Game of Death

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No worries, y'all - that's why I checks 'em. D&D ain't easy, especially at high levels, and adding stuff up is just a plain-out pain in the ***. If I get a draft character with no mistakes at all, that's when I'll start worrying ;).
 
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cool hand luke said:


wow, Glad I'm not the only one that did that.
yeah... he said "I didn't even have that much"! :eek:

And our exchange is up to some 5 "Re:"s in every header... I can only imagine what some people must've done.
 


role vs roll playing

ok, I know this is smack down, min maxing, mighty munchkin monster melee situation,

HOWEVER,
are any of you trying to keep even the simblance of role playing in it? Are you creating somewhat believable characters, or seeing just how far you can push the rules?

example, would you, say, throw out a cleric, with base strength 1, knowing in the prep round you will cast divine power, and jump it to 18 for no point cost? (I know, hope you don't get dispelled, this is just an example.)

I'd say I'm going for 75% min maxing, 25% character. I had basic concepts that I wanted to try, and thought that they might work well together. I crunched them as much as I could. Now that I've actually developped them, I think they will work, but realize there are more efficient "killing combos" I could make, but I'm sticking with what I got, because trying out these concepts is what attracted me in the first place.
 
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My character is a logical development from the question. "What is the most important thing in D&D combat?", the follow-ups "How do I get more of it?" and it's collorary, "How do I make my opponent's have less of it?" I think you'll be unpleasently surprised...

Any flavor that you see has been slathered onto that like a layer of oddly colored paint.
 

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