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Messages - Dacke

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Other Games / PC Games Every Roleplayer MUST own.
« on: August 29, 2006, 07:53:59 PM »
Dude, you can't mention Baldur's Gate without mentioning the best game to use that engine: Planescape Torment.

Pen and Paper Roleplaying Games (RPGs) Discussion / space battles
« on: August 24, 2006, 07:48:04 AM »
I prefer my space battle rules abstract. Star Wars 1st ed was perfect, where spaceships had a speed rating expressed as dice, which were added to your piloting skill in order to catch up with/pull away from the other ship, and that distance was expressed as an abstract short/medium/long range.

Unfortunately, such systems rarely work well with multiple ships involved.

I don't remember Alternity's rules for positioning and such, other than that there was a sourcebook called Starships which had both a more detailed and a more abstract system. I do remember that it was designed to involve multiple PCs - one-man fighters were pretty sucky, it was much better to have a somewhat larger ship where you could have one person manning the sensors, one on the guns, one on the defense systems, one piloting, and one telling the others what to do (Leadership skill could give the other guys a bonus). That's one thing I really liked about it.

Pen and Paper Roleplaying Games (RPGs) Discussion / A challenge!
« on: August 12, 2006, 12:35:18 PM »
Tonight at 9 pm Eastern Time, WOTC are having a trivia contest on their chat site, and I'm eligible to play again after winning back in May.

Anyways, the last few times have been almost embarrassing, with most of the other contestants not quite understanding the meaning of the word "trivia" and seeming surprised when there are questions that require knowledge of books other than the PHB. Back in the day, there were people around who could give me a run for my money, but not in the last few years.

So, I am challenging my fellow geeks to come to and try to beat me. You will need a screen name (although if you already have one from the boards that works, as long as it's IRC-kosher - no spaces, for example), and getting one might take a short while, so I'd recommend getting one in advance.

Design, Development, and Gameplay / Death and getting better.
« on: August 04, 2006, 04:26:21 PM »
Death is a bit too trivial in D&D for my tastes, but on the other hand that might be a necessity due to some pretty lethal effects in the game (at least poison isn't save-or-die by default any more).

The one other game I know of that allows the dead to come back to actual life (as opposed to undeath) is a Swedish game called Eon, where it's a pretty difficult magical effect on its own, and should probably be combined in a ritual with some heavy-duty healing since the resurrection effect doesn't do anything about the wounds (so on its own, it would likely lead to about five seconds of life before the character died again).

You're thinking of refuge, 7th level cleric/9th level wizard spell with a material component costing 1,500 gp (but yes, it was called succor in 2e - I'm guessing they didn't want people to cast the "sucker" spell). So buying one should cost at least 2,410 gp. However, a refuge only teleports one person, not the entire party. Most other teleport spells can teleport the caster plus 1 person per three levels.

Quote from: Trainz
But he'd still need to have identify on his spell list, right? Or can any divine caster use a divine wand of identify ?
Wands don't bother with an arcane/divine distinction the way scrolls do. But yes, someone who wanted to use a wand of identify (regardless of whether it's made by a cleric or a wizard) would have to have identify on their spell list (or roll Use Magic Device DC 20). In the core rules, that's bards, clerics with the Magic domain, sorcerers, and wizards.

That's "out-to-screw-PCs" mentality. Identify is a 1st level spell, and as such pretty darn common. I think it's safe to say that if the price of pearls were going to be affected by the demand for that spell, it would already have done so and thus 100 gp cost includes the extra cost for a good that's in high demand.


Components: V, S, M/DF
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
A cleric uses his holy symbol instead.

My guess is that if there is an FC3, it will probably be "all the rest", with yugoloths, gehreleths, and any other fiends around. Even though I think the 'loth are pretty cool, they are not as iconic as devils and demons, and that's gotta show up in sales numbers.

I do wish they'd do an Encyclopaedia Modronica, though.

Yes, you need to pay the cost quite a few times when making the item. Basically, my party decided that they wanted the cost upfront rather than having to pay 100 gp each time they got something IDed. Plus, no-one in the party is actually capable of casting identify since the guy playing the artificer moved.

Cyclotron has the right idea, if it's limited to a 900-mile teleport. If not, I'd use word of recall as the spell instead, increasing the price to 3,300 gp (6th level spell - or 1,800 gp with my house rules).

Quote from: Xavier Lang
The idea of someone spending 1000gp to discover what 10 potions do.
As cyclotron says, that's what Spellcraft is for. At least in theory, my current party doesn't have anyone with significant amounts of Spellcraft, so they use their ID-lens instead.

Well, there are quite a few, but this one in particular occured to me.

In fiction, the heroic warriors are often able to fight off the vile sorcerer's hypnotic magic through force of will, but one thing that can easily lay them low is "cheating", such as using poison.

But in D&D, that is reversed. A 10th level fighter has a Fort save of +12 or more (counting a high Con and a cloak of resistance), but probably a Will save of like +5 (average Wis, the same cloak). So he laughs at most poisons, but will almost certainly fall prey to mind-affecting magic (an equal-level caster will have a DC of 20+ on his highest-level spells).

Now, I see why this is done from a gamist standpoint (the fighter is the one that has to get into melee with things like giant spiders, and thus needs the Fort save), but it still irks me.

I use identify as written: one hour, and you know pretty much everything there is to know. I also allowed the party to have an item made that could identify one item per day (don't recall the cost off-hand).

As for higher-level versions, well there's analyze dweomer. But since none of the PCs in the party I'm running have a dedicated arcane caster, that's not an issue.

What exactly are your issues with identify?

I'll just note that there are a few other ways of converting other resources into metamagic boosts. The one that comes to mind is Metamagic Song (Races of Stone), which converts bardic music, and the Spontaneous Metamagic variants from Unearthed Arcana (either converting other spells, or giving X uses per day of the feats). These have one thing in common: they don't let you bypass the normal spell level limitation. In other words, a 7th level bard with Metamagic Song can't use his bardic music to cast an Extended Blink, because that would be a 4th level spell and he can only cast up to 3rd level. He could cast an Extended Heroism, though, and only use a 2nd level slot plus one Bardic Music use.

Divine Metamagic is, AFAIK, the only method of bypassing this limit.

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