Search results

  1. Marimmar

    Making Cash.. WooWoo!

    You've seen too much Shaolin Soccer dude... ;) ~Marimmar
  2. Marimmar

    Rules for non magic armor mods ?

    IIRC there was an armor upgrade including lots of tentacle like attachments to automatically detect the presence of invisible creatures within a 5' radius. It could be in Races of Stone but I'm not shure about that. ~Marimmar
  3. Marimmar

    How did 'Righteous Might' affect your game?

    I already got some feedback and it seems that the cleric player herself is not bothered by errataing 'Righteous Might' (she thinks it's too powerful). So that won't pose a problem to me anymore. :) As for combat tactics the road to the near TPK was at first a battle against 2 young blue dragons...
  4. Marimmar

    Coup de grace vs. full attack

    Very considerate of him. :)
  5. Marimmar

    Coup de grace vs. full attack

    Diaglo, Pick Pocket his holy symbol before attacking him, he shouldn't be able to oppose you since he has to make a Spot roll with his eyes closed. :D Then you're save from spell retaliation and can CdG and Sneak him as you like. ~Marimmar
  6. Marimmar

    How did 'Righteous Might' affect your game?

    BTW after one fight we had a near TPK with three dead and one fleeing because the party used up all their spells on the first encounter that day and had no fire power left. ~Marimmar
  7. Marimmar

    How did 'Righteous Might' affect your game?

    Well the last battles were like that: 1) Party encounters BBEG 2) Combat starts, PCs flee by teleporting to safety 3) PCs buff themselves, teleport in again at full power. 4) Dead BBEG or 1) Scout spots approaching BBEG 2) PCs buffs themselves 3) Combat is commenced 4) Dead or fleeing BBEG...
  8. Marimmar

    Penalty for fighting on a body?

    Difficult terrain counts as 2 squares of straight movement and 3 squares diagonal. ~Marimmar PS: Aren't there some corpse counters in the 3.5 DMG?
  9. Marimmar

    How did 'Righteous Might' affect your game?

    The nerfed 'Righteous Might' spell still has lots of bonusses that stack with other bonusses from almost any other spell so I wouldn't call it hardly worth casting. Having reach and damage reduction is powerful indeed. The combination with 'Divine Power' is still awesome but at least there's...
  10. Marimmar

    "Mageslaying" weapon ability - this looks freaky..

    Well unless 'Clouting' can be put on a missile weapon, I cannot find it overpowering since most monsters have very good Fort saves and won't be affected by it. I don't know about your campaign but mage bane isn't that powerful either, holy is much more dangerous because of the frequency of evil...
  11. Marimmar

    How did 'Righteous Might' affect your game?

    Well, I cannot always have some high-level spell caster stand in the rear casting 'Dispel' spells. Sometimes it's just some giants bent on stomping puny little humans. As Dingo said, I think the clerics would feel cheated when always confronted with someone dispelling their 'Righteous Might'...
  12. Marimmar

    How did 'Righteous Might' affect your game?

    Don't confuse 'Divine Power' with 'Divine Favor'. ;) ~Marimmar
  13. Marimmar

    How did 'Righteous Might' affect your game?

    Now that's some just in time errata. I'll talk this over with our clerics and see if they are reasonable enough to see the 'wisdom' in this errata. At least they got rid of that annoying damage reduction. Personally I dislike 'nerfing' something because I perceive it as unbalanced but with WotC...
  14. Marimmar

    Penalty for fighting on a body?

    I'd go for the difficult terrain approach too, if at all. I find keeping track of dead guys bothersome. ~Marimmar
  15. Marimmar

    Making combat less deadly.

    Here are my suggestions: 1) Remove critical hits from the game. 2) Exchange dead at -10 for dead at -Con HPs 3) Let Toughness not only add 3 to their max. HPs but also to number they may go down into the negatives before dying. 4) Remove all save-or-die spells from the game. ~Marimmar
  16. Marimmar

    How did 'Righteous Might' affect your game?

    In our last two sessions our party cleric cast 'Righteous Might' and 'Divine Power' to annihilate the BBEG at the end of the sessions. I as the DM wasn't thinking much about it the first time she did it since the villain was actually CR+3 over the party and was deadly anyway. The second time she...
  17. Marimmar

    D&D 3.x Rules intrinsically related to the 3ed round

    Splitting the round in a Move and a Action part would prolong combats since every player would have to act twice somehow. This would make for a clumsy system IMHO. Boardgames like Classic BattleTech (3 phases) suffer from this. It is absolutely unneccessary and simply prolongs battles. In 2nd...
  18. Marimmar

    Learning the rules what's the best way

    Well, I have my rulebooks with me whenever I go to the toilet (it helps sitting down) or when going to bed. Just flip the book open somewhere and read the stuff you find. After a while, you'll have a general idea of what happens when a special situation arises. Besides that, read the character...
  19. Marimmar

    Can poison kill?

    Yes, I already did. Besides, I'm as a DM am not obligated to remind the players of their Skills and abilities. noone thought about using the Heal skill so no second save. I'm actually tired about remarks like, 'My character would know something like this and would (not) have done that.' Either...
  20. Marimmar

    Can poison kill?

    Well, the cleric lvl 11 was surprised by the trap being sprung on her, she rolled badly on her 1st save and had no neutralize poison prepared. She drank an antidote potion but rolled even worse on her second save and took another 11 Con damage. I (as the DM) let her live on the reasoning that...
Top