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  1. Johnny Angel

    Alternatives to bows

    Why not firearms, as per DMG 3.5 p. 145? Throw on an extra lock and barrel on the pistols for, say, 100 gp extra. Buy a bunch of them, then buy the Firearms feat to shoot them, and the Leadership feat to supply you with a host of lackeys to keep handing you freshly loaded pistols or rifles...
  2. Johnny Angel

    TWF penalties and AOOs

    This sounds like the good old fashioned "exception that proves the rule." The expression is often misunderstood, but what it means is that even if a rule is not specifically stated, but an exception to it is stated, it proves that the rule exists. This quotation states an exception to an...
  3. Johnny Angel

    What's with Jumping?

    This was part of what I was asking in the first post. Were the old rules for Jumping causing disruption, or allowing characters to circumvent challenges too easily? The ring my party got was made available in The Speaker in Dreams, which was designed with 3rd Edition in mind.
  4. Johnny Angel

    Hand Crossbow

    They explain hand crossbows as sneak attack weapons, so they're probably not looking for people to reload. You step out of the shadows, take your suprise round, and then close in while drawing your steel. People here have been complaining that two weapon fighting is underpowered compared to...
  5. Johnny Angel

    What's with Jumping?

    It looks to me like even with the new jump spell, the rules make a +10 Ring of Jump considerably less expensive than the new Improved Ring of Jumping. Caster Level (1) X Spell (1) X Constant Effect (2000) + cost of Masterwork Ring Am I misreading this?
  6. Johnny Angel

    Has enthusiasm died?

    The problem for me is that I want to run a Star*Drive campaign, but there are no rules for Cybernetics. They've made rules for people who want to run a modernized fantasy campaign, but a full set of science fiction rules is not available. I don't have time to create them myself, especially...
  7. Johnny Angel

    What's with Jumping?

    The funny thing about the Boots of Striding and Leaping is that it now adds +10 to Move. That's great. To have that as a constant effect is just swell by me. And +5 jump to boot, who couldn't love it? But: +10 move already gives you +4 circumstance bonus to jump (3.5 PHB 77), but: Boots of...
  8. Johnny Angel

    What's with Jumping?

    Pardon if I must plea poverty of imagination, but I'm puzzled that in the upgrade from 3 to 3.5, magic that improves jumping has been severly nerfed: i.e., the spell Jump, the Ring of Jumping and the Boots of Striding and Leaping. Plus, they made the jump ring and the boots both competence...
  9. Johnny Angel

    weapon finesse for fighters

    Argus Decimus Mokira wrote: In what sense? They are not comparable in game stats, neither damage nor weight nor critical hit range. They are not comparable in operating principle -- the power of the rapier is in its tip, and it is most powerfully employed by whipping the tip around and...
  10. Johnny Angel

    2d10 rather than d20?

    On the one hand, I like it. One thing I've always liked about GURPS was how the skills basically represented a shift in the bell curve. The difference it makes in a system designed on a linear probability curve is probably too radical, though. Let's meditate on this a bit. 1d20...
  11. Johnny Angel

    new skill: fencing?

    Seems to me that what goes on in fencing is basically Fighting Defensively, and occasionally taking an aggressive lunge. When a fencer lunges, he thrusts forward to make the strike at the risk of leaving his defenses open. Unless I'm smoking too much crack, there isn't a rule to replicate the...
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