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Switch to Forum Live View [4e] Expert Dungeon Master Competition 16: Design a Paragon Path!
3 years ago  ::  Mar 05, 2010 - 11:59AM #221
wrecan
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Phase 1 is complete!

A big thank you to AceRumble, Johnathan_Vagabond, Lord_Ventnor, and Veok, who have agreed to judge XDMC 17.  On to Phase 2 -- selecting a topic!
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3 years ago  ::  Mar 05, 2010 - 6:01PM #222
Fuka
Date Joined: Feb 28, 2008
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Thanks to Wrecan for running and the judges (again) for their comments.

I am of the opinion that I run a campaign well off of the 'beaten path' in that my players really like the idea of the 'character that dies when their mission/the campaign is over' (they literally argue over who gets to be a fayth this time around). We're in our 9th generation in the same setting and have had some iteration of Fayth in every generation but one (the villain/slash/antihero generation). That said, thanks again to the judges for the notes I appreciate seeing my own work in the context of the larger player base (even if most of you would look at our world and say 'wtf?').
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3 years ago  ::  Mar 06, 2010 - 2:05PM #223
Qube
Date Joined: Nov 1, 2002
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Mar 5, 2010 -- 11:59AM, wrecan wrote:

Phase 1 is complete!

A big thank you to AceRumble, Johnathan_Vagabond, Lord_Ventnor, and Veok, who have agreed to judge XDMC 17.  On to Phase 2 -- selecting a topic!




How about designing the final encounter for a campaign?
(with 'how did the PCs get there', and 'what happens after the final encounter' )

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3 years ago  ::  Mar 06, 2010 - 2:58PM #224
wrecan
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Yes, that is one of the proposals.  You can see the rest of the proposed topics, and propose your own, by going to the XDMC Group Wiki and clicking on "Contest Ideas"
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3 years ago  ::  Mar 06, 2010 - 4:00PM #225
Barmp
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Mar 5, 2010 -- 6:01PM, Fuka wrote:

Thanks to Wrecan for running and the judges (again) for their comments.

I am of the opinion that I run a campaign well off of the 'beaten path' in that my players really like the idea of the 'character that dies when their mission/the campaign is over' (they literally argue over who gets to be a fayth this time around). We're in our 9th generation in the same setting and have had some iteration of Fayth in every generation but one (the villain/slash/antihero generation). That said, thanks again to the judges for the notes I appreciate seeing my own work in the context of the larger player base (even if most of you would look at our world and say 'wtf?').




Hey, so long as you guys are having fun it doesn't really matter how you run a campaign.  As for a competition like this, you really do need to design for the widest possible audience to do well.  It's intention is to give DMs quality material they can use with minimal modifications in their home games, it also tends to inspire DMs when they're creating their own content as a secondary role.  To do well, your material needs to be both creative enough to inspire other DMs to use, and conform close enough to the rules to be able to utilize the material without a lot of effort. 

I hope you enjoyed it, and I encourage you to compete again.  This next competition coming up is more story than mechanics, it might play to the strengths of your existing material better than this current competition did.  I'm certainly looking forward to it. 

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3 years ago  ::  Mar 07, 2010 - 11:17AM #226
wrecan
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Phase 2 is complete!  A topic has been chosen.  Now the judges must devise optional elements for the contest!
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3 years ago  ::  Mar 07, 2010 - 8:33PM #227
Someone
Date Joined: Dec 18, 2003
Posts: 557
I thought Phase 2 was "????", and Phase 3 was "profit".
That's Someone, with a capital S.

"Cat's out of the bag on that one, isn't it? Who puts cats in bags, anyway? Cats hate bags." -Sheogorath, Oblivion
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3 years ago  ::  Mar 08, 2010 - 3:03AM #228
thomas.j.theobald
Date Joined: Sep 2, 2009
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In light of usability, I have gone through the feedback given regarding my entry and amended it here for anyone who wishes to use it in the future. (Yes, I'm aware the contest is over, call me a perfectionist.)

  T

Infected Aberrant


Prerequisites:  The character must be in possession of the Talisman of the Bandretto in order to be brought into this path.  

Over the centuries, individuals across the spectrum of races and professions have excelled in their calling - and many become somehow changed by their paths.  This change is something you have sought out - what did they all have in common?  What was the connection?  The secret lies before you, calling you.  An innocuous toy, it looks to be.  Yet you know something of its power, you see the secret to opening it, you can hear the whispers in your mind, see the images in your dreams.  Timeless, ageless, soulless, the place from which it comes calls you...and you choose to answer...


You realize that the world is broken, sharded, and in order to bring it back to perfection it must be united with the Far Realm, from which it was stolen so long ago.  If given opportunities to expand the influence of the Far Realm on the Material plane, you pursue them as the only rational course of action.  As you grow in power and ability, you come to the conclusion that the world cries out for you to reunite it with the formlessness and emptiness from which it came.


Your purpose is clear.


Infected Aberrant Path Features


Eye of Horror (11th Level): Your gaze penetrates your victim's soul or spirit, bending their sense of reality.  Once per encounter, you place a Mark of Horror a target as a minor action.  That target must make a passive perception check that exceeds 10 + 1/2 your level in order to take any action that specifically targets you.  Area and blast types are unaffected by this.  This mark lasts until the end of the encounter or until the target is rendered unconscious or dead.


Guise of Emptiness (12th Level): Once per day, you may surround yourself with wisps of nothingness, partially passing out of reality for a critical moment.  Until the end of your next turn, you are Insubstantial to non-aberrations.

Chill of the Void (16th Level): When you hit a target that has your Mark of Horror upon it with any attack, that target must make a saving throw or be Slowed until the end of your next turn.


Infected Aberrant Powers


Gaze of Horror - Infected Aberrant Encounter 11


As you focus your violent intent upon your enemy, the pain and chill of horror penetrate its soul.
Encounter  *  Arcane, Psychic, Fear, Gaze
Free Action  Ranged 10         
Trigger: You attack an enemy
Target: One creature 
Attack: Charisma vs. Will, Intelligence vs. Will, or Constitution vs. Will
Hit: The character must choose an ability to use with this power when it is first gained.  That choice may not be changed afterwards.  1d10+ability modifier psychic damage and the target is Dazed until the end of your next turn.  Aberrations are unaffected by this power.


Step of the Void - Infected Aberrant Utility 12


As exhaustion settles in on you, additional attacks force your soul to take refuge in the solace of the Void.  Unreal colors, sounds and smells spill out of the tear in space-time through which you flee, leaving those around you spinning with sensory overload.
Encounter  *  Arcane, Teleportation
Immediate Reaction          Close Burst 1
Trigger: You are hit by an attack while bloodied
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier psychic damage.
Effect: You may teleport up to 3 squares away from your current location.  All creatures hit by the burst (which is centered on your original position) are Dazed (save ends) as a result of the mental and physical discombobulating effects of the leaking unreality to which they are subjected.  Aberrations other than you are unaffected by this power.


Rip the Soul - Infected Aberrant Attack 20


Your attack strikes home, and feeling the blood of your enemy in your mind, you rip the fabric of reality to spill the stuff of a foreign universe into its very spirit. As it bleeds, you feel your third eye rush with invigoration.
Daily  *  Arcane, Psychic
Standard Action    Ranged 10
Target: One creature
Effect: 3d10 + Charisma Modifier psychic damage, and ongoing 10 psychic damage (save ends).  The target is Slowed while this ongoing damage persists (even if resistance results in no damage).  While this ongoing damage continues, you gain +4 on all perception checks and are immune to invisibility effects (this effect ends on target's first save, aftereffect does not provide you this benefit). 
Aftereffect: Ongoing 5 psychic damage (save ends). 
Miss: Half damage, and ongoing 5 psychic damage (save ends)



New Magic Item:
Talisman of the Bandretto


The Talismans of the Bandretto are small things, generally charms, trinkets, toys, puzzle-boxes, or other innocent-appearing but well-crafted items suspended by a chain (neck slot item).  They are named after the Bandretto, a wasp-like aberration known for its corruption of living tissue, and which constructs a very well-made nest that has the appearance of carved crystal or stone (whether a relationship actually exists between the Bandretto and the Talismans is unknown).  A Talisman is rarely directly identified as such until after its owner suffers its warping effects.  If detected for, it radiates a slight aura of arcane magic along with a form of magic the caster cannot identify. 


In reality, the Talismans are devices of infiltration, seeded in our universe by agents of the Far Realm, intended to capture and subvert living beings into servitude.  None know exactly who or what controls these devices or uses them - only that they have a tenuous link to the unknown, and that they seem to transmit their senses into the void.

Lvl 8       3,400 gp


Property:  The possessor of the Talisman of the Bandretto gains a +2 natural bonus to all defenses and saving throws while wearing or carrying the Talisman, and Resist 5 Psychic.  This effect is not cumulative with any other effect.

Property:  After three days of wearing a Talisman on the body (as opposed to carrying it) for the majority of the day, the Talisman has is preparing to embed itself in the bearer.  If examined closely, the Talisman appears to be attracted to a bearer in much the same fashion that a magnet is attracted to iron.  The Talisman at this point extends a mild form of domination on the bearer, influencing it only to retain possession of the Talisman (to the death if necessary).  It may be removed by force or stealth with no other untoward physical consequences, and in eight hours the bearer will no longer suffer the desire to retain the Talisman
 

At the end of the fifth day of wearing the Talisman (and every day thereafter until the save is failed or the Talisman removed), the bearer must make a saving throw.  On a failure, the Talisman extrudes a set of wires and tentacles that embed themselves (uncomfortably, if not painfully) in the bearer's flesh.  Once embedded, a Remove Affliction ritual is the only method by which to separate the bearer from the Talisman before the next stage.  For 48 hours from the failed save nothing else apparent occurs.  In reality, the Talisman is threading itself deeper and deeper into the creature, penetrating all vital organs - including the brain.


48 hours later, it becomes permanently affixed to the bearer's flesh wherever it lies and unfolds itself into its true form - that of a dark greyish-pink tumorous growth sporting a single eye that oozes pus slowly and constantly (iris colors vary, and whether the eye is borne upon a mobile stalk is up to the DM).  The possessor's flesh takes on a dirty hue, with visible stringy discolorations and wiry tendrils apparent just underneath.  The bearer now is considered to have an origin of Aberration.  The Talisman loses its inherent bonuses and no longer occupies the neck slot.


Over the course of weeks, months, or years, the bearer will abandon any Paragon Path it had previously chosen (forever losing access to any powers or social connections such path might have granted), and will instead adopt the "Infected Aberrant" path. 


The bearer will always choose to wear clothing that conceals its new eye from the notice of others (assuming such notice would draw unwelcome consequences), but which is loose or thin enough that the eye can see its surroundings.  When alone or among others who would be unaffected by its exposure, it will leave the eye open for a clear view.  The Talisman itself has no intellect and cannot be communicated with - it is an observation device and links the bearer back to the powers of the Far Realm, or perhaps the Realm itself.  Damage to the eye itself will self-repair in less than 24 hours, and the bearer will resist such damage as a creature threatened with mortal harm would.  If the bearer is slain permanently (i.e., no method of resurrection or raising is possible), theTalisman will revert to its original innocuous form and await the chance to be claimed by a new bearer. 


Talisman may be destroyed as any common object of stone or crystal would be.  It cannot be disenchanted, as it is more appropriately characterized as a living thing than a magic item. 

Yeah.  I did just kill your BBEG with a vorpal frisbee.  Problem?
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3 years ago  ::  Mar 08, 2010 - 8:05PM #229
Veok
Date Joined: Jan 2, 2008
Posts: 2,481

Mar 7, 2010 -- 8:33PM, Someone wrote:

I thought Phase 2 was "????", and Phase 3 was "profit".




As long as your penultimate Phase is ????, you're golden.

If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one.

Not using the Metroid item collect jingle though? That, was a mistake.
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3 years ago  ::  Mar 08, 2010 - 9:18PM #230
Barmp
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Date Joined: Oct 23, 2007
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Feb 6, 2010 -- 5:55AM, Pluisjen wrote:


Here's another supplemental.


I've been seeing some great entries, keep it up! Laughing




Been a bit busy so sorry I'm getting this posted late, it will be a fairly brief review without a full score - but I hope it helps.

First, I thought this was a great theme for a Paragon Path.  It's tie in of noise and thunder was excellent, the prerequisites were very open and the power level was very good.  I liked all three of your features, they were excellent both in their balance and the tie in to the path.  Your powers were of a similar line, tho I do have some more specific criticisms regarding them.
First, Drown Out the Noise seems like a solid utility power, but it's the sort of thing that your players might not appreciate being caught up in.  Also, it would be quite difficult to avoid metagaming this one by virtue of it's huge area of effect and the players obvious desires to communicate with each other during battle.  
Warning Shout was great, tho my biggest problem with it is it's complete openness to ability scores to key off of.  It doesn't match the flavor of the entry if someone is using Dex, Wis or Int to key these attack powers.  In my mind, it should give a choice and I can see a very strong reasons to tie this to Strength and Constitution - even Charisma is acceptable.  Of those three stats I'm sure a player won't be too pressed for choice, even if it makes some Screamers less optimized than others.  
Breaking the sound barrier is another great power, but I again felt it should have had been tied to a more defined set of attributes, but mechanically it's friendlier to the concept of using any ability score than Warning Shout by virtue of the battlefield movement.  I also didn't think increasing the damage of the ability one level after it is first granted is unnecessary, there isn't a large difference between 20th and 21st level after all, I can't see the need for limiting the damage of the ability for a single level.  The damage isn't even that high, tho with all the effects on monsters I think it's in a good place where it is.  

Overall I think you hit all your optional elements solidly, you would have scored well in both usability and creativity and it was very well written.  This would have been one of the top entries in the competition, probably sitting between 40-42 points in the end, which is right in with that very competitive top 5 group.  

It's my personal opinion that pretty well any of the entries in the top 5 could have won gold (or at least medals) in other competitions, this was just a competition with a lot of entries of uncommon quality.  Around 40 points (in this case) you should know that you hit a winning formula and it's only the small things that separate you from your peers.  
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