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Old 14th June 2006, 04:42 AM   #41 (permalink)
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Let me know if you are planning on picking up new classes as Tur is and I will try and provide opportunities in game for such things to naturally come out of the story. I've even been thinking about ways Keep could pick up Binder.

Also if you are thinking of something not core from my sources (like Binder or an IH warrior class or feat) some advance warning so I can read and evaluate them as game mechanics as well before they enter the game will be appreciated.
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Old 14th June 2006, 05:13 AM   #42 (permalink)
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Fenris I don't think you took any liberties with mycology/knowledge nature and I encourage you to continue in that vein as feels right to you for how you want to play Noni. It seemed a natural thing for Noni to say and suggest and I didn't blink until I saw the spoiler.
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Old 14th June 2006, 02:43 PM   #43 (permalink)
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No plans for a PC at this stage mate

Cheers

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Old 22nd June 2006, 06:04 PM   #44 (permalink)
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I think that I'll probably be picking up my 4th and 5th levels as Binder levels. That's about it, although I may pick up an associated feat.
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Old 23rd June 2006, 10:22 AM   #45 (permalink)
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Hi Guys,

I'm going away for work until next Thursday and won't have any net access so can you please NPC me? I'll try and get something up over the weekend though, real life game tonight but.

Apologies

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Old 28th June 2006, 05:11 PM   #46 (permalink)
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House rules addendum

I've been thinking I want to add a few house rules that will impact the game for higher level characters. I wanted to discuss it and see if there are any objections because I didn't anounce these in the original posting of the house rules for the game.

Skilled: Feats every level instead of every three. I think feats are fun and add to characters and want PCs to have more.

No Wasted Learning: If you multiclass into a class that grants a bonus feat you already have you instead gain a related feat. For instance a character with Tracking who later becomes a ranger could gain Skill Focus Survival to boost his tracking instead of being out a feat compared to a character that waited to learn tracking. Taking a class that provides abilities you are good at should make you better at those abilities instead of no increased benefit.

First level benefits are for the best of your classes. So the max hp and 4x skillpoints for first level are whatever your best class is. It doesn't matter if you go sorcerer 1 then rogue 1 or rogue 1 then sorcerer 1 both second level characters will look the same mechanically.

Int skill bonuses are retroactive. If somebody increases their int permanently through level advancement they get the extra skill points and can learn a new language. Skill increases must still make sense for the character from a story perspective and can be saved until appropriate opportunities for skill development.
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Old 29th June 2006, 11:43 AM   #47 (permalink)
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Quote:
Originally Posted by Voadam
I've been thinking I want to add a few house rules that will impact the game for higher level characters. I wanted to discuss it and see if there are any objections because I didn't anounce these in the original posting of the house rules for the game.
Cool

Quote:
Originally Posted by Voadam
Skilled: Feats every level instead of every three. I think feats are fun and add to characters and want PCs to have more.
What level would this kick in at? Next I hope

Quote:
Originally Posted by Voadam
No Wasted Learning: If you multiclass into a class that grants a bonus feat you already have you instead gain a related feat. For instance a character with Tracking who later becomes a ranger could gain Skill Focus Survival to boost his tracking instead of being out a feat compared to a character that waited to learn tracking. Taking a class that provides abilities you are good at should make you better at those abilities instead of no increased benefit.
Sounds like an excellent idea, the other way might be to change the benefit of the existing feat so it is extended, or doubled or DCs are reduced (have to look at it on a case by case basis) or whatever?

Quote:
Originally Posted by Voadam
First level benefits are for the best of your classes. So the max hp and 4x skillpoints for first level are whatever your best class is. It doesn't matter if you go sorcerer 1 then rogue 1 or rogue 1 then sorcerer 1 both second level characters will look the same mechanically.
So does this mean that you get 4x skills at first level anytime? So if you're a 4th level fighter and take a level in rogue you would get 4x rogue skills even though you're a 5th level character?

Quote:
Originally Posted by Voadam
Int skill bonuses are retroactive. If somebody increases their int permanently through level advancement they get the extra skill points and can learn a new language. Skill increases must still make sense for the character from a story perspective and can be saved until appropriate opportunities for skill development.
Until recently I thought it was like this anyway and have been playing it like this for years.
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Old 29th June 2006, 05:20 PM   #48 (permalink)
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Quote:
Originally Posted by D20Dazza


So does this mean that you get 4x skills at first level anytime? So if you're a 4th level fighter and take a level in rogue you would get 4x rogue skills even though you're a 5th level character?
Almost.

Normally a fighter 1 rogue 1 would get 2x4 + 8 skill points for 16 skill points while a rogue 1 fighter 1 would get 8x4 + 2 skill points for 34 skill points.

Under my house rule the fighter 1 rogue 1 would also have the optimal 34 skill points total though it would go as follows 2x4 + (2 + 6x4).

So when the fighter picks up rogue he quadruples those extra six skill points that rogues have over fighter as a class.

Later if he then picked up a third class it would not quadruple unless it was some wierd class I'm not aware of with more skill points than a rogue.

It's not 1st level in every class, it just makes the order you take classes irrelevant for your total number of hp or skill points.

Looking back to recalculate skill points at higher level and checking the math will be easier as I won't have to remember the order of things as much.

At least that's my theory.

The only complication where I have to think about orders is the gestalt issue then.
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Old 29th June 2006, 05:23 PM   #49 (permalink)
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Quote:
Originally Posted by D20Dazza

What level would this kick in at? Next I hope
For the PCs yes this would only change things from your perspective at 2nd level. Feats every level doesn't change anything for 1st level characters so it would be seemless for the party as is.
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Old 3rd July 2006, 09:06 PM   #50 (permalink)
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Looking over a little more of IH and Tome of Magic.

Classes, would have to downgrade BAB and save progressions to normal D&D 3.5 rates: poor moderate, and good for BAB, and poor and good for saves.

Feats, most look neat and the conversion rate seems fine with most mastery feats needing only the first feat and a minimum BAB based on mastery level.

I like cleave being its own base feat.

Dodge I would separate out the dodge token part of the base feat to be their own feat and a prereq for anything requiring the doge tokens.

Binders look fun both mechanically and RPwise. I wish mechancially it was more of a pick something from this list every level as opposed to pick anything from this list every day so different binders would be different but it is OK as is, not as big of an issue as cleric and druid spells with the extra spell sources added in.
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Old 6th July 2006, 06:19 PM   #51 (permalink)
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Another proposed house rule - modifying healing skill

I just read the treat injury skill from d20 modern and I'm liking it a lot, I'm considering swapping it for healing (nobody currently has any skill points in healing so no immediate character changes) and allowing the restore hp option to be 1/encounter with wounds instead of per day and grant another d4 hp for every 5 by which the DC is beat.

Treat Injury (Wis)
Check: The DC and effect depend on the task attempted.
Long-Term Care (DC 15): With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate—3 hit points per character level or 3 ability points restored per day of complete rest. A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care.
A character can tend up to as many patients as he or she has ranks in the skill. The patients need complete bed rest (doing nothing all day). The character needs to devote at least ½ hour of the day to each patient the character is caring for.
Restore Hit Points (DC 15): With a medical kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day.
Revive Dazed, Stunned, or Unconscious Character (DC 15): With a first aid kit, the character can remove the dazed, stunned, or unconscious condition from a character. This check is an attack action.
A successful check removes the dazed, stunned, or unconscious condition from an affected character. The character can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing the character.
Stabilize Dying Character (DC 15): With a medical kit, a character can tend to a character who is dying. As an attack action, a successful Treat Injury check stabilizes another character. The stabilized character regains no hit points, but he or she stops losing them. The character must have a medical kit to stabilize a dying character.
Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.
Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period.
A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character’s check succeeds, the treating character provides a bonus on the diseased character’s saving throw equal to his or her ranks in this skill.
Treat Poison (DC 15): A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison’s secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating character’s check succeeds, the character provides a bonus on the poisoned character’s saving throw equal to his or her ranks in this skill.
Try Again?: Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. No, for all other uses of the skill.
Special: The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded character by means of an operation.
A character can take 10 when making a Treat Injury check. A character can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters.
Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a –4 penalty on the check.
A character can use the Treat Injury skill on his or herself only to restore hit points, treat disease, or treat poison. The character takes a –5 penalty on your check any time he or she treats his or herself.
A character with the Medical Expert feat gets a +2 bonus on all Treat Injury checks.
Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.
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Old 8th July 2006, 03:15 AM   #52 (permalink)
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Looks reasonable Voadam, I for one would be happy to adopt it as a house rule.
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Old 18th July 2006, 03:39 AM   #53 (permalink)
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Incorporated the proposed house rules into the actual house rule entry, consider them adopted.
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Old 1st August 2006, 03:56 PM   #54 (permalink)
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Daz, just wanted to be sure we were clear on how I read rules for spell targeting, blindness, and blindsight.

Specifically targeted spells (like charm person) require line of sight to target a creature. Being blind you don't have that, but blindsight is enough for me to say you can target within your blindsight (30 feet).

Area spells (like sleep's burst effect) do not require line of sight to target, simply line of effect. You could declare the sleep burst to start at a defined distance and it would go off there even if it is beyond your blindsight.
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Old 2nd August 2006, 11:52 AM   #55 (permalink)
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Cool, thanks for the clarification Voadam, as soon as I get the word from my team mates I'll drop a sleep on them, that should give us some time to get up the ropes (if the spell works)

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Old 4th August 2006, 08:33 PM   #56 (permalink)
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Two things.

1 Endovior last posted on EnWorld 7/14, three weeks ago. Anyone know if he is gone for good? On a vacation and expected back at any time?

2 I'd like the pace of IC posting to increase. Even if you are just waiting for something else to happen, posting that your PC is waiting helps keep the game moving.
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Old 5th August 2006, 04:11 AM   #57 (permalink)
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That's fair. I've been a little lax lately, getting my own game up to speed, but now that's done, I should be able to concentrate on other things again.

I'm out of town at the moment, and probably won't be able to post much until Monday. Which is probably fine, considering the order of initiative.

I try not to think of it as acting last, but as going first next round.
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Old 7th August 2006, 02:27 PM   #58 (permalink)
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I'm a little slow at the moment because RL is keeping me so busy. Lot's of work, travel for work, family time and DJ work - I also had a reunion gig drop in my lap for an old band - it happened about 7 days ago and the gig is this weekend. I haven't really played since the band broke up 10 years ago and so, consequently, am having to do some catch up work

Cheers

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Old 7th August 2006, 06:14 PM   #59 (permalink)
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Just to be clear I don't expect people to post over the weekends, for me it is an anomoly if I do so. I do try and check the IC and OOC every weekday I'm not on vacation.

Also, I will be away this Friday on vacation (and for a little ftf game).
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Old 7th August 2006, 10:23 PM   #60 (permalink)
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Given that it has been three and a half weeks with no word from Endovior I'm going to open up recruiting to replace his character.
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