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General Tabletop Discussion
*Pathfinder & Starfinder
Question about casting spells/terrain/crafting
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<blockquote data-quote="Jhaelen" data-source="post: 5285001" data-attributes="member: 46713"><p>I have a question, too: </p><p>Are you going to play D&D 3.5 or 4e?</p><p></p><p>The games are quite different from each other, so you may want to avoid mixing stuff from both sources.</p><p></p><p>This sounds more like a trap/hazard to me than a creature.</p><p></p><p>If you'd like to customize monsters, there's three main ways to do it:</p><p>- 'reskin a monster': If the players don't recognize a monster for what it is, they'll be clueless how to effectively engage it (at least initially).</p><p>- apply a template (and/or a them (in 4e)): this modifies the basic monster in interesting ways.</p><p>- apply class levels (in 3e) or borrow abilities from monsters with a similar level/role that fit your monster concept (in 4e): this requires the most work but is the most effective way to create monsters that are different from the standard.</p><p></p><p>There's a rule that the terrain-type that covers the center of the square is the one that counts (it might be a rule from the D&D Minis game, but it's perfectly appropriate for the RPG, too).</p><p></p><p>This is purely a 4e thing. Make sure to read the DMG section about rewarding treasure. It's a result of the careful balancing that went into the rpg's design. Don't try to think about it in terms of 'realism'. It's purely a gamist thing.</p><p></p><p>For alchemy items the high level versions are required because they have fixed attack bonuses. You wouldn't be able to hit high level monsters with low-level alchemy items.</p><p></p><p>In 3e, alchemy items use your character's attack bonus, so, no high level versions are required. However, they tend to be too ineffective at high levels to waste actions using them.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5285001, member: 46713"] I have a question, too: Are you going to play D&D 3.5 or 4e? The games are quite different from each other, so you may want to avoid mixing stuff from both sources. This sounds more like a trap/hazard to me than a creature. If you'd like to customize monsters, there's three main ways to do it: - 'reskin a monster': If the players don't recognize a monster for what it is, they'll be clueless how to effectively engage it (at least initially). - apply a template (and/or a them (in 4e)): this modifies the basic monster in interesting ways. - apply class levels (in 3e) or borrow abilities from monsters with a similar level/role that fit your monster concept (in 4e): this requires the most work but is the most effective way to create monsters that are different from the standard. There's a rule that the terrain-type that covers the center of the square is the one that counts (it might be a rule from the D&D Minis game, but it's perfectly appropriate for the RPG, too). This is purely a 4e thing. Make sure to read the DMG section about rewarding treasure. It's a result of the careful balancing that went into the rpg's design. Don't try to think about it in terms of 'realism'. It's purely a gamist thing. For alchemy items the high level versions are required because they have fixed attack bonuses. You wouldn't be able to hit high level monsters with low-level alchemy items. In 3e, alchemy items use your character's attack bonus, so, no high level versions are required. However, they tend to be too ineffective at high levels to waste actions using them. [/QUOTE]
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