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Friday, September 27th, 2002
12:59p
Hey there... My DM is letting us desgin our own Epic Weapons. How's this for a pious Thief-Acrobat in D&D3rd?

Rapier of Olimmadara. Acts as a +2 rapier to any non-worshippers, but any characters with levels of a rogue type pretiege class (or 20+ rogue), but to those chosen few, it's a +2 rapier with True striking +4 (ignore dmg reduc up to +5). It gives an inheirent +2 to dex and int. Once per day per prestiege class level, you can reroll a bad roll of yours. you MUST take the second roll. Lastly, at the start of each day, choose a bane enemy. For the next 24 hours, the sword functions as a bane weapon to that race.

Yes, this may seem broken, but my character is level is 15 rogue/10 thief acrobat.

So yeah, we're munchkins. hehe. Just wondering what y'all think of this. Is it too powerful for a typical slash and hack campaign? My DM isn't being very decisive on this.

(4 comments |comment on this)

1:45p - My First Article...
Is being published next Fri, Oct 4! Go to www.herogames.com, click on Digital Hero, and buy a copy of Issue 4. :D

-Wizard


current mood: ecstatic

(2 comments |comment on this)

3:55p - Nature vs. nurture… or at least vs. other nature
Here's one for you World Of Darkness GMs and players. White Wolf characters typically have a Nature and a Demeanor, which determine who they are and how they act.

How flexible are you with characters that want to change these things at some point in the game? Is it a big soul-searching deal, or a casual change on the character sheet? Do you believe that people really do change at heart (i.e. their Nature changes) or that just their Demeanor should change, and that Nature is a baseline, unswerving truth?

I'm not talking about a player who's had a character for a month and decides the character is really more of a Judge than an Architect, now that they've gotten used to playing them. That, for me, is a pretty casual thing; I don't see any point in telling the player "Tough, you're stuck with what you originally wrote down." It's a game, after all. We just make the adjustment and move on.

I'm talking about someone who's making a conscious effort to play out the process of changing their nature; effectively, to change themselves significantly over time.

I have an NPC in my current game who started life as a Child/Child character. Although he was in his 20s, he had been neglected much of his life, and had been running with a permissive, selfish crowd, and he was immature as hell: whiny, dependent, sulky, and weak. I always knew that the attempt to redeem this character and make him into something more significant was likely to be an interesting storyline. Now some of the PCs are trying, and I find myself a little bit torn over how well they should be able to do so.

From a purely mechanical standpoint, I suppose it doesn't really matter much; the Nature/Demeanor mechanic is half a roleplay aid, half a system for regaining Willpower. It doesn't matter that much what I have written on his sheet. What matters is how he'll act under stress, or when low on Willpower. Effectively, how I should play him. And that depends on how flexible the Nature/Demeanor system is. Should a Child character who grows up always be sort of a Child inside, or should characters be able to change even the most basic things about themselves?

I lean toward the latter, myself. It's not that I really have that much faith in human nature; I just recognize that I'm running a story in a fantasy world, where everyone should eventually have the chance to redeem themselves. But I'm curious whether this sort of debate has come up in your games, and how you dealt with it.


current mood: curious

(8 comments |comment on this)

8:25p
Ok, hello again! Resident munchkin is back again for advice. (btw, the weapon thing was decided upon, thx for the input)

This is for my normal level campaign. To keep my head straight, i basicly have the same character in the two campaigns, just different levels. Little Haze is 6rog/1thief-acrobat. I was lucky enough to roll 18 int and dex for him (and my other DM let me keep those stats, thank god). He's got a +13 to search (9 ranks, +4 int). The sad part is, i can NEVER seem to find traps.

My reflex save and our cleric are the only thing that keep me alive. Pits, nets, even the things which a rogue SHOULD be able to find, i somehow can't. Would this indicate that for ultra low CR traps, my DM is setting the DC too high? On a blade that swings out to slice of the hand of prying thieves on a chest, he told me later the dc was 29. I've read song and silence, and that seems slightly a-miss.

Any thoughts? My DM is running an anti-drow campaign, and he loves traps, so this is beginning to annoy me.

(9 comments |comment on this)

10:39p
Hi..sorry if this is wrong place..not sure where else to go but im looking for some advice..Im looking for a vampiric,werewolf role play? im a member of the livejournal celebrity role play and i enjoy that but im looking for something more..so if anyone has any suggestions id love to hear?

(2 comments |comment on this)


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