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The Rules Whore Thread

RankenphileRankenphile Passersby were amazedby the unusually large amounts of blood.Registered User, Moderator Mod Emeritus
edited January 2007 in Critical Failures
This is a thread for rules whoring and rules questions. If you have a question about the rules of a tabletop game, this is the place to ask it. There are no stupid questions in this thread*, so please ask away.

*This is probably a lie.


I'll start. I have been DMing a campaign in 3.5ed D&D, with only the core rulebooks. In them, we haven't found any specific rules about tithe for clerics or paladins. There is a good chance we're only overlooking them, as it has been probably twelve years since any of us have played a pnp RPG, but we're really enjoying it so far.

Specifically, we need to know if there is a specific amount they have to give, how often they have to give, and if they have to give only at temples of their god, or at temples of any God of the same alignment. I made a house rule last night that it was 10% each time they stopped to pray for long periods (at the beginning of each level to gain their new skills and such, or any time the party sought healing or services). I didn't make it every single time they went into town, since at higher levels that would start sucking away money faster, and at lower levels pretty much every time they return to town it is because they leveled or need healing and curing. I also ruled it was any temple of similar alignment, to eliminate finding an obscure God in order to save some cash, and it just made sense (to me).

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«13

Posts

  • ArkadyArkady Registered User regular
    edited October 2006
    I know I've read 10% somewhere, but I can't for the life of me remember where. More than likely it was in some prestige classes thing. Either way, 10% is moderately reasonable.

    Arkady on
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  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited October 2006
    I'm pretty certain tithing is no longer a class restriction in 3.5.

    I think back in the AD&D days it was all *but* 10% for Clerics.

    INeedNoSalt on
  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited October 2006
    Tithing is no longer a class requirement, although I'm sure it'll certainly earn deific brownie points if your cleric or paladin does it. I know when my cleric made the transition from 2nd to 3rd edition, she kept up with the tithing because it was in character.

    Gabriel_Pitt on
  • Aroused BullAroused Bull Registered User regular
    edited October 2006
    I think back in the AD&D days it was all *but* 10% for Clerics.
    Clerics don't have to tithe in 1E AD&D. For paladins, it's a 10% immediate tithe, plus whatever they don't need to sustain themselves, their equipment, and their castle if they have one. Rangers have to give away everything they can't carry on their person and on their mount.

    Aroused Bull on
  • ToadTheMushroomToadTheMushroom Registered User regular
    edited October 2006
    Can someone clarify Blood Angels Death Company.

    I know the rules are somewhere but what is it with their movement? They must move towards nearest enemy or after you move them then they move again?

    I swear I have looked up this fucking rule a thousand times yet everytime it comes to me playing a game I'm still never sure on it.

    ToadTheMushroom on
  • laughingfuzzballlaughingfuzzball Registered User regular
    edited October 2006
    According to the 3rd ed Blood Angels codex (I don't think there's a revised one yet), Blood Angels always have to move closer to the enemy and must charge if able unless they're led by a Chaplain or Sanguinary High Priest.

    All Blood Angels of certain unit types (there's a list in the codex under the rule, I know Death Company are included) have to make a roll each turn. If they get a ceratin result (I think a one), they automatically move d6" forward, and this counts as movement for the purposes of shooting and such.

    When I played BA, I fielded lots of mid-sized units with no heavy weaponry accompanied by vehicles with the right kinds of guns to make up for the lack of infantry heavy weapons. That way my big guns never got screwed out of a shot and I always got a decemnt sized death company. With the way rapid fire weapons work now, high mobility with light weapons works a lot better, meaning all sorts of goodness for BA tactical squads. If you want a big DC, take the chaplain for the freebies That's what I did, and it worked. I preffered jump packs because they afford a little more maneuverability than the rhino, are cheaper (since the DC get them for free if the Chap has them), and you can't lose them if you get too big of a DC like you can with a rhino. I preffered power weapons over fists for my vets because they were very anti infantry, so didn't need the extra strength and I didn't like giveing up the high initiative for charging.

    laughingfuzzball on
  • DeVryGuyDeVryGuy Registered User regular
    edited October 2006
    Is there any weapon I can use in D&D 3.5 to make a ranged disarm? For instance, chucking a shuriken at someone to make them drop their dagger or whatever.

    I'm assuming not, but my monk wants a goddamn batarang.

    DeVryGuy on
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  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited October 2006
    DeVryGuy wrote:
    Is there any weapon I can use in D&D 3.5 to make a ranged disarm? For instance, chucking a shuriken at someone to make them drop their dagger or whatever.

    I'm assuming not, but my monk wants a goddamn batarang.

    A level of Exotic Weapon Master (Complete Warrior) would allow you do disarm with a shuriken. I think an old 3.0 dragon had a ranged disarm feat in it as well.

    DevoutlyApathetic on
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  • DeVryGuyDeVryGuy Registered User regular
    edited October 2006
    DeVryGuy wrote:
    Is there any weapon I can use in D&D 3.5 to make a ranged disarm? For instance, chucking a shuriken at someone to make them drop their dagger or whatever.

    I'm assuming not, but my monk wants a goddamn batarang.

    A level of Exotic Weapon Master (Complete Warrior) would allow you do disarm with a shuriken. I think an old 3.0 dragon had a ranged disarm feat in it as well.

    Interesting. I am considering this house rule in my game, failing this:

    Ranged Disarm - You may make a disarm attempt with a ranged weapon. You take a -4 penalty on the opposed disarm roll, as well as an additional -4 for every range increment past the first.

    DeVryGuy on
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  • ThanatosThanatos Registered User regular
    edited October 2006
    Tithing is no longer a class requirement, although I'm sure it'll certainly earn deific brownie points if your cleric or paladin does it. I know when my cleric made the transition from 2nd to 3rd edition, she kept up with the tithing because it was in character.
    Not only is it not a class restriction anymore, but requiring it is going to screw your clerics if you don't do something else to balance it out, since they're going to be behind everyone else in the party resource-wise, when the game is balanced to them being equal with everyone else.

    Obviously, it's not a huge screwing, unless you require them to tithe magical item costs, too, and they get some awesome item that they then need to sell because they can't afford to pay it.

    Thanatos on
  • GoumindongGoumindong Registered User regular
    edited October 2006
    DeVryGuy wrote:
    Is there any weapon I can use in D&D 3.5 to make a ranged disarm? For instance, chucking a shuriken at someone to make them drop their dagger or whatever.

    I'm assuming not, but my monk wants a goddamn batarang.

    There are feats in Complete Warrior that allows you to disarm, sunder, and pin[as grapple] with a ranged weapon.

    They are titled interestingly enough

    "Ranged Sunder"

    "Ranged Disarm"

    and

    "Ranged Pin" respectivly.

    Goumindong on
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  • ArkadyArkady Registered User regular
    edited October 2006
    Here's a crazy one. Does the salient divine ability allow a god to create epic spells without researhincg (and thus spending time or money) on them? I'm leaning towards no as I don't believe epic spells are clas sspecific, but I havn't really read either the epic or deities and damigods books particularly well.

    Arkady on
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  • GoumindongGoumindong Registered User regular
    edited October 2006
    Arkady wrote:
    Here's a crazy one. Does the salient divine ability allow a god to create epic spells without researhincg (and thus spending time or money) on them? I'm leaning towards no as I don't believe epic spells are clas sspecific, but I havn't really read either the epic or deities and damigods books particularly well.

    Which salient divine ability?

    Goumindong on
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  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited October 2006
    I'm usually up for full fledged Gods to be able to do whatever they want, but Epic D&D can get pretty wacky when you're level gets high enough that PCs get into slap fights with them.

    Gabriel_Pitt on
  • ArkadyArkady Registered User regular
    edited October 2006
    Goumindong wrote:
    Arkady wrote:
    Here's a crazy one. Does the salient divine ability allow a god to create epic spells without researhincg (and thus spending time or money) on them? I'm leaning towards no as I don't believe epic spells are clas sspecific, but I havn't really read either the epic or deities and damigods books particularly well.

    Which salient divine ability?

    Can't believe I left that out; Arcane mastery. Specifically, the line at the end where it says, "The deity also can invent new sorcerer/wizard spells without researching them."

    Arkady on
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  • GoumindongGoumindong Registered User regular
    edited October 2006
    Arkady wrote:
    Goumindong wrote:
    Arkady wrote:
    Here's a crazy one. Does the salient divine ability allow a god to create epic spells without researhincg (and thus spending time or money) on them? I'm leaning towards no as I don't believe epic spells are clas sspecific, but I havn't really read either the epic or deities and damigods books particularly well.

    Which salient divine ability?

    Can't believe I left that out; Arcane mastery. Specifically, the line at the end where it says, "The deity also can invent new sorcerer/wizard spells without researching them."

    Epic spells are not class specific, so the deity cannot invent epic spells without research.

    Of course, using rules for deities isnt all that common anyway.

    Goumindong on
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  • NerissaNerissa Registered User regular
    edited October 2006
    Here's something I haven't been able to find. I'm sure it's in there somewhere, I just can't find it. What is the max number of skill ranks for a multi-class character? (D&D 3.0)

    As an example, two of the characters in my game are rogue/sorcerers. They both took rogue as their first class and sorcerer as their second, and they've created their characters with one level in each.

    So, if a skill is a class skill for rogues and a cross class skill for sorcerers, could they actually bring that skill up to 6, asuming they were willing to pay the cross-class cost for those last two points? Or are they limited to 5 because they are level 2 characters? Or do you find the max for each class and use the higher of the two, making it 4?

    I'm leaning toward the last, because I think I recall that from somewhere but I'm not sure, and can't seem to find the ruling. Also, it seems more right to me and encourages them to actually use their few sorcerer skill points on sorcerer skills.

    Nerissa on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited October 2006
    Nerissa wrote:
    Here's something I haven't been able to find. I'm sure it's in there somewhere, I just can't find it. What is the max number of skill ranks for a multi-class character? (D&D 3.0)

    As an example, two of the characters in my game are rogue/sorcerers. They both took rogue as their first class and sorcerer as their second, and they've created their characters with one level in each.

    So, if a skill is a class skill for rogues and a cross class skill for sorcerers, could they actually bring that skill up to 6, asuming they were willing to pay the cross-class cost for those last two points? Or are they limited to 5 because they are level 2 characters? Or do you find the max for each class and use the higher of the two, making it 4?

    I'm leaning toward the last, because I think I recall that from somewhere but I'm not sure, and can't seem to find the ruling. Also, it seems more right to me and encourages them to actually use their few sorcerer skill points on sorcerer skills.

    It was (3.0) and is (3.5) that once you have had it as a class skill for any level your maximum is determined as if it were a class skill. Any skill points from a level that does not have it as a class skill are paid for at the cross class rate. So 5 is the max rank in the example above, the last point costing double.

    3.0 is a little more complicated since it has restricted skills. I think (unsure on this) that the above characters limit on Use Magic Device is still 4. I'm hazy on this and have no means to look it up though. (Restricted skills only count levels in classes that grant them.)

    DevoutlyApathetic on
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  • NerissaNerissa Registered User regular
    edited October 2006
    Nerissa wrote:
    Here's something I haven't been able to find. I'm sure it's in there somewhere, I just can't find it. What is the max number of skill ranks for a multi-class character? (D&D 3.0)

    As an example, two of the characters in my game are rogue/sorcerers. They both took rogue as their first class and sorcerer as their second, and they've created their characters with one level in each.

    So, if a skill is a class skill for rogues and a cross class skill for sorcerers, could they actually bring that skill up to 6, asuming they were willing to pay the cross-class cost for those last two points? Or are they limited to 5 because they are level 2 characters? Or do you find the max for each class and use the higher of the two, making it 4?

    I'm leaning toward the last, because I think I recall that from somewhere but I'm not sure, and can't seem to find the ruling. Also, it seems more right to me and encourages them to actually use their few sorcerer skill points on sorcerer skills.

    It was (3.0) and is (3.5) that once you have had it as a class skill for any level your maximum is determined as if it were a class skill. Any skill points from a level that does not have it as a class skill are paid for at the cross class rate. So 5 is the max rank in the example above, the last point costing double.

    3.0 is a little more complicated since it has restricted skills. I think (unsure on this) that the above characters limit on Use Magic Device is still 4. I'm hazy on this and have no means to look it up though. (Restricted skills only count levels in classes that grant them.)
    I'm not too worried about restricted skills at this point, since the big one is Use Magic Device, which they really don't need since they're sorcerers as well. If my 3rd player decides to go rogue/figher or rogue/cleric, then I'll have to watch that, but the first two are sounding like they're going to try to talk him into rogue/sorcerer as well. (It's going to be a somewhat different flavor of campaign than most people are used to, I think.)

    Nerissa on
  • GoumindongGoumindong Registered User regular
    edited October 2006
    Goumindong wrote:
    Arkady wrote:
    Goumindong wrote:
    Arkady wrote:
    Here's a crazy one. Does the salient divine ability allow a god to create epic spells without researhincg (and thus spending time or money) on them? I'm leaning towards no as I don't believe epic spells are clas sspecific, but I havn't really read either the epic or deities and damigods books particularly well.

    Which salient divine ability?

    Can't believe I left that out; Arcane mastery. Specifically, the line at the end where it says, "The deity also can invent new sorcerer/wizard spells without researching them."

    Epic spells are not class specific, so the deity cannot invent epic spells without research.

    Of course, using rules for deities isnt all that common anyway.

    A Correction...

    I went back and looked at the Epic spell rules. While a divine or arcane caster may create an epic spell and may learn any epic spell, Epic Spells created by arcane casters are considered arcane spells and epic spells created by divine casters are considered divine spells.

    Ergo, a God with that Salient Divine Ability would be able to research epic spells for free, instantly.

    Goumindong on
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  • _J__J_ Pedant Registered User, __BANNED USERS regular
    edited October 2006
    I was hoping that this would be a thread about rules whoring. :(

    _J_ on
  • NerissaNerissa Registered User regular
    edited October 2006
    _J_ wrote:
    I was hoping that this would be a thread about rules whoring. :(
    Somehow, I suspect you'd be good at that. :P

    Nerissa on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited October 2006
    I'm currently wondering about the Diplomacy skill. If i read it correctly, you make a check against a set DC, and if you make it you favorably turn the NPC. (Unless used in pleading or negotiations, where it's a straight opposed check where the margin determines who gets how much advantage)

    Besides the weirdness that making the level 1 barbarian go from hostile to helpful is exactly as hard as doing it to a level 20 wizard, the table has several entries "less then 1". Unless i'm mistaken, that could only happen when you have no points in diplomacy and a cha of 9 or lower?

    Furthermore, the DC's are rather silly. My Vow of Poverty Telepath with Cha 14 will have a base Diplomacy of 5(ranks)+2 (sense motive synergy)+2 (sacred vow perfection bonus)+4 (vow of peace exalted bonus)+2 (Cha bonus) = 15 at level 2.

    This means, that as long as i get to talk to people long enough, i can ALWAYS get Unfriendly to Indifferent, or Indifferent to Friendly. (Every stranger i meet will like me if i have a word with them). Further more, i have a 75% chance of making a friendly helpful, and 50% chance of making a hostile indifferent or an unfriendly friendly.

    Oh and at level 4 i will probably take tongues and thus be able to talk to everyone who can talk. As well as Nymph's Kiss at level 4 (+2 bonus again) and Nimbus at level 6 (+2 vs good characters) Which means a modifier of 21 (23 vs good) at level 6.

    Link to skill: Diplomacy

    SanderJK on
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  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator Mod Emeritus
    edited October 2006
    Question: How does alchemy work, exactly? Is there a supplement bookt hat lists components needed to craft certain potions? Is there a list that says how much each type of potion would cost to create, and how long? What is the difficulty of different potion types? Are cure minor wounds potions considered a minor item, or a mundane potion, or...? And are they easier to create than, say, cure light wounds, or just cheaper?

    Rankenphile on
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  • GoumindongGoumindong Registered User regular
    edited October 2006
    Question: How does alchemy work, exactly? Is there a supplement bookt hat lists components needed to craft certain potions? Is there a list that says how much each type of potion would cost to create, and how long? What is the difficulty of different potion types? Are cure minor wounds potions considered a minor item, or a mundane potion, or...? And are they easier to create than, say, cure light wounds, or just cheaper?

    Its in the alchemy skill description, you cant make spell potions, that is a seperate feat "brew potion"

    alchemy needs a slight overhaul anyway.

    Goumindong on
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  • NerissaNerissa Registered User regular
    edited October 2006
    SanderJK wrote:
    I'm currently wondering about the Diplomacy skill. If i read it correctly, you make a check against a set DC, and if you make it you favorably turn the NPC. (Unless used in pleading or negotiations, where it's a straight opposed check where the margin determines who gets how much advantage)

    Besides the weirdness that making the level 1 barbarian go from hostile to helpful is exactly as hard as doing it to a level 20 wizard, the table has several entries "less then 1". Unless i'm mistaken, that could only happen when you have no points in diplomacy and a cha of 9 or lower?

    Furthermore, the DC's are rather silly. My Vow of Poverty Telepath with Cha 14 will have a base Diplomacy of 5(ranks)+2 (sense motive synergy)+2 (sacred vow perfection bonus)+4 (vow of peace exalted bonus)+2 (Cha bonus) = 15 at level 2.

    This means, that as long as i get to talk to people long enough, i can ALWAYS get Unfriendly to Indifferent, or Indifferent to Friendly. (Every stranger i meet will like me if i have a word with them). Further more, i have a 75% chance of making a friendly helpful, and 50% chance of making a hostile indifferent or an unfriendly friendly.

    Oh and at level 4 i will probably take tongues and thus be able to talk to everyone who can talk. As well as Nymph's Kiss at level 4 (+2 bonus again) and Nimbus at level 6 (+2 vs good characters) Which means a modifier of 21 (23 vs good) at level 6.

    Link to skill: Diplomacy
    Well, in many ways it's up to your DM. They could theoretically make it an opposed check every time, but then they'd need to have stats for every NPC that you run across, which is a PITA. Also, the DM can and should adjust the DC based on the situation (the guy is having a particularly good or bad day, he's got a particularly cynical personality, he's prejudiced toward or against your race or gender, etc.)

    However, if you're that good (and +15 at level 2 is quite exceptional), I'd say it's reasonable that, given enough time, you can probably sway just about anyone.

    Also, I don't personally have an issue with level not being taken into account -- human nature is human nature, and while a character with more "experience" may be more cynical, that is not necessarily the case. Getting someone to like you shouldn't depend on how well they can cast spells or swing a sword, unless they've got some sort of superiority complex going on, which, again, the DM should adjust the DC for.

    Nerissa on
  • ThanatosThanatos Registered User regular
    edited October 2006
    A lot of DMs have severely restricted the use of Diplomacy, because it is so easy to point-whore it up to insane levels (my 2nd level Warlock has a +10 to diplomacy, with no ranks in it).

    Thanatos on
  • HorseshoeHorseshoe Registered User regular
    edited October 2006
    How do you handle the Leadership feat? (I've heard some DM's prefer not to allow it at all.)

    Do you use it as if the character has a dedicated cohort and followers, or do you play it more like having Leadership makes it easier to recruit help when he/she needs it?

    Horseshoe on
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  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator Mod Emeritus
    edited October 2006
    Goumindong wrote:
    Question: How does alchemy work, exactly? Is there a supplement bookt hat lists components needed to craft certain potions? Is there a list that says how much each type of potion would cost to create, and how long? What is the difficulty of different potion types? Are cure minor wounds potions considered a minor item, or a mundane potion, or...? And are they easier to create than, say, cure light wounds, or just cheaper?

    Its in the alchemy skill description, you cant make spell potions, that is a seperate feat "brew potion"

    alchemy needs a slight overhaul anyway.

    I'm still unclear on how that works. What would alchemy be used for, then? Brewing non-spell potions (such as...)? And Brew Potion is a feat?

    Sorry if this seems ignorant, but I'm just now getting back into PnP RPGs after a 13-year hiatus, and have a lot to pick back up.

    Rankenphile on
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  • GoumindongGoumindong Registered User regular
    edited October 2006
    Thanatos wrote:
    A lot of DMs have severely restricted the use of Diplomacy, because it is so easy to point-whore it up to insane levels (my 2nd level Warlock has a +10 to diplomacy, with no ranks in it).

    Not really, in order to abuse diplomacy your DM has to be very bad at relationships.

    In order to take someone attacking you into "freindly" half the time in battle[indifferent doesnt it cut it, an indifferent person in battle would still be fighting you], you need +35 on your diplomacy skill. Which takes a full round action that provokes attacks of opportunity, subject to concentration checks on damage, subject to language barriers, etc. In order to go to helpful, which is nessesary most of the time, you need +50.

    Then there is the problem of "even your friends get mad at you when you swing swords at them", which is the problem in battle. A diplomacy check can only succeed if the rest of the party takes no action, if they take actions in the round, they negate the diplomacy check. Why? Because you wouldnt listen to a jackass saying "dont hurt us" when is friend is chucking a fireball at you.

    On the plus side this means they can all "aid another" to get larger bonuses. On the minus side it means if you fail, then you have lost a full round of action standing around flat footed.

    Even then, there are trust issues[if the battle has started, its basically surrender]

    And lets not forget circumstance bonuses and penalties.

    Even then, the skill is still better used for negotiation.

    it takes a bad DM to let diplomacy abuse happen, it can get high, but not that high[without serious twinkery that is]

    Goumindong on
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  • GoumindongGoumindong Registered User regular
    edited October 2006
    Goumindong wrote:
    Question: How does alchemy work, exactly? Is there a supplement bookt hat lists components needed to craft certain potions? Is there a list that says how much each type of potion would cost to create, and how long? What is the difficulty of different potion types? Are cure minor wounds potions considered a minor item, or a mundane potion, or...? And are they easier to create than, say, cure light wounds, or just cheaper?

    Its in the alchemy skill description, you cant make spell potions, that is a seperate feat "brew potion"

    alchemy needs a slight overhaul anyway.

    I'm still unclear on how that works. What would alchemy be used for, then? Brewing non-spell potions (such as...)? And Brew Potion is a feat?

    Sorry if this seems ignorant, but I'm just now getting back into PnP RPGs after a 13-year hiatus, and have a lot to pick back up.

    Tanglefoot bags, acid flasks, alchemists fire, grease, etc.

    Best used for a rogue... of course, you need an alchemists set and have to be a spellcaster, which makes it useless in its current iteration. I dont like the equipment[id simply make them lower quality/take more time] or spellcaster requirements.

    Goumindong on
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  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator Mod Emeritus
    edited October 2006
    Goumindong wrote:
    Goumindong wrote:
    Question: How does alchemy work, exactly? Is there a supplement bookt hat lists components needed to craft certain potions? Is there a list that says how much each type of potion would cost to create, and how long? What is the difficulty of different potion types? Are cure minor wounds potions considered a minor item, or a mundane potion, or...? And are they easier to create than, say, cure light wounds, or just cheaper?

    Its in the alchemy skill description, you cant make spell potions, that is a seperate feat "brew potion"

    alchemy needs a slight overhaul anyway.

    I'm still unclear on how that works. What would alchemy be used for, then? Brewing non-spell potions (such as...)? And Brew Potion is a feat?

    Sorry if this seems ignorant, but I'm just now getting back into PnP RPGs after a 13-year hiatus, and have a lot to pick back up.

    Tanglefoot bags, acid flasks, alchemists fire, grease, etc.

    Best used for a rogue... of course, you need an alchemists set and have to be a spellcaster, which makes it useless in its current iteration. I dont like the equipment[id simply make them lower quality/take more time] or spellcaster requirements.

    Oh man, the wizard in the party I'm running a game for will be disappointed, but that is good to know. Thanks.

    What are the requirements for the Brew Potion feat? (I don't have my books handy at the moment, sorry)

    Rankenphile on
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  • GoumindongGoumindong Registered User regular
    edited October 2006
    Goumindong wrote:
    Goumindong wrote:
    Question: How does alchemy work, exactly? Is there a supplement bookt hat lists components needed to craft certain potions? Is there a list that says how much each type of potion would cost to create, and how long? What is the difficulty of different potion types? Are cure minor wounds potions considered a minor item, or a mundane potion, or...? And are they easier to create than, say, cure light wounds, or just cheaper?

    Its in the alchemy skill description, you cant make spell potions, that is a seperate feat "brew potion"

    alchemy needs a slight overhaul anyway.

    I'm still unclear on how that works. What would alchemy be used for, then? Brewing non-spell potions (such as...)? And Brew Potion is a feat?

    Sorry if this seems ignorant, but I'm just now getting back into PnP RPGs after a 13-year hiatus, and have a lot to pick back up.

    Tanglefoot bags, acid flasks, alchemists fire, grease, etc.

    Best used for a rogue... of course, you need an alchemists set and have to be a spellcaster, which makes it useless in its current iteration. I dont like the equipment[id simply make them lower quality/take more time] or spellcaster requirements.

    Oh man, the wizard in the party I'm running a game for will be disappointed, but that is good to know. Thanks.

    What are the requirements for the Brew Potion feat? (I don't have my books handy at the moment, sorry)

    Spellcaster level 3 i believe

    Goumindong on
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  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator Mod Emeritus
    edited October 2006
    Goumindong wrote:
    Goumindong wrote:
    Goumindong wrote:
    Question: How does alchemy work, exactly? Is there a supplement bookt hat lists components needed to craft certain potions? Is there a list that says how much each type of potion would cost to create, and how long? What is the difficulty of different potion types? Are cure minor wounds potions considered a minor item, or a mundane potion, or...? And are they easier to create than, say, cure light wounds, or just cheaper?

    Its in the alchemy skill description, you cant make spell potions, that is a seperate feat "brew potion"

    alchemy needs a slight overhaul anyway.

    I'm still unclear on how that works. What would alchemy be used for, then? Brewing non-spell potions (such as...)? And Brew Potion is a feat?

    Sorry if this seems ignorant, but I'm just now getting back into PnP RPGs after a 13-year hiatus, and have a lot to pick back up.

    Tanglefoot bags, acid flasks, alchemists fire, grease, etc.

    Best used for a rogue... of course, you need an alchemists set and have to be a spellcaster, which makes it useless in its current iteration. I dont like the equipment[id simply make them lower quality/take more time] or spellcaster requirements.

    Oh man, the wizard in the party I'm running a game for will be disappointed, but that is good to know. Thanks.

    What are the requirements for the Brew Potion feat? (I don't have my books handy at the moment, sorry)

    Spellcaster level 3 i believe

    Oh, perfect. That's exactly what I was looking for.

    Rankenphile on
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  • DeepQantasDeepQantas Registered User regular
    edited October 2006
    Goumindong wrote:
    Goumindong wrote:
    Arkady wrote:
    Goumindong wrote:
    Arkady wrote:
    Here's a crazy one. Does the salient divine ability allow a god to create epic spells without researhincg (and thus spending time or money) on them? I'm leaning towards no as I don't believe epic spells are clas sspecific, but I havn't really read either the epic or deities and damigods books particularly well.

    Which salient divine ability?

    Can't believe I left that out; Arcane mastery. Specifically, the line at the end where it says, "The deity also can invent new sorcerer/wizard spells without researching them."

    Epic spells are not class specific, so the deity cannot invent epic spells without research.

    Of course, using rules for deities isnt all that common anyway.

    A Correction...

    I went back and looked at the Epic spell rules. While a divine or arcane caster may create an epic spell and may learn any epic spell, Epic Spells created by arcane casters are considered arcane spells and epic spells created by divine casters are considered divine spells.

    Ergo, a God with that Salient Divine Ability would be able to research epic spells for free, instantly.
    But Arcane and Divine spells still aren't class specific, are they?

    Can you clarify?

    DeepQantas on
    m~
  • ThanatosThanatos Registered User regular
    edited October 2006
    Goumindong wrote:
    Thanatos wrote:
    A lot of DMs have severely restricted the use of Diplomacy, because it is so easy to point-whore it up to insane levels (my 2nd level Warlock has a +10 to diplomacy, with no ranks in it).
    Not really, in order to abuse diplomacy your DM has to be very bad at relationships.

    In order to take someone attacking you into "freindly" half the time in battle[indifferent doesnt it cut it, an indifferent person in battle would still be fighting you], you need +35 on your diplomacy skill. Which takes a full round action that provokes attacks of opportunity, subject to concentration checks on damage, subject to language barriers, etc. In order to go to helpful, which is nessesary most of the time, you need +50.

    Then there is the problem of "even your friends get mad at you when you swing swords at them", which is the problem in battle. A diplomacy check can only succeed if the rest of the party takes no action, if they take actions in the round, they negate the diplomacy check. Why? Because you wouldnt listen to a jackass saying "dont hurt us" when is friend is chucking a fireball at you.

    On the plus side this means they can all "aid another" to get larger bonuses. On the minus side it means if you fail, then you have lost a full round of action standing around flat footed.

    Even then, there are trust issues[if the battle has started, its basically surrender]

    And lets not forget circumstance bonuses and penalties.

    Even then, the skill is still better used for negotiation.

    it takes a bad DM to let diplomacy abuse happen, it can get high, but not that high[without serious twinkery that is]
    I was talking about outside of combat.

    Thanatos on
  • _J__J_ Pedant Registered User, __BANNED USERS regular
    edited October 2006
    Nerissa wrote:
    _J_ wrote:
    I was hoping that this would be a thread about rules whoring. :(
    Somehow, I suspect you'd be good at that. :P

    I'm the best.

    _J_ on
  • TalonrazorTalonrazor Registered User regular
    edited October 2006
    Good idea for a thread. I've got a question about my new game.

    I've got a player (Salt) who will be playing an AI construct, much like Cortana or Jane from OSC's Ender series. It's a d20 Future game and I'm debating what exactly construction rules would be.

    Should I take out the phyiscal stats and let him have half as many points to obtain Dex, Int and Wis? Or should I use Avatar rules in Cyberscape and let him create a virtual-style program?

    Talonrazor on
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  • DeepQantasDeepQantas Registered User regular
    edited October 2006
    Arcane Mastery
    Prerequisites

    Spellcaster level 1st, Int 29, Spell Mastery.

    Benefit

    The deity can prepare any wizard spell that it can cast without using a spellbook.

    Notes

    This ability gives the deity access to every spell on the sorcerer/wizard spell list, provided that the deity has sufficient wizard levels and a sufficient Intelligence score to cast them. The deity also can invent new sorcerer/wizard spells without researching them.

    Nothing there about epic spells. Plus it specifically mentions the sor/wiz spell list just prior to that sentence about inventing spells. Epic Spells aren't on a spell list. When developed they're part of the character.

    I'm leaning towards NO on the "inventing epic spells on the fly" issue.

    DeepQantas on
    m~
  • ReynoldsReynolds Gone Fishin'Registered User regular
    edited October 2006
    Talonrazor wrote:
    Good idea for a thread. I've got a question about my new game.

    I've got a player (Salt) who will be playing an AI construct, much like Cortana or Jane from OSC's Ender series. It's a d20 Future game and I'm debating what exactly construction rules would be.

    Should I take out the phyiscal stats and let him have half as many points to obtain Dex, Int and Wis? Or should I use Avatar rules in Cyberscape and let him create a virtual-style program?

    I was pondering this today.

    Why not just let his physical stats represent his 'physical body' when he's in the HIVE? Or something along those lines. Make sense?

    Reynolds on
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