Ughhhhhhh I have the best idea for this Sahuagin business, but I can't tell Shoggoth because it's a spoiler for the campaign we're currently running.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited June 2008
Man, new computer is so good but I lost this weekend for writing because I don't have MS word or similar on my computer at the moment. So I won't be able to make any updates or similar until I get it installed.
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited June 2008
So I'm starting up a new 4e game on some other boards if anybody fancies it.
Also, for those that don't. I have some questions about suitable monsters:
We're starting at level 1, and I want to open with a couple of combats. So I need some suitable creatures, the first encounter being a swarm of shadowy minions (not in the D&D sense, just a fairly straight forward one) and the second being a much larger version who is a solo and much harder. I'm happy to reskin monsters, at the moment in my mind they look a bit like the heartless from Kingdom Hearts. It's the second combat really, what is the largest monster (in size categories) a first level party can beat? I'm at work and don't have my books with me so I can't look myself or make anything
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
Man, new computer is so good but I lost this weekend for writing because I don't have MS word or similar on my computer at the moment. So I won't be able to make any updates or similar until I get it installed.
How about aquatic humans for a PC race? The 3.5 supplement Stormwrack had the aventi, which were amphibious descendants of a sunken Atlantis-like empire. They basically looked like humans with small fins on their wrists and ankles.
Man, new computer is so good but I lost this weekend for writing because I don't have MS word or similar on my computer at the moment. So I won't be able to make any updates or similar until I get it installed.
Also if anyone has played this all of its components are great for pretty standard dungeons. I mean you can't get to creative, but its a great visual for newcomers.
Man, new computer is so good but I lost this weekend for writing because I don't have MS word or similar on my computer at the moment. So I won't be able to make any updates or similar until I get it installed.
Also if anyone has played this all of its components are great for pretty standard dungeons. I mean you can't get to creative, but its a great visual for newcomers.
That's a bit cost ineffective though, seeing as how the game costs $80 for some tiles. Personally i used the tutorial given in the old thread to make my own 3d interlocking tiles. for like $25 in supplies you can have a huge amount of tiles.
Man, new computer is so good but I lost this weekend for writing because I don't have MS word or similar on my computer at the moment. So I won't be able to make any updates or similar until I get it installed.
Also if anyone has played this all of its components are great for pretty standard dungeons. I mean you can't get to creative, but its a great visual for newcomers.
That's a bit cost ineffective though, seeing as how the game costs $80 for some tiles. Personally i used the tutorial given in the old thread to make my own 3d interlocking tiles. for like $25 in supplies you can have a huge amount of tiles.
Right if you were buying the game just for the interlocking tiles. But then one would be kind of an idiot to do that.
The game in and of itself is terribly entertaining and is very much a D&D lite that you can get just about anyone to play.
It also comes with a ridiculous amount of miniatures one could use as both monsters and PC's.
So basically I'm saying if the game has ever looked apealing to you, you should get it because:
A) It's fun as hell and is really well made.
Most of it's components work excellently for your D&D game.
I mean hell if for some reason a few people flake out one session, you can just play Descent and have just as good of a time.
Man, new computer is so good but I lost this weekend for writing because I don't have MS word or similar on my computer at the moment. So I won't be able to make any updates or similar until I get it installed.
Also if anyone has played this all of its components are great for pretty standard dungeons. I mean you can't get to creative, but its a great visual for newcomers.
That's a bit cost ineffective though, seeing as how the game costs $80 for some tiles. Personally i used the tutorial given in the old thread to make my own 3d interlocking tiles. for like $25 in supplies you can have a huge amount of tiles.
So I'm starting up a new 4e game on some other boards if anybody fancies it.
Also, for those that don't. I have some questions about suitable monsters:
We're starting at level 1, and I want to open with a couple of combats. So I need some suitable creatures, the first encounter being a swarm of shadowy minions (not in the D&D sense, just a fairly straight forward one) and the second being a much larger version who is a solo and much harder. I'm happy to reskin monsters, at the moment in my mind they look a bit like the heartless from Kingdom Hearts. It's the second combat really, what is the largest monster (in size categories) a first level party can beat? I'm at work and don't have my books with me so I can't look myself or make anything
kobolds. download the kobold expansion from the site, it even has kobolds written as swarms!
Still a work in progress, but it does have all 30 levels, 4 paragon paths (Dark Reaper is the newest, so it might have some issues), 1 epic destiny, a dozen magic items, an artifact, minions (heroic tier only at the moment), etc.
Just don't let your slowest player have one, because it does violate the rules of economy of action somewhat.
I'll eventually create some generic and unique enemies for DMs who want necromantic enemies as well. That's probably slightly lower priority than player related issues though.
Feel free to give any feedback or to use in your campaigns.
Why Thievery?
DVG on
Diablo 3 - DVG#1857
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DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
Still a work in progress, but it does have all 30 levels, 4 paragon paths (Dark Reaper is the newest, so it might have some issues), 1 epic destiny, a dozen magic items, an artifact, minions (heroic tier only at the moment), etc.
Just don't let your slowest player have one, because it does violate the rules of economy of action somewhat.
I'll eventually create some generic and unique enemies for DMs who want necromantic enemies as well. That's probably slightly lower priority than player related issues though.
Feel free to give any feedback or to use in your campaigns.
Why Thievery?
Bad Luck seems unbalancing overpowered for a Level 1 Encounter Power. It almost certainly shouldn't hit automatically, and it should probably be much smaller than a burst 10. I'd say for an encounter power make it Int (?) vs. Fort and Close Burst 1 or 2.
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited June 2008
This is something I've been wondering for a bit, but certain powers (namely martial ones) have you doing only your STR modifier in damage. This is really minor but I'm rather curious about it.
Now, say there's a fighter with 16 str and uses cleave. At first level this will be 3 damage to the secondary target. Does your level modifier come into play and you start doing 4+ damage at level 2 and higher or does it stay at 3 until you start raising stats?
Man, new computer is so good but I lost this weekend for writing because I don't have MS word or similar on my computer at the moment. So I won't be able to make any updates or similar until I get it installed.
Also if anyone has played this all of its components are great for pretty standard dungeons. I mean you can't get to creative, but its a great visual for newcomers.
That's a bit cost ineffective though, seeing as how the game costs $80 for some tiles. Personally i used the tutorial given in the old thread to make my own 3d interlocking tiles. for like $25 in supplies you can have a huge amount of tiles.
Right if you were buying the game just for the interlocking tiles. But then one would be kind of an idiot to do that.
The game in and of itself is terribly entertaining and is very much a D&D lite that you can get just about anyone to play.
It also comes with a ridiculous amount of miniatures one could use as both monsters and PC's.
So basically I'm saying if the game has ever looked apealing to you, you should get it because:
A) It's fun as hell and is really well made.
Most of it's components work excellently for your D&D game.
I mean hell if for some reason a few people flake out one session, you can just play Descent and have just as good of a time.
This isn't a board game thread, but i'd honestly have to disagree. Generally the games in descent are horribly one sided to the players or the overlord. There's an assload of suggestions to fix it on their forums but none of them really work. It's a Fantasy flight game, so the rules are so full of eratta and complication that it makes the eratta for the typical wizard's product pale in comparison. The mini's are cheap and unpainted. the interlocking tiles are really the only redeeming thing.
If you're thinking of spending $80 on it, i'd reconsider. If you want to play D&D lite, just play D&D and make some quick crap up at least that way you don't have to teach people a completely different set of rules.
I'm pretty sure it's just the modifier. I can't see them having you do 15+mod damage on the secondary target. That could be more than average for rolling even.
Playing a home game, one of our characters decided to be a human warlock. As a human you get 1 extra at-will power. How does the warlock pick his extra power? He already gets Eldritch Blast and his pact power. Does he just pick from another pact and call it good? I didn't read all the posts looking for the answer to this one question, so if it's already been answered, whoops. I also didn't see anything in the PHB about this, so we were all very confused.
Cleave is mainly for clearing out minion fodder is it not? It still would be very useful for that regardless of the exact damage it does then no?
I see cleave mainly as a way for a fighter to deal with a non minion enemy while still being able to eliminate minions too close for the other player's AOEs. Which makes it extremely useful as long as it's doing 1 damage. So i fully agree.
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited June 2008
Okay, cleave is a good example, but I was thinking more along the lines of Furious Smash becoming more and more useless to the point where it starts feeling like you're basically wasting a turn to give a small advantage.
Playing a home game, one of our characters decided to be a human warlock. As a human you get 1 extra at-will power. How does the warlock pick his extra power? He already gets Eldritch Blast and his pact power. Does he just pick from another pact and call it good? I didn't read all the posts looking for the answer to this one question, so if it's already been answered, whoops. I also didn't see anything in the PHB about this, so we were all very confused.
Yes, you just pick one extra. is the confusion from the (pact type) designations on all the powers? Because if it is, don't worry about it; you can take powers from any pact with any other pact but pact powers get bonus effects if you have that pact.
Playing a home game, one of our characters decided to be a human warlock. As a human you get 1 extra at-will power. How does the warlock pick his extra power? He already gets Eldritch Blast and his pact power. Does he just pick from another pact and call it good? .
I thought about this as well, picking another pact power is really your only option. All the at will powers are pretty useful. Your curse and other powers still take into account your singe pact choice.
Hmm... magic tattoos were in Rifts too... I'm just an unoriginal bastard.
They were also in 3E Oriental Adventures/Rokugan. Tattooed Monk. They were pretty cool. Expanded Psionics also had psionic tattoos. The problem I'd see with magic tattooing is interchangability... are they? I'm not sure if it'd be more appropriate for them to fill a slot (arms, for example) or for there to be a tattooing/branding section of feats, like with Eberron and Dragonmarked.
Playing a home game, one of our characters decided to be a human warlock. As a human you get 1 extra at-will power. How does the warlock pick his extra power? He already gets Eldritch Blast and his pact power. Does he just pick from another pact and call it good? I didn't read all the posts looking for the answer to this one question, so if it's already been answered, whoops. I also didn't see anything in the PHB about this, so we were all very confused.
Yes, you just pick one extra. is the confusion from the (pact type) designations on all the powers? Because if it is, don't worry about it; you can take powers from any pact with any other pact but pact powers get bonus effects if you have that pact.
Thats what we ended up doing, because it's really the only option that made any sense at the time. Thanks for clearing it up.
So, is it really worth it to multiclass into Warlock? The way it reads, you don't get the Warlock's Curse, which is crucial to the Warlock Paragon path abilities.
So, is it really worth it to multiclass into Warlock? The way it reads, you don't get the Warlock's Curse, which is crucial to the Warlock Paragon path abilities.
Not as written.
I give out Curse 1/ Encounter, since it fits the model for strikers giving an 'extra dice' ability 1/encounter.
So, is it really worth it to multiclass into Warlock? The way it reads, you don't get the Warlock's Curse, which is crucial to the Warlock Paragon path abilities.
Depends on what you want. If you want new and exciting Paragon paths....no. Just like Ranger at the moment. Well, you can qualify for Warlock paths, they just do very, very little for you.
So, is it really worth it to multiclass into Warlock? The way it reads, you don't get the Warlock's Curse, which is crucial to the Warlock Paragon path abilities.
Depends on what you want. If you want new and exciting Paragon paths....no. Just like Ranger at the moment. Well, you can qualify for Warlock paths, they just do very, very little for you.
I'm aware. I think that's stupid, and so I give out the curse and no pact power.
Compare to Ranger.
Speaking of Ranger, the feat should probably say something like this:
You gain training in one skill from the Ranger's class list.
Once per encounter, you may use the ranger's Hunter's Quarry class feature.
In addition, choose a fighting style. :
Archery: You gain a +1 Feat bonus to AC against opportunity attacks caused by making a ranged attack in melee.
Two-Weapon Fighting: Once per encounter, when holding two weapons, you may gain a +1 bonus to damage with attacks made with your main hand weapon.
These fighting styles qualify you for feats or Paragon Paths as if you were a ranger who selected that fighting style.
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The Hunter's Quarry effect remains in effect until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
You must be thinking of the Paladin's thing, whose extra damage is only good until the end of your next turn.
I believe he is talking about the multiclass ranger feature.
Edit:
Which has an errata that adds this to the end of the text on p 208: "The target you designate as your quarry remains so until the end of your next turn.
I believe he is talking about the multiclass ranger feature.
Edit:
Which has an errata that adds this to the end of the text on p 208: "The target you designate as your quarry remains so until the end of your next turn.
Fuck the errata.
Edit: I guess that's not too bad - it stays on par with the other striker damage addons. The same thing applied to the warlock curse would still make it effective, you just have to make sure that its an enemy on death's door - and you have to exercise some caution.
Also, has anyone noticed how fucking awesome intimidate is? If someone is bloodied, you can make a standard action Intimidate v. Will, and they rout. A Dragonborn Brutal Scoundrel Rogue really comes into his own after the first stat bump and you get a respectable dex score, as your Sly Flourish is dealing like, 1d6 + 2d8 + 10, and you get something stupid like a +14 to your intimidate, which is flatly higher than some creature's will scores.
Posts
Also, for those that don't. I have some questions about suitable monsters:
http://www.openoffice.org
You'll never touch microsoft office again.
Also if anyone has played this all of its components are great for pretty standard dungeons. I mean you can't get to creative, but its a great visual for newcomers.
That's a bit cost ineffective though, seeing as how the game costs $80 for some tiles. Personally i used the tutorial given in the old thread to make my own 3d interlocking tiles. for like $25 in supplies you can have a huge amount of tiles.
Right if you were buying the game just for the interlocking tiles. But then one would be kind of an idiot to do that.
The game in and of itself is terribly entertaining and is very much a D&D lite that you can get just about anyone to play.
It also comes with a ridiculous amount of miniatures one could use as both monsters and PC's.
So basically I'm saying if the game has ever looked apealing to you, you should get it because:
A) It's fun as hell and is really well made.
Most of it's components work excellently for your D&D game.
I mean hell if for some reason a few people flake out one session, you can just play Descent and have just as good of a time.
Link?
QEDMF xbl: PantsB G+
I think you wanted this thread
(translation: Sorry)
QEDMF xbl: PantsB G+
Why Thievery?
Now, say there's a fighter with 16 str and uses cleave. At first level this will be 3 damage to the secondary target. Does your level modifier come into play and you start doing 4+ damage at level 2 and higher or does it stay at 3 until you start raising stats?
This isn't a board game thread, but i'd honestly have to disagree. Generally the games in descent are horribly one sided to the players or the overlord. There's an assload of suggestions to fix it on their forums but none of them really work. It's a Fantasy flight game, so the rules are so full of eratta and complication that it makes the eratta for the typical wizard's product pale in comparison. The mini's are cheap and unpainted. the interlocking tiles are really the only redeeming thing.
If you're thinking of spending $80 on it, i'd reconsider. If you want to play D&D lite, just play D&D and make some quick crap up at least that way you don't have to teach people a completely different set of rules.
Playing a home game, one of our characters decided to be a human warlock. As a human you get 1 extra at-will power. How does the warlock pick his extra power? He already gets Eldritch Blast and his pact power. Does he just pick from another pact and call it good? I didn't read all the posts looking for the answer to this one question, so if it's already been answered, whoops. I also didn't see anything in the PHB about this, so we were all very confused.
I see cleave mainly as a way for a fighter to deal with a non minion enemy while still being able to eliminate minions too close for the other player's AOEs. Which makes it extremely useful as long as it's doing 1 damage. So i fully agree.
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I thought about this as well, picking another pact power is really your only option. All the at will powers are pretty useful. Your curse and other powers still take into account your singe pact choice.
Thats what we ended up doing, because it's really the only option that made any sense at the time. Thanks for clearing it up.
Not as written.
I give out Curse 1/ Encounter, since it fits the model for strikers giving an 'extra dice' ability 1/encounter.
Depends on what you want. If you want new and exciting Paragon paths....no. Just like Ranger at the moment. Well, you can qualify for Warlock paths, they just do very, very little for you.
I'm aware. I think that's stupid, and so I give out the curse and no pact power.
Compare to Ranger.
Speaking of Ranger, the feat should probably say something like this:
Also the Quarry only works for a single round and if the Curse mimics that the paths are still pretty horrible.
Sure, you aren't getting the full benefit of it.
but there's still good benefits.
That's just flatly not true:
You must be thinking of the Paladin's thing, whose extra damage is only good until the end of your next turn.
Edit:
Which has an errata that adds this to the end of the text on p 208: "The target you designate as your quarry remains so until the end of your next turn.
Fuck the errata.
Edit: I guess that's not too bad - it stays on par with the other striker damage addons. The same thing applied to the warlock curse would still make it effective, you just have to make sure that its an enemy on death's door - and you have to exercise some caution.
Also, has anyone noticed how fucking awesome intimidate is? If someone is bloodied, you can make a standard action Intimidate v. Will, and they rout. A Dragonborn Brutal Scoundrel Rogue really comes into his own after the first stat bump and you get a respectable dex score, as your Sly Flourish is dealing like, 1d6 + 2d8 + 10, and you get something stupid like a +14 to your intimidate, which is flatly higher than some creature's will scores.
You'll notice they are future dated. Chances are they won't be downloadable until those dates.