Dungeons and Dragons Megathread

I'd houserule 'can use whip feats'.
Since it's pretty much a metal whip? Yeah.
edit:
The urumi is handled like a flail arm but requires less strength since the blade combined with centrifugal force is sufficient to inflict injury. As with other "soft" weapons, urumi-wielders learn to follow and control the momentum of the blade with each swing, thus techniques include spins and agile maneuvres.
These long-reaching spins make the weapon particularly well-suited to fighting against multiple opponents.
When not in use, the urumi is worn coiled around the waist like a belt, with the handle at the wearer's side like a conventional sword.
Definitely a Finesse Weapon, maybe Reach as well?
edit2:
It is considered one of the most difficult weapons to master due to the risk of injuring oneself.
It is treated as a steel whip, and therefore requires prior knowledge of that weapon.
For this reason, the urumi is always taught last in Indian martial arts.
edit3:
The urumi hilt is constructed from iron or brass and is identical to that of the talwar, complete with a crossguard and frequently a slender knucklebow.
The typical handle is termed a "disc hilt" from the prominent disc-shaped flange surrounding the pommel.
The pommel often has a short decorative spike-like protrusion projecting from its centre.
The blade is fashioned from flexible edged steel measuring three-quarters to one inch in width.
Ideally it should be the same as the wielder's armspan, usually between 4 feet to 5.5 feet. Multiple blades are often attached to a single handle.
The Sri Lankan variation can have up to 32 blades and is typically dual-wielded, with one in each hand.
:o
 
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Oh, on my Merfolk's rage powers, I'm currently thinking-
2nd- Lesser Beast Totem. The Wrath game I'm in has drawn my interest to how useful it is to have two full-BAB attacks at low level. Plus there's not as many magic attacks to worry about yet.

4th- Superstition. Of course.

6th- Beast Totem

8th- Savage Dirty Trick or Witch Hunter

10th- Greater Beast Totem

12th- Eater of Magic

14th- Whatever I didn't get at 8

16th- Come and Get Me

18th- Unexpected Strike

20th- Auspicious Mark

I could swap 6/8 depending on whether I feel the need for more offense or defense, and depending on our foes (fighting aliens, it wouldn't surprise me if we faced less mages than normal). And I probably will use feats to accelerate my obtaining stuff as some point.
 
Either should work, but being an Avariel (as with being a Pixie, for that matter) would definitely draw attention. Likely less negative attention from one's peers and more neutral or positive than a Pixie (being able to fly is seen as a much more useful trait / addition to the team when it doesn't come paired with "… And they can fit in the palm of a hand"), but you'd also be an easy identify for Guards / Mercenaries / Soldiers what with "The only (Winged) Avariel in a 20km radius."

EDIT: On a related to game but not to PC note, Stats is iffy for me right now. Raw 3D6 straight down the line is tried and true… but also doesn't help with the whole "Character concept in mind" thing. 4D6b3 / 5D6b3 would work in other systems fairly well… but AD&D (2E) has stat requirements for classes. The "Everything starts at eight and roll 7D6 to add" thing is an option… but that typically leads to one good stat and everything else being sub-par (Average of 7D6 + 48 is 72). Not that I particularly mind this (people have seen me sing my thoughts from the rooftops enough already about AD&D 2E's allowance for low stats not fucking you over), but other people do and it can be inconvenient to have bonuses in only 1-2 things at Level 1.

Any particular preference among interested? I'd rather avoid "5D6b3 x 7 best six" as it swings a bit towards the other direction (see: This is a Bandit / Hitman / Ne'er-Do-Well game, not an "Evil Overlord Adventurers" one), but there are very few good Point Buy systems for AD&D since everything between 8ish-14ish tends to be neutral mechanically (regarding combat, anyways: Wizards will still want high Int, likewise Rogues Dex and whatnot).
 
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For @Drachyench's game, I'm looking at a Pixie trained by a Zhentarim rogue (and thus using the Zhentil Keep Rogue kit).
Dump a shitload of points into charisma and get a fox mount. Then you can be a suave as fuck Pixie ontop of your MAJESTIC RED STEED.

Edit: Wait shit thought you were playing one. Still the best advice though.
 
Oh, I intend to play a Pixie, though I hadn't given much thought to a mount. I do like the idea!
Make sure to get a fancy musketeer hat and other bling clothing. Gotta be stylish while you go around SMACKING DOWN HEARTLESS FIENDS as a grand protector with endless enthusiasm and HEART OF TRUE HEROISM HOHOHOHOHO despite being small enough to fit in a normal mans hand.

As you can probably tell, I played something like this before. Was hands down the best character I ever played. Went all the way from one to twenty as that little badass.
 
Does anyone have a link to PC Pixie stats? I'm kind of interested now with all this talk...
They're in the Complete Book of Humanoids, and I wouldn't be surprised if they're in a couple other books as well. They have a few… obvious, advantages to them (giving them a lot of bonuses), but pay for it by being fairly small (with obvious consequences mechanically and thematically) as well as requiring twice the EXP to level (meaning they're often at least 1-2 levels behind the remainder of the party). Polymorph Self at Will is probably going to be house-ruled out (that or limited in its functionality, if only because Polymorph is always broken regardless of edition), but many of their remaining abilities aren't too bad due to either requiring touch or limited effectiveness at higher levels.
 
Either should work, but being an Avariel (as with being a Pixie, for that matter) would definitely draw attention. Likely less negative attention from one's peers and more neutral or positive than a Pixie (being able to fly is seen as a much more useful trait / addition to the team when it doesn't come paired with "… And they can fit in the palm of a hand"), but you'd also be an easy identify for Guards / Mercenaries / Soldiers what with "The only (Winged) Avariel in a 20km radius."

EDIT: On a related to game but not to PC note, Stats is iffy for me right now. Raw 3D6 straight down the line is tried and true… but also doesn't help with the whole "Character concept in mind" thing. 4D6b3 / 5D6b3 would work in other systems fairly well… but AD&D (2E) has stat requirements for classes. The "Everything starts at eight and roll 7D6 to add" thing is an option… but that typically leads to one good stat and everything else being sub-par (Average of 7D6 + 48 is 72). Not that I particularly mind this (people have seen me sing my thoughts from the rooftops enough already about AD&D 2E's allowance for low stats not fucking you over), but other people do and it can be inconvenient to have bonuses in only 1-2 things at Level 1.

Any particular preference among interested? I'd rather avoid "5D6b3 x 7 best six" as it swings a bit towards the other direction (see: This is a Bandit / Hitman / Ne'er-Do-Well game, not an "Evil Overlord Adventurers" one), but there are very few good Point Buy systems for AD&D since everything between 8ish-14ish tends to be neutral mechanically (regarding combat, anyways: Wizards will still want high Int, likewise Rogues Dex and whatnot).
Yeah but the main requirement offender(if we ignore bonus XP) are paladin, bard and druid, and these do not tend to be primary in evil partys. 4d keep 3 or adding maybe 8-9 d6 on base 8 might work? Or increase the base to 9 while adding the 7d6
 
Both would sound good to me: They allow for lower stats, but don't necessarily leave the party either helpless (if 4D6b3 might require a "Do-over" such as "Can re-roll if your total points come to under 75" or something of the sort) or overly likely to hit "90+ Attribute Points total".
 
I actually have a chart somewhere that gives you different pixie abilites the more you level with it. Just need to find the darn thing.
 
I actually have a chart somewhere that gives you different pixie abilites the more you level with it. Just need to find the darn thing.
AD&D's a bit… disorganized. Mainly because it has a ton of books with sometimes contradictory entries. How many "Elementalist" kits are there for Wizards, for example? Including non-FR Campaign Books / Splats? The same holds true for a couple races due to them either featuring in certain settings (thus needing more balanced / average stats) or setting variations between races (ex: FR Minotaurs vs Krynn Minotaurs).

On the plus side, tons of official books to work from. On the minus side, tons of official books to work from.
 
AD&D's a bit… disorganized. Mainly because it has a ton of books with sometimes contradictory entries. How many "Elementalist" kits are there for Wizards, for example? Including non-FR Campaign Books / Splats? The same holds true for a couple races due to them either featuring in certain settings (thus needing more balanced / average stats) or setting variations between races (ex: FR Minotaurs vs Krynn Minotaurs).

On the plus side, tons of official books to work from. On the minus side, tons of official books to work from.
Nah its player made, some guy on a fourm played them a bunch so he made a chart for others to have.
 
Any particular preference among interested? I'd rather avoid "5D6b3 x 7 best six" as it swings a bit towards the other direction (see: This is a Bandit / Hitman / Ne'er-Do-Well game, not an "Evil Overlord Adventurers" one), but there are very few good Point Buy systems for AD&D since everything between 8ish-14ish tends to be neutral mechanically (regarding combat, anyways: Wizards will still want high Int, likewise Rogues Dex and whatnot).

Straight 16s for everyone. No messing around :)
 
Straight 16s for everyone. No messing around :)
I said I'd like to avoid "Evil Overlord Adventurers", and straight 16's in AD&D 2E (or 96 points total) is the sort of thing I'm fairly certain people have killed for before (If, humorously, it provides very little for Int / Str and fails to meet Paladin's Cha requirements).
 
I said I'd like to avoid "Evil Overlord Adventurers", and straight 16's in AD&D 2E (or 96 points total) is the sort of thing I'm fairly certain people have killed for before (If, humorously, it provides very little for Int / Str and fails to meet Paladin's Cha requirements).
BTW are you planing to stay with all the rules in terms of who can play what racewise? I was thinking of going cleric/thief which sadly is a somewhat..rare. combination
 
BTW are you planing to stay with all the rules in terms of who can play what racewise? I was thinking of going cleric/thief which sadly is a somewhat..rare. combination
Only to degrees (ex: A Dwarf Evoker is right out, but a Flint Cleric-Thief - a race that can be both a Thief and a Cleric - is not).
 
AD&D's a bit… disorganized. Mainly because it has a ton of books with sometimes contradictory entries. How many "Elementalist" kits are there for Wizards, for example? Including non-FR Campaign Books / Splats? The same holds true for a couple races due to them either featuring in certain settings (thus needing more balanced / average stats) or setting variations between races (ex: FR Minotaurs vs Krynn Minotaurs).

On the plus side, tons of official books to work from. On the minus side, tons of official books to work from.
My friend told me there were like 9+ different monk classes, which tended not to resemble each other much. Also, that there were multiple printings of the same book name with rather different content.
 
Either should work, but being an Avariel (as with being a Pixie, for that matter) would definitely draw attention. Likely less negative attention from one's peers and more neutral or positive than a Pixie (being able to fly is seen as a much more useful trait / addition to the team when it doesn't come paired with "… And they can fit in the palm of a hand"), but you'd also be an easy identify for Guards / Mercenaries / Soldiers what with "The only (Winged) Avariel in a 20km radius."

EDIT: On a related to game but not to PC note, Stats is iffy for me right now. Raw 3D6 straight down the line is tried and true… but also doesn't help with the whole "Character concept in mind" thing. 4D6b3 / 5D6b3 would work in other systems fairly well… but AD&D (2E) has stat requirements for classes. The "Everything starts at eight and roll 7D6 to add" thing is an option… but that typically leads to one good stat and everything else being sub-par (Average of 7D6 + 48 is 72). Not that I particularly mind this (people have seen me sing my thoughts from the rooftops enough already about AD&D 2E's allowance for low stats not fucking you over), but other people do and it can be inconvenient to have bonuses in only 1-2 things at Level 1.

Any particular preference among interested? I'd rather avoid "5D6b3 x 7 best six" as it swings a bit towards the other direction (see: This is a Bandit / Hitman / Ne'er-Do-Well game, not an "Evil Overlord Adventurers" one), but there are very few good Point Buy systems for AD&D since everything between 8ish-14ish tends to be neutral mechanically (regarding combat, anyways: Wizards will still want high Int, likewise Rogues Dex and whatnot).

I just saw this and wanted to interject that I rolled on 4d6b3. I'm REALLY happy with what I got (I'll be sending you a screenshot in a bit), but I'll reroll if you really want me to.

Also, Pixies really aren't that tiny. A male Pixie has a base height of 24 inches with a 3d6 modifier. I rolled an 18, so I'm actually the size of your typical gnome.
 
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