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Messages - pawsplay

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1
License to Improvise / Re: New Race: Formian
« on: February 22, 2016, 04:32:46 PM »
Formian, from the Monster Manual II (1983)

from the Latin, formica, meaning "ant"

2
License to Improvise / Re: New Race: Formian
« on: February 04, 2016, 12:17:10 PM »
I don't think standing next to a formian is going to disturb my mind. Even if it one of ....

THEM!!!!!!!!!!!!!!!

I wouldn't think so of Umber Hulks either and yet the large insect like race were aberrations in D&D and the burrowing behemoth is a horror here. I think that Formians have a solid claim to horror.

Those are subterranean weirdoes that are half Godzilla and half beetle with hypnotic eyes.

These are anthropomorphic ants.

3
License to Improvise / Re: The Marshal [Expert Class]
« on: January 30, 2016, 11:18:40 PM »
Okay, "lazy warlord" is fine, but there ought to be something about the character that suggests they they not only lead, but lead in battle. I don't feel that oomph that says this character will make other people paint themselves blue and shout "Freedom!"

It's a Backer/Talker, but the Requirements don't require any talking ability at all, and the class offers precious few boosts.

Core ability: If you want to make it more like the Alchemist, I'd say they gain an action die when they use one of their Coordinated feats to give someone an action. However, I think the Swashbuckler might be a better template; 1 rank to spend on Impress or Tactics, plus a sweetener when you join the class. +1 military or noble rank?

Efficacious command basically causes you to grant a bonus, and to let other characters act more. Basically, two of the most boring things you could possibly do. I'd really like to see Take Heart as level 8, with another strong ability at level 4. Then the bonus feats could move to level 5 and 9. Then, something cool at level 1 to replace efficacious command.

It's really hard to concept this in ways that aren't already covered by the Captain or the Sage.

4
Most of them. However, some subspecies flatly don't belong in some campaign worlds. Like, there are no drow in Mystara.
Spider Nation aren't necessarily drow: the fluff text says they could be dark-skinned or light.

Spider Nation works okay for shadow elves, but Spider Noble isn't right. They aren't light sensitive, and while they regard wizards highly, they don't produce as many spellcasters as normal elves. Raven or even Hart nation might be closer.

5
License to Improvise / Re: New Race: Formian
« on: January 28, 2016, 07:38:40 PM »
I don't think standing next to a formian is going to disturb my mind. Even if it one of ....

THEM!!!!!!!!!!!!!!!

6
Most of them. However, some subspecies flatly don't belong in some campaign worlds. Like, there are no drow in Mystara.

7
Quote
1.What is the best way to determine appropriate threat level? I was going with a TL three because the party was level 3 but they kinda stomped everything.

TL= average PC level is good for a standard adventure. +1 is sweat-inducing, but not overly dangerous. There are guidelines (p 334.336 of the second printing).

One tool to avoid having to do too much math, or if you are worried about juking the NPC stats too high, is to use more special NPCs. You can spend action dice to to this, or simply as a matter of design attach one special character to each mob as an informal boss.

8
Fantasy Craft / Re: Questions
« on: January 12, 2016, 02:36:23 PM »
Hello, I've another question. When an immobile character with tentacle slap make a grapple action on an adversary in his reach, he move in the square of his target as writing in the rules? It's strange,... How an immobile character could move,... I think it would be the target who would move in the square of the immobile character. What is your point of view.

Depending on the situation,
- the otherwise immobile character might be dragged to the character they grab
- the grabbed character might be grabbed into their space, or
- the grabber now occupies all the spaces

In the case of long tentacles, I kind of like the third option.

9
Fantasy Craft / Re: Dealing with PCs in Full Plate
« on: January 12, 2016, 02:34:18 PM »
Don't forget that a trip through the desert or when he is sleeping/just waking will force him to be out of his armor. One will heat him up and dehydrate him while the other is because metal armor is really uncomfortable to sleep in.

I have a player who wears plate armour too. Problem is the campaign takes place mostly in a desert lol. I looked for rules on how to deal with heat damage with plate armour but couldn't find anything. What would you suggest?

That their basic concept is probably not all that logical in real world terms. :) However, unless the option is not available, Endure Elements is a 0 level spell that lasts 24 hours, so any character in plate would probably contrive to gain access to it. Otherwise, the player is going to look for (and find) heat resistance.

If you do want to try to impose penalties, consider:

Quote
Discretionary: The GM can apply a 4 to +4 modifier to represent circumstances not covered by an existing rule. For example, he might apply +2 when a character makes an Impress check after a moving comment, or 4 when trying to direct a horse into a pitch black cave (1) to escape trebuchet attacks falling nearby (3). The GM is encouraged to use discretionary modifiers to make any skill attempt more interesting.

Quote
When heat damage is inflicted by an extreme environment (i.e. a heat wave), an exposed character makes a Survival check (DC 20). With success, he suffers 1d6 subdual damage every four hours; otherwise, he suffers 1d6 subdual damage every hour.

So, by the RAW, the most reasonable interpretation is that the character faces a Survival DC 20 check with a -4 penalty when he braves the heat.

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Fantasy Craft / Re: Dealing with PCs in Full Plate
« on: January 11, 2016, 12:46:04 AM »
The Tire maneuver is not only effective but makes perfect sense.

Unless he is built in a very specific way, anything that makes him prone is likely to be troublesome.

11
License to Improvise / Re: Expanded Bestiary
« on: January 07, 2016, 03:44:16 PM »
Thoughts on Pathfinder conversions:
- The general skill bump for monsters is probably a good thing, as core FC monsters often have decent skill grades and many of the conversions, strictly, wouldn't. Some Pathfinder conversions might end up with a higher Competence, but I think this is not often going to be the case.
- Most of the additional feats add numeric bonuses. The rest tend to "roll-up" as FC feats and qualities tend to cover more ground.
- I don't think the wide scale on attack bonus and such is really a problem, as plenty of FC critters have surprisingly high grades in certain areas. For animals, it might be worth considering reducing any of the main scales over grade V by one grade.

12
License to Improvise / Re: A LtI christmas gift
« on: January 06, 2016, 07:58:16 PM »
I feel like we've been slacking off when it comes to cool monsters. We really need a LTI Bestiary. 

13
License to Improvise / Re: New Expert Class: The Gunslinger
« on: January 06, 2016, 02:31:01 AM »
Why medium BAB and high reflexes? I'd do it the other way.

14
License to Improvise / Re: A LtI christmas gift
« on: January 05, 2016, 01:25:54 PM »
Downloaded.

15
Fantasy Craft / Re: DCs Not Scaling Correctly
« on: December 30, 2015, 01:02:41 AM »
If DCs simply scaled, I would view that itself as a problem. Scaling Npc difficulty is, itself, a tricky consideration. What you don't want is a situation where gaining levels is basically pointless. Or at least, I don't want.

Just because NPCs scale doesn't mean all the monsters are equally appropriate at all levels of play. They will scale, but the resources available to PCs are different at different levels.

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