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6 months ago  ::  Dec 18, 2012 - 12:03PM #21
Fimbria
Date Joined: Apr 9, 2012
Posts: 221

Dec 18, 2012 -- 11:50AM, Orzel wrote:

Kobold: Master, the heroes have made it to the seer. They know of your true name. Dragon: FOOL! Bring me the wizard before I have you for lunch. Kobold: Yes, Master. Wizard: I am here, Master. Dragon: Cast the spell. Or DIE! Wizard: Y-y-yes, M-Master. At o-o-once, Master. Oh oh oh. Ohohoh. Dragon: My, my, my, my tail knocks them so flat Makes me say "Oh, Tiamat" Thank you for blessing me With a breath weapon and four hype feet It feels good, when you know they can't save A super dope dragon from the mountain cave And I'm known as such And this is a beat, uh, you can't touch



I lol'd.

And every influential figure in the world has to do this on a regular basis for their own security.

D&D Next: the Broadway Musical Edition!

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6 months ago  ::  Dec 18, 2012 - 12:21PM #22
mellored
Date Joined: Jul 8, 2008
Posts: 19,469

Dec 18, 2012 -- 12:01PM, Jenks wrote:

They are just trying out the mechanic. If it works, it works. If it doesn't, it doesn't. No reason to get bent out of shape


Who's getting bent out of shape?

Unless it's the ooze lord dancing... 

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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5 months ago  ::  Dec 18, 2012 - 9:40PM #23
LadyBlackwell
Date Joined: Oct 5, 2012
Posts: 226
Maybe I've missed it, but can somebody explain to me what a true name is?  How does one find out what a character's true name is?  If I go up to a wizard who has it in for me and say "Hello, I'm Mildred Blackwell."  Does that mean he can Otto's Irresistable Dance me?  If that's the case, is my name really not Mildred Blackwell anymore after the spell is cast?  If I don't know my new name, how will a wizard know it?  I mean, high profile baddies could be easily taken out by something like this, as they're likely using their real names.  Or do BBEGs and the like use aliases on a regular basis now to prevent this?
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5 months ago  ::  Dec 19, 2012 - 12:51AM #24
Zaramon
Date Joined: Oct 19, 2012
Posts: 1,426
A Truename, in a nutshell, is like your character's cosmic signature on the parchment that is reality. Truenames can't properly be expressed with words, it's a kind of primal concept that gets embedded into your character's brain when you're exposed to it. Many people live their entire lives without ever learning their own Truenames. Generally, it's the kind of thing that you'd have to have high level divination magic to find out, or know some kind of powerful extraplanar being and have them get the info for you.
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5 months ago  ::  Dec 19, 2012 - 3:18AM #25
Luis_Carlos
Date Joined: Jun 15, 2006
Posts: 2,444
I rebember a old article from Dragon Magazine (317) about fethises and truename, and the Truename game mechanic from "Tome of Magic: Pact, shadow and truename".And too I rebember to the nomanclature hekau path from "Mummy: the resurection" by White Wolf (old World of Darkness).






Iconic truenamer.

www.wizards.com/default.asp?x=dnd/ex/200...

www.wizards.com/default.asp?x=dnd/frcc/2...


It could be a interesting idea, but at the very best we should wait until player handbook II.



"Say me what you're showing off for, and I'll say you what you lack!" (Spanish saying)


Book 13 Anaclet 23

Confucius said: "The Superior Man is in harmony but does not follow the crowd. The inferior man follows the crowd, but is not in harmony"
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5 months ago  ::  Dec 19, 2012 - 3:49AM #26
Orzel
Date Joined: Aug 22, 2007
Posts: 3,212

Dec 18, 2012 -- 9:40PM, LadyBlackwell wrote:

Maybe I've missed it, but can somebody explain to me what a true name is?  How does one find out what a character's true name is?  If I go up to a wizard who has it in for me and say "Hello, I'm Mildred Blackwell."  Does that mean he can Otto's Irresistable Dance me?  If that's the case, is my name really not Mildred Blackwell anymore after the spell is cast?  If I don't know my new name, how will a wizard know it?  I mean, high profile baddies could be easily taken out by something like this, as they're likely using their real names.  Or do BBEGs and the like use aliases on a regular basis now to prevent this?




A true name is  basically a cosmic description of a being. The being's code in reality. Stating a being's true name before them gives you power over them. Weaving a truename into a spell makes it almost impossible to resist.

Saying "He who first put peanut butter in chocolate is now deaf" in Ancient Speech before Archmage Reese rewrites reality and removes function from his ears.

But as beings can change, truenames can be altered. Significant acts and effects can alter your truename. Therefore it typical require powerful divinations and allies to know an updated truename or years of special training to guess one.

Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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5 months ago  ::  Dec 19, 2012 - 5:40PM #27
LadyBlackwell
Date Joined: Oct 5, 2012
Posts: 226
So, again, how does one learn a person's truename?  Spells involving truenames can either be extremely powerful or a waste of a slot depending on how easy it is to learn a truename.
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5 months ago  ::  Dec 19, 2012 - 6:15PM #28
Orzel
Date Joined: Aug 22, 2007
Posts: 3,212

Dec 19, 2012 -- 5:40PM, LadyBlackwell wrote:

So, again, how does one learn a person's truename?  Spells involving truenames can either be extremely powerful or a waste of a slot depending on how easy it is to learn a truename.




In most setting, you go to a major library or college and hire a truenamer or truename scholar.

Or bring a truenamer with you.

Thing is... if someone knws a truename is with you, they tend to nova your behind. If you manage to get a truenamer to high level foes, you have earned the right to kick its butt.

Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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5 months ago  ::  Dec 19, 2012 - 7:21PM #29
Zaramon
Date Joined: Oct 19, 2012
Posts: 1,426

Dec 19, 2012 -- 5:40PM, LadyBlackwell wrote:

So, again, how does one learn a person's truename?  Spells involving truenames can either be extremely powerful or a waste of a slot depending on how easy it is to learn a truename.




Like I said earlier, high level divination magic, or having as a contact/ally/friend some powerful extraplanar beings, or finding some kind of really well-stocked and magical library. Like a book that allows you to speak the real full name of a person aloud, and for some kind of costly sarifice, it's Truename is scrawled magically across the pages. Generally, learning Truenames is really, really hard, which makes sense, because getting a person's Truename pretty much means you have their proverbial balls in a magical cosmic vicegrip.

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5 months ago  ::  Dec 19, 2012 - 7:32PM #30
Lesp
Date Joined: May 5, 2009
Posts: 2,301
Truenames have traditionally been presented as difficult to learn. Hints to what an individual's true name might be could be available, but individuals who are important enough that anybody would seek their true name are often the same individuals with the means and motivation to explicitly work to obfuscate it. Most people's true names are protected by security through obscurity; nobody is going to bother to do the legwork to get at someone random's truename. While true names are usually presented as something that can be discovered through research, it's never been super clear to me where the material for that research comes from in the first place. Powerful divination, maybe.

I don't really like the true name clause on Otto's Irresistable Dance. That seems like just something not special enough to bring in true names, and it makes them feel less special. True names should be for things that feel like you're really cosmically singling someone out, not for exending the duration of an extremely silly high-level Hold Monster variant. If you're going to do something like that, it should at least be something with an epic-feeling effect, like maybe you freeze the target in time permanently or something.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.

"Feel free to claim I said anything you like. How's someone going to call you out on it? Are they going to be all like, 'I know all of the things that Gary said, and that's not one of them?'"
- Gary Gygax
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