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  1. Inari

    Changes to Combat from my Experience

    As somewhat of a martial artist myself (more based on unarmed combat, admittingly), I feel two weapons don't always add to your 'defence.' If you intend to attack with both, you usually have to time yourself well. If you don't, your other sword will just be in the way and you won't get any good...
  2. Inari

    Lightning Draw Chain.

    The Iaijutsu focus skill is in Oriental Adventures, a 3.0 book. It's been there for a while man ;)
  3. Inari

    Avatars of the Flumph

    Well, I'll say it. Flumphs are teh own ^^
  4. Inari

    Artificers and UMD

    Skills, sure. But a rogue's feats shouldn't need be built around stealing. Their class abilities (and skills) should suffice to make them deadly in their skills, AND leave them free with their feats. Same goes for the Artificer (although I've never seen the class).
  5. Inari

    A custom PC class, the Noble; critiques please?

    Well, I'd be impossibly silly if I wouldn't notice the striking resemblance to Rokugan's Courtier class. Overall interesting class although half of the abilities remind me of similiar ability the courtier class recieves. Sadly though, this class is much less powerful without the courtier...
  6. Inari

    A few personal house rules - Thoughts?

    Definitions? For the weapons? If you're meaning stats, you can find them in the complete exotic arms guide from AEG. In fact, one probably only needs the Rokugan CS, or even just the Oriental Adventures book. If you want pictures, I do believe that google-ing it will do just fine ^^ True, the...
  7. Inari

    A few personal house rules - Thoughts?

    I was thinking of a bump, but seeing as the game would likely not get any more attention, I decided not to. Not untill I have more material. And here it is: New Skill: Sailing [Wis, Trained only] You are skilled in the workings of ships like the Kobune. You know what roles need filling and can...
  8. Inari

    A few personal house rules - Thoughts?

    Well, that's interesting... over a 100 views, but not a single comment, save my two bumps... fancy that
  9. Inari

    A few personal house rules - Thoughts?

    *insert generic bumping sound* *Bump*
  10. Inari

    A few personal house rules - Thoughts?

    Well, this topic has been brought up more times than I can count on both hands, but D&D and other d20 systems are progressive systems and constantly evolve. That is the nature of such a widespread system. Now, to get to the point. I run a heavily modified d20 Legend of the Five Rings (Rokugan)...
  11. Inari

    Slight change to combat round.

    Personally, I seriously once considered running a game where the players only had partial actions. It was going to be a game played only by rogue multiclasses, meaning they didn't have iterative attacks (two were though dual-wielding). I didn't pursue this idea, as I was dissuaded by a pal of...
  12. Inari

    How come all the Epic spells suck?

    Sorry Parker, but despite how epic that iaijutsu focused character looks, he can't even come close. Unless the DM decides to allow the character to be purposly broken and makes a funky house rule, unless he does that, the maximum extra damage you can get is +9d6 with a roll of 50+. WotC probably...
  13. Inari

    Getting rid of Cross-Class skills?

    Personally, I still make cross-class skills cost 2 points as normal. But on the other hand, I let each player select 3 skills (and one determined by his family). These 3(4) skills are always considered class skills for him, and if he ever takes a level of a class where these skills are class...
  14. Inari

    Constitution - The Most Important Ability Score of the Game?

    I agree mostly with what people are saying here, although I don't really think there's one stat that's generally more important than another. Of course don't misunderstand me when I say "one generally more important" as there are stats that work better for each class (fx. a paladin's cha score...
  15. Inari

    Feats to Enhance Armors?

    Well, I'll stick to using Rokugan's Armor focus. It gives you a straight +2 dodge bonus to AC. Armor specialization then works pretty well, lowering ACPs by -4 (preq. armor focus with the armor). It's always as fun to put a high-dex Crab opponent with armor focus and armor specialization...
  16. Inari

    D20 vs 2D10

    I'm not a big fan of changing dice types. I know that 2d4 are better than d8 (5 average instead of 4,5) but many of my friends would much rather roll the worse d8, because 2d4 just always seems to get nothing special. You most of the time end up with the same result, which is often not so good...
  17. Inari

    Iaijutsu Headaches

    Now, let's see. I'm running a weekly Rokugan session (Oriental Adventure's campaign setting), and we've gotten well along with just allowing the first strike to be iaijutsu, although this doesn't come up that often. I have currently 2 players who actually have the skill, but only one of them...
  18. Inari

    Double weapon, wielding two-handed

    EDIT: Damn, you beat me to it! Well, what the other guy said ^^
  19. Inari

    Grim and Gritty

    Well... I've used the Grim n' Gritty rules now for a while, and I have few complaints. It adresses my main concerns with 3.x, mainly how armor works, and how abstract the system becomes. My players definatelly like GnG, as it reminds them of an old system we used to play. The only real...
  20. Inari

    Grim 'n Gritty (system) games and Classes with AC Bonuses

    Well, I admit I'm not really one to create PrC's myself, but we do intend on using the ones presented in the Rokugan sourcebook, along with "way of the samurai." The players are still only on lvl 6, so they're still a bit too level to go taking prestige classes, although I've got them all...
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