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  1. Terraism

    No Iterative Attacks in D&D

    Thanks. :) I'm quite possibly overly-fond of Excel, and it may show in things like this. :D Yes, I saw his comment. That was mostly tongue-in-cheek; I have this bad habit of just observing the interesting threads until I come up with what I find to be a foolproof solution... at which point...
  2. Terraism

    No Iterative Attacks in D&D

    I've been toying around with this idea for some time - mostly because iterative attacks, conceptually, don't make sense to me. Well, that, and I hate that higher-level characters stand to lose so much by not full attacking, while it matters not a whit to BAB<6 folk. At low levels, we accept...
  3. Terraism

    Streamlining Item Creation Feats

    While I could see that being a really neat system, wouldn't it a) either necessitate the exact form of every magic item, or b) just mean nobody makes a ring using metal and gems? (And similar combinations.)
  4. Terraism

    This map I have + Mistaken identity

    Quick name switch. Tried to keep the same font; though I couldn't identify it, with a little bit of kerning, Baskerville worked just fine. Anyway, enjoy. (As a sidenote, I really wish when WotC tossed up art into the gallery the way they do - which I do appreciate, mind - they'd post versions...
  5. gota.jpg

    gota.jpg

  6. Terraism

    Weapon Aptitude for Fighters?

    I'm using something similar to that in my game. It's a little more potent, but all the classes have had a bit of a hike. Anyway: Tactical Mastery (Ex): At eighth level, the fighter gains a Tactical feat slot. This feat need not be chosen upon attaining the level, but, rather, once per day the...
  7. Terraism

    Valenar Elves (Eberron)

    Ranger-centric, yes, but they also have a long history of magic - even the Valenar. The strive to emulate their ancestors, who mixed spells into their arsenal. As such, having favoured class: wizard doesn't necessarily mean that they tend to focus on wizard levels, but it makes it far easier...
  8. Terraism

    Replacing Stat Boosting Items [Game Design]

    I've been running a similar system for quite some time, and it's worked very well. It does, however, require some bookkeeping, so I'll warn you in advance. I've decreased treasure I give out by roughly 10%, and completely banned +stat items. It works out about the same, though a little...
  9. Terraism

    Superior masterwork items for a low magic world?

    Okay, splendid. Now, let's see more details. This looks *wonderful.*
  10. Terraism

    What DO you DO for... Rogues?

    I've tweaked most of the core classes for my game - mostly to the point of adding a little more flexibility, than anything. In the case of the rogue, I like their special abilities (you know, the ones they get to chose, instead of all cookie-cutter like,) but since we rarely hit the higher...
  11. Terraism

    Source for Marshal-Specific Feats?

    Hrm. Near as I can find: Formation Expert: Complete Warrior None of the rest are in any WotC sourcebook, per the WotC Feat Index. You might want to send Save vs. DM an e-mail or PM - he tends to frequent the Eberron boards in the WotC forums. Good luck - and if you find anything, post back...
  12. Terraism

    Re-balancing the 1/2 Orc for my own campaign

    I'd go with "other." Personally, I remove their Charisma penalty. If you consider Charisma to reflect a sense of self or purpose, and not "teh hawtness," I tend to find that it very rarely fits any of the races. Plus, I still don't buy the argument that certain ability scores are more...
  13. Terraism

    What is your party composition?

    We're starting a new game this Sunday - the character generation was last night and, for the first time in any game I've ever ran, we've got what looks like your typical well-balanced party, even though, well, not really core stuff. :) Anyway. Eberron game. - Human Karrnathi Knight (PHB2)...
  14. Terraism

    Missing Character Conditions

    I like the base idea for Intoxicated, but rather than Toughness, I'd say they gain DR 1/- versus nonlethal damage. Let's 'em shrug off a little bit of things that won't really hurt them, like bar fights. :)
  15. Terraism

    Has anyone played a Tome of Battle class?

    I've been playing a crusader (actually, a crusader/knight, from the PHB2, but that's besides the point.) He's third level now (2nd crusader,) and I'm having a blast with him. The delayed damage pool is an incredibly fun mechanic, the crusader schools (devoted spirit, stone, and white raven,)...
  16. Terraism

    A Few New Feats

    Here's a question for you. Why would you allow dwarves to find mechanical traps?
  17. Terraism

    A Few New Feats

    Well, for starters, they still have it - it didn't get taken away. My issue is that I see no reason for a character - when there are multiple reasons for someone to have an understanding of traps - to be forced to take a level of rogue to get it. As far as why play a rogue? Well, I've never...
  18. Terraism

    A Few New Feats

    I'm not entirely sure about the duration yet - or even the DC, for that matter. That said, rounds did seem best right now, to keep it from being away around the sorcerer's main restriction. Anyone else have a feel for the duration? As far as Trapsmith, yes, I agree. In my game, I've removed...
  19. Terraism

    A Few New Feats

    I've been gearing up for my next game, and started to collect a number of feats I penciled down during my last one. Usually when something happened in-game, and I thought "wouldn't it be nice, if..." And now I'm turning that "if" into a feat. I've only got two right now (that don't duplicate...
  20. Terraism

    Dragoon's RttToEE occ

    Back. Sorry about the absence - I capped a week of being busy by getting pneumonia. Still sick, but I'm on meds now and at least not sleeping through 95% of every day. Gonna go post now.
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