Scott DeWar
Prof. Emeritus-Supernatural Events/Countermeasure
on players roll all the dice, does the attack from the opponent acts like a dc to overcome with a defense check, the + = to all the pluses that bring it above he base of 10?
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PLAN B
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I am actually liking Alchemist [Beastmorph] more and more. He would be morphing into the incredible Mr Hyde.
It says: "Beastmorphs study the anatomy of monsters . . . . ." so he has tried to fuze the strength of some
monstrous humanoid into his physical form, but ended up totally changing himself. Over time the mutagens
accumulate and trigger spontaneously, thus the will check to 'resist the change'
25 point buy [B]
STR[/B] 10 +0 0
[B]DEX[/B] 16 +3 10 [B]
CON[/B] 12 +1 2
[B]WIS[/B] 10 +0 0
[B]INT[/B] 18 +4 10
[B]CHA[/B] 13 +1 3
Ability adjustments: +2 (human)
[HR][/HR]Hitpoints: 1d8 +1[con] = 9
Age: 21 Height: 5' 11"
Weight: 165 lbs
[HR][/HR]Combat
[B]AC[/B] 3 = x+3[dex]
[B]FF[/B]
[B]TOUCH[/B]
BAB
[B]CMB[/B]
[B]CMD[/B]
[B]RNG TOUCH[/B] +3[dex]
[B]CONC[/B] 1[LEV] +4[INT] = +5
[HR][/HR]Saves
fort 2+1+0 = +3
ref 2+3+0 = +5
will 0+0+0 = +0
[HR][/HR]weapons att dam crit type notes
cross bow, lt +3 1d8 19-20/x2 P
bolts 00000 00000
dagger +0 1d4 19-20/x2 P?S
thrown +3 1d4 19-20/x2 P/S
mace,lt +0 1d6 x2 B
[HR][/HR]Human features:
+2 to one ability
medium
30 move
bonus feat
+1 skill rank per level
favored class
[HR][/HR] Class Features:
Alchemy
bomb 1d6 + 4
brew potion
mutagen
throw anything
[HR][/HR]skill points: 4+4[int]+1[race]+1[fc]
Skills ranks +3? abil misc total notes
Appraise (Int) +1 +3 +4 +0 +8
Craft (alchemy) (Int) +1 +3 +4 +0 +8
Disable Device (Dex) +0 +3 +3 +0 +3
Fly (Dex) +0 +3 +3 +0 +x
Heal (Wis) +1 +3 +0 +0 +4
Knowledge (arcana) (Int) +1 +3 +4 +0 +8
Knowledge (nature) (Int) +1 +3 +4 +0 +8
Perception (Wis) +1 +3 +0 +0 +4
Profession (Wis) +0 +3 +0 +0 +0
Sleight of Hand (Dex) +0 +3 +3 +0 +3
Spellcraft (Int) +1 +3 +4 +0 +8
stealth[dex] +1 +0 +3 +0 +4
Survival (Wis) +0 +3 +0 +0 +0
Use Magic Device (Cha) +1 +3 +1 +0 +5
Extracts / day: level 1: 1 [base]+1[int]= 2
Yes, more or less. Enemies have an attack score equal to 11 + their attack bonus (as well as the crit range/mod if other than 20/x2 which is the default). Whenever I have an enemy make an attack, I'll simply list the attack score and the potential damage dealt. On the attacked player's turn, the player will make a defense roll. Note that crit ranges are reversed, so a natural 1 on a defense roll always results in a player character hit and critical threat. A longsword would threaten on a defense roll of 1 or 2, and so on.on players roll all the dice, does the attack from the opponent acts like a dc to overcome with a defense check, the + = to all the pluses that bring it above he base of 10?
Since the concept only involves one character class unlike my initial impression, the Will save wouldn't be necessary. If so we could simply use it as a drawback, granting the character a bonus trait in exchange (preferably not something counter to the concept like a trait that gives a bonus to Will saves). The DC would be low, something like DC 10.Notes and thoughts
I like the will check for stressful situation. I was thinking only one class or the other, just not quite sure which to do yet. thinking . . . . . .
I am actually liking Alchemist [beastmorph] more and more. He would be morphing more and more into the incredible Mr Hyde. It says: "Beastmorphs study the anatomy of monsters . . . . ." so he has tried to fuze the strength of some monstrous humanoid into his physical form, but ended up totally changing himself. Over time the mutagens accumulate and trigger spontaneously
The potions are not as an alchemist's mutagens, just that he 'drinks' the material component of his summoner spell. If there is a cost, then it is for an expensive reagent or something. As he drinks these potions they accumulate in his system causing an occasional transformation into Hyde-Hulk during times of stress.
Perhaps rather than keeping track of the number of mutagens, the DC could simply scale with the number of discoveries spent on the mutagen, say 10 + 1 per mutagen discovery. Which role were you thinking of for this character by the way?Sounds good. We used the 'players make all the rolls" on the TT game I played in Columbia Mo. It works very well.I am going o start making the character. You know I was thinking. If We very the dc where It gets more difficult with the increased consumption of mutagens, it would mean the more powerful mutagens cause a higher dc. what do you think?
Nuko looks good. I like the description reference you tossed in to Duko.I don't doubt that this'll be a good game, and house rules are primarily a DM call, but just to let you know I am not a fan of the house rules. Players rolling all of the dice can slow the game down (more so for PBP than for face to face); for example, the DM says that a monster attacks PC#1, so now we have to wait for Player #1 to roll the attack to see what happens instead of the DM just rolling it. As for armor as DR, I suspect it's not well balanced. As for hero points, it's a bit too gamist for my taste. But again ... I can live with it and we'll have fun![]()
And I was actually cogitating the notion of giving players some matter of choice on which monsters attacked them in narrative style so that an exchange of blows between PC and monster could be resolved with a single player post rather than player-GM-player, perhaps freeing me to spend more time on the actions of more "important" monsters. This is just the germ of an idea though and not ready for full implementation. But I thought I'd let you guys know where my brain is at.Hmmm. I was assuming that "all the dice" simply meant we'd make the monsters' defensive rolls against our attacks so that we wouldn't have to wait for the GM to resolve those - which would speed the game..
Thanks.The drawback and trait trade-off sounds fine to me. Although it looks like kinem is going with a wizard instead so you might not need to be as arcaney.
If storing a link, I would ask that you see if there is a way to display a snapshot or something of that nature in the thread so I don't necessarily need to follow the link. I like being able to look at all character sheets on one page. If you're linking to something like a jpg of a pdf snapshot, it would probably preferable to put it inside a a spoiler block to reduce load times.
Magnimarian Streetwise: You know the streets of Magnimar's well-traveled areas and are keen on picking out dangers and foreigners less likely to spot pick-pockets. You gain a +2 trait bonus to Diplomacy checks to gather information, Sleight of Hand, and Perception checks in the Dockway and Underbridge districts of Magnimar and half this bonus in other districts of Magnimar.
I added those in now.I just realized a couple things are missing from your character sheet, [MENTION=88649]perrinmiller[/MENTION], although it's understandable you overlooked it since they are from variant rule. Be sure to calculate and add these:
I am not sure where you are speeding things up.As for the house rules, you do bring up a valid point or two. I was initially thinking of the benefits of Players Roll All The Dice (PRATD) as opposed to the negatives. The original purpose for using PRATD was because I thought it might speed things up in some ways. However, your post has made me reconsider the validity of my assumption. This is something I will have to think over.
However, I should point out that another aspect I was considering for PBP is that in the majority of situations, I will be using a single "enemy" initiative to keep combat moving more quickly. An unfortunate side effect of not splitting up enemies into groups is that they all act at once. In tabletop defense rolls and such would be rolled as needed. In PBP players can take their turns (and thus make their defensive rolls) when they like. I was actually thinking that the enemy attacks would not be resolved until the respective player's turn when he/she had the chance to roll the defensive rolls.