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<blockquote data-quote="starkad" data-source="post: 1627124" data-attributes="member: 6803"><p>For those using spellcraft to identify items...</p><p></p><p>Do you have a chart or system you use? If so, can you either email me it, or PM me it, or post it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've been trying to find a scale that works for ages, and I had the one Icewind Dale 2 used, but lost it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p><a href="mailto:starkad@gmail.com">starkad@gmail.com</a> is a good email to reach me at!</p><p></p><p>-----------</p><p></p><p>Mods we use:</p><p></p><p>-75% hit points a level, max at first.</p><p>-4d6 drop lowest, 3 sets, choose best. You can reroll 1 die, ONCE, over a given set. Results in high ability scores, but we generally play mid-low magic, high combat, pulp action games that requires this. Plus we just have more fun this way.</p><p>-We use drama dice (a converted version of the 7th sea roll&keep system), but might switch to action points.</p><p>-Facing rules - 3x3 grid. pick facing when you move, or can spin instead of 5ft step, or change facing 1 side on a 5ft step move. Front 3 squares are normal combat. The 2 'side' squares on either side and slightly behind the opponent gets +2 to hit you, and you are -5 to hit them. If opponent is directly behind, you do not need to have a flank to get a sneak attack, opponent has +4 to hit you (+6 if they are actually flanked), and you are -10 to hit them. This emphasizes, rather heavily I might add, tactics in combat - as well as great teamwork. We prefer gritty action games with pulp feeling, using dramatic moves and abilities, with high combat and lots of tactical movement with miniatures.</p></blockquote><p></p>
[QUOTE="starkad, post: 1627124, member: 6803"] For those using spellcraft to identify items... Do you have a chart or system you use? If so, can you either email me it, or PM me it, or post it? :) I've been trying to find a scale that works for ages, and I had the one Icewind Dale 2 used, but lost it. :( [email]starkad@gmail.com[/email] is a good email to reach me at! ----------- Mods we use: -75% hit points a level, max at first. -4d6 drop lowest, 3 sets, choose best. You can reroll 1 die, ONCE, over a given set. Results in high ability scores, but we generally play mid-low magic, high combat, pulp action games that requires this. Plus we just have more fun this way. -We use drama dice (a converted version of the 7th sea roll&keep system), but might switch to action points. -Facing rules - 3x3 grid. pick facing when you move, or can spin instead of 5ft step, or change facing 1 side on a 5ft step move. Front 3 squares are normal combat. The 2 'side' squares on either side and slightly behind the opponent gets +2 to hit you, and you are -5 to hit them. If opponent is directly behind, you do not need to have a flank to get a sneak attack, opponent has +4 to hit you (+6 if they are actually flanked), and you are -10 to hit them. This emphasizes, rather heavily I might add, tactics in combat - as well as great teamwork. We prefer gritty action games with pulp feeling, using dramatic moves and abilities, with high combat and lots of tactical movement with miniatures. [/QUOTE]
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