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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Best way to implement these in strict 3.5 rules?
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<blockquote data-quote="Drifter Bob" data-source="post: 1667189" data-attributes="member: 17723"><p><strong>Couple more to chew over</strong></p><p></p><p>Ok, since y'all are coming up with such good ideas, here are a couple more. </p><p></p><p>3) is a powerful spell, probably 7-9th level, which has the effect of causing someone to spin aronud and around in the air (think of Gandalf spinning on the floor after Saruman defeats him in the 1st lord of the rings movie- though that is not the source for the spell). The caster can cause them to spin slowly while you interrogate, or you can cause them to spin in wide loops fom very high (say, 100') to very low. Finally, if the caster is not interrupted and does not choose to release her victim, she can cause them to spin at an exponentially increasing rate until they fly apart and die.</p><p></p><p>I was wondering the best way to implement this spell from an earlier project. The idea is, anything spun at an exponentially increasing rate like that will eventually die if the spell isn't broken first. It should be roughly the same amount of time whether you have 10 hit points or 100, nor should damage reduction, fast healing, or regeneration matter. I had a theory on one way to handle this, but the publisher though it was too far out, and we ended up making the spell much more conventional.</p><p></p><p>4) is a combat issue from the same campaign as the one with the Imp. When I run my game we use pretty extensive house rules for combat, so sometimes things happen which I'm not later certain how to convert into D&D rules. </p><p></p><p>This is when the players are about 4th level. If they aren't very careful in a particlar area where their guard is probably down, they will get ambushed by some footpads, who use saps to attack from concealment. The footpads seek to capture one or more party members and make off with them in a boat. In our house rules </p><p></p><p>You know what a sap is of course, this is like a leather sock full of lead shot or even sand, which has been used since time immemorial to quickly knock people out to rob or kidnap them, or just to silence them. The way a sap should work, if you are moderately skilled in the weapon, and can attack someone who isn't wearing a helmet and /or heavy armor from surprise, you should be able to have a good chance of knocking them out. Even if you don't surprise them, a few blows to the head or the back of the neck should be enough to drop most people.</p><p></p><p>What would be the best way to implement this in 3.5? I didn't want to give the bad guys a bunch of really high level monk Feats, and the subdual damage rules combined with critical hits seem insufficient. The guys weilding the saps are about 3rd level.</p><p></p><p>DB</p></blockquote><p></p>
[QUOTE="Drifter Bob, post: 1667189, member: 17723"] [b]Couple more to chew over[/b] Ok, since y'all are coming up with such good ideas, here are a couple more. 3) is a powerful spell, probably 7-9th level, which has the effect of causing someone to spin aronud and around in the air (think of Gandalf spinning on the floor after Saruman defeats him in the 1st lord of the rings movie- though that is not the source for the spell). The caster can cause them to spin slowly while you interrogate, or you can cause them to spin in wide loops fom very high (say, 100') to very low. Finally, if the caster is not interrupted and does not choose to release her victim, she can cause them to spin at an exponentially increasing rate until they fly apart and die. I was wondering the best way to implement this spell from an earlier project. The idea is, anything spun at an exponentially increasing rate like that will eventually die if the spell isn't broken first. It should be roughly the same amount of time whether you have 10 hit points or 100, nor should damage reduction, fast healing, or regeneration matter. I had a theory on one way to handle this, but the publisher though it was too far out, and we ended up making the spell much more conventional. 4) is a combat issue from the same campaign as the one with the Imp. When I run my game we use pretty extensive house rules for combat, so sometimes things happen which I'm not later certain how to convert into D&D rules. This is when the players are about 4th level. If they aren't very careful in a particlar area where their guard is probably down, they will get ambushed by some footpads, who use saps to attack from concealment. The footpads seek to capture one or more party members and make off with them in a boat. In our house rules You know what a sap is of course, this is like a leather sock full of lead shot or even sand, which has been used since time immemorial to quickly knock people out to rob or kidnap them, or just to silence them. The way a sap should work, if you are moderately skilled in the weapon, and can attack someone who isn't wearing a helmet and /or heavy armor from surprise, you should be able to have a good chance of knocking them out. Even if you don't surprise them, a few blows to the head or the back of the neck should be enough to drop most people. What would be the best way to implement this in 3.5? I didn't want to give the bad guys a bunch of really high level monk Feats, and the subdual damage rules combined with critical hits seem insufficient. The guys weilding the saps are about 3rd level. DB [/QUOTE]
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Best way to implement these in strict 3.5 rules?
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