Campaign Stuff

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Re: Campaign Stuff

Post by Kolson on Fri Jul 01, 2016 5:46 pm

I put it under feats and racial stuff. Anyway, is it still +4 or did you revise that? Are you making new sheets for us? I'd love to take a look at it. Is the info for the new rule set available to read yet?
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Re: Campaign Stuff

Post by Archengeia on Fri Jul 01, 2016 8:47 pm

Approval on Renewing Rage.

The Advantage thing... I'll be okay with. I get final call on whom it applies to though. I'm leaning towards no to the Olthoi since they don't apply as an institution, sovereign state, or major faction, but we'll see.

I glanced at gear, didn't see a +1 Will shirt so that's my bad. That's such a tiny boost, just delete it, no new benefit. As for Refined Control, give yourself a permanent +3 to DEX instead of the Reflex.

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Re: Campaign Stuff

Post by Rory on Sat Jul 02, 2016 12:54 am

Archengeia wrote:Approval on Renewing Rage.

The Advantage thing... I'll be okay with.  I get final call on whom it applies to though.  I'm leaning towards no to the Olthoi since they don't apply as an institution, sovereign state, or major faction, but we'll see.
Yeah, I didn't think so. Advantage shouldn't apply to such people I do trust who do things that offend me. Becomes too broad.

How's my sheet, can you read it fine?
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Re: Campaign Stuff

Post by Archengeia on Sat Jul 02, 2016 9:37 am

@Kolson: The built in sheet thing is almost totally uncustomizable, it's a bit aggravating. I admit that's part of why I was surprised people were still using it, I was expecting people to be using google doc spreadsheets by now. So short answer, not much I can do with the built in one. And yes it's still +4 to Weaving.

@Rory: Sheet looks fine to me

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Re: Campaign Stuff

Post by Essoje on Sat Jul 02, 2016 1:47 pm

@Archengeia: I have mine done, please check if the career feats are acceptable on my character sheet. Leave a comment on the problematic feat as they appear.
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Re: Campaign Stuff

Post by Zeiss on Sat Jul 02, 2016 2:38 pm

Gotta admit, I'm curious to see how my heavily skill based character sheet will turn out, whenever we get down to it.

In the meantime, I'll keep doing my vacation thing.
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Re: Campaign Stuff

Post by Archengeia on Sat Jul 02, 2016 2:51 pm

Yeah that reminds me Zeiss, I have no access to edit your sheet.

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Re: Campaign Stuff

Post by Zeiss on Sat Jul 02, 2016 3:38 pm

Oh.

Well, I'll spare you the details, but because of where I am right now, I cannot give edit access. Please just download the file and throw it back on the forum when the changes are done. I'll make sure to use the updated file when I'm back home.
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Re: Campaign Stuff

Post by Kolson on Sat Jul 02, 2016 8:21 pm

I used the forum one so you'd always have access to it. It was a convenience thing. I don't mind making my own, I just need to know the elements I need to include; besides the obvious equipment and general info of course.

So we have the old Str, Dex, etc part, does that still work the same?

Something called Career Points. What's that? What do I need to know about that at a glance from a character sheet? Should I leave room to describe what each thing does? If not, where is the info located?

Are we using my Trait idea or is that career points now?

See what I mean about wanting info about elements of the game? Have you compiled such a thing for players yet and can I read it?
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Re: Campaign Stuff

Post by Archengeia on Mon Jul 04, 2016 8:19 pm

Just realized I didn't answer Kolson's question. Admittedly right now the iterations on the ruleset haven't been collated anywhere yet, it's all up here *taps head*. Sis, Gwydo, and Third are using google spreadsheets to keep track of it. At some point, in my copious spare time, I plan to basically write the rules again from scratch with the last several years' worth of changes. For now most of my 'spare time' is going into adding stuff to the wiki, finally start getting more of that lore down.

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Re: Campaign Stuff

Post by Rory on Sat Jul 09, 2016 3:08 pm

I remember when I got that Will Save shirt. I just went up to Kezrinthka and said "here, can you magic this?" This was when I was thinking of going Berserker, but I think sticking to my Barbarian+Pugilist mix will do me just fine. You should give Xahn back the crafting points she spent on that shirt.

Question about Power Attack for y'all. How useful do you find it? I never liked the idea of sacrificing to-hit points to get more damage. What's the point if I'm less likely to hit, right? If you're going to do more damage, you're gonna want to actually hit them, and less to-hit makes that less likely. And I'm just like, "well, I wanna hit the guy!"
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Re: Campaign Stuff

Post by Kolson on Sun Jul 10, 2016 2:28 am

I'm not sure how useful it is in Arch's custom rule set but in standard 3.5 D&D Power Attack is the number one way for melee fighters to raise the damage they do per attack. That's why I advised you many moons ago to use your ax two-handed when you found yourself in a serious fight; it gets the most benefit from the feat. It also leads to the Cleave and Greater Cleave feats, which are useful for clearing out mobs of weaker enemies.

Did you ever wonder why Snarg did so much single guy damage? Power Attack and a few other feats were why.

As for your worries about hitting, that's why melee warriors are best served working the angles. Charge whenever you can. Flank with an ally whenever you can. Knock dudes on their butts for the prone bonus to hit. Try to do all this while you are Raging. And this isn't even getting into the feats, buffs, and debuffs that your party can help with. No, it's ridiculously easy to keep that attack roll up. Don't be fooled by the penalty, it's negligible in the hands of someone who knows what they are doing and who is playing with people who also know what they are doing.
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Re: Campaign Stuff

Post by Rory on Sun Jul 10, 2016 6:48 am

Hmm, hmm. With the feats I currently have alone, it should be much easier for me to leave a threatened square to flank someone and avoid the oppy. And my BAB is getting high. Power Attack is just begging for it.

So, I found the Diehard feat, and I'm feeling pretty stupid now. I realized my Recovering Rage feat functions the same, except that I'm turning 1 temporary hp into real hp and then rolling to see if I keep it. And that it requires Rage. I'm also thinking a minute between each regen is a long time for a feat meant to give me a fighting chance at the end of a Rage... Any recommendations? I feel like this needs to be addressed. Preferably soon.
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Re: Campaign Stuff

Post by K on Sat Jul 16, 2016 10:35 am

Ok, so i was kinda busy when this thing was in full swing, and honestly this kind of math intimidates me, so i kinda just tiptoed past it, but the other day Javan unleashed a lightning storm of doom upon a construct, and my own character has had some nasty build deficiencies that i've been wanting to slap myself over for some time now, so it'd just be sheer stupidity of me not to bite down and try to sort this out.

So uh... how can i go about taking advantage of this system (or maybe i'd best do it via PM)? I get that you get career points, depending on what you've been doing, and that you can exchange them for feats (or attributes?). I've got a major hole to plug on my build, if possible, but i'd like to know what i can work with, if that's ok.
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Re: Campaign Stuff

Post by Archengeia on Sat Jul 16, 2016 1:54 pm

I honestly got nothing on Rory's dilemma, part of why I didn't respond to it earlier.

@K, did I tell you you had any career points that you haven't distributed yet? And yes a career point can be turned into an attribute point or a custom feat.

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Re: Campaign Stuff

Post by K on Sat Jul 16, 2016 2:32 pm

Uh, no. Not unless i missed something in the previous page, and i just searched it and doesn't seem like it. Only time Career points are mentioned to be attributed is in regard to Rory and Javan - i haven't actually used any; unless i get none. Like i said, i largely missed this discussion when it was happening. It's my bad.
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Re: Campaign Stuff

Post by Archengeia on Sat Jul 16, 2016 3:01 pm

Ah, right. Sooo you already took so many Feats, you don't have any spare Career Points. That's why.

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Re: Campaign Stuff

Post by Zeiss on Thu Jul 21, 2016 7:54 am

Now that I'm back home, I've been able to change the access level of my character sheet. You can edit it now Arch. The link is in my signature.
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Re: Campaign Stuff

Post by Rory on Sat Oct 15, 2016 7:50 pm

Half-elves get two bonus skill (ranks?) to start and one bonus skill per level. With skills gone, do we assume that these increases translate to Advantages instead? Or do these bonuses to skills stay and apply as they would to skills, not necessarily being skill ranks?

I've heard you say you've had ideas for PC blue/violet mages pitched to you and you've turned them down, and I would like to test that myself, for a Blue Mage character. Not because I want to play one, but I would like to try my hand at being "that one player who could". If I succeed, maybe you could store it as a premade character.

Give to me a rough outline of these proposed characters and why you turned them down, so I may propose something new. Unless you don't remember. That is fine.
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Re: Campaign Stuff

Post by Archengeia on Sun Oct 16, 2016 8:51 am

I honestly don't remember most of the Blue Mage attempts, except for "But it's me!" kind. As for Half-Elves, instead of the starter skills and bonus skills they just flat get another career point to go into a feat or attribute.

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Re: Campaign Stuff

Post by Rory on Sun Oct 16, 2016 4:40 pm

Heh, that's a shame, and thanks.
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Re: Campaign Stuff

Post by Rory on Mon Oct 17, 2016 3:57 am

At first I thought it had to do with hiding the power a blue mage has, but the fewer allies a blue mage has in battle, the less effective he is with his magic, until he pretty much can't cast any magic unless he has any permanently learned spells/abilities.

In lore, this matters. If a blue mage cares about who knows he is one, or whether he wants to draw attention to himself, he has to decide whether the people he travels with or fights alongside to be discreet. However, this is a roleplay issue and not a mechanical one. A good DnD group's players are trustworthy and supportive (maybe prickly at first), making it a short-term solution. After all, barbarians will Rage, rogues will Sneak Attack, wizards will nuke their enemies, and so too will blue mages cast blue magic. It is unavoidable; it is their destiny.

A long-term solution can be theoretically possible if one directly addresses the versatility or the potency (or both) of a blue mage's power if a player wants to play as one. I've created some flaws to do just that. They might be too debilitating, I don't know, but if so, perhaps they can instead be applied to one or a few schools of magic or types of abilities instead of all of them. And maybe, at GM's discretion, these flaws can eventually be overcome as it pertains to a blue mage using blue magic. One or add more math as well, which may not be tolerable after Arch's changes to his system, which were meant to reduce math strain.

One more thought: perhaps a flaw could be made that a blue mage can take, that treats his spells like wild magic - a chance of something going wrong. Basically, each of the flaws in question can cause people to view the blue mage having unstable control over his powers.

In short: make flaws mandatory for blue mage PCs.

Blue Mage draft:

Name: Female, Neriviel; Male, Corfyr
Class: Blue Mage
Race: Half-burun elf

I had to redo this sheet twice cuz because of lost progress, and it's weird, Hamete suddenly started to roll really well for the 5d6(1's=6's) drop lowest 2 method, when I was working on it the 3rd time.


1: 2 + 5 + 3 + 5 + 3 = 18    13
2: 2 + 3 + 3 + 2 + 6 = 16    12
3: 6 + 3 + 5 + 6 + 2 = 22    17
4: 3 + 6 + 3 + 6 + 6 = 24    18
5: 4 + 5 + 4 + 2 + 3 = 18    13
6: 4 + 1 + 3 + 2 + 5 = 15    15

Gain +3 Charisma and +1 Wisdom for being half-burun (?)
AbilityScoreBonusTotalMOD
STR1212+1
CON1515+2
DEX1818+4
INT13114+2
WIS13114+2
CHA17320+5
Racial career point: Intelligence

Health: 8
Mana: 3

Skills
If this person were to have areas they would focus on, it would be Knowledge Economy/Mercantile(of that nature), Diplomacy, Deception, and Appraise. They'd rely on whatever helps them talk their way out of situations involving legal scrutiny or confrontation, and anything that helps them get the best deal, or gain patronage and good reputation, as they are currently a middleman who buys for a business and fences stolen property.

Equipment
Light crossbow
Dagger
Studded leather
Traveler's outfit
Horse
Merchant scales
Caltrops
Lamp
Thief's tools

Feats

Metamagic
Energy Substitution

Flaws
*Note: if these are all ok'd,  it is not my intent that they all be included in this pre-made character sheet. I'm not a monster.*

Arcane Malady

Choose metamagic feat Still Spell or Silent Spell, or both. Spells have a 5% chance to fail*, in the form of a d20(or 10% in the form of a d10 in the case one chooses both). This can be ignored if one applies the effect of either metamgic feat if they have it. However, characters with this flaw cannot begin play with whichever metamagic feat(s) they choose this flaw to apply.

* - Either/Or: In fact, a chance to miss and be treated like a thrown weapon (no trajectory unless specified by description of spell/ability) - may instead hit another enemy within a range of the original target, to be determined by GM.

Blue Mages: Does not apply to slotted spells/abilities.

A player may treat this as his blue mage character still struggling to perform or understand what he hasn't learned naturally how to do, especially in combat, or even roleplay his character as having a nervous tick or a stutter.

Cheapened Reflection
For Blue Mages
Every time you use Reflection to mimic a spell or class ability, roll a d20 minus your Wisdom modifier. If you roll an odd number, round down to the nearest even number. The result is used as the fraction by which the spell/ability's damage or duration is reduced (or effect, as applied to spells with neither, such as Scan). After modifiers, a maximum reduction is one half of a spell's effect, but a natural 1 is still 1/1 - your spell/ability will do absolutely nothing. The fraction is applied to turns of a round in the case of duration. E.g. rolling a 14 with a Wisdom Mod of +3 for 11, rounded down to a result of 10, will reduce the spell's effect by 1/10th.

While a lower Wisdom Mod is desired to reduce the effects of this flaw, a player may also ignore this flaw a number of times per day equal to their Wisdom score divided by 3(4?), rounded down. A player can commit to obtaining a high modifier to do this, at the expense of an increased probability of a lower result. Negative Wisdom Modifiers do in fact add to the result instead of take away from it.

Does not apply to slotted spells/abilities.


Weakened Reserves
All final mana costs are doubled.

Blue Mages: Does not apply to slotted spells/abilities.

Outline of Origin
I am a noble. My burun parent is part of a noble family. I became involved in the family business as a wandering trader and fence, but I want to create my own noble house and branch out into my own business to achieve international prestige, in part to prove my superiority (beneath the burun) over other races that are not blooded as I am, and also in part to spite the lord elves - though I would never admit it openly. Being a blue mage is a closely-guarded secret, and they have warned me not to be noticed. One slip-up, and I suffer a hit to my reputation, as do they by association(which they can mitigate with good PR). I would not dare hurt their image in this way if I can help it, but continued practice of my blue magic around witnesses will hurt me more than them (assuming I can't smooth ruffled feathers with a "logical" explanation). Class-wise, I pose as a rogue. I can even play the part in a fight, as long as I have people who will take hits for me, and often hire my own thugs if I expect danger.

Personality-wise, I may owe my arrogance to my burun half and upbringing, but I may have some scorn mixed in regarding lord elves.
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Re: Campaign Stuff

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