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Pharaoh's Blood - A Fan-Made D&D 3.5 Rules Supplement
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<blockquote data-quote="Grunker" data-source="post: 5690794" data-attributes="member: 6667966"><p>First off: Thanks.</p><p></p><p>Second off: Do you mean rogue-paladin gestalt in power level or in flavour or? <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>It doesn't gain evasion, trapfinding, uncanny dodge, or ability. It gains a bit fewer skill points. The aim was to make up for this with the other stuff, putting it only a bit over the level of a rogue (the players will have to look elsewhere for the "rogue"-rogue). This has not succeeded, in your mind? If not, do you think it should be reduced in power?</p><p></p><p></p><p></p><p>Heka-priest is the only class which has been tested in a few playing environments. As was, most found it underwhelming (it was as you see but without the access to arcane prestige classes). The nerfed spell progression was a real issue (which is why we had to give the class a buff by allowing it access to arcane prestige classes - most good divine ones give TU-progression).</p><p></p><p>But yes, basically, it's a wizard with these factors:</p><p></p><p>1) Nerfed spell progression</p><p>2) Casts divine magic</p><p>3) Has access to domains</p><p></p><p></p><p></p><p>Unfortunately, I agree with you. The brave could use some more focus on making it an active class instead of a reactive class.</p><p></p><p></p><p></p><p>Have you read the Dweomerkeeper mate? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The preserver is supposed to be a powerful loremaster and a nerfed Dweomerkeeper. The only power it shares with the Dweomerkeeper is the lowered metamagic, and that is far from the most broken power of the Dweomerkeeper (try casting three wishes a day without XP costs).</p><p></p><p>So yeah, I don't know if I succeeded but the idea was to hit a level between loremaster (who no gamist would ever choose) and dweomerkeeper (which is pretty broken).</p><p></p><p></p><p></p><p>It's the fight-fire-with-fire concept. Fight evil with all means at your disposal. The end justifies the means.</p><p></p><p></p><p></p><p>I'm not sure I understand this... Creating the stuff in Pharaoh's Blood was always about, first and foremost, getting some Mulhorandi flavour and mechanics into the game.</p><p></p><p>From there, I had to give the classes enough pep so that they would be interesting for experienced players in a tough meta with hard encounters.</p><p></p><p></p><p></p><p>Oh, come on mate, should I have put a "<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />" after that? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Why so mad?</p><p></p><p></p><p></p><p>Thanks. I will think on this when next I edit it. Have you any particular examples?</p><p></p><p> </p><p></p><p></p><p>The house-rules are still for my internal group of players, I don't really see how they are relevant for you to comment on, as I have stated previously.</p><p></p><p></p><p></p><p><strong>They shouldn't!</strong> I have said multiple times now that the house-rules are just an internal document. They are only in the OP because Pharaoh's Blood references them sometimes.</p><p></p><p></p><p></p><p>No it doesn't. As I said, we've been playing with them for about two years. Pressing alt-tab on my laptop to bring up the table is very easy, and doesn't cost any game time. Using the table poses zero problems for our group.</p><p></p><p></p><p></p><p>You're gonna have to spell it out for me bro. Again, you're commenting on a rule we've been using for quite some time.</p><p></p><p></p><p></p><p>Yeah... so?</p><p></p><p></p><p></p><p>While this is true to some extend, the Spell Compendium has several spells that have prooved to ruin parts of the game for us. Hence the restriction.</p><p></p><p></p><p></p><p>Why is this a problem?</p><p></p><p></p><p></p><p>Feats: I concur, but I don't know how to remedy this. As per your earlier advice, I have focused on what I wanted them to do first and foremost, the balancing comes now... But I am not sure what to reduce and what to leave untouched.</p><p></p><p>Weapons: Like which, and why? I posted this to get feedback of this sort, and I'll remove them in a second if I can see your reasoning <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>All in all, I thank you for taking the time to comment, but again, I'd wish less time was spent on the house-rules... They are pretty insignificant, and as I said, we've been playing with them for a long, long time, and the problems you identify have never been an issue.</p><p></p><p></p><p></p><p>Ooooooh, so deliciously edgy. I almost cut myself there babe.</p><p></p><p></p><p></p><p></p><p>Fantastic, constructive criticism!!! <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></p><p>No, seriously, I like that you hate the rules but I would really know why. The contributors to this project have very deep knowledge of 3.5 and have been playing it since it came out. If together they could only produce a 'kinda silly' rules supplement, of course it wouldn't make them happy, but it WOULD be a chance to learn, now wouldn't it?</p><p></p><p>I.e. please tell me WHY exactly Pharaoh's Blood sucks ass, and I shall revel in your criticism. Telling me it's 'kinda silly' just makes baby Jesus cry, and I know you are not <em>that</em> rude.</p></blockquote><p></p>
[QUOTE="Grunker, post: 5690794, member: 6667966"] First off: Thanks. Second off: Do you mean rogue-paladin gestalt in power level or in flavour or? :) It doesn't gain evasion, trapfinding, uncanny dodge, or ability. It gains a bit fewer skill points. The aim was to make up for this with the other stuff, putting it only a bit over the level of a rogue (the players will have to look elsewhere for the "rogue"-rogue). This has not succeeded, in your mind? If not, do you think it should be reduced in power? Heka-priest is the only class which has been tested in a few playing environments. As was, most found it underwhelming (it was as you see but without the access to arcane prestige classes). The nerfed spell progression was a real issue (which is why we had to give the class a buff by allowing it access to arcane prestige classes - most good divine ones give TU-progression). But yes, basically, it's a wizard with these factors: 1) Nerfed spell progression 2) Casts divine magic 3) Has access to domains Unfortunately, I agree with you. The brave could use some more focus on making it an active class instead of a reactive class. Have you read the Dweomerkeeper mate? ;) The preserver is supposed to be a powerful loremaster and a nerfed Dweomerkeeper. The only power it shares with the Dweomerkeeper is the lowered metamagic, and that is far from the most broken power of the Dweomerkeeper (try casting three wishes a day without XP costs). So yeah, I don't know if I succeeded but the idea was to hit a level between loremaster (who no gamist would ever choose) and dweomerkeeper (which is pretty broken). It's the fight-fire-with-fire concept. Fight evil with all means at your disposal. The end justifies the means. I'm not sure I understand this... Creating the stuff in Pharaoh's Blood was always about, first and foremost, getting some Mulhorandi flavour and mechanics into the game. From there, I had to give the classes enough pep so that they would be interesting for experienced players in a tough meta with hard encounters. Oh, come on mate, should I have put a ";)" after that? ;) Why so mad? Thanks. I will think on this when next I edit it. Have you any particular examples? The house-rules are still for my internal group of players, I don't really see how they are relevant for you to comment on, as I have stated previously. [b]They shouldn't![/b] I have said multiple times now that the house-rules are just an internal document. They are only in the OP because Pharaoh's Blood references them sometimes. No it doesn't. As I said, we've been playing with them for about two years. Pressing alt-tab on my laptop to bring up the table is very easy, and doesn't cost any game time. Using the table poses zero problems for our group. You're gonna have to spell it out for me bro. Again, you're commenting on a rule we've been using for quite some time. Yeah... so? While this is true to some extend, the Spell Compendium has several spells that have prooved to ruin parts of the game for us. Hence the restriction. Why is this a problem? Feats: I concur, but I don't know how to remedy this. As per your earlier advice, I have focused on what I wanted them to do first and foremost, the balancing comes now... But I am not sure what to reduce and what to leave untouched. Weapons: Like which, and why? I posted this to get feedback of this sort, and I'll remove them in a second if I can see your reasoning :) All in all, I thank you for taking the time to comment, but again, I'd wish less time was spent on the house-rules... They are pretty insignificant, and as I said, we've been playing with them for a long, long time, and the problems you identify have never been an issue. Ooooooh, so deliciously edgy. I almost cut myself there babe. Fantastic, constructive criticism!!! :D No, seriously, I like that you hate the rules but I would really know why. The contributors to this project have very deep knowledge of 3.5 and have been playing it since it came out. If together they could only produce a 'kinda silly' rules supplement, of course it wouldn't make them happy, but it WOULD be a chance to learn, now wouldn't it? I.e. please tell me WHY exactly Pharaoh's Blood sucks ass, and I shall revel in your criticism. Telling me it's 'kinda silly' just makes baby Jesus cry, and I know you are not [i]that[/i] rude. [/QUOTE]
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