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    How Many Spells Can You Cast In A Round?

    Well, I was waiting to see what ideas everyone else had, but here's the core components of my method: 14th level wizard Spell Matrix (7th level Sor/Wiz, from Spell Compendium) Twin Spell (Metamagic feat, from Complete Arcane) Action Surge (feat from Eberron Setting) For starters, when you...
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    Epic Book of Nine Swords?

    Corrected that for you... :)
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    How Many Spells Can You Cast In A Round?

    D&D combats are often about who can dish out the most in the first round. So, how many spells can you cast in a single round? Best I can come up with is 5 (for a sorcerer) or 6 (for a wizard), and it requires 3 non-SRD books (Eberron Campaign Setting, Complete Arcane, and Spell Compendium)...
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    Tougher Monsters ~ overcoming SR & Good Saves

    Well, if you do go with spells that allow a save, make sure they are area spells. If you cast glitterdust or slow on a group of foes, chances are very high that someone is going to fail the save. For example, in our home campaign, my 10th level Sorcerer managed to acquire a +6 cloak of...
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    Making the Melee Cleric

    One round of buffing is definately the way to go, with a possible quickened spell at the start of the 2nd round. Anything more than that, and you're going to get yourself killed waiting to get all your buffs up. Before 9th level, the best you can pull out via SRD material is one...
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    Whats a reasonable AC at 10th level?

    Er, wasn't the whole point of fighters that attack bonus was supposed to rise faster than AC, so iterative attacks would be useful...?
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    [Bo9S] Notes on swordsage in play

    Well, if you had a naturally psionic race, there's always Deep Impact + Diamond Nightmare Blade + Power Attack...
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    What, If Anything, Might be Wrong with the Warblade?

    Don't forget this one: Characters - Warblade and Swordsage: Overpowered?
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    [Bo9S] Notes on swordsage in play

    With no proficiency with ranged weapons, there are several situations where a warblade has no option other than standing around (or taking the -4 nonproficiency). With a good strength bow, a fighter can at least do something against a ranged attacker. Unless the warblade can get ahold of magic...
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    Choosing sorcerer spells

    Well, for the prestige classes you listed, spells with the [force] descriptor are pretty much a no-brainer. I've found glitterdust and slow to be excellent spells for a sorcerer - they affect multiple targets, and are devastating against fighter characters (who are also weak to will saves)...
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    TV: Supernatural and Heroes

    I'd use Champions (HERO) for Heroes. It'd take a bit longer to write up the characters than M&M, but the extra detail would be worth it. Plus, I like the skill system better for HERO. For Supernatural, I'd go with Buffy/Angel. As was said earlier, it's what the system was designed for.
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    [Star Wars] Saga Edition's New Damage System

    King Arthur: [after Arthur's cuts off both of the Black Knight's arms] Look, you stupid Bastard. You've got no arms left. Black Knight: Yes I have. King Arthur: *Look*! Black Knight: It's just a flesh wound.
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    Champions RPG

    Agreed. M&M is very Champion-esque in that you can use special effects in combination with character build choices to give you an accurate game representation of comic-book characters.
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    Champions RPG

    Go to any number of martial arts exhibitions around the country, and you'll see guys breaking bricks in half - without superpowers. Not to mention that this is a genre where a man can throw a shield, knock out three goons, then catch that shield again - all without anything more than intensive...
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    Champions RPG

    Your premise is faulty. Looking at your specific examples, Daredevil is a highly-trained martial artist in peak physical condition. I would put him at a 15 Strength (possibly higher), and he would definately have at least +2 damage classes bought with martial arts due to his skill. That would...
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    Champions RPG

    You said that there were only 7 distinct steps (5 if you considered the maximum 12d6 instead of 14d6. I corrected that statement, pointing out the additional points in the range that you missed. Also keep in mind that even a 10 Str Martial Artist with no added MA damage classes can still have...
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    Champions RPG

    Yes, Monte worked on multiple HERO books (from 1989 to 1993, I believe). For that matter, Steve Long (the current HERO owner and rules guru) worked on books for a lot of systems. He's done books for White Wolf (Storyteller System), Last Unicorn Games (Star Trek), Pinnacle (Deadlands)...
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    Champions RPG

    All systems are balanced by the GM. Search for 'Pun-Pun' on the WotC boards...
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    Champions RPG

    You forgot half dice, which makes that range either 10 or 14 steps. If you use the Increased Damage Differentation rule (I believe it was in the Ultimate Brick), you can also use d6+1 steps, which increases the range to 15 or 21 steps (an energy blast could be 8d6, 8d6+1, or 8 1/2d6, among...
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    Champions RPG

    How about both of you look at the part of the book where it says that HERO is a gamer's toolkit? The 20 DEF is a recommendation - the only real restrictions are what the GM is comfortable with. Some GM's prefer a gunslinger-style where 2 hits with an average damage attack will drop most...
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