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  1. M

    Mobile Spellcasting

    FEADIN: The feat states that you may cast a spell and take a move as a standard action. The core rules allow you a standard action and a move action during your turn so RAW you would get another move action. I as a DM would be very careful with this feat.... Being able to move, cast, and then...
  2. M

    The Spell Compendium!!! Thanks Wizards!

    I don't do this often, but I wanted to send a hearty Gratzi to any Wizards employee who may be surfing this board. I have been waiting an eternity for this book, advertised in Dragon Magazine this month. I HATE lugging 50 pounds worth of books to my weekly games so this book will be a lifesaver...
  3. M

    How do you award XP?

    I award each time players successfully rest their characters, should they have earned any previously. I use the CR system on the average group level basis.
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    Blatant abuse of the five foot step?

    Your player should make his full attack, then five foot step off of the ledge. His fall starts at the beginning of his initiative on the following round. This is the same as the Jump skill. If your jump check exceeds your allowed move in a round, then you move your maximum distance but remain in...
  5. M

    Spell Points and how they change D&D

    I play the system as written in Unearthed Arcana and it is fine. My only gripe is the lack of support for further spell-casting classes introduced in later supplements, and the minimal difference between the high level wizard's point total and his companion Sorcerer's point total. Top-loading...
  6. M

    Druid domains

    Give up nothing. Presuming that you as a DM keep the whole Wildshape crap in line, as I feel it should be, there is absolutely nothing wrong with giving Druids a domain. I personally only allow Plant, Animal, or Weather.
  7. M

    a test for all ruleset tweakers, tinkerers, and houserule madmen

    Good golly... what haven't I stuck my mitts in? Weapons: I wanted characters wielding swords that weren't as tall as they were... completely ridiculous to imagine. I also don't see a need for all of the variety... VP/WP: Even heroes risk serious injury Magic: "The wizard steps up, mumbles...
  8. M

    Whip out your thinkin' caps.... Need ideas! FUN!

    Alrighty, as a little speedbump to my too-serious campaign, I have decided to have my party teleported or otherwise cajoled into a modern day city. The twist... there will be a gen-con type going on. I would like to hear some of your most interesting ideas or encounters to have occur. I would...
  9. M

    Reworking weapons... need some input.

    Very nice, Sadrik. I like it. Something else that I intend to do, for those of you who doubt my system here, is disallow Improved Critical, Monkey Grip, and the Keen enhancement, while using several homebrew feats. These include: (Names are tentative) Deadly Critical: Requires weapon focus...
  10. M

    Reworking weapons... need some input.

    Raigon: That is true. There are a few problems with the system, however I still admire it at the conceptual level. Most people probably are not bothered at all by the weapons, but I am nearly analretentive about small things and so I must strive to correct what I see as a problem. I also agree...
  11. M

    Reworking weapons... need some input.

    Sadrik: That is precisely what I did with the bastard sword and Waraxe. They became the default two-handed weapons for their respective classes. Fighters and other classes willing to devote the extra feat may still use them in one hand, but those wanting the 2-handed character do not need to...
  12. M

    Reworking weapons... need some input.

    Italianranma: You are correct about power attack. It is very good... too good. I have nearly altered it several times. I also love your idea about combat expertise... using a shield could make one nearly unhittable. The greatsword is not my only beef with weapons. I only used it because it is...
  13. M

    Reworking weapons... need some input.

    Sledge, I am going to take the liberty of disagreeing with you. The "extra point of damage" (or extra 2, 3, 4, 5, or more, with proper strength) that a greatsword wielder gets comes from his strength and a half bonus. I do not think that he should get both... then you toss on Power Attack...
  14. M

    Reworking weapons... need some input.

    Cheiromancer, your points are all valid and ackowledged. Allow me to address each in turn: Prices: This is to some extent true. However my beef begins when adventures pay an extra 1 or 2 hundred GP to gain a rather large and permanent benefit. I am at work and cannot think of specific examples...
  15. M

    Reworking weapons... need some input.

    Alrighty... I have, through a ridiculous amount of playing time, decided that the weapons in the game are not created equal... by any means. I know that some of you may criticize this, as the weapons have a seemingly tiny impact on the game, but I am a rules freak and balance lawyer. Sue me :]...
  16. M

    Power Attack alternate ruling. Would like opinions please.

    In the short, then, most of you are alright with it. Cool. I will leave it alone then. Coredump: concerning your questions: The Great Scimitar can be found in Sandstorm. It is an exotic weapon with 1D8 damage and an 18-20/x2 crit. To dual wield two of them without penalty beyond the norm for 2...
  17. M

    Power Attack alternate ruling. Would like opinions please.

    Honestly, I think it is our higher stats. See, we are co-DMing this campaign... an older friend and I. He is the story buff whereas I am the rules geek. Together, we make a good team, but he gave us fairly high stats. I think that each of us has an effective 36 point-buy. As far as actual...
  18. M

    Power Attack alternate ruling. Would like opinions please.

    My friend had a moment of prescience today and just tossed this idea out of the blue. What if power attack penalized AC? It is beautiful, in my opinion, as power attack seems to represent a reckless overextension of one's combat stance. What do you think of this? Would you penalize To Hit and...
  19. M

    D&D 3E/3.5 3.5 Druids - what to do about them?

    Of course, Endur. I think that was the point. Brother Maclaren was stating how outrageous the armor could potentially be if allowed via simply purchasing it. That is one example of how a druid could get rapidly out of hand without some control exerted by his DM... not too mention how crazy that...
  20. M

    D&D 3E/3.5 3.5 Druids - what to do about them?

    I have the special edition PHB... the one that is supposed to contain all the web errata. Near the bottom of the ability's description, after explaining how a druid can eventually do plants, and then elementals it states, "...she retains her own creature type (humanoid, in most cases)." Next to...
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