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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 299819 times)

The Fool

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2175 on: July 21, 2011, 03:27:16 pm »

Spoiler: Quoting Dwarmin (click to show/hide)
I think that 2d3 isn't bad because you can throw it more than once, but I'd scale back the +1 per level on each to +1 per 3 levels since it would effectively stack to 2d3 (+2 per level) with the wording that is there. At level 3 you'd be doing 2d3+6 (a lot for that level), and it'd max out at level 5, which is rare.

How I'd set it up is 1d3 lightning damage and 1d3 sonic damage (+1 lightning and sonic damage for every 2 caster levels) with a max of +5 each. This would max out at level 10 which isn't uncommon. This damage may seem low, but with a number of throws equal to your level and at least 4 damage per hit at level 3 it isn't a bad choice. For comparison there is Flaming Sphere (PHB) which lasts 1 round per level and deals 2d6 damage. While the damage doesn't scale with levels it auto hits when it enters an enemies square. Your spell would have a damage range of 4-10 at level 3 as a RTA, while Flaming Sphere has a range of 2-12 at level 3 as an auto hit. Since the damage range increases at a fairly quick rate it should be useful as you level.

Also Grek you have to remember that while Heat/Chill Metal is damaging you have to be fighting someone wearing metal, and fight them for over 7 rounds. Neither of which happen on a regular basis in this campaign so far.
« Last Edit: July 21, 2011, 03:34:10 pm by The Fool »
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RAM

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2176 on: July 21, 2011, 10:52:18 pm »

Larvalled


P.S.P.S.
 To those that are interested in spell compendium spells that appear on the cleric list, this is the D.M.'s initial verdict on the first three levels of my list.

P.P.S.
 I almost took track...
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RedWarrior0

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2177 on: July 23, 2011, 03:26:13 pm »

Hypothermia has already been approved.

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Vherid

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2178 on: July 23, 2011, 05:02:34 pm »

So have we figured out the journal xp yet?

EDIT: Also are we not playing today?
« Last Edit: July 23, 2011, 07:23:55 pm by Vherid »
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Dwarmin

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2179 on: July 23, 2011, 07:44:20 pm »

Not today, GM is on vacation. Be back next week, as the title indicates.
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Heron TSG

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2180 on: July 24, 2011, 03:48:34 pm »

Aha, Mysteller is slightly behind me in XP but due to my sorcerertude will get 4th level spells first. Well, that gives me more time to find good ones.
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Est Sularus Oth Mithas
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RAM

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2181 on: July 28, 2011, 11:49:14 pm »

Aha, Mysteller is slightly behind me in XP
In the interests of correcting this error:
Spoiler: Journal from the 23rd (click to show/hide)

P.S.
 Stuff...
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Shoruke

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2182 on: July 29, 2011, 02:40:28 pm »

First off, sorry for my extended absence from the forums. Camping, and work, with some Assassin's Creed 2 (for $10, eff yeah) can do that to a guy.

Saint Maxwell's Thunder is fine.
Living Refreshment looks okay to me, but summoning water creatures that force people to drink them seems a little... off-putting. "DRINK THE GODDAMN EEL, DAMN YOU"

A shadow-powered hyperdrive for the ship would be hell of costly. Why, just the research components for the spells alone! Plus you'd need an Item Creation feat of SOME kind... or you could commission the mage guild to do it for you, but then it would be even costlier  :o

I'll approve the Complete Arcane version of Phantasmal Assailants for now... it does flat damage, which is odd, but it's (relatively) balanced by needing two different saves to succeed.
Instant Diversion is okay, since it only lasts for one round.
Wall of Gloom is fine.
Blinding Colour surge is okay.
Pall of Twilight is okay, but I'm including smell checks in the list of penalized skills. Just for the Mercenaries joke.
I'll approve Legion of Sentinels, but hot damn. That could seriously f*** someone up  :o To tumble out of the middle of that spell would be roughly DC 40...
Nightmare Terrain is okay, but to clarify: only those within one of the illusory cubes who fail their will save get entangled. You can't entangle everyone who looks at your spell through a telescope if they fail their save.
Mirror Image, with gradual Maximizing, as an immediate action? ...No wonder it's level 4. Sure, it works.
Shadow Guardians looks fine. On that note, so does Phantom Guardians.

Trade Image looks okay. Hijinx ensues.
Produce Lightning looks okay as well. Considering how much stuff I've approved with this post, that shouldn't come as much of a shock.</strained joke>

(oh my goodness so much adjudicating aahhhh)
Assay Spell Resistance is fine
Delay Death is fine, although I see much munchkinry in the future for some reason...
Glowing Orb looks fine... actually I'll reduce the level so that Clerics can cast it as a lvl 3 spell. Unless you need a level 4 light spell for some reason. But where are you going to find a glassmaker's shop in the desert? (don't answer that)
Hand of the Faithful is fine. For bonus points, cast it on the front of the sandflier just before you start moving, stunning everyone behind you. Tee hee
Hypothermia was already approved, apparently. Makes sense.
I'll approve Moon Bolt, but since the text does not in fact say anything about affecting 2 creatures, the target is one (and only one) creature. Living or undead.
Moon Lust is okay
Panacea is okay
Lesser Planar Exchange is okay... it's like Wild Shape, but uses spell slots! And involves invincibility while temporarily on another plane, but I'm treating that as more like flavour text...
Recitation is fine (wait, Maelrigar worships the same diety as you...)
Greater Resistance is fine
Revenance is fine. Do note that, when dead, people tend to fall onto the floor and lie prone, so they'll likely need a move action before they can start doing the fight-y thing again...
Mass Shield of Faith is fine
Sound Lance is fine. I like how it can target objects.
Spell Vulnerability is okay (it would be ironic if spell resistance applied to it, eh?)
Undead Bane Weapon is okay
Wall of Sand is okay. I'll give a +2 to strength checks to force your way through it if you charge/run at it for at least 10'

I've done the July 9 journal experience using the +-15 exp/level thing (using 4 as the party average)... and I've noticed that it still doesn't fully fix the problem. The higher-level people are still getting more experience points than the lower-level ones... they're levelling up slower, yes, but still pulling slightly further ahead in terms of "how many exp points do I have". The lower-level people should be getting more exp than the high-level ones.
So I'll need to rethink the journal reward system again... someone mentioned having everyone just get the average experience, but I think we can do a bit better. Here's the proposed new system...
Spoiler (click to show/hide)
(July 9 journals: Mystellar, Stihe, Raspul, Vherid, Rush (sandfliers don't use sails, actually), Kimiko, Andre, Vaba, Maelrigar)
The actual attendance list will be started during the next session; for now I'll just go with "the average is roughly 4".

The experience for those journals was:
Mael: 420
Mystellar: 425
Vaba, Raspul, Kimiko, Andre: 400
Rush, Stihe, Vherid: 345

Lastly, this week's session won't be Saturday, because I work all evening. Blergh. Luckily, I am available Sunday, Monday, and Tuesday, and maybe Thursday. There is a statutory holiday on Monday, so if you guys don't all have mini vacations planned or something, that might be a good time due to lack of people working...

EDIT: also I have finally updated the experience chart in the OP
« Last Edit: July 29, 2011, 02:44:41 pm by shoruke »
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Dwarmin

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Re: D&D 3.5 - Western Marches (game on Saturday) (always recruiting)
« Reply #2183 on: July 29, 2011, 02:56:08 pm »

Thanks for the approval

Also, what was you decision on this one I posted a bit back? It was said it would be *maybe* okay as a level two spell, but I didn't know if you approved it fully.

Quote
Flare, Greater  Evocation [Light] 
Level:  Brd 2, Drd 2, Sor/Wiz 2 
Components:  V 
Casting time:  1 standard action 
Range:  Close (25 ft. + 5 ft./2 levels) 
Effect:  Burst of light 
Duration:  Instantaneous 
Saving Throw:  Fortitude negates 
Spell Resistance:  Yes 

This spell creates a burst of light which blinds and dazzles your opponents. If you cause the light to burst directly in front of a single creature, that creature is blinded for 1d3 rounds and dazzled for 2 rounds per caster level (maximum 20 rounds) unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
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Shoruke

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2184 on: July 29, 2011, 03:08:26 pm »

Hrmmmm... sure. (although when I see the word "flare" as the name of a spell, I always think of Final Fantasy and think "things light on fire and die very fast")
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Theoboldi

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2185 on: July 29, 2011, 04:42:12 pm »

Shoruke, I have a little question concerning my next skeletal minion.
In the SRD it states that the first skeleton gets the stats of a human warrior skeleton. Does this apply to the next one too, or will that one get the attributes that the corpse had in life?


I'm avaiable pretty much every day from now on. Hooray summer holidays!
« Last Edit: July 29, 2011, 06:17:26 pm by Theoboldi »
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Heron TSG

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2186 on: July 29, 2011, 05:23:56 pm »

I'm down with Sunday.
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Est Sularus Oth Mithas
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The Fool

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2187 on: July 29, 2011, 05:31:46 pm »

For my availability next week I have Monday, Tuesday, Thursday, and Saturday free at the usual session time. What a great time for lessened hours at work! Sunday however doesn't work for me, and I'd be two or three hours late.

EDIT: I think my character's Master Specialist induction will be in a few sessions at this rate. Yeah!
« Last Edit: July 29, 2011, 11:31:46 pm by The Fool »
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Heron TSG

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2188 on: July 29, 2011, 07:29:57 pm »

Sunday, Tuesday, Thursday, and Saturday work, all told for me.
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Est Sularus Oth Mithas
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RedWarrior0

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Re: D&D 3.5 - Western Marches (next game on July 30) (always recruiting)
« Reply #2189 on: July 29, 2011, 11:12:42 pm »

Any day should work for me.
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