grommile
nasty-minded old cynic
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Late 1e - specialization first appeared in the original Unearthed Arcana book.Weapon specialization,and mastery/high mastery/grand mastery were introduced in 2e,
Late 1e - specialization first appeared in the original Unearthed Arcana book.Weapon specialization,and mastery/high mastery/grand mastery were introduced in 2e,
Constitution scores are never triple digits and usually under 20. We only ever used firearms as nonmagical items so they were never further complicated. It is extremely easy to track Con damage separately from HP, but if your party is going all in on guns, then it's actually makes for much speedier combats for anything that isn't supernaturally tough or regenerative. It also makes for extremely good combos with Fort save spells and poisons you otherwise wouldn't use, since it penalizes their saves.Seems like a pain in the ass to keep track of ability score damage. I'd rather let hit points do their job, but make damage more based on the badassery of your fighting prowess instead of how much you spend on magic items.
No. It has been done in late 3.5. It works. Also, divine casters are more Op than martials, so removing OP classes is in fact good game design.I'll note that giving healing abilities without sharply limited uses per day is not generally considered to be good. Martial classes are not intended to be able to function in a party without a divine caster for healing. Removing the need for one of the 4 basic archetypes tends to be the first sign that a build is overpowered.
...that... I did not think of. You'd really only be able to trigger the situation by burning your Swift Action to change Stance after doing something to inflict self damage, but it's clearly a bug. Acid or Negative Energy is the question for what to convert it to...What happens if you have damage in the pool given by the stance and then you change stance mid-turn? It's inflicted to you or just disappears?
Divine Spirit probably has better sustain. Remember, there's health costs. The worst abuse I can think of is a variation the old 3e Whirlwind/Cleave with... some item I can't remember the exact name of. That item generates infinite targets to whack with life drain/whirlwind. This exploit is naturally solved by restricting to getting only as much health as it takes to kill the enemy, recycling the wording from Vampiric Touch to do so.I'll note that giving healing abilities without sharply limited uses per day is not generally considered to be good. Martial classes are not intended to be able to function in a party without a divine caster for healing. Removing the need for one of the 4 basic archetypes tends to be the first sign that a build is overpowered.
Not really, you could get damaged bfore you act and then switch stance with damage in the pool. Just add a line like this: "When you end this stance with damage remaining in the pool, that damage is dealt to you HP." No damage conversion, yoou just take it....that... I did not think of. You'd really only be able to trigger the situation by burning your Swift Action to change Stance after doing something to inflict self damage, but it's clearly a bug. Acid or Negative Energy is the question for what to convert it to...
You mean Devoted Spirit? The Crusader exclusive style? So, another divine class....that... I did not think of. You'd really only be able to trigger the situation by burning your Swift Action to change Stance after doing something to inflict self damage, but it's clearly a bug. Acid or Negative Energy is the question for what to convert it to...
Divine Spirit probably has better sustain. Remember, there's health costs. The worst abuse I can think of is a variation the old 3e Whirlwind/Cleave with... some item I can't remember the exact name of. That item generates infinite targets to whack with life drain/whirlwind. This exploit is naturally solved by restricting to getting only as much health as it takes to kill the enemy, recycling the wording from Vampiric Touch to do so.
What is a divine class? There are divine casters, but a crusader ain't one.You mean Devoted Spirit? The Crusader exclusive style? So, another divine class.
It's more of an archetype thing. To me at least. Healing magic comes from the gods (or from necromancy) The Crusader is basically the wuxia version of the Paladin, so it doesn't mess up the archetype. It's still drawing from the same well.What is a divine class? There are divine casters, but a crusader ain't one.
Well, healing others can work with some of the fluff(life force manipulation via Alchemy is how the life drain and delayed damage work). Probably going to use a make-a-potion Boost to basically store health overflows from the larger life steal instances. Might make a life transfer Boost to be able to shoot people and heal for the difference of the attack damage and the sacrificed health.Not really, you could get damaged bfore you act and then switch stance with damage in the pool. Just add a line like this: "When you end this stance with damage remaining in the pool, that damage is dealt to you HP." No damage conversion, yoou just take it.
Divine Spirit has better sustain than this discipline so far, you can heal others with Divine Spirit while this one appears to be self-healing only.
Not a caster, though. And it costs very little to get access as another class. Also, Crusader is Divine themed. It does not use an actual Divine power source. Hell, several of the healing Maneuvers are just flat Extraordinary abilities, not even Supernatural, let alone Spell-Like, let alone actually Divine.You mean Devoted Spirit? The Crusader exclusive style? So, another divine class.
...Oh, what about hypermundane Medicine, or arcane potion creation. Or the fact that numerous first-party sources separate Divine power from gods, or even any sort of entity at all and have it purely be about faith(admittedly, it's a little setting dependent). Hell, the Monk has a literally identical self-heal to the Paladin(except scaling with Wis instead of Con, and lacking heal-other options) and Psionics has healing of its own, right in it's initial sourcebook.It's more of an archetype thing. To me at least. Healing magic comes from the gods (or from necromancy) The Crusader is basically the wuxia version of the Paladin, so it doesn't mess up the archetype. It's still drawing from the same well.
The gods being a generic term for sources pf divine power, for one. Psionic healing, at least as I recall was extremely limited and worked via granting fast healing and accelerating the body's natural processes. Also, as far as I know pretty much all Devoted Spirit abilities were Supernatural, though I can check. Monk is unusual and always was, because ki is so vaguely defined, but monk had the lowest healing potential out of any of those mentioned, such that it was pretty much never relevant outside of keeping him in the fight for another few rounds as opposed to being able to stay topped off at all times like a constant passive percentage of damage dealt ability would.Well, healing others can work with some of the fluff(life force manipulation via Alchemy is how the life drain and delayed damage work). Probably going to use a make-a-potion Boost to basically store health overflows from the larger life steal instances. Might make a life transfer Boost to be able to shoot people and heal for the difference of the attack damage and the sacrificed health.
Not a caster, though. And it costs very little to get access as another class. Also, Crusader is Divine themed. It does not use an actual Divine power source. Hell, several of the healing Maneuvers are just flat Extraordinary abilities, not even Supernatural, let alone Spell-Like, let alone actually Divine.
...Oh, what about hypermundane Medicine, or arcane potion creation. Or the fact that numerous first-party sources separate Divine power from gods, or even any sort of entity at all and have it purely be about faith(admittedly, it's a little setting dependent). Hell, the Monk has a literally identical self-heal to the Paladin(except scaling with Wis instead of Con, and lacking heal-other options) and Psionics has healing of its own, right in it's initial sourcebook.
Healing has never been the exclusive domain of the Cleric and Paladin in 3.5. Druids are Divine casters with healing access, and they get their power purely from nature, no god required.
Explain bards, those are arcane. And Druids. Rangers. Any guy with a wand of Cure light wounds. Factotums. Dragons. Spirit shamans. Any wizard with Arcan Domain (healing).It's more of an archetype thing. To me at least. Healing magic comes from the gods (or from necromancy) The Crusader is basically the wuxia version of the Paladin, so it doesn't mess up the archetype. It's still drawing from the same well.
Since the delayed damage pool is integral to the discipline, it might be better to move it from a stance to referencing the class feature from the crusader. Or just make a hunter class and give it 3-4 disciplines connencted to various styles.Well, healing others can work with some of the fluff(life force manipulation via Alchemy is how the life drain and delayed damage work). Probably going to use a make-a-potion Boost to basically store health overflows from the larger life steal instances. Might make a life transfer Boost to be able to shoot people and heal for the difference of the attack damage and the sacrificed health.
I did explain druids and rangers in a prior post. Bards originally were based on druidic traditions, although I'll note that in 2e they couldn't heal and used the wizard spell list. Dragons could always cast divine spells, in 2e they actually had separate sets of spell slots to do it, drawing on the power of the two Archetypes, Bahamut and Tiamat. I don't even know what the fuck a factotum is because the last time I heard that word in reference to d&d it meant "ranking officer in a Sigil faction". And "arcane domains" are something from a book where nothing is canon to any setting ever produced, and is explicitly a "yeah whatever" book with random shit tossed in. Wands are made by people who can cast that spell.Explain bards, those are arcane. And Druids. Rangers. Any guy with a wand of Cure light wounds. Factotums. Dragons. Spirit shamans. Any wizard with Arcan Domain (healing).
Arcane magic is technically divine, it comes from a god. XDExplain bards, those are arcane. And Druids. Rangers. Any guy with a wand of Cure light wounds. Factotums. Dragons. Spirit shamans. Any wizard with Arcan Domain (healing).
Since the delayed damage pool is integral to the discipline, it might be better to move it from a stance to referencing the class feature from the crusader. Or just make a hunter class and give it 3-4 disciplines connencted to various styles.
Only in Frogotten Realms. In Eberron, for example, it's unclear if gods exist. Divine magic still works. In Dark Sun arcane magic eats life.
In reverse order: wands can be made by 2 classes (artificer and warlock) that specifically don't cast divine spells. the factotum is a base class from Dungeonscape. Arcane domain is a feat from Complete Arcane, this lets wizard borrow a spell from a domain 1/day. Like a domain lets a cleric cast a wizard spell, but in reverse. Dragons can (3E) cst both arcane and divine spell as arcane, no gods required. Bards can in 3E heal as arcane casters, but there is a divine adapataion as optional rule, it references the bard's origins as druid derivative.I did explain druids and rangers in a prior post. Bards originally were based on druidic traditions, although I'll note that in 2e they couldn't heal and used the wizard spell list. Dragons could always cast divine spells, in 2e they actually had separate sets of spell slots to do it, drawing on the power of the two Archetypes, Bahamut and Tiamat. I don't even know what the fuck a factotum is because the last time I heard that word in reference to d&d it meant "ranking officer in a Sigil faction". And "arcane domains" are something from a book where nothing is canon to any setting ever produced, and is explicitly a "yeah whatever" book with random shit tossed in. Wands are made by people who can cast that spell.
I would strongly advise that you don't make the self-inflicted damage of any specific energy type. If you do, players will find a way to avoid taking it by getting resistance or immunity to that energy type and ruin whatever sort of balancing effect that taking the damage was supposed to provide....that... I did not think of. You'd really only be able to trigger the situation by burning your Swift Action to change Stance after doing something to inflict self damage, but it's clearly a bug. Acid or Negative Energy is the question for what to convert it to...
But do the D&D rules provide much support for actually playing characters like that? Fighters have limited or no access to Bluff, Disguise and Stealth skills in most editions, so playing a guile hero like Odysseus doesn't seem very feasible. Want to be a high mobility swordsman like a swashbuckler? I can tell you from experience that it's extremely hard to do without a PrC, because Fighters don't get Tumble. Most of the characters you listed would have to be a rogue or a bard.Raw strength was common among western heroes, yes, but so too was skill or other talents: Askeladden, Odysseus, Nathaniel Bumpo, Jack (ALA Jack and the Beanstalk). This also extends to various Middle Eastern heroes such as Aladdin, too. Sinbad of all people is given as an example of an archetypical Fighter in the AD&D 2E PHB.
Having to drag around a bunch of NPC sidekicks strikes me as more of a liability than a benefit, at least in your typical campaign where you're part of an adventuring party. Remember the discussion a few pages back about how hard it is to keep a party's horses alive in a mid-level game? A bunch of 1st level warriors would be the same way. Not to mention crowding up the battlemap and slowing down combat by giving the GM way more NPCs to keep track of.
Eh... if I wanted combat to be realistically lethal, I wouldn't be using the D20 system for the campaign. I'd be using Shadowrun or Savage Worlds or White Wolf or FATE or Fading Suns or any of the many, many RPG systems where characters have a damage track that doesn't grow as they advance and getting shot or stabbed remains a serious threat throughout. D20 has a more cinematic approach. The whole point of hit points, in my opinion, is to allow for the "just a flesh wound" trope, where heroes know how to roll with the punches and only ever get bruises and shallow wounds until the end. I prefer to look at hit points that way, as a middle ground between the "I can be full of holes and not even notice" approach that hit points imply and the "vitality point" one.If you prefer lower powered campaigns with more lethal stakes and less outright combat, it works very well.
And in Dragonlance, where Wizards are explicitly nothing but Speciality Clerics of the Moon Trio.Only in Frogotten Realms. In Eberron, for example, it's unclear if gods exist. Divine magic still works. In Dark Sun arcane magic eats life.
the factotum is a base class from Dungeonscape.
That's the proppa orky way.And in Dragonlance, where Wizards are explicitly nothing but Speciality Clerics of the Moon Trio.
The Factotum's healing ability takes the form of them praying to a random assortment of deities until something works.
I could be cheeky and suggest Chainmail, right ?I'm double posting because this next thing is in a completely different topic, and here I'm asking a question.
What is the best set of rules for resolving mass combat? I'm planning on setting up a conquest/rulership style campaign, in the vein of Kingmaker but in a homebrew setting. I'm familiar with the pathfinder one, and with the old Battlesystem rules, but I was wondering if anyone had other suggestions.
I'm not sure I can recall any instance of somebody actually using the mass combat rules. In my experience, GMs usually handle mass combat by making it a background event rather than trying to play out the whole thing and roll dice, and focusing instead on the small but crucial portion of it that the PCs are participating in.What is the best set of rules for resolving mass combat? I'm planning on setting up a conquest/rulership style campaign, in the vein of Kingmaker but in a homebrew setting. I'm familiar with the pathfinder one, and with the old Battlesystem rules, but I was wondering if anyone had other suggestions.