I figured that Eric, Grummun and I, as well as probably a few others can pretty much divert any topic to discussion of D&D in its various incarnations...so there might as well be a thread about it, just in case. Ellie and David, feel free to move any and all of those tangents here as you deem appropriate. Not that you need my permission or anything, it's y'all's house after all.
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Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix


Re: D&D
You just beat me to creating a topic. :D
Ah, I see.
Sorcerers are just weird from a setting standpoint. They're all about untutored, spontaneous magic - but they produce exactly the same magical effects that book-learnin' wizards do? Ehn.
Mind you, I have a homebrew D&D setting where I found a niche for all three.
It gets weird: It's sort-of Spelljammer, but only one star system is detailed so far. The inner planets and moons are where humans, elves, and dwarves come from, while two of the moons of one outer planet have goblins and orcs respectively. Outer-system races use psionics while inner-system races use regular arcane magic. Wizards were the dominant sort of magic-users for thousands of years, but very recently, sorcerers have started to pop up in relatively large numbers, causing a huge economic and for-lack-of-a-better-word "technological" boom. (One mirrored in the outer system as the number of psions increases. And orcs have gunpowder. But I digress...)
The schtick with sorcerers in the setting is as so: sorcerers don't learn magic so much as record it and play it back at will - and they can only do from between another magic user and the target of that user's spell, biasing their spell selection a bit. Wizards are less than universally inclined to give away their better spells, and that goes double for newly-invented spells. On the other hand, something very much resembling "industry" exists with packs of sorcerers running around casting "unseen servant" and the like. Magical items are 1/10th standard cost (if you are using D&D - I've vacillated between BESM and Cinematic Unisystem), though simple spells made permanent on an item get used much more often. The previously-medieval societies now have growing middle classes who can afford cheap conveniences made from low-level magic. ("Prestidigitation", "Light", and "Unseen Servant" go a long way in that regard.)
We'll see.
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Sounds like a cool world. I'm not all that familiar with Spelljammer, but I like the idea of Space Dwarves.
If I were going to redo Sorcerer, I'd give them more Charisma-based skills, and have them operate on a spell-point sort of system. The danger of doing that could be shifting them too close to Bard in terms of party-placement. Of course, there's a lot of overlap between Bard & Charisma-Rogue anyway, so it might not be that big a deal. And, let's face it, Bards are a secondary caster really (as much as I like the 3.5 Bard).
You could also replace the Sorcerer with the Warlock, or the Wu-Jen pretty easily, I think.
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
They're...dwarves! They're dwarves in space...
Thanks! Well, to be honest, I pretty much only kept two concepts from Spelljammer - flying ships can go into space, and they don't have to be remotely airtight to be habitable because envelopes of air form around most objects in the void between worlds. The particular atrocities against physics involved ("air sticks to stuff" and "gravity actually only comes from one mineral", among others) are entirely my own creation. ;)
Just to pain readers, one setting detail: I ditched the rivers of phlogiston that crystal spheres (holding star systems) bobbed around in. It's just stars in space. The best way to travel between stars is to find a shortcut in space that an impatient dragon made between systems. This is a bit tricky because dragons are scarce. In fact, in the initial system of the setting, they're thought to just be old legends - until one is found sleeping on a comet. Before leaving for parts unknown, that entity explains that, if you know how to look, there's a huge network of these...wyrmholes.
I call the whole thing "Transhumanoid WildSpace", since it steals rather a few ideas and a lot of the style from Transhuman Space.
Re: D&D
I don't play D&D, but I used to read my brother's gaming books for fun, and suggest ideas for his campaigns.
Eric -- I find your campaign world intriguing. I kinda dig the space/folklore fantasy combinations. (Once I had some ideas for a "Shadow Run in Space" setting, with Dwarves colonizing and mining the Asteroid Belt, etc. Later my brother said there was already some Shadow Run material about space, but they generally discouraged offworld campaigns by making magic ineffective out of Earth's gravity well, or something like that.)
Could you explain this again, especially the part in bold:
Or, to see if I get the idea: It's like a world where musicians can't "learn" how to play music in the conventional sense, but upon hearing another musican perform a piece, they can mentally "record" it and duplicate the performance at will? Is that how it is?
(In which case, I wonder how new spells originate in the first place. Or were all spells that can ever exist created back in some primordial time, and they all already exist, somewhere; they just aren't all propagated yet?)
EDIT: You posted while I composed. I dig the "wyrmholes"! That's great!
"My intellect is gigantic, monstrous, terrifying."
Re: D&D
Basically, yes. You just have to be the subject of a spell or "in the path of it" to record it. Say that you're a sorcerer and you want to learn "magic missile". If you can find a wizard (or other sorcerer) willing to teach you that one, you just have to put yourself between the wizard and some target and have him fire. (Magic missile being nice, as I understand it, in that the "missiles" would go around you and hit the target. Much nicer than "fireball", which would go off in your face...) If your brain and soul can handle recording that magic (ie, you have the levels/skill/XP for it), you can choose to "pick up" that spell.
Well, wizards invented all the current spells out there, and they can invent new ones - at least in this setting.
Re: D&D
Oh, okay. I missed that there was a distinction between "wizard" and "sorcerer." Thanks!
"My intellect is gigantic, monstrous, terrifying."
Re: D&D
Thanks. :D
For some reason, over the last 3 years or so, I've come up with a lot of settings that are basically "hideously mutant D&D". Previously, I usually did SF and modern-covert-fantasy/horror settings.
One of the other two that's worth sharing (and that actually has a name) is "World Without Fire". The premise came from a misunderstanding. A friend was telling me that the premise for his fantasy setting was "Prometheus gave man magic instead of fire." My eyes lit up and I said, "So, it's all paleolithic?" It wasn't...but I just had to do that. So, it's a D&D setting where none of the races harnessed fire because fire is an uncontrollable force, like lightning. If a modern-day Boy Scout somehow arrived there and tried to make a campfire, that fire would soon get angry, get loose, and spread dangerously.
Magic and divine favor let wizards and clerics harness fire, but neither group is very large. As a result, the highest civilizations are at the early edge of history, while much of the known world remains in deep primitivity. Megafauna like woolly rhinos and mammoths roam colder regions, and big cats are a real danger.
(And I'll tell you, researching what sort of technology and food-preparation and other things are possible - and plausible to develop - without fire is hard!)
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I think it's a fairly new thing in D&D. I think someone wanted to do characters that were more like the intuitive magic-users in a lot of fantasy novels.
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And I'll let other people post comments now, I think. ;)
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Maybe it's because the book-learnin' wizards are imitating a sorcerer's effects. Maybe a proper analogy would be those idiot-savant mathematicians and those that went the traditional PhD route.
A rogue was always one of the most fun character's to play. My DMs always hated me when I played my CN rogue because every night I'd go on my own adventure in the town.
Freddie Mercury was okay, but he was no Steve Perry. Steve Perry was the Chuck Yeager of rock sopranos.
Re: D&D
Innnteresting...
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I agree, although I had a good enough DM in college that I could have fun side adventures as a Ranger (this was in the 2nd Ed days). He liked my smuggler character, because it always meant that I was stirring up non-arc trouble that could then cause the party trouble at some in-opportune moment. And the party didn't mind too much because several times I was the only one with any real source of income.
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
Re: D&D
Ranger was pretty neat in 2nd ed, and it's pretty sad that 3.0 made the Ranger basically bite it...until 3.5, where now Ranger is actually good again.
When I wanted to be obnoxious and want to play a two-weapon guy in 3.0 I'd beg my DM for one level of Ranger. Because 3.0 Ranger got Ambidexterity, Two-Weapon Fighting and Track at first level, meaning that as a Human you'd have a total of five feats at first level...better than Fighter and ready to rock out. We ended up house-ruling out Ranger and coming up with our own variant...although I did discover that you can accomplish basically what Ranger is by multiclassing Rogue/Druid.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
I'm not crazy about the Paladin and Ranger classes. In 3+, I think they really should be prestige classes.
(Mind you, I found a use for them both in the World Without Fire setting mentioned above. Paladins were holy warriors of the coastal and semi-coastal civilizations and got outfitted by clerics of the Fire God - a sort of frustrated Vulcan - with for-real metal armor and weapons. Rangers were holy warriors of the less classical and more pagan side of the pantheon. I thought it made a nice pairing.)
Re: D&D
The problem with the Paladin is that they cap out at about 10th or 11th level (ooh, Remove Disease and shitty spell casting, whoo!)and there aren't that many PrCs to go with for them. Okay, at least not that many interesting PrCs. In Unearthed Arcana there's actually a variant Paladin as a prestige class, and I was playing one in a buddy's campaign...pretty cool. Basically you go Fighter/Cleric and then the PrC advances you at +1 caster level every other level, with the other paladin benefits spliced in. You end up at about where you'd be just taking Paladin, but you have a lot more in the way of spell selection and you've got domains (which rock if you pick them well). We were playing in Forgotten Realms (sort of) so I went with Tyr and had Retribution and something else cool...not War, I think I took Knowledge and Retribution. Something like that.
I think Ranger is a fine base class with the 3.5 revamp, it's not front-loaded anymore, it has its own flavor, and now that the goddamned Favord Soul class has Monk saves, the only unique save package in the game (good Reflex & Fort). You can be better with weapons as a Fighter, no doubt, but your skill selection is for shit. Overall, I like 3.5 Ranger and 3.5 Bard...I'm FINALLY playing a Bard, I've been in need of the opportunity for ages. I'm thinking of multi-classing Barbarian for RP reasons, and then going to some weird prestige class depending on what I find in old copies of Dragon magazine.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Hmm, how exactly does the story/role call for mixing Bard with Barbarian? That would seem a bit oilandwatery to me. I will admit to not having a particulary broad or deep sampling of fantasy/mythic literature - pretty much limited to LotR/The Hobbit, the Harry Potter series, Beowulf, and a couple of other wacky fantasy bits here and there - so the resulting lack of narrative diversity in my background may leave me a bit uncreative. Anyway, I'd be interested to hear a scenario that leads to a barbarian troubador.
Of course, I never had the RP skillz to even know what to do with a Bard, but I never got past 1st and 2nd Ed, and not much experience in either.
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
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"Conan, what is good?"
Conan started strumming...
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Now all I can hear is "Come and listen to a story 'bout a rogue named Jed; a fifth level thief, barely kept his family fed..."
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Well, it doesn't call for it, but I'm thinking it's one possible option for the character. The basic outline of the world is that up until recently we were all villagers in this village where it never rained and we relied on a caravan of gnomes for our water. The gnomes would show up ever 90 days, but they disguised themselves to look like 8-10 feet tall and scary. In addition, at the age of 18 or 19 every villager was tattooed with some kind of magic to make them complacent. Well, recently a weird black plague came to the village and killed everyone with the tattoo except for the PCs and a few others. Most of the PCs were simply too young to have tattoos, I happened to play a very beautiful fiddle dirge one night and then have the overwhelming desire to cut my tattoo from myself. The other adults who survived also cut theirs before being infected, so the plague and the tattoos are connected somehow. We don't know too much else about the world yet, and the PCs are in the process of discovering their latent abilities. We started at level 1.
My character is 37 years old, and everything he's known his entire life is destroyed. His wife, his friends, his home. It's the kind of thing that's enough to drive a man to pure, incoherent rage. In fact, in the last couple of combats he's used Inspire Courage (a bardic music ability) by using Perform(Oratory) and shouting curses. I figure that Barbarian might be an interesting place to take him in concert with Bard, depending on what I can come up with character wise. I see a few paths open at the moment.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Re Bard + Barbarian (Bardbarian?)
I'm not familiar with the mechanics of the game and what combos it allows, but that sounds very Celtic to me. The Irish loved their bards, and their brawls as well. And the Scots who "fought like warrior poets," according to Braveheart.
Moreover, I also happen to be reading John Barnes' "springer" SF series (A Million Open Doors,, etc.). The main character is a native of Nou Occitan, a colony roughly based on Old Occitan, the culture of the original troubadors in what is now southern France and thereabouts. By tradition, the hero is very much into brawling as well as making lyrical music and bragging and showing off romantically for women -- his epee is as much a part of his life as his lute. Although I usually think of "barbarians" as wearing fur cloaks and face paint and horned helmets, while this guy wears Renaissance finery, he is self-admittedly a barbarian in spirit if not in style. So I personally don't see a conflict between Bard and Barbarian. Two cents from the observation deck.
"My intellect is gigantic, monstrous, terrifying."
Re: D&D
Oh yes, Bardbarian is what I call the idea among friends. And the flavor I'm going for is sort of Celtic Skald-ish.
I've also always wanted to play Monkadin (Monk/Paladin) but I've yet to find a sufficiently lenient DM as both are subject to multi-classing restrictions (which I think is sort of teh gayx0rz, but whatever).
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
True, but here you're mostly thinking of a swashbuckler, rather than a barbarian. Barbarians don't show off for women. They take women. They are fearless, but they don't engage in derring-do.
To be a barbarian, you should be more comfortable with a Shaman than a Cleric.
To be a bard-barian, if I were a DM (which I tried once, and found that I have no knack nor interest for it) I'd require that the instrument be fairly primitive - Drum, possibly a hand-carved wood flute or pan-flute. Focus on storytelling rather than singing.
But in this case where your party are also villagers from the same village, you'd need for all to be slightly barbarous for one to be a barbarian, I'd think.
But don't let me tell you your bidness - I'm just spitballin' here. Haven't done that about role-playing in a while, so it's kind of refreshing.
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
Re: D&D
Your bardbarian makes me think of Fritz Leiber's Fafrd. In his origin story, he was a trained skald.
I understand the multiclass limitations on paladins and monks; the reason would be that both classes are so much about discipline and focus on the path of enlightenment (tm) that there's no room for another class. I could maybe be swayed by a particularly impassioned argument to split either monk or paladin with something else (like magic user, if the paladin follows a god of magic, or whatever) but I don't think I'd buy monk and paladin together. I know a guy who played a paladin/samurai, but I wasn't in that game, I don't know how it worked out.
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I can see your point about the focus and discipline of each class, but I think that it could work out just fine depending on the campaign setting and the god. I think you could probably come up with a good gestalt class using the gestalt rules from...wherever the hell those came from, Unearthed Arcana or something, I can't remember. The problem is that you'd really need to get super lucky with stats in order to have it turn out well: Paladins can dump Int and Dex if need be, Monks can dump Cha and maybe Int if you don't care about having some skills, but Monkadin would need pretty much everything. You need Str for punching guys, Dex for AC, Con for HP, Wis for AC and spell casting, Int if you want to have okay skills, and Cha for Lay on Hands & turning (which you will suck at, but there are those nifty divine feats).
I suppose you could play a paladin of a god who could freely multiclass to fighter (I know there are some in Forgotten Realms) and use the extra feat selection for unarmed combat...but how that works out with mounted combat and what not is an open question. I think my next paladin will be a dwarf, and use a crossbow...just for flavor.
--
"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Heh, I had a dwarven monk. His gimmick (aside from being a dwarven monk): he had a Scottish accent (named him 'Stumpy McCleod'). He was an Oriental Adventures monk, and a weaponless-combat killing machine. Unfortunately, it turned out the DM had a 'concept' he wanted to follow, which was 1) turn all the PCs into undead, 2) as they advance in levels, give them the powers/mannerisms of similar level undead. This was fine for the batshit-chaotic halfling wild mage; less so for the monk and the human cleric of a nature god. The concept itself was interesting, and I wouldn't have minded being railroaded into it so much if I'd gotten some hints ahead of time to build some... moral flexibility into the character.
Aren't stats assigned based on point total in 3.5, rather than rolled? Is it possible to build a character with requisite stats for Monk and Pally at 1st level?
Re: D&D
The 3.5 DMG does provide point-buy options, but the "standard" was carried over from 3.0. Roll 4d6, drop the lowest. Do that six times, assign as you see fit. I think the option for re-rolling is a total modifier of less than +3. I don't think that with the standard point-buy you could come up with a great Paladin/Monk at 1st level, so it'd be really difficult to pull off in an RPGA game, I think.
As for the campaign you mentioned, that sounds kind of interesting, but if there's one thing I hate more than trying to role play with folks who can't role-play it's being railroaded into certain character choices by the DM. If the DM just wants to tell a story he/she should write a novel, a D&D game is a collaborative effort between players and DM.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Timo scritto:
a D&D game is a collaborative effort between players and DM.
You know, that's a fine point, and one that I think a lot of people don't really consider.
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But then how do you know who wins?
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
Re: D&D
Meh, you win when everybody has a good time. And when you finally gain enough experience to really whup up on some fools.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
:) Yeah, I was mostly being facetious. I've known some guys who thought they 'won' if they killed the most monsters or had the best stats. They really saw it as a contest between party members.
This thread has inspired me to go put some money in WotC's pockets, and pick up the 3.5 Player's Handbook. Haven't had much chance to look through it yet.
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
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That's awesome! WotC deserves some cash, although there is the hypertext d20 SRD for 3.5 too, it's handy when I need to search for something and I don't have my PhB around.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
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Cool site. Didn't see any mention of experience points, tho. Did I miss something?
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Guys, when I get home, I'm taking all this to my Baton Rouge group of D&D people.
They would eat this up like delicious brautworst...
Thanks :D
I have a tank full of gentle cuttlefish.
Re: D&D
To my knowledge, experience/advancement systems are excluded from the SRD. It's apparently a whole, weird thing. They came up with the OGL and the d20 thing so as to supposedly spur compatible, independent games...and then immediately began trying to kneecap the freest versions of the license (the ones that don't require someone writing a game using those rules to pay for the privilege).
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I think part of that was Wizards wanting to keep making money, and part of it was Hasbro buying Wizards.
That said, the formula for D&D advancement in 3.0/3.5 is pretty simple (and it's the same for every class). You start at 0XP and first level, to get to the next level you need 1,000 times your current level in XP. So the first part goes something like this:
1st: 0 XP
2nd: 1,000 XP
3rd: 3,000 XP
4th: 6,000 XP
5th: 10,000 XP
6th: 15,000 XP
And so on. I think you could write it out as XP=SUM(1 to n) of (n-1)*1000.
It's damn sad that I have this committed to memory.
--
"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
I haven't paper and penned it in years, but I have had a gripe about the sorcerer since I first encountered the idea in the electronic arena.
Why charisma? Making charisma the key driver of spontaneous magic, aside from being bizarre, is very distorting to skills sets. You can produce undisciplined magic effects, so people like you? You find it easy to get along at parties in high society?
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I really don't know. I guess they thought charisma wasn't used enough as a class ability.
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Gotta have a stat, but it does make things weird. Basically the sorcerer just needs a better skill selection, or to be more like Psion, or to not exist :-).
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Actually, I'm now pondering yet another setting mutation/justification: maybe wizards are the only ones who can either devise and learn spells. Sorcerers, on the other hand, are given spells through some permanent process. Maybe they're people with latent magical ability, but not enough of it to let them prepare and cast spells. So, they do something like hire a wizard to tattoo magical symbols on them to let them channel their will in pre-set forms. The use of "read magic" for sorcerers would be...to figure out what the other guy's tattoos let him do.
If you presume that a sufficiently well-made magical tattoo could give nearly anyone the ability to use some spells (ie, that everyone has magical talent to some degree), you could have civilizations or species that differ significantly in how many people have such tattoos. Switch the elven preferred class to sorcerer and say nearly every elf has a couple of handy spells (prestidigitation being the king of low-level spells for any walk of life). Humans, on the other hand, usually have fewer and less-skilled tattooist-wizards, making sorcerers rare (and usually adventurers or military).
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I could see psionics being attached to charisma, but definitely not magic. Then again, teeps are usually so freaked out by their own abilities that they have trouble interacting with normals, so I'd still say it was based more on wisdom or some 7th stat rather than charisma. Charisma should be more a part of a rogue's and bard's skillset than a sorceror.
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
Re: D&D
I've toyed with the idea of making magic for sorcerers Con based. The premise being that untrained magical power takes a toll on one's physical body, and that you've got to have some stamina to put up with it. The disadvantage is how do you divvy up their skills to make that make sense, and how do you further differentiate them from Wizards in terms of their selection. I kind of like the idea of spell points the way psions have power points. Psions are Int-based in 3.5, but you can see where I'm going with the idea. That way a sorcerer doesn't have X spells of X level to cast, but a total of Y spell-levels that can be cast per day, want to blow them all on your best stuff twice? Okay. Want to use a metric ton of small stuff? That's cool too. Maybe give them Spell Thematic from Forgotten Realms for free, something like that. And maybe give them a skill list more like a Ranger's or Barbarian's than a Wizard's.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
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I have to admit, I dislike Abilities in D&D. They're mostly used in character generation, and then only to derive bonuses, saves and class details. (The Blue Rose d20 game actually discarded them completely, IIRC.) Worse, they just seem an flawed spread of things to measure for a lot of D&D-playing - which is why you always saw "Comeliness" and other optional/house-rules Abilities.
Of course, my favorite game for chargen is Capes, which is second only to Over the Edge in player-sheet brevity and simplicity. I am biased towards simple systems, after all these years. (How quick and simple is Capes character generation? In its simplest form, you're supposed to do it on the fly in a game round. If you want to spend some time getting clever, it'll take a few minutes.)
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I think that makes good sense. Your other ideas interest me, to. I don't think it would be terribly hard to do a points system at all.
Alternately, you could go the Ars Magica route and make casting spells a strenuous action for them (and the more so the higher the level of the spell). I'm utterly blanking on how current D&D handles strain and fatigue, but that might or might not be simpler or more interesting than a straight points system.
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D&D's magic system has always been a bit goofy. I loved Ars Magica for that. It was a spectacular system.
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Probably my high point as a DM used a highly tweaked AD&D system with magic inspired by Ars Magika.
The concept was that there were 'ley lines' criss-crossing the globe. Spell casters, through roleplay, basically got 'detect magic' as the ability to see the lines. There were colors for types of magical influence, you know: silver = spirit, one color for each classic element, one for decay, one for mind, and so forth.
I let them roleplay through the creation of thier first spells and allowed them to choose an affinity - a color of choice. Spell effects were derived from D&D spells by level, with a weak version, standard version, and strong version available - depending on how close to a line or nexus you were. It sounds complicated, but it really was just a box of crayolas.
Magic weapons were magic because they could 'conduct' ley of certain kinds.
My first mage was a guy who wanted to burn everything down, not a strong role player. I made him play through his first spell. He wanted it to be called Magma Vomit or some such - and it came out Warm Dart. It was beautiful. They kept spell books and the like. We had a lot of fun there for a while, and I thought I'd write some fiction based on the way it played out some day. Never got around to it, and came to the realization that I can't write fiction anyway.
Ahh the good ol days.
Re: D&D
For the setting I devised in my first past, I once actually made a valiant go at simple conversion rules to use the Ars Magica system magic in Cinematic Unisystem. That may have been over-ambitious. :)
Re: D&D
I'm not that familiar with other RPG systems, so I actually really like D&D a lot out of sheer familiarity. I think stats are fine, but a lot of people who play D&D only pay attention to the combat system and lose site of how stats influence character description and RPing. Anyway, I'm going to hack together my Con-sorcerer and post it later. I have homework to do and I kind of feel like shit at the moment, so I'll have to discuss y'all's other points later.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
The best magic system I've ever found is GURPS' ritual magic system. As published, it's good but not great, but MA Lloyd's extensions (no longer available online) make it really shine. Unlimited mana is another really cool system; it's the best simulation of the way magic works in most fictional settings I've read. One or both should be in the upcoming GURPS Thaumatology, which I am awaiting with bated breath.
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David L. Watkins
TANSTAAFL
v4sw4/5Chw4/5ln4/5pr6/7Ock2ma7u6/7Lw5Vm5l6/7GiOkDevelop/e5t5MSAXb9IKTLPSen4/5g5RASCMPa30s6MSr4/5p4/-5 hackerkey.com
David L. Watkins
TANSTAAFL
v4sw4/5CRYhw5ln4/6pr5/6ck3ma7u6Lw6VWm5l6/7Gi5Ce5t6MSXb8HILOPSTen5a3Xs5IMr4p4/-5g6ACMPRS
hackerkey.com
Re: D&D
Here's a draft of my alternate sorcerer [PDF].
EDIT: The verdict from my D&D group is that the class skills need reworking and the light armor proficiency has to go.
EDIT II: Done. Draft II has been uploaded.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Earlier today, I tried to look up, in my D&D 3.0 Player's Guide and DM Guide, exactly how fatigue and exertion are handled for the purposes of sketching out a fatigue-based sorceror in d20.
I found "fatigued" and "exhausted" described as states that that one could get into by using things like Barbarian rage (until you hit level 20) and the Analyze Dwoemer spell. I also found references to taking subdual damage if you jog or swim for too long...but no single system for handling generic exertion.
(I'm suddenly less than impressed with the whole rules rationalization thing that D&D 3rd Edition was supposedly about. :) )
But, as a very loose sketch, I'd say the fundamental mechanic would be "To cast a spell, make a Fortitude check against DC (base number + spell level); upon failure, the spell succeeds, but the character takes some subdual damage." I'm not sure exactly what that base number should be, though I think it should be between 7 and 10. And as to how much subdual damage, I suspect it should be equal to the level of the spell. Also, I'm vaguely inclined to say any concentration-duration spells should require periodic checks, though again, failed checks would just inflict subdual damage - until the poor mage passes out. As that's kinda harsh, I wouldn't make them escalating DCs or anything.
Of course, the Endurance feat becomes a bit of a factor. It and the fact people will favor Constitution for such sorcerers makes me lean towards a DC of 10 + spell level, though I should probably run some numbers as to how many spells of whatever levels that would average out to. If sorcerers can become cackling fireball cannons at level 5, that DC needs to go up a bit (to 20 + level?) or else wizards need consideration...and other classes need warning. ;)
Re: D&D
Well, Sorcerers can't get Fireball until 6th level (they get new spells at 2x the spell's level, Wizards get them at 2xLevel-1). The issue with save or take subdual is that it's not going to scale well. A first level Sorcerer is going to fail a DC 11 or DC 10 fort save pretty often, probably close to 40% of the time, even if Con is his or her second best stat. So you're going to have a lot of sorcerers casting one spell and falling unconscious. Max HP for a first level sorcerer? Probably in the neighborhood of 11 (That's with +4 Con and Toughness), more likely 6 or 7. Even one or two subdual is dangerous at that point, because one other attack will knock you down below zero, and sorcerers don't know enough spells to waste them on Shield and Mage Armor. At higher levels it becomes almost pointless, because even with d4 HP, you're looking at 34+9d4 (assuming a +3 Con) at 10th level, which works out to 56 on average. Not great, but still enough where even 4-5 subdual every round isn't going to be that major a concern. And your save has gone up enough where you'll make DC 14 or 15 probably 70% of the time (because at least somebody can cast Resistance, Greater or you have a cloak by then).
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
My bad!
Well, I did assume that Con would be the primary stat, since I was making Fortitude checks the primary mechanic of the class, but I see your point. Maybe I need to tweak the DC or the hit die of this class.
It probably helps on the high end that exertion-based subdual (as least in the cases of hustling and swimming) appears to last until the character gets 8 hours of sleep. That probably hurts doubly on the low end, though.
I probably should have said, but this was just before I went to bed. :) I'd use the old, universal "Aw, Man, But I've Got Buffs!" rule - magical bonuses to Fortitude can't apply to the spellcasting roll - in this case.
Still, I'm seriously not in love with subdual damage. It really sucks as a model of fatigue - you just keep on going until you keel over. I may have to bodge together a penalty-based exertion system based on the "fatigued" and "exhausted" states. Simply advancing from Normal to Fatigued to Exhausted is rather harsh (or requires additional tracking to moderate). It'd probably make more sense to have each Fort check failure cause a cumulative point of penalties to the various things those states penalize... Penalties are absolutely penalties, but they're less harsh than being hit points down. If single-stepping isn't enough on the high end, could set up a system where medium-level spells (4-6) cause 2 points of penalty per failure and high-level (7-9) cause 3...
Of course, now I'm tempted to poke at an alternate limiting system for wizards...
Thanks a lot for your input, Timothy. I find d20 mechanics a bit tricky, probably from not having played them very much, so I can't help missing a lot of considerations.
EDIT: And now I realize my description of the mechanic is very vague - I'll clarify shortly, after eating a bit.
Re: D&D
I dunno, I'd rather take subdual than take any ability penalty (and it's important that it be a penalty rather than damage), especially to Dex or Str (even as a sorcerer). Dex is important for AC and once you reach 0 Dex you're immobile. Same with Str, and figuring that Str is going to be a relative dump-stat for a spell caster you might be looking at "crap, I'm helpless" even faster than usual at low levels.* I think the subdual idea has some potential, but it'll be tricky to work out. As a general rule I hate, bloody hate, things like "Magical bonuses cannot be applied to this thing...because the DM says so". I think that's a cheap way into game balance that doesn't take into account that higher level characters should have an easier time accomplishing things. I had a DM once who scaled up DCs as we leveled so my 17th level Rogue with a 22 Dex, skill focus, masterwork tools, and maxed Disable Device (+31) still failed as often as he did when he was third level, and fucking everything was trapped. I hate that kind of stuff, because a character with that kind of bonus should have a pretty easy time with most traps (DC for magical traps is 25+spell level, rolling a 1 with a +31 gives you 32, which will disarm magical traps 7th level or lower...taking 10 disables FUCKING EVERYTHING because if you can put 17th-level spells or greater into a trap I want no part of your stronghold). By the same token, I don't like having player powers gimped for some reason that basically amounts to the DM not wanting to work on coming up with a better solution. It's a personal peeve.
That said, I think you could come up with a save similar to something like Dismissal where it's like 10+Spell Level+Primary Stat - Con or something (Dismissal's save is Will, but the save is weird: The outsider you're trying to dismiss must make a will save and takes a penalty equal to your caster level, but gets a bonus equal to its HD). You could make the progression something like how the disease mechanic works, where if you fail three saves in a row you become fatigued, then your next strenuous action will make you exhausted (IIRC the mechanic correctly, I think that's how it works anyway). There might be some kind of model in Complete Arcane or the FRCS to base this on, I'm thinking of the Wild Mage PrC specifically.
*First D&D character I ever played was an Elf wizard with a 10 con, knocked unconscious in every combat up until 6th level. He got Fireballed to death at 7th. Had a good run, failed his reflex save.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Restatement of what I'm looking at, with bits I'm unsure of italicized:
"A sorcerer has to make Fortitude check vs DC (10 + level of spell) to cast a spell. No magical bonuses may apply to this roll, though feats like Endurance may.
Failure on the check allows the spell to be cast, but at the cost of a -1 Arcane Exertion penalty to Dexterity and Strength rolls, as well as to carrying and lifting ability determined by Strength. This cost is cumulative with every failed Fortitude check, and cannot be avoided by choosing to have the spell fail.
Each point of Arcane Exertion penalty can be removed by completely resting for one hour. An Arcane Exertion penalty greater than one's Strength or Dexterity renders a character only able to move at half speed or take a standard action, as if the character were Disabled. If the sorcerer fails a spellcasting Fortitude check after this point, the sorcerer is Stunned for ten minutes."
(I'd tend to use this for the "sorcery as given by tattoo-wizards" premise above. The tattoos use sorcerers' life force to power spells, enervating them in a peculiar way. Wizards invoke external energies to power their spells, but have to prepare them ahead of time or else spend much longer to cast a spell.)
EDIT: and seeing your last post, I sympathize. If I take out the "No magical bonuses may apply" bit, just how broken does it get?
Re: D&D
Taking out the "no-magical bonuses" bit does make it harder to scale with level, which might make it useful to do something mathematically weird (but at least having a precedent in the rules somewhere) like I mentioned.
I'm also not sure you need the special rules for Arcane Exertion penalties, if you look up the regular rules on what happens when you're reduced to effectively zero in a stat, it's pretty brutal. I might change that bit so that the Arcane Exertion penalty cannot reduce any stat below 1, that way you don't run into conflicts with the DMG rules on the subject. A 1 Dex and 1 Str would probably reduce a character's speed below half, depending on how badly encumbered the character was to start with and the AC is going to get clobbered.
I'm not sure just adding all that to the Sorcerer class really does much other than make them worse than they already are. I think you'd need to also give them some additional flexibility through spell points or the like, which could be pretty easily modeled off of the Psion (which is sort of what I did in the class I posted above) and would give them a lot more choice over what they cast in exchange for getting tired all the time.
EDIT: I should note that avoiding front or end loading of classes is one of the central difficulties of getting something right in d20, as is properly scaling abilities and difficulties with level. Look at the 3.0 Ranger and 3.0 Bard as compared to the 3.5 versions of each for a good less in "How To Get It Wrong" in 3.0 and "How To Do It Right" in 3.5. 3.0 Ranger was a straight better two-weapon fighter than a Fighter, and you only needed one level to get: Track, Ambidexterity & Two-Weapon Fighting. If you're human you'll have 5 feats at first level, then just go Fighter because 3.0 Ranger got bunk after first. Same with Bard, in 3.0 the Bardic Music was only based on ranks in Perform and their spell casting was weaker, so you take one level of Bard at 1st and then go Rogue, now you're a Rogue with Bardic music that's just as good as a straight Bard of your level. They fixed both those in 3.5.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Yeah, I might have to do some Monte Carlo testing to figure out how just how many spells of various levels that these sorcerers of various levels could expect to fire, on average. The -2 for failures at spell levels 4-6 and -3 for failures at 7-9 - or even higher ones - might be necessary to set up a more reasonable progression.
That might be the best way to handle it, though I'm tempted to keep the ten minute Stun for those who are scraping the bottle of their own barrel.
Well, that was my (stupidly unstated) intention from the start - completely drop slots and have the Arcane Exertion be the sole limiting factor on how many spells and what levels of learned spells that the sorcerer can cast in a day or at any given time. Sorcerers can fire off spells all day - or at least until they're slumped against a wall or too unsteady to slash at a goblin.
Re: D&D
That makes them more like the Warlock class from Complete Arcane. I think you really have to cripple their know powers if they don't have limits on how many they can cast per day. You might check out the Warlock if that's the direction you want to go.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Hmm, OK - entirely possible. I think I saw Complete Arcane at the big mall B&N the other week, so I'll see if I can find it on the way home.
Re: D&D
Incidentally, I'll note that you've got me wondering whether I should just get the 3.5 corebooks, when I already have pretty much every 3.0 core book. :) Not that I ever get to play D&D - or even game much at all, aside from WoW - lately. I think I need to nag the likely members of my WoW crew for an old-school game, once again. Three of us already want to play Capes via Skype, but haven't been able to schedule it since one of us is doing a temporary med-school-related stint in Newfoundland and won't have time to get online. (Capes is a GM-less game, but you need more than two people.)
Re: D&D
3.5 is an improvement over 3.0, especially some of the core rules, so I say it's worth getting them if you think you'll use them. I play D&D every weekend, so for me it's must-own.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
I flipped through Complete Arcane in the store. The Warlock didn't quite seem to be what I wanted. I still need to crunch numbers on how the "Tattoo Sorceror" works out in terms of min/max/average spells per day and such...
Re: D&D
My friend sent me this t-shirt ad. I haven't played D&D in years but it still made me laugh.
Nothing says "boyscout" like an honorable Paladin in shining platemail. Fortunately for them, there is no "lunch money" to be taken away while in the fantasy world. Please note that this shirt is not intended to be read in the voice of Tony the Tiger.
Re: D&D
That is so tight I can't even describe its tightness in words.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Here's the website. They have all sorts of cool geek swag.
Re: D&D
I rather want it.
Re: D&D
I'm totally getting the "My Other Sword is Vorpal" one.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: D&D
Chaotic good? More like Chaotic Awesome!
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
Funny D&D Story
Awesome D&D Story from this weekend's session:
So, we're playing in a sort of low-magic world where our characters are some of the only humans left. We're on an isolated island trying to maintain control of a powerful gnomish contraption and keep ourselves safe from some dragon creatures that want the place for themselves. Most of our fellow villagers are enslaved by those dragon things in a camp on the Northwest corner of the island, and we're working with some minotaurs to come up with a "slaughter the dragon creatures and get out friends back" plan. Keep in mind three things about this world:
1) There is no civilization to speak of. We've hashed out a rough sort of order with the minotaurs, but that's about it.
2) There aren't any shops, stores, or suppliers...basically everything we have we've found.
3) We know little to nothing about the lands beyond this one island, and we know little to nothing about warfare.
This week only three of us showed up, two of the group bitched out at the last minute and the other is out of town for three weeks. Our entire party for the session consisted of a 7th-level bard (me), a 6th-level monk, and a 7th-level illusionist. The start of the session was pretty interesting, with the illusionist getting kidnapped by the dragon creatures, and us having to figure a way to get him back. We managed to do it by capturing a dragonkin spy, who claims to be a human from the mainland (which only kind of makes sense) and negotiating with him to get our friend back. That part was difficult, but turned out to be one of the easier bits for the day.
There was enough combat when we were tracking down the kidnapper that we gained enough XP to level, fortunately, because the next part of the day involved us resolving one of the larger sub-plots from the campaign: a hive-mind of self-replicating gnomish attack machines controlled by the painfully resilient consciousness of an the evil gnome whose fault all of this is. The three of us succeeded by sheer luck, and by the fact that Cure Serious Wounds is on the bard spell list :-). Oh, and that in 3.5 using a spell-like ability provokes an AoO, otherwise my bard (who's a knack for getting knocked out) would've been the subject of an Implosion spell (that's 9th-level, by-the-by...this one creature could do it at will).
So, by the skin of our teeth, and some luck, we manage to destroy the queen of this hive mind, gain a lot of XP and pick up some treasure...and this is where the funny part of the story comes in (the rest was needed as an explanation). The loot from the encounter consisted of 16 books, 10 spell books (which obviously went to the illusionist) and six seemingly mundane books that my bard ended up just reading through. It turns out that each granted a +2 to a different stat (and while these are a DMG item, the DM knew those rules and decided to go with a different flavor) so my bard gained a +2 to everything and ended up hoarding basically all of the loot from that encounter. Good loot, too, considering the relatively low magic in the campaign and that we all started with the same stat block (we collectively rolled 4d6 drop the lowest, and each got 3 pts to distribute as we liked, but couldn't raise anything above 18). Those books were probably way too good for our party level, but considering that we haven't really gotten much up until now, I think it was all right.
Thusly, I have an 8th-level bard (who I started in the "middle aged" category to get the bonus to his mental stats because he wasn't originally much of a fighter) whose stats are as follows:
STR: 14 (16 with the gauntlets of ogre power he has, started at 13: rolled 14, -1 for age)
DEX: 15 (Started at 13: rolled 14, -1 for age)
CON: 16 (started at 13: rolled 14, -1 for age, +1 at 8th)
INT: 20 (started at 18, 17 rolled +1 for age)
WIS: 13 (started at 10: Rolled 9, +1 for age, +1 from an earlier book discovered accidentally)
CHA: 22 (Started at 19: rolled 18, +1 for age. +1 at 4th level for 20, +2 from the book)
By "rolled" I mean "started campaign with" because I count the three points we added to things as part of the "rolling" process. I just thought you gamers would find the bard hoarding basically all of the treasure on accident sort of entertaining. The DM decided that in the future all such books would appear magical, so that we didn't fight over who read all the books first.
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: Funny D&D Story
Dang, uber-bard! :D
I like the sound of the campaign setup.
Re: Funny D&D Story
The campaign is the most fun I've had playing D&D since college, it's great. And I really, really like playing a character from 1st-level up for a change, considering we've mostly been starting at 8th or 9th in other campaigns recently.
Also, the Complete Mage has an AWESOME feat for bards: It lets you cast while using bardic music, and allows you to use perform checks instead of concentration checks. It's radtacular, especially coupled with the Inspirational Boost spell from the Spell Compendium. That spell grants a +1 to your Inspire Courage for the duration of your song, and it's a swift action to cast (1st level spell).
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"Elevating" the discourse since 1982
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: Funny D&D Story
OK, that feat is actually pretty stylish.
Re: Funny D&D Story
That's one charmin' motherfuckin' bard.
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
Re: Funny D&D Story
Well, Aelvar is no more. My group just got fired from that guy's campaign. I mean, we completed like the first part of it and he sent this email all, "Well, I guess this was my last game with you guys, see you 'round!" Which, whatever, but it was just weird. Oh well, that game was getting lame anyway, the players weren't much of a causal force in the world and I think the DM was getting bored of running it.
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2C2H5OH(l) + C6H12O6(s)+3H2O(l) = CRAZY DELICIOUS!
Whenever I catch so much as a glimpse of pr0n, I suddenly turn into a sex-crazed barbarian, slashing and clawing my way through whatever and whomever until I find something to put my weiner into. -- Taktix
Re: Funny D&D Story
Looks like I'll be starting a campaign next week. Its been a long time since I've role-played, and I certainly haven't RPed with anyone in the group before. Hopefully all will be fun, and not devolve into arguments for the sake of arguments.
"But if it makes you feel better, I would also enjoy a world in which there are men, women, transsexuals, genderqueer folk, etc. who all enjoy pelican role-play." - JD
"Extraordinary conditions do not create or enlarge constitutional powers."
Re: Funny D&D Story