• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Recent content by winterwolf

  1. winterwolf

    The Swordsage (not to be confused with the SwordMAGE)

    First off, I like the idea you have about this class, it's a pretty cool idea to make it a leader-type. Class powers: Expect the Expected and Mix It Up are really nice leader abilities... not more powerful than the other leader abilities, but not less powerful either, just different, which is...
  2. winterwolf

    6/30/08 update: Necromancer class (work in progress)

    I should mention some of my play test notes as well... aside from the minions having more health (ended up calling them servants, to distinguish from regular minions), I didn't change those much. Major changes I did do: Minion Leap Attack (forget what it is, was the level 1 daily I think) became...
  3. winterwolf

    Differentiating Races: Racial Classes

    I am rather fond of your idea, actually. I have a few characters in my campaign who love the idea of playing a race paragon kinda thing (mostly our dwarf and our elf, darn uppity races). The way I see it is, this would be unbalanced in 3rd edition, because the monsters and the npcs all have to...
  4. winterwolf

    4th Edition Bard

    First off, I think this class is amazingly well done. I think a lot of its powers should be along the lines of what the warlord does. Honestly, I played a warlord for 5 levels, and was bored solid playing it. It seemed to be the closest to what the 3.5 fighter was, in terms of all the stuff it...
  5. winterwolf

    6/30/08 update: Necromancer class (work in progress)

    I'd be quite happy if you put in Death to Life! I love this class, heh. Well, we finished the KotSF last night, and it was a blast. I ran the necromancer as an NPC in the party (we needed a few spare characters, only 3 players and myself). When we got to the undead, the necromancer had some...
  6. winterwolf

    6/30/08 update: Necromancer class (work in progress)

    So, I've played this class a bit now, in our 4E campaign (KofSF) and so far, it's a lot of fun. Few power balance suggestions: I think that the encounter ability: Enrage Minion should be a daily effect, since it lasts for the entire encounter. If you want it to remain an encounter effect, make...
  7. winterwolf

    6/30/08 update: Necromancer class (work in progress)

    And, now to specifically address a few powers, throw in a few suggestions for some of my own, and maybe brainstorm a few magic items: First off, Weaken Step, the at-will ability. Instead of slowing creatures it hits, perhaps have it just reduce their speed by 2 or 3 until the end of next turn...
  8. winterwolf

    6/30/08 update: Necromancer class (work in progress)

    Mmm, I love this class! It looks like a lot of fun, and I hope to be able to try it out in a campaign! Now, after saying that, I have a few things to ask about minions, though: One, minions only ever have 1hp, so you don't have much of a reason to be able to spend a healing surge on them. Now...
  9. winterwolf

    E6, item creation, and balance issue

    For me, I do a few things with magic in my E6 campaign. First, I work with the recharging magic system from the SRD (or Unearthed Arcana). I find it works wonders in E6! Spellcasters can play all day, but they have to work a lot more with tactics. If you cast fireball now, you lose access to all...
  10. winterwolf

    E6: The Game Inside D&D (with PDFs!)

    I've set up a magic item chart, mostly works for minor items atm, medium and major probably needs a bit of tweaking but that's a ways in the future. The way I figure it, in E6 major items are going to need to be either special, or hand-picked by the DM. For example, you might consider putting a...
  11. winterwolf

    E6: The Game Inside D&D (with PDFs!)

    Yeah, I know, it's not just one but FOUR walls of text!!! Anyways, I'm sort of combining a couple of modules into my own world, based on a number of other worlds I've played in... Mostly, the world is undefined at the moment, with us filling it in as needed. Someone needs to come from a town...
  12. winterwolf

    E6: The Game Inside D&D (with PDFs!)

    Monsters and templates A couple of notes I had, as well as a creature template: First off, regarding clay golems: it would be a great idea to have them be able to be created by a cabal of clerics, as that's fundamentally the origin of the golem idea: according to wikipedia, they (golems) were...
  13. winterwolf

    E6: The Game Inside D&D (with PDFs!)

    Death in our game We make death a bit harder to come by: From level 1-2, you go down to -10, you die. Every level afterwards, you can go down another -5 hp before dying, to a maximum of -30 at level 6. This means that yes, you can be knocked down by a couple of lucky hits...but any overpowered...
  14. winterwolf

    E6: The Game Inside D&D (with PDFs!)

    E6 Magic Other things we did: most of the core classes from other books are allowed...in fact, our current party consists of a warlock, knight, fighter, rogue, necromancer (I'll go into the necromancer later), wizard, and cleric (Possibly, that player hasn't entered the game yet, and he hasn't...
  15. winterwolf

    E6: The Game Inside D&D (with PDFs!)

    E6 class changes First off, it’s been a while since I posted on these boards, but I just can’t resist praising you on E6. I’ve been bored with standard D&D at high levels (I just retired a 29 wizard…he was a blast for a while, and then it began to be same-old, same-old) and I think that E6 will...
Top