Hidden 5 yrs ago Post by Necroes
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So, @Cao the Exiled, which class are you aimed at?
Hidden 5 yrs ago Post by Cao the Exiled
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@Necroes Dreeda is aiming for the Artificer class from UA. It was approved by Ms. Mae.
Hidden 5 yrs ago Post by Cao the Exiled
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Sorry, Mae had asked me to post this so you guys can see it and I kinda forgot

Hidden 5 yrs ago 5 yrs ago Post by rush99999
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@Cao the Exiled

If you can get Mae to agree with it, Improved Artificer could possibly be a lot more fun to play.
Hidden 5 yrs ago Post by Cao the Exiled
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@Mae Can I use this instead?! It fit's much better then I originally planned!
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Hidden 5 yrs ago 5 yrs ago Post by Necroes
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@Cao the Exiled

If you can get Mae to agree with it, Improved Artificer could possibly be a lot more fun to play.


That class seems... poorly balanced. I mean, I've not seen the alternative, so I can't really compare them. However, looking at it just as a class unto itself, it seems very front-loaded.

If I'm reading it right-I could not be, I've done that before-then starting at level 1 you can get a CR 3 monster that fights for you. You can use a cantrip to fix it between fights, and the initial cost to make it is hand-waved away. Even if it dies, you can still bring it back. If you lose it, though, then it costs you a 1000 gp to replace it. You either make the investment, or the invention points are wasted.

The very next level, you can get Another CR 3 creature to fight for you. Quite a power boost. Every level after that, though, you have to sink what seems to be your primary class resource into making them better. Otherwise, it looks like they're just going to fall to the wayside in terms of usefulness.

The same thing seems to be true of guns. They start out really strong-if somewhat of a money pit, though that's ranged weapons in general-but then you have to keep sinking points into them to remain good. As long as you have options to sink into that makes them better, they get steadily better and remain powerful. When you run out of those options, then they fall to the wayside.

Alchemy and artifical limbs offer the class a lot of options-especially alchemy, which has options that level with the class-but both have pitfalls. Alchemy upgrades are one-offs, and they'll only ever be what they are when you pick them. That's not so bad, and I'd recommend learning some no matter what path you choose.
The artificial limbs, though, can get pretty risky. They're expensive in terms of invention points, though many are quite worth it, but that risk of madness is really hard to balance. You risk rolling your first one as early as 2nd level, and if you're just unlucky your character could become a construct as early as 6th. Conversely, if you Are lucky, there's no actual negative to the options.

I'm not trying to say that it's overpowered. It's more like it's a build-your-own-class guide. A lot of 5e classes do something like that, where you get options to pick what your character is good at, while still being built around a general core.
However, unlike most of those classes, this one doesn't make you pick a path. It also doesn't reward you for taking one option and specializing with it, which seems like it would have been the better way to go. At the end of the day, it just seems like a class that needs a good understanding of the rules and the game to make work. While at the same time creating a possibility for people who Do have that experience to very quickly become munchkins.

Just my two-cents.
Hidden 5 yrs ago Post by Mae
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@rush99999@Cao the Exiled

That artificer class looks sweet as hell.

I usually run this sort of stuff by my partner who's more into the technical side of the game to help me work out if things can get more out of hand then I'm able to predict, so I should have an answer for you later today regarding the Improved Artificer class. Although this is a 300 Wands campaign so I doubt it'll be the most weird thing happening by the time you reach Artificer.

Please bear in mind, folks, you got 5 shorter levels in Commoner to survive get through. I'll be using standard XP (XP for monsters, overcoming traps, exceptional interactions, and cleverly navigating situations) but we might switch to milestone if it feels like a better fit for the game.

I don't usually run with any sort of firearm type thing but, again, I'll have a think about it because it sounds cool.



I haven't heard from @Shovel recently so I might get the ball rolling on the IC front.

While I'd kinda like to start a while before getting the quest and have a chance to enjoy the festivities first, I don't mind starting as we receive the quest if that makes things easier.


Yeah, that's the downside to doing it this way. But I'm kind of hoping people will still have the option to explore the festivities, although I'm guessing the motivation to do so will be a lot less.

Heads up I'm assuming The Adamant Tankard, the forge, and Ye Olde 'Magic' Bookstore are nestled around the village centre in a kind of village square type deal to make things a little more convenient. I think usually in villages of this size things would be clustered together anyway~
Hidden 5 yrs ago Post by Mae
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IC is up! Let me know if you want to take a crack at any rolls to get more information on the dwarf.

There's alot to do in the festival as well, hopefully once the main quest is sorted you can go explore a bit before going off on an ill-advised adventure. Some of the stalls have some helpful rewards, if you can best them ;)

The festival runs for two weeks. I might put together a map of swampmuck or at the very least, next post will have more information about what stalls are where-ish.
Hidden 5 yrs ago Post by Necroes
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Post up!

Do let me know if any of my actions require rolls, @Mae. As you may have guessed, I enjoy generating narrative, especially the little details.

Hidden 5 yrs ago Post by Lusus Naturae
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How come I'm never part of the pinglist lmao
Hidden 5 yrs ago Post by Mae
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@Lusus Naturae woops, let me fix that, sorry!
Hidden 5 yrs ago Post by rush99999
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Let me know if you want to take a crack at any rolls to get more information on the dwarf.


Would an insight roll of 12 tell Bartholomew anything about the cut of this dwarf's jib?
Hidden 5 yrs ago Post by Lugia
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Sorry for holding things up if I do, but I will be posting tomorrow.
Hidden 5 yrs ago 5 yrs ago Post by rush99999
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Added something to Bartholomew's CS. Feel free to check it out if you want.
Hidden 5 yrs ago Post by Cao the Exiled
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@Mae Dreeda's Passive Perception check is 10 and initiative is +0
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Hidden 5 yrs ago Post by Mae
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@rush99999 He seems tired but genuinely happy at being offered a drink. You're not picking up on anything particularly malicious.

Also liking the family update :D Gives me some more ideas for around Swampmuck.
Hidden 5 yrs ago Post by Cao the Exiled
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Hope that's okay, hard to type a ton on a phone...
Hidden 5 yrs ago Post by Necroes
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So, I'm not 100% familiar with 5e rules. The group I play 5e with is pretty casual, and for the most part the DM asks us to make roles whenever he feels like it's appropriate. That being the case, I've gotten pretty used to just roleplaying, and not worrying about dice until the DM says something.

Just getting that out there. It's not an excuse, just an explanation for a failing I am aware I possess.


Hidden 5 yrs ago Post by Mae
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@Necroes To be honest I'm still trying to find a balance on forum-style d&d roleplay.

As a general rule, if there is something that requires a skill roll to move forward I'll request one (e.g, a boulder is rolling towards you, give me an athletics roll to jump away) but in any situation, you can present an alternative skillcheck if it makes sense in context. (e.g. I use acrobatics to dive out the way) Things that don't make sense will be denied (I intimidate the boulder into stopping) but I'm happy to discuss things if you have good reasons as for why you think the check would work and why you think it applies to the situation.

Now, there are plenty of optional skillchecks that you don't need that make your life easier - sometimes, alot easier. I'm still working out how to do things effectively on rpguild, but I in these situations I'll provide a list of the most obvious optional rolls you might want to do. It's not exhaustive, and I think alot of fun comes from players trying to apply what they have available to them to different situations.
Hidden 5 yrs ago Post by rush99999
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