#31
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Name: Marius Devon Gaius Race: Lesser Aasimar Template: Magic Blooded (LA 0) Alignment: Chaotic Neutral (Leaning towards good.) Personality: WIP Background:
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Now recruiting for my players vs monsters colosseum battle game. Welcome to Parabellum Games Last edited by Eviltedzies; Oct 23rd, 2013 at 01:06 PM. |
#32
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I'm getting thoroughly confused by the layering methodology.
So from those tables that you guys put together I gather taking BAB & BMB do not stack until they hit cap of 6? Aka: A Sorcerer 3/Cleric 3 would not have a BMB of 6. It would have a BMB of 3? But a Sorcerer 6/Cleric 1 would have a BMB of 6 for BOTH Sorcerer & Cleric? As for HP I 'm guessing we select the 6 best hit dice from all the chosen classes and use those? Same for skills? Just trying to clear things up because I've already had to rework my build three times. Each time I realized a rule or mechanic I had not bee following made the build illegal.
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~ To be alive is not to live; living requires reaching beyond survival for something more. Reach for that something and find what dreams breath life into your existence. ~
Now recruiting for my players vs monsters colosseum battle game. Welcome to Parabellum Games |
#33
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wizard6/fighter4/eldritch knight2 would have d10,d10,d10,d10,d4,d4 same for skills... a fighter6/rogue4 would have skill points per level: 8,8,8,8,2,2 While both class skill lists can be used to pick class skills to improve, you will need to either buy more skill points with a feat, or advance a class with better than 2sp/level past level 4 to add to the 2 points you got at level 5 from the fighter. Quote:
As currently written, If we were playing 5th level characters using the rules I have in play, and you chose to build a fighter1/barbarian1/ranger1/druid1/rogue1... even though you've gained 5 levels, you would still have a bab +1, only 1d12 hp, and have 1 1st level druid spell... which is nothing compared to fighter5 with 5bab, 5d10hp, and a slew of feats... it is no comparison. Because I've apparently written a horrible game design, it's best to have 6 levels in a "base class" to fill up your initial levels, then start layering in other classes to improve the initial build. Worth noting; I set a ceiling of 16 and floor of 8 for all stats prior to selecting race. .. one more annoyance: Divine Meta Magic tricks are permissable, but I won't grant access to a feat you can't normally use... like, persistent metamagic spell can technically be qualified for in E6, since it only has extend spell as a prequal, but it requires a spell slot 6 levels higher than the spell being modified... e6 will never have a 6th level spell slot, so persistent spell is not viable. Same for maximize spell with it's +4 level bump reaching beyond the scope of e6 casting.
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Current game: 3.5 Trailblazer E6 Acquired Gestalt Eberron Spelljammer Planescape Mayhem I'm also looking for some folks for a Darksun E6 skype game... I paint sometimes too. My most recent work is on the cover of Explosive Runes #18. Last edited by Fil kearney; Oct 21st, 2013 at 02:19 PM. |
#34
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From what I have read, class level no longer dictates the highest level spell you have access to or can cast. Since every caster class gains access to all the spells on their list at level 1 it falls to your BMB to determine what the highest level spell you can cast is. So a Cleric 5/Sorcerer 1 under Fil's rules would have a BMB of +5. According to the BMB chart that means the PC can ready level 0 - 3 level spells of BOTH cleric & sorcerer since your BMB is +5 for both. I cannot find anything written in any of the classes or the Magic section that states that the max spell a caster can cast is based off his class level. If there is something I am missing please let me know. Quote:
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~ To be alive is not to live; living requires reaching beyond survival for something more. Reach for that something and find what dreams breath life into your existence. ~
Now recruiting for my players vs monsters colosseum battle game. Welcome to Parabellum Games Last edited by Eviltedzies; Oct 21st, 2013 at 04:32 PM. |
#35
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Adjusted Zor's stats for the new max 16 restriction.
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Life is a sexually transmitted disease and the mortality rate is 100% |
#36
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DMM silent, or empower could be allowed, but then DMM maximize is not allowed. The gist is, if a 6th level character could normally have access to something, then it is permissible.
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Current game: 3.5 Trailblazer E6 Acquired Gestalt Eberron Spelljammer Planescape Mayhem I'm also looking for some folks for a Darksun E6 skype game... I paint sometimes too. My most recent work is on the cover of Explosive Runes #18. |
#37
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![]() As for DMM. Understood. Keep anything beyond level 6 to a minimum. ^_^
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~ To be alive is not to live; living requires reaching beyond survival for something more. Reach for that something and find what dreams breath life into your existence. ~
Now recruiting for my players vs monsters colosseum battle game. Welcome to Parabellum Games |
#38
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"I'm not going to be the ref! I'm a villain! Don't you see?!"
-Frank Reynolds, It's Always Sunny in Philladelphia Dim the Drowned|Telephus Lorre|Togashi Shingo Tribulations of the Stag |
#39
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A mechanic I would like to discuss is Initiators from Tome of Battle. It seems like they are at a distinct disadvantage compared to casters, since casters get all spells on list as freely known. I am wondering if something similar can be done for Initiators.
As far as manuevers prepared, I recommend doing it exactly like spells. Recovery mechanics should be simplified to Warblade recover mechanic as a standard method.
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Life is a sexually transmitted disease and the mortality rate is 100% Last edited by spikehed; Oct 21st, 2013 at 07:17 PM. |
#40
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BMB already borrows from IL of ToB, so just making ToB follow the BmB rules is the easiest route for levels. each class /is/ important because they have different disciplines. Where it gets hairy is the known maneuvers vs readied maneuvers vs refresh mechanics. 1. Crusader knows x maneuvers, readies y maneuvers, and has them become randomly accessible until the RNG is refreshed; rinse repeat. 2. swordsage knows x maneuvers, no readied and has NO refresh unless adaptive style is used to refresh everything for a full round action 3. warblade knows x maneuvers, readies y maneuvers, and refreshes as a standard+swift action ..so... the easiest variable to work is the refresh mechanic. if crusader is given the warblade refresh mechanic, then war/cru is more like a sorcerer to a swordsage's wizard... swordsage has tons of known maneuvers but slower recover cru/war has less known maneuvers but is faster to recover -- the simplest conversion would be that crusader becomes an alternate warblade type class, so there is either refresh or no refresh built into the character. --then there is known maneuvers... this should be treated as overlapping... so if you multiclass, use the highest # of known maneuvers as your amount to pick from the full list of abilities.. this can change daily... and lets ignore prereqs for "knowing" per day, since you technically know them all in your class. --readied is eliminated... you have access to all your maneuvers until you use one then you either have a refresh mechanic to get them back, or you don't. Adaptive style can still be used as normal. For level 6.. I think this is going to be just fine. Thoughts?
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Current game: 3.5 Trailblazer E6 Acquired Gestalt Eberron Spelljammer Planescape Mayhem I'm also looking for some folks for a Darksun E6 skype game... I paint sometimes too. My most recent work is on the cover of Explosive Runes #18. |
#41
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So, just as clarification:
The Known Maneuvers acts as Spells Prepared. Crusader and Warblade have Warblade recovery mechanic and Swordsage has none (except feat). Entire list for your class is available to fill Known Maneuvers per day.
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Life is a sexually transmitted disease and the mortality rate is 100% |
#42
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As a side note, this also corrects the messed up spacing of the classes learning new stances (has always been an issue, crusader can't even learn it's highest level stances without two feats as Crusader 20)
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Life is a sexually transmitted disease and the mortality rate is 100% |
#43
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The only issue that I see with this is that there is no method of restricting an Initiator from Prepping all level 3 maneuvers per day instead of a mix of 1, 2 and 3. Obviously if only dipped, their level restricts them, but once 6th level has been reached, how do we prevent someone from just loading up on level 3 maneuvers?
Also, what happens when someone multiclasses Warblade/Crusader 6 + Swordsage 6. Since they pool their prepped maneuvers, can they use the recovery mechanic from Warblade/Crusader to refresh, or only some, or none?
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Life is a sexually transmitted disease and the mortality rate is 100% Last edited by spikehed; Oct 21st, 2013 at 08:16 PM. |
#44
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Update the rule compendium with lots of today's rulings. I decided to hold off on adding the current initiator discussion, since it is ongoing.
I'd have to look over the Tome of Battle before I could comment, since I have not used the supplement in a couple years or so. I do think that the stance issue was fixed in the errata. Many DMs will houserule fix it too, since it is a known issue.
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"I'm not going to be the ref! I'm a villain! Don't you see?!"
-Frank Reynolds, It's Always Sunny in Philladelphia Dim the Drowned|Telephus Lorre|Togashi Shingo Tribulations of the Stag |
#45
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ooh! 3 3rd level powers = 15, 3 2nd level powers = 6 2 1st level powers = 10 powers til exhausted before resting... but the psion could cast the same power over and over, while the initiators can only use each ability once before burning a round to get it back. I'd playtest that as balanced. outside of combat maneuvers are useless. Quote:
so if swordsage6/warbalde1, the SwS could recover level 1 maneuvers as a warblade, by warblade3 swordsage could refresh level 3 maneuvers.
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Current game: 3.5 Trailblazer E6 Acquired Gestalt Eberron Spelljammer Planescape Mayhem I'm also looking for some folks for a Darksun E6 skype game... I paint sometimes too. My most recent work is on the cover of Explosive Runes #18. |
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