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  1. M

    Feat Taxes, or, It's That Time of the Week Again

    mudlock: As stated, a 16 primary would lose the bonus at 14th and 18th level, and never have it in epic unless they took really bad paragon paths--if you're catering it to 16 stat, you want 4/6/8 as your thresholds.
  2. M

    Ranged Defender: Doable?

    oops. Accidental double post is accidental.
  3. M

    Ranged Defender: Doable?

    Fair enough. OTOH, it wouldn't be hard to design a Shaman subclass that was actually a ranged defender (and probably, like the Essentials druid is a secondary controller, a secondary leader) -- not a primary leader at all. Indeed. I agree -- I go so far as to say that unless the defender is...
  4. M

    Rule of Three - 04/18/11

    It happens. But yeah -- we (mostly) do undestand why the vampire is a class -- but in many ways, it's a class -made- for multiclassing/hybriding, by concept. Because as much as "Vampire Elf" and "Vampire Gnoll" make sense, so do "Vampire Elven Rogue" and "Vampire Halfling Sorcerer". The...
  5. M

    Rule of Three - 04/18/11

    Er...multiclassing the Vampire is a bit natural, isn't it? I mean, your fighter/wizard/rogue gets bit (or starts drinking weird concoctions; whatever); and develops a pale look and a hunger for human/elven/mimic/air elemental (yeah, that's the aspect to vampires that bothers me a bit, though I...
  6. M

    Switching from bow to swords - how does it work?

    Um, no? Again, "draw or sheath a weapon" is clearly using the "a" as a quantifier, and has no implication that the quantifier comes from somewhere else. Osezno, one can draw a (thin) logical line for your Quickdraw ruling. It's not the prevailing interpretation -- and it's thin, but it's not...
  7. M

    Ranged Defender: Doable?

    Not that I noticed, but it's a good one. However, I'll note that the Warlock/Paladin hybrid is really a striker who defends somewhat. Which actually brings me to my main point -- a defender is a controller who causes enemies to attack them (to take advantage of superior defensive abilities)...
  8. M

    Switching from bow to swords - how does it work?

    osezno: it's very clear that Quickdraw lets you draw multiple weapons -- Because QD doesn't care about actions -- it cares about weapons. Actions are totally irrelevant. Let us say you are empty handed, and declare an attack with Twin strike. You're making an attack with a short sword, so QD...
  9. M

    Switching from bow to swords - how does it work?

    It's still basically inconsistent. But the clear intent with Quick Draw/Paired Weapon is that you can draw, split, and attack. If you add in the Deep Pocket Cloak, you have: Without Master of Arms or Quick Draw: Bow->Swords: 2 minor actions (stow+draw)+ 1 free action (to draw a sword...
  10. M

    The Ultimate System

    That's easy. We'd end up with a lot of different systems. There's no "ultimate system". Different players are looking for different things. The same players are looking for different things at different times. Sometimes, I want D&D. Sometimes, I want Nobilis. Sometimes, I want Over the...
  11. M

    Challenging the player rather than the character

    Yep! We're running out of things to argue about (and I can hardly disagree on that). Very much so on the first. Regarding the second, while it's very true, one still wants to move the spotlight around a bit--so having some characters deemphasized in some scenes is a fine thing as long as...
  12. M

    Turning a PC undead temporarily

    Just have the player pass notes back and forth, and delay the effects on a player until the beginning of their turn to keep players guessing. The rest of the group might guess -- but they won't -know-.
  13. M

    Critique my Ranger

    Feat cost is a big deal here. That said, there are a few options here: Hunter: you can switch weapons functionally for free whenever you attack. Quick Draw: Switching from longbow requires only a minor, but going from two weapons (not paired) to longbow requires two minors--a big chunk of...
  14. M

    Challenging the player rather than the character

    It does -- and it is. Really, while the first issue is an immersion (for some definitions of immersion, etc, but yeah) problem, this one is a pacing issue. And as such, it's subject to how you're treating pacing in general in your games. Mind, as a pacing issue, it can be mitigated somewhat...
  15. M

    Challenging the player rather than the character

    Dumb characters or bad players? Far be it from me to claim your experiences are false -- your experiences are your experiences. But in my experience, the greatest indicator for how well a character would jibe with a group is how good the player is--and secondarilly, how compatabible the...
  16. M

    Challenging the player rather than the character

    That actually helps a lot. The puzzle (even in concept) being introduced significantly before it was encountered makes it fit more into the narrative, and be much more continuation of play (and less "and now the game must stop while you try to come up with an answer for my puzzle"). I think...
  17. M

    Challenging the player rather than the character

    Right. What? Why? Roleplaying a dumb character is a fun roleplaying challenge -- just as roleplaying someone with anything else that's not us (different outlooks on the world, naivete, paranoia, whatever). Why would you want to always roleplay yourself? And usually, when players want to...
  18. M

    Mount questions

    Note that if you do decide to treat it like a CC, that will also mean it gets to act on its own initiative rather than using its rider's actions. (and for maximum fun, should get played by the GM despite being ridden -- where dose a teleport 10 mount go? Anywhere it wants! Part of the fun of...
  19. M

    Challenging the player rather than the character

    Have to say, since you invoked me, that I don't think this falls on my category of "best" which doesn't mean it's not good (not all puzzles need to be "best"). But "door" puzzles aren't really what I meant by "not stopping the action" -- unless you encounter the puzzle quite a bit before you...
  20. M

    Challenging the player rather than the character

    Various: these are excellent examples of bad ways to use puzzles in games. The best puzzles: 1. Don't stop the action--the puzzle shouldn't make the game stop while the players shift from "roleplaying" to "puzzle solving". 2. Aren't all or nothing -- they should have easy chunks that build to...
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