March 16, 2004, 00:29
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#61
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yah
I have thought about it
or making it so that you start as warriors/rogues/adepts and pick up stronger classes later (when you earn them)
Jon Miller
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March 16, 2004, 00:31
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#62
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I meant experts rater than rogues
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March 16, 2004, 00:38
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#63
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Yeah, moving up later on, good call.
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March 16, 2004, 01:03
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#64
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so what is the final call
is it worth it?
a note, this campaign seems much more XP freindly than Gold freindly
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March 16, 2004, 01:57
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#65
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Quote:
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Originally posted by Jamski
And NEVER save those potions for later. If the GM gives you a potion of Fire Protection - expect to be attacked by fire-breathing monster later.
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Not me. I give out random potions and scrolls to confuse people.
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March 16, 2004, 14:21
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#66
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I give out naked pictures of George W. to confuse and terrify people.
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March 16, 2004, 14:30
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#67
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Quote:
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Not me. I give out random potions and scrolls to confuse people.
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I did that for a while, the party realised and sold all the junk, and crafted +4 keen holy weapons.
That kind of screwed up my careful planning
-Jam
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March 16, 2004, 15:03
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#68
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don't throw out lots of stuff
just the normal items that you owuld give
just instead of giving gold and the like give out random potions and scrolls
JM
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March 16, 2004, 22:27
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#69
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Quote:
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Originally posted by Jamski
I did that for a while, the party realised and sold all the junk, and crafted +4 keen holy weapons.
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What Jon said. Nothing expensive or rare. Also, you can make scrolls and potions cheap in your world, but weapons expensive. You're the DM, it's up to you.
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March 17, 2004, 04:04
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#70
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You've never DMed a group of whingers ("but if we're fighting trolls why didn't you give us a scroll of fire arrows?" "Only 2 items worth taking in that whole dungeon?")
-Jam
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March 17, 2004, 07:12
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#71
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Surely they're in there for the experience. If they wanted to be stupidly rich then what the heck are they doing out fighting monsters? They should be trading in futures!
Btw, I'm a great fan of overly-powerful items either having a limited lifespan (like wands), being stolen at night or even just breaking. Even the finest weapons can break if you're unlucky, and especially if the GM ensures that you get unlucky. Just make sure that they're fighting something decent at the time, because no human bone will shatter a +2 axe, but a golem may well.  Curses work too, and if they want their super-charged equipment back after a run-in (and swift fly-off) with a malignant witch, then they'll just have to go on yet another adventure to get the curse reversed.
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March 17, 2004, 12:27
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#72
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eh
all you need for trolls is some good oil and a method to start fires quickly
Jon Miller
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March 17, 2004, 12:52
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#73
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Jamski,
I think you had pampered them too much
DoY,
Rust monsters
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April 3, 2004, 16:05
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#74
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we quick playing for a couple weeks
need to decide now, I think
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April 3, 2004, 16:18
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#75
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so tastie metammagic+item creation is
empower
maximise
widen (already have)
quicken
chain spell
twin spell or repeat spell
skill focus: spell craft
craft wand
improved familiar (but I don't think I want to do without for a year and a day)
I have 8 more feats to pick if I don't go the bladesinger route, 9 more if I do but I also have to get
expertise, dodge, weapon focus long sword, still spell
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April 3, 2004, 16:33
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#76
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I guess craft rod or staff or wonderous item would also be possible good feats, as would still spell or silent spell
JOn Miller
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April 3, 2004, 18:00
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#77
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Craft wonderous item, them make yourself a ring of Intellegence +6 for lots of extra spells and the +3 to the DC of your spells too
Now that ALONE is worth taking the feat for, as what GM gives out rings of INT +6 ???
-Jam
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April 3, 2004, 18:19
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#78
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hmm
decent idea
than I can make sure I am suited out well, BTW, where are the rules for characters younger than adult?
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April 3, 2004, 18:39
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#79
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hmm, there is also forge ring
JOn Miller
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April 3, 2004, 18:47
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#80
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hmm
crrent list of wizardly feats
empower
maximise
quicken
chain spell
twin spell or repeat spell
skill focus: spellcraft
skill focus: knowledge (arcana)
craft wonderous item
forge ring
there is 9 here, not 8 and I am not sure which one to drop (actually I might have 9 instead of 8, hmm.....)
rods are less useful because of being an Incantrix, staffs are very expensive (but good), wands are equivlent (almost) to scrolls and are not as useful at higher levels
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April 5, 2004, 00:03
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#81
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does anyone know?
what the effects of youth are...
if the bonuses from masterworked and magical stack?
Jpon miller
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April 5, 2004, 00:55
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#82
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All magical weapons are masterwork, at least by default. The bonus does not stack; a +1 (masterwork) sword only gets +1 to hit and damage. I supose they do stack in some sense, but it's already taken into account; in the rare weird case where somebody has enchanted a non-masterwork weapon, I could see giving it one less a bonus to attack than normal (so a +1 standard sword would only give +1 to damage).
For characters younger than adult, there technically are none in D&D 3. Since human adulthood is 15 years old in the D&D world, you really have to wonder what you're doing playing such a character in a high-level campaign. The only class that would remotely make sense for a 12 year old to have 9 levels in would be Sorcerer, since that's inborn talent; anything else that requires some dedication and practice would be bizarre, to say the least.
However, the Star Wars RPG did offer rules for young un's (having to deal with Anakin Skywalker in EPisode I and all). Basically, they're the reverse of the normal aging process. Normally, for instance, you get -1 Physical stats, +1 Mental stats at Middle Age; an additional -2 Physicals, +1 Mentals at Old; and a -3P/+1M at Venerable. Just reverse that for younger, and make it all negative. So Young would be -1 Physicals, -1 Mentals; Child would be an additional -1 Physicals and -2 Mentals; Babies get a last -1 Physicals and -3 Mentals.
In other words, an 8 year old would have -2 Physicals, -3 Mentals; a 12 year old would "only" have -1 Physicals, -1 Mentals. Both would need a wonderful explanation for being 9th level.
Last edited by SnowFire; April 5, 2004 at 01:10.
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April 5, 2004, 01:39
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#83
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I thought I saw youth rules somewhere
the thing is that I am a 'young' elf.... (but I think that the GM thinks that 110 age for adulthood sort of rediculous)
so you pay a whole bunch of extra money and don't get that big of bonus for going from masterworked (+1 bonus) to +1 magical (also +1 bonused, but costs a lot more)
just to make certain of something, you can't have a head band of intelligence +2 and than a ring of intelligence +4 (and total ability modifier of +6), right?
I seemed to remember the rule in 3, but can't find it in 3.5
Jon Miller
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April 5, 2004, 01:44
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#84
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wait, so what is the difference between a masterworked bow and a +1 bow???
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April 5, 2004, 04:53
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#85
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A Masterwork bow gives +1 to hit.
A +1 bow gives +1 to hit too.
In the case of bows, there's no advantage.
If it was a +1 SWORD then it would be +1 to hit and +1 to damage, and the attacks would count as magical for the sake of damage reduction (i.e. you can now hurt vampires, dragons etc...)
In 3.5 you CAN have both items, I think. I'm not sure, but I seem to remember they took it out, so you can add the bonuses from items...
You'd better ask your GM, eh?
-Jam
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April 5, 2004, 10:53
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#86
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I will, and he will ask me what the book says (generally)
mostly he just changes what the books says if it doesn't make sense (or isn't how he imagines them in the case of monsters)
so our goblins are dumb, our trolls have fewer hitpoints and aren't giants, we all have weapon finess and eschew materials, ...
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April 6, 2004, 02:50
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#87
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I thought a +1 bow rendered any arrow shot from it a +1 magical weapon for the purposes of damage reduction. However the bonuses would not stack so that +1 bow and +1 arrow could not penetrate +2 damage reduction.
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April 6, 2004, 03:02
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#88
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I thought the opposite, that +1 bows conferred no magical bonus on the arrows, and also I'm sure no magic bonus to damage, both of which are confered by the magical arrows.
-Jam
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April 6, 2004, 06:27
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#89
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What's the point of a +1 bow then?
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April 6, 2004, 10:02
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#90
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Quote:
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Originally posted by Jamski
I thought the opposite, that +1 bows conferred no magical bonus on the arrows, and also I'm sure no magic bonus to damage, both of which are confered by the magical arrows.
-Jam
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this is correct I also beleived
but there is no longer +1 damage reduction and +2 damage reduction....
just Magic, Cold Iron, Epic, Adamantine, Good, Evil, Fire, Cold, .....
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