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11
Characters / Re: The take it all mage killer
« Last post by Ellesarath Moonsnow on June 01, 2012, 05:03:12 PM »
Had a look at wither, there's a balance problem with that spell in general as you could dump all your actions into it and deal tons of damage each round.
12
Adventure Diaries / Re: Age Past Campaign (Playtest)
« Last post by Age_Past on May 28, 2012, 03:45:38 AM »
I don't think the casters are overpowered but you are allowing them a lot of leeway. 

1. most of the buff spells they are casting only last a short while and they might run out of mana quickly.  I think Incredibleness only lasts for 5 rounds.  Also Thermal Vision is immune to invisibility... and Invisibility still requires a stealth check vs the opponent's Awareness meaning that it doesn't always work.  Read invisibility so you are sure to know how it works, it's more of a heavy cloak.

2. the max potions a character can hold and have access to is 12, and 4000 gold to buy those potions is a lot.  guidelines say that a 2nd level character should have 550 gold or about.  You seem to have given them 4x the amount.

3. I'm changing tunnel/bore to only work on loose earth and not on stone so that the spell can't be used to breach walls.

4. Many of the spells have limited range.  So that means that an enemy could just back away from the party on the pillar and use much longer ranged spells.  I am curious to know how 3 character were able to do 27 wounds of damage in 2 turns.  Especially at range where your casters don't have very offensive spell selections.

5. self buffing requires a turn to do.  this means much of the time the PC's are buffing during the first round of combat and not doing anything else.


I am super glad that the guys are having fun and like the build concept!!  The main thing is for everyone to have fun.  Also another playtester made the mage-killer build that you should check out!

thanks and keep up the good work!!
13
Adventure Diaries / Re: Age Past Campaign (Playtest)
« Last post by David Dostaler on May 27, 2012, 12:45:26 AM »
You're very welcome! Thanks for the great notes. I didn't realize enemies could combine str to knock down a pillar. I thought it had to be a single. I'll hav eto remember that for next time. Mwa ha ha ha!

****

Ongoing Campaign Playtest Adventure #2 Lair of the Witchqueen

Players: Gryffin and Killer (2nd level characters)

Upgrades from Level 1: Gryffin saved all his points. Killer spent 9 points to upgrade spell schools to level 5.

After saving the unfortunate village from the undead the heroes learn of a 'wizard-slayer' who seeks to kill them. His name is Von Nather and he lives in a giant fortress underground guarded by 200 anti-magic, influence targeting, goblins and an elite bodyguard of golems. He is 40th level himself and very powerful. He also specializes in killing people such as Gryffin and Killer. Before he can pull off his deed, an even more powerful enemy spellcaster seizes control of his mind. It is the infamous Witchqueen! She is rumored to have mighty magical powers. Killer and Gryffin instantly set out to hunt her down and save their sworn enemy, Von Nather.

Everyone in my family is sick so I couldn't invite over the extra players I had been planning. Also, the Slithe Raider played by Elizabeth went rogue and wandered off before the adventure could begin so we're down to only 2 PCs for this adventure (doh).

Killer and Gryffin soon find the gate to Von Nather's fortress. Before the mission Killer buys 20 lite mana potions for 200 gold each and Gryffin buys 20 potions of incredibleness for 500 gold (or whatever he could afford, I can't remember how many that was).

Killer casts a tunnel and goes through the wall. They then smoke a anti-magic goblin with combined Dancing Bow, Dancing weapon, Invisibility, Incredibleness, and other similar buffs. They come to a well-defended guard wall where all the Golems have mounted a defense to protect their mind-controlled master: Von Nather (40th level wizard-slayer). Some of the bad guys spot the PCs but they're invisible so they just run through the gate and bar it against the golems (they're trying to smash it down).

Von Nather (mind controlled) challenges the PCs (who he can't see). The PCs cast a friend spell on his already weakened mind and break the spell of the curse. Von Nather is now their ally. Rolling high Awareness, Gryffin finds a secret passage to the room where the Witchqueen is controlling (or was) Von Nather and thus his men. Killer uses a Pillar. The Witchqueen has magic resistance 50% and can see invisible. The PCs hammer her with ranged attacks and then she shoots a lightning bolt which Gryffin can't dodge because he spent all his actions. The PCs return fire and deal a combined total of 27 damage in two rounds without Von Nather's help (and with his help) kill the Witchqueen. Von Nather is so grateful to be freed, he doesn't even kill the PCs (I didn't have the heart). As a reward, he gives them the emerald studded crown of the Witchqueen (4k gold) as a reward.

*****

It was a short adventure, but a lot of fun. My players are really enjoying the game and one of them is looking forward to achieving high levels to get all spells at level 10, so I think that's a good sign! I awarded 2 levels of experience to all characters at the request of a player and because I think it's a good idea to check out the game at higher levels (so we can send you the feedback). Because of the mana potions, there wasn't any worry among the PCs about their mana pools. Gryffin is going for higher intellect so he can roll 9-10 dice for his magic attacks and such. Killer is just getting higher level spells because I think spells are cool. :)

I'm not sure if spell casters are overpowered or not, but so far nobody seems to be able to stand up to a few good buff spells and invisibility. I was going to have the goblins all have ranged attacks and take out the PCs by attacking their influence, but the spells Friend, Tunnel, and Invisibility allowed the PCs to avoid them without even taking a hit. There was a trap I forgot to mention, but it was spotted and then disabled with a "Disassemble" spell.

Thanks for reading!

--David L. Dostaler
Author, Challenger RPG (free)

P.S.

I have problems with invisible and flying PCs in my games as well. Ha ha. I just tend to arbitrarily squash such problems.
14
Future Release Ideas / Re: My Thoughts on Character Creation, Powers and Experience
« Last post by David Dostaler on May 27, 2012, 12:29:19 AM »
Thanks, Jeff. I appreciate that. I might just do so. :)

--David
15
Thanks for the great post, The Forsaken One. I pretty much agree with all your suggestions and I think I can see some of the great improvements as a result in my PDF thanks to Mr. Locke. Kudos!

--David

I try to take suggestions seriously.  I implement as much as possible to make a better  product!!

Please submit any ideas that you have!!
16
Adventure Diaries / Re: Age Past Campaign (Playtest)
« Last post by Age_Past on May 23, 2012, 02:32:34 PM »
Oh okay, thanks so much!

Definitely a lot to keep in mind. I didn't realize Earth Shackle's mana cost was dependent on the number and levels of foes. I thought it just hit all targets in range at minimum mana cost.

no no i think you did that right, but the spell has a duration and the opponent gets a save each round.  I was talking statistically.  If the caster is at a 4 and the defender is at a 4 then there's a 50/50 chance that the defender will save.  that's all.  To earth shackle so many wouldn't have been that effective.  But you chose Antone route that's fine... as log as all have fun...


Merc's have Wither? Darn it, wish I'd remembered/seen that in the game (it was pretty fast moving) I would have definitely used that to attack the PCs sitting on their pillar.

Yeah, kind of forgot about Dead Vision, good stuff. Ha ha, I suppose I needn't have let the party rest and gain back mana. Would have been funny if they were trapped without their spells.  :)

I'll try to post here again when we complete the second adventure. I recently came down with the flu and had some extra work to do so I was sidetracked for a little while. Looking forward to adventure two and making the party pay for their mana and high level spells. Maybe I'll even turn on some of the old "GM instant negates your special abilities" classic mode. Always used to work against 3.5 spell casters.

There were some other things...  I went to modify the spells based on your play test session and did! but found them to be pretty good.  The spells have always seemed balanced in play testing so I'm excited to see if you guys still feel that casters are very powerful... I don't think so.  I think they can do a lot of stuff but I don't think they are overpowered.

I forgot but the pillar can be knocked down.  If 7-8 Mercs tried to they could have easily rolled a combined 50 STR.  And the column would have fallen.  The PC's would have dropped and you would implement falling damage.  It could have been brutal.  Really, there's no way that 3 level 1's should be able to beat 10 level 4's.

But what I really hope is that everyone is having fun with it!



Thanks again for the great notes!
17
Characters / Re: The take it all mage killer
« Last post by Thee Forsaken One on May 23, 2012, 11:03:42 AM »
Interesting. Combined with a healer the character sounds extremely unpleasant to face. I do think that perhaps you might want to beware of coming up against multiple whither users, especially if your Mage Killer is on their own. Not to mention if he gets swamped with enemies then the support bonuses will start overcoming his defences. True with a healer you can work past that, but healers tend to work quite slowly in combat time and will run out of mana quickly.

Of course, there is the other issue that your character is not the most social or intelligent which may cause trouble in other types of adventures. For your classic dungeon crawl, though, your character certainly seems extremely efficient as a hybrid tank/damage dealer.
18
Future Release Ideas / Re: New Spell Schools: Steam, Iron, Lava, Mirror, Void, & Cloud
« Last post by Ellesarath Moonsnow on May 23, 2012, 10:42:25 AM »
I would like to second the suggestion to have specialization schools to extend upon the current ones. This is in part done with the high level spells but making them fall under specific spec schools might be interesting. As for magic from the other spheres I think that trying to add some sort of twist to the basics of magic it key to creating diversity. Like you have done with the sensitivity but for the effects aswell. What I am trying to get at is that casting is very generic, and it would be interesting to see a few really advanced schools. Like a school that can cast alot of spells from many other schools but has a certain percentage chance of failing any spell. Maybe this should be a school or maybe just a modifier, like a spell talent that lets you do certain things when casting. EX:

Volatile Caster - can try to over charge a spell with the goal of increasing its potency. This doubles mana cost but also infers an opportunity for the GM to make things go horribly wrong.

SpellSlinger - allows for casting two spells at the same time once per battle. for the cost of their avg action/mana.

Not sure this fits in there but such a system might give casters more diversity and allow them to branch of from eachother.
19
Characters / The take it all mage killer
« Last post by Ellesarath Moonsnow on May 23, 2012, 01:03:31 AM »
Hi!
I am one of the fans who are currently trying to do as much play-testing as possible but sadly I can't get enough people to play any really good games on a regular basis. So I am drawn towards theory-crafting and really enjoy building new characters. So I will be posting my character here. This is a powerhouse build where I miss out on alot of things to have just raw power. It is probably one of the most fun builds I have ever had, anywhere, any game, any time. Note that I use some house rules:

Psionic house rule - psionic now rewards points equal to the total sum of all the levels you gain from a rank. These points can be spent to buy spells where one level equals one point (0 level = 1 point) but you can't buy spells of a level above the normal rank maximum nor can you save points between ranks. So rank one which normally gives a 0, 1 and 2 lvl spell now gives 4 points instead. This allows for greater freedom.

Halfbreeds - the racial bonuses applied are calculated like this: take the lowest amount of bonuses from the two races and that's the amount of bonuses that may apply. You then take any bonuses within that amount from the two races. Any bonuses that are purely cultural are not selectable but still counted towards the max cap. You then pick a birthing culture and select the bonuses that apply to that culture. This means that you could have a human who's into trading and such but with the Orkis bonus in magic resistance. Also note that due to some circumstances I have allowed them to recieve bonus BP inorder to try and cover for loss of racial weapons and other situational weakness, the range goes from -5 to +10 and is to be used with discretion of the GM only. Please note that halfbreeds make for a good situation for the GM as he can have the locals of the current setting treat them a special way, either to increase immersion or just to try and control the adventure or create interesting situations. These rules give any half breeds a clear edge over other races if built in certain ways and are not recommended if you want a balanced experience, which I don't!

Now, for the build!

Racial benefits: (Half Orkis/Hammer Dir)
Most important are -
 the +2 END from the hammer
 and the +2 sv vs spells from Orkis
 I choose to forego ANY other bonuses in favor of a +10BP
 this means I get no racial weapons, standard move speed, no extra languages and so on.

Stats: (will include Heroic Trait power in the values but type out any other bonuses)
I am for high stats under the brawn tree and spend alot of points here. I get my -
 Brawn 2
 Combat up to 7
 Endurance to 5(+2)
 Strength to 6
But the build aims to resist most any kind of damage so values of 3 or + are needed in any save related stat -

I kick the Intelligence up 1
 Mind 2
 Spirit 2

 Influence 3
 Agility 3
Spend the rest where you want them

Powers:
Familiar (for funzies, also useful as utility when you get "taken" captive - take it all doesn't just refer to combat!)
Precise Strike I (cheaper than more STR and a decent HIT covers it)
Dragon Will II ("take it all" this power is "save it all" so fits like a glove)

Heroic Trait I
Heroic Actions II

Psionic II (END as casting stat)
Open Flesh (make sure they don't hit you and use your superior END to knock them out. No one will have END even near yours)
Greatness (good way to boost a stat when an incoming spell seems daunting, will also buff some other stats - great!)
Ice Block (use this to simply intercept spells being cast at you or to shield your back from backstabbing strikes and the like)
Dancing Weapon (don't count on being a highlander in melee - try to use this spell to take down foes who know how to go toe to toe and hit them in the back)
Food or Drink (yes, harsh weather conditions and starvation is also something this character can take!)

Gear:
(use the shield hand to grasp an extra weapon, usually the pick cause you do not want to need it and not have it!)
Flail - basically a +3 to hit on this weapon, very useful!
Bastard Sword - use this on mages if you just want *pure dmg*
Pick - heavy armor? No problem!

Heather Shield - Supreme defense against almost any attack!

Gear drive armor - yes this is why my STR goes so high, that and extra damage but mostly it's this.

I also have a hidden spring-loaded gun that shoots poison needles coated in forget me all (de-buff against casters).
It has minimal damage and a low chance to get trough armor, but mages generally don't wear much armor anyway...

So there you have it, my level 5 monster. It might be unpolished and utilizing some house rules but the build is still somewhat viable with 100% standard rules,
 just amp down on the points spent on combat and END and put those into the save stats to counter up for the loss of the Orkis spell save or just remove two END and go orkis.

How to play:
Use the spells in a creative way and don't forget the poison darts. Use dragons will to defend against the really troublesome spells (remember a mage can only cast so many and you have plenty of wounds)
Get up close and personal to finish the enemy of and use bleeding on enemies who prefer to stay far away. Do not engage really quick enemies as they are likely to kite you. The mage killer does best when teamed with a healer, a ranger and barbarian style warrior and fills the tank role perfectly.
20
Adventure Diaries / Re: Age Past Campaign (Playtest)
« Last post by David Dostaler on May 22, 2012, 08:44:06 PM »
Oh okay, thanks so much!

Definitely a lot to keep in mind. I didn't realize Earth Shackle's mana cost was dependent on the number and levels of foes. I thought it just hit all targets in range at minimum mana cost.

Merc's have Wither? Darn it, wish I'd remembered/seen that in the game (it was pretty fast moving) I would have definitely used that to attack the PCs sitting on their pillar.

Yeah, kind of forgot about Dead Vision, good stuff. Ha ha, I suppose I needn't have let the party rest and gain back mana. Would have been funny if they were trapped without their spells.  :)

I'll try to post here again when we complete the second adventure. I recently came down with the flu and had some extra work to do so I was sidetracked for a little while. Looking forward to adventure two and making the party pay for their mana and high level spells. Maybe I'll even turn on some of the old "GM instant negates your special abilities" classic mode. Always used to work against 3.5 spell casters.

Thanks again for the great notes!
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