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It...apparently means that they are jonesing for a beer.
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Guild Wars joke. There's a race of rat-people called the Skritt, and their name in- and out-of-universe is often used for puns, since it rhymes with 'shit.'
Only in that it requires a skill check. Saga Edition had per-encounter powers. (I think older and cruddier editions of d20 Star Wars had a "cast from hit points" system, but it proved unpopular.)
I stole that Module to use as the Fourth AP book for Second DArkness, because my players' characters in character would never have done an undercover mission like the 4th book required.Pathfinder 'Beyond the Vault of Souls' has an interesting ending- it's the second pathfinder product I know where the creation of a new god is a possibility.
Though as it's one made of powerful atheist souls put together by a cult that *thinks* they're piecing together bits of Aroden, the result is likely to be... unusual. And it's not a given, just one possibilities
I have played with it. And it's an odd beast- at early levels of xp you have a significant failure chance (particularly light side players). Unless you start using the other alignment pips- which is not that risky in terms of alignment shift, but still something to watch if your playing a grayish type like Anakin. You still mainly want commits or Force powers that enhance other rolls (and thus are less effected by failure then action based powers).I haven't gotten a chance to play with the Fantasy Flight Force Power system, but it basically operates by either rolling force dice (with pips for light/dark side points available on a given turn) or committing force dice to keep a power active for an extended time (meaning you can't use other force powers, quasi concentration basically).
The fourth module of Second Darkness kind of leads straight into the fifth, so I'd think that swapping out one would force you to substantially alter the other.I stole that Module to use as the Fourth AP book for Second DArkness, because my players' characters in character would never have done an undercover mission like the 4th book required.
I reflavored the cultists as Drow, and had the big plot point of the module be about trying to find a shortcut to power the runes that show up in book six to trigger another Earthfall.
then I encountered the crap that was the fifth book of the AP, and I was devestated that I hadn't skipped it instead.
Nah, worked out. Had the Drow relevant encounters still occur, jusr on another plane, so the players found out the info they needed. They ran through a portal in to escape and ended up in the Elf city to start book 5. Which I heavily rewroye because the Council's actions make no gosh darned sense.The fourth module of Second Darkness kind of leads straight into the fifth, so I'd think that swapping out one would force you to substantially alter the other.
(I ran my group through all of Second Darkness last year. Can I ask what you didn't like about the fifth module?)
Only one member of the Council was involved in that: the one that turns into a drow later anyway.
And none of the PCs know that. Why would they stand around and hang out with the Council for at least a night (minimum amount of time needed till the Spike must be recharged) and just trust that these assholes who are nothing but jerks weren't really part of the plot?Only one member of the Council was involved in that: the one that turns into a drow later anyway.
It's relevant because there is a mini-DnD setting for Star Wars Fantasy Flight, with "wizards", "clerics", and "paladins" on a world with strange creatures, ancient force artifacts, and even crashed spaceships that are seen as ancient magical fortresses. It's set on a backwater world that hasn't had contact with the wider galaxy.
No, it's official. It's in the Nexus of power handbook. Examples include Paladins of the Adamite Tower, Astromancers who believe they need chalk circles/words in a dead language/fetishes to cast "spells", and priests who have the secret knowledge of mystical healing.
@LupineVolt you have a sibling in spiritDragon still has a million attacks so still has an advantage buuuuut. He wasn't flying, so got tripped.
Huh, sorry, I misremembered.I remember reading this one, and iirc that it stuck to Vancian spell casting was the big failing of the system.
Okay, what kind of mechanics are you thinking of for Tricks? Because I've been sitting on a desperate urge to implement Ambush Feats in 5e, which swap Sneak Attack dice for other effects. I've also been sitting on an idea for all-day spellcasting that does mana pools by way of dice.(Edition: 5e)
Can someone make a Clown class where instead of spells they have 'Tricks'? I know a bard is essentially a clown but I'm thinking more of something in between a bard and a rogue; a missing link of sorts that connects them.
I was initially thinking something like Ki, but then seeing your idea for swapping the Sneak Attack with other effects, I think that those effects could be "tricks", which range from things like tying someone's ankles together so they'll trip if they try to run to spraying someone's face with acid to conjuring bombs to distracting someone with juggling. What do you think?Okay, what kind of mechanics are you thinking of for Tricks? Because I've been sitting on a desperate urge to implement Ambush Feats in 5e, which swap Sneak Attack dice for other effects. I've also been sitting on an idea for all-day spellcasting that does mana pools by way of dice.
Katanas would simply be reflavoured longswords; page 41 of the DMG goes into more detailed about it. Talk to your DM about it.