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    "SPACE FIGHT!" Starship combat boardgame

    Straightforward and you can still do most trajectories, so long as you can make multiple turns per round. Allowing speed changes at the beginning and end of the turn, however, would prevent wasted, unspent speed points, which could prevent less maneuverable ships from flying off the map!
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    "SPACE FIGHT!" Starship combat boardgame

    What determines when the movement turn is completed? You say a ship must move its current speed each round, but its speed might change during the round. For example, a ship is flying at speed 12, slows down to 3 and then moves 3 hexes. Is the movement turn over? In other words, it sounds...
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    I want to believe

    Actually, I just realized I got programmed image wrong -- you don't even see the illusion until the trigger goes off. So if this had been the spell used, the trigger would have been something like "opening the coffin," at which point the image would probably be static. However, as you said...
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    I want to believe

    OK, so programmed image has a trigger associated with it, so maybe either decapitation or burning. IMHO if you both burned and decapitated the illusion, then the illusion would not have reacted accordingly and you would know it's an illusion. Also IMHO, the illusion doesn't have any tactile...
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    "SPACE FIGHT!" Starship combat boardgame

    Let's see: Drop the association between speed points and Maneuverability. Instead use Maneuverability as follows: Divide your Current Speed by Maneuverability (round down) to get the number of hexes the ship must move before making one 60 degree turn. Speed points are strictly used to speed...
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    I want to believe

    And this is where things went wrong, IMHO. The character failed the save, but the player figured something was screwy. It would not be appropriate for the character to persist in his or her suspicious behavior after failing the Will save. Of course, the player knows something is up, but that...
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    "SPACE FIGHT!" Starship combat boardgame

    Well, a fast flying nimble (Maneuverability=1) ship might pull this off, while a fast flying clumsy (Maneuverability=5) ship would not. If you want it to be impossible for a ship to turn 180 degrees in a single turn, then set Maneuverability greater than x/3. Just to make sure I'm answering...
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    "SPACE FIGHT!" Starship combat boardgame

    Maybe: Every ship gets x speed points to spend each round. However, to each ship assign numbers to "Top Speed," "Maneuverability," and "Acceleration." The Maneuverability score is the number of speed points required to change heading by 60 degrees, and the Acceleration score is the number of...
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    High level caster "fix:" Reasonable or Outrageous

    A similar idea: Give every creature SR=x, where x is a positive integer. (Most creatures will have SR=1.) When a spell is cast that allows a save, targeted creatures roll the save x times; if any of the rolls succeed, then the spell has no effect on that creature. It would probably be a good...
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    Good lower level spells to bother a higher level party?

    Here's a few from the Spell Compendium (You'll probably want to Heighten these, or any other low level spells): * slapping hand: make a DC 20 Concentration check or take an AoO from every creature threatening. Have the minions swarm the beef cake, followed by slapping hand. * slide/greater...
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    Whats wrong with this?

    Not sure about the instant kill roll, but it shouldn't be a problem: Assuming 18-20 is a crit, and 14-20 confirms, and 14-20 leads to instant kill, the probability that this happens is: (3/20)*(7/20)*(7/20) = 0.018375, or a little less than 2% of the time. (Note: This is the player's best case...
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    Spell Compendium: What are the "broken" spells?

    I don't see how your example works. Once you've cast any of the celerity spells, you're done casting swift/immediate spells until the end of your next turn. (Note to OP: Hopefully this tangent is relevant to the original topic; if not, I can move this discussion elsewhere.)
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    Spell Compendium: What are the "broken" spells?

    I think this is right: Quick Recovery (Lords of Madness); in the case of the celerity spells you can shake it off with a DC = 10 + (your CL or HD)/2 + (your caster stat) Will save.
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    Spell Compendium: What are the "broken" spells?

    Trade a move/standard/full action now for completely giving up your next turn? Was your sorcerer really doing this regularly? I'm curious because I, personally, would be extremely nervous having my sorcerer "take five" every other round. I remain unconvinced that this spell is broken as...
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    Board/Card game suggestions

    Wizard (card game). Most people know how to play some sort of bid/trump-based game, so it's relatively easy to learn; and you can play it with n people, where n is a divisor of 60 (though the smaller n is, the longer the game can take).
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    Spell Compendium: What are the "broken" spells?

    You said it yourself -- you don't get an extra action with the celerity spells, you steal it from your next turn. So what's the big deal? (I understand that if the dazed penalty is removed somehow, then there is a serious problem, but otherwise they seem like emergency-only spells.)
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    [Spell-like ability] which stat ?

    Agreed: Cha-based, and use Ability Focus (Monster Manual) instead of Spell Focus.
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    Can I buy a wand of Hypnotism?

    I don't understand what you're trying to do with a Silent+Still version of the spell. The spell says, "Your gestures and droning incantation fascinates nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and...
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    Tigh finally Nukes 3e (review)

    I...um...hmmm. Well, IbtL?
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    Hybrid Characters: 272 Combinations?

    Exactly, d00d. And, and, and...getting the right answer to a math question would be soooo uncool. Yeesh.
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