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Wulf's "Lazy Days" Campaign Story Hour
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<blockquote data-quote="Dinkeldog" data-source="post: 184932" data-attributes="member: 195"><p>We're in a section of the campaign that I can't comment on, since I was in Ireland.</p><p></p><p>I'd like to bring something back up, though from the character creation (that I haven't broached with Wulf until now, but hey...)</p><p></p><p>Here's the list of Special Abilities:</p><p></p><p></p><p>For the first level, this has meaning. If your campaign is going to exceed 5th level, though, a number of these start to fade into oblivion.</p><p></p><p>1 is good unless you're a fighter, especially valuable for spellcasters and non-humans IMHO. Feats are rare and valuable, even at 9th/10th level (where we are now). I believe Rod picked this one for a spell DC booster, which is still coming in handy.</p><p></p><p>2 becomes meaningless by 3rd level or so, unless you're playing in an intensely cash and magic poor setting (which we were at the time, which made it useful until about 5th level). This was one of Jorie's specials.</p><p></p><p>3 becomes meaningless by 3rd level or so--this has a great deal to do with how Wulf assigns experience. It also has to do with a mental effort to keep people about in line with each other power-wise. The difference turns out to be 1000 experience points. It's very valuable for 1st level characters, however, as it doubles their capacity. Tanthril took this one. I tried to trade for it or get it to Rod (I think it's more valuable for spellcasters than warrior-types)</p><p></p><p>4 wasn't used by us, so I can't judge it's value. Part of it would depend on the use of ECL, which we hadn't quite settled on.</p><p></p><p>5 would be valuable at any level (this came in after our initial character creation, so I don't think it saw use). Essentially it's a wild card, which would allow the total party bonus in one stat to be higher than otherwise possible.</p><p></p><p>6 is the best thing of all. It's always good to avoid being turned into a guppy.</p><p></p><p>7 is pretty good. It got Jorie a special effect even at 9th level (that I don't want to discuss because it would spoil things). However, it can run rampant at lower levels if the DM isn't careful. The important thing is to rein it in and use it as a campaign catalyst where you need it.</p></blockquote><p></p>
[QUOTE="Dinkeldog, post: 184932, member: 195"] We're in a section of the campaign that I can't comment on, since I was in Ireland. I'd like to bring something back up, though from the character creation (that I haven't broached with Wulf until now, but hey...) Here's the list of Special Abilities: For the first level, this has meaning. If your campaign is going to exceed 5th level, though, a number of these start to fade into oblivion. 1 is good unless you're a fighter, especially valuable for spellcasters and non-humans IMHO. Feats are rare and valuable, even at 9th/10th level (where we are now). I believe Rod picked this one for a spell DC booster, which is still coming in handy. 2 becomes meaningless by 3rd level or so, unless you're playing in an intensely cash and magic poor setting (which we were at the time, which made it useful until about 5th level). This was one of Jorie's specials. 3 becomes meaningless by 3rd level or so--this has a great deal to do with how Wulf assigns experience. It also has to do with a mental effort to keep people about in line with each other power-wise. The difference turns out to be 1000 experience points. It's very valuable for 1st level characters, however, as it doubles their capacity. Tanthril took this one. I tried to trade for it or get it to Rod (I think it's more valuable for spellcasters than warrior-types) 4 wasn't used by us, so I can't judge it's value. Part of it would depend on the use of ECL, which we hadn't quite settled on. 5 would be valuable at any level (this came in after our initial character creation, so I don't think it saw use). Essentially it's a wild card, which would allow the total party bonus in one stat to be higher than otherwise possible. 6 is the best thing of all. It's always good to avoid being turned into a guppy. 7 is pretty good. It got Jorie a special effect even at 9th level (that I don't want to discuss because it would spoil things). However, it can run rampant at lower levels if the DM isn't careful. The important thing is to rein it in and use it as a campaign catalyst where you need it. [/QUOTE]
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