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Order of the Dodecahdron Initiate
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<blockquote data-quote="Machiavelli" data-source="post: 3126983" data-attributes="member: 40964"><p>I miss the d12 and I'm out to have a little fun. Who's with me?</p><p></p><p>Our goal is to brainstorm every possible way to use a d12 for a class' special abilities. I'm hoping to come up with enough d12 goodness to fill out a complete 20-level base class, but a PrC will work out alright if necessary.</p><p></p><p></p><p>So, I've got a start with some obvious ideas:</p><p>* d12 hit dice</p><p>* some sort of focus on wielding a greataxe</p><p></p><p>And some less obvious ideas:</p><p>* Instead of a greataxe, allow the user to wield a magical force weapon. This means you can get CRAZY with the d12's. I'm thinking (1d12-4)/level damage, so the more ODI levels you have the more d12's you roll! 1d12-4 averages to 2.5 damage, like a d4, with the slim chance of 8 damage.</p><p>* +1d12 bonus to a single saving throw as an immediate action. Usable once per day at first, possibly more ofen as you gain levels. A potentially powerful anti-death ability that requires an opponent to burn through all those d12 hit dice to kill you. It's not reliable enough to actually EXPECT it to make you nigh-invincible, but it could help. I'd pair it with a poor/poor/poor save progression.</p><p>* All spells that affect or create a sphere instead create a dodecahedron of the same size. (purely thematic, but potentially SOOOO cool when you run down an opponent with a 2md-level Flaming Dodecahdron <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p>* Hey, maybe build on the Flaming Dodecahedron idea, making that particular spell a spell-like ability that is usable and adaptable to the situation! Wow, I'll have to think about this one for a bit...</p><p>* Roll 1d12 to create a random effect from a list of 12 possible. Perhaps 12 buffing spells, all potentially useful, but you never know which one will show up!</p><p>* Perhaps you get to roll a d12, divide by 2, and round up for every instance in which you would otherwise roll a d6? It would be a minor advantage on your d6 rolls, and you'd be rolling an ENORMOUS number of d12's this way.</p><p></p><p>Also, I'm thinking a unique spell list could be created, utilizing ONLY spells that include a d12 roll. Unfortunately I can't think of a single such spell off of the top of my head, so perhaps spells that utilize d4's and d6's could be included to fill out the list, but you get to roll 1d12 for every 2d6 or 3d4. It's a stretch, I know, and it severely reduces the average damage of the spells. To make up for it, maybe the ODI's spells would work like a Warmage: you know every spell of every level you can cast, you can cast spontaneously, and you get a bunch of spells each day. I'd be much happier with spells that just straight up use d12's, but the conversion isn't too bad, I think.</p><p></p><p></p><p>This class, so far as I've envisioned it, would be extremely meta-gamey, since the very BASIS is to use more of a type of dice, and in D&D settings there are no such things as "rolling for damage" or "rolling for a random generation list".</p><p>Would it be more fun to have "serious" expanations for the in-game effects, with all of them just so happening to utilize d12's? That could be fun to write the fluff for! <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></blockquote><p></p>
[QUOTE="Machiavelli, post: 3126983, member: 40964"] I miss the d12 and I'm out to have a little fun. Who's with me? Our goal is to brainstorm every possible way to use a d12 for a class' special abilities. I'm hoping to come up with enough d12 goodness to fill out a complete 20-level base class, but a PrC will work out alright if necessary. So, I've got a start with some obvious ideas: * d12 hit dice * some sort of focus on wielding a greataxe And some less obvious ideas: * Instead of a greataxe, allow the user to wield a magical force weapon. This means you can get CRAZY with the d12's. I'm thinking (1d12-4)/level damage, so the more ODI levels you have the more d12's you roll! 1d12-4 averages to 2.5 damage, like a d4, with the slim chance of 8 damage. * +1d12 bonus to a single saving throw as an immediate action. Usable once per day at first, possibly more ofen as you gain levels. A potentially powerful anti-death ability that requires an opponent to burn through all those d12 hit dice to kill you. It's not reliable enough to actually EXPECT it to make you nigh-invincible, but it could help. I'd pair it with a poor/poor/poor save progression. * All spells that affect or create a sphere instead create a dodecahedron of the same size. (purely thematic, but potentially SOOOO cool when you run down an opponent with a 2md-level Flaming Dodecahdron :D) * Hey, maybe build on the Flaming Dodecahedron idea, making that particular spell a spell-like ability that is usable and adaptable to the situation! Wow, I'll have to think about this one for a bit... * Roll 1d12 to create a random effect from a list of 12 possible. Perhaps 12 buffing spells, all potentially useful, but you never know which one will show up! * Perhaps you get to roll a d12, divide by 2, and round up for every instance in which you would otherwise roll a d6? It would be a minor advantage on your d6 rolls, and you'd be rolling an ENORMOUS number of d12's this way. Also, I'm thinking a unique spell list could be created, utilizing ONLY spells that include a d12 roll. Unfortunately I can't think of a single such spell off of the top of my head, so perhaps spells that utilize d4's and d6's could be included to fill out the list, but you get to roll 1d12 for every 2d6 or 3d4. It's a stretch, I know, and it severely reduces the average damage of the spells. To make up for it, maybe the ODI's spells would work like a Warmage: you know every spell of every level you can cast, you can cast spontaneously, and you get a bunch of spells each day. I'd be much happier with spells that just straight up use d12's, but the conversion isn't too bad, I think. This class, so far as I've envisioned it, would be extremely meta-gamey, since the very BASIS is to use more of a type of dice, and in D&D settings there are no such things as "rolling for damage" or "rolling for a random generation list". Would it be more fun to have "serious" expanations for the in-game effects, with all of them just so happening to utilize d12's? That could be fun to write the fluff for! :) [/QUOTE]
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