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Author Topic: Memories of Twin'kaali OOC Thread, Chapter Two: The Sunken Shrine  (Read 16549 times)

Tawa

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Switch out.

I also fixed your cash levels for you.
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Kassire

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Ok, thanks
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All shall be well, and all shall be well and all manner of thing shall be well

My Name is Immaterial

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #167 on: May 28, 2014, 09:22:28 pm »

I would like to point out that you don't roll to cast spells by RAW.

Edit: Okay, I'm now able to sit down and craft an explanation and a warning. Sorry if I seem confrontational/angry, but I'm not sure that you completely understand how magic works

Tl;dr: Being able to fail when casting a divine spell in 3.5 is like taking a chainsaw to an already unbalanced see-saw, then dropping napalm on it. Then running it over with a tank. Then feeding it to Cthulu.
Well, maybe not Cthulu, but definitely the chainsaw/napalm combo.

N(ot)tl;d(id)r: To begin, spellcasters are widely considered more powerful than other classes, because of their adaptability. This is evident to anyone who reads the spell list of any spellcaster, clerics and druids especially, as they can prepare ANY spell from their list. Their limiting factor is their Spells per Day. This affects low level casters most, as they have few spells per day and bonus spells.

Kyle has 3 0th level spells per day, which are not modified by bonus spells. Detect Magic is a 0th level spell. Only arcane spellcasters suffer from spell failure chance when wearing armour, divine spellcasters are immune to that factor, as they are conduits for the spell, instead of the source. Basically, a cleric or druid is a wire, while a wizard or sorcerer is a battery.

From my perspective, you are using the standard rules, which do not tell you to roll for the success of casting a spell on divine caster outside of an anti-magic field. Your rolling for success/failure on Kyle's spell is like taking a chainsaw to Kyle's spells, as you cut off a significant spell casting potential. If you are using custom rules, then I must have missed it.
The napalm and tank parts come from me not seeing how you compensated for this loss of spells.

The bottom line: You're doing it wrong.

Also, KYLE, you forgot to fill in your spell DC and spells per day.
« Last Edit: May 29, 2014, 01:12:01 am by My Name is Immaterial »
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Harbingerjm

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #168 on: May 29, 2014, 07:47:00 am »

Hmmmm.

Cantup throws his daggers at the skeleton wolf.
Dagger damage: 1d3-1(strength bonus) piercing or slashing.
Skeleton: DR 5/bludgeoning.
*Shrug*

Kyle casts detect magic.
The magic fizzles out as a result of what expert scientists call a "natural one".
RAW, you don't normally need to make a check to cast a spell; you need a concentration check while taking damage, being thrown around on a mount or ship or the like, if you're tangled up, or in similar situations, but to just cast a spell when standing around? Not without GM fiat.
Oh, also, IIRC nat 1 is normally only an autofail on attack rolls and saves, and same with nat 20 and autosuccess. Though of course it's still a pretty bad roll.
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Tawa

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #169 on: May 29, 2014, 07:49:09 am »

OK then. HYPERTEXT CHECKING TIME
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ShadowHammer

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #170 on: May 29, 2014, 08:51:33 am »

Kyle casts detect magic.
The magic fizzles out as a result of what expert scientists call a "natural one".
RAW, you don't normally need to make a check to cast a spell; you need a concentration check while taking damage, being thrown around on a mount or ship or the like, if you're tangled up, or in similar situations, but to just cast a spell when standing around? Not without GM fiat.
Oh, also, IIRC nat 1 is normally only an autofail on attack rolls and saves, and same with nat 20 and autosuccess. Though of course it's still a pretty bad roll.
I like autofails and autosuccesses on everything, it makes it funner if you are never guaranteed to be able to do or not do anything. I don't think it's in the official rules, but I would support having it as a house rule.

To Dagran: This is mere graffiti.
Darn. I was planning on chiseling it out of the wall and then throwing it at something.
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My Name is Immaterial

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #171 on: May 29, 2014, 11:45:11 am »

Kyle casts detect magic.
The magic fizzles out as a result of what expert scientists call a "natural one".
RAW, you don't normally need to make a check to cast a spell; you need a concentration check while taking damage, being thrown around on a mount or ship or the like, if you're tangled up, or in similar situations, but to just cast a spell when standing around? Not without GM fiat.
Oh, also, IIRC nat 1 is normally only an autofail on attack rolls and saves, and same with nat 20 and autosuccess. Though of course it's still a pretty bad roll.
I like autofails and autosuccesses on everything, it makes it funner if you are never guaranteed to be able to do or not do anything. I don't think it's in the official rules, but I would support having it as a house rule.
And I'd be open to that, if we discussed how to balance that.

Tawa

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #172 on: May 29, 2014, 12:10:08 pm »

Kyle casts detect magic.
The magic fizzles out as a result of what expert scientists call a "natural one".
RAW, you don't normally need to make a check to cast a spell; you need a concentration check while taking damage, being thrown around on a mount or ship or the like, if you're tangled up, or in similar situations, but to just cast a spell when standing around? Not without GM fiat.
Oh, also, IIRC nat 1 is normally only an autofail on attack rolls and saves, and same with nat 20 and autosuccess. Though of course it's still a pretty bad roll.
I like autofails and autosuccesses on everything, it makes it funner if you are never guaranteed to be able to do or not do anything. I don't think it's in the official rules, but I would support having it as a house rule.
And I'd be open to that, if we discussed how to balance that.
I was kind of going for that. Perhaps we could have ambient spell DCs, where crits have double effect and 1s are particularly bad fails?

A vote is called for.
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My Name is Immaterial

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #173 on: May 29, 2014, 12:44:25 pm »

-snip-
I like autofails and autosuccesses on everything, it makes it funner if you are never guaranteed to be able to do or not do anything. I don't think it's in the official rules, but I would support having it as a house rule.
And I'd be open to that, if we discussed how to balance that.
I was kind of going for that. Perhaps we could have ambient spell DCs, where crits have double effect and 1s are particularly bad fails?

A vote is called for.
I like that. That said, some spells cant really be doubled. For instance, the Read Magic, Identify, Commune, Continual Flame, etc. Basically, anything that has an effect with no numerical modifier couldn't be affected by this change, so either don't roll for those spells or have a 20 not consume it.

Parsely

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #174 on: May 29, 2014, 05:16:22 pm »

Didn't even know the game had started.
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Harbingerjm

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #175 on: May 29, 2014, 06:19:01 pm »

3-frickin'-hundred XP for Fist.
Er, are you giving exp to individual party members based on kills rather than the group based on challenges?
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ShadowHammer

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #176 on: May 29, 2014, 06:36:29 pm »

3-frickin'-hundred XP for Fist.
Er, are you giving exp to individual party members based on kills rather than the group based on challenges?
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Tawa

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #177 on: May 29, 2014, 07:40:43 pm »

I'm using an encounter calculator; the number of participants in the kill, the greater the XP for involved party members. So, for example, if Dave kills a thing all by himself, he gets more XP than if he collaborated with Bob, Steve, and Joe. Pretty much everybody participated in the first one (I'd forgotten about GUNIN's character), so 60 for everyone; Fist took on the second solo, earning him 300 at once.
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ShadowHammer

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #178 on: May 29, 2014, 08:30:55 pm »

I see. That seems like it'll lead to "tank out-levels everyone because he stands in front and one-hits all the mooks" and/or "Hey! I wanted that kill! *backstab*". Just out of curiosity, how much XP for killing a player?

I would prefer to do equal experience sharing between all party members, but if you want to do it that way, I'd be willing to try it.
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My Name is Immaterial

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Re: Memories of Twin'kaali OOC Thread, Chapter One: The Old Prison
« Reply #179 on: May 29, 2014, 09:04:31 pm »

I would like to point out that I'm only capable in fights, and can't really participate in skill challenges, and RP is difficult for me, with my mental scores as they are.
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