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Vanilla 4e was my ex's first RPG, and aside from her being the kind of person who got actual angry when her character got severely hurt, was easy enough for her to grasp. I think the best way to introduce someone to RPGs via 4e is to not overthink it. Also to use a character builder.
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# ? May 2, 2015 16:31 |
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# ? May 8, 2024 05:45 |
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Letting people choose their own powers is not overwhelming and gives a lot of player agency. Personally, I think guiding them through feat selection is more important to streamlining the whole character progression/creation process, but looking at something like Brash Strike and choosing to take it over other options is clear enough.
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# ? May 2, 2015 17:13 |
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GimmickMan posted:I personally like the Level 1 Forever damage expressions and (especially) the Nightmare Mode expressions in the followup post. They even come in handy pdf form! Interesting! Thanks for this, I'll probably use the "Level 1 Forever" type for my PbP game in the future!
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# ? May 2, 2015 17:28 |
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Sorry for double-posting but... I know I asked here about Inherent Bonuses before, but how do you guys handle critical hits with it? Just add the 1d6 damage per enhancement level and forget about it?
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# ? May 3, 2015 03:35 |
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frajaq posted:Sorry for double-posting but... I know I asked here about Inherent Bonuses before, but how do you guys handle critical hits with it? Just add the 1d6 damage per enhancement level and forget about it? Also give free masterwork armor.
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# ? May 3, 2015 03:41 |
frajaq posted:Sorry for double-posting but... I know I asked here about Inherent Bonuses before, but how do you guys handle critical hits with it? Just add the 1d6 damage per enhancement level and forget about it?
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# ? May 3, 2015 04:33 |
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For those interested Chroma Squad is out and has a 4e style combat system. Probably the most 4e in feel computer game yet released.
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# ? May 3, 2015 05:22 |
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fez_machine posted:For those interested Chroma Squad is out and has a 4e style combat system. Probably the most 4e in feel computer game yet released. I dunno, I reckon XCOM managed to be a pretty good 4E video game.
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# ? May 3, 2015 11:21 |
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gradenko_2000 posted:Letting people choose their own powers is not overwhelming and gives a lot of player agency. Personally, I think guiding them through feat selection is more important to streamlining the whole character progression/creation process, but looking at something like Brash Strike and choosing to take it over other options is clear enough. I realise now that what I mostly meant was 'Can you take Defender Aura or Heroic Slayer on a normal Fighter, choosing At-will's and attacks as normal?' but thanks for the tip.
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# ? May 3, 2015 12:09 |
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Champions/HERO was my first proper longer than a few sessions delve in and learning the mechanics shot at playing PnP with people. 4th Ed compared to "you need algebra equations for literally everything" Champions/HEROS was a quick study and I love this thing. Much to the joy of some internet pals, because their gaming in person friends loathe 4th ed with the fury of a thousand suns. But more importantly, I was playing it with some internet pals I already knew. Not people who tell me straight faced "Your expensive immunity to poison and bio weapons shouldn't work against poison and bioweapons, it's not fair to players and enemies who took a cost discount disadvantage if making attacks poisonous". I have also been told using super strength to swing park benches (for less damage than punching or using space alien ray gun) is abusing the system and if I want to keep that poo poo up I'll have to buy a separate reach melee attack. Me and my 4th ed pubbie pals are also all convinced Drakes are the biggest threat in existence. A weredrake would probably gently caress up a small continent. fez_machine posted:For those interested Chroma Squad is out and has a 4e style combat system. Probably the most 4e in feel computer game yet released. Fun though.
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# ? May 3, 2015 12:13 |
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Torchlighter posted:I realise now that what I mostly meant was 'Can you take Defender Aura or Heroic Slayer on a normal Fighter, choosing At-will's and attacks as normal?' but thanks for the tip. The latter, in particular, would be fairly unbalancing, as fighters are already fairly strong strikers without an extra stat to damage. The former would not be problematic, and indeed would weaken fighters significantly at heroic and paragon.
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# ? May 3, 2015 12:35 |
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Section Z posted:Champions/HERO was my first proper longer than a few sessions delve in and learning the mechanics shot at playing PnP with people. You still using MM1 straight up? I seem to remember, Rage Drakes I think, being insanely tough for their level and stuff.
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# ? May 3, 2015 15:17 |
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Prison Warden posted:You still using MM1 straight up? I seem to remember, Rage Drakes I think, being insanely tough for their level and stuff. That was the case yeah. Not a lot of enemy customization since we were mostly running out of modules and admittedly, our pace is very slow for various life and getting distracted with other characters reasons. Most recently we're all just running some level 1 stuff to check "Characters we never used but wanted to see if we instantly hated them" in the field repeatedly. We only recently hit Paragon in Scales Of War, and that first module was basically the hardest one so far. Some real stand out DCs in the earlier modules we ignored though, like "Level 1, DC 30 acrobatics check to climb onto the bar counter. Climbing onto bar tables is 1 extra move tile". As the only one with an insider account of us, I tend to live in a separate Errata implemented by default world anyways, and way back when we first started that was admittedly a bit of a sticking point. Getting even a few levels under the belt, on top of me remembering my Artificer has a "cash this in for your surge value+CON in THP as a free action" buff instead of trying to use his direct heal to make the clerics life much easier helped. The alchemical item Beastbane is also loving hilarious. Man, as long as I have a big fuckoff crossbow I don't care what magical gear my 4th ed Artificer has, I just like his powers a lot. Provided I can use them via giant crossbow, I don't think I'd like it as much if I was using the default prescribed simple weaponry+implement.
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# ? May 3, 2015 23:28 |
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Prison Warden posted:You still using MM1 straight up? I seem to remember, Rage Drakes I think, being insanely tough for their level and stuff.
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# ? May 4, 2015 00:29 |
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I'm so proud of my players. We've been doing this for three or four years and they're starting to actively synergize within the party. They'll be flying on their own soon In this case it's taking the form of two of them picking Vicious Advantage. The Invoker can slow multiple enemies at-will, so that's a pretty decent deal.
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# ? May 5, 2015 10:06 |
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So after reading the monster manuals a bit I understand better the roles they all have, but I'm having trouble understanding the technical parts of using Lurker enemies. Like how does Stealth works in-combat for Sneak Attacks and the like. For example this frajaq fucked around with this message at 05:33 on May 6, 2015 |
# ? May 6, 2015 05:23 |
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The Hidden condition & hiding in general is one of 4e's more complicated things, but basically if you have Total Concealment or Total Cover (the Invisible condition is one common-ish way of getting this, but other environmental effects/powers can grant it) you can make a Stealth Check vs the passive perception of the creatures you're trying to Hide from, generally at the end of a Move action. While hidden, you have CA on any attack and people have to guess where you are (so if they want to attack you, they have to guess your square; in the case of a DM controlled character, generally you take the mini off the board). You lose the Hidden condition if you attack. If you move, you have to make the stealth check again (if you're hidden already, you only need normal Concealment or Cover to maintain the condition). If you move more than 2 squares, you take a -5 to the check; Running imposes a -10. If something causes you to lose the Hidden condition (like attacking), you keep the benefits until the end of the action that reveals you (so an attack from a Hidden foe has CA even though it becomes revealed). If you hide from some (but not all) of your enemies, you're still considered Hidden from those you succeeded against, but their comrades you failed against will be able to call you out (so they can take the guesswork out the targeting process for their friends). Generally Lurkers have abilities that make it easier to Hide or otherwise skulk around the battlefield, but those are the basics of Hiding as I recall off my head.
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# ? May 6, 2015 05:55 |
frajaq posted:So after reading the monster manuals a bit I understand better the roles they all have, but I'm having trouble understanding the technical parts of using Lurker enemies. Like how does Stealth works in-combat for Sneak Attacks and the like.
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# ? May 6, 2015 06:01 |
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So, would it be possible to create a Final Fantasy Blue Mage-type Class and not have be completely broken? I'm somewhat of a newb at 4E, and I always liked the idea of stealing powers from monsters you fight.
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# ? May 6, 2015 06:09 |
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Generic Octopus posted:The Hidden condition & hiding in general is one of 4e's more complicated things, but basically if you have Total Concealment or Total Cover (the Invisible condition is one common-ish way of getting this, but other environmental effects/powers can grant it) you can make a Stealth Check vs the passive perception of the creatures you're trying to Hide from, generally at the end of a Move action. Ok. So on a battlefield with pillars that grant Total Cover and boxes that grant Partial Cover. Wererat Lurker Turn 1: Move action going behind pillar -> Stealth check vs Passive Perception of the group. Let's say he passes. Wererat substitutes Standard Action for a Move Action -> move towards crates, getting closer to the player's party. Another Stealth Check but with -2 penalty since he moved more than 2 squares. He passes again. Wererat Lurker Turn 2: A player is in range of an encounter power of the Lurker that requires him to be Hidden. He leaps at the player and does huge damage if he hits, the attack roll gets +2 because of CA Did I do this right? Zereth posted:Does he require being Hidden to use his special attack thing, or does he require Combat Advantage? Yeah lets say he needs Hidden to do a powerful special attack.
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# ? May 6, 2015 06:22 |
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frajaq posted:So after reading the monster manuals a bit I understand better the roles they all have, but I'm having trouble understanding the technical parts of using Lurker enemies. Like how does Stealth works in-combat for Sneak Attacks and the like. WotC didn't actually figure them out until Monster Vault or maybe a bit before, in DSCC. Here's the basics. Don't worry about the stealth and hiding rules. That's not the essence of being a Lurker. Lurkers stay safe on rounds alternating with double damage whammy attacks. One of my favorite Lurkers doesn't hide at all - the Thri Kreen Ambusher from DSCC. They have a low-damage 'spear spin' attack that gives them +5 to all their defenses for a round and recharges a Psionic Boost whammy. So some rounds they are nearly impossible to hit and do 1d8+2 damage. The round after that, they deal 2d8+2d6+4 damage. Other Lurkers might spend a Standard action to turn invisible and shift/teleport, then attack at double strength the following round. Or spend a Standard action burrowing underground, and then emerge in a big explosion for a round. You get the pattern. Lurkers are really hard to get right, and you shouldn't feel bad if you mostly just conflate them with Skirmishers. I think that's pretty well how they work in MM1, for example.
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# ? May 6, 2015 06:24 |
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frajaq posted:Ok. So on a battlefield with pillars that grant Total Cover and boxes that grant Partial Cover. Your sequence of events is essentially correct for a monster with powers that require stealth.
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# ? May 6, 2015 06:34 |
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-5 for more than 2 squares, but yea that's it. Another little thing for the players (or you, if they start doing stealthy stuff): anybody can use a minor action to make an active Perception check to try to spot Hidden things in the area.
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# ? May 6, 2015 06:37 |
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Do characters, whether friendly or hostile to the shooter, provide cover? I've been maneuvering my ranged attackers to have completely clear lines of sight to their targets.
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# ? May 6, 2015 06:39 |
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gradenko_2000 posted:Do characters, whether friendly or hostile to the shooter, provide cover? I've been maneuvering my ranged attackers to have completely clear lines of sight to their targets. You use your allies as cover, but not your enemies. This cover can't normally be used for stealth.
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# ? May 6, 2015 06:44 |
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Cover provided by creatures also counts only against ranged attacks. e: MonsieurChoc posted:So, would it be possible to create a Final Fantasy Blue Mage-type Class and not have be completely broken? I'm somewhat of a newb at 4E, and I always liked the idea of stealing powers from monsters you fight. That, or you make up the class like any other, but with a twist on power gaining - there is a list of Blue Mage powers, but you only gain each one after you've witnessed it. The powers are suitable for use by monsters, and you have to have a cooperative DM who regularly adds Blue Mage powers to his monsters' repertoire. It would be sort of a gamechanger, quite literally, but potentially very interesting. My Lovely Horse fucked around with this message at 12:08 on May 6, 2015 |
# ? May 6, 2015 07:10 |
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My Lovely Horse posted:Blue mage The gimmick of the blue mage is that they, over time gather an eclectic multitude of powers, which contradicts the very tight ADEU system of 4e. Either you could just reskin the standard mage/arcanist and get your regular level powers after observing a bad guy (and you also conveniently level up), or allow the player to swap to the elemental aspect of enemy spells after being hit by them.
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# ? May 9, 2015 20:05 |
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Just spitballing but you could make a character that 'stores' abilities against the monsters being fought. Consider an encounter power that lets you 'store' a monster's damage expression after being targeted by it. Your next attack becomes (X), which is the damage that the monster used against you. It could be the dice size you store, or the actual amount of damage, or the bonus the monster gains, or something. Consider another encounter power that lets you store the non-damaging portion of the attack, or a Daily power that just lets you pre-preemptively steal any power from a monster you're fighting. I could come up with some great stuff and it'd all fit into AEDU but I'm not sure how balanced it would be. EDIT: The can of worms is that monster powers aren't balanced around other PCs; they're balanced around other monsters. So anything that borrows attacks from monsters is going to explore unintended design space and that could be either really lackluster or really broken. I'd recommend anything that lets you adjust your powers based on the monsters you're fighting, though to what extent would require a lot of testing.
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# ? May 9, 2015 21:19 |
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I'm sure it would be possible, but realistically the best way to do it would be flavouring your powers appropriately on your class of choice...
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# ? May 9, 2015 21:42 |
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If you had a tight system to determine what kind of monster power would be an at-will, encounter or daily power for a PC, it would be easy. Blue Mage class feature: when you witness a monster power, you can store it for later use. You still only get as many at-wills, encounters and dailies as any other class at your level. But I'm pretty sure there are very few monsters with powers that approach the level of PC dailies. Maybe another class feature that let you turn a usually-encounter power (assuming you had a way to determine) into a daily by adding specific entries, like "Miss: half damage" or if it's a (save ends) effect, "Miss: effect applies until the end of your next turn". Hard to say without knowing the entire Monster Vault by heart, which is at least in line with playing Blue Mages in Final Fantasy.
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# ? May 9, 2015 22:23 |
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Zeitgeist's Player's Guide had the Martial Scientist theme, which lets you swap out your theme power for various other abilities that you learn from NPCs during the game. No idea how it works in practice though.
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# ? May 10, 2015 04:29 |
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Thanks for the answers guys. Yeah, that's about what I figured out. Still, an interesting thought experiment.
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# ? May 10, 2015 04:34 |
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Blue Mage would depend on two things. First, what are you looking for? Blue Magic in Final Fantasy has a long and varied history, from being on a class of its own to be the super move of some characters. So we need to look at what you want. Do you want Blue Magic, or to be a Blue Mage? They're not quite the same. It'd be pretty easy to make a Kimahri or Quistis, flavor wise. If an enemy busts out some sort of flashy move, steal its flavor for one of your upcoming powers. Hell, with DM permission you could even have one of your new powers in a sort of indeterminate state until you decide that yes, this move right here you just got hit with that happens to be shockingly similar to a Fighter Level 7 Encounter Power has been learned by your Blue Mage and strike back with it, or get it at the end of the fight, or whatever. Now, if you're looking for a fully fledged Blue Mage, that's harder. First, you need to use swords. Of all the pure Blue Mages (FFV, FFTA, FFTA2, FFVI), everyone but Strago uses swords as a primary weapon. If you wanted to go Strago style, look below. Swords limits you some, but I'd say the best option is Swordmage. It's got a bunch of different elements and effects that your DM could mix into enemy usage, and you could get hit by and learn. Their general armor and stats (light, Intelligence focused) fits a Blue Mage as well. Alternatively, if you really want to be Strago, go for a Cleric or Wizard. Or, hell, Sorcerer and Invoker work too. The key with this setup is that you're picking up the more kooky and supportive moves and flavoring them to be Blue Mage styled (come on, you can see a Cleric dropping down Mighty Guard and White Wind, right?). With either of these setups, you need a cooperative DM, and that's the most important part. You can't be a Blue Mage if every enemy is just autoattacking with boring at wills for sixteen damage and it's your turn now get off your phone. You need a cooperative DM who'd be willing to mix in stuff that looks similar to PC powers (even if the damage expressions are different). Without that, your theme and flavor will kind of just...be there. Of course, that's what it's like with most character concepts if your DM isn't into them. It's a cooperative storytelling experience, after all. There's also the less detailed execution of the concept. Have your DM use the Divine Boon rules from...DMG2, I think? Use those, and every couple of levels you get hit with the new baddie's super move, which you get as an encounter or daily. Of course, you can't go around with ten new powers, but if some cycle out, or maybe you choose every level or extended rest one or two to bring a la wizard's spellbook and just staple that onto your existing character. This requires a bit more prep work mechanically, and this'll obviously come out of your share of the loot, but it might work out better than relying on your DM remembering to hit you with one of five moves on one monster's list an hour into a random fight. This also has the upside of your class and role being able to be a fully functional member of the party, and not having to balance your character gimmick with crucial powers to support your team.
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# ? May 11, 2015 05:22 |
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I hope no one minds me asking, but is this character any good? Can he be made better? I am no expert with the system.
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# ? May 19, 2015 06:52 |
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Covok posted:I hope no one minds me asking, but is this character any good? Can he be made better? I am no expert with the system. If you had taken Dragonfear instead of the Breath Weapon and if your DM allows you to take Born Under a Bad Sign/Auspicious Birth for a background, there's no reason to put any points in CON. The reason to do this would be to boost your other powers that have CHA riders.
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# ? May 19, 2015 15:05 |
homullus posted:If you had taken Dragonfear instead of the Breath Weapon and if your DM allows you to take Born Under a Bad Sign/Auspicious Birth for a background, there's no reason to put any points in CON. The reason to do this would be to boost your other powers that have CHA riders. But I agree about the CON. Even without BUaBS, on a Thaneborn your priority should probably be STR > CHA > DEX > CON.
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# ? May 19, 2015 15:27 |
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Covok posted:I hope no one minds me asking, but is this character any good? Can he be made better? I am no expert with the system. Since you didn't take the Whirling Slayer you would need an Off-Hand weapon in your off hand to use Whirling Frenzy, which is also the only dual weapon attack you have. You'll probably want a proper two handed weapon; I'm fond of Mauls if you don't want to spend a feat on Superior Weapon Proficiency, I really love the Mordenkrad if you can live with one less feat. To jump on with what homullus said, either put more points into Cha to make being Thaneborn worth it or switch over to Rageblood and become the murder train.
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# ? May 19, 2015 15:36 |
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Covok posted:I hope no one minds me asking, but is this character any good? Can he be made better? I am no expert with the system. I went over it and I made some changes. code:
Some of the changes:
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# ? May 19, 2015 16:17 |
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ImpactVector posted:The breath should be fine since he's using STR as the attack stat. Barbs should generally go STR>DEX>Whatever because otherwise their ACs tend to suck. Or hybrid cleric, then it's not an issue. Khizan posted:I went over it and I made some changes. NB: it's only one immediate per round, not per turn.
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# ? May 19, 2015 17:28 |
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# ? May 8, 2024 05:45 |
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I know it's probably not an optimal weapon but I like the Double Axe because it's the only way to get a 1d10 offhand weapon I can recall off the top of my head. A pal of mine was screwing around with a Bugbear(gets to use upsized weapons) with a Double axe to turn this into a 1d12 offhand weapon for their Tempest Fighter just for the 'biggest offhand weapon possible" principle of the matter (Gotta get that extra +1 damage for offhand! ) As for Divine Boons and similar, me and my pals all love Crimson Determination(level 4, 14, 24). because we are all suckers for "extra damaged vs bloodied " and it means we don't need to fill our hand slots with Gauntlets Of Blood (same price). I guess what I'm saying is we are all easily amused, and I constantly typo the word Gauntlet as gauntler. EDIT: Mordenkrad is loving sweet though. Giant loving spiked hammer you can't roll lower than 4 on damage with. Section Z fucked around with this message at 19:07 on May 19, 2015 |
# ? May 19, 2015 18:59 |