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    AfterLife Inc. - D&D meets Altered Carbon

    I'm making this title Pay What You Want for a limited time, in the hopes that more people will check this out and maybe get some use from it.
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    AfterLife Inc. - D&D meets Altered Carbon

    Interesting, I hadn't heard of that, so I can't say. If I had to guess, that is going to be a much more extensive treatment of the cyberpunk genre using the OGL 5E rules, whereas what I have done here is to provide a much more streamlined set of supplemental rules to bring in some of the key...
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    AfterLife Inc. - D&D meets Altered Carbon

    I still have a couple of freebies left and am looking for reviews on DMs Guild, hit me up if you're interested in a free copy in exchange for leaving a review. Thanks!
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    AfterLife Inc. - D&D meets Altered Carbon

    AfterLife Inc. - Dungeon Masters Guild | Dungeon Masters Guild I just published my first content on DMs Guild, and I'm trying to get the word out. It is supplementary rules for running transhuman sci-fi in a fantasy world (hence the D&D meets Altered Carbon). There are rules for reforming in...
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    Saving throw to fall prone

    I see nothing to indicate that prone creatures can't make saving throws to avoid going over a cliff. They just become prone (which they already are).
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    TWF+Rogue Weapon Talent

    It follows the same logic, but with one important exception: you can't use two-weapon fighting with a rapier+shuriken. You can't make melee attacks with ranged weapons.
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    TWF+Rogue Weapon Talent

    That's my interpretation as well. I should point out that: a) My GM already ruled on it, so my recent post was really more academic than practical. and b) I agree that this is definitely getting into house rules territory. With the FAQ, the RAW are pretty clear. Thanks for the help.
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    TWF+Rogue Weapon Talent

    Sort of. (I didn't even know there was a FAQ until just now). So yeah, I think RAW (+FAQ) implies that you wouldn't get the +1 to attack rolls with your rapier. However, if we start talking about intent, doesn't Two-Weapon Fighting imply that you are attacking with both weapons? Isn't that...
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    D&D 4E 4e Battle Tactic: Murder by Pinball

    Do you not agree that a square full of fire is "unsafe"?
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    TWF+Rogue Weapon Talent

    So, I'll repost an email sent to my GM, regarding whether wielding a dagger in the off hand gives a rogue +1 to attack using the mainhand. As the player in question, the logic is focused toward supporting my own position. --------- So I'll make my case for why it should work the way I thought...
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    So, has anyone played a wizard in full plate yet?

    True, and I did consider that, but dismissed it as not entirely common. I don't realistically know how often that situation is going to occur.
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    So, has anyone played a wizard in full plate yet?

    Huh... right you are! Don't know how I missed that the first time through.
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    So, has anyone played a wizard in full plate yet?

    ...why not use Eldritch Blast for your OA? (And before someone says "but then you'll provoke an OA in return!", page 268: "You can’t take an opportunity action on your own turn.")
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    Eldritch Blast + Fox's Cunning?

    268, in the "Immediate Action" box.
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    Eldritch Blast + Fox's Cunning?

    So you're concluding that "eldritch blast" counts as a weapon with a range of 10, then?
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    Eldritch Blast + Fox's Cunning?

    So, say a warlock took Multiclass Ranger, and power swapped something for Fox's Cunning. Can that warlock use Fox's Cunning to, as an immediate reaction to being attacked by a melee combatant, shift 1 square and then make an attack with Eldritch Blast? Points to consider: 1) Eldritch Blast is...
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    My house rules document, looking for input

    Take Two: http://www.cybernet.com/~rogrady/D&D%20Rules%20for%20Web.pdf I made a lot of changes, many of which you guys suggested or poked, some of which you didn't and I just thought upon reflection that they needed changing. Calypso
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    Luck-themed feats

    I took the inspiration for Survivor's Luck from one of the feats in Complete Scoundrel, actually. These feats are generally better than the [Luck] feats, as those only allow you to reroll certain rolls while this is more broadly applied. Do you think I should drop the requirements down a notch...
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    Luck-themed feats

    I'm trying to make charisma worth taking. What do you guys thing of these, in terms of power/balance/abuseability:
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    Balancing charisma-based divine casters

    Well, what I ended up doing was: a) "Charisma - Once per day, you may choose to add your Charisma bonus to a roll. You must do so before you roll." and b) I realize it's not a perfect solution, but it at least rewards charisma. That being said... I still see no compelling reason why...
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