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Author Topic: DnD 3.5: Brackenreach/End OOC :: We're off!  (Read 43866 times)

Again_Dejavu

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #30 on: July 24, 2014, 12:03:09 am »

I'm thinking of making a healer character, just to see how it works.

Lore question, are there any races in the vale you haven't mentioned?
« Last Edit: July 24, 2014, 12:10:49 am by Again_Dejavu »
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My Name is Immaterial

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #31 on: July 24, 2014, 12:12:37 am »

Is the Half-Breed variant okay?
Edit: Actually, I forgot about the 50% chance of losing an ability. Nevermind.
« Last Edit: July 24, 2014, 12:15:07 am by My Name is Immaterial »
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Again_Dejavu

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #32 on: July 24, 2014, 12:17:04 am »

Is the Half-Breed variant okay?
Edit: Actually, I forgot about the 50% chance of losing an ability. Nevermind.
I still want it :P
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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #33 on: July 24, 2014, 12:26:49 am »

Better question: How do melee attacks from incorporeal creatures work? The SRD says that they work normally, but they work on Dex instead of Str. Tome of Battle and MM3 say that non-magical weapons have no effect, and there's a 50% miss chance with magical weapons. A discussion on the topic.

I ask because I want to be a ghost.

Rolepgeek

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #34 on: July 24, 2014, 12:29:04 am »

It's because most incorporeal creatures don't have a Strength score, Immaterial. Ghosts, however, do. So they use a strength score.

You want to use the SRD for ghosts specifically; mundane weapons don't hit when they aren't manifested, magical weapons have 50% miss chance, ghost touch weapons have no miss chance.
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My Name is Immaterial

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #35 on: July 24, 2014, 12:29:56 am »

Yep. Literally just saw that. Feel dumb.

Hmm. Checking out Ancestral Relic.

Edit: Nope, that won't work. Hmmmmmmm... Back to the drawing board.

Flying Dice

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #36 on: July 24, 2014, 12:32:50 am »

Dice, how important will it be to have a healer/divine caster and an arcane caster? Because so far everyone's turning out meatshields(you've made the non-casters too attractive, damnit!)...
Divine caster: You're going to want at least some healing and some turning. How much depends on how quickly you can smash faces.
Arcane caster: Gods, yes. I'm already giving wizards Collegiate Wizard for free, but I might see about sweetening the pot slightly for casters -- suggestions are welcome, else I'll work something up when I'm not exhausted. In either case, a party full of ham and cheese is going to be running into problems which would be much easier for a primary caster to deal with.

For starters, I'll rule that wizards need only bar one school for School Specialization, and that they can bar one more in exchange for additional spells/day (3/3/2/2/2/1/1/1/1 corresponding to 1st-9th level spells). Sorcerers can give up their familiar in exchange for an additional (3/3/2/2/2/1/1/1/1 spells known). Obviously neither will be able to learn or cast spells of a given level until reaching the CL necessary. How's that sound?

Bah, torn between Human, Changeling and Kobold. Decisions, decisions...
Hey, Dice, what's your stance on allowing Able Learner for non-humans?
RAW for who can take it. That said, skill gain has been buffed moderately already.

I'm thinking of making a healer character, just to see how it works.

Lore question, are there any races in the vale you haven't mentioned?
None of note, but my notes on the region list 1% miscellaneous, so as long as you can justify it you can probably get away with it. Again, there's tall, cold mountains full of underground spaces to the east, a deep lake, and thick, magically-bolstered forest to the west. Just about the only thing that gets nixed outright are half-dragons that aren't silver (especially chromatics, unless you want your first experience in the campaign to be a DC 35 Frightful Presence and 34d12+238 HP of fucked-in-the-head ripping you limb from limb).

Is the Half-Breed variant okay?
Edit: Actually, I forgot about the 50% chance of losing an ability. Nevermind.
I still want it :P
You're good to go with it. Just make sure to roll that ability loss chance if it applies.
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Remuthra

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #37 on: July 24, 2014, 12:38:40 am »

If you want to buff arcane casters a bit more, maybe let them spontaneously cast one spell per day, or one of each level per day, in place of a spell slot, wizards from their spells known and sorcerers from the full spell list.

Again_Dejavu

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #38 on: July 24, 2014, 12:39:07 am »

Alright, would there be demons? I'd assume so, but it's a very good region so..
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Harbingerjm

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #39 on: July 24, 2014, 12:41:02 am »

Bah, torn between Human, Changeling and Kobold. Decisions, decisions...
Hey, Dice, what's your stance on allowing Able Learner for non-humans?
RAW for who can take it. That said, skill gain has been buffed moderately already.
*Sigh* No Kobold, then.
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Rolepgeek

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #40 on: July 24, 2014, 12:46:24 am »

Hmmm.

Some way to help Warlocks, maybe, would be nice? I like Warlocks, though Sorcerors are cool too. I prefer the more flavorful casters, of course, like Warmages, Beguilers, and Dread Necros. But I have been considering playing a Wizard...a 1st level rogue with Able Learner who goes into Wizard or something would be funny, I think. And since the caster level is one behind, it shouldn't be too badly broken or anything.

Harbinger, Changelings and Doppelgangers can take it too.

I would make a Druid, but...I don't want to make a Druid. I don't like playing casters with huge spell lists to try and choose from because I always get boggled.

So, what, in all, is everyone's planned builds? I typically build to fill whatever niche is unfilled, since I like trying new things.

I think I'd like to play a Warblade, though, all told. Looks like I can play my skilled duelist character who-isn't-some-weird-uber-race, after all.

Swordsage would be an option, with versatility and all, but they're more supernaturally oriented, in the arcane/monk direction, unlike the divine/paladin direction of crusaders. Warblades are just Warblades.
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UltraValican

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #41 on: July 24, 2014, 12:46:34 am »

I'm fairly new to DnD and such and but this sounds interesting so I'm in the process of making a sheet.
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Harbingerjm

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #42 on: July 24, 2014, 12:48:23 am »

Harbinger, Changelings and Doppelgangers can take it too.
I know, that's why I removed Kobold from my potential race list.
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Again_Dejavu

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #43 on: July 24, 2014, 01:03:32 am »

Man, all this terminology keeps tripping me up.
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My Name is Immaterial

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Re: DnD 3.5: Brackenreach/End OOC/pregame [0/6]
« Reply #44 on: July 24, 2014, 01:07:17 am »

So, what, in all, is everyone's planned builds? I typically build to fill whatever niche is unfilled, since I like trying new things.
Be a rogue. Focus Dex, with maybe some skill monkeying.
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