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Loki_XLII posted:I was more thinking about the two-weapon attacking talent, anyway, but is there anything stopping somebody from dual wielding hand crossbows? A bad GM?
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# ? Oct 17, 2014 06:54 |
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# ? Apr 24, 2024 02:33 |
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Rannos22 posted:Out of curiosity, what would you be dual wielding to get the two-weapon attack rules with ranged weapons? Slings?
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# ? Oct 17, 2014 08:16 |
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Rannos22 posted:A bad GM? It'd have to be a bad GM because dual wielding hand crossbows is what life is all about
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# ? Oct 17, 2014 09:47 |
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Loki_XLII posted:I was more thinking about the two-weapon attacking talent, anyway, but is there anything stopping somebody from dual wielding hand crossbows? Losing a round to reload?
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# ? Oct 17, 2014 17:11 |
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Who even reloads. We did that poo poo for you
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# ? Oct 17, 2014 17:21 |
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Kenderama posted:Losing a round to reload? Reloading is for suckers.
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# ? Oct 17, 2014 17:21 |
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Kenderama posted:Losing a round to reload? Reloading is dumb as hell.
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# ? Oct 17, 2014 17:40 |
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Obviously you need four wrist crossbows, two on each wrist. Add four on your legs to be totally extreme, though, flipping and firing bolts everywhere.
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# ? Oct 17, 2014 18:09 |
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OUT: have crossbows for joints.
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# ? Oct 17, 2014 18:19 |
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Alien Rope Burn posted:Obviously you need four wrist crossbows, two on each wrist. Add four on your legs to be totally extreme, though, flipping and firing bolts everywhere. Welcome to MY 13th Age! Get ready! e: vvv Captain Walker fucked around with this message at 18:27 on Oct 17, 2014 |
# ? Oct 17, 2014 18:23 |
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Alien Rope Burn posted:Obviously you need four wrist crossbows, two on each wrist. Add four on your legs to be totally extreme, though, flipping and firing bolts everywhere. Bayonetta with crossbows would be a legit archetype.
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# ? Oct 17, 2014 18:25 |
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Just be careful when shaking hands or giving pats on the shoulder. In fact, you may end up too extreme for personal contact at all if you're not careful, but if you play it right you can work that into a a tortured hero gimmick. "I'm just a little tense... a little too high strung for that sort of thing... ready to go off at any moment..."
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# ? Oct 17, 2014 18:33 |
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Alien Rope Burn posted:Just be careful when shaking hands or giving pats on the shoulder. In fact, you may end up too extreme for personal contact at all if you're not careful, but if you play it right you can work that into a a tortured hero gimmick. Failing forward: when you try to make a good first impression on someone, you shake their hand, flub your Charisma check and accidentally shoot them dead.
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# ? Oct 17, 2014 19:44 |
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do i have one unique thing? hmm let me think * Have 750 bolts on me at any time * Parents were both Sammy G (long story) * brought a quiver to school every day * Have the word "crossbow" instead of a mouth
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# ? Oct 17, 2014 19:54 |
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fosborb posted:do i have one unique thing? hmm let me think I'm vulnerable to Holy Damage. They know this.
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# ? Oct 17, 2014 20:36 |
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Anyone use the Dicenomicon iOS app? I love it but it doesn't have built-in 13A sheet integration. Does anyone know where I'd find an XML sheet that works for the game? Alternatively, what iOS/digital stuff do you guys use for running the game?
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# ? Oct 21, 2014 19:04 |
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I've been using the premium Combat Assistant app for Android since my third session. It was designed for 4E but you can rename values and change the layout Before that I was using "folded info cards along top of gm screen" for tracking initiative. Jackard fucked around with this message at 00:12 on Oct 22, 2014 |
# ? Oct 21, 2014 19:57 |
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Also the encounter builder "Manticore" was recently posted to 13A Google+ community, should help speed things up along with my CA database http://manticore.brehaut.net
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# ? Oct 22, 2014 00:13 |
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fosborb posted:do i have one unique thing? hmm let me think OUT: More crossbow than man.
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# ? Oct 22, 2014 02:19 |
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I'd posted a rough draft of this in the Imp Zone tradgames thread about a month ago but I'm done poking at it for now so I don't mind posting the newest version here. http://www.mediafire.com/download/3wqw8dryjjndywq/13a_druid_10-24.pdf This is my attempt at a druid renovation. My goal with this was to back up my claim in that thread that they could have easily patterned the druid after the bard instead of the confusing mess we got, and then my personal tweaks brought it quite a bit further - but even so, this isn't so much a wild reimagining as it is an attempt to grant the class some kind of mechanical cohesion. Let me know if you see anything weird or if the formatting screwed up, with as long as it is and with as many powers as the druid is packing (I didn't completely cut any unless they were redundant or lazy, and those I did cut I replaced) it's more than possible I missed something.
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# ? Oct 25, 2014 02:21 |
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By some weird coincidence I was just looking at the druid class today with a "this can't be as bad as everyone says it is" kind of attitude. Unfortunately I was right, it's much worse than that. I don't think there's any other class that makes character creation as confusing as the druid. Maybe the monk I haven't looked at that one yet so I can't be sure.
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# ? Oct 25, 2014 05:48 |
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Rannos22 posted:By some weird coincidence I was just looking at the druid class today with a "this can't be as bad as everyone says it is" kind of attitude. Unfortunately I was right, it's much worse than that. I don't think there's any other class that makes character creation as confusing as the druid. Maybe the monk I haven't looked at that one yet so I can't be sure. Nah the monk is dead simple because there is exactly one build that is effective statswise and forms are just picking maneuvers in sets of 3.
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# ? Oct 25, 2014 06:13 |
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Rannos22 posted:By some weird coincidence I was just looking at the druid class today with a "this can't be as bad as everyone says it is" kind of attitude. Unfortunately I was right, it's much worse than that. I don't think there's any other class that makes character creation as confusing as the druid. Maybe the monk I haven't looked at that one yet so I can't be sure. The only really confusing part about the druid is that it gives you the impression that you can get away with diversifying because you have both casting stuff and noncasting stuff, and that is absolutely not the case. Also focusing your stuff will still leave you with a mess of a character, sporting either a gimped spell list or stats that you'd not ever want to throw into an engaged situation despite that being your theoretical MO.
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# ? Oct 25, 2014 07:37 |
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The only druid I've ever heard/seen anyone play is shifter adept warrior initiate. I'm pretty sure there's a reason for that.
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# ? Oct 25, 2014 08:49 |
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01011001 posted:The only really confusing part about the druid is that it gives you the impression that you can get away with diversifying because you have both casting stuff and noncasting stuff, and that is absolutely not the case. Also focusing your stuff will still leave you with a mess of a character, sporting either a gimped spell list or stats that you'd not ever want to throw into an engaged situation despite that being your theoretical MO. Two simple house rules I came up with are to either give the druid the occultists 4/5/6 talent progression (this is what the caster druid in our just-hit-level-7 group is doing) or to bump the druid's base ac to 12 and hp to 7 (as it was in the playtest and is with the druid redo 01011001 posted above). The second option seems like it would be good for shifter/warrior druids.
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# ? Oct 25, 2014 13:35 |
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I don't understand how the druid could make it into print
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# ? Oct 25, 2014 15:39 |
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Earthorn posted:Two simple house rules I came up with are to either give the druid the occultists 4/5/6 talent progression (this is what the caster druid in our just-hit-level-7 group is doing) or to bump the druid's base ac to 12 and hp to 7 (as it was in the playtest and is with the druid redo 01011001 posted above). The second option seems like it would be good for shifter/warrior druids. I ended up bumping AC/HP because I wanted them to be more on the bard side of things - able to specialize in casting or fighting, but the other doesn't suffer for it. I'm not a fan of the more-talents solution because a) an adept/adept terrain/elemental caster has as many spells at level 5 as most casting classes have at level 10 and b) druid doesn't have many talents so most druids are going to end up shelved into like two or three viable archetypes. I'm also not a huge fan of occultist loading up on 2/3 of its talent list, though, so take that with a grain of salt I guess. Jackard posted:I don't understand how the druid could make it into print The editor fell asleep before finishing the entirely-too-long class entry.
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# ? Oct 25, 2014 16:20 |
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01011001 posted:
I guess I'm okay with a druid that has many more spells than, say, a wizard. A wizard also has three talents in addition to their spells, plus cantrips and ritual casting. A character possessing most of the possible talents from it's class is always a problem, though, as you said.
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# ? Oct 25, 2014 16:35 |
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On the subject of druidity, I reworked a couple talents for the Seeker (this is the link everyone click it) so if you're not content being a souped-up ranger, you can now take certain initiate Druid talents, with an option to power up your poo poo to adept using a daily resource. It's not to the answer to the woes of the caster or warrior Druid builds (the answer is "play another class") but I'd wager it's good for people who just want to play a nature person. When I'm completely certain this class is balanced and good I'll move on to the Binder. I actually wrote Initiate of the Old Faith for a player in my home game so hopefully it goes over well.
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# ? Oct 25, 2014 16:42 |
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How's multiclassing in this game? I noticed 13th Ways included it, is it as busted as the one in 4th?
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# ? Oct 28, 2014 03:33 |
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Azran posted:How's multiclassing in this game? I noticed 13th Ways included it, is it as busted as the one in 4th?
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# ? Oct 28, 2014 03:38 |
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Azran posted:How's multiclassing in this game? I noticed 13th Ways included it, is it as busted as the one in 4th? In all honesty, I've found multiclassing to be pretty fun, and despite a few hiccups, it adds a lot of character options to classes that needed it. That said, there are some problems. They were... unkind to the monk. But I have a pretty successful Cleric/Paladin in my game (which, I'll admit, is a little min-max-y), and I've seen some use from a Necromancer Cleric and a Sorcerer/Monk.
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# ? Oct 28, 2014 03:51 |
I had fun with a Bard/Rogue in a one-shot. There's a Cleric/Commander, Druid/Sorc, and Barbarian/Chaos Mage in my campaign and nobody seems to fall off either end of the acceptable effectiveness scale.
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# ? Oct 28, 2014 03:59 |
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PublicOpinion posted:and Barbarian/Chaos Mage Oh man. Now I definitely want to play that.
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# ? Oct 28, 2014 04:01 |
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Multiclassing isn't particularly great as a whole, but it generally won't completely cripple you if you're focused on trying to do something specific, and there's a handful of combinations that just work out beautifully, like a Bard/Ranger that can cast Wizard, Cleric, and Sorcerer spells.
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# ? Oct 28, 2014 05:01 |
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From a purely theoretic point of view, I'm kind of fond of the Rogue/Wizard. Wizards are proficient with light armor, they just gain no bonus for wearing it, so it mixes nicely with the Rogue, one of the Rogue talents lets you ignore Charisma in favor of Dex/Int, and the combo really comes together at Champion tier when you can start sneak attacking enemies with various status debuffs, which most of your spells give out. Even the damage die hit isn't all that bad on the Rogue side, because Rogues already deal 1d8 damage with daggers. Combine that with the dagger from 13 True Ways that works as an implement as well and you're set.
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# ? Oct 28, 2014 09:55 |
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Multiclassing works fine as long as you keep in mind that there aren't going to be many setups where active abilities really synergize in the sense of working at the same time, barring basic stuff like defenses. It's fantastic for stretching out two pools of abilities and giving more options, and like with rogue/wizard above sometimes there are situations where it can set things up for itself where it would otherwise need another PC to get rolling.
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# ? Oct 28, 2014 13:55 |
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Azran posted:How's multiclassing in this game? CaptainPsyko posted:a handful of combinations that just work out beautifully Like the Paladin/Wizard who only knows one spell: "Suplex". Paladin's Challenge gives a penalty to disengage checks, which makes a check to escape your grab a disengage at -9 if the thing you're grabbing doesn't hit you that round. Take as many utility slots as you can at Level 3 or higher, and assign them all to Levitate for extra height. Multi-classing is decent: it won't always get good (or even effective) results, but the results will often be worth talking about at your table.
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# ? Oct 28, 2014 16:44 |
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I'm a fan of Commander/Ranger, and taking two weapon fighting and the flexible feat that allows you to use it with your other class basic melee. Rack up huge amounts of command points using fight on the front, as the wording is "when you hit with a commander attack," meaning you can be getting 2d3 each turn if you hit with both swings!
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# ? Oct 28, 2014 20:37 |
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# ? Apr 24, 2024 02:33 |
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Two Weapon Fighting and Double Melee Attack are different talents. At base two weapon fighting just gives you a +1 attack bonus when dual wielding, and then the feats give you doubled miss damage, opportunity attacks when enemies roll natural 1's on you and then triple miss damage one encounter a day.
Jolyne Cujoh fucked around with this message at 21:01 on Oct 28, 2014 |
# ? Oct 28, 2014 20:58 |