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    Where does one find stronghold rules in TSR/WOTC products?

    Wards Major Well, that seems to be most of the TSR/WOTC stuff that I can think of except for the (extremely abstract) stuff in the Birthright rules (at least most of its been released for free download). There's lots of third-party stuff of course. Way of the Daimyo for Legend of the Five Rings...
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    half as many skills - half as many skill points?

    Might not "Explaining" how to do a job fall under Profession/Teacher? Secondarily, we've got to stop subdividing somewhere (Personally I'm Right-Hand Dexterity 13, Left-Hand Dexterity 8, Right Foot Toes Dexterity 7, Left Foot Toes Dexterity 6, and Tongue Dexterity 11). I'm decent at sanding and...
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    Material Substitution

    Scroll and Potion prices might be lowered by up to 10 GP if the spell involved a moderately expensive component which would normally add to the price to begin with. Wands and Staves could be lowered by up to 500 GP, presuming that the spell being used involved a moderately expensive component...
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    Rare Material Components

    Ah well, I was trying to avoid bookkeeping, liss of definitions, and coming up with a special components market totally; thats why it limits usage and requires that the player come up with something interesting to announce, rather than actualy requiring that the character have a bag of holding...
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    Adventurer Base Class

    Well, they are fairly high-powered effects to get in absolute terms, but their utility is relatively limited in a lot of settings. If there are hospitable planes about with useful resources or things to trade, then it's quite powerful (I once had a lot of fun with a 2'nd edition psionic...
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    The Chi Wizard

    Re: What's wrong with the Warlock? Not that much in play as a player character on an adventure. They're pretty setting-disruptive though. Need a tunnel through a mountain? Digging a Canal? Melting a Glacier? Let your friendly local warlock blast it out for you at 1/100'th the time and expense...
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    The Chi Wizard

    Ah, I thought you meant one of each level castable. In that case they won't be running amuck until a little later - although highly flexible spells like Polymorph any Object will still make them extremely powerful eventually. Do they get to trade out spells like a sorcerer? Lets see... For...
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    Adventurer Base Class

    Well lets see... Yes, I do think that adds flavor. The Slayer AC bonus increases by +4 per step on the list, rather than by the +2 listed, and it probably needs a cap. Minor Magical Dabbler is potentially quite useful: it should probably cost a third Feat - and it needs to get rid of the...
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    Rare Material Components

    Hmm... For consideration: Alchemic Spellcraft Requires Spellcraft 6+, Ability to cast first level arcane spells, being in possession of a spell component pouch or similar. When casting an arcane spell the user may opt to dramatically announce an exotic material component or focus...
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    The Chi Wizard

    At level four you can go a long ways with an unlimited Magic Missile or something similar. This might even be playable up until level eight or so. Even for level nine unlimited fireballs (or whatever) is a bit much. Once you start pushing into epic levels of course, you're going to have...
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    Material Substitution

    workable, but perhaps a bit underpowered given that most games don't really keep track of components at all. Secondarily, would it work with low-cost foci?
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    Strongholds - Base or Campaign Focus?

    By the way, did anyone like Birthright? We recycled a lot of the background in one game, although we had to use Eclipse to build the characters to make them compatible with the current edition.
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    Going Back to 3.0

    The differences are actually pretty minor: most 3.0 stuff can be ported into 3.5 and vice-versa without any real problems. We usually just use Eclipse, since it generates characters who are compatible with both. Overall, I think 3.0 was a bit cleaner. 3.5 did nerf some overpowered combinations...
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    half as many skills - half as many skill points?

    Halving the skill list and leaving the skill points the same should work just fine; even if it does make a high intelligence more desirable for non-spellcasters there's really nothing wrong with that. There have been really stupid warlords, rulers, mafia dons, merchant princes, and religious...
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    Rare Material Components

    This works and is flavorful, but usually has unexpected consequences. Rare ingredients derived from creatures tend to lead to the party dissecting everything they kill, keeping the parts their casters can use, and selling the rest - effectively gaining both extra treasure and a slight power...
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    Frukathka's Spells

    It doesn't really matter, but scalable spells have been around at least since RuneQuest II, circa 1978 - well before d20 even existed. Outside of that trivia, well - there's no reason why Flesh to Stone shouldn't turn targets into particular types of common stone (sandstone, granite, quartz...
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    My DM's House Rules on skills

    Yes, this is advantageous for skill-based characters - but since his GM is doing it anyway, the characters might as well take advantage or it - and try to get equal benefits for the characters with more limited skill sets. It doesn't increase the number of skill points, it simply makes some...
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    Fantasy "biotechnology" and other alterations

    Eclipse (Shareware version linked in the signature) covers cyberware, implants, and other types of enhancements, as well as races and templates, for d20 pretty much the way that the Hero system covers things - a set of effects and general abilities, how to buy them, and how to corrupt and...
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    Making Your Characters Unique

    I've seen quite a lot of characters who apparently did just pop into existence, especially when someone wanted to replace a character they'd gotten killed, retired, or decided that they didn't like any more, and wanted to bring in an 14'th level barbarian warlord-hero whom somehow no one had...
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    My DM's House Rules on skills

    I think the Knowledge/Arcana and Spellcraft would work best. How their knowledge base differs has never really been that clear. Is knowledge of spells and spellcasting not a part of knowing about magical things?
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