A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)

What i hear is a lot of crying and whining. Much of what your complaining is either utterly irrelevant to this game or more easy to fix than your claiming.

Let's go bottom up this time, to shake things up a bit. "lots more feats, blah blah brokeness" blah nonsense. I said in my above post we don't need to use that particular rule. Its not so mega, ultra important to this tournament, so while you're correct about how awesome 31 extra feats are, toss such a concern out the window. No extra feats.

Thanks for the friendly visit from the spell check/grammar Nazi. I love when he shows up.

Aren't there abilities in IH that grant reduction to being critically hit?? If not, there should be. And since you all have already created new epic feats and various tired abilities, if such does not exist, clearly you have no problem creating new stuff.

It would be an easy "fix" to grant upper undead and constructs this, while lesser ones would not have em. Which, in this case basically means the PCs don't change at all, unless one summons lots of weaker undead or constructs. Problem solved.

As for the races and monsters and whatever, only the ones that actually factor into this game need to be worried about. It's not like you need to go about re-doing the entirety of 3.5 races/monsters for this game, as the vast majority of them aren't being used at all.

Same for classes and spells.

To be honest, the only real thing I want from Pathfinder is the classes/PrCs and archetypes. Everything else, feats, spells, etc can stay the same as far as I'm concerned.

And honestly, I am not saying only the PF classes should be used, but use those classes in conjunction with the rest of the 3.5 ones. Oh and regarding conversions, many have already been done, thanks to the lovely fans over at Paizo.
 

log in or register to remove this ad

About critical hits:

In all honesty, we should probably be using the rules U_K has up on his website. I feel like they would be a lot more interesting and fun to play with, rather than dealing with such a stark contrast the way immunity currently works.

That said, I never got around to testing them in any of my games, but I don't think they'd be hard to implement, if I remember correctly.

For reference: Immortality
 

If you're going to write a post as if you're quoting bits of someone else's post, you should actually quote bits of their post. It's a pain to keep having to refer back to see what you're talking about because you don't give enough context.

"Your" and "You're" are still different, you end sentences with a single question mark, not two, and "I" takes a capital letter. If you can't even remember simple rules of English grammar, then I'm definitely going to suspect your ability to remember the huge number of arcane and complex rules required to create an Epic character. And if you don't want people correcting you, you shouldn't get simple things wrong in the first place.

Aren't there abilities in IH that grant reduction to being critically hit?? If not, there should be. And since you all have already created new epic feats and various tired abilities, if such does not exist, clearly you have no problem creating new stuff.

You haven't read the IH? How can you possibly comment on the impact of the sweeping rules changes you're proposing without having read the rules being used? Critical hit immunity is deliberately impossible to get without some other restriction (being an undead, elemental or ooze, or wearing heavy armour, all of which lock out other options). If it were easy to become resistant to critical hits, everyone would get it, and you may as well do away with the entire critical hit mechanic and just have an arbitrary damage multiplier ability. The randomness of critical hits is irrelevant when you're dealing with the threat ranges and number of attacks per round involved, so it just becomes extra damage that applies in some circumstances and not others.

The current situation, where many things are Crit immune but Moderate Eradication penetrates crit immunity 50% of the time is fine, it increases randomness, which is the point of the critical hit mechanic (which gets lost due to expanded threat ranges and überflurries), and it means crit immunity is worth something. Heavy Eradication is so expensive that its benefits are dubious at this level. I don't think anyone in this thread has it.

Also, it's "tiered".

It would be an easy "fix" to grant upper undead and constructs this, while lesser ones would not have em. Which, in this case basically means the PCs don't change at all, unless one summons lots of weaker undead or constructs. Problem solved.

"'em" has an apostrophe at the beginning. I assume you're talking about Unholy Toughness, because you didn't establish the context of this paragraph. Unholy Toughness is totally inappropriate for Constructs (It has 'Unholy' in its name, for one thing, and most Constructs have poor Charisma scores, so it wouldn't do anything, and more universal abilities which go off Charisma is exactly what the IH doesn't need.) And really your 'fix' is to remove most of what made Constructs and Undead unique, which isn't really desirable.

As for the races and monsters and whatever, only the ones that actually factor into this game need to be worried about. It's not like you need to go about re-doing the entirety of 3.5 races/monsters for this game, as the vast majority of them aren't being used at all.

Same for classes and spells.

Every monster factors into the game. Druids at this level can turn into anything that's not a Construct, Undead or Outsider. And in combat, one will probably use multiple Wild Shape uses per round. If you don't convert every monster, you're selling the Druid short. And if you only convert as needed, you end up with the very awkward situation of having to make up rules in the middle of combat, which inevitably becomes "the DM decides who wins based on what rules he makes up". Spells are the same. If a Sorcerer knows every spell, either you convert every spell or you don't let him use his best ability. And if you convert on the fly, bad things happen.

To be honest, the only real thing I want from Pathfinder is the classes/PrCs and archetypes. Everything else, feats, spells, etc can stay the same as far as I'm concerned.

And honestly, I am not saying only the PF classes should be used, but use those classes in conjunction with the rest of the 3.5 ones. Oh and regarding conversions, many have already been done, thanks to the lovely fans over at Paizo.

...and its Favoured Class rules, right? Since PrCs in Pathfinder don't get Favoured Class benefits, they're going to be buffed up in order to compensate.

Anyway, so you're 'only' interested in the most problematic change Pathfinder made, which was to power up classes across the board (even without the other changes Pathfinder made, every base class is pretty much strictly better than its 3.5 equivalent). This affects more than just the classes themselves, because races with many racial HD, high-LA templates and Divinity now look worse in comparison, which means rebuilds for everyone, since every character in this thread has at least one of those three, and in some cases, all three. And even if conversions for all the classes in this thread (and all the templates and races) were already there, you're still saying to everyone 'Rebuild all of your characters because I say so.' I think Anaesthesia's character sheet is twenty-five pages long. While that's probably the longest, due to being an all-class-level build with four base classes, in general, rebuilding a character takes hours, minimum. You can't just sub out one class for the updated one, as you have to consider how to best use their new abilities, whether you want to invest in them, whether you need other things you've got (which may have been taken to patch holes in the build which no longer exist) and so on and so forth. This is work you are telling us to do.

Belzamus said:
About critical hits:

In all honesty, we should probably be using the rules U_K has up on his website. I feel like they would be a lot more interesting and fun to play with, rather than dealing with such a stark contrast the way immunity currently works.

That said, I never got around to testing them in any of my games, but I don't think they'd be hard to implement, if I remember correctly.

Those rules have issues. The first being that 19-20 weapons end up actually doing more critical damage than 18-20 weapons, even if base damage were the same in both cases, when usually 19-20 weapons have a larger damage dice. It doesn't fix the minor issue in 3.5 that threat range is usually better than multipliers, but instead makes it worse. Suggesting that Improved Critical should stack with Keen, and similar is of dubious sanity, as it means everyone will have the Divine versions of both abilities, and end up deriving about 80% of their damage from criticals.

As for the multiplier reduction replacing crit immunity, it seems to be based on the assumption that weapon enhancements should stack with feats for criticals. Without it the listed values end up being effective crit immunity anyway. Whether or not Eradication should still exist is also an issue. And in general, stark contrasts are more interesting than universal numerical modifiers. If crit immunity becomes 'slight crit damage reduction' at high levels, there's little incentive to not stick all your eggs in one basket.

Also: U_K seems to have given incorporeal creatures the best kind of crit immunity, even though in 3.5 they don't have any kind of crit immunity, purely on the basis that 'ectoplasm' sounds a bit like 'plasma', even though there are many incorporeal creatures that have nothing to do with ectoplasm, and that actually, the 'plasm' suffix has nothing to do with the physical concept of plasma or incandescence.

I don't like that he makes no distinction between creatures which have internal components and a fluid-based metabolism and those which doesn't, even though he clearly could (since there's no reason to not have a -1 section between no immunity and -2). Part of the reason why critical hits work is that if you stab someone in the wrong place, they'll be dead of blood loss in seconds. While there are bits of an Inevitable that will take more damage from being stabbed than others, non-fluid systems can't suffer any analogue to horrible blood loss.

The penalties to sneak attack seem to be a bit of a slap on the wrist. Having die size reductions rather than dice pool reductions makes more sense, since that scales with level, rather than becoming increasingly irrelevant.

It's a nice idea, but in its current state it doesn't really solve more problems than it creates. If one wants to retain the difference between creatures we currently see, perhaps certain creatures should reduce threat range instead of multiplier, based on some distinction between physical construction, so there's still a difference between creatures.
 

If you're going to write a post as if you're quoting bits of someone else's post, you should actually quote bits of their post. It's a pain to keep having to refer back to see what you're talking about because you don't give enough context.

"Your" and "You're" are still different, you end sentences with a single question mark, not two, and "I" takes a capital letter. If you can't even remember simple rules of English grammar, then I'm definitely going to suspect your ability to remember the huge number of arcane and complex rules required to create an Epic character. And if you don't want people correcting you, you shouldn't get simple things wrong in the first place.



You haven't read the IH? How can you possibly comment on the impact of the sweeping rules changes you're proposing without having read the rules being used? Critical hit immunity is deliberately impossible to get without some other restriction (being an undead, elemental or ooze, or wearing heavy armour, all of which lock out other options). If it were easy to become resistant to critical hits, everyone would get it, and you may as well do away with the entire critical hit mechanic and just have an arbitrary damage multiplier ability. The randomness of critical hits is irrelevant when you're dealing with the threat ranges and number of attacks per round involved, so it just becomes extra damage that applies in some circumstances and not others.

The current situation, where many things are Crit immune but Moderate Eradication penetrates crit immunity 50% of the time is fine, it increases randomness, which is the point of the critical hit mechanic (which gets lost due to expanded threat ranges and überflurries), and it means crit immunity is worth something. Heavy Eradication is so expensive that its benefits are dubious at this level. I don't think anyone in this thread has it.

Also, it's "tiered".



"'em" has an apostrophe at the beginning. I assume you're talking about Unholy Toughness, because you didn't establish the context of this paragraph. Unholy Toughness is totally inappropriate for Constructs (It has 'Unholy' in its name, for one thing, and most Constructs have poor Charisma scores, so it wouldn't do anything, and more universal abilities which go off Charisma is exactly what the IH doesn't need.) And really your 'fix' is to remove most of what made Constructs and Undead unique, which isn't really desirable.



Every monster factors into the game. Druids at this level can turn into anything that's not a Construct, Undead or Outsider. And in combat, one will probably use multiple Wild Shape uses per round. If you don't convert every monster, you're selling the Druid short. And if you only convert as needed, you end up with the very awkward situation of having to make up rules in the middle of combat, which inevitably becomes "the DM decides who wins based on what rules he makes up". Spells are the same. If a Sorcerer knows every spell, either you convert every spell or you don't let him use his best ability. And if you convert on the fly, bad things happen.



...and its Favoured Class rules, right? Since PrCs in Pathfinder don't get Favoured Class benefits, they're going to be buffed up in order to compensate.

Anyway, so you're 'only' interested in the most problematic change Pathfinder made, which was to power up classes across the board (even without the other changes Pathfinder made, every base class is pretty much strictly better than its 3.5 equivalent). This affects more than just the classes themselves, because races with many racial HD, high-LA templates and Divinity now look worse in comparison, which means rebuilds for everyone, since every character in this thread has at least one of those three, and in some cases, all three. And even if conversions for all the classes in this thread (and all the templates and races) were already there, you're still saying to everyone 'Rebuild all of your characters because I say so.' I think Anaesthesia's character sheet is twenty-five pages long. While that's probably the longest, due to being an all-class-level build with four base classes, in general, rebuilding a character takes hours, minimum. You can't just sub out one class for the updated one, as you have to consider how to best use their new abilities, whether you want to invest in them, whether you need other things you've got (which may have been taken to patch holes in the build which no longer exist) and so on and so forth. This is work you are telling us to do.



Those rules have issues. The first being that 19-20 weapons end up actually doing more critical damage than 18-20 weapons, even if base damage were the same in both cases, when usually 19-20 weapons have a larger damage dice. It doesn't fix the minor issue in 3.5 that threat range is usually better than multipliers, but instead makes it worse. Suggesting that Improved Critical should stack with Keen, and similar is of dubious sanity, as it means everyone will have the Divine versions of both abilities, and end up deriving about 80% of their damage from criticals.

As for the multiplier reduction replacing crit immunity, it seems to be based on the assumption that weapon enhancements should stack with feats for criticals. Without it the listed values end up being effective crit immunity anyway. Whether or not Eradication should still exist is also an issue. And in general, stark contrasts are more interesting than universal numerical modifiers. If crit immunity becomes 'slight crit damage reduction' at high levels, there's little incentive to not stick all your eggs in one basket.

Also: U_K seems to have given incorporeal creatures the best kind of crit immunity, even though in 3.5 they don't have any kind of crit immunity, purely on the basis that 'ectoplasm' sounds a bit like 'plasma', even though there are many incorporeal creatures that have nothing to do with ectoplasm, and that actually, the 'plasm' suffix has nothing to do with the physical concept of plasma or incandescence.

I don't like that he makes no distinction between creatures which have internal components and a fluid-based metabolism and those which doesn't, even though he clearly could (since there's no reason to not have a -1 section between no immunity and -2). Part of the reason why critical hits work is that if you stab someone in the wrong place, they'll be dead of blood loss in seconds. While there are bits of an Inevitable that will take more damage from being stabbed than others, non-fluid systems can't suffer any analogue to horrible blood loss.

The penalties to sneak attack seem to be a bit of a slap on the wrist. Having die size reductions rather than dice pool reductions makes more sense, since that scales with level, rather than becoming increasingly irrelevant.

It's a nice idea, but in its current state it doesn't really solve more problems than it creates. If one wants to retain the difference between creatures we currently see, perhaps certain creatures should reduce threat range instead of multiplier, based on some distinction between physical construction, so there's still a difference between creatures.


First of all, I tend to write conversation posts in a conversation tone. Sorry if that seems to offend you for some reason, but I'm not going to change that just for you.

Secondly, must you be so rude? Claiming that just because I don't use perfect grammar somehow means I'm incapable of knowing all the ins and outs of character creation, epic characters, etc is totally uncalled for.

I have read the IH, but I don't have the entire book memorized, sorry. Just because I can't remember if something exists or not does not mean I haven't read it. Not only have I read it, but I have also read the vast majority of the custom Divine Abilities/Portfolios thread here on Enworld, so I might mix things up slightly. Again, that's a rude, needless comment on your part.

Gathroc, one of my submissions, has Heavy Eradication on his gauntlets. And he was made for a much weaker version of this tournament.

Not going to comment on monsters. Don't care, cuz I'm cool with using the 3.x ones. Same with spells.

Now comes the fun part:

Favored Class benefits are nice, but most of them are rendered moot at this level. +1 Hit Point or Skill isn't really all that important if already get max of each, nor will an extra hundred or so Hit Points really matter.

I'd actually like to hear from some of the others here regarding the Pathfinder classes. I really don't think it's as big of a deal as your making it out to be, but perhaps that's just me.


New Topic:

I am interested in creating an Akalich equivalent for the Death Knight. I figure using the Dicefreaks Death Lord template as a base, and the Akalich as a guideline would be a good way to start.

Any suggestions??


 


Secondly, must you be so rude? Claiming that just because I don't use perfect grammar somehow means I'm incapable of knowing all the ins and outs of character creation, epic characters, etc is totally uncalled for.

Refusing to proofread your posts disrespects everyone who reads them. it says you don't think they're worth the trivial amount of attention it would require to remember a rule that's taught to small children. You're the one who's being rude.

I have read the IH, but I don't have the entire book memorized, sorry. Just because I can't remember if something exists or not does not mean I haven't read it. Not only have I read it, but I have also read the vast majority of the custom Divine Abilities/Portfolios thread here on Enworld, so I might mix things up slightly. Again, that's a rude, needless comment on your part.

Oh, so you're just too lazy to spend a few seconds looking it up. That's not any better.

Not going to comment on monsters. Don't care, cuz I'm cool with using the 3.x ones. Same with spells.

You would be cool with using 3.5 monsters but Pathfinder classes. That puts anyone with class levels at a considerable advantage. Monster HD and LA are already in a tenuous position of being almost too weak. PF class features pushes that further in the direction we don't want balance to go.

Favored Class benefits are nice, but most of them are rendered moot at this level. +1 Hit Point or Skill isn't really all that important if already get max of each, nor will an extra hundred or so Hit Points really matter.

You're missing the point. Sure, the bonuses are insignificant at Epic (although many of the racial ones scale quite well), they're significant pre-Epic, and because of that, PrCs, which don't get favoured class bonuses, will have been powered up to compensate, over the already increased power level of Pathfinder base classes. That means that in a game, anyone with PF PrCs is going to be at an advantage over anyone without. And it further screws the viability of LA and racial HD.

Also: That should be "if everyone already gets".

I'd actually like to hear from some of the others here regarding the Pathfinder classes. I really don't think it's as big of a deal as your making it out to be, but perhaps that's just me.

I'm sure Neo and Bel would love to have to rewrite all the work that they've done. That's only going to take an entire weekend.
 

Those rules have issues. The first being that 19-20 weapons end up actually doing more critical damage than 18-20 weapons, even if base damage were the same in both cases, when usually 19-20 weapons have a larger damage dice. It doesn't fix the minor issue in 3.5 that threat range is usually better than multipliers, but instead makes it worse. Suggesting that Improved Critical should stack with Keen, and similar is of dubious sanity, as it means everyone will have the Divine versions of both abilities, and end up deriving about 80% of their damage from criticals.

As for the multiplier reduction replacing crit immunity, it seems to be based on the assumption that weapon enhancements should stack with feats for criticals. Without it the listed values end up being effective crit immunity anyway. Whether or not Eradication should still exist is also an issue. And in general, stark contrasts are more interesting than universal numerical modifiers. If crit immunity becomes 'slight crit damage reduction' at high levels, there's little incentive to not stick all your eggs in one basket.

Also: U_K seems to have given incorporeal creatures the best kind of crit immunity, even though in 3.5 they don't have any kind of crit immunity, purely on the basis that 'ectoplasm' sounds a bit like 'plasma', even though there are many incorporeal creatures that have nothing to do with ectoplasm, and that actually, the 'plasm' suffix has nothing to do with the physical concept of plasma or incandescence.

I don't like that he makes no distinction between creatures which have internal components and a fluid-based metabolism and those which doesn't, even though he clearly could (since there's no reason to not have a -1 section between no immunity and -2). Part of the reason why critical hits work is that if you stab someone in the wrong place, they'll be dead of blood loss in seconds. While there are bits of an Inevitable that will take more damage from being stabbed than others, non-fluid systems can't suffer any analogue to horrible blood loss.

The penalties to sneak attack seem to be a bit of a slap on the wrist. Having die size reductions rather than dice pool reductions makes more sense, since that scales with level, rather than becoming increasingly irrelevant.

It's a nice idea, but in its current state it doesn't really solve more problems than it creates. If one wants to retain the difference between creatures we currently see, perhaps certain creatures should reduce threat range instead of multiplier, based on some distinction between physical construction, so there's still a difference between creatures.

I probably should have re-read those more closely before suggesting them, all those problems you mention are rather obvious at glance. Sorry about that.

The one part I did like was the variable reduction in multiplier, but as you say, I don't think it really works. I imagine it would unbalance the weapons, as well, since it only targets half of the crit equation.

*sigh* Chalk it up as one more of his cool ideas that was never implemented properly.

@EMG, I'm unfamiliar with Pathfinder beyond the rudiments, and I frankly don't have the time right now to learn a new system. If my entrants weren't already finished, I would probably have to withdraw from the tournament, in all honesty.
 

Re: Those Critical rules,
I would imagine the reason UK allowed Improved Critical and Keen to stack is because Sean K Reynolds had originally intended them to. Such was posted on his website for the longest time, though I am unsure if it's still there.
 


Folks,

A couple of you are getting personal here. I'm here to remind you - please address the content of the post, not the person of the poster. Try to avoid attaching motivations or internal thought processes or personal qualities to someone based upon what they write. The internet is a *lousy* medium for mind reading, and "reading into" or assuming such from a post is usually far less accurate than you expect.

All in all, be nice to each other. Remember that there's a person on the other end just as real as you are.

If you've got any questions or comments on this, please take them to e-mail or PM with one of the moderators. Thanks for your attention.
 

Well, under the basic 3.5 system I could possibly see allowing them to stack, but for our purposes here, I don't think that would serve the point of balance -- threat ranges already get really high, and the way you can convert abilities into item bonuses, I don't feel like it would even be in the spirit of the IH rules, despite U_K's original thoughts on the subject.
 

Remove ads

Top