Game of Death

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Getting CRs:

1. For polymorph, wildshape, etc. You can only use basic creatures (no templates or other whackiness), and for those purposes the CRs in the Monster Manual I are just fine!

2. For summoning spells, if you summon a basic creature, once again, Monster Manual I is just fine! If you want a templated creature, the MM I modifications to CR are a good guesstimate, and you can send the request to me for what it would actually be.

3. For Monster Characters, I am the one and only and true source of ECLs. Ask and you shall receive, although it may take me half an hour to work it out. Do not send unto me a hundred creatures to be ECL'd, for I am vicious when weary unto death.

That should cover the various possibilities. You don't need Savage Species - I'm just letting people know that I am using it as a tool for calculating certain things. Ultimately, however, the only authoritative source on unusual CRs and ECLs is me.
 

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Holy kee-ripes!

You look like you have done your homework VERY well indeed, seasong!

I think you have addressed a lot of the problematic areas learned from previous Games of Death.
While it seems like there would be an infinite # of problematic rules and actions combinations that seem like they require House Rules, I applaud your efforts at codifying as many as possible beforehand, so as to (hopefully) avoid houserules 'after the fact'.

I have to believe that there are only SO many difficult-to-interpret rules areas that would reasonably come up in a GoD. But it sounds like you are knowledegable in the rules, and have a good approach going.

A point you may want to clarify:
Are you going to be including the spells and effects that are running in the Character's Status page?
Are you going to be allowing the characters to meta-game? (i.e. be able to use player information in their actions - stuff they could not have seen personally?)
 

Small, but important, question. Will you determine initiative after the prep round is over? I would very much like to know before I finish my character concept.
 

Quick note: I'm replying to e-mails and posts right now, so I may respond slowly, but I AM still awake and responding to everything. I'm probably good for another few hours :).

reapersaurus

Character status page: Undecided as of yet. I think, if it works out okay, that I will be keeping a character status page for myself only. However, that may be a real pain in the ***, so I may have to drop that fantasy ;).

Metagaming: I would prefer that people did NOT metagame. A certain amount is unavoidable, however, and some things will be justifiable for experienced adventurers and combatants. In general, I put this under the private e-mail and teaming - I'd prefer not, but I can't really enforce it, so I'm asking people to be honest. I'm also asking that no one scream about other people maybe not being honest - if anyone's going to scream about that, it will be ME :).

Number47

No prob - I just re-read, and it's not perfectly clear. The prep round occurs before the intitiative roll. Yes, this means you can buff yourself for a high initiative, and I more than encourage that :D.
 


Sollir: I've put you on the list.

Note to all: I'm showing 12 people. I really think that's about all I can handle quickly (i.e., in 1-3 days), so I'm going to cut it off there. If you want to call in as an alternate (in case someone drops), feel free, but there's no guarantees there.
 
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oh - one point about Dust of Disappearance.

This magic item is in the category of 'if you include it, it requires everyone to also include the counter.'

Except, isn't Dust of Appearance kind of hard to apply to someone who's invisible?
And Glitterdust similarly requires guesses about the 10-foot location of the DustofDis'd player.

Wouldn't it be easier (and make for better play) if you just banned it?

Just my 2 pennies.
 

Okay, I'm a bastard DM.

Read the list of things that counter dust of disappearance. Now read the section on the arena changes. You know, where it talks about "driving rain"?

Yeah. That's the stuff.

However, if people are vehement enough during this discussion period, I may decide to nerf it a bit (allow true seeing to defeat it, for example). So folks, let me know - I'm all ears for your opinions.
 

Jeremy! I am getting bounce messages from your e-mail address. Please let me know if you are getting my e-mails, or if there is an alternate e-mail to send to if not.
 

I'll be editing this as my scratch sheet. Please feel free to comment on rulings I make here - nothing is completely finalized yet :).

General Rulings & Allowances

To recap: No non-OGL unless it is in the corebooks. I'm getting quite a few requests for Closed stuff (particularly Forgotten Realms stuff), and having to say no. This is a problem I've had with Forgotten Realms since day one - none of it is Open, and that creates problems like this one. Please stick to core and OGL stuff!

Other rulings, in no particular order...

Wall of Force: Nerfed a bit. The hemisphere version allows a save, exactly like wall of ice.

Savage Species: I am using this as a tool to calculate CRs and ECLs. HOWEVER, nothing in here is OGL, so... No. None of the new weapons, none of the new spells, etc. When it gets put in the SRD by WotC, yes, but for now, no.

Half Ogres: With that said, I'm willing to write up my own, open version of the half-ogre at ECL +2. Much the same, but with 2 HD and all of the usual effects (saves, BAB, etc.) that that normally entails. Looking over the Savage Species half-ogre, it's too strong to be ECL +1, but at the weak end of ECL +2, so I'll beef it a bit and call it ECL +2.

Contingency: Nerfed. You can cast it during the prep round, but you do not start with it.

Blindsight: Do not expect this to be the end-all, be-all. Any blindsight will have a specific mechanism for working, and I will allow that mechanism to be countered by anyone clever enough.

Headband of Intellect: It is assumed that your character is a munchkin, and always wears the headband, and has NEVER EVER lost it ;). If you have a +2 INT headband, you will gain +1 skill point per level, starting at 5th level. If you have a +4 INT headband, you will gain +1 skill point per level at 5th, and that will change to +2 skill points per level at 9th. If you have a +6 INT headband, you will gain +1 skill point per level at 5th, and that will change to +2 skill points per level at 9th, and THAT will change to +3 skill points per level at 12th.

Cross Class Learning feat
(taken from Ultimate Feats by Mongoose Publishing, originally created by Bradley H Bennis Jr):
You can learn a cross-class skill as if it were a class skill.

Benefit: You may choose a cross-class skill in which you have a certain knack. You may treat this skill as if it were a class skill.

Special: This feat may be taken multiple times, choosing a new skill each time. You are still limited by level +3 for the maximum number of skill points you spend on this skill.

Cohort Hit Points: CLARIFICATION. Max at first, then average (5.5 for a fighter) per level thereafter. If you end up with something like 111.5, round up to 112. I don't think anyone will begrudge you that last half hit point ;).
 
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