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Post by ShonenSenshiDave on Nov 27, 2003 7:21:49 GMT -5
yuppers, in 3.0, Wizzies get to "select from the following list" while sorc can use all simple weapons. not a huge difference, but important for me personally.
I see where y'all are coming from a game mechanics point of view, but I could swear that there were some major changes made in 3.5. Like allowing the sorc to swap out useless low level spells at higher levels for different ones (who needs the sleep spell at level 15?!?).
I also think that there is an inherent combative nature to the sorceror. The class seems to have been tailor made to folks like me who wanted to get away from the "wizened old wizard" schtick and move to something different. The sorceror is the wild unbridled yin to the wizzies calm intellectual yang. Guess which I prefer <g>
Oh, and BRO, IIRC, high intelligence adds to spells per day? I don't have my books in front of me, not 100% sure...
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Post by ShonenSenshiDave on Nov 26, 2003 6:53:19 GMT -5
True, true Hussar, however, here's where the sorceror have advantages:
Better weapon selection. I know, not the first thought, but keep in mind that if the spells run out....
Better spell selection PER DAY. I may only have magic missle and shield at first level, but as a sorceror, I don't have to prepare my spells, so if I need 4 magic missles, I have them. Wizzies are bound by what they have prepared, which isn't always useful (there's no way to be prepared for everything!).
Oh, and lest we forget... I don't believe that Wizzies get bonus spells PER DAY for high intelligence, do they? I am fairly certain that sorcs get bonus spells per day...
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Post by ShonenSenshiDave on Nov 3, 2003 14:26:42 GMT -5
well, so far I have a game that I've tested online...
The game is based around the goddess Scahrossar, the Mistress of Exquisite Pain. She is a minor deity, Oldimarra's sister. Her symbol is a whip, and many of her followers are pure sadists. I've created a world with a slave trade which uses much of what the BoVD has to offer.
I do plan on incorporating this story into the OA tabletop game I'm running. It's basically a S/m community with a very dark underside dealing with human sacrifice, torture, drugs, etc. It's been a good idea to use, and I look forward to seeing my characters deal with it. It's political enough that it would fit into an OA campaign, and if I want to get truely evil I can set the bad guys up in the Shadowlands.
I may have to use one of the new minor deities introduced in the BoED who is basically a good goddess with a similar sphere of influence as Scahrossar. The main problem is this: I can bring in slave traders from the West for my OA campaign (which is what I run tabletop), just not 100% sure how to get the good goddess in since she's western. I may have to turn her into a spirit or give her an OA name and do the conversions. Or just not worry about it, haven't decided.
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Post by ShonenSenshiDave on Nov 2, 2003 16:40:44 GMT -5
Well, I have taken several ideas from the BoVD to incorporate into a game. Thematically, it's given me some great ways to flesh out certain story hooks, and some very evil ideas for things to do to PCs. They're not bad books if you have the extra money, IMHO. Not sure how I'll incorporate the BoED into my campaign, but I have some ideas and some time to flesh them out, I'll keep you posted and let you know how it all plays out if you want.
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Post by ShonenSenshiDave on Nov 2, 2003 8:24:35 GMT -5
Well, I'm about 3/4 o the way through the BoED, and about the only thing I see as remotely close to "mature audience" material is the discussion on Chastity and Abstinance. It's not like the BoVD where there are in-depth discussions about S/m, torture, etc.
On a side note, it appears that the BoED it designed for 3.5, while the BoVD is designed for 3.0. Be interesting to see if there are either online or DM conversions where needed...
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Post by ShonenSenshiDave on Oct 30, 2003 16:39:26 GMT -5
Well, folks, they're both out now. The Book of Vile Darkness (for some time), and now the Book of Exalted Deeds. Anyone else own 'em? Use 'em? Hate 'em? What do you think?
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Post by ShonenSenshiDave on Oct 30, 2003 14:54:44 GMT -5
PC #1: Rogue. Stealth and disabling traps... always a necessary component of a party. Prolly halfling. Sneak attacks, thief skills, and not a lot of noise. Add the right set of skills and feats... very nasty character. Items: tanglefoot bags, leather +1, potions of invisibility.
PC #2: Monk. I'm not a huge fan of the fighter, but the party HAS to have a front line fighter. Human. The advantage here is heavy damage and attack bonuses, but also has the ability to move silently, hide in shadows and avoids the clanky clank noise accompanied by plate mail!
PC #3: Sorceror. Again, Human. Casting of any spell known. Doesn't have to worry about being unprepared or underprepared. Additionally, pad him up with Spell Focus and maybe Point Blank Shot or another combat-related feat to help with the spell-slinging. Makes him very effective with the spells. Add a couple of item creation feats for potions, and he's good to go! Pad with ring of protection, cloak of resistance, or bracers of armour, just to keep him alive.
PC #4: Cleric. Human. Definitely war domain, possibly strength domain. Cleric has a good balance of attack and defensive spells, turning, spontaneous casting of healing spells, but isn't a slouch in combat. Stays away from the scout, clad in medium armour. I avoid the healing domain so that the character can be more than a walking band aid, but the cleric still has the healing spells to use. And since she would be a high enough level, would certainly have the Brew Potion and Scribe Scroll feats to ensure that the party could properly prepare beforehand and have enough healing magics.
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Post by ShonenSenshiDave on Oct 30, 2003 16:46:33 GMT -5
Just to toss on my munchkin hat for a second, what are some cool things you've done with your character's concepts (feats and such) to boost your effectiveness? I'm gonna play the resident buzzkill for a second. A good 3E player doesn't need to be a munchkin to come up with really cool ideas to boost his or her effectiveness. The right combo of skills and feats can serve most characters well, as long as the player knows how to use them, and isn't afraid to get a bit creative. having said that... the Psion. Versatile to the max, nasty powers (Dissolving Touch, anyone?) and a few really good feats which beef it up a bit. Need a few extra power points? Grab a feat. No armour or magical items? Snag Inertial Armour Feat. Always on. Need a few extra 0 level powers at 1st level? Grab a feat. Can only use simple weapons and no armour? No prob! Turn your hands into claws, your mouth into big jaws, kick up the armour with a psionic boost, and you're ready to go! Get tagged by that poison or stray arrow? Psion, heal thyself! Need to get out of a jam quick..you've got the power! The psion is great b/c as long as you have the power points, a well-played psion can kick some serious butt!
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Post by ShonenSenshiDave on Oct 30, 2003 14:39:26 GMT -5
The tabletop where I am a PC seems to be a homebrew mix of a couple of different worlds. The tabletop I currently run as GM is set in Rokugan, as is my online RPG here. My other online RPG is set in the standard ADnD realms...
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Post by ShonenSenshiDave on Oct 10, 2003 10:09:20 GMT -5
Personally, I'm still a bit insulted by the whole 3.5 thing. Half the Feats were taken from the Class Handbooks, the Gnomes were messed up again, the Ranger has changes I don't really like, spontaneous casting for Druids, etc etc etc. There's just a whole lot there that I don't think merits $80. Especially when I have to choose between 3.5 and L5R/OA stuff!
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Post by ShonenSenshiDave on Oct 3, 2003 9:48:07 GMT -5
actually Hussar, I would have to disagree on a couple of points:
I currently play a PrC, and I am hardly second string. Actually, I do a lot of the fighting, even though I'm a pyro. And even if I am fighting stuff immune to fire, which has happened, I have other abilities to back me up, even if it means nickle and diming the opponent.
We have an archer in our group (not an arcane archer; we have a bizarre mix of 1, 2 and 3 E characters in our party), and he's ok with a sword. His dice prefer bows, lol, but he's pretty good with a longsword, especially as an elf. Sure, being able to hit everything is great, and he loves it, but sometimes it just don't work out that way <shrugs>
I will agree that certain PrC are pretty limited in scope. The Wayfarer comes to mind. And I'm not overly impressed by the Illithid Hunter. But overall, I think that many PCs who choose to specialize understand why they're doing it and what they're character is all about.
I also have to point out that the DM has some responsibility here. S/he must be able to put limits on PrCs. If a player wants to adopt one, it requires a lot of discussion and thought on both the part of the DM and the PC. And in some cases the PC will feel useless, and in other cases will shine. But that's the truth for all PCs! The adventure should be even enough where a character doesn't feel out of place.
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Post by ShonenSenshiDave on Oct 6, 2003 14:33:27 GMT -5
he he he.. that's why I always have ppl roll in my presence. of course, I got a new set of dice that likes to roll high <grumble>
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Post by ShonenSenshiDave on Oct 3, 2003 9:35:08 GMT -5
i hate the point buy system. i know, kinda harsh, but that's how i feel. i think it creates very average characters, which is ok, but they can be TOO average, if you know what i mean. you usually end up with one really good score, and a lot of sub par scores, or a slew of average scores, and to me, if you're a PC, you should have mostly average with one above average score. that's what separates PCs from everyone else, IMHO.
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Post by ShonenSenshiDave on Oct 17, 2003 13:41:41 GMT -5
a magic missle is basically a bolt of pure magical energy, sometimes referred to as an "eldrich bolt". it may take differing forms depending on the caster, but its basic make-up is just a bolt of pure magic.
it does appear that it requires some sort of "life force" to have an effect; or at the very least, some sort of magical energies animating the target, which surround the target creature which the missle is reacting with.
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Post by ShonenSenshiDave on Dec 22, 2003 14:11:37 GMT -5
I think the biggest problem, which has been mentioned already but should be emphasized, is the fact that it is almost impossible to find a lot of the 1 and 2E stuff. Used books stores, which are hit and miss, and half.com, which is just as hit and miss.
the tabletop I am a PC in still plays 2E and 1E; I run a 3E game. I don't think it's the matter of superiority or inferiority of one system over another as much as it is clarifications, player and dm skill levels and the energy of the group.
for example, in 1 or 2E, you had to get creative when it came to, say, leaping over a table to attack you opponent. How to decide if the jump is good; does the character lose his balance, and how do you determine that? Does he land ok? And can he attack when he lands, etc. In 3E, it's probably 2 skills.
On the other hand, 3E gets a bit cumbersome with all the die rolling and bonuses; I freely admit that. But good players can work around it, just as good DMs can work around the limitations of 1 and 2E.
Each has it's pros and cons; personally, I think it would be interesting if the 1 and 2 E stuff were still on the market, if only to see how well it would do against 3E...
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