Game of Death

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Forsaker: In the Netbook of Classes (http://www.fancc.net/nboc/), Volume I, there is a PrC called Puritan which is built around denial of magic. If someone wants it, be warned that I'll nerf the tar out of the Cancel Magic ability, but the rest of it looks decent.

Large & In Charge: I don't have my books at work, but I think I remember something among the dragon feats which, adjusted for size, would be reasonable. Not as overwhelmingly twinky as LAIC, mind, but reasonably good :).
 

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Saepiroth said:
wait... why did you even need to bother to ban Dragonscale? if you moved it to 810k from 640k, doesn't it naturally cost three times as much as any character's total wealth even at it's original value?
Adopts best Ripley (from Aliens) voice, "Nuke it from orbit. It's the only way to be sure."

And it's actually 6-8 times the maximum amount you can spend on a single item. So it was kind of redundant :).
 


Feat

Not Approved Yet: I got's to think about it.

Standing Rush (General Feat, Fighter Feat)
You can use your bulk and shifted body weight to knock someone back as effectively as if you'd run into them.
Prereq: STR 13+, Improved Bull Rush, Power Attack.
Benefit: If the character gets an Attack of Opportunity on an opponent who provoked the attack by moving closer to the character, the character may make a bull rush attempt on the opponent instead of a normal Attack of Opportunity. This is handled just like a normal bull rush, except that the character does not move.

Regarding order of events with this feat: This is considered an Attack of Opportunity (it just doesn't do damage). Thus, it happens in the middle of the other person's turn, during whatever action prompted the AoO. This can force spell casters to make a Concentration check, prevent someone from getting close to you (although if they have another move equivalent action, they can attempt to get close to you again), and so on. If someone is moving past you to attack, and you shove them into a position where they can not attack, well, that's that.

Regarding bull rush rules: This bull rush does not provoke an Attack of Opportunity - see the prerequisite feats.

Regarding movement: The character can follow the opponent, but only to a maximum of 5 feet (this is a 5 foot step). Distance shoved is limited to 10 feet.
 
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If it matters, I like it. It doesn't have a damage based DC like large and in charge, and it denies you the chance to damage your foe unlike laic, it works off the bull rush mechanic, and it's got actual prerequisites and they make sense. :)

I like it.
 
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seasong said:
Breakdaddy: That would be awesome of you, thanks! Although if you could just e-mail them to me - I suspect I will have to modify some of them (looking through PrCs, I'm surprised at how poorly designed many of these are - it's like they didn't have a forum of peers to take it apart, or something ;)).

clockworkjoe: Wow. Well, uh, I won't be doing that :). I do my HTML by hand for the most part, and the bandwidth for a pretty map like yours would cost too much at my ISP. So I'll have to stick with what I've got.

Which reminds me: I AM working on a website, but it probably won't be up until we get started, and mainly it will just be a reference source for what characters look like, the map, etc. All of the action will be happening here, in an ENWorld thread.

Actually, I only use up a few hundred megs of bandwidth a month on slangdesign. The GoD hasn't even come close to a gig of traffic for any month that its been running.

And if it works for you, go for it. But you could add comments to each cell of the table giving the xy coordinates of the cell so you could just do a search and then add in the appropriate img src tags when needed.
 


clockworkjoe: Thanks, that's a good idea. I'll play with it later this week and see if I can do an update-able map. If I can, woo hoo!

Jeremy: It matters.

cool hand luke: Yes. I just don't know what it is, yet, so I'm not holding anyone to it. I do know that I want ability scores broken out (how you spent the points, what the starting scores were, your race modifiers, level modifiers, magic items, all separate), and I want you to show what order you took your class levels in, and I want to know what order you took your feats in. Everything else... Agh. I wish I had a good standard, but there's just so much stuff on a character sheet :).

A slightly different topic

As characters flood in like a drippy faucet, I've noticed that I'm nerfing an awful lot of things. I don't want this to become "Thomas Weigel's Nerfbat Game", so I'm going to point out why I nerf what I nerf. And also some of my concerns about nerfing too much :).

Non-resistable events. Some things are meant to be non-resisted. Most things are not. In particular, a Game of Death is not much fun if it becomes a game of Initiative, so most non-resisted things will be given some form of resistance, whether that is a saving throw (Harm) or a bull rush mechanic (Brute, LAIC).

Not all will, of course - generally, with the exception of the few glaring examples of abuse-heavy ones in the core rules, I'll leave core rules alone.

Multiple stacking events. If you can stack a bunch of core rule modifiers to get an obscene bonus to hit, to damage, to spell DC, whatever... more power to you. If you're just plumbing every rule book out there for modifiers with different names so you can stack them, that's not a challenge at all - it's pathetically easy, and not worthy of a Game of Death. I want tactics, not supplement book bean counting. My usual fix is to rename the bonuses to something appropriate, or to simply ban the item in question.

The same, only better. A lot of supplements, in some sort of weird arms race mentality, recreate items in the core rulebooks, only with a slight edge (and no sacrifices in return). The flamberge, for example, is a greatsword with an improved critical threat. No reduced hardness for its weaker design, no exotic weapon required, nothing (well, okay, +1 lb on a 15 lb thing). It's just a better greatsword, for not a lot more money. That's not a "new" option, its an "obsolete the old" option. In some cases, I like the idea, and I'll nerf it a bit (or make it costly enough to stay in line with the core stuff); in other cases, I ban it.

Prestige Classes. PrCs are an upgrade to core classes. In return for accepting a more limited role and/or certain weaknesses that a generalist would not have, you are more powerful than the generalist in that role. The arcane archer, for example, should be weaker in a toe-to-toe fight, but dominates a fighter with a bow (or at least should). The brute, similarly, does poorly in ranged combat compared to a fighter, but dominates in a toe-to-toe fight.

At the same time, while being better at the role, the PrC should not be completely untouchable in that role. A fighter should have a (slim) chance against a brute toe-to-toe, and a (slim) chance against an arcane archer in a fight across a chasm.

So when I look at a PrC, I usually find the closest core class to the PrC's role, make sure that the PrC is weaker in areas not associated with its role, and then make sure it is more powerful (but not overwhelmingly so) in the scope of its role.

Some PrCs, of course, go a completely different route. They create a wholly new role, such as the forsaker - there is no role for "going around and breaking magic items", although someone presumably could give it a shot. In this case, I attempt to make sure that the PrC is balanced in a manner similar to the cleric and the wizard - they do different things, but they are on roughly equal ground for how well they do them.

Nerfing too much. Some GMs will disagree with me on this, of course, but I feel that D&D characters SHOULD be powerful. They should be able to specialize and become monsters of destruction. They should be able to summon a hellish creature from beyond and bind it to their will. And while there are concerns for making an interesting Game of Death (non-resistable events, for example), I don't want to nerf a character past that.

(You may disagree with me on whether or not I DID nerf you past that, of course - I'm stating my goal, rather than my utter competence, here ;).)

My usual goal when nerfing is to take one of three munchkin characters I've built (one for range, one for melee, one for spell duelling), and compare the most appropriate one to the character I've just nerfed.
Code:
[color=skyblue]A is my character, B is yours.

              Nerfed   Pure     Result
A destroys B  Yes      Yes      Don't nerf.
A destroys B  Yes      Barely   Don't nerf.
A destroys B  Yes      No       Hazy; think harder.
A destroys B  Barely   No       Consider nerf.
A destroys B  No       No       Consider nerf.
B destroys A  Yes      Yes      Consider nerf.
B destroys A  Barely   Yes      Consider nerf.
B destroys A  No       Yes      Hazy; think harder.
B destroys A  No       Barely   Don't nerf.
B destroys A  No       No       Don't nerf.[/color]
Obviously, my characters aren't the be-all, end-all of munchkins (although from what I've seen so far, they're pretty good). That's why I don't have an automatic nerf up there, just an automatic "too weak to nerf". If your pure character can't handle mine, there is no good reason to nerf the character.

Anyway, I hope all of this made sense, and helped y'all get a sense of my reasoning when I harsh on your character concept :). And during this discussion phase, please remember that if you see a nerf that seems inappropriate, I want to hear about it. Until I declare the issue closed, it's open for discussion (just remember that when I DO declare it closed, it's closed and I'll have no sass back ;)).
 

Your Haste nerf needs to be cleared up more. We know it doesn't allow a casting of an extra spell, but does it allow the use of any magic items? What kind of magic items?
 

Anti-Nerf

Prismatic Spray: As the rules stand, a violet ray does nothing if it hits someone, as it attempts to shift them to another plane and Hethas prevents it. I don't like the idea of a spell "doing nothing" at random, so I am considering either allowing the violet ray to do something else (perhaps a random teleport to a random location in the arena) or just reroll whenever the violet ray comes up.

Anyways, my mind is pretty open on this issue right now, so please throw me some comments.
 

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