The Worship Points System

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Re: Re: Epic Level Handbook FAQ

Upper_Krust said:
Hi Simon :)

Thrin has 2000+ hp and can easily squelch 40th-level PCs.

Then again 40th-level PCs would be CR30 and Thrin is CR42.


Quite - of course there are a lot of deities weaker than Thrin, as well as many more powerful, in my campaign. All I'm saying is that if a GM wanted to have Thrin-level deities as the starting baseline, ie no weak Lolth-in-1st-ed type minor deities, that'd be ok.


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Originally posted by S'mon
I thought it might have more to do with there being 2 million of them at Level 5+. :-)
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Merely a minor nuisance, nothing more. They might delay Thrin, but its almost unthinkable that they could actually stop him! Then again, who knows what surprises they might spring...*remembering that encounter with the scarlet brotherhood assassins*


Yes, the Worldreavers have lots of surprises, like the Akalshi (wizard-psionicists) who navigate their Dimension Ships. They might not be able to stop Thrin but they could destroy Thrinia fairly easily, I'd guess.


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Originally posted by S'mon
And beings immune to physical damage (like Hel) would be unaffected by the blast wave.
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Hel might not be so immune to all physical attacks in 3rd Ed. - at least using the WPS (I'll have to have a chat with you about that)

Blasphemer!;)

I need Hel's immunity to physical damage so I can kill off uppity PC deities... pate de foie Mirv, anyone? :)

It helps keep her scary, which is as should be. Not as OTT as the L&L 1e listing for the Nehwon Death: 10 attacks/round, instant death on a hit, no save. _That's_ Munchkin! :-)
 

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Hellsing and Hel and Death

Hello all :)

Last night I saw a fantastic (new) manga series called Hellsing, probably the best manga show I have seen (I saw the first seven episodes - apparently there are 12 with a further 12 being made).

http://www.bestanime.com/view_title.php3?index=1289&mode=rating&rating=10&submit1=vote

Scroll down and have a look at some of the Images.

If you get the chance I recommend checking it out! Not for the squeamish though!

Not totally relevant to the topic of this thread; although one creature from the series closely paralleled a monster I already have in the WPS. ;)

Hi Simon :)

S'mon said:
Blasphemer!;)

I need Hel's immunity to physical damage so I can kill off uppity PC deities... pate de foie Mirv, anyone? :)

It helps keep her scary, which is as should be.

The problem was that her ability (an esoteric power) didn't balance well at Greater God level. So going by the rules she would likely only be immune to piercing and slashing weapons.

S'mon said:
Not as OTT as the L&L 1e listing for the Nehwon Death: 10 attacks/round, instant death on a hit, no save. _That's_ Munchkin! :-)

Obviously the 'no save' bit is unnecessary in 3rd Ed. Ten attacks is certainly plausible (eventually) with two-weapon style (using Meta-martial Feats); with a single weapon though he would be lucky to push #7 attacks.

He could also have the Fatal Attack (Meta-martial) Feat and/or a Slaying or Doom special weapon ability. But the save DC for either probably wouldn't trouble a demigod or above - though most mortals would likely get creamed. But then they would probably be dying from one hit anyway, so...
 

Gah. My third post is a critique. Don't hurt me.

Yes.

Hi, yes the maximum dex in armour should be X+Strength bonus. That eases the niggling horror I've felt every time I saw this discussion. I don't think anybody's reaised the problem with the idea of armour reducing dex to a minimum of 10.

And that is - why 10? WHY human average? There's nothing special about it from the PoV of a huge sea turtle for example. And what happens if a creature should naturally be slower than a human? There seems to me to be no reason why a naturally armoured creature shouldn't be slowly than an average man.

But the max dex thing is great. Really.

There are some other problems nobody seems to have pointed out, afaik. Armour as damage reduction screws daggers completely. A knife or dagger should command a healthy amout of respect, but anyone wearing chain shirt has little to fear now.
Perhaps criticals should ignore this 'mundane' damage reduction (from armour and natural armour) instead of providing a multiplier. Or maybe you should be able to choose whether to penetrate armour or do increased damage (against a lightly or unarmoured opponent) when confirming a critical. Against undead, constructs etc. you can only penetrate armour. I think I read you already have some differencesbetween weapon damage types, so adding this should not cause to much trouble. And at the moment, to me at least, it looks like easing complications.

Then there's names of bonuses. In short, you've made armour and natural armour give damage reduction. and added a new bonus, that adds to AC in the normal way and stacks with other named AC bonusses, called Supernatural Deflection.
This is simple, but I've noticed you tending to use the word 'deflection' as a catch-all for traditional AC-like bonuses, even though it's already a type of AC-like bonus. Please make sure you avoid this, as it's going to confuse and destroy anything new you try to do with AC/DR.

And you need to decide how magic item enhancements work.
As I see it, hopefully having cut through any deflection/Deflection confusion:
Armour enhancements would create a force effect that acts as DR and doesn't stack with Armour, Barkskin (and possibly magic items that thicken skin to give NA) would create a Natural Armour DR that doesn't stack with Natural Armour, and there'd be amulets (priced as existing amulets of natural armour) of Supernatural Deflection that add to AC and don't stack with other sources of Supernatural Deflection. All other AC bonuses would remain Ac-like and obey the same stacking rules as before.

So, in total, you have one less source of AC and two sources of armour DR, which stack with each other. Oh, and armour DR stacks with traditional 3e DR how?

I hope some of that's been useful to everyone on this thread. It seems the best way to explain this whole variant armour business (with rocking low level play to it's core or introducing vagueness into the stacking rules and leaving it open for abuse)and avoids the potential of it souring what looks and sounds like a great, well executed set of rules for high level play.

If any of this looks like the bad kind of criticsm, it's because I've been trying hard to be clear, rather than nicely worded.
 

Re: Gah. My third post is a critique. Don't hurt me.

Hi there oliver! :)

oliverhenshaw said:
Hi, yes the maximum dex in armour should be X+Strength bonus.

I tend to agree, although I haven't yet been able to do my final testing on this matter since I have been in busy communicating with publishers over the past few days (don't ask me to name names at this stage). ;)

oliverhenshaw said:
That eases the niggling horror I've felt every time I saw this discussion.

My mantra all along has been simplicity.

oliverhenshaw said:
I don't think anybody's realised the problem with the idea of armour reducing dex to a minimum of 10.

And that is - why 10? WHY human average?

The reason 10 was chosen (for the previous rule) was because it denotes neither a negative or positive dexterity modifier.

oliverhenshaw said:
There's nothing special about it from the PoV of a huge sea turtle for example. And what happens if a creature should naturally be slower than a human? There seems to me to be no reason why a naturally armoured creature shouldn't be slower than an average man.

eg. Another reason was that Dragons dexterity does not go below 10.

So from that we can surmise that creatures who evolve natural armour will be so accustomed to their (excess) weight/bulk that it won't negatively affect them.

Personally I would say they could go below 10 for some creatures but their natural armour would need to be (proportional to size remember) better than Full Platemail.

oliverhenshaw said:
But the max dex thing is great. Really.

Specifically which bit? The strength thing!? Anubis deserves the lion share of the credit there I think.

oliverhenshaw said:
There are some other problems nobody seems to have pointed out, afaik. Armour as damage reduction screws daggers completely.

Remember piercing weapons halve armour bonus.

Chainmail is only +2 armour bonus vs. daggers (or arrows, bolts, spears etc.)

oliverhenshaw said:
A knife or dagger should command a healthy amout of respect, but anyone wearing chain shirt has little to fear now.

Perhaps you missed the above rule? Easily done. I have often commented that trying to pick up the rules piecemeal from these posts will be a lot more difficult than finally having the work itself in front of you.

oliverhenshaw said:
Perhaps criticals should ignore this 'mundane' damage reduction (from armour and natural armour) instead of providing a multiplier.

This was another factor we used ourselves in 2nd Ed. but I am not sure its necessary for 3rd Ed. That said, I will know better after I finish my testing of this point.

oliverhenshaw said:
Or maybe you should be able to choose whether to penetrate armour or do increased damage (against a lightly or unarmoured opponent) when confirming a critical. Against undead, constructs etc. you can only penetrate armour. I think I read you already have some differences between weapon damage types, so adding this should not cause to much trouble. And at the moment, to me at least, it looks like easing complications.

I agree.

oliverhenshaw said:
Then there's names of bonuses. In short, you've made armour and natural armour give damage reduction.

In effect yes.

oliverhenshaw said:
and added a new bonus, that adds to AC in the normal way and stacks with other named AC bonusses, called Supernatural Deflection.

Yes, necessary to explain Outsider ACs. (the Succubus being the 'ever quoted' and most obvious example)

oliverhenshaw said:
This is simple, but I've noticed you tending to use the word 'deflection' as a catch-all for traditional AC-like bonuses, even though it's already a type of AC-like bonus. Please make sure you avoid this, as it's going to confuse and destroy anything new you try to do with AC/DR.

Within these optional rules everything that adds to AC is either DEFLECTION or AVOIDANCE (like Dexterity).

ARMOUR: be it manufactured, natural or damage reduction (supernatural armour) always reduces damage.

oliverhenshaw said:
And you need to decide how magic item enhancements work.

I have.

Armour enhancement bonuses add to the armour bonus.
eg. +5 Full Plate reduces damage by 13.

Any item that previously added to AC still does and is considered DEFLECTION. So Amulets of Natural Armour still add to AC. (Amulet of Deflection would be a more appropriate name)

Any item that creates DR still does.

oliverhenshaw said:
Armour enhancements would create a force effect that acts as DR and doesn't stack with Armour, Barkskin (and possibly magic items that thicken skin to give NA) would create a Natural Armour DR that doesn't stack with Natural Armour, and there'd be amulets (priced as existing amulets of natural armour) of Supernatural Deflection that add to AC and don't stack with other sources of Supernatural Deflection. All other AC bonuses would remain Ac-like and obey the same stacking rules as before.

I agree. The simplest method is just to have all magic items that added to AC still do this - even if they are called Amulet of Natural Armour. Magic items/Spells that add to ARMOUR create Damage Reduction.

oliverhenshaw said:
So, in total, you have one less source of AC and two sources of armour DR, which stack with each other.

Yes.

oliverhenshaw said:
Oh, and armour DR stacks with traditional 3e DR how?

Simple. They stack.

eg. Balor DR 30/+3, +9 Natural Armour.

Therefore the Balor reduces up to +2 weapons (or worse) by 39, +3 weapons (or better) are reduced by 9.

oliverhenshaw said:
I hope some of that's been useful to everyone on this thread. It seems the best way to explain this whole variant armour business (without rocking low level play to it's core or introducing vagueness into the stacking rules and leaving it open for abuse)and avoids the potential of it souring what looks and sounds like a great, well executed set of rules for high level play.

Thanks! :)

oliverhenshaw said:
If any of this looks like the bad kind of criticsm, it's because I've been trying hard to be clear, rather than nicely worded.

Don't worry about that mate! I appreciate the interest and/or concern. :D
 

Divine Templates

Hi U_K, I haven't posted before but I've been following your work for a while - and I intend to buy it.

And I have a question about it. :D

In my campaign the party are about to draw the persoanl attention of Vecna in the near future. My question is, would the appropriate template (I believe Secrets was listen as a Portfolio?) supply a clear-cut idea of exactly what a Demigod of Secrets can uncover, what he knows and how secerts CAN be kept from him? In short, do you give detail in the portfolios regarding the extent of inluence and effect the gods have on them?

Awaiting the WPS (or whatever her name would be) with great frustration,
ùìéè äîáåê
 

Re: Divine Templates

Hi there ùìéè äîáåê! :)

ùìéè äîáåê said:
Hi U_K, I haven't posted before.

Hey! Welcome to the boards! :D

ùìéè äîáåê said:
but I've been following your work for a while - and I intend to buy it.

Thanks very much! I really appreciate the interest! :)

ùìéè äîáåê said:
And I have a question about it. :D

Thats what I'm here for, fire away!

ùìéè äîáåê said:
In my campaign the party are about to draw the personal attention of Vecna in the near future. My question is, would the appropriate template (I believe Secrets was listed as a Portfolio?) supply a clear-cut idea of exactly what a Demigod of Secrets can uncover, what he knows and how secrets CAN be kept from him?

Yes there is a Secrets portfolio.

Each portfolio contains all relevant mechanical (game mechanics) and philosophical (roleplaying, dogma) material.

ùìéè äîáåê said:
In short, do you give detail in the portfolios regarding the extent of influence and effect the gods have on them?

Yes.

They also contain details for determining Disciples (Champions/'Chosen of'). So if you want to throw some Disciples of Vecna at them (Vecna may not want to dirty his hands with them personally) you'll have that option too! ;)

ùìéè äîáåê said:
Awaiting the WPS (or whatever her name would be) with great frustration, ùìéè äîáåê

I have been in discussion with d20 publishers over the past few days (I can't divulge details at the moment) and we have determined a number of things; one of which is that the name won't be WPS. We already have a name though don't worry, I think you'll all like it. ;)

By the way over the next few days I may ask you all a few relevant questions (to gauge opinions on certain matters) or have a surprise or two...so stay tuned! :D
 


Hello Upper Krust! I am glad that I may soon have a chance to finally get WPS!

I like your portfolio list, but could you list it in opposite pairs? For example what is the opposite of Fear, Luck? And what about neutrality/balance portfolio?
 

Hi Sollir mate! :)

Sollir Furryfoot said:
Good! I may have to quit lurking then ;)

I have been wondering how many (lurkers) are out there!? Hello to you all! :)

Lord Talos! Where have you been mate!? Hope you have been keeping well! :)

I see you've changed your name, going all Tolkein on us eh!? :D

LordMelkor{Talos} said:
Hello Upper Krust! I am glad that I may soon have a chance to finally get WPS!

As I mentioned I'll see about making a few announcements and posing a few questions sometime later this week.

LordMelkor{Talos} said:
I like your portfolio list, but could you list it in opposite pairs? For example what is the opposite of Fear, Luck?

Sure, no problem

Arts - Crafts
Chaos - Law
Charity - Wealth
Darkness - Sun
Death - Life
Disease - Stoicism
Entropy - Time
Evil - Good
Fear - Strength
Fire - Sea
Knowledge - Secrets
Labour - Thievery
Love - Revenge
Luck - Skill
Madness - Understanding
Magic - Science
Moon - Nature
Mountain - Sky
Peace - War
Thunder - Winter

If anyone wants the reasoning behind any explained, feel free to ask away!?

eg. The Arts and Crafts portfolios are opposed in the sense that art is aesthetic (frivolous) and craft is purposeful (necessity).

LordMelkor{Talos} said:
And what about neutrality/balance portfolio?

From my study of the matter there are no direct Gods of Neutrality, Balance or Equilibrium. Or if there are, then such neutrality is more a byproduct of their personality rather than any divine aspirations.

eg. Boccob the Uncaring is certainly what you would call a 'god of neutrality' but he is in actuality a God of Magic. Likewise with a lot of Nature gods.

That said it would be impossible for the WPS to cover every possible portfolio - just like it would be impossible for one book to cover every spell*, or every prestige class, or every item. So you could still plausibly create such a portfolio using the format presented in the WPS.

*Unless it was a book of infinite spells of course! ;)
 

Well I heard you have ideas for two alternate versions for each portfolio in WPS, I expect evil version of Wealth( Greed) and Love(Lust). What about Hatred?
By the way Wisdom sounds better than Understanding!

What is the reasoning for Stoicism vs. Disease?



Lord Talos! Where have you been mate!? Hope you have been keeping well!

Thanks for interest! I have just returned from skiiing!
 

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