Search results

  1. Hashmalum

    Epic Spells: Caster Level instead of skills?

    Feh... I don't have a spreadsheet program :(
  2. Hashmalum

    Epic Spells: Caster Level instead of skills?

    I'm somewhat conflicted about this. On one hand, yes, it makes sense that really powerful priests can wield miracles beyond standard mortal magic; I loved the quest spell mechanic (if not many of the actual quest spells) in the AD&D 2nd Edition book Tome of Magic for this reason. On the other...
  3. Hashmalum

    +skill items

    I think this is a good idea for items that actually increase the user's skill (competence bonus) rather than aiding them in some other way (circumstance bonus). Look at it this way; an item that makes it easier to move silently by, say, dampening sound the user makes by 90% is going to be useful...
  4. Hashmalum

    Epic Spells: Caster Level instead of skills?

    Hmm. One can create epic spells with the dispel seed to deal with that, but that does nothing for the numerous epic level monsters that have greater dispelling as a spell-like ability. But yes, that is another thread. The simulacrum issue is a genuine problem, yes. Switching to caster levels...
  5. Hashmalum

    Epic Spells: Caster Level instead of skills?

    The party in the aforementioned game was fairly low level--IIRC, in the single digits. Mordenkainen's disjunction is a 9th level spell, requiring at least a 17th level wizard to cast it. A party of a high enough level to have a 17th level wizard thrown at them is not one that is going to have...
  6. Hashmalum

    +skill items

    Some skills are more useful than others, and some become obsolescent at higher levels due to magic anyway, but the problem is that the skill bonus pricing formula is the same for all skills. I was working on some house rules for that (different formulas/skillmaxes for different skills), but I...
  7. Hashmalum

    Epic Spells: Caster Level instead of skills?

    I never said anything about banning all +skill items. I just suggested that if you find them problematic, that you should ban +Spellcraft items. Epic spells don't work the same way as spells with levels. Levelled spells come "pre-fabbed", but epic spells are something that you have to weave...
  8. Hashmalum

    Epic Spells: Caster Level instead of skills?

    I don't see how I "dismissed" anything. I didn't say "people who are unhappy with +Spellcraft items are wussies, all real players have them so get used to it". I made a suggestion that I think is less trouble to implement than the caster level-based idea of the initial poster. The 3.5 revision...
  9. Hashmalum

    Epic Spells: Caster Level instead of skills?

    This is a drawback if one is a powerplayer, perhaps, as these requirements consume skill points that one could be using to qualify for overpowered PrCs. I, on the other hand, would see it as at least a little strange for a cleric to exist who doesn't know about religion, or a druid who doesn't...
  10. Hashmalum

    Making ranks more important

    Nerfing the grossly overpowered +skill items is a solution. IIRC this is one of the changes WotC is making to 3.5E. I can't wait for July...
  11. Hashmalum

    Cleric Domains variation...

    The feat that people here are referring to is Spontaneous Domain Access from the Epic Level Handbook. Do I think that taking an epic level feat that requires Wisdom 25, 30 ranks of Spellcraft, and the ability to cast ninth-level divine spells as prerequisites, and giving it at least twice over...
  12. Hashmalum

    Penalty for Subdual Damage, anyway to get rid of it?

    There really shouldn't even be a PrC that can do it. When you deal subdual damage with a weapon, you are swinging it in a way it just wasn't designed for (such as hitting someone with the flat of a sword blade). No matter how skilled the user, that is NEVER going to be as good as using the...
  13. Hashmalum

    Critter Bits and Magic Recipes!

    A lot of these monster "by-products" seem fairly obscure, and methods for extracting them even more so. Even if the players know that a certain gland possessed by purple worms repels other purple worms, how are they going to know what bit of disgusting wormflesh to hack off? I'd strongly...
  14. Hashmalum

    [Savage Species] Additional magic item slots without feats

    I noticed that I seem to have left out the multiheaded template creature from the previous post--obviously, it would get the same benefits as the ettin for each additional head. Additionally, the following creatures not considered suitable for PC use by Savage Species would benefit: Marilith...
  15. Hashmalum

    [Savage Species] Additional magic item slots without feats

    Monsters that Savage Species allows as characters that might benefit from my proposed rule change include: Aranea In spider form, these could potentially wear up to three additional pairs of boots--assuming the DM allows a human-size spider to wear boots at all, which seems rather unlikely. On...
  16. Hashmalum

    [Savage Species] Additional magic item slots without feats

    Exactly. So far, what has your experience been with the game balance impact? Do you allow players to play races that benefit from this rule change? Have any of them chosen to do so? Have they tried to use polymorph or alter self or similar magics to take advantage of the rule? Or do they not...
  17. Hashmalum

    [Savage Species] Additional magic item slots without feats

    Zounds! Shades of the Mandarin. The way I see things, the reason you can't wear more than one ring on a hand is because the rings interfere with each other's magic directly. I really don't see what sort of skill or attribute a character could possibly acquire as a feat to change the way magic...
  18. Hashmalum

    Feats that Raise Ability Scores

    This isn't very realistic. Suppose that someone is of normal intelligence for most of their life, then suddenly is somehow boosted to genius IQ. Do you really think that the previously-normal person, who might have had to go over material three or four times that a natural genius would...
  19. Hashmalum

    [Savage Species] Additional magic item slots without feats

    I've recently acquired Savage Species, and I noticed that there is a feat, Extra Item Slot, allowing you to use additional heads or limbs (relative to the humanoid norm) to gain extra item "slots", such as being able to wear an additional necklace due to having an additional neck to support your...
  20. Hashmalum

    Feats that Raise Ability Scores

    Retroactive? Ugh. No form of permanent Intelligence boost does that, which is what you are looking to partly duplicate here. Plus I am not a fan of the concept of feats, or anything else, working retroactively. I would rather see the players have to make real decisions; take feats at 1st level...
Top