Game of Death

I think the easier thing to do with followers is to just let 5 followers into the arena, starting with the highest level of followers. You still get the benefit of having a high leadership score by getting higher-level followers.
 

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As to movement I have been using the 5-10 rules for movement. Kanyano had 50ft of movement when he walked upto you. A distance of exactly 50ft. This means that he could actually attack because he didn't hussle.


The reason for making the map as I did was so that fighters would have a slightly better chance then they did on Dr. Midnight's Map. Which lead to a killing field of fireballs and lightning bolts. When you make a map you have to judge do you want good wide open fields of fire or down in the trenches type fighting. Had not the repel wood been cast a bold person with fireball wand would be deadly on this map. Stand on top and blast away......your bursts will get the trenches.

Macbrea
 


I thought that a nifty extra - DMG says "... most wands are made of wood..." Actually an all-purpose spell pouch would run the risk of getting caught in repel wood too... ;)
 

Macbrea said:
As to movement I have been using the 5-10 rules for movement. Kanyano had 50ft of movement when he walked upto you. A distance of exactly 50ft. This means that he could actually attack because he didn't hussle.


The reason for making the map as I did was so that fighters would have a slightly better chance then they did on Dr. Midnight's Map. Which lead to a killing field of fireballs and lightning bolts. When you make a map you have to judge do you want good wide open fields of fire or down in the trenches type fighting. Had not the repel wood been cast a bold person with fireball wand would be deadly on this map. Stand on top and blast away......your bursts will get the trenches.

Macbrea

I wasn't commenting on your game in specific, just giving helpful hints for the next guy. I trusted that if you let Kanyano move that far, that he could. Dabbil forgot that there a several non-magical ways for characters to have faster movement!
 

It is a good experiment in seeing what characters can do. But we don't want to see just two character types on the battlefield:
1) fighter-type in antimagic field.
2)Bard casting 9th level spells, summoning monsters with exceptional ray attacks of 2d12 against which there is defense in the game except to get it within an antimagic field.

True, but any type of rules will eventually favor one or two character concepts over all others.
 

I am not convinced that that is entirely true. People come up with alot of different plans and scemes. When I made the rules, I purposely designed a character for this that I would play to see the power level. When I got done he was an archer that fired 4 arrows (+18/+18/+13/+18) a round for 1d8+14 + 1d6 frost + 1d6 sneak attack per shot. That at the power level that was suggested. He would have been annoyed with the repel wood by not completely nulified.


Macbrea
 

Actually, I am almost shocked that nobody thought to try an anti-magic archer. After all, those arrows can re-gain their magic after they leave your anti-magic field. Greater Magic Weapon is cheap and can do 50 arrows a pop. Hmm. Maybe I should do this one next?

My original character (never submitted), would have been Bard4/Barb1/Assassin2/Arcane Archer3. Needless to say, it just didn't work right. While I was trying to cobble it together, I noticed how incredibly cheap scrolls are. One thing led to another.
 

Exactly. I don't see how anyone could come up with a better idea than the anti magic archer. Aside from using wish type magic. Even summoned monsters can be stop by suppressing them with the field or just killing them first.
 


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