August 23rd, 2006

  • paka

(no subject)

I like the idea of Prestige Classes in D&D and am trying to write up some of my own (I'd seriously be into a chance to post the finished product here if people are interested).

But, would anyone have good guidelines for when you want to make a Prestige Class with 5 levels or 10 levels?

I know there's a difference in commitment there, but I can't wrap my head around what might define that difference in commitment. Maybe; that a 5 level path is just wanting to figure out technical mastery over an aspect of your profession, but a 10 level path is more of a philosophy to which you're wholeheardedly and fanatically devoted?

(Oh, and; thanks for all the input on Cadwallon, guys! Reading over everything it sounds like it's a good game, but if I saved up to get it, I'd want to go through and take notes - maybe use those notes to guide players through character creation rather than just stick them with the book. Alternatively, that I'd want to use the book for "fluff," and rely on d20 or another system to provide the "crunch.")
  • paka

(no subject)

Okay, so at the risk of poking sore spots or focusing too much on a specific system, some questions and thoughts about D&D classes;

  • I feel like Paladins (and by extention, those variant Paladin classes suggested in Unearthed Arcana) are actually underpowered, but I've been pretty wrong in my analyses of these things in the past. What do y'all think?

  • A lot of discussion on my last post here concerned prestige classes and how they worked with fighter-type/mage-type multiclasses. This has got me wondering, what do people think of the multiclass options suggested in Unearthed Arcana?

  • Part of that discussion mentioned how powerful Beguilers were, in passing. I thumbed through PH II, and they didn't seem that special, but again, I've been wrong in the past. It's tempting to use this as a jumping off point to ask what people thought of any and all the core classes provided by books like Complete Adventurer or PHII, but for right now, I was curious what folks thought about Beguilers.

Traps useing critters.

I'm GMing an Eberron D&D game, but that is only so-so important for the question I wanna ask.

I had the characters go through a mountain pass that was essentually a 10ft ledge with the mountain going straight up on the left side for 50ft and on the right side it was a steep 80ft drop (Essentualy a pass created a long time ago by an ancient culture) The pass eventualy led to a cave system recently inhabited by a few hundred Kobolds who fled slavery a few months back; so therefor the ledge had traps. I Deseigned my own little bear-traps to use along with a neat fence that blocked the way (cutting the middle wire or messing with the posts would cause a thorny net to fly down from a camoflauged rest on the cliff face.)

But, the most interesting trap I through at my players was one useing the Kobolds themselves. The situation was they carved four 3ft around holes in the left cliff face 40ft up, they would then crawl on their bellies and toss alchemist fire and large stones (for comedic effect and show that the Kobolds weren't as smart as they so-far apeared I had a few acidently fall to their deaths trying to throw barrels full of alcahemist fire at the PCs). Anyway, it was designed in such away that the only solution was to run past as fast as possible (into an ambush of course.)

Now, my players really enjoyed that type of "liveing trap" and asked if I could throw another in at some time.

My problem is...I can't really think of one. I keep trying to pick out different enviroments I could exsplot like I did for the first one, but I simply can't think of anything else. Anyone out there with any idea's concerning an area the enemy is useing that leaves only creative or "flee" type options for the PCs? (Certain spells and items could have helped with the Kobold Cave thing; but the characters didn't choose any of them-- the players had fun discussing them later on.)