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You are here: Home --> Forum Home --> Recent posts by Ayrn
Topic: Trilogy Ten Year Anniiversary
Subject: Nice work


Way to go, Tann and Company! Congrats!

Posted on 2014-09-02 at 15:42:30.

Topic: The Gobber King
Subject: Pick me!!


"Anybody with a good eye for traps eager to open the doors?"

"Oh! Oh!" Wembley squeaked. "I'll do it, Gamard."

The cidal put away his staff sling and loosened up his fingers dramatically. "My great-great-aunt, Lucinda, she was an excellent trapsmith. They say she could sniff a trap out, let you or I might sniff out a foul goblin ambush. Have you ever smelled goblin hide before? Pah-yalagh! They stink bad... like... like, ol'Duncan, my uncle Darwin's hound would after mucking around with the pigs. Ha! That dog sure did stink. Didn't matter how much uncle Darwin washed him in the river, he would still..."

The cidal continues on, telling his companions about Duncan the dog which weaves into another story about a bandit cidal who once wore goblin hide as armor. From time to time the story pauses as he first listens at the doors, then checks for traps, before opening up the doors.

[OOC: I may have taken the post too far. My intention is to listen at the north door, that the south door, then attempt to notice and diarm and traps, then open the door to the north (and the south one after that, assuming nothing jumps out at us after opening the north one.]


Posted on 2014-08-30 at 22:53:22.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Hammer


The point you spent on Father O'Brian (which, I'm assuming you spend on gaining 1 more rank of Sidekick) can actually buy 10 extra ranks in Treatment (not just 2).

Spend 1 pp on Sidekick, give Sidekick 5 power points to spend.

Sidekick spends 5 power points on skills, gains +10 skill ranks.



Posted on 2014-08-30 at 01:26:01.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Fair enough...


I appreciate what you said, Hammer. I think you're right... you know best the vision you have in your mind for Zilver and Father O'Brian. It's probably best to leave your sidekick as yours rather than shared.

So, with that in mind, I guess we just spend the extra points on our own characters individually.

Alacrity, probably the easiest way to spend your 2 points would be to boost Mr Nobody's Parry defense score to 6. It bring the score up to the power level max and costs only 2 points.


Skari-dono, I'll get back to you on how I hope to spend mine.

Thanks!

Posted on 2014-08-29 at 09:15:10.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Haha!


Well, for the record, and let me be very clear - I really am looking forward to roleplaying with all of you! (especially you, Roger!)

And, for the record, I really think all the character concepts on the table are awesome! Seriously, super cool. All the backstories were very enjoyable to read. (which is not surprising because you guys are a bunch of great writers).

The above, for sure, is min-maxing... though, I'd rather reframe it as "enabling your character to do within the rules what you actually see him or her doing in your mind."

Truthfully, when I DM, it is pretty much "free-form" or ultra-rules light... I'm looking to tell a cooperative story with my kids. I giving them each a D6 dice so they feel some tension, and pretend to consult a table or two before I add some more to our story and we continue on.


Posted on 2014-08-28 at 14:53:33.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Some thoughts about M&M 3e character building


Sorry, guys... I hope you don’t hate me for reviewing your characters with fine tooth combs, and making all sorts of suggestions. I re-read my last post about the critique of Father O’Brian, and it seemed to me to come across a lot harsher than I intended. Hammer, if you found it offensive, I totally understand... and I’m sorry.

It’s definitely not my intent to change up what you are hoping to accomplish with your characters, nor change anything if you like the way your character looks. My main concern is more that when it comes to actual game play, you might find that some of the things you chose for your character won’t actually work as you hope, or you won’t actually use the advantage or power, which means you could have spent those power points strengthening your strengths (if that makes sense).

So, here’s a few lessons I’ve learned from playing M&M:

1) M&M is all about customization, or “Not all Abilities are created equal”. When you spend power points on Abilities, what you are actually doing is buying a ranks in a bunch of other things (advantages, skills and defenses) bundled together. Sometimes, this is a simple and effective way of purchasing these things. Sometimes, though, it's actually "cheaper" to just buy ranks in those things (advantages, skills and defenses) that you really want.

This is especially true for Presence. Spending 2 power points on Presence gives you Deception 1 (cost 0.5 pp), Intimidate 1 (cost 0.5 pp), and Persuasion 1 (cost 0.5 pp). So, with Presence, it's actually "cheaper" to just leave the ability at Rank 0 and purchase skill ranks in the skills you want. Example: You have 6 pp to spend. You could buy Presence 3 (giving the 3 skills each a +3 bonus) or you could just buy 12 ranks of skills (giving each skill a +4 bonus). This becomes even more important if you just wanted to focus on one or two of the three skills. Example: you just want your character to be awesome at intimidating people... 6 power points in skills buys 12 ranks of Intimidate, which is much better than Presence 3.

This is true about all the abilities, though some more than others:

Strength: One point of strength buys you Close Damage 1 (cost 1 pp), Lifting 1 (cost 1 pp), and Athletics 1 (cost 1 pp), which is a great deal if you want all of those things.

But, let’s say you wanted to build a martial arts character who can center their Chi for a good Damage effect (say Rank 6), who’s amazing in Athletics (Rank 15), but can’t lift more than 400 lbs (Rank 3) on an average day.... a more customized use of your power points would be to buy Strength 3, Strike 3, and Athletics 12 for a cost of 15 power points rather than buying straight Strength to level 15 (cost 30 pp).

Stamina: One rank in Stamina buys you Toughness 1 (cost 1 pp) and Fortitude 1 (cost 1 pp), an even trade. So, simply buy Stamina up to the max level you want for either Toughness or Fortitude, than add additional points into either Protection (whether as a power, device, or equipment), or the Fortitude defense.

Agility: One rank in Agility buys you Dodge 1 (cost 1 pp), Acrobatics 1 (cost 0.5 pp), Stealth 1 (cost 0.5 pp), and Initiative 1 (cost 0.25 pp). This is another one of those Abilities that is really good if you want to be good at all these things. **Note** You still need to buy at least 1 skill rank in Acrobatics in order to be able to use the skill (or purchase the Jack of All Trades advantage).

Dexterity: One rank in Dexterity buys Ranged Combat 1 (cost 1 pp), Sleight of Hand 1 (cost 0.5 pp, but requires you to be trained), and Vehicles 1 (cost 0.5 pp, but requires you to be trained). Unless you are looking to be good in all three things, it will be cheaper to just buy what you want individually rather than buying ranks in Dexterity. Additionally, if you are only focusing on one form of Ranged Combat, it is more cost efficient to buy skill ranks in Ranged Combat [Your Form]. If you want to be equally good at two or more forms of Ranged Combat, just buy ranks in the advantage.

Fighting: Fighting works the same as Stamina. One rank in Fighting gives you Close Combat 1 (costs 1 pp) and Parry 1 (costs 1 pp). If you are only focusing on one form of Close Combat, then it is more efficient to purchase skill ranks in Close Combat [Your Form] and ranks in the Parry defense. Once you want to do more than one form of close combat, you might as well buy ranks in Fighting until you hit your desired limit for either Parry defense or Close Combat attack, and then purchase additional ranks in the other area.

Intellect: Intellect is like Presence as it only purchases skills (Expertise, Investigation, Technology, and Treatment), each worth only 0.5 pp/rank. These skills also all require you to be trained in them in order to use them. Unless you are planning on having ranks in more than 3 of these skills, a more cost efficient way to spend your power points would be to just buy skill ranks rather than Intellect ranks. If you are looking to be the super smarty pants who knows everything about everything then, yes, purchasing Intellect is cost effective (along with the Jack of All Trades advantage)

Awareness: One rank of Awareness buys Will 1 (cost 1 pp), Insight 1 (cost 0.5 pp), and Perception (cost 0.5 pp). Equal trade if you are looking to be skilled in all these areas.

It is worth noting that occasionally your character may have to make an Ability check. Strength is one such ability, especially if you are using the maneuvers that are keyed off Strength (like Disarming, Grabbing, and Holding). This is also occasionally true for Agility and Awareness, but usually you are allowed to use a skill check in place of the Ability (like Acrobatics or Insight).

Haha... that took a bit of space... but buying ranks in Abilities is one of the big ways to either “save” power points (not often) or waste them (common). Don’t be deceived!


2) Pay attention to the Power Level. Especially with your defenses, and your attack/damage effects! You would be wise to keep them as maxed out as possible.

At Power Level 8, this means that your Attack/Damage effects combined should be at 16, otherwise you risk either not hitting or not damaging opponents at your equal power level. And, really, you probably want to keep the difference between the two at no more than 5.

For example, having an attack bonus of +14 with a damage effect rank 2 will likely hit whomever you are trying to hit, but your opponent will just soak the damage with his toughness defense (which means you just wasted your attack).

If you happen to have the Power Attack advantage, you have the flexibility to -5 from the attack and add +5 to the damage (giving you a +9 attack, +7 damage) which will mean you hit a little less frequently, but at least you’re likely to do damage. You could save yourself a power point, though, by not purchasing Power Attack and creating your power to be +10 attack, damage rank 6.

Fortitude and Will defenses are really your call... if you want him to be able to deal with more attacks on the body, make Fortitude higher. If you think your guy can deal with assaults on his mind better, give him a better Will defense. Keeping their combined total at 16, though, is a good idea. Affliction and Weaken powers apply conditions that can knock your character out of the fight pretty quickly and they usually target Fortitude or Will. Seriously... 3 degrees of failure and your guy becomes incapacitated, and a lot of those Afflictions can easily have the Continuous extra, meaning if your opponent keeps hitting you three rounds and you fail each round, you’re incapacitated.

Dodge-Parry/Toughness is an interesting mix. From a min-max perspective, having a higher toughness and lower dodge-parry is more efficient and more likely to help out in combat. Here’s why:

On a per power point comparison, you need to spend 2 pp to gain a rank in both Dodge and Parry, but only 1 pp to gain a rank in Toughness. There’s also a number of conditions that can either cut your dodge-parry defenses in half (surprised) or drop them to 0 (defenseless). Finally, the ability to purchase Impervious Toughness allows the character to auto save against damage effects that are ranked at half the level of the Impervious rank.

Regardless of whether you focus on the Dodge-Parry side or the Toughness side, keeping their combined total at 16 is a good idea

Two special notes here:
- At PL 8, Impervious Toughness is only really good if you have at least 8 ranks in it, allowing you to auto save against damage effect ranked 4 or less (basically making you immune to most equipment level damage)... anything less than rank 8 and you’ll probably find that it doesn’t help you that much and you would have been better off just spending the power points on additional ranks of straight Toughness/Protection (without Impervious) or spending them somewhere else.

- The Defensive Roll advantage is a trap! Don't buy it! You spend 1 pp to gain 1 rank in Toughness, but it’s an active defense, meaning it is subject to being halved or reduced to 0 like Parry and Dodge. Better to spend the point on the Protection power and just say your character has toughened his body through martial training.


3) You already have a wide range of “lesser” advantages available to you for free. All of our characters can use lesser forms of Accurate Attack (-2 damage, +2 attack), All-Out Attack (-2 dodge and parry, +2 attack), Defensive Attack (-2 attack, +2 dodge and parry), and Power Attack (-2 attack, +2 damage). This should make you think twice about whether or not you really need to purchase any of those advantages. (Mr Nobody’s Power Attack advantage is a good example... I’m not sure there will ever be a time where you’ll want to subtract more than 2 from his attack, much less 5, in order to add that bonus to his already powerful damage effect. I know the Archetype in the book has the advantage listed... I’m just not sure why. The Accurate Attack advantage would be of better use, allowing Mr Nobody to tone down the damage sometimes in order to make a precise strike.)


4) Advantages tied to Skill Checks: If you are looking to have an advantage that is tied to making skill check, you really want a bunch of ranks in those skills. At Power Level 8, in order to be effective, you’ll want at least 8 ranks in the skill, probably more, in order to have some hope for reliable success. I’m thinking of the advantages Daze, Redirect, Startle, and Taunt specifically, as these are advantages meant for combat. They can all be resisted by an opposed skill check or a Will check by your opponent (the better of the two). If you assume most opponents have at least a Will defense of 8, you need at least a +8 in your skill to match him, meaning you’re likely spending your standard action on a 50/50 chance of success.

Furthermore, it’s debateable whether or not spending your action to gain whatever effect the advantage will give you is worth it... or if it would have been better to just attack the opponent (or use the Aid action to help one of your allies to give them a +2 bonus to their attack)



Wow, so that was longer than I thought it would be. Not sure if this will be helpful for our present game, but maybe for future games.

Peace,
Ayrn

Posted on 2014-08-28 at 07:54:19.
Edited on 2014-08-28 at 08:01:42 by Ayrn

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Also...


After reviewing our characters, we could probably take out the Infirmary, Library, and Workshop from the headquarters seeing as none of us have investigation, treatment or technology skills.

Meaning, we could possibly gain another power point if we keep the total cost at 20 equipment points or less.

Posted on 2014-08-27 at 10:34:49.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: PART II - The Car


VEHICLE: SOUPED UP MERCEDES-BENZ 770 W07

Size: Limo – Huge (costs 3 ep)

Strength: 8 [6 tons carrying capacity] (costs 0 ep)

Speed: 5 [900 ft/round; 100 mph] (costs 5 ep)

Defenses: 6 (costs 8 ep)

Toughness: 10, Impervious (costs 11 ep)

Features:
Navigation System (costs 1 ep)
Security System 2 (costs 2 ep)

Total Cost of Vehicle: 30 equipment points = 6 power points

**NOTES** I tried to equip this ride with some weapons, but I decided against it. Truthfully, it’s questionable whether or not we really need the car as all the PCs have their own personal modes of transportation. Only Father O’Brian really need a ride...

One benefit is, perhaps, that the car is a slightly more subtle way of moving around the city (as opposed to leaping, flying, and teleporting).

Anyway, presently, Hammer, this would free up the 5 power points you spent on Equipment (Vehicles/Headquarters), plus we have 1 more from our pool remaining for a total of 6 power points.

A couple of options:

Option #1 - The Simple One: Add the 6 remaining power points to buy more ranks in Sidekick: Father O’Brian. Make sure you max out Father O’Brian’s Vehicle skill so he can at least drive this thing. Probably a bunch of skill points in Technology would be helpful too so he can repair any damage to the vehicle.

Option #2 - The “Min-Max” One: Scrap this vehicle idea, gain 6 additional power points. Spend all 12 power points on buying ranks in Sidekick: Father O’Brian to give you an additional 60 sidekick points to create your sidekick. Then spend 6 of those sidekick points on equipment to purchase this exact vehicle. This would leave you with 54 sidekick points... and you’d still have the car (mind you, it’s Father O’Brian’s car). Again, maxing out the Father’s Vehicle and Technology skills would be wise.

Option #3 - The “And Now For Something Completely Different” Idea: Scrap this vehicle idea, gain 6 additional power points. Spend all 12 power points on buying ranks in Sidekick, and create Father O’Brian in such a way that he has his own mode of transportation. Maybe a motorcycle (with a side car, so Zilver can ride along... haha)...

On a different note, Hammer, you may also want to revise Father O’Brian a bit... I don’t know his full backstory (beyond him being a good friend of Zilver) or what you have in mind for him, but some of your combinations of Abilities/Advantages/Skills won’t work so well in game play.

In particular, Father O’Brian has Contacts, Connected, Taunt, and Well Informed advantages with are all keyed off skills. Contacts is based on Persuasion (which is -1 for O’Brian); Connected is Investigation, which you can’t use without ranks in Investigation; Taunt is Deception (which is -1 for O’Brian); and Well-Informed is either Investigation (can’t use) or Persuasion (-1 penalty).

Additionally, the advantages Accurate Attack, Defensive Attack, and Power Attack are probably unnecessary as you can, without those advantages, already shift your damage or attack modifiers by -2/+2. I doubt he’ll want to shift either much more than that. Uncanny Dodge also, presently, doesn’t do anything for O’Brian. When a character is surprised, their active defenses (dodge and parry) are cut in half... O’Brian’s dodge and parry scores are at 1 presently. I wouldn’t consider Uncanny Dodge until his Dodge and Parry are significantly higher (in the 8+ range)

Two advantages you may want to consider are Improved Defenses & Weapon Bind, which combines nicely with his Improved Disarm advantage... mind you, Disarm is keyed off of strength, so O’Brian may have some difficulties pulling it off.

Also, under O’Brian’s equipment, you have his armor listed with the Easily Removable flaw, which is actually already accounted for in the Equipment advantage... so, it actually still costs 12 equipment points. Or, you need to shift it over to the Powers section and make it a device like we did with Zilver. It costs more as a device, but I think that is a more accurate description for his armor.

Oh... and, of course, now that we’ve pool power points for the headquarters, Father O’Brian doesn’t need to spend that equipment point on the gym.

Peace,
Ayrn

Posted on 2014-08-27 at 10:22:54.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: PART 1 - Updated Headquarters


HEADQUARTERS: CHURCH

Size: Dual-Sized – Appear to be a Large-sized church from the outside, the underground lair is actually Gargantuan size (costs 4 ep for size, 1 ep for dual-size feature)

Toughness: 16 (costs 5 ep for +10 toughness)

Features (costs 12 ep):
Concealed 2 [DC 25 to locate concealed entrances to underground lair]
Garage
Gym
Infirmary
Library
Living Space
Secret 3 [DC 30 to discover the lair]
Security System 1 [DC 20 to overcome locks]
Workshop

Total Cost: 22 equipment points +3 equipment points for alternative headquarters / 5 power points

**Notes**: Alacrity and Eol, if you don’t feel like creating an alternative headquarters, we can use those extra equipment points to purchase the following additional features for the church:

- Power System (it runs on its own power grid)
- Defensive System (something to help keep the bad people out)
- Fire Prevention System (something to put out accidental kitchen fires)


Posted on 2014-08-27 at 07:17:05.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: I'll send something soon


Give me a couple hours, and I'll have something for you.
Peace,
Ayrn

Posted on 2014-08-26 at 17:16:57.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: If I could make a suggestion


What if we were to pool the extra points on Father O'Brian and headquarters and vehicle?

Something like this:

1 Power Point to spend on Equipment[Headquarters] to make the Headquarters a 17 equipment point headquarters (so, Hammer, you'd add 2 more features to to the headquarters you made, or another point of toughness)... and use the addition 3 equipment points to create 3 alternative headquarters (Mr Nobody's favourite restaurant, Sam's secret roost, and Christina's special happy place).

3 power points to spend on Equipment [Vehicle] to give us a shared vehicle. I'm thinking a Mercedes Benz 770... with GUNS!!

6 Power Points to spend on Sidekick ranks [Father O'Brian] to give this guy a little more combat utility (or faith healing ability). Regardless, it would make Father O'brian a 60 power point NPC (about half our level)... give him the tricked out car (and maybe a couple rank in Immortal) and either Hammer or Skari-dono can have a real "Robin" type guy hanging around.

Just a thought.

Posted on 2014-08-26 at 16:45:21.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Rub the lamp!


Surprise! Here's I am!

It's true. I leave for a camping trip on September 1-6 (and I've been promised no internet access), and then I have 2 days of crazy work.

I'll also be quite busy this week with work. (the joy of salary work )

Anyway, looking forward to this too!

Ayrn

Posted on 2014-08-26 at 16:07:02.

Topic: The Gobber King- QnA
Subject: Not much...


Yep, I noticed that too...

The only other bit is meta-game... that there are still a bunch more rooms to explore.

I think it would be good to get back to the Cellar Room and try that last remaining portal. (though, I'm not saying we shouldn't explore the areas we have to go through on the way back. :NAUGHTY

The trick with the "compass" markings is that we don't actually know which direction is which (unless someone has direction sense or some such thing). The portals might actually just be disorienting, but in reality the rooms are just connected one to the next. It would be interesting to print and cut out each of the maps that Al has given us and see if they work together in some nice puzzle (remembering that we are still missing 10+ pieces to the puzzle).


Alacrity, I'll be away from Aug 30 - Sep 9 on vacation with little to no internet access.

Peace,
Ayrn

Posted on 2014-08-24 at 19:35:07.

Topic: The Gobber King- QnA
Subject: Keeping Track


Area 0 = Island
- N Portal leads to ???
- E Portal leads to Area 1, N Portal (assumed)
- S Portal leads to ???
- W Portal leads to ???

Area 1 = Lobby/Library
- N Portal leads to ???
- E Portal leads to ???
- S Portal leads to Area 2, E Portal
- W Portal leads to ???

Area 2 = Cellar
- N Portal leads to Area 3, W Portal
- E Portal leads to Area 7, N Portal
- S Portal leads to ???
- W Portal leads to Area 6, S Portal

Area 3 = Weapons Room
- N Portal leads to ???
- E Portal leads to Area 4, N Portal
- S Portal leads to ???
- W Portal leads to ???

Area 4 = Pool/Spa
- N Portal leads to ???
- E Portal leads to ???
- S Portal leads to Area 5, E Portal
- W Portal leads to ???

Area 5 = Diningroom
- N Portal leads to Area 2, W Portal
- E Portal leads to ???
- S Portal leads to ???
- W Portal leads to ???

Area 6 = Throne Room
- N Portal leads to ???
- E Portal leads to Area 1, N Portal
- S Portal leads to ???
- W Portal leads to ???

Area 7 = Hallway
- N Portal leads to ???
- E Portal leads to ???
- S Portal leads to ???
- W Portal leads to ???



Posted on 2014-08-23 at 18:34:37.

Topic: The Gobber King
Subject: East, please


OOC: Backposting a little...

Wembley looks at his kin and back at the lizard man and then back to Dudley. "Sorry, friend, I didn't understand a word of what he just said."

OOC: On deciding which way to go...

Crow asked for suggestions, so Wembley had to add his wisdom. "I am always up for some more food, but I'd rather avoid that room where we had to fight those clawed beasts, and the steam room... for the cat's sake, you know. It frightens the poor thing, and I think he might have a weak heart, and do your healing spells even work on cats, Dudley? Do the Gods care about cats?"

Wembley paused for a moment to consider weightiness of his question, before changing topics. "I'm with Crow on this one, let's check out this portal here," he said, indicating the eastern portal. "We haven't been this way yet."

Posted on 2014-08-22 at 00:28:56.

Topic: The Gobber King- QnA
Subject: This guy perhaps?


“Nothing is so exhausting as indecision, and nothing is so futile.”
Bertand Russell, Philosopher [1872 - 1970]

Posted on 2014-08-21 at 22:05:32.

Topic: The Gobber King- QnA
Subject: What?!?!


No, no, no... I'd much rather avoid the war room if we can. Can't we just try either the east or south portal right here in the cellar? My preference is the East Portal.

Posted on 2014-08-21 at 19:57:01.

Topic: The Gobber King- QnA
Subject: Move along


I'm for moving along and trying a new portal.

Posted on 2014-08-20 at 18:06:46.

Topic: Tomeraith- an undead campaign (I'd like active players please)
Subject: Couple Questions


1) So, if I were to play a monk, would they get extra spellcasting or psionic powers?

2) Do we get starting equipment for a lvl 8 characters? (27000 gp)? lvl 10 (49000 gp)? or as if we were lvl 1 characters?

3) Are we allowed to purchase magical items to begin with? Or do we have to craft/create/barter/trade/ adventure for them?

4) For the +2 LA option of +2 base attack, +2 STR/DEX/CON, +2 WIS, +1 feat... is that +2 to STR AND DEX AND CON or +2 to STR or DEX or CON?

5) Does this game also use your "dead levels" house rule like your last game, where you could sub in a feat or another class' abilities if the class had a blank special features level?

6) Are Dragonfire Adept (Dragon Magic), and the classes from Tome of Battle acceptable?

7) Are level adjusted races okay?

Thanks!
Ayrn

Posted on 2014-08-19 at 19:20:51.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: I'm away


I'm leaving tomorrow for a 3 night work trip. Be back to posting on Tuesday (maybe, Monday).

Posted on 2014-08-14 at 20:50:30.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Christina...


Skari-dono, I'll try to have something up for you to look at tomorrow. Works got me in a strangle hold.
Peace,
Ayrn

Posted on 2014-08-13 at 07:12:40.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Some way to tie us together


Could Hammer's sidekick/headquarters connect us together somehow?

Perhaps Father O'Brian and the church put on a good soup kitchen which is what connected Mr Nobody to the group (food).

Perhaps Father O'Brian took charity on Samael and the runaway found acceptance from the good padre.

Perhaps Christina is a member of the church and Father O'Brian has check up on her since her father's death?

Something like that?


Posted on 2014-08-12 at 15:08:57.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: Man! Eol!


I was just working on a re-write of Samael that pretty much kept all the "effects" that you are looking to do Samael, but dropped the spear and armor for a natural toughness and some attacks based on light. Good times.



Posted on 2014-08-12 at 02:42:49.

Topic: M&M3 New Camelot: Noir Camelot Q/A
Subject: 3rd Edition


I've got the 3rd Ed Hero's Handbook... not the Deluxe one.

Posted on 2014-08-08 at 23:25:45.

Topic: M&M: New Camelot Knights
Subject: My gal...


Here's my character... think Arianna Grande and you'll have the right image in mind.

NAME: Christina, aka “Chris” or “Chrissie”

ABILITIES

Strength: 0
Stamina: 2
Agility: 2
Dexterity: 2
Fighting: 0
Intellect: 0
Awareness: 1
Presence: 2

Total Abilities Cost: 18 points


POWERS

Heightened Awareness: Senses 2 [Radius Mental Awareness] (costs 2 pp)

Polyglot: Comprehend 3 [Languages] (costs 6 pp)

Mental Grit: Protection 10 with Subtle 2 extra (costs 12 pp)

Psychoportation: Teleport 1 with Change Direction, Change Velocity, and Turn-about extras (costs 5 pp)

Telepathy: Mental Communication 2 linked with Effortless, Cumulative Mind Reading 5 with Subtle 2 extra (costs 30 pp)
- Alternate Effect – Perception Ranged, Mental Blast 7 with Subtle 2 extra (costs 1 pp)
- Alternate Effect – Perception Ranged, Cumulative Affliction 7 [Fatigued/Exhausted/Asleep] with Subtle 2 extra (costs 1 pp)
- Alternate Effect – Perception Ranged, Cumulative Affliction 7 [Hindered & Vulnerable/ Defenceless & Immobile] with Extra Condition and Subtle 2 extras and Limited Degree flaw (costs 1 pp)
- Alternate Effect – Perception Ranged, Illusions 6 [All Senses] (costs 1 pp)
- Alternate Effect – Perception Ranged, Subtle, Damaging Move Object 6 (costs 1 pp)

Total Powers Cost: 60 power points


ADVANTAGES

Attractive 2
Equipment 1
Fascinate [Dancing, Singing]
Improved Initiative 2
Sidekick 1

Total Advantages Cost: 8 power points


SKILLS

Acrobatics 6 ranks
Deception 8 ranks
Expertise [Dancing] 7 ranks
Expertise [Singing] 7 ranks
Persuasion 8 ranks

Total Skills Cost: 18 power points


DEFENSES

Dodge: 3/4
Parry: 0/2
Toughness: 1/12
Fortitude: 2/8
Willpower: 1/8

Total Defenses Cost: 16 points


OFFENSE

Initiative: +10

Telekinesis: Perception Attack, Toughness DC 21
Mental Blast: Perception Attack, Willpower DC 17
Sleep Affliction: Perception Attack, Willpower DC 17
Slow Affliction: Perception Attack, Willpower DC 17


TOTAL POWER POINTS SPENT: Abilities [18] + Powers [60] + Advantages [8] + Skills [18] + Defenses [16] = 120 points.


**Note: the points spent on the Equipment and Sidekick advantages are for a shared Headquarters and Sidekick pool, adding to what Hammer’s creating.


Posted on 2014-08-07 at 10:35:49.
Edited on 2014-08-07 at 10:48:21 by Ayrn

 


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