• Welcome to The Campaign Builder's Guild.
 

News:

We're back!

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Haphazzard

#1
Meta (Archived) / 54 Swords
June 28, 2008, 02:06:41 AM
I just saw this thread, and I'm very intrigued.  It reminds me a lot of Monster Rancher.  Where, if you run out of cards in your deck to draw from you lose.  However, what they did was have attack cards and defence cards, and at the beginning of your hand you would discard hands and those would count as "guts" (points that would be spent to use cards, stronger cards used more guts).  The catch was that you always had to have 5 cards in your hand at the beginning of your turn.  So, if I discarded 2 and used 1 defence card I would draw 3 cards at the beginning of my next turn.  

Some Ideas
    You could do something Monster Rancher, where they have to have a certain number of cards at the beginning of their turn, that way penalizing using multiple cards for an attack ("attacking quickly is taxing on your stamina" or something like that is a good reason).
    You could have each player have one defence and one attack ability and make some suits opposites.  That way they gain a bonus for using that ability, but take a small negative for the opposite (an attack with the opposite suit could make them put discard 1/2 as many cards from their deck as normal).  This would make choosing your opponent a little more important, but not vital.
    Have each player choose a suit to be their primary suit (and maybe even a secondary suit) and base more abilities off of that. [spoiler=example]
Attack of Opportunity - Whenever an opponent links multiple cards for an attack and one of them is of your primary suit, you may draw one card off the top of your deck and deal 1/2 of it's value directly as damage.  This ability does not stack with other abilities such as Piercing Spade. [/spoiler] [/list]

Some Questions
    When defending, do I get to look at my face down cards before I choose which one to defend with?
#2
Quote from: A little off topic of the thread, but I feel I need to get it off my back
Quote from: Elemental ElfI haven't played 4E yet but from what I've read in the books and on the interwebs is that 4E is more of a miniatures wargaming game than a true/pure traditional RPG. This isn't necessarily bad, it will definitely attract new customers that enjoy MMOs and RPG video Games like Oblivion and etc.  

To answer the question posed by the thread: I don't have a system, but I am actively merging 3.5 and 4e for a 3.75e.  Not to mention throwing in a few things I came up with myself (see the thread on Haphazzard casting, if you can find it).  I like the way 4e makes the "stabby oriented" people more on par with the spellcasters, but I think it makes the spellcasters too flashy.  So, in summary: Nothing is without a combination of good and bad, though one must really look in order to find the good at times.
#3
Roleplaying (Archived) / 4E Fight Club
June 17, 2008, 01:46:14 AM
Quote from: PoseidonHap it's on page 277 of the PHB,

Right then.  Is the information kind of strewn about the PH or is it just me?

Quote from: PoseidonAlso your HP os Cleric HP + your con score, not con modifier.

And here I am desperately searching for why my HP is so much lower than everybody elses.  You know, I knew that like two weeks ago too.
#4
Roleplaying (Archived) / 4E Fight Club
June 16, 2008, 07:44:42 PM
Sorry about the delay, I spent the last couple days without internet  :mad:
[spoiler=Orsik Stonehammer]
Male, Good Dwarven Cleric (Level 1)

Abilities
Str 10 (+0)
Con 15 (+2)
Dex 10 (+0)
Int 8 (-1)
Wis 20 (+5)
Cha 13 (+1)

Speed 5
Initiative +0
HP 27 (13 bloodied)
Healing Surges 9/day (6 hp)

Defenses
AC 16 (+6 Armor)
Fort 12 (+2 Constitution)
Ref 10 (+0 Dexterity)
Will 17 (+5 Wisdom, +2 Cleric)

Race Features
[spoiler=Dwarven Resilience]
You can use your Second Wind as a minor action instead of a standard action
[/spoiler]
[spoiler=Dwarven Weapon Proficiency]
You gain proficiency with the throwing hammer and the warhammer
[/spoiler]
[spoiler=Encumbered Speed]
You move at your normal speed even when it would normally be reduced by armor or a heavy load.  Other effects that limit speed (such as difficult terrain or magical effects) affect you normally
[/spoiler]
[spoiler=Stand Your Ground]
When an effect forces you to move--through a push, a pull, or a slide--you can move 1 square less than the effect specifies.  This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.  In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone
[/spoiler]

Class Features
Channel Divinity
Healer's Lore (add WIS, +5, to somebody's hitpoints anytime I heal them)
healing word
Ritual Casting

Skills
Diplomacy +6
Dungeoneering +5
Endurance +4
Heal +10
Insight +10
Religion +4

Feat
Quick Draw

At-Will Powers

[spoiler=Melee Basic Attack (Scythe)]
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+2 vs. AC
Hit: 2d4+0 damage
[/spoiler]

[spoiler=Ranged Basic Attack (sling)]
Standard Action '" Ranged weapon '" Target: One creature
Range 10/20
Attack: 1d20+0 vs. AC
Hit: 1d6+4 damage
[/spoiler]

[spoiler=Priests Shield]
Standard Action '" Melee weapon '" Target: One creature
Attack: 1d20+0 vs. AC
Hit: 2d4+0 and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn
[/spoiler]

[spoiler=Lance of Faith]
Standard Action '" Ranged 5 '" Target: One creature
Attack: 1d20+5 vs. Reflex
Hit: 1d8+5 radiant damage and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
[/spoiler]

Encounter Powers

[spoiler=Channel Divinity: Divine Fortune]
Free Action '" personal[/b
Effect: You gain a +1 bonus to your attack roll or saving throw before the end of your next turn[/spoiler]

[spoiler=Channel Divinity: Turn Undead]
Standard Action - Close Burst 2 - Target Each undead in burst
Attack 1d20+5 vs Will
Hit 1d10+5 radiant damage and you push the target a number of squares equal to 3+ your charisma modifier (3+1=4).  The target is immobilized until the end of your next turn
Miss Half damage and the target is not pushed or immobilized.
[/spoiler]

[spoiler=Healing Word]
Minor Action - Close Burst 5 - You or one ally
Effect: The target can spend a healing surge and reagain an additional 1d6+5 (1d5+WIS) hit points.
[/spoiler]

[spoiler=Healing Strike]
Standard Action - Melee weapon - Target One creature
Attack: 1d20+0 vs AC
Hit 4d4+0 radiant damage, and the target is marked until the end of your next turn.  In addition, you or one ally within 5 squares of you can spend a healing surge.
[/spoiler]

Daily Powers

[spoiler=Guardian of Faith]
Standard Action '" Range 5
Effect: You conjure a guardian that occupies 1 square within range.  Every turn you can move the guardian 3 squares as a move action.  The guardian lasts until the end of the encounter.  Any creature that ends it's turn adjacent to the guardian is subject to a Widom vs Fortitude attack.
Attack: 1d20+5 vs Fortitude
Hit: 1d8+5 radiant damage
[/spoiler]

[spoiler=Equipment]
    Sling
    40 bullets
    Scythe
    Backpack
    Hemp Rope
    Holy Symbol
    39 gold (taking suggestions on what to buy with it)
[/spoiler]
[/spoiler]
And what does "and the target is marked until the end of your next turn" mean?
#5
Meta (Archived) / Problems Understanding 4E
June 15, 2008, 01:55:33 PM
Quote from: Luminous CrayonThe deal with potions is that they're one of the few ways most characters have to access their own healing surges during battle. You have one second wind, whatever surges and healing you can get from powers (aka, very little... unless you've got a cleric or warlord hanging around to help), and that's it. The point of potions is to help you use the rest of them.
So, you can't use a healing surge without something inducing it (healing spell, potion, etc)?  And what happens  if you don't have any more healing surges left, but want to use a potion?  I don't think they thought that one out very well.
#6
Roleplaying (Archived) / 4E Fight Club
June 14, 2008, 03:13:47 PM
Quote from: PoseidonI have the level 1 encounter ready. I fear that it might be a little too difficult, but hey we'll see as this is the first Encounter I've put together with the 4e rules.

I just need 5 characters to unleash the fury upon...

So far interested:
Xathan (fighter)
I'm in.  I'll roll up a cleric.
#7
Roleplaying (Archived) / 4E Fight Club
June 14, 2008, 02:14:04 PM
I'm in for the lvl 11 gladatorial match.  Not sure what I'm gunna make, probably either a ranger or fighter.  It sounds like we have a decent amount of casters as it is, a meat shield sounds in order.
#8
Roleplaying (Archived) / 4E Fight Club
June 13, 2008, 08:22:30 PM
If you guys are doing a 4-5 PC v.s. group of monsters you could probably use a warlord.  I haven't made one at lvl 11, but they're pretty useless at lvl 1 in a 2 person party.  As for lvl 1 characters, the warlock takes the cake with his at-will powers (from what I've seen).  I'll roll up an 11th lvl warlord and have it (hopefully) playable by tomorrow.  

[spoiler=A special secret]
I've been itching to try out 4e to see if it has any merit (I've heard very much of the opposite), but nobody around here can/is willing to.
[/spoiler]
#9
Quote from: Seraphine_HarmoniumOh, I wasn't suggesting that they would get none of either before their paragon paths, I meant that there would be some additional benefit gained from these that would augment specialization. Kind of like the Warlock's three paragon paths coincide with its three Eldritch paths. Those who had been specializing in fire, earth, etc. spells would probably take "Elementalist" as their paragon path, granting them new special abilities and powers associated with the elements.

However, if you look at the PH each class gets 4 paragon paths (except the warlock, but he's overpowered--at least at the first couple levels--and is, thus, the exception).  Perhaps the Barbarian's other paragon paths could also include one that's a Defender of some sort and one that's...well...something else.
#10
Granted.  You get certified in time for Pennsic, but then remember that you're not going.  That's the last year they did it because somebody went on murdering spree, and they decided never to do it again.

I wish I could breath both underwater and above water.
#11
Granted.  Everybody around you decided that their lives are going downhill, and the change they need is to stop being slobs.  They're so neat they start nitpicking every little move you make.  You get into huge fights, lose all your friends, and in a fit of depression decide to commit suicide by strapping yourself into a wooden chair and watch every episode of One Tree Hill ever made.

I wish I could go to a concert that doesn't suck.
#12
Quote from: Ra-TielI know.  The basic behavior is not really that bad. The rogue automatically tries to disarm traps you've found, and tries to open locks once you've failed on it. Fighters automatically use Power Attack on weak opponents and casters actually do quite well with the spells you make them prepare.
I have to keep my main character on puppet mode because he's a wizard and if I go to another player who's being retarded (such as my rogue who's attacking one step away from where she'd get her sneak attack bonus), when I get back he'll have cast all his useful spells on the least efficient people (like his only fireball, to hit a single, almost dead opponent).

I never played the first nwn, but I compared it to Baldur's Gate 2.  I think it was better.  I got kind of bored after a while and deleted it, though.  I didn't have the money to buy it, so the key-code I was using had actually been banned.  So, I couldn't play online.  But I really wanted to  x.
#13
Granted.  The entire universe shifts around on it's timeline making today Thursday.  However, this puts everything in a very unstable state and all of existence collapses.

I wish I could get this job I'm interviewing for.
#14
Granted.  However, every time you turn invisible you lose a large part of your memory.  Forgetting that you forget stuff you eventually forget how to swim...while swimming.

I wish somebody would make a free-roaming, "GTA meets Resident Evil," game where you survive in a now zombie-infested world that doesn't suck.
#15
Granted.  However, you are doomed to run after everything else in the world...without stopping to catch your breath.

I wish I had my own island, complete with beaches and a country that I run.