Gentlegamer
Adventurer
Make 'em d12s . . .Thanee said:21d6 is 73.5 damage on average. Even my 13th level sorceress easily survives that.
Bye
Thanee
Make 'em d12s . . .Thanee said:21d6 is 73.5 damage on average. Even my 13th level sorceress easily survives that.
Bye
Thanee
Gentlegamer said:Make 'em d12s . . .
Jyrdan Fairblade said:Before, the thief had successful hide in shadows and / or move silently and maneuver behind the opponent. Now, all they have to do is flank an opponent.
diaglo said:you need to play OD&D(1974) using Supplement I Greyhawk.
Ryltar said:For 3.x, just use the Facing Variant Rule from UA. Works like a charm.
Jyrdan Fairblade said:I actually think that sneak attack is much easier to use than previous editions' Backstab ability. Before, the thief had to successfully hide in shadows and / or move silently and maneuver behind the opponent. Now, all they have to do is flank an opponent.

True, this is a little problem... Especially since it means that the healthiest barbarian takes much longer to heal than the sickly elven wizard. That's a bit why I've houseruled Toughness (see the thread about Toughness and Improved Toughness in the Rules forum) to speed up natural healing when you have that feat.Psion said:My "four conceptual hangups with HPs":
1) I can buy modeling heroism with escalating HP... and natural healing makes more sense now too. But the fact that healing becomes LESS effective (i.e., doesn't scale with HP) with level doesn't match the model and sort of feels wrong to me.
If you're really helf at knifepoint or faced down with a dozen crossbows, there is a rule in the DMG for that. It is called "coup de grâce". Sure, the rules as written may be a bit more restrictive than that, but honestly, you can use them. I know I would. And getting a dozen crossbow CDG all at once can be nasty, because even if the damages aren't enough to kill you, twelve saving throw vs. death may be more than your luck...Psion said:2) Invincibility - being held at knifepoint or faced down with a dozen crossbow wielding guards all the sudden isn't much of a manipulation technique against high level characters, and jumping off cliffs becomes a viable options. Yeah, some heroic models fit this, but I think by default it's a little over the top.
I've solved this problem with a very simple house rule:Psion said:3) Up or down - You never show the effects of your injuries until 0 hp. Until then, you receive no penalties. Any after a knock down drag out fight, you usually are just spiffy the next day.
Not that much a problem IMHO. Between Affinity with Skill (yoinked from Arcana Evolved), Skill Focus, Greater Skill Focus (homebrew, gives an additional +2 on top of the +3), one or two, if applicable, of the "+2 to two skills" feats, and Routine-Minded (homebrew, gives a +5 bonus when taking 10 for one skill), and given that I've house-rules the Expert class so that it has as bonus feats like a fighter, but only from the aforementionned feats, I've no problems making a sage with insane skill scores in his specialised field but less than 6 HD.Psion said:4) Heroic sages - Linking HP to level works for me for PCs -- its a growth of heroic prowess. But when it comes to NPCs, it doesn't work so well. The greatest cook or sage in the world need not have more HP than a 1st level commoner AFAIAC. (Oddly, the only d20 branded game that really tries to correct this is Star Wars.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.