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Switch to Forum Live View Custom Origins Compilation
2 years ago  ::  Feb 18, 2011 - 9:50PM #241
ChaoticGood
Date Joined: Jul 27, 2001
Posts: 332
Seal-Clubber: The main idea there is that you get the +1 melee reach, and double damage if you go with a two-handed weapon. I agree that it is a little on the weak side, though.

Turtle Tamer: No. The speed penalty applies even you aren't wearing armor at all. (It's not a KoL rules-based thing; I just wanted to tie in that "really good at being slow" line in the intro.)

Pastamancer: I wanted each class to have a different base stat. I was already using Wisdom for Turtle Tamer and Charisma for Disco Bandit, so that only left Intelligence for the Mysticality classes. From there, I reasoned that Pastamancers should be starchy and rigid and summon tough, physical noodles, and... yeah. It's weak reasoning, but I couldn't talk myself out of keeping Wisdom as the Turtle Tamer stat. If you use these Origins and want to switch the two prime stats for TT and PM, I certainly would not cry foul.

[Edit: I've gone and switched the primary stats around.]

Oh, and the inconsistency was a cut and paste error.

Update: All 6 class origins are now posted!
Encounters DM, Season 4 & Season 5 - Amorous Armadillo Game Shoppe - Oviedo, FL
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2 years ago  ::  Feb 22, 2011 - 5:39PM #242
ChaoticGood
Date Joined: Jul 27, 2001
Posts: 332
This was on the second page, and I'd really like to get some feedback, so my apologies all around, but...

Encounters DM, Season 4 & Season 5 - Amorous Armadillo Game Shoppe - Oviedo, FL
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2 years ago  ::  Feb 24, 2011 - 10:32AM #243
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714

Feb 15, 2011 -- 6:56PM, Alana_Bloodwright wrote:

Is it just me or is the Serpentine origin missing from PDF 2?


It might be under a different name - I changed the name several times after initially writing it...

Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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2 years ago  ::  Feb 25, 2011 - 12:58AM #244
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Umm, wow. I cant believe nobody ever noticed that. Serpentine is indeed missing. There's 20 origins in the pdf, but one if Extraterrestrial, which was included as an optional variant. I guess when counting up to make sure I did them all, I didnt even notice, and nobody pointed it out :P Which is kinda amusing, because tony is still credited for it in the pdf.

Good thing someone pointed it out before i finished this next pdf. Ill add it next time i can work on this.

I really need a proofreader ;P



As a side note... I am very, very sick with flu this week, and have been mostly bedridden since sunday. It would be a huge help for me if someone could go through and copy/paste posts with the class-like origins and send it to me as a basic text file or something. Thatd save me some time, and all id need to do is the formatting.
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2 years ago  ::  Mar 01, 2011 - 2:11PM #245
Kelvor_Ravenstar
Date Joined: Oct 12, 2004
Posts: 122
For those with plenty of experience making these origins, have any of you figured out guidelines for what a standard level of power is for each ability level?
I'm working on about 9 new origins for my game, and I'm having trouble figuring out how far each Utility and Expert power should go. About what level powers do you think they would be equivalent to in D&D 4e?
I think the best I can do is reverse engineer the origins to figure out average damage or the spread of power between origins. 
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2 years ago  ::  Mar 02, 2011 - 5:55PM #246
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714
I kinda do it by feel.  Gamma World isn't as balanced as 4e, it errs on the side of mayhem.  But you get a general idea of what's what by becoming familiar with the existing origins.

For at-wills, they should be noticeably better than D&D at-wills, for the most part.  In general, if they hit multiple targets and have fun riders, they do a d6.  If they put a rider on just one target, they do a d8, or weapon damage.  If they just hit hard, they do d10 to 2d8 damage.

Utilities... I guess about equivalent to a high Heroic utility in D&D?  Messing with the way cards or drawn, a teeny bit of healing, saves, and movement effects are all suitable things to do with a utility.

Expert powers should be comparable to D&D dailies, IMHO.  Two or three times the dice of a basic attack +2*level damage, for starters.  Miss or Effect lines aren't unreasonable.



The spread in power among existing origins is pretty broad.  There are origins with a not-too-special-seeming Novice Power, that's 1/encounter and others with crazy-powerful ones that are at will (even a minor action, in one case).  There's a lot of us who just push novice powers into some kind of more consistent 'box' - I generally go with all Novice Powers are at-will & standard actions. 

Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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2 years ago  ::  Mar 04, 2011 - 6:49AM #247
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Minor News update: Finally mostly over the flu, but sick enough to not have any responsibilities yet, so taking today to work on the compilation. The first 2 compilations have been gone over/typed up, Serpentine is added, and I'm now finally working on enitrely new stuff. I'll be doing that all today, and thanks to Tony sending me a text of his class-based origins, I'll have a leg up on those as well. So should make some major progress today. I'll keep people updated as I go along
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2 years ago  ::  Mar 04, 2011 - 7:46AM #248
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145

Feb 17, 2011 -- 9:19PM, ChaoticGood wrote:

Only a week later than promised, but here they are: SIX new origins, based on the classes available in the "low-tech" MMORPG, Kingdom of Loathing!


Thrust-Smack (At-Will, Standard) Melee weapon +1: Str + Level + [W] VS. AC =
[W] + Str + 2xLevel damage. If you are wielding a 2-handed melee weapon, deal
double damage.



Effin' nice.  Oh, KoL, how I loved you.  

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2 years ago  ::  Mar 04, 2011 - 3:43PM #249
Jubjubbird
Date Joined: Oct 29, 2010
Posts: 58
Great Chandrak! :D 
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2 years ago  ::  Mar 04, 2011 - 5:49PM #250
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Another minor update: finished up most of the origins that aren't in the class group today; We're apparently short a few from 20 since we never heard back on balance changes from the person who posted Displacer / Lepidoptoid / Etc - I've got 17 so far added in to the compilation (speak up if theres one ive missed (Not including the Kingdom of Loathing ones in the general group. As amusing as they are, they'll go in the 'extras' section since theyre a bit wacky).

1. Vampire - RPJesus
2. Chelonian - RPJesus
3. Koopa Troopa - Dudesock
4. Infected - Deadworld
5. Fey - Tony_Vargas
6. Invisible - ChaoticGood
7. Puppeteer - Chandrak
8. Tyrannosaur - Glimmthegnome
9. Rabbit - Oraibi
10, Solar - Sol_Lich
11. Ocular - Oraibi
12. Toxin - Sol_Lich
13. Brute - Foigofwar
14. Hemokinetic - Chandrak
15 Blue Mage - Chandrak
16 Tauric - Chandrak
17 Animated - Oraibe
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