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For discussion of D&D 3.0 and 3.5e

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>3e Resource Index Version 2024-04-17
https://archive.4plebs.org/tg/thread/92491374/#92530275
Previous thread: >>96245441
Thread Question: What's the most memorable antagonist your party faced?
>>
>>96434718
TQ: A cult leader from underground city that served some Far Realm monstrosity. He was supposed to be a great and terrible evil, but he wasn't memorable because of that. No. The dice hated him. He literally failed each and every actually important roll during confrontation. Attacks, spells, saves. It was like Fate itself decided "fuck this guy in particular and the horse he rode on".

So instead of a terrible foe we got to fight a bumbling fool, that managed to slip in grease, barely crawled out of it, got slammed by a fighter into the wall, flailed around with his weapons ineffectively, got disarmed and slam dunk into the ground, got peppered by rays of enfeeblement, all of his attempted spells failed and the fighter drove him through the table before carving him up like a turkey in the end.
>>
>>96434718
One of the main reoccurring antagonists that gets brought up at least once a month is a NPC that used to be a PC that betrayed the party long before my character joined, years ago IRL.
>>
>>96434918
>Fate itself decided "fuck this guy in particular and the horse he rode on".
Beautiful thing about Table-Top RPGs. When your boss is underwhelming because of the dice fumbling, while that lv1 Goblin encounter becomes legendary due to multiple-crits scored by that one Goblin.

For antagonists do people make custom bad guys? Nowadays me being lazy I just pick the default stat block from the bestiaries and if they survive they get a template or a class (rinse & repeat per surviving).
>>
So, last thread, it was suggested that you should ban core for a balanced game with the exception of core feats but what about spells? Wouldn't classes like the shugenja, warmage, healer, etc. lose out a lot while psionics would remain untouched.
>>
>>96436181
>but what about spells?
The core spells are the main problem and the main reason people say "Ban Core" in the first place. It's not like wizards and sorcerers are overwhelmingly more powerful that Sha'ir, it's that Time Stop, Contingency, and Polymorph are overpowered.
>>
>>96436181
Psionic limitation on the amount of PP you can spend per power is a way stronger limitation than spell slots. You can fuck it over but for that you either need a very high level of some shenanigans that most DMs won't allow you to get away with.

Arguably D&D plays way better if you mostly remove standard casters and leave only alternative magic systems - Incarnum, Binders, Psionics, Warlocks and so on. If you want some bullshit effects especially with permanency they are way better done through ritual Incantations.
>>
>>96438185
The main issue with psionics is that they have a million and one ways to refresh their entire PP pool between encounters, a thousand and one more ways to fuck over the action economy with any of the abilities that manipulate time(create in-universe save files, unlimited standard actions per turn, throw things outside of time, etc), and finally a hundred way to break character building by reshuffling all the stats/skills/etc, giving themselves all the psionic powers in the game, or even breaking the xp system completely.
>>96436181
Easiest fix is to ban the psionics books too. Alt-magic is fine by itself.
>>
Let's talk about Dragonmech a little more.

In my personal opinion the best approach would be to make mechs as vehicles but replace the 10 feet sections with more abstract free size pieces. So, say a mech would have engine, weapons, controls and so on, plus of course it would have to use maneuverability rules for vehicles especially if it is super large.

So say a Huge mech would have up to 8 Large pieces filled for example with - reinforced armor (2), engine (1), reinforced cockpit (1), two arms/weapons (2), secondary weapon tower (1) and cargo container (1). As with vehicles you can attack each of the sections separately and it will have its own HP. Plus you can add further subdivisions for each part if say you want smaller weapons, some crew quarters for long hauls and so on. Make internal parts that can't be directly attacked outright take more space.

On city sized mechs you would have also residential areas as modules where people actually live and so on.

Attacks are probably best to be relegated to siege engine style - each weapon/arm has its own number of attacks or abilities but uses driver or gunner BAB and skills. You can add places for people to attack from like on normal vehicles but with shit like 10 hardness and 50+ HP of armor even on smaller mechs it wouldn't be very effective unless those guys are of decently high level and in that case you probably have better uses for them than glorified turrets.
>>
I'd like some feedback on this homebrew feat. Is it overpowered? Underpowered?

"Cross Study I (Homebrew). Each time you select this arcana, you may choose a number of spells equal to your int modifier from among any spell casters spell list. You are then able to learn and cast those spells normally as if they were on your own class spell list, while ignoring domain requirements as well as divine focus requirements when casting them. You must still learn these spells from a mentor, scroll, or spellbook as normal and scribe them into your spellbook before you may prepare and cast them."
>>
>>96439847
That's pretty damn brutal depending on the class you are playing. if it's wizard only as implied it wouldn't make them much more powerful but does ease some of the exploits they can get up to. For non-wizard classes, especially partial casters with limited spell lists, it goes pretty hard.
>>
>>96439847
There are some spells that are 100% worth a feat, so pretty dope.
I like it that you need to find the spell first, so you could feasibly be in a situation where you stumble onto a really cool spell, then you consider taking the feat.
>>
>>96440018
Thanks for the feedback, I nerfed it by adding a spell level cap but expanded it to be not just a wizard exclusive feat.

"Cross Study I (Homebrew). Each time you select this feat, you may choose three spells from among any spell casters spell list. You may only choose spells of up to third level and below. You are then able to learn and cast those spells normally as if they were on your own class spell list. Arcane spellcasters may ignore any domain or divine focus requirements for these chosen spells, though divine spellcasters must still meet them. You must still learn these spells from a mentor, scroll, or spellbook as normal for your class, before you may prepare and cast them."
>I like it that you need to find the spell first
Me too, this is for a campaign setting where ALL spellcasters do not receive ANY spells on level up and must acquire them within the game itself - I thought it was a great idea from the developers
>>
>>96438376
>The main issue with psionics is that they have a million and one ways to refresh their entire PP pool between encounters
Almost all of them are solved by making Bestow Power below-standard-cost but actually transfer PP from the manifester's pool to another. Though the wording to exclude bag-of-rat Mindfeeder laundering gets a bit weird.

>a thousand and one more ways to fuck over the action economy with any of the abilities that manipulate time
Involved, feat-intensive, PP-hungry, and with very sketchy in-universe logic. Even so, not much more of a problem than spamming max-PP Powers is to begin with; that is, dependent on the DM making the grave mistake of pinning everything on One Big Fight without follow-up pressure.

>and finally a hundred way to break character building by reshuffling all the stats/skills/etc
Psychic Reformation is actually more restrictive than the PHB2 retraining rules (which DO cover fucking with ability scores) and costs 50 XP per level back you want to redo.

>giving themselves all the psionic powers in the game
Not remotely conveniently, Psychic Chirurgery is a 9th-level Power on a Discipline list that costs a mad 1,000 XP per Power level and needs somebody who knows the Power to pull it from, while Power Research still takes 200 XP and a week per Power level without the ability to access other lists.

>or even breaking the xp system completely
...Compared to nested Thought Bottles whatever TO bullshit has dug this into your brain is nothing.

In summary, skill issue.
>>
>>96438723
I feel obligated to point toward Stronghold Builder's Guidebook for a sadly-price-inflated subsystem for building layouts that could be looted for parts, either as a translation layer or direct conversion into the Dragonmech price and staffing conventions.
>>
Current party: ardent, warblade, warmage, wildshape ranger, and archivist

>>96442777
This. Psionics are bad but they're not as bad as spells.
>>
>>96442777
>Almost all of them are solved by making Bestow Power
You'll also need to ban the psicarnum feats and the power-point steal enchantment. These are only the ones I know off the top of my head, the list of houserules will likely be ever-increasing until you finally do the smart thing and ban psionics entirely.
>Involved, feat-intensive, PP-hungry, and with very sketchy in-universe logic.
Anon, having infinite standard actions only requires you be a level 10 ardent with the linked power feat. The save game trick only requires a psicrystal, 4 psionic powers, and(optimally, but not required) a wizard in the party willing to cast status and imbue with spell like ability.
You can have both with little to no investment. Both have very solid raw and need to be houseruled. They're also not the only big action-economy exploits, just the ones off the top of my head.
>Psychic Reformation
>Psychic Chirurgery
>Thinks they're the only issue
Kek
>...Compared to nested Thought Bottles whatever TO bullshit has dug this into your brain is nothing.
Anon, comparing a nuclear blast to The Sun will make the nuke look pathetic.
That doesn't mean a nuke isn't a fucking problem when someone drops one on your house.
Oh you swee
>>
>>96443191
>Oh you swee
WTF is this from and why is it here? I'm the one who typed it and even I don't know.
>>
>>96443416
You were swiped by Candlejack, obviously.
That's the kind
>>
>>96443440
Pretty sure anon is asking why letters he didn't remember typing showed up in his post. Kind of the exact opposite of the meme really. Bro got fucking pranked by his own subconscious.
>>
>>96443191
>You'll also need to ban the psicarnum feats and the power-point steal enchantment.
The Azure Talent/Psicarnum Infusion combo takes three feats for remotely timely use, only covers a paltry trickle of PP, while the Midnight Augmentation feedback is dependent on Bestow Power. Mindfeeder was already mentioned, as again it causing problems is largely from laundering through Bestow Power, which handily catches Azure Talent recharge in the process of wording around "temporary" PP.

>Anon, having infinite standard actions only requires you be a level 10 ardent with the linked power feat.
Assuming the DM allows Synchronicity into the Time Mantle through the Substitute Powers ACF. That's less RAW than Arcane Swordsage game-breaks, you may as well be talking about Pun Pun inventing arbitrary new abilities with Manipulate Form.

>The save game trick only requires a psicrystal, 4 psionic powers
Which entails one feat while a single manifestation of each of those four powers is 30 PP and 15 XP. As for RAW, Time Hop is unambiguous about the target acting on its NEXT turn, while Forced Dream only operates on the turn it's Manifested; these cannot be fulfilled simultaneously to execute the save-point.

>Psychic Reformation
>Psychic Chirurgery
>Thinks they're the only issue
What other sources of additional Powers Known does a stock Psion have, Advanced Tattoo arrangements?

>Anon, comparing a nuclear blast to The Sun will make the nuke look pathetic.
The difference is that the horseshit of resetting XP is a directly-stated function of Thought Bottles. Cheating XP costs is overtly a thing they are FOR. If you're referring to curing level loss after spending XP, that's a general mechanical flaw in the system rather than at all specific to Psionics and one it requires significant hoops and very high level Powers to tap into.
>>
>>96442784
Well, Dragonmech proper has a different problem. It's too fucking cheap - a gargantuan mech, though with pretty shitty stats, but made out of steel and with steam engine costs ~7k gp. Arguably with the benefits it provides it actually does cost that price. Since 22 strength on a 40 ft. speed gargantuan monster with average maneuverability and with damage that can be easily beaten by a level 6 fighter is horrible shit. But still its kinda sad.
>>
>>96444759
Anon, that's for a generic base-model with no mechanical upgrades, magical enhancements, or spell-infusions. If your willing to drop a kingdoms worth of dosh, you can very much make a strength 50 mech that can outrun the flash. The cost wuld bankrupt a small kingdom though, so start moon-dragon hunting like a proper cogboy.
>>
>>96447767
I mostly have a problem with the fact that something like 20 tons of steel costs similar to 4-5 full plates and can't fight its own way out of a paper bag.
>>
When should you say this town with an 800gp limit is out of CLW/Lesser Vigor wands and Healing Belts? Like 1d3 available per month? per season?
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>>96448674
PF has more reasonable rules about how this works
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>>96448674
Does it have a native production capability or do they import them? If there are clerics around who know how to make them they have no reason to stop, short of running out of ingredients. And ingredients for the wands should be mostly some kind of healing plants and similar stuff with above average positive energy. Though if they create them out of plants their production would be tied to seasons - they would be able to make them from spring to autumn. Unless it's a more serious operation and they built a greenhouse.
>>
>>96448708
>If there are clerics around who know how to make them they have no reason to stop, short of running out of ingredients.
Or XP. If they're in town every day they're likely not earning much.
>>
>>96448247
It gets even funnier when you realize that dragonmechs of the same size get their shit rocked by tinker-gnome contraptions from dragonlance. A clockwork gundam is 100% something those autistic fuckers would do as well.
>>
>>96450119
>XP required for crafting items
Meta-gamplay-wise this is solely to stop players from farming gold by just crafting items, and to encourage actual hack & slash adventure to gain magic items rather than just crafting.
In-universe-wise there was no explanation in the fluff that crafters of magic items put their "souls" or "memories" into the items, right (at least like in general, exempting unique items)? To my mind that's the only thing that can represent XP in the universe.
>>
>>96450119
They probably get good roleplaying bonus XP for staying in character in town all day
>>
>>96452149
Ahahah. Someone said the likes of Kings face a lot of hard, high-stakes social checks that would count as encounters for XP and so SHOULD actually be fairly high level.

I'd say especially busy days healing would count for XP.
>>
>>96452624
I'm torn, because on one hand I'm fond of high level ex adventurer kings like Conan. On the other hand, I know that XP shouldn't apply to NPCs, otherwise you wind up with high level slaughter house workers due to all of the pigs and chickens they keep killing
>>
>>96454781
a child gets exp for bringing in a particularly hefty set of groceries; an adult wouldn't
>>
>>96454781
you dont get as much exp from encounters that are way easier due to circumstances
a butcher would get very little, but then again there should be something to simulate their ease with killing living creatures and their experience with cutting meat; more than one medieval revolutionary leader was a butcher beforehand
>>
How much damage should exposure to boiling water inflict? I was thinking,1d6 fire damage per gallon of water for each round of exposure
>>
>>96452624
>>96454781
I like having real divine right of kings in my D&D, when monarchs of established kingdoms have "by the grace of god" in their titles it's not just a set phrase or means some deity just OK'd it, they're literally backed by lawful deities who grant them powerful divine boons, amongst other things specifically to prevent some chucklefuck adventurers from assassinating them easily.
>>
>>96434718
Sell me on why I should play 3.5 instead of OSR or 5e.
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>>96456525
I'm pretty sure it should be 1d6 period. If there is a lot of water it will just make saves harder (assuming the character isn't covered completely). Boiling water just doesn't rate compared to all the other ways you can use to kill people. It's good enough for killing commoners or a good way to torture someone for a very long time if they have a high level.
>>
>>96457081
Mechanics.
>>
>>96457081
Depth of character customization through feats and prestige classes, huge variety of supported content through OGL, the parity of mechanics between PCs and NPCs makes it extremely modular for DMs, and the nature of the bonus/penalty math allows for easy improvisation of situational rewards.
>>
>>96457081
>Sell me on why I should play 3.5 instead of OSR or 5e.
3.5e vs 5e is that you have more subsystems you can use both a GM and Player. 5e is okay as a basic dungeoncrawl, but can't really do anything else at the moment. The astonishing thing is 5e is 11 years running now, which is longer than 3.0~3.5 combined of 8 years, but only has around 50 official books while 3.0~3.5 has over 500 official books. WTF Wizards make more books!

3.5e vs OSR is if you want more generalization & customization versus specialization. Weird thing about a lot of OSR systems are that even the original TSR-stuffs were more generalized than them. For example, Basic D&D allows you to be merchant if you want in one of their supplements, but to do that OSR a lot designers make a game/setting specifically for that experience. I guess it kinda makes sense, because it's more profitable to go for the niche market than competing in the generic systems area.
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>>96456607
nightmarish

why not just make kings be lawful clerics and paladins
>>
>>96458512
They effectively are, but instead of training and adventuring they get most of their levels/HD by birthright.
Anyway it has only ever come up maybe like 3 times in all of my campaigns where I used the concept.
>>
>>96458641
I can't get behind gods giving people levels/HD. I had an idea where worthy rulers can wear the crown, which is an artifact that makes you more powerful, but will hurt or kill anyone unworthy that tries to wear it.
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>>96458684
>I can't get behind gods giving people levels/HD
Start undermining the monarchy right now, sabotage the church, the revolution begins with you.
>>
>>96434718
>What's the most memorable antagonist your party faced?
A halfling monk-sorcerer with 16 Strength named Garret who chased them around trying to steal the MacGuffin sword for most of the campaign. His escapes got kind of ridiculous but I rolled for them all and he would always be sacrificing a dozen or more goblins to hold the line for him to run away. Eventually he added his brother Oswald and sister Henrietta to the roster, enlisting them for help. I don't remember their classes. Eventually, the characters made it to some desert temple where they learned the sword has the power to sunder a Far Realm gate enchanted to be impregnable otherwise. They also learned the real BBEG's name, and that he had hired Garret to draw the PCs to the south, far away from the gate, so they wouldn't hear about the rumors of weird things happening in the mountains. Basically to get the one item that could destroy it as far away as possible. Anyway they eventually killed Garret, by stabbing him in the head with a rapier crit, captured his sister but eventually let her go. I don't remember what happened to Oswald I think he died as well. He was not a very good character, all he did was cast magic missiles while his goblin hordes waded in. Still a pretty fun character, I guess I was more creative back then because now I would never imagine using such a terrible build concept for a villain.
>>
Many weeks ago I posted about giving my 3rd level party a 7-headed hydra encounter. It took a long time to get to it but here's the rundown of how it went.
>they explore a ruined castle and find a few hidden switches that open the locks to the vault where the loot and hydra are located
>along the way they find many pools of volcanic acid, shards of broken obsidian from inclusions on the ceiling of the cavern, and a large working portcullis, as well as an ancient gladius in an armory, which they take to present as proof they found this place
>each lock makes a loud click that startles the hydra and causes it to vocalize
>the druid recognizes this sound as being similar to a crocodile
>the second lock causes multiple simultaneous vocalizations
>druid thinks this indicates a pit of multiple crocs
>the NPC gnome trail guide with the group remembers that his tribe told tales of hydras in this area long ago
>the NPC trail guide then leads the other NPC university researcher to a safe place
>the party carefully sets up a rope system to open the last switch to the vault door and leads the hydra to the room with obsidian shards
>the NPC gnome trail guide returns with poisoned monstrous centipede meat to distract the hydra
>>
>>96459523

>they climb up a broken wall and the cleric knocks down a large shard of obsidian from the ceiling with Spiritual Weapon
>the shard hits 4 of the heads and manages to sever all of them
>the NPC gnome trail guide distributes acid splash vials to the group which he filled from the volcanic pools around the area
>they successfully cauterize the 4 heads
>there is no more sufficiently large obsidian to sever heads, only does minor body damage
>one of the players gets bit by a single head for minimum damage
>they lead the hydra to the portcullis and the druid uses a summon to lure it precisely
>they slam the gate onto its necks and the two outer heads chew off the middle one in an attempt to eventually free itself
>the party throws lamp oil onto the stump and lights it
>the heat from the fire weakens the bronze portcullis and the hydra pulls itself free, but the stone wall holding the gate collapses and knocks it unconscious
>the party realizes no one has a bladed weapon to cut off the last remaining heads while it's down
>the NPC university researcher runs out of her hiding spot and uses the gladius from earlier to cut off the remaining heads
>they douse it in acid one final time
>>
>>96459535
Glad it went well! A bit of an ass-pull with the DMPCs but at least they took the bait on the environmental tools to try and trap it. How'd the players feel about it?
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>>96459552
they seemed to really enjoy it. I think the NPC killing it off at the end was a fun dramatic choice but it also could have been fun if they just stood up and faught out the last 2 heads.

I'm sorry to say that a big factor leading to that choice was that it was very close to the time one of our players has to leave and we won't be able to play again for several weeks. I really didn't want to break this fight up into two sessions a month apart.
>>
>>96459676
Hey, improv is the name of the game and I've definitely had sessions and arcs defined more by IRL shit than any internal cohesion. I'd say you handled it well, especially with time pressure. Good shit.
>>
>>96459523
>>96459535
>>96459676
Excellent news! I'm impressed they used almost everything you placed at their disposal
How much influence did you have with the NPC? As long as you all had fun then it doesn't matter, but i'm curious as to how much you had to beat them over their head with the idea of not rushing towards their deaths
>>
>>96460661
when they heard him say "hydra" they immediately said that was above their pay grade and were pretty much ready to bail before he reminded them of some of the environmental tools. They made the plan after that. No one had any illusion of fighting it head-on.
>>
>>96434718
Several questions:
1 - what one-shot (preferably 1st level) would anons advice for group who wants to try out 3.5/pf1e and only played 5e before?
2 - weird to ask in a 3.5 thread, but why not 3.5 and pathfinder 1e or just pathfinder 1e? What are pros/cons of all 3 choices?
3 - what is the ideal level range you anons prefer? Asking because I remember "E6" being a thing way way back.
>>
>>96463451
1- No idea.
2- I imagine most people do mix both to some extent. PF isn't really a wholesale improvement to 3.5e, most changes are kind of a wash as far as I can tell, so it's to taste.
I like 3.5e material more and I dislike CMB/CMD, some feats, amongst other things from PF so I like 3.5e better as a base. The best thing from PF are some base classes and the bestiaries.
3- My only experience so far has been levels 12 to 15, but I imagine anything under lvl 3 or so would be pretty limiting character option wise, which might be ideal for some types of games, but as far as my preferences, I think around lvl 10.
So maybe a 5 to 15 range.
And yes, E6 is a thing. So is E10 if I'm not wrong.
>>
>>96463451
I think E6 nailed it with the concept of character levels corresponding to the tone of the campaign, where very low levels are gritty realism and 6-10 fall into heroic fantasy. I don't personally like super hero games and thus don't enjoy PCs beyond level 6-8
>>
>>96457081
3.5 is the most simulationist that D&D has gotten, PCs and NPCs/monsters play by the same rules and I find this satisfying.
>>
>>96464769
What? No they don't. NPCs have different limitations on them than PCs do and monsters are almost arbitrary.
>>
>>96464792
What on earth are you talking about?
>>
>>96458512
>why not just make kings be lawful clerics and paladins
Thats what a paladin is in d&d. They aren't actually supposed to be warriors for the faith, thats what clerics are, they're kings and nobility who are so lawful good that the gods bless them with powers(gygax based this on actual mythology).
Doubt most peiple even know the difference anymore though.
>>
>>96454781
>On the other hand, I know that XP shouldn't apply to NPCs
The fuck are you talking about? Xp absolutely applies to npcs, its right in the dmg.
Dms don't track xp because its a headache.
>>
>>96465066
How you construct all 3 is different. NPCs use a different statline and wealth by default. Monsters don't use wealth at all, they use treasure rolls, and the abilities they have, number of HD, and stuff like natural armor are all completely arbitrary, which is never the case for an NPC or PC.
>>
>>96463451
1. Hollow's Last Hope is a PF module but for new players it's a good enough entry. Rare disease hits the town and PCs need to gather some ingredients to cure it. If PCs local they also most likely have sick relatives (which is recommended). You get some overland route planning, some monsters that do not sit on each other's heads and some random encounters in the forest. Nothing spectacular but as an entry module solid enough.
2. PF1e is basically same shit from a different angle. They didn't really make anything better. In fact they fucked up some things pretty hard (I'm looking at you split combat feats). So there is no real reason to actually switch. PF2e is aggressively mediocre with a lot of weird design decisions that don't actually make game better, just more tedious. If I want a different fantasy game I'd better switch to WEG d6.
3. I like E6. You would be surprised how much bullshit you can do in just 6 levels. Especially if you allow some Unearthed Arcana stuff. Though even a Fighter 6 with Core+Complete Warrior can outperform siege engines against castles. While unarmed. And a lot of stuff that wouldn't be considered in a full scale game actually works perfectly fine in E6.
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>>96465366
>which is never the case for an NPC or PC.
>Dragons enter the chat
>Non-humanoid pc races enter the chat
>>
>>96465342
Not quite, while certainly helpful to have wealthy sponsors and support networks it doesn't REQUIRE a high-class background and even back in the TSR days they didn't NEED a god in the loop of Celestia-powered Evil-smiting.

>>96465366
This doesn't change that their in-play rules once the statblock is finished are overwhelmingly the same such that very nearly anything that can act upon a player character is coherent to apply to NPCs and monsters. The only remotely typical exceptions are CR/ECL disparity affecting things like Truespeak DCs and XP totals.
>>
>>96434718
>Fiend Folio
I love this book like you wouldn't believe
>>
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>>96438723
An attempt at a condensed and streamlined Size table for the mechs. Each mech would be divided into 8 smaller pieces with systems plus overall structure, which is basically mech skeleton. Large is 8 medium pieces, Huge is 8 Large pieces and so on.

I don't think I'll need bigger sizes than 600x600x1500 meters. I'll already would need to do rules for how many rounds City mechs need to fall down after losing a leg, if I get that far.
>>
>>96465483
>>96464534
>>96463996
Thanks anons, we'll try out Hollow's Last Hope and if we'll enjoy it, we'll give a shot at a 3.5 campaign.
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>>96465483
>You would be surprised how much bullshit you can do in just 6 levels.
I once saw a thread pointing out that there are a handful of ways for E6 characters to access 4th- and 5th-level spells (sometimes requiring convoluted means), and then used this as fuel for worldbuilding.

IIRC the only way in E6 to bring the dead back to life is by getting your hands on a spell trigger item created by an epic monster, then having a lv6 arcane spellcaster with a specific build extract one of its charges, then transferring that charge to a lv6 cleric with another specific build, who finally uses it to generate a single 5th level spell slot and prepare Raise Dead.
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>>96466427
Wasn't there an anon a couple threads back trying to kitbash 3rd party books together to worldbuild a xianxia setting in 3.5?
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>>96466040
Kaorti's web articles have quite a few overlooked hooks, since all the attention is on x4 crit multiplier as a Special Material.
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Anons, How deep into crafting autism have you gone in your games?
I know for a Fact I've seen people compile lists of 1st party mundane augments that could made non-magical items stronger than any magic weapon of the same price and catalogs of every magical enhancement in all WotC official material. Have you ever gone full buildfag like this? Do you have favorite weapon/armor/item recipes? Are there any 3rd party materials that you love for this?
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>>96467887
I've compiled the MIC Common Magic Item Effects, weapon and armor enhancement values, Item Set value-added, and user restriction discounts, the PP/day values for Psionic classes including independent-progression PRCs, and various elements of Weapons of Legacy into condensed tables. Though this is for consolidating guidelines for homebrew purposes rather than in-game PC use.
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>>96467887
Every time i've tried anything more than making the party a few items or wands on the cheap i received immediate pushback from the DM, or the campaign died right away
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>>96467887
>Are there any 3rd party materials that you love for this?
The quintessential series, and AEG's Mercenaries, actually have some nice things for this.
Quintessential Bard especially for some reason. They have an entire section for crafting as an art form(sculpting, architecture, glass-blowing, etc) that has magical effect based on the craft and spell levels your capable of casting. It basically adds another in-between level of customization between base mundane enhancements and magical item properties, by god can you go fucking crazy with it(as in, add effects at every step of manufacture from choosing base material, to weaving the textile to make an outfit, to making the outfit, to adding details like embroidery or carvings, etc).
The person who wrote this Had to be an autistic woman.
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>>96467887
We have a resident real life engineer that plays the sort of artificer character that makes all kinds of magic items, including shit like taking reverse engineering the effects of named items to put it on other stuff.
He also has a small army of constructs that buff him on fights.
And a giant beetle tank.
And a flying mechanical horse that shoot lasers.
He's also becoming a robot via GSA levels I think?
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>>96468092
>i received immediate pushback from the DM
Most DMs are honestly kinda retarded and terrified of new things. There was a reason that warlocks were decried by the DM community as overpowered muchkin machines for two years straight when they first came out, even though anyone with two braincells understood warlocks were pretty under-powered within a week of actually reading the rules.
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>>96467887
I've only DMed for one player with a big interest in it. They were playing an herbalist turned Druid for their character backstory and had even taken a skill focus for it. So I made a list of some common and rare magical herbs, including their qualities, and gave it to them. They were delighted with it and kept making herbal teas (essentially just weak potions) and such to carry around with them on adventures.
In my current solo game I'm playing a wizard who aspires to become a writer, which has sent me down a rabbit hole of crafting autism. I've spent too much time trying to narrow down the estimated base price for a completed book. What I've worked out so far,
>15gp blank spellbook as base, 100 parchment pages with bookbinding expense already added
>with each page filled with text only in black ink, adds roughly 2sp8cp to total
>going by average hand writing speed and average word count per page, it takes our scribe a little under five working days to copy one 100 page book - we'll be very generous and pay him 1gp per day
>the book merchant will also want a profit!
So, depending on how rare a book is and how greedy a book merchant might be, you might expect to pay somewhere between 30gp to 40gp for a common text in circulation. I'm also thinking that the way in game books and knowledge skills interact with each other could be expanded upon
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>>96468378
>I'm also thinking that the way in game books and knowledge skills interact with each other could be expanded upon
Look into the 3rd party book "Encyclopedia Arcana: Tomes and Libraries" in the mega link in the first post.
Encyclopedia Arcana is a series of books built on expanding and adding mechanics to the various parts of magic WotC skipped over(and also adding some some completely new kinds of magic, like star magic, sovereign magic, etc.). Tomes and Libraries is what it says on the tin, it explains how libraries and books interact with various skills, feats, and mechanics like crafting.
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>>96466040
I am so sad I lost mine.
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>>96467887
One of the big things I discovered recently was how the "Master" class Item of Distinction/Renown/Legend/etc bonus worked. It multiplies the masterwork bonus, so mundane effects that build off masterwork bonuses like artisan qualities or even special materials should also apply.(Not sure how it effects item templates from the dmgII or item modifications from complete adventurer/complete scoundrel though. I think they could also be valid, but it's DM call.)
In function, this isn't really as overpowered as it sounds(unfortunately caster supremacy is eternal), but it does make building around entirely non-magical gear completely viable. This is before even getting into Craft(Tinker) from Dragonlance that lets you make a sword that does 1d8+5 base damage (untyped, stacks) with automatic touch-attack and extends to 15 foot reach, which can be masterworked on top.
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>Fighter gets 1d20+5, 12/x9, +10 attack enhancement masterwork, +10 damage enhancement, +5 luck, +5d4 bleed, 15 foot reach, touch-attacking oerthblooded dragonmetal Ubermensche sword of Legend
>kills weak enemies in one attack if they get into melee range
>Fighter till explodes on the first round of combat when a caster looks at them funny
To add insult to injury, the average DM will rule the sword is the problem and ban it.
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>>96468428
Thank you, that will certainly help
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>>96468428
>Tomes and Libraries
There are a few rules in this that you should ignore completely, because they were clearly edited in later for "Balance", despite making zero sense. Example:
>Manuals cannot improve any Craft, Profession or Knowledge skills (except where stated) or grant untrained use thereof.
Manuals are books that can give a bonus to a skill or give temporary ability to use it untrained, just like IRL. However, what are the biggest things people IRL use a fucking MANUAL for? This rule would mean it's physically impossible to make an Ikea assembly guide in greyhawk.
Another shit one is that you permanently forget thinks you learn from a manual when you level up and can never re-learn them every again.
>Side Note
This book unintentionally explains why leveling and feats work the way they do in all D&D settings: the people there are genuinely retarded. They can't permanently learn or remember things without the assistance of eldritch soul magic(what a "level" is in 3.5, "Experience" is actually made of SOULS. Fromsoft's flagshit games were homebrew D&D 3.5 settings)
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Currently have a prospective group for a game we're sort of at a session -1 atm determining what kind of game we want to play and I pitched the idea of a sandbox game to the group and the seemed receptive. Obviously a sandbox game requires a lot of of frontloading of effort and currently I'm staring my hex paper and wondering how much detail I should put in prior to a session 0 or 1. I'm considering having the party start in a dungeon environment as captives to set the stage for their collaboration and using how they key off each other to inform my future hooks rather than starting them in a tavern or with a caravan where they can immediately go in any direction. I at least have a baseline to work with.

What I'm thinking I should have prepared:
Initial starting dungeon escape adventure to facilitate cooperation.
General geological layout of the initial hex sheet, rivers, mountains hills to inform placement of later points of interest.
4-5 rough threats / potential background events to reflavor depending on party
4-5 major npcs
Table of rumors
2-3 (each) pre-rolled wilderness + underground + urban encounters to have on hand.
Rough idea of a mega-dungeon pivoting to draw in players based on general party motivators, exploration, mystery, treasure, history, preferred enemies.
2-3 factions within the sandbox
2-3 points of interest in a day's travel upon escaping to the sandbox proper
1. A small village with 2-3 hooks and local problems that could lead to adventures in the local area with a list of 5-10 minor npcs to provide flavor.
2. Ruined monastery / temple or cave if the party is really spoiling for a fight after escaping.
3. Caravan / Traveling performers on their way between major settlements (progressing to initial majority city)
4. A further off "major city" hub with a rough map and outline of different districts and factions the party COULD immediately travel to or have hooks tied to from village.

Does this seem like too much? What would you add or remove?
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>>96469411
There's two schools of thought when it comes to sandboxes. As a foundation for a living world that's a decent assortment of prep and none of it "goes bad" even if you have to shuffle some names around to ensure that wherever your party ends up there's shit going on there. Obviously people talk shit at quantum orcs for a reason but you have an infinite world and finite time to prep, you'll want to move the pieces around in the background a bit to align to the party.

That being said, my personal track record with sandboxes is once you know the group you need to prep exactly two things: the thing you know the most proactive person in the player group is going to go towards, and a backup thing you can refluff to be what happens if they do something else. Without the structure of the DM providing quests and texture, groups tend to default to one ringleader leading around a group of people comfortably along for the ride. If your lucky the ringleader won't also be an armchair quarterback for the combat or else you're doing a solo campaign in front of 2-4 additional people.
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>>96469458
Yeah definitely, I'm just trying to provide meaning choice for players without leading them by the nose. Might also help if I define what I mean by sandbox since that's just throw around a lot now:

A game with a hexmap with defined points of interest (not a true hexcrawl where the actual traveling between points is the highlight) compare and contrast say elder scrolls III morrowind or Fallout new vegas. No linear arrow you must go here to progress or railroading but creating a set of adventure hooks, factions and locations for players to align with, betray, profiteer off of but with consequences and background events that result from choices or lack of action.

EDIT: I suppose I also borrow quite a bit from the 4e points of light in terms of overland flow, the world is dangerous but great fame and profit is to be made for those of dependable enough stock to brave it. Normal folk fear to travel the deep woods and mountains and only enough travel to facilitate trade is really possible or desired for most peoples.

I do have a few thoughts for deep plots I'd LIKE to run but I'll test those ideas as hooks in smaller villian of the week stories or with npcs or factions first I think.
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>>96469491
Woops I'm a retard and forgot to remove that part when crowd sourcing info from another forum.
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>>96469491
That's all reasonable, I'm just a jaded person who has seen multiple plans falter in the face of the enemy as the inevitable divide between what the playgroup thinks they want and how they actually play tends to buckle. Assuming the group is new but the players aren't that's less of an issue, and also if it's not a true hexcrawl that does open up some more room for scaffolding.

I've never actually used this manual but this is a cool guide the Alexandrain made. Might help think of ways to populate the map and define points of interest - https://files.catbox.moe/vhy5pr.pdf
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>>96469518
>That's all reasonable, I'm just a jaded person who has seen multiple plans falter in the face of the enemy as the inevitable divide between what the playgroup thinks they want and how they actually play tends to buckle. Assuming the group is new but the players aren't that's less of an issue, and also if it's not a true hexcrawl that does open up some more room for scaffolding.

At least one accustomed to playing muh heckin' theater of the mind type games and seems to have had bad experiences with that in the past so I'm definitely hoping to bring a more concrete and grounded style for them. I do also like the idea of having areas loop back on each other so I'm playing with the ideas of an overhead projector sheet to map out underground underdark / deeproads between major areas if I find the group doesn't evaporate before session 5.

Definitely planning for a harsh but fair style of play where the world is deadly but I'm also not going out my way to maliciously target players, part of the reason I'm not a HUGE fan of plants and oozes as they're almost more trap adjacent and either wind up being 1 turn kills or flail around for 3 rounds and die.

Considering also having a link to the past style "dark / mirrored world" to effectively double my map but I want to see how players react the seeds I plant for that.
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>>96467887
I always ban crafting in my fantasy games, I want the party to be heroes, not craftsmen. They can hire/befriend/enslave NPCs who do crafting and whatnot. When they want custom items, the basis is they tell the enchanters what they want, and the enchanters reply with what can be done. Stupid "exploit" ideas get shot down immediately.
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>>96463451
E6 is sad, one of the game's biggest strengths is that there are so many cool monsters but if you limit it to six levels you'll just be using the same shit people have seen a million times before. If you're going to refuse to use two thirds of a game's content why not just run a different game at that point?
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>>96471389
I kinda agree with this. I think it can be a nice variation for people very familiar with 3.X but to suggest it as the best way to play 3e is a bit iffy
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Isn't E6 kind of fucking lame with how much it restricts cool PrCs? A chunk of which at best would be sidegrades to just regular advancement?
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>>96470567
>"exploit" ideas
Anon, item customization at its most min-maxed will never even approach the amount of bullshit a core caster can do innately. Doing this only hurts martial classes.
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>>96472100
Anons, what is the race/template combo in that pic?
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>>96467887
In the games I DM for, I encourage diving deep into crafting autism by buffing the fuck out of armor and sheilds for non-casters. The rundown:
All these effects only apply to characters with proficiency.
>Armored warriors are Tankier
Armor's HP is added as temp-hp to the character and it's Hardness and AC bonus applies to attacks against this temp HP(including energy/spell damage).
Precision damage(Crits/Sneak Attack/Skirmish/Iaijutsu Focus/etc) ignore this temp hp.
>Armored Warriors are harder to Hit
Armor(not spells) with an AC of >=4 provide the secondary effects of cover(+2 untyped reflex, Evasion, AoO immunity)
Armor(not spells) with an AC of >=8 provide the secondary effects of Total Cover(+4 untyped reflex, Improved Evasion, Immunity to AoO)
Light Shields(not spells) provide the effects of Concealment(20% miss chance) against opponents in front of the user.
Heavy Shields(not spells) provide the effects Total Concealment(Immunity to direct targeting, area effects have 50% miss chance) against opponents in front of the user.
>Armored Warriors Save Lives
Any bonuses that improve an items saves also apply to the User when placed on armor.
A set of +5 fullplate gives a +5 enhancement bonus to all saves on top of any concealment bonuses.
>Casters and Armor don't mix well
Armor and Shields block line-of-effect for the user(this is on top of any ASF). A wizard casting fireball in fullplate would have the spell go off inside their own armor.
Armor can be modified to avoid this, but modified armor loses All secondary bonuses above and only provides an AC bonus.
This does not affect magic items.
Half-Casters like Paladins and Bards are unaffected by this for their in-class spells. Multi-class and Prestige class spells are effected normally.

The net effect of this is that your average paladin is almost immune to magic, but can get folded by a good rogue(who in turn get folded by full-casters). This puts classes in a rock-papper-scissors situation
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>>96472159
I mean I posted it but if I had to make approximation, an Anthropomorphic Baleen Whale with Pseudonatural and Pennaggolan templates seems like a decent fit.
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>>96472350
>The net effect of this is that your average paladin is almost immune to magic, but can get folded by a good rogue(who in turn get folded by full-casters). This puts classes in a rock-papper-scissors situation
That's pretty cool.
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>>96472150
I meant actual retarded ideas some people try to weasel into the game, like use-activated weapon of true strike
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>>96472963
>like use-activated weapon of true strike
Again, run the numbers and see it in play, this is just persisted wraithstrike in another form. The net effects is that this is a nice toy for martials to play with and doesn't actually break the game.
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>>96472350
Slap a tabard of valor on that paladin for complete immunity to magic on anything but a nat 1...if it pierces the Total Concealment... and any spell resistance....
Wizards have learned Fear
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>>96472350
Feels a little bit over the top complicated for not that much of an effect at higher levels, and I hope you compensate monks/rogues somehow if their level 9/10 ability is buyable for 1500 gp.
The temporary HP sounds like a good idea to reduce the retarded 1-shottability at levels ~1-3, do you have it replenished each fight or does it require repairs to the armor? At higher levels it's probably fairly irrelevant, though maybe it allows tanking an extra hit or two if you're lucky so it's some QoL still.
I don't like the shield ideas because 1) it introduces facing which is awful to handle. 2) it brings even more focus on positioning, I find the default amount of focus on positioning to be just enough.
Bonus to saves from armor enhancement bonus is nice QoL but still woefully inadequate to make any real difference at high levels.
>>96472993
>Again, run the numbers and see it in play, this is just persisted wraithstrike in another form.
Ding ding ding, I couldn't come up with a second example on the spot and that's it. I wouldn't allow persisted wraithstrike or an item that grants permanent wraithstrike without slapping an epic-tier price on it.
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>>96473226
>does it require repairs to the armor
Repairing all armor hp just take a level 0 mending cantrip. There are ways to give armor self-repairing functions though(Special materials can do this, but I personally steal things from the "Quintessential [thing]" series for worldbuilding. There are bards specialized in armor decorations that can give any armor the ability to do things like regenerate, hold buff spells for longer, etc).
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>>96472993
Wouldn't use activated/continuous true strike cost like 120k gold? There are way cheaper ways of getting sure you can get your attack off. Hell, attack bonus is one of your least problems if you are a full-BAB class.
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>>96472689
>>96473226
The changes in play are largely subtle most of the time. Tanky melee classes tank better and don't have to worry about spells, but 99% of monsters don't wear armor and largely focus on melee anyway.
It makes Martial BBEGs an actually terrifying threat rather than a joke though.
>>96473226
>but still woefully inadequate to make any real difference at high levels
Not if you go deep into the crafting autism. It's pretty easy(if expensive) to get a +20-30 total bonus to saves off armor alone. Monsters rarely have the DCs to overcome that unless I optimize them for high spell DCs specifically.
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>>96473437
Exactly. Which is why it's weird fot anon to get bent out of shape over it existing.
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>>96471389
people use a lot of the higher level stuff (though not epic) in e6
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>>96473437
>There are way cheaper ways of getting sure you can get your attack off. Hell, attack bonus is one of your least problems if you are a full-BAB class.
It's not just about hitting, it's about hitting while trading as much of your BAB for power attack as possible. The two primary ways I know of are wraithstrike (target touch AC which is usually much lower) and heedless charge (power attack gives -AC rather than -to hit)
>>96473437
>>96473486
I'd price it at 16,000,000 gp, 8kk pricing for weapon enhancement bonus, doubled for unusual bonus type. In other words, I don't want that item in my game.
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>>96468116
Most DMs are annoyed by obvious abuse of the rules. As for warlocks, outside of shenanigans (which dumbass players obviously wanted to abuse) , they were never seen as particularly munchkiny.
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>>96473616
>they were never seen as particularly munchkiny
That is a complete lie. DMs were absolutely banning warlocks left and right because it was "Muh spellcaster with unlimited spells". Few among those that did had bothered to read the complete arcane book itself, they just banned something because it was new and new things scared them.
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>>96473888
sorry, you cant have unlimited spider climb and ranged touch attacks at 1st level
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>>96473544
>it's about hitting while trading as much of your BAB for power attack as possible.
...And? Anon, if a martial character being able to hit and do massive amounts of damage is a problem in your games, then you need to take a long look at how you DM. Even without optimization, martials are supposed to be doing incredible damage. If that one-shots things, then so what? Having the PCs fight one monster is a great way to get your BBEG raped by the normal action economy either way.
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>>96473544
Impaling (3/day touch, +1) and Blurstrike (10/day flat-footed, +2) from MIC cover most of your needs. If you need to kill more than three dragons per day you probably have bigger problems than hitting them. You also can replace Whirlwind Attack with Whirling enchant (+1).

Impaling at higher levels gives up to +30 bonus because a lot of monsters have a shitton of armor or natural armor. Blurstrike doesn't work against rogues, but every dex based opponent without uncanny dodge gets fucked for 10+ AC points.
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>>96434718
Based book, I still need to use Ethergaunts as something more than a cameo sometime.
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I have spent the past few months writing a levels 1 to 10 adventure for 3.5. My group has nearly finished playing through it, but when it is done I will be uploading it for free download for everyone to enjoy. Yes, it has AI art, but the actual writing and encounter design I put a lot of effort into.
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>>96474115
It would be better to just have text than to be a sloptard, no one who has a soul is going to want anything to do with it now.
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>>96474115
>Cover looks like a Ring World?
Is it like an adventure on an artificial plane or were you forced to use a sci-fi LoRA (or just used those free web generators without much focus)?
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>>96474463
The majority of the adventure takes place throughout the outer planes of law and chaos, which I wrote took the form of a giant ring around the prime material plane. So it looks like a ringworld when stood upon.
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>>96467887
>Are there any 3rd party materials that you love for this?
Tome of Alchemy. Specifically the essence system, because it lets you turn D&D into Monster Hunter.
ToA basically breaks down how much in materials you can harvest from monsters by HD and Type. You can use this essence as a substitute for Gold in the creation of magic items of the same type as the essence, essentially letting you build that +5 flaming sword of doom by forging it with a red dragons teeth. Like MH, this results in players hunting down monsters because they need 24 cockatrice foreskins for their next outfit.
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>>96474115
Damn son, impressive. Why not write a novel about the adventure tho, like the Lodoss guys? You never know, it might catch on
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>>96466267
Continuing with Dragonmech - what shapes would be reasonable to use for mechs while adding advantages/disadvantages to them? Off the top of my head:

Walker - standard humanoid
Centaur - faster, but clumsier
Drider - can skitter to the sides, but has spindly legs
Crawler - has no arms, but can skitter to the sides AND has thick legs

And I'm not sure adding worm or yuan-ti like mechs is a good idea since there isn't really much to differentiate them stat wise from drider/walker or crawler.
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>>96477963
Ball, with mobility two steps worse for it's size, but movement itself deals damage two steps better
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>>96477963
Tank/wheeled mech, significantly faster, worse mobility, especially susceptible to obstacles/hard terrain
and worm/snake could be the opposite, slowest of all, but very good mobility and is just about immune to being stuck

Maybe a buer type for some hybrid between walker and >>96478054
and it deals psychological damage to witnesses, pilots and most importantly the engineers designing it
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>>96474115
I commend your efforts anon.
Wish I could put that much focus on a singular creative endeavor.
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>>96478797
My best advice is to not have more than 2 projects on the go at any time. That way you can procrastinate on one while working on the other, then swap when you get bored of it.
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>>96454781
>otherwise you wind up with high level slaughter house workers due to all of the pigs and chickens they keep killing
You don't get XP for killing, you get XP for overcoming challenges. Slaughtering a farm animal is no more of a challenge for a slaughterhouse worker than making a pair of shoes is a challenge for a shoemaker.
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>>96479565
Yeah, I was swapping between making a video game and writing my campaign setting.
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>>96471389
E6 means that you stop gaining levels at 6, not that you stop growing more powerful.
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>>96479745
>You don't get XP for killing, you get XP for overcoming challenges.
You get xp for both. That's why Evil creatures are able to level so fast, because killing a helpless creature is as much xp as defeating the same creature in open combat.
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>>96480100
The DMG disagrees.
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>>96478054
>>96478118
Yeah, tanks and wheels are kinda problematic in a world without roads or with minimal roads. And if you try to scale them up it gets even worse. But a ball mech would be fun. With hands. It's just weird enough to work in a D&D derived setting.

As for worm I was going to adapt drills, claws and other options that give burrowing speed and you do have them in Dragonmech so worms would be a little redundant. Though, hmm, I can make worms have the best burrowing speed that would give them enough reason to exist at least as a niche option.
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>>96479825
Getting new feats isn't that big of a deal, especially with the diminishing returns when you've already got the best ones.
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>>96481407
It is a pretty big deal. When you can finish like 2 feat chains by level 6 max. Full casters may be able to get their best stuff in 3-4 feats but martials have a lot of shit that works perfectly fine in E6 and is impossible to get even as a fighter.
By level 6 Fighter can get 2 Tactical Feats and their prerequisites. It's solid, but nowhere near where you can be with more feats. Even ignoring ToB there is a lot of stuff you can add on top of it.
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>>96481407
It adds up, especially when you also keep gaining wealth.
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>>96472100
Isn't the solution here to just convert PrC class features into feats with said PrC as the requistie? So, an E6 level locked character might have just one level of Arcane Archer but can take the normally level dependent ArcA class features as feats instead.
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>>96477963
An example of a locations/blocks chart for a walker mech - 2 arms, 2 legs, torso/spine and 6 system blocks. This version assumes that mech spent 2 out of 8 blocks on armor. Mechs without armor would have all 8 blocks on the chart and heavily armored ones could in theory have as little as 2 - engine and control room. Depending on the direction from which attacks are coming you can easily see which blocks can be targeted - you can also target over structure blocks (arms, legs, torso frame) but not system blocks, so positioning your blocks just right is important, it also could be used as a minor flaw during mech design where you fuck up block positioning from your intended one or for mass produced mechs to have some inherent problems so that players want to make a better one during the game.

On a mech sheet each location would be numbered an have a corresponding hardness, hit points and the kind of systems it has in place.
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>>96485129
Roller - ball with arms that doesn't need legs and painful when collides with someone.
Centaur - faster but more sluggish and easier to damage legs.
Crawler - solid, stable, hard to stop and good for carrying a lot of stuff.
Drider - surprisingly mobile even at larger sizes due to sidesteps, but legs are vulnerable, so isn't good for prolonged combat.
Wagon - cheap, fast, easy to make but has a lot of problems going in rough terrain and wheels are pretty damn vulnerable.
Walker - standard humanoid
Worm - good for burrowing and therefore mining, also for ambushes where it comes out of earth and disgorges troops or smaller mechs from inside, but very slow.
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>>96483761
Could also continue taking prc class levels but without gaining bab, saving throws, caster levels, etc.
Tangential, but has anybody tried an alternative to these E(X) where instead of capping levels you just cap spells?
Stuff like not evolving apellcasting past 4th circle or the like.
Maybe continue gaining slots for use with metamagic but spells beyond 5th circle just aren't acessible to the players?
Something like that.
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>>96486820
>Could also continue taking prc class levels but without gaining bab, saving throws, caster levels, etc.
Well, it's not as straightforward since for the game to work properly you need scale anything to 6 HD. So if say you have damage scaling ability in prestige class it needs to be kept close to what it is at level 6.
>Tangential, but has anybody tried an alternative to these E(X) where instead of capping levels you just cap spells?
That's called banning full casters. It actually works perfectly fine.

Personally I used the full caster ban together with defense bonus as dodge bonus and armor as DR (including natural armor) - it was pretty nice though party had some close calls at the start due to not wrapping their head around the DR part. It's kinda hard to switch when you got accustomed to normal AC and then you find out that some monsters can get for way longer, especially if you don't manage to whack them with a two-hander.

Owlbear becomes AC 12 with DR 5/- and at the start of the game that could be pretty brutal since that basically cuts incoming damage in half. Even a great wyrm dragon is not as bad since while DR 36/- is nasty by the time you fight them you have a lot of options for dealing with it.

P.S. That Damn Crab absolutely rapes everyone with armor as DR since it gets DR 9/-
>>
>>96436181
>So, last thread, it was suggested that you should ban core for a balanced game with the exception of core feats but what about spells? Wouldn't classes like the shugenja, warmage, healer, etc. lose out a lot while psionics would remain untouched.
I hear this argument a lot in this general, and I always find if funny:
>Just ban most of the AD&D & FR themed content that is the majority of the reason you're not running the other systems you like
is just never going to be a compelling fix for me. (Though at the same time, yes I can also see full casters are overpowered in spell variety and raw spell power, even if eliminating full casters / AD&D-based magic would remove most of the reason I'm running D&D).
>>
>>96488071
>eliminating full casters / AD&D-based magic would remove most of the reason I'm running D&D
That's the rub of trying to fix 3.5, isn't it? When so much of the appeal is the labyrinths of rules and interactions built up over a decade of books and decades of discussion, if you start trying to move the foundations you end up collapsing the whole house of cards even if it's objectively better game design.
>>
>>96485927
Onto possible materials:
Vehicles as objects take 1/4 damage from cold and 1/2 from acid, fire and lightning.

For metals to consider we have copper, bronze, gold (bling), silver (DR bypass), iron, steel (hardness 12 from dragonmech), cold iron (for fighting giant fae monsters), mithral, adamantine, starmetal (to kill demonic kaijus) and aurorum (effectively self repairing steel, which would probably create small wars simply by existing).

For non-metals we have wood, bone, darkwood (light) and bronzewood (worse than iron, better than normal wood), stone(heavy). Bone and wood should also be coming in living variants for beast and plant titans, dead bone already should work perfectly fine with undead titans.

And then we have flesh, including demonic and troll ones, and undead flesh that doesn't get the damage divisors as normal, but can heal, or in case of troll and higher class demonic fast heal. Less HP than metals, lower hardness even with giant scales or fur on top. Perfect for numerous opponents since demon and troll beast titans would have ~1/3 HP of a metal mech on average. Kaiju battles ahoy!

What other materials should I consider?
>>
>>96491899
>objectively better game design
This isn't what people think it is. Good game design is simply a game that is fun to play, that's it. Balance can be a factor, but it's also not actually necessary.
The meme that "A game must be balanced to be designed well" is from academia, literally the people who spend their time studying games rather than making them because they couldn't make a good game to save their life.
Remember: Academics are retards who think they know things, nothing more.
>>
>>96494042
I was somewhat brief in my response so spoke poorly. By "design" I do mean as you say where regardless of play experience/fun/je ne sais quoi there are certain principles which speak platonically to the concepts of play but have very little to do with how people interact with them. You can't apply rationality to game design past a certain point because people aren't rational and how a game feels isn't something you can derive from how a game is constructed.

My main point is that having colossal differences not just in player power level but in the venues in which a player can apply that power means that you run the serious risk of undermining group agency, and it is by and large for the best to reduce those situations where a player can do nothing to a minimum which still giving each class a chance to shine within its niche. However, this is a theoretical risk, and if you've got a barbarian player who is happy to be rolling d12s when fighting is happening and zoning out a little when talking is happening, fuck it. The game goes on. Experience trumps design, always.
>>
Okay so you think casters are overpowered, well you ain't seen nothing yet

Create Cookie
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One cookie +1/2 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates one cookie and another cookie for every two caster levels. Each cookie is exactly one ounce, must be made of normal edible materials as typical for a cookie, and can be a flavor or any combination of flavors that the caster specifies when casting the spell. The cookies can't contain precious materials or swallowable but harmful materials, for example, the caster can't create cookies with gold leaf or scorpion venom frosting. The cookies provide nourishment as normal for food, and will eventually spoil if left uneaten - but why would you not eat them?

Material components: A pinch of flour, a pinch of sugar, a sprinkle of salt, a single pat of butter, and the empty broken eggshell of a bird.
>>
>>96496682
So... Goodberry for wizards?
>>
>>96496682
>This spell creates one cookie and another cookie for every two caster levels
>No limits.
Truly breaking the laws of thermodynamics.
Fucking magic man.
>>
>>96496682
Honestly it's kinda balanced due to the material components.
>>96497249
Goodberry can sustain you for a day per berry, so its better. The only downside of Goodberry is that it has to be freshly picked while this one can be 5 specific junk/spices of whatever age & quality.
Also you can target anything with this... So I guess you can materialize cookies to lure enemies or put it in a really inconvenient place.
>>96497253
It becomes better if you metamagic: Empower
>>
I know the answer can always be "talk to your DM" but I wanted to muse about something

If I make a Stone Golem & then cast Stone Metamorphosis on it to turn its stone components into Clear Black Rock would creatures with Darkvision have a hard time seeing it?

What about fighting a Stone Golem or living Stone creature & using the spell to turn it into Crumblestone?

What could a Quickstone Golem do? Or for that matter, how overpowered would a Sickstone Golem be to fight?
>>
>>96498120
Remember that you can actually stack Empowers if you have the spellslots/alternate ways to add metamagics too. I don't know why that rulling is so often overlooked
>>
>>96497249
It doesn't really create enough food to sustain 1 medium size creature for a day, which goodberry does. Not without multiple castings anyway. It also doesn't impart any HP recovery, which goodberry also does. I did that on purpose so it doesn't just replace 'goodberry' or 'create food & water'
>>
>>96491899
>>eliminating full casters / AD&D-based magic would remove most of the reason I'm running D&D
>That's the rub of trying to fix 3.5, isn't it? >When so much of the appeal is the labyrinths of rules and interactions built up over a decade of books and decades of discussion
Oh. There's a lot of non-core stuff I don't mind dropping. Most of the stuff outside the FR books or the PHB, and some of the stuff inside the FR books. Most of my 3.x game time over the last 25 years has been on the DM side, I dont have a ton of charop attachment. But PHB magic isn't on the cuttable list. PHB magic is the AD&D-based magic, and is a lot of what makes it D&D. I can rework specific spells. I can add limitations to PHB spellcasting in a direction that makes it feel more like AD&D. But cutting it entirely to rely only on niche 3.x content instead, not so much.

> if you start trying to move the foundations you end up collapsing the whole house of cards
Yeah, swap out the foundations and it feels like a different d20 game that isn't D&D anymore.

> even if it's objectively better game design.
Right. If I'm pulling out the D&Dness to achieve better game design, then now I'm asking myself why I'm not just running a system I think already has better game design. No edition of D&D is at the top of my list on the game design side, I pick D&D for the setting and flavour. If I'm not running a D&D setting - I have other fantasy games I'm more likely to choose.
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Sorry to shill but I figured I'd drop some OC: recently got a box of Harbinger minis and did an unboxing video of them.

https://www.youtube.com/watch?v=PjT_aUQH95M

Curious what you guys think of the old D&D minis and wargame. I really don't get why it never got more popular. Did WotC never have any tournament support for it? I saw some articles about tournaments for it (something about someone's Wulfgar getting a critical hit on the enemy leader), so clearly some people were into it. Seemed great for people who wanted an easy low-effort wargame that they didn't have to spend hours painting and assembling to get an army for.

If anyone has a link to any old army lists or tournament info, I'd be interested.
>>
>>96467887
Not explicitly crafting, but most of our party works in computer science, so our DM decided to implement the skeleton computer meme, but with the requirement that we design an instruction set and implement bone caching. Unfortunately so much autism was poured out on this without any consideration of how it might prove in some way useful for the long-term, so it existed mostly for the novelty.
>>
>>96505459
How long until they figure out the entire project ultimately amounts to making a less advanced version of an intelligent magic item.
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>>96505459
Seems like a staple of wizard archetype. You were so busy with finding out if you could you never stopped to consider if you really should do it. That's how the likes of owlbears appeared.
>>
>>96467887
I LOVE Artificers & suffer from severe crafting autism. I will comb books & old web articles to try & find new stuff to mix around. Ive shared stuff with the forum here a few times. Stuff like making an awakened livewood shield or staff, giving it dragons hard pommel stones to grant it abilities to fly or grow etc.

Manus the VERY Handy Haversack, which is an Item Familiar/Intelligent Item Haversack, but with Warforged arms grafted to it. The warforged arms are then upgraded with Wand Sheathes & Wand Bracelets/Caster Gloves & such. Now your utility "backpack healer/buffer" is literally a backpack! I used him to smuggle stuff a couple times. His Caster Glove has a Rod of Ropes which I find to be pretty useful.

Have you ever heard of Spellware? Its basically cyberware for fantasy & its in one of the Dragon magazines. It takes a feat but it halves the cost of magic items you install in your body. This means that the x2 cost for slotless items is negated & you can install a gemstone that grants you the powers of something like a Belt of Battle, or other good magic items that you wish you could have if only you weren't using that slot on something slightly better. My Artificer has two Belt(s) of Magnificence +6 installed in his body, he uses an Artificer Infusion to change the bonus of one of them into an Alchemical one to double dip. He also has two Caster Gloves installed into the palms of his hands, & Monks Belt/etc to give him free Monk abilities

I made a Effigy of an Half Illithid Hydra with Level Drain on every attack. It can scoop your brain out &/or reduce a 20th level character to zero pretty fast.

A Collar of Virulent Venom on any minion plus Venomfire is a fun way to boost damage. If youre a druid or a monk/natural attacker in general, its a great way to get OP damage.
>>
>>96506195
Magic Circles from Races of Stone offer powerful spells/abilities as long as you stay in the circle. Only problem is that you cant move the circle. But Ring Gates solve that issue easily.

I have also made plans for a completely invisible, even to magic, flying, plane hopping indestructible vehicle, all using 100% legitimate means. Nothing up to interpretation or poorly worded entries.

One such "makes sense on paper" but isnt quite legitimate thing you can do is have an Artificer with a LOT of UMD boosting spells & equipment. Scroll of Body Outside Body. Make an Empowered Maximized Awaken Scroll. Use Metamagic Item & your Artificer abilities to stack more Empower metamagic. Rules verbatim & in a FAQ/Sage Advice somewhere allow metamagic stacking as long as they are coherent (you cant stack Maximize for example) so now you have one of your clones wear all your UMD gear & buffs. You Polymorph into a tree with another Scroll. Then your clone casts the Giga-Awaken Scroll with a sky high UMD. Surge of Fortune helps. Now you are a tree with like 90 on every mental stat. Turn back into a human. Because changes to your form like when petrified into unliving stone still carry through you should still have the huge new stat boosts. Your DM might also decide that this creature is some kind of new entity but your Body Outside Body spell will also wear off eventually & several copies of you are gonna merge back into one reinforcing your personality & "soul" or whatever too so you should be relatively fine, maybe add some hyber intelligent treant vibes to your roleplay.
>>
>>96506127
I personally hold to my theory that owlbears come from a werebear druid with an owl companion doing druid shit in the woods
>>
>>96506246
While youre making yourself some kind of transhuman creature you might realize you are still mortal. That's not good. Make a Scroll of Hide Life. Cut off your pinky finger & treat it like a phylactory. Bury it at the heart of your own Demiplane or something. As long as the finger bone is fine you are effectively immortal. If you want, you can also chop your whole arm off & replace it with a cool Arm of Nyr. You should also get a Wish Scroll & race change/subtype change into a Enlightened Alchemical Child from Ravenloft. Your are now a "living" biological construct with no Con score. Take the Ageless, & never bleed out/reattach lost body parts powers, this will aid you when installing magic spellware items, as you can essentially just pull out a rib or something, scrimshaw it into a magic item. & then put it back in. Third power is up to you. I like the one that let's you becomes a liquid. That'll help you in a lot of ways if youre clever.

One of the reasons you might want an Arm of Nyr, even if you arent doing these other shenanigans is that as an Artificer you can mimic anything with UMD checks. Like tricking a warforged item that you are a warforged. Install a Wand in your cool new mithral arm, or even a battlefist
>>
>>96506277
Building on this, you can make a Staff & fill it with just about any spell you want within the limits of price cost & such. The only negative is the 50 charges. But an Artificer can gwt around that by using a Schema to add charges, & other Schemas to add Metamagic (Persist/Extend) to the Staff. You can get a literal wishlist of all the best spells & a big pile of Schemas & make yourself a Buff Staff that never runs dry.
>>
>>96506294
There's a ton of fun with the spell Stone Metamorphosis & the Magimorphic rocks in Underdark. Also voidstone. One of the coolest things you can do is use Photogenerative stone to grow instant battlements or walls to close off tunnels. Turn a regular boulder into Quickstone & sink important stuff youre trying to hide into it, then turn it back to normal. Turn a dungeon floor into it to get rid of a whole roomful of enemies. Turn regular stone walls into Crumblestone & just wall through them!

There's also a lot you can do with sand. Get a truckload of Shapesand or Black Sand & then cast Awaken Sand! Now you've got a buddy that can turn into all kinds of stuff & another that kills stuff dead.
>>
>>96506246
Speaking of transhumanism, have you guys ever looked closely at grafts? The RAW for them allows you to stack effects like with combining wondrous items, because they count as wondrous items for the sake of crafting.
This means you can turn your entire set of magical items into non-magical items of the same effect and even combine incompatible grafts by making them the same item.
>>
>>96508248
Is there even a singular graft system? As far as I can tell, there's a couple different types, do they all work under the same rules and assumptions?
>>
>>96506246
>Sage Advice somewhere allow metamagic stacking as long as they are coherent
You don't even need to fudge the numbers like that. Go psionic artificer instead and laugh as metapsionics is innately able to stack without FAQ-shit most DMs will ignore anyway.
>>
>>96508273
>Is there even a singular graft system?
There are 2 systems: Greyhawk and Eberron
Greyhawk grafts are slotless magic items that stack infinitely and have no incompatibilities. All of them are made with the "Graft Flesh" feat.
Eberron grafts have their own special slot limits and are incompatible with grafts of different types(Can't have plant arms if you have elemental tongue for example). Each graft type requires its own unique feat(plant grafter, elemental grafter, draconic grafter, etc). The upside to this is that eberron grafts have stacking bonuses the more you take of the same type(Earth elemental grafts give DR/- for example)
Basically the eberron system kinda such in comparison to greyhawks "Go fucking Wild, it's your character" system.
>>
>>96498176
Are they additive or multiplicative?
>>
>tfw I never got to play a long term campaign as a spellthief
>>
>>96508348
Additive. All multipliers in D&D are additive except multipliers on time and distance. a double-empowered spell is x2.
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>>96508281
Yeah but then you've gotta drag up the "magic always has a psionic equivalent" part
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>>96508248
Not sure what you mean about nonmagical version, can you elaborate?

Another fun thing is to add junk like an Immovable Rod to your arms or legs. Or add enchant your fists.
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>>96508573
>can you elaborate?
Grafts are non-magical and work perfectly fine in AMFs or dead magic zones regardless of what they do. They're basically the Greyhawk/Eberron equivalent of those Magic(EX) devices in ravenloft.
>>
>>96506277
>an Artificer you can mimic anything with UMD checks. Like tricking a warforged item that you are a warforged
that's...literally what UMD itself is for. Hell, most high CR demons and devils could slap you around with a powered on Holy Avenger pretty easily, designers just never think to do things like that
>>
>>96508763
Ah yeah the Create Device feat. Its pretty cool but needs a power source, Alchemical betteries
>>
Hyperconciousness by Bruce Cordell: Classic
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>>96508363
at this point I'd take a long-term campaign period
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>>96516254
what class u gonna play?
>>
If anyone is looking for players for their 3.5 games lmk. I'm available during the weekdays but very rusty!
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>>96516919
I'm gonna lie to myself and say I'm gonna do something like sorcerer with maybe some spellwarp sniper, but I'll probably end up being rogue because I'm always rogue.
>>
>>96516926
what class would you play?
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>>96517279
what was that rogue class in the complete series called? Master of the Invisible Hand? It had like full bab and full sneak attack progression and some moves about gladitorial combat I think. I always liked 5 levels of rogue, 10 in assassin and 5 in that class. Having a dedicated assassin spell list is sweet compared to pathfinder.
>>
>>96517279
Go Daggerspell Mage, those guys are cool
>>
>>96520093
The
>porque no los dos
approach. I like it.
Do sorcerers make for good arcane tricksters or is that more of a wizard thing?
>>
>>96521523
arcane trickster is best played in more mid editions imo
>>
>>96521952
How so?
You mean in the way Pathfinder has infinite cantrips you can sneak attack with or something like that?
>>
What is one subsystem/concept that you anons would like to see in a more expanded state?
Something that isn't covered adequately (or not at all) by splat, dragon magazine, or even other editions/d20 derivatives?
>>
How would you lads stat up a staff sling? I'm thinking,
1d6+str mod(x2 crit) range increment 50 ft. weighs 4 lb. bludgeoning value 2gp
Requires two hands to attack, two hands to reload as a move action. Same as the sling it uses bullet (sling), stone, or magic stone for ammunition.
>>
>>96523985
Bardic Music and Wild Shape would be my main two as the ACF, feat, and PRC support gives an enormous amount of material to crib off of that's currently too uses-restricted, access-conflicted, or overshadowed by casting progression opportunity cost to build a character around.
>>
>>96523988
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sling-staff-halfling
It's exotic, so the stats compensate for the feat or racial requirement
>>
>>96524165
So what is it you personally want to see for Bardic Music specifically?
An entirely new suite of ACFs and Feats (preferably ones that are plainly just good), or a rework on how the Bard uses his Music apart from plain spellcasting?
It isn't exactly my idea of an "obscure/untouched" concept (since there's plenty of splat for the Bard), but I don't mind the discussion.
>>
>>96524269
As mentioned, there's already a lot of material held back by inadequate uses for low levels, access conflict between them especially as pertains to PRCs, and the casting generally overshadows it. There's also the problem of action economy where the Concentration prevents you from doing "normal" things.

My thinking is just consolidating this mass of options into a subsystem a Bard can replace casting with (as well as a riff on the 2e Blade kit for dubiously-applicable non-auditory Perform options like Dance and Weapon Drill), using the Refrain mechanic from Seeker of the Song for a moment-to-moment choice of "active" use bringing back higher-order effects not sensible for the "basic" setup.

On the more obscure end, I have loose ideas about crowbarring Gnome Artificer devices, mechanical traps, vehicle rules, and how crossbow reloading times versus size changes pan out in average damage into a somewhat more generalized technology system revolving around effective Strength scores with specific attention to viability for single-class Fighters.
>>
>>96523985
We could use more artificer content in terms of feats and spells for their class list.

I think rogue should have some options that increase their treasure cap to represent power gained from stealin'

Wealth Per Level turning into power is something that is good design space, but under designed in this edition and usually abandoned.
>>
>>96523985
Constructs/Golem crafting. Even in 3rd Party handbooks its lack luster
>>
i need some ideas for my next game
a NPC hires players to crack a Nobel's vault
i don't know what i should put in the vault,
it needs to be something that only a NPC will care about but the players will not care
>>
>>96524781
Collection of goblin taxidermy, rather smelly
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>>96524781
An aboleth.
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>>96524781
all the nobel's prizes
entirely worthless, except for bragging rights and academic reputation
>>
>>96524752
we need a big expansion to the iron kingdoms handbook and building warmachines. Gun mages are kino
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>>96525570
I'm not super familiar with Iron Kingdoms but I would love to see stuff about golems, customizable designs & even stuff like magical prosthetics, chinese Alchemy style stuff where you drink a certain tea to get a template or egyptian stuff where you replace your kidneys with small gold tablets.

And NOT just "your arm is clockwork & gives +2-6 Enhancement bonus" I fucking hate that lazy bullshit.
>>
>>96524781
Something seemingly innocuous like a bronze statue or whatever.
Of course, to the NPC it has great importance for reasons.
Maybe there's something hidden inside the statue, maybe it's a key of sorts, maybe it's needed as part of some magic ritual, etc etc.
>>
>>96524781
500 metric tons of diatomaceous earth
>>
>>96524568
>>96524751
>>96525833
So
>A general rework/alternative to Bardic Music (preferably by consolidating preexisting options), and I assume something similar for Wild Shape.
>Expanded uses for the Perform Skill.
>More Artificer content.
>Certain classes (e.g. Rogue) having an increased WBL as part of their (optional) gimmick.
>Expanded/more comprehensive options for construct making, warmachines, prosthetics and/or Xianxia Body Cultivation.
>>
>>96523985
Ritual feats and Incantations. Possibly use them to fully replace standard cleric magic.
>>
I dont wantvto start any fights but would a disjunction effect a wand in a wand sheath? What about internalized magic items on a warforged? I have a player looking to kill a dude & the group was debating what might work
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>>96531377
Disjunction doesn't need LoS or anything of the sort right?
If so, then I suppose there's no hiding anything from the effect if it's caught in its area.
>>
>>96531377
>>96531804
It's a 40 ft. radius Burst, so it IS subject to Line of Effect:
>A burst spell affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the spell’s effect extends.
Not actually sure that body-blocking works for this, as Total Cover is usually handled by 5 ft. square rather than granular containerization. I'd say no to Wand Sheaths as their point involves availability, but yes to Warforged components as they're integrated in a non-Disjunctable Construct.
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>>96531948
Fair enough, what about a wand chamber? A wand doesn't poke out of them?
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>>96531377
>>96532768
I'd say you can even cram the wand up your ass and it will still be affected. I always assumed the disjunction also hits everything in your bags etc., and would affect warforged's internal components too. In my opinion a special container, maybe made of lead, specifically designed to prevent disjunction would be required. Probably worth like 5k gp, and maybe it takes a swift turn to take the wand out.
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>>96533679
How does an emanation that can't turn corners or penetrate cover fly up your asshole?
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>>96531948
warforged not dying to dysjunction is no sovl
>>
I could have sworn I read somewhere that there are alternative forms for spell trigger or completion items.like having communion wafers instead of potions, or baubles instead of wands. Im looking for alternate forms for a staff. Also, can I make a magic staff thats sized for like, a fairy?
>>
Power Attack was a huge part of what 3.5 made martials better than pathfinder martial
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>>96535612
The fact that they need power attack in the first place is what made them worse.
In most systems you could just pump your strength, get a big weapon and that's enough to deal solid damage. In D&D you must have power attack and then preferably to also have ways of offsetting the attack penalty. Mind you PF isn't really better in that regard.
>>
>>96535651
monster AC did not scale that much so you always had plenty of bonus bab to power attack with
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>>96535651
Power attack & combat expertise should have been baked in combat options available to everyone & the weapon focus tree should be free to fighters
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>>96536109
Yes and yes.
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>>96536109
I have no fucking idea why Combat Expertise was a separate option from fighting defensively.
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>>96535441
>Also, can I make a magic staff thats sized for like, a fairy?
IIRC, magic gear automatically resizes itself by default. Any magic staff the fairy grabs will shrink down automagically
>alternative forms for spell trigger or completion items.like having communion wafers instead of potions, or baubles instead of wands
E Z P Z, just change the name of 'Brew Potion' to 'Bake Communion Wafer' so you can create 'Communion wafer of cure light wounds' instead of a potion.
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>>96534053
It hits (You), and thus it affects every item you have on yourself that doesn't have extra protection.
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>>96536710
Damn. I was thinking of making staves that looked like paintbrushes something innocuous
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>>96536162
Everything had to be feats to get everyone to dip fighter. Most of those fighter dippers turned into Human Fighter mains. Dnd predictive programmed Footman Core and the Footman Core aesthetic.
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>>96537004
Eh, I just add more shit to fighter
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>>96536162
anybody can fight defensively, only smart well-trained combatants can do is especially well
also they stack if you really want
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>>96535651
It's a good core damage mechanic, with maybe the downside of being the core feature of the fighter but being accessble to everybody. I think it shows good player skill to be able to bet how reckless to make their swing. Similarly I like Cordellion Psionics from 3.X because i got to granularity chose how to spend my PP with each action. Would you prefer to have a prefixed reckless swing that just gives you -5 tohit for +10 instead of letting you granularly trade things out one by one? Would you prefer to have less options? Its interactive like a sneak attack, not just a power boost like a smite or a rage , or a passive like favored enemy
>>
Would it be reasonable to have gestalt characters as an option but they require twice as much XP to gain levels?
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>>96542136
Like many homebrew changes, it prompts the question of what your intended result is? However you choose to refine the math (bearing in mind the XP catchup mechanics for underleveled party members), is your goal to increase build diversity for martials? Is it simply to provide more options? What would stop the entire party from just playing gestalt characters?

Gestalt is such a powerful and flexible tool that if it is an option, it becomes the default. XP is fungible and not a real mechanical drawback, especially in a party-based game where any weakness it does inspire is felt by the entire group. You need to be careful when introducing it and have either strict boundaries on its usage or an understanding that your party is going to be juiced.
>>
>>96541160
>Would you prefer to have a prefixed reckless swing that just gives you -5 tohit for +10 instead of letting you granularly trade things out one by one? Would you prefer to have less options?
I don't mind Power Attack as mechanic. What I mind is the fact that it moves the damage source from Strength or at least Class feature to a Feat. It's a standard problem with martials where to do shit properly they need to invest a lot of resources into it instead of getting the basics by default and then using feats, items and etc to expand their arsenal, cover their weak points or specialize - as casters do.

Compare it to a fighter who would say get a comparable Str to PA damage, but without corresponding attack bonus. Suddenly you can do way more with your environment and enemies simply because you have the carrying capacity to carry two of your parties members on your shoulders while running, can hold a falling down stone door, break through brick walls Kool Aid Man style and so on. It also raises your damage all over the board for all weapon types, including ranged, and doesn't pigeonhole you into using two handers even if they are still desirable.
>>
>>96542136
I've played several gestalt characters and even a tristalt character. When I was young and the system was new I always really enjoyed getting to mix stuff and try more aspects of the system. These days I prefer everyone having a stronger class identity.
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>>96525112
And a metric crapton of dynamite.
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>>96542136
no, thats not very reasonable

check this out though
https://forums.giantitp.com/showthread.php?427306-Prestige-Class-Gestalt-Theurge
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>>96542443
They did say "the players will not care" and I think most parties would find a way to enjoy high-yield demolitions equipment
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>>96537985
No, that's a dogshit working backwards justification. They are literally the same idea.
>>
>>96542681
no, you're just retarded
dont @ me
>>
Alright fags and femboys, im gonna do it.

Since there is no real mechanical you can't, im gonna get a Elvencraft staff/bow. Im gonna enchant it like a normal staff/wand and give it three wand chambers. Then, im gonna make three more the exact same way. Im gonna fill the three with three wands. Then im gonna add a Sizing weapon enchanted dragonshard stone to each of them. Im gonna shrink them down to the size of a want and put them in the other staff. That's Spell Trigger items all stacked up nice & neat. Then im gonna put it in a caster glove.
>>
>>96542443
>>96542512
Secret of Sarlona has explosive packs. A fun thing you can do is use shrink item on them. Sew patches on to clothes & gift it to assassination targets. Or slip them under doors. Endless fun
>>
>>96543585
Or just get creative with explosive runes
>>
>>96542241
>Like many homebrew changes, it prompts the question of what your intended result is?
To replicate 2e multiclassing which I think is better than the 3e version where you split your levels between two things and are bad at both of them.
>>96542499
Hmm, I guess this would get similar results.
>>
A very long running 3.5 campaign is about to enter its final phase, and the DM is giving us the possibility of getting three levels, going from level 18 to 21. I'm an evil Incarnate Warforged focused on tripping and i want to get to level 20 for roleplay reasons to become a evil outsider. What do you suggest for my 21st level? I'm thinking either Incarnum Blade, Swordsage or Crusader, but i'd like more ideas.
>>
>>96547568
1 level dippy dip fighter for an extra epic feat
>>
>Melee 9 roots melee touch +16 (grab) and bite +15 (2d6+13)
>Space 15 ft.; Reach 15 ft. (60 ft. with roots)
>Special Attacks grasping roots
>Grasping Roots (Ex) If a quickwood hits with a root attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and drags the foe 30 feet closer each subsequent round (provoking no attack of opportunity).
This is part of a stat block of a plant creature that's 50ft high.
Its become relevant in my game on exactly how high it can reach with its root attacks.

is it going to be (a) 60ft as measured from its base or (b) from any outward point of its body, meaning up to 110 feet in height
I am initially leaning with (b) because as far as I know, all attacks are presumed to be measured this way based on how all the sample templates for creature size and reach are drawn.
Are there any special rules for cases like this that a new DM should know?

My second question is can a living creature Ethereal Jaunt inside an Antilife Shell?
>>
What's the best Item Familiar you can get at level 3? I dont want a Ring of Protection, as I plan on having a different source of deflection and I dont want it stolen either.
>>
>>96551740
>exactly how high it can reach with its root attacks
It's (A). Think of it as an hemisphere around the creature itself, since the statblock implies that the roots are connected to a static point
>My second question is can a living creature Ethereal Jaunt inside an Antilife Shell?
"Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa."
So no
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>>96553398
thank you
>>
>>96552932
If you're worried about theft, couldn't you use the Familiar Pocket spell on an Item Familiar for easy concealment?
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>>96552932
>What's the best Item Familiar you can get at level 3?
Absolutely depends on your class.
>I dont want it stolen either
If your DM is the type to take your shit, it is an arms race you will lose.
>>
>>96524752
I think there's one in the 3pp Pathfinder book "Deep Magic".
And I think PF1 got one.
But I could definitely go for an indepth take on it.
>>
>>96550927
It's sad how often 1 level fighter dip is actually the correct answer
>>
>>96562416
its not sad, its nostalgic, thats why its a dippy dip and not a diiiipppp
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How do you handle things that *resemble* a Favored Enemy, but aren't? Should a Ranger retain their bonus to Sense Motive in identifying something that's not, or not entirely their Favored Enemy? Or should the DM creatively work around their bonus?

For example: if they had FE: Elves, how should they know that they're interacting with a Doppelganger? Or a Succubus? Or if the elf in question is possessed? Should he just fumble along until he thinks to roll Sense Motive?

I know that a good hunter IRL can tell if a deer is sick by watching them through the scope for a minute, I'm curious how this should translate with intelligent creatures that imitate otger intelligent creatures.
>>
>>96563369
I think the best way to handle that is after the ranger has gotten a decent opportunity to observe the creature, the DM should prompt a Spot check with the favored enemy bonus being applied. Maybe roll it silently for them if you don't want to tip them off. Then if they pass, let them know something's dodgy and whatever that elf is, it isn't an elf.
>>
>>96563369
I would say that the favored enemy Spot/Sense Motive bonus is applicable specifically only for determining that a create is not your favored enemy. That's not the rules as written of course, but it fits, and I don't think I have to be super strict about ranger abilities.
>>
Speaking of favored enemies, it has always annoyed me that there is no category that covers neutral outsiders. Is there any book that adds that?
>>
>>96563495
It's probably left out intentionally. RAW says that FE bonuses apply to the highest category applicable (ie, if you had +4 vs Lawful and +2 vs Evil you'd have +4 vs Devils and Archons). So TECHNICALLY LN, CN, NE, NG would ALL fall under "Neutral Outsiders," and there'd really be no reason not to take it and threaten half the multiverse.

>>96563469
>>96563475
Thanks, boys.
>>
>>96563625
>So TECHNICALLY LN, CN, NE, NG would ALL fall under "Neutral Outsiders," and there'd really be no reason not to take it and threaten half the multiverse.
That may be why the authors decided against it, but IIRC it's based on Subtype which is absent from those.
>>
>>96563754
Yes, so I think "Outsider (only extraplanar or only native)" would work as a category for TN outsides that also don't have an elemental subtype.
>>
>>96563790
I still think it's fucked that everyone not from the material plane is just "outsider"
>>
The Spikards from Magic of Eberron annoy me. The impact-sensitive trigger requires the specialty training to work, doesn't work when you chuck the version that remains throwable despite a bunch of decidedly-throwability-impairing crap at the bottom of it, and under no circumstances can you use the crossbow for a ranged attack. You also need this specialty training plus reload tax for each separately, and neither can get a crit on the projectile.

The niche seems to be double-tapping with on-hit effects, but if you want to push that then compared to standard Two-Weapon Fighting you're losing critical hit options, taking a -2 penalty for using one-handed weapons, paying for ammo at Hand Crossbow duel-wielding rates, and have to find an answer for one-handed loading. And the 1d8 two-hander falls flat because you're in Power Attack town and so it is exceedingly unlikely to hunt down enough crap to stuff in a crossbow bolt to compete with the MANY ways of multiplying or reusing that.
>>
>>96563369
Favored enemy rarely comes up outside of combat so I would definitly give them bonuses to knowing that the fish is not a fish
>>
>>96563790
>>96565638
Literally just call them "Spirit Beings".
Any creature whose body and soul are a single unit comprised of planar energy (energy type or alignment) is a "Spirit Being", end of story.
>>
>>96563495
Damn that sucks, what if your character really really really hates Rilmani?
>>
>>96563790
You need to include no subtype as well in order to include such neutral outsiders when they are on a transitive plane.

>>96565638
They aren't though? Plenty of non-outsider creatures from other planes. Were you perhaps thinking of the extraplanar subtype?
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>>96567385
>Plenty of non-outsider creatures from other planes.
Like creatures with the Celestial Template right, which are Magical Beasts?
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>>96567401
Sure, creatures with the celestial template (which are magical beasts if the base creature is an, animal, vermin, or magical beast) is one example. Elementals is another example.
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>>96566760
Unsouled? Singleton?
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>>96569173
Honestly anything other than "Outsider".
In a setting with myriads of planes, that term isn't exactly helping you anywhere.
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>>96569412
Nah I like Outsider & use it properly. Outsiders are fucking weird & foreign on a planar level. They're one part cthulhu mythos, one part Conan "alien/demon", one part normal mythical creature its based one
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>>96566760
>Literally just call them "Spirit Beings".
Unfortunately, there's already a "Spirit" subtype used as a larger grab-bag, IIRC including Elementals, Fey, and Incorporeal Undead.
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>>96571107
I don't understand why Elementals should be different from Outsiders. The principle is the same (Both are fundamentally tied to their planes, both are made up from fundamental cosmic forces).
To a lesser extend what defines a "Fey"? What is a "Fey" and what makes a creature one? Why are they also not Outsiders (or Aberrations if their gimmick is also being weird with alien/bizzare minds and ethics).
>>
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I'm running Savage Tide. It may be railroady, but god damn is it fun. Vanthus is my favorite villain in years.
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>>96573588
Animal + magic = Magical Beast
Humanoid + magic = Fey
simple as, barefoot elf sorc girls with high Cha are Fey adjacent
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>>96573588
Fey = fuckable
Aberration = unfuckable
Outsider = maybe fuckable
Elemental = hurts the penis
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>>96573588
I don't think most fey have the body+soul merger going on fully. That's only the most powerful ones.
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>>96573588
>I don't understand why Elementals should be different from Outsiders. The principle is the same (Both are fundamentally tied to their planes, both are made up from fundamental cosmic forces).
Partly because of mythological convention separating the "worldly" forces Elementals typically use from the angels-and-demons baseline of Outsiders, partly because of the Inner/Outer Plane distinction embedding the previous in the cosmology, partly that the category-targeting effects quickly degenerate into a severe mess of subtype use if you do this. Additionally, Elementals are consistently blunt and relatively basal expressions of their constituent force that advance by becoming bigger amounts of it, while Outsiders tend to be more abstract representations that advance along conceptual lines.
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>>96576454
>Aberration = unfuckable
You underestimate humanity. They have a long career as pornstars in japanese media.
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>>96576454
>Aberration = unfuckable
Sounds like a challenge.
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>>96573588
Outsiders are Astral, Elementals are Ethereal.
The main reason is because Outsiders are(mostly) extra-dimension entities built around the alignment wheel, they're literally avatars of specific ways an alignments interacts with the world(for example:succubi/incubi representing how selfish, narcissistic people with no self control tend to be hyper-sexual).
Elementals are avatars of the elements, simple as. They represent the natural amoral forces that run the universe that moral agents play in.
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>>96577290
Then you have things like salamanders who are Outsider (Extraplanar, Fire)...
>>
>>96576969
>>96577124
These guys are vessels of the indomitable human spirit.
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>>96577379
There are also native outsiders in the prime materium too.
I just assume an outsider couldn't keep it in their pants during a visit to one of the elemental planes.
>>
With how people were talking about "fixing" the balance issues in the game, I've come to offer an alternative approach. Rather than trying to branch off 3E and its alterations to the tapestry that is D&D and fix the mistakes that were made, why not take a step back to where it branched off from?

There are entire genres of games out there that have tried to not copy 3E, but succeed ADND in the same way it did. Most tried sticking closer to the basic principles (To mixed success) but there are some examples, I've found, that lean heavily in 3E's direction and evoke the same feeling and let you do similar things without running into as many problems or having to deal with all the burdens 3E would bring. Have any other anons had any experience with this or dabbled in it?
>>
>>96578569
I did break away from 3E recently and after pathfinder didn't really scratch the same itch, just gave me the same old problems, I tried out some OSR systems. None were particularly satisfying until I found ACKS though, which has been immensely useful. Definitely one of the best alternatives to 3E's direction out there.
>>
>>96579394
Same here dude. I saw a game of it being ran on here a while back and decided to give it a try and my group went crazy over it. I've been enjoying it as a Judge because it really goes out of its way to help you, especially compared to 3rd. With a good group and the guidelines it offers you can basically have a game that runs itself. It's an excellent system through and through.
>>
>>96579402
I especially liked how it's very comprehensive in what the core rules cover, so I didn't HAVE to go looking through splats just to figure out how to run anything that isn't a dungeon crawl. But there's still enough available in expansions like DoW that I could go that route whenever my group was feeling like they wanted more than what the core rules offered them.
>>
>>96579394
>>96579402
>>96579408
ACKS with a 3.5 class list would be kino
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>>96578456
Outsider (Native) is when you are on a power level equal to Outsiders, but originate in the Material
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>>96578569
Because AD&D is gamist in an extremely stupid, unfun way. I don't care how you can justify something I don't want to see at all. I still don't want to see it.
>>
Hey /3.5g/ my table wanted to do a nautical campaign so we decided to implement Stormwrack into our campaign but i noticed the book is littered with contradictory information. Examples being: aquatic elves have a +1 level adjustment, darfellan being listed as aquatic, darfellan in the monsters section using harpoons without an exotic weapon feat.

Whats the best way to deal with these contradictions? One of my players is hellbent on being a harpoon weilding darfellan but if i just focus on the racial traits section, that would set him back since he is limited to 100ft before depth pressure kicks in instead of 500ft aquatic creatures get and he would need to spend a feat to properly use a harpoon.
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>>96580107
ACKS cuts out all of the gamist stuff so you might like it. It's not really at all like AD&D but is a departure in the way 3rd is.
>>
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Sup /3.5g/ I've got a Warblade going the anti-magic route. What are some good items, feats, PRCs, etc. for making casters cry? I already know about Mage Slayer and Pierce Magical Concealment, and I just discovered pic related in MIC.
>>
>>96582486
If you need +5 to DC check for the caster to fail, or survive for that matter, you are doing it wrong. Sadly the best "PRC" to make casters cry is a wizard. Otherwise you'd need to settle for Iron Heart Surge.

Martial adepts don't really need PRCs and in most cases actually don't want them. So unless you absolutely know what you are doing going with Warblade 20 is probably your best bet. Acquire weapons that allow you to do touch/flatfooted attacks a couple times a day from MIC and you are basically as good as you could be as long as you don't forget the Diamond Mind maneuvers when fighting casters.

Maybe take 1-3 levels of Swordsage to get some more mobility and utility maneuvers.
>>
>>96579394
I looked at the first edition of ACKS and wasn't that impressed, is the second one much different?
>>
>>96582604
The second one is a massive improvement in any way, but if I may ask what were your issues with it?
>>
>>96580181
The players are your friends and you should rule in their favor if they aren't trying to do something that will break the game or clash with the setting.
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>>96582643
It was forever ago so I don't really remember, think it was something about the resolution system being weird.
>>
>>96582642
Jesus Christ the ACKShill is even in the 3.5 thread?
If anything, ACKS2 is worse because its just more rules for the sake of rules written by someone who clearly doesn't understand how to write rules in the first place. The further the game gets from BECMI, the worse it gets.
>>
>>96582772
>Shilling
The rules are free you dumb nigger
>>
>>96582595
Thanks for the info, sounds good. I found the Impaling enchantment in MIC and it looks based.
>>
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>>96582486
probabbly not gonna be relevant but there is a Monster called Zern in MM4 who are evil monstrous humanoids focused on using transmutation to turn others into monsters.
One of the Monsters they create is caleld a Zern Arcanovore, which is CR 7 and got the ability to use dispel magic at will and anti magic field 3 times a day. They are also explicitly noted to sell them to all kinds of other beings like fiends, mindflayers and evil mortals.
>>
>>96582797
There's a kickstarter going on. The ACKShill even popped up in the /5eg/ a few days ago with a slightly different samefagging song and dance; that's where I saw him first and then I look in the /osrg/, and it's just that.
Expect plenty more "Whoa guys, this game is so great! You're right, I love it!" for the next few weeks, like happens every time they do a kickstarter because they can't do it on Reddit anymore.
>>
>>96582870
Oh fuck, it really IS the ACKShill.
>>
>>96582888
Oh fuck it really is fishfag, here to shit up the thread with his unrelenting autistic fits again.
>>
>>96582819
>arcanovore
That motherfucker + 2 blade thralls + some flesh golem warrior thing almost fucked my DMM Persist Cleric.
It was a fun encounter
>>
>>96582819
ah yes a creature for wizards to fear.....
WHICH IS STILL FUCKING BETTER AT KILLING FIGHTERS
FUCKS FUCKING SAKE I HATE WIZARDS
>>
>>96582819
Oh yeah Zern were pretty cool, shame those didn't take off.
>>
>>96582931
The archive shows you getting blown the fuck out repeatedly for years on end fishfag. Cry about gaslighting all you want, everytime the archive gets posted the first fucking thing you do is spam reports all over the thread to try and erase the evidence so nobody can see you for the autistic freak you are. You're the one who ban evades, I've never BEEN banned because unlike you I don't cry to the jannies so often that they get sick of seeing my posts like they obviously have with yours.

You keep harping on about reddit too, which is just so fucking obvious that it's you. Nobody else here cares, it's one of your tells, every single time. And just like with your tells, it's transparently obvious that you're just butthurt because ACKS isn't banned from /tg/ like it was by r/OSR and r/RPG. And they only banned it over political reasons, despite your insisting that it was totally because of brigading (Still zero evidence of this btw, almost two years later, still none, funny how that works eh fishfag?)
You are NEVER going to stop me from talking about games.
>>
>>96582938
Sadly the best thing at killing wizards, outside of other wizards, isn't really fun in play - since it's an assassin style character with Darkstalker and other similar stuff. Which means that if they are doing things right the first thing you know about them is that they murdered the wizard half an hour ago.
>>
>>96582969
a mage is better at killing fighters than fighters are at killing mages and better at killing fighters than fighters are at killing fighters
often they are better at everything else too
what with the dimensional travel and what not
you know how you make a mage slayer
you make something that is better at killing mages than mages are at killing it
thats a mage slayer
its what they do
but when one character can kill you from another reality and the other cant jump realities what do you do
a mage slayer is anathema to the mind of a magic user. like a conceptual basis. law vs chaos sort of thing.
a mage cant conceptualize a mage slayer
at high levels knowing that a mage slayer exists is not only something a mage has to make checks to continue understanding, but it actively hurts them to do so, draining out spells and HP, and if the wizard is also high level, stat points.
as you can imagine they are mostly goof against mages and basically on par with a fallen paladin to everyone else.
>>
>>96583030
I brainstormed once how to hunt a wizard without you know, full casters and ideally spells, it's fucking hard. You basically need a whole party of 4-6 people designed for this task alone. And they still gonna struggle. Though Planar Ranger and Bloodhound at least make the tracking part possible.
>>
>>96583071
oh yeah.. forgot about that ranger
some of the planescape stuff is fun huh
>>
>>96582772
maybe people just like the system trannie-kun
>>
for alternate versions of 3.5 after adnd How about Tormenta d20?
>>
>>96583125
When a white man advertising it its shilling, but when the CIA advertises it its an organic cultural push
>>
>>96583151
>The CIA is trying to silence ACKS
That's a new one lol
>>
>>96583030
There's a pretty big caveat of required feats, spells, and occasionally items making specific full-casters have harsh limits on good Fighters dealt with per day (and many other problems, for that matter), and these costs escalate a lot more when they are the reactive participant in an unprepared position. So you don't need this sort of ham-fisted infohazard approach when you just bother to use the fact there is a world the casters are engaging with instead of a whiteroom arena, because they inevitably must do things that are not venturing forth to stomp unprepared meatheads and research in a gigafortress thus exposing themselves to less than perfectly favorable encounters.

And when this can include things like being Full Attacked from a thousand feet for twice your total hit points or getting your tower knocked over in two minutes by a living battering ram caving in the ground-floor walls, the Fighter is well justifying their existence.
>>
>>96582959
>You are NEVER going to stop me from talking about games.
https://www.youtube.com/watch?v=Yq1elKBFZcI
>>
>>96583160
Nobody claimed anything of the sort fishfag. Fuck off outta my thread. Go back to trolling in the slave thread and pretending to discuss game emchanics
>>
>>96583578
Pretty much, yes. He will probably deny it and accuse you (or me) ((and every other poster in this thread)) of being fishfag though.
>>
>>96583555
This is genuinely the lamest villain origin story.
>>
>>96583595
Like with most lolcows, they're pretty lame and boring spergs. The issue is they're also very aggressive.
>>
>>96583581
Ah, thanks. That's pretty cringe.
>>
>>96583587
Dooooooooooooood.
You're this mad because someone said your story was boring?
Your story about fishing?
Dude. Brah. Famalam. Dude.
>>
>>96583649
How is it objectively boring? Explain yourself.
>>
Should a Druid's animal companion receive their own feats for every 3HD and an ability score increase for every 4HD?
>>
>>96583680
>objectively
Doooooood.
>>
>>96583689
Do druids really need more?
Maybe a cool flavor feat.
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>>96583701
Okay, fine, subjectively, whatever faggot quit being dishonest.
>>
>>96583709
This is for a Beastmaster PrC character that will rely heavily on animal companions instead of the usual high level Druid mischief
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>>96583733
None of this supports your claim that the story was boring.
>>
>>96583689
Yes.
In theory, an animal companion statblock will already have that factored in, so you get those for advancement beyond the basic statblock, I think.
>>
>>96583689
The way you ask it: it shouldn't but it does.
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>>96583567
This was one of the most ironic threads I've read in a while.

>I want you to know that what you posted is one of the most boring wastes of time I've ever heard people suffer through. Other groups are out there slaying dragons and solving sphinx riddles, and this group is calculating fish storage.

>>The fact you think my game is boring doesn't matter a whit to me, my players enjoy it and I think you're a shit, so why would I care about your 'opinions'?

And yet, there he is. Remembering this post that called his game boring every single day. Caring about those opinions so strongly he talks about it in completely unrelated threads. I could not fathom being in this sorry of a mental state.
>>
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>>96583733
>>
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>>96583816
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>>96583737
beastmaster is a badass base class in FFD20 ( which is a child of pathfinder but plays more like a version of 3.5 where charop is innate instead of obtuse( my obtuse artificer was kino))
>>
>>96583847
13th age has better combat and more classes which is what I care about. I play 13th age for having a Psion, Soulknife and Swordmage in one game, and I like having 90% combat complexity combined with 900% faster combat
>>
>>96583858
>13th age has better combat
The fuck it does? It's slower and way more boring.
>and more classes
More =/= better. I'd rather have the depth presented with a system that lets me interact with the world than "more classes" that all do very narrow and uninteresting things in a narrow and ill defined world.
>>
>>96583881
ur tripping. the simulationist game does not have faster combat
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>>96583948
It literally does and being simulationist =/= slow. Is this your new thing where you pretend to shill an objectively shit game like 13th age?
>>
There is no fucking universe where I'd play ACKS over 13th Age, and I don't even care for 13th Age.
>>
>>96582772
>>96582870
This thread is already dead, so it doesn't matter, but how about the next time both of you faggots fuck off to make your own thread instead of shitting unrelated threads with your retarded arguments?
>>
>>96583968
Why?
>>
If my group wanted to play 3.5e tomorrow, I think I'd either go for dungeon fantasy powered by GURPS, or Shadow of the Demon Lord/Weird Wizard.
Not that that's liable to happen any time soon, I don't think.
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>>96583962
ok, why is ACKS faster?
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>>96583990
>If my group wanted to play 3.5e tomorrow,
wanted to STOP PLAYING.
Fuck me.
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>>96584028
13th age is a gridless game? literally the first thing on the SRD
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>>96584028
something from the lead dev of 3e and the lead dev of 4e collaborating is a JRPG why?
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>>96584028
Acks is retardedly slow, what the fuck is wrong with you. Tell them how iniative works.
>>
>>96584104
to be fair so is 3.5

>trunk full of books
>no one writes their spells down because they are often several paragraphs. Sometimes you jot down short hand for your evocation spells, anyone at the huge table complains and you have to find the book, check table of contents, look it up, pass the book to your friend.
>Most of the group Didn't find out about rpg book piracy until their senior year
pathfinder was shit but the SRD helped so much
>>
>>96584057
>>96584061
It uses rangebands which are functionally no different. It is a 4e successor at heart, you know this is fact faggot.

>>96584104
No it isn't, you're lying like usual you fish stinking rotcrotch
>>
>>96584141
...3.5 had an SRD first. An award-winning, game-changing website.
Also, 3,5 combat can be stupid fast. Some battles end in a turn or less.
>>
>>96584173
Tell everyone how initiative works.
>>
>>96584181
Why do you need me to spoonfeed you faggot? There's a very well made ACKS campaign you can read about literally right now if you want to see how it plays.
>>
>>96584174
The 3.5 SRD only had like 4.5 books on it. Pathfinder put up damn near everything.
You are saying a true statement but missing the point entirely.

I don't call a OTK a battle, but yeah, sometimes you just nuke people in 3.5. I'm of the school that thinks the DM should adjust monster HP to account for party composition and damage output, rocket tag is usually boring.
>>
>>96584174
>3,5 combat can be stupid fast
It can also be slower than slurry depending on the players (The meme of 'The Wizard who takes 15 minutes to do his turn' started with 3.5) and how much HP monsters have.
At which point it comes down to the group and you could say the exact same thing about ACKS.
>>
>>96584185
Since he won't say, you re-roll initiative every single round for every single combatant.
Don't ask me why they changed it to that, I have no idea. It's as stupid as it sounds.
>>
>>96584185
I'm still kind of amazed how mad this guys >>96583777 post made you.
>>
>>96584277
>Don't ask me why they changed it to that,
The philosophy behind every ACKS decision is "How can I waste people's time?"
Which also seems to be that poster's main philosophy.
>>
>>96584280
First of all It didn't make me even slightly mad, and second of all that was a missed reply, I meant to reply to the person above him. You're the one seething over me having fun with a system you're too stupid to learn.

>>96584287
KILL YOURSELF FISHFAG
NOBODY LOVES YOU
>>
>>96584288
>The fact you think my game is boring doesn't matter a whit to me, my players enjoy it and I think you're a shit, so why would I care about your 'opinions'?
Wow you really don's sound mad at a-
Oh wait that's from a different one of your posts my bad. You're really kinda stuck in a rut, aren't ya?
>>
>>96584310
Nope, never made that post. My first post in the thread was >>96583881
I've just had experience with ACKS before and disagreed.
>>
Well, my character is less than 8k XP to lvl 16, which means 7th level Cleric spells.
Time to go and read both the guides and databases out there.
Point me to seldom mentioned or underrated spells if you can, gents.
I'd appreciate it.
>>
>>96583850
>charop is innate instead of obtuse
What does this mean?
>>
>>96584534
Aryxymaraki's Almanac of Unusual Magic has a ton of what you're looking for.
>>
>>96584535
Innate in this contextmeans that most classes are naturally powerful enough that it is difficult to show up with an underpreforming character. Class features are very powerful and that gives them weight over feats and often even spells. Obtuse as in scraping a hundred supplements without having to use forum guides or second hand knowledge.
>>
>>96584801
That's less character optimization being innate and more having a high floor.
>>
Weird question but does anyone have an idea why the Master of Many Forms prestige class doesen't let the user turn into Magical Beasts when it was translated from the Shifter class.
Like I can guess why outsider, construct and undead were removed, but the exclusion of Magical Beasts surprises me when things like giants, fey and dragons were kept.

Is there some balance issue I am not seeing?
https://dnd.arkalseif.info/classes/shifter/index.html
https://dndtools.net/classes/master-of-many-forms/
>>
>>96584910
Why would you say there is a difference in those concepts?
>>
>>96585190
Because "optimization" usually refers to the process of selecting options for ESPECIALLY high performance. This is hardly mutually exclusive with a robustly-useful floor as one can be covering gaps of said floor, building up from it, or fuel multiclassing shenanigans, but a static baseline isn't this character generation meta-game.
>>
NEW THREAD
>>96585511
>>96585511
>>
>>96585320
Fair perspective. I'd argue that innate char-op comes with the options organized and well presented WITH THE CLASS as opposed to being scattered in dozens of places



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