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  1. CRGreathouse

    how does a basilisk reproduce?

    Binary fission, I think; once a basilisk grows large enough it splits down the middle. This leads to basilisks with left sides looking slightly different than their right sides, of course, but no one really looks closely at basilisks anyhow. :p
  2. CRGreathouse

    Another Immortals Handbook thread

    Presumably because either (1) the MM has creatures up to 28, or (2) the CR system says +/- 8 should be attemptable, so a 20th-level group could (with great luck and all resources) have some success at ruinous cost against a CR 28.
  3. CRGreathouse

    Another Immortals Handbook thread

    Yeah, those look good. I added them to my giant list of high-epic monsters and epic sources.
  4. CRGreathouse

    Serious inquiries only please - 100th level adventure hook and module in development

    Here's my newest giant list of super-epic monsters and epic material.
  5. CRGreathouse

    D&D 3.x 3.5 to 3.0: Reverse-engineering DR

    1. You could leave the DR as-is, counting it as a special quality. (DR 10/magic and good becomes DR 10/-- with the SQ "if struck by 'good' weapons, the effective DR becomes 10/+1".) 2. Double damage amount, and convert the penetration on the following table: * /magic: +1 * /material: +1...
  6. CRGreathouse

    Fire Domain (or other elemental domains)

    It's in addition. Don't deduct their uses from their normal turn undead uses.
  7. CRGreathouse

    Another Immortals Handbook thread

    I don't think the "whole thing" (Apotheosis, Grimoire, Bestiary, and that last book) will be finished this decade, probably not even within a decade. I hope we see a print version of Apotheosis before 4E; I give that about even odds. (It will surely end up filling a whole book like the...
  8. CRGreathouse

    Another Immortals Handbook thread

    These rules were meant to replace the standard "Can't be critted" rules. The creatures all have -2 or better "crit resistance", though, so the weapons you're using in your example can't get more than x1.
  9. CRGreathouse

    How important do you think game balance is?

    I voted "Somewhat important" by mistake; I thought you meant in our campaigns, not the game itself. I think it's extremely important in the game.
  10. CRGreathouse

    Another Immortals Handbook thread

    I'll email you on this point. It's actually not hard to do; I do this on my own site. Personally I'd love to see a higher-contrast version; the yellow-on-white is hard for me to read on my laptop.
  11. CRGreathouse

    Another Immortals Handbook thread

    There are two CSS files referenced in the code, and neither exists in the locations given. One is somewhere else (I looked its contents over), and the other just isn't there at all. CSS files give files their styling. In your case they're only used a little bit, so not too much is lost, but...
  12. CRGreathouse

    Another Immortals Handbook thread

    No. Threat ranges are expressed in terms relative to your attack score -- 17-20 means that if you have a +30 attack bonus you threat on 47 to 50. Against ACs 47 or less you have the same chance to threat, but once you're fighting creatures with higher ACs your range is restricted. You can...
  13. CRGreathouse

    Another Immortals Handbook thread

    I can see them. Maybe it's just Internet Explorer -- I know it doesn't display the titles for all tags, so maybe that's the problem. Sledge, what browser are you using? In any case Sledge's point about CSS is valid, as I noticed just a few days ago. What do you write you page with? Maybe I...
  14. CRGreathouse

    Another Immortals Handbook thread

    There's a natural limit to threat ranges beyond which they have no effect. If you can only hit on a 10, dropping your threat range below that is pointless. Since as you always say, fights at higher levels involve hitting your opponent more times, the chance of 'wasting' damage by getting a huge...
  15. CRGreathouse

    Another Immortals Handbook thread

    1. Why would a structural weak point (like a hinge/joint/etc.) be unaffected (x1 damage) by a sword or axe but strongly affected (double damage) by a pick or scythe? That doesn't make sense to me. 2. What about an ooze, where there are no structural weak points at all?
  16. CRGreathouse

    Another Immortals Handbook thread

    At the moment the mechanics strongly favor high multipliers. If that's a concern to you, you'll need to do something about the basic system, because everything at the moment favors high multipliers: High threat ranges are less useful when there are more ways to increase the range; Low...
  17. CRGreathouse

    Another Immortals Handbook thread

    I like the added flavor of the new rules, but they sure seem to make high-threat range weapons weak compared to high-critical weapons. I think the rules are fine -- although as a quibble, I'd prefer to call these (fragile/mechanism/solid/etc.) special qualities rather than subtypes.
  18. CRGreathouse

    Weapon Speed - changing the way BAB works

    At mid- to high-levels, base damage is small compared to added bonuses. This system would favor weapons with more attacks too much, in my opinion. Here's a rant by Sean Reynolds about just the system you propose, plus a few others on weapon speed. He doesn't like the systems, but you may like...
  19. CRGreathouse

    Another Immortals Handbook thread

    I agree with you on this point, for an important reason that comic-book minded Upper_Krust isn't likely to give proper due: in my campaign physics is simply fundamentally different from real-world physics (not just 'scaled' differently like U_K's high/low-factor with a patina of magic). The...
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