Airwalkrr's Greyhawk D&D 3.5 - Maure Castle OOC

Conviction/Superior Resistance/Greater Resistance: You do have a good point regarding the duration. However a resistance bonus is still much more valuable than a morale bonus.

Not sure I can follow you there... what is the disadvantage of a morale bonus (or the advantage of a resistance bonus)?

I think any bonus type other than the standard bonus (which is the resistance bonus) is generally superior, since it stacks with anything providing the standard bonus (the cloaks, especially; the Resistance spells do not stack with a cloak or vest of resistance, but Conviction does).

With that in mind, let's make the following adjustments. Change the duration of conviction and greater resistance to 1 minute/level. Change the duration of superior resistance to 10 minutes/level (keep the +6 bonus).

Ok. Will write those changes down with the spells in my listup, in order not to forget about them. :)

Benediction:
Channeled Divine Shield:

Those two have nothing written next to them (won't learn them at this point, anyways, though). ;)

Vest of Resistance: fine. Reference the level according to the appendix, depending on which vest you want.

Only +1 or maaaaybe +2 for now.

Armor/Weapon Enhancements: use caster level.

Ok.

Anklet of Translocation: Maybe I failed to mention this before, but I allowed you to use another caster for the spells in crafting other items because they were 3rd level or lower. If you need access to a spell 4th level or higher, you can't make it.

Ah, ok.

Doesn't matter, though, since I won't take Superior Resistance at this point (maybe later when I have more 6th+ spell slots), but most likely Planar Exchange then (versatile spells are always a good thing :)). And that one allows me to cover the Dimension Door component myself.

Bye
Thanee
 

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Okay, some clarification is in order because you may have misunderstood. The maximum amount of damage that can be dealt per hit is ONE point, never more.

Furthermore, each +1 enhancement bonus to a weapon, armor, or shield adds +2 to hardness and +10 to hit points (that rule is in the DMG). Thus, your +1 vicious lance is more resilient than a standard lance. A lance, as a two-handed hafted weapon, has a hardness of 5 and 10 hit points. Thus, your lance has a hardness of 7 and 20 hit points (special abilities do not count, only enhancement bonuses). While that does mean you are limited to twenty hits dealing 8 or more points of damage, it will be extremely rare to do so during the course of a typically battle. Mending your weapon afterward will be fairly easy. A simple wand of repair light damage (a level 1 item worth a mere 750 gp) should suffice for fixing weapons and armor after battle. Armor and shields are even tougher than most weapons. Your +3 mithral full plate has a hardness of 21 and 70 hit points. Your +2 animated heavy steel shield has a hardness of 14 and 40 hit points. And once you feel your armor is too damaged, you can opt to start letting your shield take the damage. Thus, you can absorb 69 hits dealing over 21 points of damage then 39 hits dealing over 14 points of damage before even needing repairs. That's 108 hits. If you have to take more hits than that during the course of a battle, you clearly have more problems than armor durability.

Casters rely on items with charges like wands and single-use items like scrolls. Thus, in the first place, it's only fair that characters that rely on melee ability like fighters and rogues have to pay a reasonable maintenance cost (it really doesn't cost much if you use magic). In the second place, it makes sense that weapons will degrade over time. Even magic items aren't indestructible.

If you are extremely concerned about weapon durability, then purchase mithral or adamantine weapons, which are much tougher on the whole (hardness 15 and 20 respectively) and don't cost a whole lot of cash. Adamantine also boosts base hp by 33%.

Also, to address the issue of whether special weapon abilities count for overcoming a weapon's hardness, it depends on the ability. The fire from a flaming weapon doesn't damage the weapon because it explicitly says so. Also, the nature of a vicious weapon is caused by a burst of disruptive energy that is a necromantic effect, so it wouldn't necessarily harm the weapon. Merciful weapons deal nonlethal damage, which doesn't affect objects, hence merciful weapons wouldn't take any damage at all from a successful hit (unless the merciful ability was suppressed). Vorpal weapons on the other hand, would always damage the blade if a natural 20 was rolled and confirmed, since it increases the force of the weapon on such blows. Bane weapons would work the same, although the effective +2 to the enhancement bonus would increase the hardness for the purpose of attacks against the specific type of creature the weapon is keyed to.
 

A resistance bonus is more valuable because there are many more things that grant a morale bonus to saves. Aura of Courage, Inspire Courage, Bless, Heroism, and Heroes' Feast to name a few. Resistance bonuses to saves are much rarer, especially considering that the cloak is such a valuable slot and the greater and superior versions of resistance (as well as the vest of resistance) are not in the core rules. That's one of the main reasons I don't particularly like vests of resistance. They make it too easy to get the resistance bonus to saves.
 

I've added house rules and variants to the first post. The only things that should be taken care of before the campaign begins are the Weapon Group Feats, Contacts, and Level-Independent XP Awards (for those who are crafting magic items).

Wow! Those would have been useful to know about some time earlier. :lol:

Time for some major recalculating... ;)

Bye
Thanee
 

A resistance bonus is more valuable because there are many more things that grant a morale bonus to saves. Aura of Courage, Inspire Courage, Bless, Heroism, and Heroes' Feast to name a few. Resistance bonuses to saves are much rarer, especially considering that the cloak is such a valuable slot and the greater and superior versions of resistance (as well as the vest of resistance) are not in the core rules. That's one of the main reasons I don't particularly like vests of resistance. They make it too easy to get the resistance bonus to saves.

I believe you are seriously overvalueing short term bonuses there (as opposed to long term / permanent bonuses), but ok, at least I see where you are coming from. :)

And yeah, morale bonus is definitely not as good as, say, sacred (like that spell that grants a +2 sacred bonus to saves, which is 2nd level, I think, as opposed to Conviction).

Speaking of spells with bonuses to saves...

What about the Nightshield from SC?

Bye
Thanee

P.S. I will definitely have Make Whole with those durability house rules.
 

Weapon Group Feats, page 94: Multiclass characters do not gain the additive effect of multiple classes for weapon group feats. Total number of weapon groups is based on the best value for all classes in which the character has levels. So a fighter/rogue would have four weapon groups, not the additive value of six. Prestige classes may grant bonus weapon groups depending on the nature of the class. Exotic weapons may not be chosen from those weapon groups granted by a class. Exotic weapon groups must be selected as feats (fighter bonus feats included).

What weapon group feats do I have then?

Basic + two of choice (as cleric), plus the Weapon Proficiency (bastard sword) as normal or
Heavy Blades + Exotic, as per the UA paragraph about "Weapon-Specific Feats"?

Bye
Thanee
 
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One more question, that came to mind... can we buy potions, scrolls or wands with spells from other sources than the PHB (i.e. SC)?

Can we buy wands with reduced charges normally?

Specific items being subject of approval, of course.


Some spells I was thinking about in this context...

Lesser Vigor, Resurgence, Divine Insight, Ghost Touch Armor, Blindsight, Dimensional Anchor, Freedom of Movement.


Hmm... thinking further about this, Craft Wand could be really useful for us (esp. considering that the Warlock can help with the spellcasting there... :)).

You wouldn't happen to allow the UA Flaws (or at least one)?

Bye
Thanee
 
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Having thought a bit about this, I think it produces extremely unrealistic results.

Weapon Durability: Each time a melee weapon deals damage that exceeds the hardness of the weapon, the weapon takes 1 point of damage. Note enhancement bonuses increase the total hardness and hit points of a weapon.

Take for example a typical battle axe (hardness 5; 5 hp).

Such a weapon will break in a matter of combat rounds during completely normal use.

A gnome hand axe has 1 hp (hardness still 5). ;)


But even looking at the higher end... like my +1 adamantine bastard sword (hardness 22; 16.67 hp).

Getting above 22 damage should be easy enough, especially when using Power Attack, and with 2-4 attacks per round, that adds up quickly.

And we are talking about a sword, that is from such a hard material, that you can cut through walls with it.


That house rule doesn't appear practical to me at all as posted.

Bye
Thanee
 

Okay, having looked at nightshield, I'm re-evaluating my position on greater resistance and superior resistance. Nightshield is fine as is. Let's bump the duration on greater resistance and superior resistance to 1 hour/level. I'm not going to allow a 24 hour duration for those spells though. That's just too much. I normally don't allow greater and superior resistance into my campaigns at all. I'm just trying to give you guys a little more leeway than usual since this is kind of a tough dungeon.

Favored Souls get Basic + 2 weapon groups plus the weapon group for their deity's favored weapon. In the case of Mayaheine, you get Weapon Group (Exotic Weapons: Heavy Blades) as your bonus weapon group. In this case you bypass the normal prerequisites for Weapon Group (Exotic Weapons).

You can buy potions, scrolls, and wands from other sources at character creation only if you select such items as part of your 12 levels of magic items. Otherwise, such items may become available during play, but are not guaranteed. If you select a consumable item as part of your 12 levels of items, then one or more of your contacts will be able to sell you more of that particular item (I will indicate which contacts).

Wands must be purchased with the full 50 charges.

If you want a flaw from UA, I will have to approve it on case-by-case basis in order to make sure it is actually a flaw and not something that you selected because it will probably never come into play or never affect your character negatively.

I haven't had problems with the durability rules in my campaigns before. And cheap weapons are... well... cheap. I wouldn't expect a normal battle axe to last very long in combat anyway. And I especially wouldn't expect a gnome-sized hand axe to last very long. (Then again, I wouldn't expect a gnome who is limited to using a hand axe to be capable of dealing enough damage to break the weapon.) Also, I did forget to mention this, but critical hits do not count. I use the first damage die roll to determine whether or not hardness was exceeded then bonus damage dice for critical hits are determined afterward. In my RL games, my players usually roll the first damage die with their attack roll then extra dice in the event that they crit. In the case of invisiblecastle rolls, I will just looked at the first die rolled and add the damage modifier.

Does this means stronger characters have a greater chance of breaking weapons? Yes. Is this realistic? Absolutely. Wooden-hafted weapons were historically notorious for breaking in battle. Spears, hafted axes, morningstars, and maces were extremely fragile weapons. This is one of the reasons swords were often the weapon of choice (in addition to their ability to pierce and cut, drawing more grievous wounds).

You can always opt to have a hafted weapon made completely out of steel, although that would increase the cost and weight of the weapon a bit (probably 2-3 times depending on the quantity of wood normally used). I also wouldn't allow it for a lance and other reach weapons. One of the only reasons you can actually wield a lance in one hand is because it's made of wood. It would be entirely too heavy and off-balance if made of steel.

If you want your weapons to last longer, enhance them with magic, have them made of adamantine or mithral. I'll even be a softie and give a bonus masterwork weapons, armor, and shields equal to a +1 to hardness and +5 to hit points.

Also, you won't have to keep track of this. I'll tally damage to weapons and armor during a battle and post the damage after the battle. I'll always give you a warning if a piece of equipment is close to breaking. Of course you can keep your own tally if you want.

Finally, most of you have several weapons anyway. On top of that, after a few battles in this dungeon you will be blistering with weapons. There are so many magic weapons in this dungeon it would choke a camel. That's not to mention the artifact weapons (of which there are a few) that are unbreakable. Should your primary weapon crack and be unusable, you will never be at a loss for a back-up. This is the way people in medieval warfare fought anyway. Those who went into melee often carried three or four weapons. A heavy weapon or polearm for the first swing on a charge, a lighter weapon for when the heavy weapon inevitably got knocked out of their hands or broken (spears and lances were notorious for that latter), and a couple daggers or blackjacks for moments of desperation. Heck, medieval combatants often practiced all manner of martial arts (not necessarily the Asian variety) so that they would be deadly in hand-to-hand combat as well. Once you stick a sword into a guy wearing chain mail it is often difficult to dislodge the sword. Just be thankful I'm not trying to bring in that detailed a level of realism into the game.
 

I have updated the house rules section to include qualifiers for critical hits, sneak attack, and magic weapon special abilities (the latter of which I have decided to just categorically ignore for purposes of determining damage to a weapon).

Historically, this rule has mostly affected only main front-line melee characters. Given the proclivity that I have noticed almost all such characters have for adamantine weapons, high enhancement bonuses, and a veritable golf bag of spare weapons even before I began implementing this rule into my games, it has never caused any serious problems. Generally it means they spend some cash on wands of repair light wounds (to supplement their wands of cure light wounds or lesser vigor), or get the cleric to cast make whole once in a while.

Why did I implement the rule? I got sick of players hacking holes in 10-foot deep stone walls with their adamantine weapons and otherwise treating their equipment like it was indestructible. I've seen it more times than I wish to recount. Giving weapons their own sense of mortality forces the players to treat their weapons like the precious tools that they are and to only use them when absolutely necessary. If you hack at something with a hafted weapon, it's going to splinter. If you hack at something with an edged weapon, it's going to dull or crack. This is a fairly straightforward rule that incorporates a little more realism into the game and requires players to use a little more common sense with melee weapons. It's not like there aren't easy ways to handle the issue. As I've mentioned already, wands of repair light damage and the make whole spell are relatively minor resources for a group of high-level characters. If they spend a little time at the end of battle patching up weapons like they do patching up their own wounds, it's not going to be the end of the world. But it does make the prospect of digging your own tunnel with a short sword a little less appealing.
 

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