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What day should regular sessions be on?

Saturdays!
- 17 (77.3%)
Sundays!
- 5 (22.7%)

Total Members Voted: 22


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Author Topic: D&D 3.5- Western Marches: dead and gone (RIP)  (Read 300607 times)

Vherid

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1965 on: July 05, 2011, 03:37:22 pm »

I might make a fighter or barb then, but I will say even though I've never played DnD I've still played plenty of roguelikes you could consider close to DnD, like Incursion, I don't know if that would matter or not.

Grek

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1966 on: July 05, 2011, 03:56:27 pm »

Fighters are actually really really difficult to build effectively. They require that you have a good grasp of all of the special attack systems (mounted combat, trip, feint, charge, grapple, etc.) and select many more feats than other people do. "Fighters are for new players" is a meme from back in ye olden days where people had to roll for stats and rolling poorly meant playing a fighter. Barbarian is the real newbie-friendly class, since it is very easy to grok the tactic of "rage and then hit it with by greataxe" enough to get away with not knowing the other rules as well.

Rogues are not newbie-friendly build-wise (lots of skill choices and skill systems to learn), but as long as the player finds a reliable method for getting sneak attacks in they're pretty easy to actually play. Getting sneak attacks usually means either getting your bluff modifer up and feinting alot, or getting a big tumble modifer and flanking people alot. It is also possible to do sneak attacks from range, if you have a way to find cover to hide behind.
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Vherid

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1967 on: July 05, 2011, 04:05:51 pm »

I suppose I shall look into barb then

Heron TSG

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1968 on: July 05, 2011, 04:25:54 pm »

Fighters are actually really really difficult to build effectively. They require that you have a good grasp of all of the special attack systems (mounted combat, trip, feint, charge, grapple, etc.)
Shh, you're foiling my plan to make sure every new player knows the grapple rules!
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Kogan Loloklam

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1969 on: July 05, 2011, 04:39:10 pm »

Shh, you're foiling my plan to make sure every new player knows the grapple rules!
That only leads to bisection though...
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Heron TSG

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1970 on: July 05, 2011, 06:14:08 pm »

Not so, if you build yourself a Choker grapple machine.
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Yoink

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1971 on: July 05, 2011, 07:41:53 pm »

I've been watching this for a while, too, and I'm also pretty new to Dnd.
I might join, if I have time! If he gets the barbarian, I might be a ranger or something. :P
What races are allowed in this campaign?
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Grek

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1972 on: July 05, 2011, 07:57:07 pm »

Just about anything that Shoruke approves, apparently. We've got water orcs, gith, weird flavours of elf and I think at least one kobold.
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Vherid

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1973 on: July 05, 2011, 08:00:40 pm »

Oh so we can go past the regular 3.5 races...hmmm.

Yoink

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1974 on: July 05, 2011, 08:04:07 pm »

Oh sweet, so I can be a goblin ranger, with a big black cape to disguise me when I'm in that Rivershire place?
Or maybe... A bugbear? :P
More importantly... I'm not 100% sure how to make a character for 3.5, so this could take some research.
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Dsarker

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1975 on: July 05, 2011, 09:48:25 pm »

In my copy of the SRD, you have those races too :P
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The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1976 on: July 05, 2011, 10:41:32 pm »

It was fun using a monk effectively, but damn that was some strict RPing. LG, VoP, Vow of Peace, honest, and polite traits is a few factors too many. It is awesome to be able to buy things again. Here are a few parting words from Van. I have no idea of what a journal would even give me in this case, but here it is.

Spoiler: Van's Parting words (click to show/hide)

I thought of a different way to handle the whole library group joining thing. Here is that:

Spoiler: Letter of Introduction (click to show/hide)

I wouldn't suggest taking his coffee away. The sheet is updated to include a background story, picture, traits and stuff. It should be done. He lacks all weapons, and armor, but then again he avoids all direct combat in favor of distractions and damage mitigation. If you need an invisibility spell to break in somewhere (that isn't Boccob's temple again) then that's perfect. He's going for the Master Specialist (Complete Mage, p.70) prestige class. At level 10 of the class all illusions are still, silent, and material enshrewed with no spell level adjustments.
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Kogan Loloklam

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1977 on: July 05, 2011, 10:57:26 pm »

Hehe, Van Vastly underestimates Pheron's wealth :)

I got an Idea. Check your PM boxes Fool and Shoruke ;)
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Shoruke

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1978 on: July 05, 2011, 11:11:03 pm »

Hunted Trait + 7 Ranks of Spot, Would that classify as "Spot 10 Ranks" for the purpose of getting the feat "Deft Strike"?
No.

The Attune Waters spell looks almost fine to me, except for the bit about breathing the water freely. For one thing, it would make the most sense if only properly-aligned characters could breathe the water... but my bigger issue is that Water Breathing is already a level-three spell. If you take out the ability to breathe the water, then it's fine, otherwise I think you'll need to change the spell level to four. Still, looks like a highly useful spell in this campaign. As for the worries about munchkinry (involving transporting it, with or without Dust of Dryness, or using it as a spell component), I think that we can just have it retain its aligned-ness for 1 day if you remove it from the area, and can't be used as a spell component (because magic'd things just typically make funky-weird spell components that don't work). If you'd like to propose different anti-munchkinry, be my guest.


The Vader's Choking Hand spell... no. I agree, there should be more direct-combat style level 2 spells, but that's broken for a level 3 spell. Medium range? No save? No spell resistance? Lasts for as long as you want it to? Balls NOOOOOOOO! Sure, adding the forced concentration check every round goes a short way towards balancing it out, but concentration checks are easy to make. Even against the strongest characters, the concentration check DC would be, what, 14? Put max ranks in concentration (you know, like all spellcasters probably should) and you have a really good shot at succeeding every round until the target dies. Try to change the balance of it if you really want a choking spell.

The variant pickpocketing rules are interesting... but gives no numbers. For instance, what is the DC to hide your theft from your mark? It doesn't say. So I'll try to make up my own rules...
Spoiler: Pickpocketing (click to show/hide)

Yeah, 10 rounds is a long time to disable a spell that was given as a gift. I'll houserule that if the spell is granted willingly, the caster is unable to use it for their next 2 turns.

If there's a thieves' guild around that knows about spellthievery, then yes there's a good chance that they'll give a damn about you muscling in on their turf, and make you an offer you can't refuse. *stab*

If a spell is prepared with metamagic feats, then you will get the metamagic'd version when you steal it (assuming you're able to steal spells of the appropriate modified level). If you, the spelltheif, have metamagic feats, you can apply them to your stolen spells, but doing so might increase the casting time (as Sorcerers; so spells that normally take a standard action to cast now need a full-round, etc.). If a sorcerer tries to gift you a spell with a metamagic feat applied to it, they will lose their move action for their next turn, and they'll lose a higher-level spell slot. (plus you'll need to be able to steal spells of the adjusted level)

You can either use a normal-people Handy Haversack, or request a Small-people one which weighs 1.5 pounds and carries 1/4 as much l00t. Costs the same and you'll need to wait for them to make the thing (unless you find a town of primarily halflings... not likely for a while)

Storm Elemental summoning looks fine to me. Fun, even.

I always think of clerical spell research as:
Cleric: *studies how a hypothetical spell would work for a few weeks* "Hey God, can I have a spell that works like *explains how the spell works*
God: Yes. *grants* *doesn't bother to tell anyone else*

DAMMIT Fool, not again... *sigh* Although I suppose it's up to you, it's not like I'm going to force you to roleplay a certain way. As for the Master Specialist PrC, it looks strong and versatile... not enough to make me say "no", but... I think the easiest way to bring it into line is to fix the downright simple entry requirements, since you can start taking it at level 4, which is earlier than almost any other PrC. I think I'll just change the Spellcasting requirement to be level 3 spells. You'll still be able to take it reasonably soon, especially as far as Prestige Classes go, but it won't be as super-duper soon.

Lastly, for the new people. Hi! I find that fighters are a decent class, but new players tend to get overwhelmed by all the bonus feats and make sub-par choices. Barbarians are extremely simple to play, Rangers are also extremely simple to play (the Two-Weapon Fighting rules can seem weird at first but are actually pretty basic, and the bow-using Rangers are just an extended exercise in "select target and shoot it"), Monks are pretty simple to play but also have a tendency to be somewhat worthless (their lack of armor is "made up for" by their ability to dump points into wisdom instead of other stats, which will typically give them less protection than a 100 gp chain shirt). Just ignore Van the monk, who was powergamed all to hell in exchange for being forced into not touching money and roleplaying in a very restricting way. The last non-spellcasting class is the rogue, who is relatively easy to play decently, but hard to play well. Basically you want to sneak attack things without making an obvious target out of yourself; the best ways to do this involve Invisibility (either costly or time consuming), feinting (time consuming), or flanking. This works best if you can persuade your beefier friends to run around the enemies before attacking so that you can flank safely, but nobody listens to rogues.

Anyway, before you can play, you'll need to have an online sheet (Mythweavers or The Tangled Web work well, links are in the OP) (there is also a character generator in the OP which will give you the basic idea for how characters are made), the Maptools program, and a picture of your person. It doesn't necessarily have to be a good or accurate picture, I just need to be able to see it so that I can make a token for you. Other than that, the next session is at 11:00 PM GMT on Saturday, hope to see you there!
« Last Edit: July 05, 2011, 11:12:46 pm by shoruke »
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Vherid

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #1979 on: July 05, 2011, 11:17:19 pm »

How extreme of a race could we potentially pick?
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