Jump to content

Another Nail in the Coffin


Resistance

Recommended Posts

It'd like to see them try while blind at 800ft range. Or with their brains completely destroyed by called shots to the head when I just boost my damage a little more. Hell, I don't even need that much more damage, the least damage I can do if I hit with both shots (which I as good as always do) is 24, averaging at 29.15 with a maximum damage of 102.

 

Also I just found out, attacks that resolve against touch disregard DR. Looks like I won't need any adamantine bullets anyways.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Except that they can bide their time and strike you at your weakest, while the converse is not the case

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

The converse is the case. My extreme range combined with the Far-Reaching Sight makes me capable of attacking them from beyond their visual range. I can kill them before they even know how they're being attacked.

 

Also, which feat should I take at the next level in addition to Precise Shot; Clustered Shot or Rapid Shot?

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Clustered shot lets you bypass DR, which is very useful against most of the new enemies. Although, where did you see the rule that touch attacks ignored DR?

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

Ah, Pathfinder. How rightly dost thou screw over thy players.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

Firearms resolving against touch AC does not count as touch attacks in relation to feats or abilities, so they do not bypass DR.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

Actually, that refers to special conditions for feats and abilities, in the case given as an example it means that Deadly Aim still works for firearms, even when they resolve against touch. And as for abilities, only early firearms don't count as touch for them, so even if DR counts as an ability, advanced firearms, such as my rifle, still count as touch attacks against it.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

That's a rather awkward reading of the rules and basically everyone agrees that firearms are not supposed to work that way. Especially since nothing actually states that firearms work like touch attacks.

 

That's really not at all reasonable.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

Link to comment
Share on other sites

It's not really that awkward a reading:

"Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered atouch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments."

 

Just extract the key sentence fragment...

"this type of attack is not considered atouch attack for the purposes of feats such as Deadly Aim."

 

And translate to a non-negative format:

"this type of attack is considered a touch attack for all purposes except feats such as Deadly Aim."

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

High level adventures are bad because:

  • Take a lot more effort to plan and manage.
  • Mean that the world is wildly inconsistent with the real world, level six is where humans begin getting 'superhero' style abilities. (why do castles exist with scry and die, etc)
  • Makes combat drag out (last session, prime example.)
  • The relative power of PCs becomes insignificant, because every time they get stronger, the easier it is to just attack things to get what you want.
  • Killing a dragon at level 6/8 is awesome, it's harder, requires planning and tactics by you get a nice warm feeling.
  • Takes away a focus from planning, and instead on powergaming and maximising damage.

 

It probably is a little bit more difficult to collaborate on making characters of equal power level but other groups seem to do it fine. It's not possible to write a comprehensive guide on not-optimising, but in general:

  • Don't create a 'build', just create a character.
  • Don't try to abuse unintended features in the rules.
  • Don't multiclass.

If you start trying to get as much power out of a low-level character, I think with consistently average-power characters it will be helpful in putting more focus onto the story and onto roleplay.

 

Optimisation has been the source of all of the problems with this game so far, because our mentality is that we have to beat everybody. It's why free templates were removed, it's why we had that whole massive argument about settlements and leadership. Stop going into the game to win, and instead just have fun and we should have a better time.

 

 

Three options:

 

E8

"Gentlemen's agreement" to stay at a similar power level, at this level there's less caster/warrior disparity so should be easier.

This still means a character rebuild, and if possible collaborative. Saturday maybe?

 

E6

Rebuild Characters

I audit them all

 

E6

Rebuild characters

"Gentlemen's agreement" to stay at a similar power level, at this level there's less caster/warrior disparity so should be easier.

Collaborative character building guided by me

 

I prefer E6, I know people don't want to rebuild characters but I think option 3 is the best. Characters can fend for themselves rather well, it means that they are the paragon of humanity (realistically) rather than superhuman and due to the roll of the houses I think that it would actually work quite well.

 

Roles of the houses:

The houses weren't just to add flavour, hopefully they will also add a little 'crunch' to the world and help add a level of tactical gameplay. This way, direct combat will occur a lot less - such as when you want to lead troops in battle, prove your power through a duel, survive an ambush/assassination or if you're on a solo adventure.

 

The intention is that houses will let you do non-combat things more common in higher levels at lower levels through wit and such. You will be entitled to a small group of bodyguards, building settlements and such - and later, wars and battles.

 

This way, as requested the game will be more about tactics rather than direct combat. Although combat is still going to be rather a large part of the game and I don't want invulnerable characters fighting off anything, and that is why there needs to be a de-optimisation of some characters, particularly Jen, Archi, Nex.

People have said that Mather's character is overpowered, but I think that he is on the right level of optimisation. And no, that is not an invitation to make an overpowered character to prove a point.

qTLQRuS.png

Link to comment
Share on other sites

https://dl.dropbox.c...833/houses.html

 

https://dl.dropbox.c...833/mapfin1.png

 

 

Please take not of the scale of the map, it is 5800 miles across and 3450 from top to bottom making it rather large. People can travel on foot 74 miles a day. Between cities is wilderness, this can be forests, hills, grassland - but is generally empty. The less cities around, the more dangerous creatures that are able to survive in the area - making the Wildlands extremely dangerous.

 

Some of the larger cities now have teleportation circles:

 

Cairn:

Headale Keep, Wizards' Guild, Nulbuzar, Thorsulfrot

Fleton:

Fleton, Ingheath

Gis: Hewold's Delve, Wynes, Steinbye, Wybury

The Wildlands:

Calodic Hold, Theirnfief

 

One-Way:

Hewold's Delve > Headale Keep

Hewold's Delve > Wizards' Tower

Wizards' Tower > Arar

Wizards' Tower > Rehill

 

It costs 400 GP per travel

 

-

 

Nex, please contact me with your character sheet to see how powerful it is. It may be okay.

qTLQRuS.png

Link to comment
Share on other sites

I was in the Freemen, not the Union.

Will be fixed on the next update.

 

 

Coming soon:

Updated laws

New NPC classes/templates

More nobility boons

Church boons

Bodyguards/Military

Wealth for houses

Commoner factions

qTLQRuS.png

Link to comment
Share on other sites

I propose we decide on a strategy for our political endavours.

 

As it is now, house Couvert seems like the biggest threat to the safety of the region, having less notable allies than enemies. I propose we endavour to instate Archi as the head of the house, after which formal apologies to the Wizards' guild and house Lidburg would be in order.

Next on the agenda would be to encourage house Caedmon to support the Ecclesiastical Order for the good of the church.

The comes negotiating a peace between house Anselheim and house Rouselle.

 

In addition I will honor their allegiance to my house by supporting house Magnus in their efforts to aqcuire the dowry to wed the head of house, Leon Magnus to Mayra Caedmon of house Caedmon.

 

I also request that Kaede petitions house Lambert to cease their grudge against house Torben, in return for which house Torben will use its influence to aid in gathering workers for the construction of their keep.

 

 

EDIT: Also, Res, may I suggest <center></center> and <body bgcolor="#aaaaaa"></body> tags on the houses page? It would be more visually pleasing that way.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

2:05 PM - Ennui: If Mather hasn't posted them, can you post these:

Ennui: Conditions on me rejoining: All d20 (To Hit, Saves, etc) rolls have a SOFT-capped modifier of 17. All static things (AC, CMD, DCs, etc) are SOFT-capped at 27. Ability scores (Str, Dex, etc) can be any normally reachable number.

Ennui: Everyone gets 2 'Specialism' feats for free, which can be used to increase 1 Softcap by 1 point (per feat spent)

Ennui: Specialism feats can also be used to gain Class bonuses. For instance a Level 8 rogue could increase their sneak attack dice by 1d6 for 1 feat (level 9), then for 2 feats (level 10 and 11), then 2 feats again (Level 12 and 13). You only gain ONE of the class bonuses.#

Ennui: So its not an extra level

Ennui: You gain a free specialism feat, and a normal feat, every 5K. Normal Feats can be specialism feats, but not visa versa.

Ennui: Oh, feats spent to increase the softcap DO NOT increase the score itself, that has to be done through other means.

Link to comment
Share on other sites

The problem with rules like that, is that it encourages people to powerplay: "I'm fine doing that, it's not against the rules". Although the numbers are spot on. There is still an obligation to play characters of an equal, and average power level for this game.

 

Specialism feats are essentially retrainable capstone feats.

 

All of these extra, optional and villain feats are allowed however are changed to level 8.

http://1d4chan.org/w...ic6#Extra_Feats. I will work on some level 8 ones and capstone feats and ability advancement.

 

Every 5k every person gets one feat. This can be put this into the bonus feats which essentially emulate class levels.

 

I think that's a rather good idea on the ability scores,

Ability training, ability advancement now simply raise the cap.

 

All further characters need to be audited.

 

NEW RULE: ON DEATH, RECREATE AS A LEVEL 6

 

You cannot be the same class after death. You can be the same class with a different archetype.

 

Resurrection is still allowed, this will just hopefully mean that over time we will end up E6.

qTLQRuS.png

Link to comment
Share on other sites

In an attempt to make the game a more hardcore, I am going to introduce the following variant rules on new characters only.

  • Ability score rolling 6(4d6) (card system, so that everybody is equal/similar totals, Reroll if CHA is lower than 8)
  • HP rolling
  • Lengthened spell-casting (all spells are one step higher: swift, standard, round). Does not affect instantaneous.
  • Spellblights for all optional, bar UMD + turning

This will be countered by bodyguards. Each person will get a certain amount depending on their noble position or wealth.

You will also be able to hire soldiers, which will become progressively cheaper as you gain new lands and titles.

 

EDIT: you will be able to hire trolls, ogres, devils and other malevolent forces. They will be cheaper or more expensive due to your general values. I am currently writing up the list.

 

EDIT2: To supplement the desire for high level threats, I was thinking a sort of golem suit thing that isn't practical in all scenarios that works like Soul Jar - letting you command an army in a safe location.

It will be a sort of second character, with a set of guiding rules similar to eidolon building rules however it will not be practical in all scenarios.

The risk would probably be sustained temporary and constitution damage, 1d3 a day and a beserk chance.

Furthermore, they will have long transport times due to an inability to be teleported.

 

Somebody asked me how powerful nobles are. That depends on their influence and wealth, also how close the proximity they are to their castle. A minor noble from gis isn't going to have much luck telling a Cairn Peasant to lick his boots clean.

A minor noble is better than a commoner, but a guildmaster or bishop have more power.

A major noble essentially represents his house in terms of power, although before making promises and such the Head of House must allow it.

Royalty is the same as a major noble, except in a major house.

Royalty is always respected, except in the case of warring nations.

 

"oh no, there's a dragon attacking the palace! Get Lord Badass over here." lord charges at the dragon head on, wrestles the dragon to the ground, doesn't scuff a nail.

 

Instead.

 

"Oh no, there's a dragon attacking the palace! Ask Lord Norm to lead the attack against it." The Lord leads the attack, and orders two of his bodyguards to act as a diversion whilst he sneaks up. He evens out the fight by ordering a strike with siege weapons on the west wing of the palace, while he gets to a suitable position to snipe the dragon in the eye.

qTLQRuS.png

Link to comment
Share on other sites

Nnnnnnope.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

10 Bodyguards, Major Animal Affinity(Eagle/Giant Eagle/Roc[/Other Buteoninae?]) Blood Ability.

 

Minor Animal Affinity: The scion has an empathic communication with the animal to a range of 60 feet, although the scion must be able to see the animal. This ability is similar to the wizard/sorcerer’s ability to communicate with his familiar. Members of the species will never attack him unless they are magically controlled. The scion gains the wild empathy ability like a druid or ranger (detailed in the Player’s Handbook) but only towards his totem animal. If the scion already has the wild empathy ability he gains a +2 bonus to his checks when interacting with his totem animal.

 

Major Animal Affinity: In addition to the Minor effects the scion gains the following: The scion’s empathic communication increases to the ability to speak with animals of the totem species at will, as per the spell speak with animals. The animal must be within speaking distance of the scion. Members of the species regard the scion as an ally and friend and will cooperate with reasonable requests. An animal might guide or guard the scion during a trip in the wilderness, but it wouldn't follow him into civilized or inhospitable lands.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

They're rolled. Though you should do it together with Res, as I have no idea what two of the dice were for.

Also they're Blood Abilities, not Bloodline Abilities. These come from noble blood, not bastardism like whatever spellcaster that used Bloodlines. Essentially they're complete opposites, since the Blood Abilities comes from the pureness of the blood (due to the selective breeding that royal houses often carry out), whereas the Bloodline Abilities come from impurities (due to interbreeding).

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.