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Depending on how much damage being in a blizzard does, it might be overall easier to just constantly chug healing potions, or have the (protected) part cleric spam his wand of Cure Wounds at you through the night. You have to be unprotected, but not unhealed! e: New page, so a very simple 5e Murphy again with warlocks and their sight: Almost every race that has Darkvision gets it out to 60 feet. Orcs, dwarves, whatever. The warlock's Devil's Sight invocation gets them the ability to see in darkness, including magical darkness (which, by the way, darkvision can't do) to 120 feet. The range of the warlock bread-and-butter cantrip, Eldritch Blast, is about that long. While of limited utility indoors unless you're going to cast the Darkness spell earlier in the thread, this does mean that when travelling outdoors, a warlock with Devil's Sight's best plan when travelling through the wilderness is to travel only during the dark night, shooting eldritch blasts at anything that looks hostile, because it'll take the average enemy at least two rounds to reach them, assuming they even know what direction they're being shot at from. bewilderment fucked around with this message at 06:44 on Jul 2, 2015 |
# ? Jul 2, 2015 06:31 |
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# ? Apr 24, 2024 18:57 |
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Hog Inspector posted:To top it off, you can take a single level of the prestige class Mindbender. Level 1 of mindbender gives you the power to communicate telepathically with any creature up to 100 feet away that has a language. So now you're a magical bear with frost powers who can communicate telepathically. At this point you might as well give up adventuring and go star in a children's novel. It gets better: In the Lords of Madness splatbook, which covers illithids, aboleths, and other squamous horrors bent on destroying the mind of mortal man, hidden in the back is the feat Mindsight. It's a very good feat and I can understand why they wanted to hide it by not placing it in the Character Options section. It lets you automatically know the position (Among other things) of any creature with a mind within your telepathy radius. This isn't a racial feat or anything, it's not limited to the monster whose chapter it appears in, all it requires is telepathy. Suddenly the only things that can reliably ambush you are undead, golems, plants, and very good archers.
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# ? Jul 2, 2015 17:19 |
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Also, turning into a bear may count as being protected from the blizzard.
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# ? Jul 2, 2015 17:58 |
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Zemyla posted:Also, turning into a bear may count as being protected from the blizzard. another example of how natural language only enhances the D&D experience. is a polar bear implicitly protected from any effects that a blizzard might impose? does turning into an animal that can automatically survive in arctic conditions count as protection from said conditions? if the shapeshifting is an (NA) or (SU) ability, does using it really violate the implied terms of surviving a blizzard unprotected, since those are abilites you innately possess, and not special class related magic tricks? to that extent, does my innate ability to respirate or ciculate blood count against surviving "unprotected" because they allow me to transfer and relegate heat throughout my body? what if i am asleep but another wizard enchants me and while i am under his compulsion, i am forced to morph into a bear and sit in a blizzard for a whole day. do i automatically get the prestiege requirements? technically it doesn't say that i have to spend a contiguous 24 hours in a blizzard, so could i automatically qualify based on the age of my character and the assumption that if you count all of the times i have ever been out in a blizzard unprotected over the course of my life, the total duration may exceed 24 hours?
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# ? Jul 2, 2015 20:21 |
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Out of curiosity, does it ever say anywhere in 3.x that prestige class prereqs must be earned during play? Could I avoid all this nonsense by writing "At the age of 3 Ursa Frosticus survived unprotected for 24 hours in a blizzard" in my backstory?
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# ? Jul 3, 2015 00:55 |
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Splicer posted:Out of curiosity, does it ever say anywhere in 3.x that prestige class prereqs must be earned during play? Could I avoid all this nonsense by writing "At the age of 3 Ursa Frosticus survived unprotected for 24 hours in a blizzard" in my backstory? Survived? The PRC doesn't say you had to survive. Just be out there for 24 hours until your body is found and resurrected.
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# ? Jul 3, 2015 01:06 |
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I don't think it does say anywhere but it's hard to tell. The main thing is the required stats and abilities so you don't take Godslayer at level 2, and there's no parameters for what counts as a blizzard or protection or what save it should be. I can't imagine really any wizards outside of crazy high levels who can even survive that without protective spells and gear. It'd be easier to achieve with a barbarian who dips into sorcery for a level and grabs arcane knowledge skills.
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# ? Jul 3, 2015 01:13 |
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chaos rhames posted:I don't think it does say anywhere but it's hard to tell. The main thing is the required stats and abilities so you don't take Godslayer at level 2, and there's no parameters for what counts as a blizzard or protection or what save it should be. I can't imagine really any wizards outside of crazy high levels who can even survive that without protective spells and gear. It'd be easier to achieve with a barbarian who dips into sorcery for a level and grabs arcane knowledge skills. the ironic thing is that when PrCs used very explicit gating (skill reqs or feat chains or proficiencies or etc) they are almost always completely antithetical to the type of class that would actually want the PrC, hence a barbarian or even a bear somehow being best suited for a winter wizard class. see also: martial PrCs with skill reqs that include skills that aren't class skills for any martial class, thus requiring that you waste a feat getting the skill out of the cross class category, divine/arcane caster PrCs with such absurdly specific yet unintentionally vague conditions that they basically boil down to "play Mother May I with your GM", etc. actually the entirety of PrCs from 3.X are probably best described as "play Mother May I with your GM". because you can't just say that your character is a member of the scarlet order of monks for flavor reasons if you don't explicitly have class levels in the scarlet order of monks PrC (note: this monk PrC requires that you have arcane spell casting abilities and a feat chain that's really only useful to bards)
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# ? Jul 3, 2015 04:02 |
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It wasn't a perfect system but anything that produces a class called "rage mage" can't be all bad
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# ? Jul 3, 2015 04:08 |
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Crossquoting:Ohthehugemanatee posted:Holy poo poo, I know there isn't a lot of love for Warhammer in this thread and there absolutely shouldn't be because it's garbage, but the current warhammer thread is really worth checking out. GrandpaPants posted:
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# ? Jul 6, 2015 00:21 |
UrbanLabyrinth posted:Crossquoting: While most of that's just stupid rather than an outright murphy, the real murphy is the center-left thing in that image, the bit with the screaming bell. You're not misreading that - if you roll a 13 on 2d6 (i.e. something literally impossible normally) you win the game immediately. Sounds like a dumb gag rule, right? There's a magic item or spell or something that lets you change the result of a die roll to any number you want, including those not normally on a d6. You can combine these to win on turn 1 as your first action in the game. Of course, the entire rest of the game is just as stupid and broken, including (RAW) the ability to take a single house as your entire force and win automatically if the opponent has brought at least 3 models to the table (and if they brought less, an interminable stalemate).
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# ? Jul 6, 2015 00:27 |
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This game is like a zombie infecting every single thread and I love it.
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# ? Jul 6, 2015 00:38 |
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President Ark posted:While most of that's just stupid rather than an outright murphy, the real murphy is the center-left thing in that image, the bit with the screaming bell. You're not misreading that - if you roll a 13 on 2d6 (i.e. something literally impossible normally) you win the game immediately. Sounds like a dumb gag rule, right? You can also garrison a house with any unit. Garrisoned units can deploy anywhere within 6 inches of their house on your turn. Houses are a kind of unit, so you can nest them inside one another during deployment and then release a chain of houses across the map as your first move. The last house will obviously contain 500 trolls or demons or whatever, which is also technically a single unit.
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# ? Jul 6, 2015 00:44 |
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And currently as written, you take "Warscrolls" in your army. Any warscroll. Terrain is a warscroll. You can plonk down a single piece of terrain and say you're done, that's your army. Then you declare it your general. If your opponent brings two or more models, you can then declade a Sudden Death Victory. Basically, if your opponent used the "no limits" army rules to give himself no limits and you get outnumbered, you get to choose from a list of objectives you can fulfill to win instantly. One of them is to have a model still on the table at the end of turn 6. It's impossible to destroy terrain.
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# ? Jul 6, 2015 00:51 |
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Is this what it's like to see a game in its death throes? Because this is amazing entertainment.
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# ? Jul 6, 2015 01:40 |
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RBH, please explain the clandestine, secret meetings by GW staff with prominent players to illicitly develop and distribute army construction rules.
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# ? Jul 6, 2015 02:14 |
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The rumor is, Age of Sigmar devs were going around chatrooms they frequent distributing patch rules. The only evidence I've seen: But it brings up even more murphies. You see that "no dupe heroes" line? That means no duplicate heroes. Including unique heroes. You can bring as many unique special characters as you want in as many copies as you want right now. You can field an entire army of nothing but Josef Bugmans, Dwarf Brewers.
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# ? Jul 6, 2015 02:24 |
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was this ruleset made to specifically cater to a much younger audience? thats the only explanation I can think of that makes any sense
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# ? Jul 6, 2015 02:47 |
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Games Workshop has declared their hatred of competitive wargaming and their desire that their games should be used for the joy of creating story a few times in the past.
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# ? Jul 6, 2015 02:48 |
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Mors Rattus posted:Games Workshop has declared their hatred of competitive wargaming and their desire that their games should be used for the joy of creating story a few times in the past. Which makes no sense as their own storylines go nowhere in the interest of continuing a stable competitive play environment.
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# ? Jul 6, 2015 02:51 |
Hog Inspector posted:was this ruleset made to specifically cater to a much younger audience? thats the only explanation I can think of that makes any sense And yet it still has this grimdark blood-and-guts writing and people talking about how it's a great game to play while having beers.
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# ? Jul 6, 2015 02:58 |
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President Ark posted:And yet it still has this grimdark blood-and-guts writing and people talking about how it's a great game to play while having beers. If there's a guy who gives you bonuses for having an alcoholic drink in your hand I'd say they aren't necessarily wrong.
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# ? Jul 6, 2015 03:49 |
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Mors Rattus posted:Games Workshop has declared their hatred of competitive wargaming and their desire that their games should be used for the joy of creating story a few times in the past. Early editions of 40k had a third player to GM the game, since players could do wacky fun things. 7th edition of 40k is basically saying gently caress you to tournaments, and it's great. If they go this batshit crazy with the next edition of 40k it will be the best drat thing to happen to tabletop gaming in years.
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# ? Jul 6, 2015 04:28 |
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RandallODim posted:If there's a guy who gives you bonuses for having an alcoholic drink in your hand I'd say they aren't necessarily wrong. There is! Josef Bugman in the dwarf rules. quote:Liquid Fortification: You can add 1 to
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# ? Jul 6, 2015 04:32 |
That doesn't specify an alcoholic drink though, so a glass of water should be fine.
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# ? Jul 6, 2015 04:44 |
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President Ark posted:While most of that's just stupid rather than an outright murphy, the real murphy is the center-left thing in that image, the bit with the screaming bell. You're not misreading that - if you roll a 13 on 2d6 (i.e. something literally impossible normally) you win the game immediately. Sounds like a dumb gag rule, right? Not to nitpick in the madness that is Age of Sigmar, but the rule for the Screaming bell explicitly states that "no modifiers can be applied to this roll"
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# ? Jul 6, 2015 04:59 |
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RandallODim posted:Is this what it's like to see a game in its renaissance? Because this is amazing entertainment.
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# ? Jul 6, 2015 05:01 |
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kannonfodder posted:Not to nitpick in the madness that is Age of Sigmar, but the rule for the Screaming bell explicitly states that "no modifiers can be applied to this roll" You're not modifying the roll, you're choosing the result. The only rule text that references modifying rules mentions stuff like +1 or -2. But of course, here's the beauty of that argument. There's another rule in this game that states that if you get into an argument about the rules like this one, you both have to roll a die and the winner is right for that game. Fateweaver can also affect this roll because it's a roll made during the game. Just bring two Fateweavers.
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# ? Jul 6, 2015 05:05 |
Rulebook Heavily posted:You're not modifying the roll, you're choosing the result. The only rule text that references modifying rules mentions stuff like +1 or -2.
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# ? Jul 6, 2015 05:12 |
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That leads into what is, genuinely, the initial and so far current competitive meta: Bringing N+1 Fateweavers. Literally as many as fit on your side of the board. Hope you picked the deployment zone with less terrain. Did I mention that Fateweaver is supposed to be a unique character yet? Yeah. No restriction.
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# ? Jul 6, 2015 05:15 |
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Rulebook Heavily posted:That leads into what is, genuinely, the initial and so far current competitive meta: Bringing N+1 Fateweavers. Literally as many as fit on your side of the board. Hope you picked the deployment zone with less terrain. You can bribe your opponent with real life dollars to take control of his unit for the rest of the game. If you are playing Age of Sigmar to win, you are playing Age of Sigmar wrong.
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# ? Jul 6, 2015 05:37 |
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quote:With the rules for Josef Bugman (+1 Bravery if I'm holding a drink), the Thane with Battle Standard (reroll any failed hits if I have a bigger beard than my opponent), and Longbeards (bonus rule for the unit if I complain in a suitably Dwarfish manner about how things used to be better), it looks like showing up to an Age of Sigmar tournament unshaven, drinking from a hip flask, and complaining about how AoS sucks compared to previous editions is no longer a tournament faux pas, but actually a viable tactic.
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# ? Jul 6, 2015 05:39 |
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kannonfodder posted:You can bribe your opponent with real life dollars to take control of his unit for the rest of the game. Truly, the best miniatures wargame is the one played not to win, but to see how much money you can get out of your opponent as he plays to win.
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# ? Jul 6, 2015 05:43 |
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Probably the dumbest thing about Age of Sigmar is that the lists for all the old armies are deliberately designed to be embarrassing to play in public so that you'll never use them, or so degenerate that no one will play with you. Thus forcing you to buy the new, actually balanced, armies if you want to continue playing the game. "We will not force you to buy any new models, all your old models will still be compatible with this system. You just shouldn't use them because we force you to scream at your imaginary horse if you want to win with them."
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# ? Jul 6, 2015 06:39 |
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Rulebook Heavily posted:But of course, here's the beauty of that argument. There's another rule in this game that states that if you get into an argument about the rules like this one, you both have to roll a die and the winner is right for that game. So if you're arguing that Fateweaver can affect any roll, and he's arguing against, he has to bring a Fateweaver to tell you that Fateweavers can't affect the roll he's using a Fateweaver on?
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# ? Jul 6, 2015 09:34 |
Now how much is a Fateweaver model?
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# ? Jul 6, 2015 10:13 |
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Compared to the number of Fun Units it generates? Underpriced.
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# ? Jul 6, 2015 14:46 |
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In 3.5 there’s a spell called Death Throes. It’s generally regarded as the worst spell in the entire game, for reasons that should be obvious:quote:DEATH THROES Yeah. The problem is you can only cast it on yourself, and D&D (wisely) makes it near impossible to transfer a personal spell’s benefit. The only easy way to do so is to have a link with your familiar or animal companion, like a druid, but if one of those dies you take some annoying penalties, and you can’t get a new one for a while. There are, however, a couple ways to get around this, one of which (of course) is a prestige class. The class “Spellguard” grants this ability: quote:At 4th level, the spellguard of Silverymoon may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points). But wait, Death Throes doesn’t qualify for this ability, since it doesn’t heal or buff. Well, there’s another feat you can take in Races of the Wild called “Magic of the land,” which grants the ability to imbue your spells with positive (healing) energy if you pass an easy knowledge skill check. The feat specifically says it doesn’t work on necromancy spells, but that’s okay because we can just be a specialized transmuter and exchange our level 5 wizard bonus feat for the “Spell Versatility” feat, which allows us to change any one spell type to Transmutation. Death throes now qualifies for a touch attack. You can’t really get everything you need before level 11 or so, but that’s okay because at that point you have three casts of Death Throes per day. Now what you do is prepare three extended level 1 summons. Before you go into battle summon them, cast Death Throes on each of them as a touch spell, and send them ahead to engage the enemy. You probably want to back off at this point. You’re level 11, so once the enemy kills one of your summons everything within 30 feet is taking 11d8 points of damage with no save. That’s including your other summons, which will then go off in a chain reaction. So that’s 33d8 damage to everything within 30 feet before you even enter the battle. The best part is the damage scaling doesn’t have a cap, meaning this will still be a viable tactic all the way to level 20. To be extra nasty you can use your touch abilities to turn your high level summons into powerhouses that will actually put up a decent fight even before their pyrrhic victory. Note that animal suicide bombing may not be a good tactic if you have a druid in the party.
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# ? Jul 8, 2015 07:35 |
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Why not just cast the spell on a cage/bag full of mice? instant, furry grenades.
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# ? Jul 8, 2015 07:56 |
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# ? Apr 24, 2024 18:57 |
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It's easier to just sit back and tell your summons to go die then it is to throw live mice at an enemy and kill one from over 30 feet away. You'd also only get three explosions per day either way, since the spell has one target per cast. A swarm wouldn't work either since they're immune to single-target spells.
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# ? Jul 8, 2015 08:06 |