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Forums of the Coast • PENTHIAE CAMPAIGN QUESTIONS - Page 7
Page 7 of 10

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Tue May 27, 2008 6:25 pm
by Zanaikin
well hardly...

the damage multiplier is meant to fix ingame balance between weapons vs. hp for everyone, including (particularly) low lvl NPCs (so it doesnt take like 6 greatsword hacks to kill a footman).

the metastrike feats are somehow inspired by metabreath feats, and just like metabreath I doubt I'll use them, so basically it's a matter of additional PC selection (shrug), which is reason why I think it's pointless given all of you are already feat-strapped xD.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Tue May 27, 2008 6:56 pm
by Laharl
I agree with Drew: Either is sufficient, though I'm of the opinion that if either is necessary, it's the doubling.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sun Jun 01, 2008 3:53 pm
by Zanaikin
I clarification that DIRELY needs addressing, which I made as a rule now:

7. Metamagics and Damage Bonuses
Metamagics and similars effects which increases spell damage as a percentile (e.g. Silver Pyromancer's Smiting Spell) or maximization only affects the base damage on the spell but not any numeric bonuses gained from other feats, abilities, spells, or magic items. For example, Empower's +50% bonus would not affect the damage bonus gained from a casting focus enhancement, Warmage Edge ability, Agent Savant's Force Specialization ability, etc; similarly, Maximize would not affect the damage bonus gained from Spellslinging Command Aura (or similar abilities).

blasters already do enough damage as it is =P.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Wed Jun 04, 2008 3:08 pm
by Zanaikin
okay, unless I get major objections (MAKE THEM NOW!), we're tripling base weapon damage. This affects base weapon damage (not any magical bonuses), alchemical weapon damage, certain extraordinary attacks like trample. It'll also apply to certain things like falling damage (prepare for 120d6 ouch)

this tripling will be done AFTER all variable changes have been made based on size. Don't dare try to argue with me on order =P

I'll write up official rules and how it affects certain weapon-ish-making spells later. Don't expect any so great changes to build broken chars off of though Judson =P. The only spell it will GREATLY improve is telekinesis, as damage from weight suddenly increased massively (I always did love that spell, it's a must-have in my opinion for its wide range of utility use, ability to hurl oneself out of harm's way [lockdown], and for offensive purposes).

Mighty Wallop / Greater Mighty Wallop will be banned as a result from this. Combine this with the fact I don't use monks and thus Superior Unarmed Strike feat is only way to get high unarmed damage... sorry no1 will be trying to attempt 50d6+ damage from a fist in my game.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Wed Jun 04, 2008 3:24 pm
by Laharl
You've covered my objections, which were basically GMW and unarmed. You can still do like 6d8 unarmed with SUS by 20th, so this is still good.

Actually, I do have one large question: Unarmed Swordsages. Do you use them? (Adaptation section of Swordsage, basically, they trade weapon and light armor proficiencies for a monk's unarmed progression)

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Wed Jun 04, 2008 4:15 pm
by Zanaikin

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Wed Jun 04, 2008 4:47 pm
by Laharl
Unarmed Swordsage is from Tome of Battle, page 21 or so under Adaptation.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Fri Jun 06, 2008 8:38 pm
by Zanaikin
CHANGES/UPDATES:

DAMAGE MODIFICATION (Custom Rules Package):
DM Note: The following rules come as a set for the maintenance of game balance.
1. Basics
All base damage from physical weapons, improvised weapons, alchemical weapons, and technological weapons have their damage tripled. This multiplier is applied after any damage dice change made due to size modifications. This does not affect damage bonus from any other source, including from ability scores (strength), magical enhancements, feats, abilities, or spells.

2. Additional Applications
This tripling in damage also affects the following:
• Damage from weight (count as improvised weapon damage).
• Environmental hazards (e.g. acid pools, catching fire, lava, non-magical fires)
• Extraordinary special attacks (e.g. rake, rend, trample).
• Falling damage and impact damage (e.g. being thrown, explosive effects, telekinetic effects).

3. Supernatural Abilities, Spells, & Powers
Supernatural abilities, spells, and powers are not affected by this rule unless they are [creation] abilities which create something physical (not energy or force, e.g. Flame Blade and Mage's Sword) for a duration of one round of more, or they create/transmute to some other effect which may be subject to one of the given conditions stated above. Consult the DM before use for all supernatural abilities, spells, and powers which you believe should be affected by this.



CLASSES:
3. Monks
Due to a combination of balancing and flavor issues, monks are neither used nor allowed by this campaign. The rare monasteries across Penthiae will instead be using the Sohei (Warrior Monk) class from Oriental Adventures. Prestige classes that progress monk abilities will progress Sohei Ki Frenzy and spellcasting instead (consult DM).



FEATS:
2. Combat Focus Feats
Furthermore, the bonuses of the following feats are doubled:
Epic Weapon Focus, Epic Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization



SKILLS:
1. New Skills:
Drive, Knowledge (Business), Knowledge (Tactics), Knowledge (Technology), Navigate, Pilot

2. Skill Equivalencies:

3. Skill Modifier Changes:
• Spot checks receive -1 penalty per 30ft (instead of per 10ft).



MARTIAL MANEUVERS:
4. Maneuver Relearning
As defined by Tome of Battle, martial classes may relearn maneuvers (but not stances) on every even level except 2nd. This is modified to you may relean maneuvers on every initiator level (above 2nd) rather than class level. Thus meaning your character may relearn a maneuver even if you're no longer taking levels in a martial class.



MAGIC & PSIONICS:
8. Single Spell Rules
Mighty Wallop, Greater – Banned.



SPECIAL ACTIONS:
5. Take Aim
If you have at least 5 ranks in spot, you receive a +1 synergy bonus to attack whenever you take aim to ignore half cover, or a +2 synergy bonus if you take aim to ignore full cover.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sat Jun 07, 2008 2:49 am
by Sajuuk
Dai, you probably should ban Mighty Wallop as well (the normal version)

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sat Jun 07, 2008 5:36 am
by Sajuuk
before i go insane and bald attempting to figure this out and how to avoid it...Dai, do you use the XP Penalty rules?

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sat Jun 07, 2008 12:24 pm
by Zanaikin
normal Might Wallop is banned, I just write it out in that format, Similar to my "Celerity, Greater, Lesser"

if you're asking XP penalty due to over-use of multiclassing, YES! and I'd probably increase said penalty too, if only to get ppl to stop dipping.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sat Jun 07, 2008 12:54 pm
by Laharl
You do know that the XP penalty is base classes only, right? It's not THAT insane...

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sat Jun 07, 2008 1:06 pm
by Zanaikin

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sat Jun 07, 2008 2:16 pm
by Squall255
It's 10% per line that suffers from the penalty. Note that IF's give +10% XP, which would theoretically cancel out the 10% penalty for having 1 line with the multiclass penalty.

Re: PENTHIAE CAMPAIGN QUESTIONS

Posted: Sat Jun 07, 2008 2:35 pm
by Zanaikin
The IF's +10XP is used for... something else I can't quite remember.