warlord daily 5: Bastion of Defense
ITEMS
Dynamic Dagger +2
Mithral Chain +1
Acrobatic Boots (heroic tier)
Bag of Holding (heroic tier)
Spiked Gauntlets
Crossbow
Other stuff:
The party is leveling up to 6th level this week, so there's an opportunity to pick up a new feat, retrain, etc. and improve this mess.
The party other than the Warlord consists of an agile trickster Rogue, a twin weapon ranger and a shielding Swordmage.
His use of At-wills is negligable. He use Commander's Strike about once or twice and encounter; wolf pack tactics gets used about every other encounter.
Also: The Dynamic dagger was given to him to encourage a round of ranged combat and dagger throwing before he gets into combat. Nope. First round, draw dagger, transform to spiked chain, charge enemies. *smack head*
The Mithral was a plot item that served it purpose; I'm throwing a Rust Monster his way so he can convert it back to a light armour.
I guess I've got a few ideas about what he could do to get back into the game, but I'm just not good enough on the rules of players to optimise this thing; I'd like some other folks to look over it and make some suggestions, preferably without binning the whole thing and starting over. Ideally, I'd just like to work with the guy on his level up and bring him back into line with the rest of the party, but I think he needs more than retraining a single ability/power/feat.
So please, make some suggestions.
It's a fairly solid system, particularly if you preferred 3.5 to 4ed D&D.
I prefer 4E.
Oh and I got a hold of Spirit of the Century. This is the same system as Dresden Files will use right?
I should read it now.
Dropping the Spiked Chain was something I hadn't thought of; it was one of the first features of the character and so I hadn't really considered it. I suspect he might like to hold on to it, but I'll definitely look into it, thanks.
Burning, you can choose your character (Mikko or Pavel)
Marsh, Jasper seems to be your only option
DE?AD, while you technically could play the Wheelman, play your new guy
Fabricate, well, both of your dudes are kidnapped. So if you want, play zombie JFK, or borrow one of the many characters DE?AD and I have sitting around collecting dust.
It will be a tough session, but, y'know, should be fun.
Pavel will play next session.
Looking forward to rocking the tesla gun again though.
R-66Y, level 1
Warforged, Swordmage
Build: Assault Swordmage
Swordmage Aegis: Aegis of Assault
FINAL ABILITY SCORES
Str 15, Con 16, Dex 10, Int 17, Wis 11, Cha 9.
STARTING ABILITY SCORES
Str 13, Con 14, Dex 10, Int 17, Wis 11, Cha 9.
AC: 18 Fort: 13 Reflex: 13 Will: 13
HP: 31 Surges: 11 Surge Value: 7
TRAINED SKILLS
Arcana +8, Endurance +10, Athletics +7, Insight +5
UNTRAINED SKILLS
Acrobatics, Bluff -1, Diplomacy -1, Dungeoneering, Heal, History +3, Intimidate +1, Nature, Perception, Religion +3, Stealth, Streetwise -1, Thievery
FEATS
Level 1: Improved Swordbond
POWERS
Swordmage at-will 1: Greenflame Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Foesnare
Swordmage daily 1: Whirling Blade
ITEMS
Adventurer's Kit, Magic Scimitar +1, Leather Armor
RITUALS
Create Campsite
FORMULAS
Antivenom
====== Created Using Wizards of the Coast D&DI Character Builder ======
Sounds cool as fuck!
Baden, level 1
Shadar-kai, Rogue
Build: Cutthroat Rogue
Rogue Tactics: Artful Dodger
FINAL ABILITY SCORES
Str 10, Con 12, Dex 18, Int 12, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 16, Int 10, Wis 10, Cha 16.
AC: 16 Fort: 12 Reflex: 16 Will: 13
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Stealth +11, Thievery +9, Acrobatics +11, Athletics +5, Streetwise +8, Intimidate +8
UNTRAINED SKILLS
Arcana +1, Bluff +3, Diplomacy +3, Dungeoneering, Endurance +1, Heal, History +1, Insight, Nature, Perception, Religion +1
FEATS
Level 1: Life on the Edge
POWERS
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Disheartening Strike
Rogue encounter 1: Positioning Strike
Rogue daily 1: Handspring Assault
ITEMS
Leather Armor, Climber's Kit, Thieves' Tools, Adventurer's Kit, Magic Short sword +1
====== Created Using Wizards of the Coast D&DI Character Builder ======
As for abilities, the Dexterity does not appear to be doing anything for him; Most of his attacks are Strength (so only +2 to-hit and bonus damage), while Charisma amplifies several Inspiration powers. That 11 in Wisdom isn't any more effective to his skills than a 10, and he'll have a hard time noticing the difference.
His Int is wasted either by being too low for the powers that use it (like Commander's Strike) or he's wasting his training on powers that don't take advantage of his inspirational build (and characterization). I won't suggest he change builds from his character concept, so different powers might be a good route, like Furious Smash.
But ultimately an extra +5-10% hit rate or 1-2 points of damage isn't going to help bad tactics or party support. Wolf Pack is a solid exploit and he should be using it with the Swordmage or Ranger to gain combat advantage every turn, especially with a reach weapon.
Oh my goodness
wiki
[cite needed, lol]
aw jeah
I've never played or collected wh40k, but I waste a lot of time reading about the setting. I've read a couple of the DH books, the player's book and that one expansion book with the... Angry Armored Nun-Vixen with Big Gun on the front. I really enjoy the setting. I'm definitely going to buy the Rogue Trader book when it comes out. I read it is supposed to be out for GenCon09, which is in August.
well, the thing with Rogue Traders is they aren't just random dudes who run freight
they are special houses with letters of marque from the High Lords of Terra themselves, and that these letters of marque have been passed down over generations through the Rogue Trader houses.
the houses themselves are retarded rich, so, it wouldn't surprise me if they were able to employ Navigators.
You know, this book is starting to grow on me
goooooooooooooooooooood
EDIT: Most of the classes are pretty badass in action, really.
It showed how to play GURPS set in The Village.
Yes, that Village.
any major dude will tell you
I'm not sure I could do it justice as a DM. At least, not without spiking my player's coke with grain alcohol.
it was so fucking good
INFORMATION
INFORMATION
any major dude will tell you
i owned the former, but not the latter
book of exalted deeds was full of the most broken-ass shit, in terms of feats and stuff, my god
thank you for that moment of existential horror
my unofficial autobio will be accompanied with tips on how to smile
cause I've found that when they don't see you frown, they never know that you're a threat
and they don't sweat you when you came around
yep
they were like what people on the wizards of the coast message boards think alignment should be
but in a book!
Um, there is, albeit a very simple one. It is linked in the OP.
or VoP + Druid
The Saint bit makes his character really hard to kill.
Immunity to almost every element, DR 10/evil, plus fast healing 5.
I mean we are at level 14, but Sainthood is just so good.
You should be extolling the virtues of Rifts instead
There's a review for it on The Forge where it implies there were a few more rules within the english rules (the French version apparently had a retarded number of extra rules for stuff that aint got a business in gothic romance). Still keeping my eyes peeled for the actual PDF.
So I was thinking the premise for a PA Wuthering Heights tragedy is that John Gabriel dies and his friends and family must split up his estate when his will is discovered to have simply left 'everything' to his 'peeps'. All his friends and relatives argue with and plot against eachother over who he liked most and who has sentimental value over what stuff. Duels, murders, and professed homosexual love ensue.