Dromus Prep Thread

Okay Kelleris (note that DWZ mentioned you by MK, btw)... I'm not going to play an Alienist, especially if you're lukewarm to it. Same here, mostly.

Would you let me play a rogue/(shade or shadow creature)? The template progressions for them are in Dragon #322. I'm leaning more to the Shade than the Shadow, although the Shadow creature would give me more levels. But the shade sounds so much cooler.

Any thoughts?
 

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Hmm...a dwarven MT...I like it. Does anyone have a pdf of Races of Stone? Or Defenders of the Faith, for that matter?

I might actually get to use the Stronghold Builder's Guidebook to make my storefront/home. Bwahahaha! Hey Kell, could you find a nice little city that is comparatively low on the insanity scale that I could set up shop in?
 

@ Tux - The shade looks mostly okay, except for two things: I don't want anyone to have fast healing and the shade abilities bonus is too massive for my tastes. Come up with a suitable ability other than fast healing and drop the iteration of shade abilities at either 2nd or 3rd level and it looks okay. Shadow blend might be a suitable replacement. Oh, and have the stat boosts be permanent even in bright light. Recalculating stats is annoying.

The shadow template looks good except that I will remove fast healing from the 2nd-level ability list. They aren't terribly well balanced with each other, either, but whatever.

@ Thunderbird - Would you be okay with a quiet corner of Dromus? That's at least where you'll be at the start, and it's the trading mecca for this setting. You could go with a shop hidden away anywhere in the city, really, or a licensed place in the Market Sorceire (or Khorvaire's Square if you have a high tolerance for haggling and chaotic marketplaces).
 
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*whew*

Writing this crazy "flavor text" is harder than I thought. :heh: I have part of Dromus done: you'll find it below.

EDIT: Removed document to move to a central location.
 
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Hey ThunderBird and DemonWolfZero, can I join this store front operation? I realize that I'll be playing a technologist, but it might prove interesting. So what do ya say? I decided on not playing Juda, Kell.
 

Kell, I've been thinking about a few of your house rules, and I've got some things to say.

First, and probably the one that I'm sure others have noticed, is the Exhausting Psionics.

The first thing that jumps into my head when I start really thinking about this is the following: manifesting powers is more exhausting than dodging and taking hits (which represents HP loss)?

If manifesting powers will result in fatigue, then loss of HP should also... it only follows that way.

Second, I noticed that the exhausting effect has no effect if you have a Con of 200 or Endurance. If you reach 1/2, you become fatigued. So a human psion with an 8 Con gets fatigued at the same rate as a gnomish psion with a 20 con, both of whom are the same level? That really doesn't make sense, since Con represents your endurance, partially.

Lastly, if psions get tired when manifesting powers, shouldn't wizards run the risk of forgetting a spell they memorized, or a sorcerer accidentally casting the spell wrong? You are tinkering with the base ability of the class. Now, if all the spellcasting classes used spell points (instead of number of level per day) and that exhausting ability was applied to everyone, that would be fine. But as it stands, the wizard is clearly more powerful than the psion, especially with the ability to spend money to make a really kick butt spell.

But, I learned not to complain unless you offer solutions.

The first, and most obvious, would to make everyone use spell points and apply the Exhausting thingy to every spell casting class. But this would only make the world a little less magic-friendly, since your classes who are normally more feeble would be even more so if they got into a sticky situation. However, it would also allow for the spellcaster to cast more than normal in a day (by resting).

Second, change the fatigued/exhausted thing to a possible thing if they don't pass a Fort Save. That way you at least let the tougher psions have a chance at delaying it. Maybe do something like DC 15+max level of power they can manifest. It being a Fort save means most psions won't have that high of one so the chance of failure is higher. Then make the Exhausting save be 20+. If they pass it, for every 5% more they drop, they have to do it agian.

Then agian, the first is probably the best solution, other than going through and actually removing some of the powers and/or abilities you don't like.
 

*sigh*

You know, I could be working on something rather than explaining myself, but here goes; I have said repeatedly in the past that I'm always willing to explain why I do or change something.

First off, the Psionc gets exhausting magic when nobody else does because he casts his spells in a different way. From my own house rules:

Psionics, while powerful, require a great deal of effort on the part of the Psion to use, as they represent a direct generation of the planar discontinuities necessary for magic use through pure force of will.

That is to say, they make their own magic rather than using what's already there. It's a heck of a lot more exhausting than what any of the other classes do. I used the rules I did because they were what is presented in Unearthed Arcana and I don't like reinventing the wheel if I don't have to. I briefly considering working up some rules involving temporary negative levels (sprained life-force), but that would really screw over psionic characters and it would be an unholy pain to balance. As it is, psions have lost the ability to blow through their whole power point reserve in a half-hour without penalty, which I like, and gained the ability to cast all day if they pace themselves, which makes them somewhat more unique and interesting than overpowered sorcerers with spell points.

I also briefly considered having Con determine bonus power points, but decided against it. This was partly because of mechanical reasons - the old psionics had way too much MAD and nobody wants to see that again - and partly because of flavor reasons - the fatigue in this case is mostly mental, which is why only rest heals it and your mental power (Wis or possibly Int, I went with Int for simplicity's sake) determines how long you can muck with reality without fatiguing yourself.

I also talked it over with DemonWolfZero, the only player of a psionic character at the time, and made some changes based on his recommendations. Even when offered the chance to play an Ascetic (from the Psychic's Handbook), he elected to play Adinal as a psion. I think, and he presumably agrees, that the change in question is pretty much a wash in terms of power level. If it weakens psions, it isn't like they can't afford it anyway. If I was making a change to the Cleric or Druid I would also err on the side of underpowered for the same reasons.

I'm not altering hp to cause fatigue because that would cause nightmarish balance issues and I have no official sources even advising how to handle it. It would be way too much work to apply a false standard of realism to hit points, which are already one of the most abstract numbers on a character sheet.

And I will change powers and spells I don't like if someone takes them. The energy powers and mind thrust are pretty much the whole list at the moment. Well, that and that psionic power that lets you totally reselect all of your feats, skills, and powers. But it's way down on my list of things to do since nobody's tried to make an artillery psion yet, and if Adinal has mind thrust he's never used it.
 
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Figured it was something liket that. Still don't like the idea, but its not going to be effecting me, so doesn't really matter.

Matt, I'm going to be playing a fighter/mage/runesmith... dwarf of course. Gotta love the dwarf wizard.
 

Hatter - I didn't think DWZ was a potential business partner, but I'll certainly consider anyone who wants to join me. Just afford me enough time to get my part of the deal ironed out before I start adding people. What would you be marketing?

Kell - That works for me. Assuming this town is an open town and not a walled fortress like Waterdeep, I'll set up in the outskirts. I intend the place to be my home as well as my storefront.
 

Actually, You guys don't need to worry about the healing part. My cleric is a spontaneous divine caster. And any cleric that prefers the use of strength first quickly finds out that he needs have quite a bit of healing power. Thus I have all the cure spells I can have at the moment. It could be better to have another healer, but not needed.
 

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