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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 305809 times)

The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2070 on: July 08, 2011, 09:17:26 am »

If I were to fight something with less than 8 Wis or Dex then it collapses. Then again maybe it isn't as bad as I think. The reason I said it was OP was because I couldn't find a spell of any level that did as much in ability damage.
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Kogan Loloklam

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2071 on: July 08, 2011, 03:22:38 pm »

I would think that in the spell compendium Spirit Worm would be worse, and it's a level lower.
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RAM

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2072 on: July 08, 2011, 08:33:52 pm »

If it really is damage, then it stacks with itself, so that you would need 17 in both dexterity and wisdom to remain functional after two successful castings. That seems to me to be a fairly unusual combination, not to mention that the preferred targets will be non-casters, who are likely to have low values in both wisdom and will saves. Not to mention that a failed will save lowers the victims will save by at least 2...

I would be tempted to make it touch-range and lower the damage to 4-6 depending upon my mood, or keep the range but lower the damage to 1d6 or 1d4.

If it was a penalty, then maybe, but damage, and an instantaneous spell, not even remotely balanced...

For reference, a single full-strength casting would take out Maelrigar, Corina, Pheron, or Kimko. Everyone else would go down in two castings, and stay down for 24 hours unless given ability damage healing...
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Grek

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2073 on: July 08, 2011, 09:01:04 pm »

The spell would be balanced if it was a penalty that lasted until you disbelieved it, I think. Still super strong, but you get two saves for it and even then, it would only disable you till you made a will save.
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RedWarrior0

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2074 on: July 08, 2011, 09:06:22 pm »

The spell would be balanced if it was a penalty that lasted until you disbelieved it, I think. Still super strong, but you get two saves for it and even then, it would only disable you till you made a will save.
As-is, you get a Will to disbelieve and a Fort for half. I also confirmed that it is, in fact, damage.

Also, what did you think was a typo?
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RAM

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2075 on: July 08, 2011, 10:04:59 pm »

Well, looking at it, phantasmal iller is 4th level and medium range, finger of death is 7th level and close range, while slay living is touch range at 5th level.
Finger of death and slay living are death effects and therefore makes raise dead ineffective, but are vulnerable to death ward(4th).
mind affecting effects can be blocked by mind blank(8th) and fear can be blocked by heroes feast(6th) and remove fear(1st) will grant +4 against fear effects for 10 minutes(the supression effect is useless against instantaneous effects).

Bestow curse is 3rd or 4th level, permanent, gives the caster a choice of results, probably a non-stacking penalty, has a minimum result of 1, and is touch range, making it a terrible example, but does reduce an ability by 6...

Poison
is probably a pretty good analogue, there are poison-specific resistances, the damage is similar at 2d10, and it also hase a save to negate followed(1 minute later) by a save for half. Constitution is a more dangerous(but usually less vulnerable) attribute but the spell is only touch range. Level 3 for druids and 4 for clerics...

If it were a penalty then lesser geas is an interesting comparison, with a maximum penalty of -8, but that is more of a side-effect...

Symbol of weakness is 7th level and inflicts 3d6 strength damagewhich averages to 10.5...
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The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2076 on: July 09, 2011, 12:18:36 am »

When I saw the spell I thought it was 1d8 Wis and 1d8 Dex damage, which is a lot more reasonable. The will save to dispel it is at the beginning of the spell before the effects occur. Then a fort save halves the damage. I suppose most targets have either a high will or fort save which makes this spell seem almost reasonable when left as is.

Even so I'd go for invisibility for the sheer number of uses. Maybe I'd take it if it is left as is, but otherwise I'm better off being creative with illusions.
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Dsarker

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2077 on: July 09, 2011, 12:36:16 am »

Journal time.
Spoiler (click to show/hide)
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RedWarrior0

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2078 on: July 09, 2011, 01:09:47 am »

Journal time.
I should probably do that, too.
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Vherid

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2079 on: July 09, 2011, 01:39:33 am »

So wait what's the time for the early opening?
« Last Edit: July 09, 2011, 02:24:54 am by Vherid »
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Dsarker

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2080 on: July 09, 2011, 02:57:10 am »

I will be unable to get there tomorrow. Sorry all.
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Dsarker is the trolliest Catholic
Quote
[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
"There are times, Sember, when I could believe your mother had a secret lover. Looking at you makes me wonder if it was one of my goats."

The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2081 on: July 09, 2011, 08:23:40 am »

So I'll be an hour late. I have work for the first hour of the session, but I'll try to hurry to the session. I'll have my character give the introduction letter when I show up. There is still the matter of what happened after Sandsedge and the fact that we lost 4 people since then. Should be fun RPing that.
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Kogan Loloklam

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2082 on: July 09, 2011, 08:45:09 am »

Yep. Pheron, Mathaf, Uskton Slek, and Finny.

9 hours and 15 minutes for the session. Probably 8 hours and 15 minutes to the early opening.
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RAM

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2083 on: July 09, 2011, 10:20:14 am »

I intend to sleep between now and the session so...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

The Fool

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2084 on: July 09, 2011, 10:34:21 am »

I didn't count Finny since we probably already told the library about that in the commune in Sandsedge. If we didn't then we had 5 people leave the party including Van. My character might just facepalm since he would have to tell the library about that at some point.

EDIT: I found an updated version of Phantasmal Assailants (don't recall which book though) that reduced the damage to 4 Wis and 4 Dex. Would be handy in battle to reduce someones AC by 2.
« Last Edit: July 09, 2011, 11:01:52 am by The Fool »
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