Immortal's Handbook continuation thread

So what happens when the player gets to big for their britches?

Player: You DARE to tell me that the army of greater gods manage to hit me for a point of damage? I'll TELL YOU how the multiverse works, not the other way around.

DM: Have you gone mad? You die.

Player: Pulls out super major artifact wand of DM control. Waves it in front of the DM. "I do not die."

DM: "You do not die"

Player: "You will bring me a coke"

DM: "I will bring you a coke."

How much is too much? :D
 

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+1250? DM control rod indeed (just what I need..hehe).

Sounds like a multiverse-changing Artifact, and you say thats an ability, so I can make a +13,000 Colossal Greatsword with a few of that ability, huh? That is if I'm an Elder God right?

I must say, unless this ability doesn't kill and Overgod in one hit, I might be a tad dissapointed, note - just a tad.:D

And I must have missed your PDF on your ECL and CR rules, so a link would be cool, if you will.
 



Tagazok !

Upper_Krust said:
Its not just Feat prerequisites. What about things like Ability Score Checks?

They use the associated modifier, not the score.

Upper_Krust said:
Ability Score Drain/Loss?

There, OK. But see the half-ranks, and consider also that 2d6 Con damage on a 3 -- 18 score is statistically about the same as 1d6 Con damage on a -5 -- +5 modifier.


D&D uses both, no question of that -- but the emphasis is on the modifier, not the score, so that the advantage of having a 15 rather than a 14 is rather weak: you just are nearer from the next increase, and you may qualify for some more feats. The former is logical and natural, but the later is wholly artificial and sounds like a poor attempt at justifying the existence of odd scores.

That said, I have no problem with them and use the system as it is.
 

Hi Anubis mate! :)

Anubis said:
OH, so you were talking about the GREATER Disruption ability. Assuming you made the same change to Disruption, however, I think you kinda nerfed these abilities . . .

DC 21? That doesn't go far at Epic Levels . . .

No I was talking about the Non-Epic Disruption ability.

The Epic Version disrupts on a hit (rather than a crit) and the DC is 29.

Anubis said:
I dunno. I just wanted to take some power out of it without nerfing it. Say it only responds to life force or something. Whatever. It's magic!

I just think the simpler the better.

Anubis said:
:eek: :eek: :eek: ...

+1250!?!?!?!?!?!?!?!?!?!?

:D

Anubis said:

SWEET! :D

Anubis said:
The most powerful character in existence couldn't make such a weapon! Hell, you'd need 3750 levels to even have the first prerequisite (caster level needing to be three times the bonus) met!

Hell, a +1250 weapon would have a market price of 31,250,000,000 gp, would cost 15,625,000,000 gp in raw materials and 312,510,000 XP, and would take almost 86 Greyhawk years to finish (WITH Efficient Item Creation)!

Absolutely! :)

Anubis said:
I still remember one time when you debated with me about all magical items having to have been created at some point . . .

The majority of the powers I have created don't reach triple digits let alone four; but I thought I would metaphorically let my hair down and see what happened.

Anubis said:
Who could possibly create such an item? Or are we getting into Time Lord power levels here that would make Super Saiyan 4 Gogeta cry like a little girl?

Beyond most Time Lords. ;)

Anubis said:
What the heck does that thing do, detonate entire galaxies with a free action?

My lips are sealed. :p
 

Hi Dark Elven mate! :)

DarkElven said:
So what happens when the player gets to big for their britches?

Give them an EL+8 Encounter.

DarkElven said:
Player: You DARE to tell me that the army of greater gods manage to hit me for a point of damage? I'll TELL YOU how the multiverse works, not the other way around.

DM: Have you gone mad? You die.

Player: Pulls out super major artifact wand of DM control. Waves it in front of the DM. "I do not die."

DM: "You do not die"

Player: "You will bring me a coke"

DM: "I will bring you a coke."

:D

DarkElven said:
How much is too much? :D

When you can do anything and everything; and are in actuality supplanting the DM.

...then its too much.
 

Hi Dark Wolf 97 mate! :)

Dark Wolf 97 said:
+1250? DM control rod indeed (just what I need..hehe).

Sounds like a multiverse-changing Artifact,

Absolutely! :)

Dark Wolf 97 said:
and you say thats an ability,

Yes. :)

Dark Wolf 97 said:
so I can make a +13,000 Colossal Greatsword with a few of that ability, huh?

Technically yes! :)

Dark Wolf 97 said:
That is if I'm an Elder God right?

You need to be a 'tad' more powerful than that. ;)

Dark Wolf 97 said:
I must say, unless this ability doesn't kill and Overgod in one hit, I might be a tad dissapointed, note - just a tad.

Read the Immortals Handbook and find out. :cool:

Dark Wolf 97 said:
And I must have missed your PDF on your ECL and CR rules, so a link would be cool, if you will.

It can't be posted online because of the copyright infringements.

email me and I will send it to you.

agooddesigner@hotmail.com

Dark Wolf 97 said:
Oh, and I rather you not spoil it, but maybe the name for this ability wouldn't be too much.

See below...

Hi Impeesa mate! :)

Impeesa said:
Yes, do share the name at least.

Unfortunately its not cryptic enough - if I give away the name I will give away the power...which I don't want to do! :p
 

Gez said:
Tagazok !

nuqneH! :)

Gez said:
There, OK. But see the half-ranks, and consider also that 2d6 Con damage on a 3 -- 18 score is statistically about the same as 1d6 Con damage on a -5 -- +5 modifier.

D&D uses both, no question of that -- but the emphasis is on the modifier, not the score, so that the advantage of having a 15 rather than a 14 is rather weak: you just are nearer from the next increase, and you may qualify for some more feats. The former is logical and natural, but the later is wholly artificial and sounds like a poor attempt at justifying the existence of odd scores.

That said, I have no problem with them and use the system as it is.

It also affects Carrying Capacity. :)

Basically I am just trying to keep things as simple as possible.
 

Upper_Krust said:

Hi Anubis mate! :)

No I was talking about the Non-Epic Disruption ability.

The Epic Version disrupts on a hit (rather than a crit) and the DC is 29.

I think that can be called overcompensation. For a +6 ability to be able to kill even atropals automatically with a 65% success rate is a tad much.

Actually, uh . . . I need to change my stance here . . . I read up on the undead in both books and checked the abilities themselves (+2 and +6 respectively), and decided that both are perfectly fine as-is.

You see, undead have crappy Fortitude saves. Even Nightcrawlers have only a +8, and Disruption is a +2 ability. Greater Disruption is a +6 ability. The best undead has a +22 save and is CR 50, and I think that something designed to challenge Level 50 characters damn well should be able to survive such abilities.

So in conclusion, I see nothing unbalanced with both abilities as-is. Both have reasonable saves and conditions, so . . .

Perhaps you should make a +10 version called Ultimate Disruption that is DC 33?

Upper_Krust said:

I just think the simpler the better.

Not always. For something as powerful as Vorpal is supposed to be, it SHOULD be a bit complex. It's not overly complex, after all. Double all final damage, threats are automatically criticals unless the victim is immune, and anything with a Constitution score is a threat of an instant kill on a natural 20. What's so complex about that?

Upper_Krust said:

:D

SWEET! :D

Absolutely! :)

The majority of the powers I have created don't reach triple digits let alone four; but I thought I would metaphorically let my hair down and see what happened.

Beyond most Time Lords. ;)

:eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:

Upper_Krust said:

My lips are sealed. :p


Okay, how about you make up a new +1250 ability right here and now that is equally as powerful as the other and let us see it? That way the ability in the book is still a surprise, but we get a general idea of how powerful it is?

Upper_Krust said:

It also affects Carrying Capacity. :)

Basically I am just trying to keep things as simple as possible.

Hate to do it (because I've been one of the people who thinks odd scores are useless), but I can help you here.

Strength changes carrying capacity.

Constitution, if you use my (much better than the core rules') death system of not dying until negative amount equal to Level plus Constitution, lets you go longer without dying.

Intelligence determines the maximum spell level for Intelligence-based spellcasting.

Wisdom determines the maximum spell level for Wisdom-based spellcasting.

Charisma determines the maximum spell level for Charisma-based spellcasting.

The only score that doesn't have any effect by the score itself is Dexterity, but that score is a prerequisite for some of the best feats and feat chains in the game, such as the Whirlwind Attack chain, Ambidexterity, etc.
 
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