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  1. Dour-n-Taciturn

    Something Old, something New, something Borrowed, something blew...

    Old: disarms, trips, sunder items and multi-classing from 3rd ED, the rules need some revisions (no touch AC unless it scales, a multi-class variant to prevent front-loading). New: at-wills and substituting actions to keep each turn interesting. Borrowed: a simple wound system, Star Wars Saga...
  2. Dour-n-Taciturn

    How many Hit points does a sacred cow have?

    It does if it's "holy" fire... :p
  3. Dour-n-Taciturn

    Armor Class and Defense

    If a critical hit penetrates DR, what creatures are vulnerable? Can you crit. a ghost if it has DR vs. non-magical weapons? Does DR apply only vs. AC or does it apply against any physical effects like a fireball or meteor storm?
  4. Dour-n-Taciturn

    How many Hit points does a sacred cow have?

    There is a similar discussion on the AC/hit points thread. The problem with wounds is the famed death spiral effect, if you make wounds only treatable by certain magic (cure spells only), then the game becomes too gritty and you have maimed characters limping about and being chased off by...
  5. Dour-n-Taciturn

    Armor Class and Defense

    DR will be difficult to incorporate as a module, as each monster description/stat block would have to incorporate a modular variant to comply. Any modular concept should build on the existing monster stats using a few simple tables rather than having to re-jigger monster stats or add sub-stats...
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