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The (new) Immortals Handbook Thread

S'mon said:
It was 1e/2e, and his choice. Oh, and screw algebraic equations.

Edit: The obvious counter is not to get hit. Don't fight this guy in melee, at least not outside a dead magic zone.

Nice retort.

If the creature's strength is in dealing permanent damage to you, how long before it finds a way to circumvent whatever method is being used to avoid melee? Not looking like a solid argument here...
 

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Upper_Krust said:
As I mentioned before, death can be nothing more than an inconvenience at epic levels - only a Total Party Kill is going to have the gravitas of finality.

That aside, how about not being able to stand up any more encounters after one fight with one of these "perma-damage" whathaveyous? Has this even crossed your mind?

If high level means nothing more than bigger numbers then it becomes next to pointless.

If high levels would then otherwise imply that my numbers start to go back down, where's the point in that? I think you're painting yourself into a corner.

Well you could always buy an Amulet of Health.

Like the one a character would undoubtedly already have at high-epic levels?

Smell the fear. :D

Hmm.. smells like paint to me.

Vile damage is simply an evil taint though, hardly as powerful as the annihilating embrace of emptiness.

Vile damage can be played up to hell and back, made flavorful, and even cured if the circumstances are right. What you just described is nothing more than a string of adjectives. I don't see a "step up" or a "bigger challenge", I see a broken mechanic.

I was given the choice - I knew the risks.

I guess I'll just have to choose to ignore this creature, whatever it ends up being. Not including such a player-shafting ability in my game is a risk I'm willing to take as a DM. Why not just have a creature who kills permanently? As in, no resurrections will abate it? Or maybe have a creature whose victims always lose a point of Con after resurrection? Anything is better than forcing those people who get into melee with it to retire if they manage to survive because with non-recoverable HP loss, that's essentially what I'm seeing here.
 

Hey U_K! :)

Of the three prequel movies I think Attack of the Clones left me the most satisfied, while slow to start the latter half of that movie was brilliant.

I concur but I believe that we are in the minority.

It was interesting hearing about Darth Plagueus (sp?).

I don't have the novelization handy but my recollection is that it is "Plagueis." That means it's probably spelled otherwise. ;)

I suspect Star Wars D20 does a much better job of things than I could proffer on a whim.

The d20 effort isn't bad, but IMO, too many of their character write-ups are clustered around the same level of power. For instance, only one or two levels separate Vader and Sidious (seems like Vader is 18th or 19th and Sidious is 20th). There is also the issue of what to do with characters above 20th level, although I think the unofficial answer is to continue extrapolating class benefits beyond 20th. However, I think that there is a greater disparity in power between classes than standard d20 fare (the Jedi and Sith classes, for example, benefit from several abilities -- such as enhanced base lightsaber damage -- that other classes don't get), so the "clustering" might not be as tight as it would seem.

Anyway, I prefer to think of Yoda and Sidious as having distinct, but not insurmountable advantages over say Obi-Wan and Darth Vader (something like CR 30 vs. CR 20).

I have fond memories of WEGs D6 based Star Wars RPG.

It really did a nice job of capturing the feel of the Original Trilogy I thought. I have several of the D6 books. Incidentally, I've found that the D6 system readily (almost obviously) converts to the old Marvel system.
 


S'mon said:
It was 1e/2e, and his choice. Oh, and screw algebraic equations.

Edit: The obvious counter is not to get hit. Don't fight this guy in melee, at least not outside a dead magic zone.

Screw algebraic equations?


Aren't you writing helping in designing? Desiging, using d20 system which is based off of formula?
Do you even appreciate the game you play anymore?


"Yay, let's go to the moon! But screw the navigational device on that ship."
 

Vile damage is simply an evil taint though, hardly as powerful as the annihilating embrace of emptiness


Is that fact?

Is that how it's described in BoVD, or is that your own interrpretation of how pathetic you think it is?
 
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Dyson said:
Is that fact?

Is that how it's described in BoVD, or is that your own interrpretation of how pathetic you think it is?

I think that by any reasonable opinion, permanent damage is more powerful than vile damage -- vile damage is healed without too much trouble, while permanent damage is either actually permanent or *very* hard to heal.

In comparison, I think "simply an evil taint" is quite apt.
 



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