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  1. 3

    Magic missile too strong?

    Why is 3d6 at first level right out? That's what the fighter does every round.
  2. 3

    Discern Location and extra-dimensional spaces

    Well, rope trick says "creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes". Discern location has a range of unlimited, which is defined as "the spell reaches anywhere on the same plane of existence."...
  3. 3

    Need help explaining something to a player

    You can take free actions in the middle of other actions, so you could cast a quickened spell before, after, or during casting a normal spell.
  4. 3

    Magic missile too strong?

    Magic missile is medium range, and it does have one big drawback--it deals very small amounts of damage compared to like-level characters with no usage limit on their abilities. Magic missile aside, would people feel that a spell like this is problematic? It's not a force effect, so it only...
  5. 3

    Magic missile too strong?

    You're casting magic missile in preference to scorching ray? Magic missile is a 17.5 damage auto-hit, while scorching ray is a 42 damage ranged touch. You'd have to be missing more than half the time to make that a good idea. (Except at 5th and 6th level, where you'd have to be missing more than...
  6. 3

    Magic missile too strong?

    It's an automatic hit, sure, but for pathetic damage. It is less than 1/3 the fighter's damage. I fail to see how a tiny amount of assured damage twice per day is better than that fighter's greatsword.
  7. 3

    Do Adjustments To Core RAW Often Meet With Resistance In Your RPGing Group?

    No. Which is good, because I like tinkering with the rules. At one time, I had a 25-page house rules document, although I've pared that back to a single page (for obvious reasons).
  8. 3

    Magic missile too strong?

    I've heard the idea that magic missile is too strong bandied about quite a bit. Tome and Blood said that magic missile was too strong for its level. Monte Cook designed the Arcana Unearthed spell list to weaken 1st level attack spells so that there wasn't a magic missile equivalent. I don't...
  9. 3

    Animal Intelegence

    I don't think an animal's Intelligence can go above 2. The animal type says "no creature with an Intelligence score of 3 or higher can be an animal". So a creature that has a 3 or higher Intelligence isn't an animal, by the D&D definition of animal. I don't think fox's cunning is supposed to...
  10. 3

    Grapple, Weapon Focus, and armor spikes

    The FAQ is an interesting place when it comes to grapple checks. One of these things is not like the other, one of these things just doesn't belong.
  11. 3

    Basic Armor Enhancement Total question

    They're also optional in the sense that they appear only in a non-core book and a chapter of the DMG that says "this chapter is composed of alternative rules, concepts, and ways of doing things. So, in this chapter, you won't find variant rules set off in sidebars--the variant rules are actually...
  12. 3

    Basic Armor Enhancement Total question

    That's assuming you're using the optional epic rules, of course. That's the only place that rules appears. Even if you are using those rules, those guidelines aren't iron-clad. The rules say that "the following are typical characteristics of an epic magic item. In general, an item with even one...
  13. 3

    Is it time for a low-magic setting?

    The D&D ruleset is heavily dependant on magical items to keep the classes in balance. A low-magic campaign using stock D&D rules would have severe balance and gameplay problems. Hence, a low-magic setting would have to signifigantly alter the core rules. Because of that, I don't think its...
  14. 3

    Grapple, Weapon Focus, and armor spikes

    Grapple says that "a grapple check is like a melee attack roll", that you have an "attack bonus" on a grapple check, and thatthe special grapple size modifier is used "in place of the normal size modifier you use when making an attack roll". Weapon Focus says that "you gain a +1 bonus on all...
  15. 3

    House-ruled monk class

    What do people think about reducing the skill points to 2 per level, and giving the class a bad fortitude save? I can't really see dropping the good Reflex or Will save from the class.
  16. 3

    is this balanced?

    I think it increases cleric power to much. Spontaneous healing doesn't really have an impact on the cleric's power, and turn undead is a mediocre ability at best. An extra domain is a good ability, martial weapon proficiency is a mediocre ability, an extra spell at each level is a good...
  17. 3

    House-ruled monk class

    A +4 bonus to AC seems to be similar in power to the ability to use armor and sheilds. Improved Unarmed Strike plus greater unarmed strike isn't better, in my opinion, than proficiency with all martial weapons. Both get 11 additional feats. 3 good saves and 4 skill points per level compared to...
  18. 3

    House-ruled monk class

    Creating a fighter variant with less selection in bonus feats and unarmed damage abilities is pretty much what I've done, isn't it? Well, I suppose that "less selection" isn't quite what I've done, as there are so many monk-specific feats, but there are very few fighter bonus feats on the monk...
  19. 3

    House-ruled monk class

    I'm going for "front-line melee fighter with mystical abilities", as opposed to the normal monk, which is "mobile weak melee fighter/wizard killer with mystical abilities". I'm not actually sure that my version of the monk is all that much stronger than a regular monk. My monk gains full base...
  20. 3

    House-ruled monk class

    Yeah, it is front-loaded. I'm not sure how to address that without leaving a 1st or 2nd level monk underpowered compared to other characters, though. Right now, the idea is that a 1st level monk has the equivalent of a chain shirt and a bastard sword. Compared to a fighter, he gets +2 on Reflex...
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