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Posted by: PunkyMan54 on Jun 17, 2013 at 11:37:48 PM
Just like the title says, i need help, badly. in a new pvp campaign we are doing im a new player and the dm/other people we play with are all experienced, but i have caught them bending the rules before. my question is what can a character in a 3.5 dungeons and dragons campaign have on AT ONCE, because according to them they can have 10 magic rings on at once and all that other bull **** and i can not wear a robe and a cloak. logically speaking you can but you would look stupid but not my point. if the answer could be from the books or rules directly it would be amazing as i cant find it. we play again soon and i do not want to die again. please help! (experience also is greatly welcomed)
Posted by: noktum86 on May 23, 2013 at 01:09:27 PM
Hey there DnD fandom. I've been playing DnD since my father sat me down and taught me how to play version 3.5 when I was about 11 years old. When I say playing, I mean on and off, here and there, never having more than 3 or 4 total players, and never getting those players to stick around for more than a couple sessions. Recently, I took a look at the NEXT playtest packet and decided it was time to do something different. I wanted to REALLY play. So I asked my father and a few of my friends that now live in other states about playing a DnD campaign of my own creation using the new rules packet that is free to download. Well, they agreed. So now, here we are. I have already spent many days pouring my soul into this campaign in the forgotten realms, and it has the potential to become something...
Posted by: RolandRedJack on May 18, 2013 at 11:23:21 PM

Utterly random chart, after watching a few of those HP movies.

Random Wand Table.
Provides a focus point for spellcasting. Each naturally provides a +1 to spell save DCS in addition to various augments based on what the wand is made of and the internal parts. Higher level wands such as he 9 or longer ones provide bonus spell DC buffs.

1: Length and cost 1d8
1. 5 inches. 700 gp
2. 6 inches. 900 gp
3. 7 inches. 1100 gp
4. 8 inhes. 1300 gp
5. 9 inches. +2 spell DCs. 1500 gp
6. 10 inches. +2 spell DCs. 1700 gp
7. 11 inches. +3 spell DCs. 1900 gp
8 12 inches. +3 spell DCs. 2100 gp

2: Wand inner part. 1d20
1. Scroll with words of power. +1 spell per day.
2. Gold nugget. +2 to charisma checks.
3. Silver nugget. +2 to wisdom checks.
4. Ruby. +1 fire damage.
5. Emerald. +1 acid damage
6. Sacred Bone. Grants +1hp

...
Posted by: Ironblue on May 17, 2013 at 11:33:13 PM
I need a place to gather a couple of essays I wrote in the Homebrew Fighter thread, which for a time sort of acted like Ironblue General on the DDN forum.  Not only was it a dumping ground for every brain I was storming around with at the time, it lead to several not insignificant trains of thought and game design conclusions that I need to analyze further and whip into a reasonable semblance of shape.

Am I even kidding myself that anybody is reading this and cares?  Haha, nope.  Pro bono, biatches!  I'm just doing this for me.

Okay, here's the stuff:

[spoiler=Ability Frequencies]At-will abilities are roughly 1x the power of a basic attack.  Cantrips are meant to be the equivalent of weapons, and with a little less damage and a little more utility they succeed quite...
Posted by: Storyteller-Zero on May 11, 2013 at 11:20:31 PM
Finals at my college and final papers. Ugh. I got a part in a summer festival musical though. Looking forward to performing again in July.

Regarding monster design for my game in construction:

Whenever I DM'd for the local DnD Meetup Group, I got some of my most positive responses from players when I added narrative to the actions taken by enemies rather than just a simple "it hits you for X damage".

This reminded me of when I was first introduced to DnD through ADnD 2nd edition, when my brother would spout out awesome descriptions of what was going on during combat (it was always gridless when we played).

What if sample narratives were built into the design of monsters, for DMs to describe the action? This could benefit new and old DMs greatly and enrich the experience for the entire table....
Posted by: Ironblue on May 4, 2013 at 04:00:28 PM
Under the bounded accuracy system, an attack roll, a skill check, an ability check or whatever else has got three possible modifying points:

-Ability Modifier: from +1 to +5
-Class Bonus: from +1 to +5
-Proficiency Bonus:  Anything from +1d6 to +1d12, or in my dream +2 to +5 (prof. bonus from 4e weapons but more range to account for more diversity)

Now, each of those modifying points has its own idiosyncracies, but the very first important take away is this:

The bounded accuracy system can only handle TWO of those three at any time.  For ease of comprehension, they ought to be the same two.

Now, some points of interest about each:

Ability Modifier is the one the designer has far less control over.  Especially if those terrifying ability score bump feats get implemented, but lets
...
Posted by: Ironblue on May 2, 2013 at 10:49:53 PM
[spoiler=Hit Points]Each creature has a hit point maximum, which is the total of its Hit Die rolls (or the average of those rolls), its Constitution modifier, and any other modifiers.[/spoiler]
[spoiler=Actions in Combat]Block:
When you wield a weapon you are proficient with, you can use your reaction to block an incoming melee attack.  Roll your skill die and subtract its result from the damage against you.  If the damage drops to 0 or lower, you are still subject to any other effects of the attack.  When you wield a shield you are proficient with, you can use block against ranged attacks as well.

Charge:
You can move up to half your speed and make a single melee attack.  This movement does not provoke opportunity attacks.

Physical Contest:
As an action, you can initiate...
Posted by: Storyteller-Zero on Apr 13, 2013 at 10:29:46 PM
Things are progressing a bit slowly since I've had a lot on my plate with my studies and being in a musical.

I figured out an "advanced concept" of accuracy which builds upon the concept of bound accuracy. Not going to reveal it yet since it still requires some major tweaks for testing. My inspiration for this "new accuracy" comes from the combination of some old ideas that I've experienced in different games. It will be simple, streamlined, and -------- (last adjective omitted so as not to give it away).

I've decided to keep monster design separate from PC design. It will be similar to 4e design up to a certain point but the differences will be very noticeable.

Designing adventures will be easy with a very facilitated ability to add depth to storytelling. Tools will be made to compensate ...
Posted by: mixlblix on Apr 12, 2013 at 03:06:01 AM
My single mission with my npc (Engulf the Wanderer) has really become interesting.  Our group has expanded to 4 more adventurers and now I'm part of a group.  Which is fine with me I didn't really like Engulf the Wanderer anyway.  Next time I'll meet my new teamates and head for the Goblin fort.
Posted by: Ironblue on Apr 7, 2013 at 11:28:33 AM
The purpose of this poll is to get an idea of the comparative popularity and support for each of the possible manifestations of the Fighter in 5e.  I've listed in brief all the mechanics we've seen in previous Fighters, suggested on the forums, or irresponsibly dreamed up by yours truly.

Here's how it works:  Choose one, two, or three of the following options that appeal to you.  Perhaps you think just one type of 'power' or move is enough for the Fighter?  Good, just pick one then.  More than three is almost definitely too much for one class, so that's the upper limit.

In the comments, or the related forum thread I've created, please feel free to explain your choices, and argue endlessly with those who disagree.  It will be like one big fighting Fighter poll...

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