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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 305847 times)

Vherid

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2055 on: July 07, 2011, 11:43:17 am »

Well with all this new barb rage stuff all over the place I'm confused again, what do I need to put down.

The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2056 on: July 07, 2011, 12:22:10 pm »

If you are attacking normally with two weapons you use +6/+6 with 1d6+5 per hit. If you are raging then you use +6/+6/+6 with 1d6+7 per hit thanks to a strength increase.

I could be wrong about adding your strength modifier to damage for each hit though. Someone correct me if I'm wrong on the damage.

EDIT: Maybe you can talk to Shoruke about setting the server up early on Saturday to get practice. It's more simple than it seems.

EDIT2: I derped the numbers. I even had it right in the last post. I fix'd it. Sorry.
« Last Edit: July 07, 2011, 01:41:23 pm by The Fool »
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Vherid

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2057 on: July 07, 2011, 12:37:00 pm »

If you are attacking normally with two weapons you use +4/+4 with 1d6+5 per hit. If you are raging then you use +4/+4/+4 with 1d6+7 per hit thanks to a strength increase.

I could be wrong about adding your strength modifier to damage for each hit though. Someone correct me if I'm wrong on the damage.

EDIT: Maybe you can talk to Shoruke about setting the server up early on Saturday to get practice. It's more simple than it seems.

Well why is it 444 instead of 666 now? Also that would probably be nice, also because I've never used maptools before.

Shoruke

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2058 on: July 07, 2011, 01:02:24 pm »

So, I've had my mind changed for me about the Master Specialist PrC. I'll drop the changes to it, so you can take it at level 4.

I couldn't find that Barbarian rage variant in my Unearthed Arcana book, but from your description it looks okay. Just provide me with a page number or online reference so I can give it the final confirmation.

The noncaster Ranger looks fine to me.

Those rules for Align Water look good too. It's like sanctify, but for water!

You can fix the word wrap by using ctrl+a to highlight the whole box, ctrl+x to Cut it to your clipboard, then hit the back button on your browser, hit reply, click the giant textbox, and use ctrl+v to paste your text back in.

I think Fool was right about the Attack ratings; +8 if you attack only once, +6/+6 for Two-Weapon Fighting, and +6/+6/+6 for Two-Weapon Rage Fighting. The additional Strength from the rage basically cancels out the -2 penalty for taking the extra attacks. As for damage, as long as you're using the Two-Handed Fighting rules, you use your full strength bonus for damage with the primary side of the sword, and 0.5x your strength bonus for the secondary side. If you make only one attack with the sword, you can use it as a two-handed weapon (instead of treating it like two separate weapons) and use 1.5x your strength bonus for damage.
A handy feature of the program we use to play the game is the presence of dice macros; you'll be able to make a button each for pretty much any of your available attack styles.
I played a rogue once, who had seven different attacking macros, for fighting with/without Boots of Speed activated, or with different weapons, or when throwing daggers... ah, he was a good rogue. His damage output was ASTOUNDING. And he could flank on his own, and do short-range teleportation. And his journals were wordy, as evidenced on the 7th post on this page. His first journal takes up more space than my entire laptop screen.  :P

And I'll try to get the server up earlier than usual on Saturday for practice, yes.
« Last Edit: July 09, 2011, 05:04:01 pm by shoruke »
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Lord Shonus

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2059 on: July 07, 2011, 01:27:58 pm »

Shoruke is massively understating how absurdly powerful that rogue was/is. In most fights, he outdamaged the barbarian, bard, sorcerer, and both wizards. Combined.
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The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2060 on: July 07, 2011, 01:44:47 pm »

The rage variant is called Whirling Frenzy on page 66 of the Unearthed Arcana book.

EDIT: Yay! The PrC is available at level 4! I can't wait to troll NPCs now. Illusion might be a rough ride without some high DC spellcasting. I hope that the battle uses are as epic as I think they can be. Shame I can't really kill things though.
« Last Edit: July 07, 2011, 02:10:55 pm by The Fool »
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Kogan Loloklam

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2061 on: July 07, 2011, 02:41:31 pm »

Shame I can't really kill things though.
...
Wasn't this your problem with Van?
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Heron TSG

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2062 on: July 07, 2011, 02:49:37 pm »

I think his problem was that his character couldn't even participate in most battles.
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The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2063 on: July 07, 2011, 05:08:32 pm »

I didn't mind not killing things, but it was the lack of possible party participation. With this character I can raid, steal, and mock people if need be. I only mentioned the lack of killing because if I'm trapped in one on one combat I'm dead meat. I'm mostly a damage mitigator if I use major image to convince someone that they are hitting something that isn't an illusion (which it would be). Outside combat I'm a good sneaking character with the vanisher cloak, and basically any illusion spell to mislead people.
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RAM

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2064 on: July 07, 2011, 08:16:40 pm »

Illusion has probably the single lowest-level instant death spell in the game. It has plenty of drawbacks, but most of those are based upon saves...
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Grek

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2065 on: July 07, 2011, 09:39:18 pm »

Colour Spray and Sleep are both 1st level spells that make you effectively dead if you fail your save.
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RedWarrior0

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2066 on: July 07, 2011, 11:04:28 pm »

Shoruke, I have a few things from Frostburn/Homebrew that I want to verify are OK.

And, what they all are being requested for:
More normal Ice Elementals would have Push and Improved Bull Rush instead of Improved Critical and Savage Ice.
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The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2067 on: July 08, 2011, 12:35:43 am »

I would love to have this spell, but it seems just a bit broken:


I couldn't find an equivalent spell for contrast other than a 3rd level bard spell (Puppeteer SC p.163) that basically let you deal ability damage and make them jump off a bridge if they fail two saves. If only the second save fails they collapse for 1d4 rounds after taking ability damage. Insta-death so long as the first save fails. So yeah I might just stick to invisibility since Phantasmal Assailants is really OP.

EDIT: Maybe the spell casting level can be increased to 3 instead of 2?
« Last Edit: July 08, 2011, 12:38:01 am by The Fool »
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Heron TSG

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2068 on: July 08, 2011, 01:53:47 am »

When it rains homebrew, it pours homebrew.

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Est Sularus Oth Mithas
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Kogan Loloklam

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2069 on: July 08, 2011, 09:04:01 am »

I don't see why Fool's spell is OP for 2nd level.
What am I missing?
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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!
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