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 on: 04. August 2020, 16:07:22 
Started by Kalajel - Last post by Kalajel is having another giveaway.

You can win the elvenkind dice set + tabletop swag!

Best of luck to all of you!

 on: 01. May 2020, 03:10:21 
Started by Kalajel - Last post by Kame the Bard
Possibly. But then I wonder why have 2 different talents? Just for weapon types? I suppose that they did do that between melee and ranged for some others, but still...
My guess would be that they went for a different flavour for the talent.

 on: 27. April 2020, 22:30:47 
Started by Kalajel - Last post by Kalajel
Hey, I know it's been a long while, but recently I've been re-reading the rulebook, and I noticed some similarities between Basher and Bloodletting... To the point where I wonder if Bloodletting wasn't meant to be the Scout's version of the Basher talent. Both talents work in a very similar fashion, but their mechanics are a bit different. I wonder if this wasn't a traduction mistake and that Bloodletting is supposed to be used on a Coup just like Basher...

 on: 25. October 2019, 23:01:09 
Started by Kalajel - Last post by Kalajel
I think I've just had an idea to limit overpowered characters without changing too much of the game (and keep this new houserule pretty simple). Simply categorize some talents as "Combat Talents". A "Combat Talent" would be any talent wich increases a Combat Value (even for the SPC/TSC of a small collection of spells), avoids, ignores, or reduces damage taken, harms or hinders opponents, or which have an obvious combat use (such as Armored Mage, Dodge, or Mounted Archer). As a good rule of thumb, any talent which states "once per combat per talent rank, the character can..." qualifies as a Combat Talent. As such, Combat Talents cannot be taken more than twice in a row, this includes cultural talents or talents purchased with PPs. This means that after 2 Combat Talents, a character has no choice but to take a non-combat talent.

It could be possible to bypass this limitation by expanding 1-3 PPs, depending on how nice a GM you are...

 on: 29. May 2019, 17:46:18 
Started by Kalajel - Last post by Kalajel
I think I've found another possible solution.

Remember when I said some talents could be taken up to rank X? I've had a look at them, and I'm seriously considering lowering them to rank V. I mean, do we really need a +20 on some checks? Will you really need to change your spells 10 times? How much would a game slow down if the druid walked around 10 animals or the necromancer with 30 extra undead?

Perhaps those ranks X were too high for no good reason after all...

Edit: I just thought of something else. If all those bonuses/abilities are indeed necessary, the limit of those talents could still be reduced to 5, with the effect somewhat increased. This might make those talents, especially the non-combat ones, a more tempting choice for players...

 on: 29. May 2019, 17:24:40 
Started by Kalajel - Last post by Kalajel
I toyed with this idea in order to make combat more dynamic. What if INI was a CTN you had to roll under at the start of combat?

Your result would be your INI for the fight, with Coups potentially allowing for very high INI depending on whether or not you're using the Slaying Dice option. If not using the Slaying Dice option, a Coup could potentially give you an INI of 20 instead or be assured to act first?

A failure could give you an INI of 1 or 0 this round. Perhaps allowing you to have another go at rolling your INI next round and hope of having a better result?

A Fumble would mean you'd skip the first round of combat and then be stuck an an INI of 1 or 0 for the rest of the fight.

So, what do you guys think?

 on: 24. May 2019, 14:29:17 
Started by Kalajel - Last post by Kame the Bard
I think it'd only be fair to take each individually. If you take a wide swing at a big guy and a little guy, you might connect with the big guy easily while the little one can dance out of the way.
It's more math but it's fair.

 on: 20. May 2019, 16:00:46 
Started by Kalajel - Last post by Kalajel
Sweeping blow allows you to attack 2 or more adjacent targets with a single attack roll, but what happens when those opponents are of different size categories with different modifiers to hit them?

Do you make a single attack roll, but then modify it accordingly for each creature using their size modifiers?

Do you make a single roll using the worst modifier?

Do you make an average of all the modifiers?

 on: 13. April 2019, 14:26:46 
Started by Kalajel - Last post by Kalajel
The whole healing thing sounds good. Kind of reminds me of some older games where character could only get healed 1 per day (or each method of healing could only be used once per day), so this could work.

I don't really agree with forcing players to alternate between combat and non-combat talents each level though for a couple of reasons.

1) It's not all of the combat talents which causes problems. For example, Close Combat or Marksman which just increase some Combat Values by 1 per rank are not really unbalancing and those are not the talents I have gripes against.

2) Some hero classes allow one to take some specific combat talents up to 10 times. Under the combat/non-combat alternation rule, this would take choice away from those hero classes (which is why most people select hero classes in the first place...).

I'm not looking for a rule that forces player to choose non-combat talents, I'm looking for one which would suggest the players take a few non-combat talents every once in a while so as to avoid making one-dimensional combat machines...

Having a whole party maxing their Dodge in order to "Neo" their way out of every fight is not fun...

 on: 03. April 2019, 19:23:18 
Started by Kalajel - Last post by Jnov36
There is a couple of quick easy fixes for a lot of that.  When ever you are hit for damage, Mark it down per hit.  Each hit can only be healed once per day.  You will have some healing but not total healing every time.
For talents go every other.  Combat talent, non combat talent.  I haven't done it but it wouldn't take long at all to decide them.
Those two things can balance the game and add a whole new level of role playing not just monster bashing.

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