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  1. Sigurd13

    My Grind Fix: Half hp, 2/3 Xp

    Starfox- Considering I'm not talking out of experience here (and I am assuming you are) I'm gonna say that I think overall this is a pretty good concept worth further inquiry. Your fix will tend to make monsters more deadly- but with glass jaws...which I can only image *would* tend to make...
  2. Sigurd13

    Name Game

    Pretty good, but how long is the grab sustained? It seems a little overpowered for a 1st level, at will, minor action to immobilize an opponent... but that's just my impression. Excelsior! Wizard Attack 9 With an explosive torrent of force you propel your foe ever upward! Daily✦ Arcane...
  3. Sigurd13

    My Grind Fix: Half hp, 2/3 Xp

    If it is, in fact, the case that the issue is less about monsters doing damage and more that they always hit, then I agree that this is a spot on solution. Lowering level and adding more mosnters to maintain the overall level of the encounter *would* not only lower the monster's chance to hit...
  4. Sigurd13

    My Grind Fix: Half hp, 2/3 Xp

    Not necessarily. According to DMG pg. 174, if you're only adjusting monster levels up or down by 5 or fewer levels you're only going to end up changing the damage by 2 points at most if you are using Monsters as written from the MM and changing their level using the DMG rules. Likewise, if...
  5. Sigurd13

    New Combat Action: Cling (Updated, v 1.1)

    Apples & Oranges If you're worried about the connection between Cling and Close Quarters, I think the flavor text says it all. "You take cover beneath a much larger creature, making it harder for the creature to hit you." They're not even the same. Mechanically they might grant similar...
  6. Sigurd13

    My Grind Fix: Half hp, 2/3 Xp

    Not to rain on anyone's parade but isn't the same effect achieved if you just use more lower level monsters and add a flat bonus to their stat block? I mean, at level 10 a standard is worth 500xp, so for a party of 4 that's 2k xp for a 10th level encounter. For about the same xp price you can...
  7. Sigurd13

    D&D 4E Turning 4e into a simulationist game

    At the end of the day, any RPG of any stripe is a simulation. By their very nature, they are the marriage of a story taking place in a specific setting and a set of mathematical equations and rules to govern 'fair' interactions between the Storyteller and the Player. There. That's my two cents...
  8. Sigurd13

    Puppet Master

    Not sure if this was brought up or not, but I had a very, VERY minor thought: have you considered using "Marionette Control Bars" or something similar as the implement? I only say this because using the gloves takes up a body slot- preventing characters from using other magic gauntlets and...
  9. Sigurd13

    D&D 4E Best campaign ever? I want to turn it in to 4e

    Never been a big fan of modules because it requires more time and energy to memorize rather than making the world myself. (IMHO) ^_^ However, from time to time I do steal an idea (or create a variant thereof) from this list. It's been pretty helpful. ^_^ Good luck! The Big List of RPG Plots
  10. Sigurd13

    Modern & Futuristic Weapons

    Many Thanks Thank you very much for the positive feedback! I felt pretty excited by the concept when it hit me...now I just need it play tested. My main inspiration for the design was trying to make the weapon stats and usage as comparable to normal weapons as possible. I didn't want my...
  11. Sigurd13

    Modern & Futuristic Weapons

    Typo! Thanks for catching it! Alex, Under normal conditions (ie-when using the weapons for either ranged basic attacks or power attacks), they cost nothing to load (Load Free property). This ensures that a player's actions don't get bogged down by a bunch of random penalties just for doing...
  12. Sigurd13

    Modern & Futuristic Weapons

    Melee Weapons MELEE WEAPONS --One Handed-- Power Fists (pair) - A pair of mechanical gauntlets that augment wielder’s speed and striking power. The pair counts as wielding two weapons. Kinetic Sledge - A small, very light hammer containing internal mechanisms that stores kinetic energy...
  13. Sigurd13

    Modern & Futuristic Weapons

    Ranged Weapons - Heavy Arms Heavy Arms - (Two handed) Flamer - This heavy spray weapon deploys ignited flammable plasma from a canister. On any successful hit, the target also takes ongoing 5 fire (save ends). Chain Gun - This heavy automatic weapon rapidly fires huge volumes of rounds fed...
  14. Sigurd13

    Modern & Futuristic Weapons

    Ranged Weapons - Long Arms Long Arms - (Two handed) Rifle - Standard semi-automatic long range weapon Assault Rifle -Semi-automatic long range weapon with a wide array of firing settings. Sniper Rifle - Semi-automatic weapon with a scope for extreme long range targeting. Neutron Rifle -...
  15. Sigurd13

    Modern & Futuristic Weapons

    Ranged Weapons - Small Arms ADVANCED WEAPONS Note: Price and Weight are fairly irrelevant, those can always be adjusted to fit the campaign setting. Small Arms - (One Handed) Pistol - Standard semi-automatic sidearm LeMat Special - This semi-automatic weapon has an extra barrel...
  16. Sigurd13

    Modern & Futuristic Weapons

    New Combat Action, Weapon Properties and Heroic Feats New Combat Action- 1.) Reload: Minor Action You fully reload the weapon’s ammunition. Effect: The reloaded advanced weapon may now be used normally. 2.) Switch Ammo: Minor Action You load alternate ammo or equips an ammo attachment...
  17. Sigurd13

    Modern & Futuristic Weapons

    So this seems like a ~fairly~ uncommon topic with a modest underground following. Hopefully I can still garner some decent feedback for the weapons I've made so far. Setting: Pre-War Eberron. The year is 533 by the Galifar calendar of Eberron, before THE War and just after the...
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