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).
Posts
LoL: failboattootoot
I think back in the AD&D days it was all *but* 10% for Clerics.
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.
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.
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.
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.
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.
LoL: failboattootoot
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."
LoL: failboattootoot
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.
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.)
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.
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
Its in the alchemy skill description, you cant make spell potions, that is a seperate feat "brew potion"
alchemy needs a slight overhaul anyway.
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.
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?
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.
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]
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.
Can you clarify?
I'm the best.
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?
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.
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?