[QUOTE=ChickenMan99;43145907]Sorry to ask again, but are there any good starter sets, pdfs, etc. for 3.5e (I'm only assuming to get this one because you folks seem to think it's the best).
I mean, I found this:
[url]http://www.wizards.com/default.asp?x=d20/article/srd35[/url]
No idea what the fuck it is, though[/QUOTE]
Basically that's everything you should need. No reason to buy a book unless you want a physical copy for some reason.
[QUOTE=Chronische;43146193]Basically that's everything you should need. No reason to buy a book unless you want a physical copy for some reason.[/QUOTE]
What about dice, scenarios and stuff, though? Like, I have literally no idea how to play it, is this the best way to start?
[QUOTE=ChickenMan99;43146235]What about dice, scenarios and stuff, though? Like, I have literally no idea how to play it, is this the best way to start?[/QUOTE]
I'd recommend using [url=http://www.d20srd.org/]this[/url] instead, it's a lot less annoying in my opinion.
If you're going to play over the internet, dice are not exactly optimal, most people just use a virtual dice rolling room, or the build in dice rolling feature that exists in various virtual tabletops like roll20.
If you're going to play in person though, having real physical dice is definitely better, but you could still use a virtual dice roller if you needed to.
Personally I can't recommend pre-made adventures, except as inspiration, but that's just my opinion.
Other than that, try to play with someone who already know the system, makes it infinitely easier to learn.
It is also recommended to use virtual dice in parties which can't land their dice on the table to save you from inconveniences and fits of rage.
[QUOTE=croguy;43146449]It is also recommended to use virtual dice in parties which can't land their dice on the table to save you from inconveniences and fits of rage.[/QUOTE]
Nah, use metal dice with sharp edges on the table, make sure to throw it hard
[QUOTE=Rents;43147437]Nah, use metal dice with sharp edges on the table, make sure to throw it hard[/QUOTE]
[img]http://images1.sw-cdn.net/model/picture/674x501_106205_98701_1338413385.jpg[/img]
My friend is trying to set up his own homebrew setting (and system too) and from what I understand the setting is going to be like a mix between Mass Effect and Shadowrun / the later Final Fantasy games. He's asked me for a few races and monsters to help diversify his but I think I've given him all the ideas that I can really.
Do you guys have any cool ideas for different races (including alien ones), animals, and "monsters"? I'd love to hear them, and if they're good enough (or not already implemented in some form) I'll pitch them to him.
[QUOTE=Smas;43147817]My friend is trying to set up his own homebrew setting (and system too) and from what I understand the setting is going to be like a mix between Mass Effect and Shadowrun / the later Final Fantasy games. He's asked me for a few races and monsters to help diversify his but I think I've given him all the ideas that I can really.
Do you guys have any cool ideas for different races (including alien ones), animals, and "monsters"? I'd love to hear them, and if they're good enough (or not already implemented in some form) I'll pitch them to him.[/QUOTE]
An entire metropolis run by Chocobos. They're not any more intelligent than the chocobos in any FF game, but the city seems to run itself fine despite this.
[QUOTE=Smas;43147817]My friend is trying to set up his own homebrew setting (and system too) and from what I understand the setting is going to be like a mix between Mass Effect and Shadowrun / the later Final Fantasy games. He's asked me for a few races and monsters to help diversify his but I think I've given him all the ideas that I can really.
Do you guys have any cool ideas for different races (including alien ones), animals, and "monsters"? I'd love to hear them, and if they're good enough (or not already implemented in some form) I'll pitch them to him.[/QUOTE]
Turians are always nice to have IMO
[QUOTE=Alxnotorious;43148200]An entire metropolis run by Chocobos. They're not any more intelligent than the chocobos in any FF game, but the city seems to run itself fine despite this.[/QUOTE]
are you implying chocobos aren't intelligent
I guess I should clarify. This isn't going to be a direct rip of any of the things I've listed. It's more about the themes and tropes that are being taken from those sources, such as aliens, "magic", cybernetics, robots, intergalactic travel, etc. It would be much easier if it was just about ripping iconic things (such as Turians and Chocobos) from various sources. What I'm looking for is something that is a bit more original in that regard.
you'll find that rather hard to do, as original concepts are few and far between (and also incredibly valuable, shit is worth being paid for). anything we come up will invariably remind a player of something, which will prompt them to refer to them as such.
[QUOTE=lintz;43148603]you'll find that rather hard to do, as original concepts are few and far between (and also incredibly valuable, shit is worth being paid for). anything we come up will invariably remind a player of something, which will prompt them to refer to them as such.[/QUOTE]
That's not true at all, as long as you're willing to allow really really stupid shit.
For example; rock people who are on fire, breathe water and are allergic to air
How would that work? I have no fucking clue but it's pretty original
also he wasn't saying things had to be 100% original and never done before, just that it shouldn't be a direct ripoff.
[QUOTE=elowin;43148427]are you implying chocobos aren't intelligent[/QUOTE]
But like, can they normally run a whole city?
THe Pathfinder Advanced classes playtest got updated;
[quote][B]Arcanist:[/B] We removed the blood focus ability and replaced it with Arcane Reservoir. Now the arcanist can draw upon the pool of power to fuel arcanist exploits.
[B]Bloodrager:[/B] We clarified how the bloodrage powers work and when you gain access to them. We also added Eschew Materials as a bonus feat.
[B]Brawler:[/B] This class can now use all weapons from the weapons listed under the "close" fighter weapon group. We also added a new ability for 20th level!
[B]Hunter:[/B] The hunter's companion got a power boost, gaining access to an animal focus all the time. We also added some teamwork feats specifically for the hunter.
[B]Investigator:[/B] In place of sneak attack, the investigator can now study his foes to make deadly strikes gaining a bonus to hit and damage.
[B]Shaman:[/B] The shaman now casts spells using the druid spell list, with a number of important additions to add the proper flavor to the spell list.
[B]Skald:[/b] The skald now gets damage reduction as it goes up in level, and we clarified how rage works with his allies, allowing them to end the effect if they need to.
[B]Slayer:[/B] The slayer now gets a better Hit Die and more skill points. We also added a few new slayer talents to add versatility to the class.
[B]Swashbuckler:[/B] A number of the swashbucklers abilities got shuffled for balance and we added a feat to let you use slashing weapons with precise strike.
[B]Warpriest:[/B] The warpriest now attacks with his level as his BAB when using his deity's weapon (or any favored weapon) and the amount of damage dealt scales up over time.[/quote]
RIP skalds being able to make casters enter a rage and not be able to cast
[QUOTE=elowin;43148631]That's not true at all, as long as you're willing to allow really really stupid shit.
For example; rock people who are on fire, breathe water and are allergic to air
How would that work? I have no fucking clue but it's pretty original
also he wasn't saying things had to be 100% original and never done before, just that it shouldn't be a direct ripoff.[/QUOTE]
Easy as fuck m8.
If you change the water breathing thing to a methane thing, you could have them live on a really high pressure or low temperature world that has lakes of methane, they are essentially coal people who split the hydrogen atoms from the methane molecules and they essentially have a sheath of burning hydrogen cloaking them being fed by the coal they're made of and the hydrogen excreted from their digestion/respiration.
The Oxygen could just come from other molecules or ores they eat as well as the other atmospheric gases kicking around.
[QUOTE=bravehat;43149413]Easy as fuck m8.
If you change the water breathing thing to a methane thing, you could have them live on a really high pressure or low temperature world that has lakes of methane, they are essentially coal people who split the hydrogen atoms from the methane molecules and they essentially have a sheath of burning hydrogen cloaking them being fed by the coal they're made of and the hydrogen excreted from their digestion/respiration.
The Oxygen could just come from other molecules or ores they eat as well as the other atmospheric gases kicking around.[/QUOTE]
uhh dude
that's nothing like what i described
[QUOTE=elowin;43149596]uhh dude
that's nothing like what i described[/QUOTE]
Rock people, who are on fire and allergic to air in some way.
They burn, they're pretty rocky and if they were in an environment like ours, would likely set everything around them on fire.
[QUOTE=MakoSkyDub;43141775]she fired me[/QUOTE]
i did no such thing you can't prove i did
[QUOTE=lintz;43148603]you'll find that rather hard to do, as original concepts are few and far between (and also incredibly valuable, shit is worth being paid for). anything we come up will invariably remind a player of something, which will prompt them to refer to them as such.[/QUOTE]
[quote]Everyone elses' posts that debate this.[/quote]
I didn't quite mean this either. What I mean is, I don't want Turians or Chocobos, since those have been said and done. However, this does not mean that I (or anyone else) have to reinvent the wheel. I can take the concepts that they are based on (such as exotic ride-able pack animals and aliens that are resistant to harsher solar radiation) and adapt them to our campaign in a way that is different from their source material.
I don't really expect anyone to reinvent the wheel, since that hardly ever happens. I just want cool ideas that I might not have thought of yet, even if they are just slight tweaks of something that already exists.
On the aliens thing, a few ideas
Large-scale single-celled things, native to asteroid belts and Oort clouds, and subsistent upon solar radiation and minerals they get from eating asteroids. Thinking like, massive space jellyfish, not really sentient but big enough to be a hazard (especially if you happen to be carrying a big load of yummy ore, like, say, a mining ship might, or something putting out a lot of radiation, like any ship with a big enough sensor array).
Mass-symbiont creatures. On the surface, appear mostly cohesive, and could really fit any archetype, be it bestial, humanoid, or otherwise, but said creature is functionally composed of hundreds or thousands of smaller creatures, which join or leave the cohesive mass as suits them. Basically any place they're native to or inhabit for any length of time would be completely teeming with what might appear to be vermin to other races, but actually constitute parts that could either be transitioning between bodies or in the process of forming new members. Since each symbiont species likely has different breeding conditions, you might be able to tell where a given member is from based on the percentages of various parts they have because the more represented parts had better conditions. Plus, when they 'die', they don't tend to stay dead since unless outright obliterated most of the component organisms can discorporate and escape, then later reform, although the resultant creature might be substantially different physically
Creatures whose very component structures have a half-life. Basically, the creatures are likely native to someplace exceptionally radioactive. Unless repeatedly irradiated, as they age they change drastically in appearance as their component molocules decay (Like, a creature might start off with many of it's structures being composed of an exceptionally dense, unstable metal, which makes it very rigid and tough yet also slow. As the creature 'ages', much of it's body sheds mass in the form of neutron radiation, growing steadily less dense and more amorphous as it decays. Eventually they end up near-liquid before sublimating into gas and dying. Reproduction would most likely be budding from an existing organism in a heavily irradiated zone, where it then absorbs additional mass until it's big enough to sustain itself for a time outside of an irradiated zone)
None of these are terribly realistic, sure, but as concepts I think they're pretty cool
[QUOTE=SiberysTranq;43151421]On the aliens thing, a few ideas
Large-scale single-celled things, native to asteroid belts and Oort clouds, and subsistent upon solar radiation and minerals they get from eating asteroids. Thinking like, massive space jellyfish, not really sentient but big enough to be a hazard (especially if you happen to be carrying a big load of yummy ore, like, say, a mining ship might, or something putting out a lot of radiation, like any ship with a big enough sensor array).
Mass-symbiont creatures. On the surface, appear mostly cohesive, and could really fit any archetype, be it bestial, humanoid, or otherwise, but said creature is functionally composed of hundreds or thousands of smaller creatures, which join or leave the cohesive mass as suits them. Basically any place they're native to or inhabit for any length of time would be completely teeming with what might appear to be vermin to other races, but actually constitute parts that could either be transitioning between bodies or in the process of forming new members. Since each symbiont species likely has different breeding conditions, you might be able to tell where a given member is from based on the percentages of various parts they have because the more represented parts had better conditions. Plus, when they 'die', they don't tend to stay dead since unless outright obliterated most of the component organisms can discorporate and escape, then later reform, although the resultant creature might be substantially different physically
Creatures whose very component structures have a half-life. Basically, the creatures are likely native to someplace exceptionally radioactive. Unless repeatedly irradiated, as they age they change drastically in appearance as their component molocules decay (Like, a creature might start off with many of it's structures being composed of an exceptionally dense, unstable metal, which makes it very rigid and tough yet also slow. As the creature 'ages', much of it's body sheds mass in the form of neutron radiation, growing steadily less dense and more amorphous as it decays. Eventually they end up near-liquid before sublimating into gas and dying. Reproduction would most likely be budding from an existing organism in a heavily irradiated zone, where it then absorbs additional mass until it's big enough to sustain itself for a time outside of an irradiated zone)
None of these are terribly realistic, sure, but as concepts I think they're pretty cool[/QUOTE]
Handshake with alien
instant cancer
[QUOTE=SiberysTranq;43151421]On the aliens thing, a few ideas
Large-scale single-celled things, native to asteroid belts and Oort clouds, and subsistent upon solar radiation and minerals they get from eating asteroids. Thinking like, massive space jellyfish, not really sentient but big enough to be a hazard (especially if you happen to be carrying a big load of yummy ore, like, say, a mining ship might, or something putting out a lot of radiation, like any ship with a big enough sensor array).
Mass-symbiont creatures. On the surface, appear mostly cohesive, and could really fit any archetype, be it bestial, humanoid, or otherwise, but said creature is functionally composed of hundreds or thousands of smaller creatures, which join or leave the cohesive mass as suits them. Basically any place they're native to or inhabit for any length of time would be completely teeming with what might appear to be vermin to other races, but actually constitute parts that could either be transitioning between bodies or in the process of forming new members. Since each symbiont species likely has different breeding conditions, you might be able to tell where a given member is from based on the percentages of various parts they have because the more represented parts had better conditions. Plus, when they 'die', they don't tend to stay dead since unless outright obliterated most of the component organisms can discorporate and escape, then later reform, although the resultant creature might be substantially different physically
Creatures whose very component structures have a half-life. Basically, the creatures are likely native to someplace exceptionally radioactive. Unless repeatedly irradiated, as they age they change drastically in appearance as their component molocules decay (Like, a creature might start off with many of it's structures being composed of an exceptionally dense, unstable metal, which makes it very rigid and tough yet also slow. As the creature 'ages', much of it's body sheds mass in the form of neutron radiation, growing steadily less dense and more amorphous as it decays. Eventually they end up near-liquid before sublimating into gas and dying. Reproduction would most likely be budding from an existing organism in a heavily irradiated zone, where it then absorbs additional mass until it's big enough to sustain itself for a time outside of an irradiated zone)
None of these are terribly realistic, sure, but as concepts I think they're pretty cool[/QUOTE]
No, don't be modest. I like them all. Consider them forwarded.
Also, this is how I see your Mass-Symbiont creatures existing outside of their homeworld:
[img]http://fc05.deviantart.net/fs70/f/2010/056/b/3/Tali_Unmasked_by_Chasing_the_Redline.jpg[/img]
Man, fuck spiders.
damnit it should have been snakes
then i could say "why did you have to be snakes"
[url=http://i.imgur.com/DODzQH9.jpg]Don't worry guys I have 1 HP left[/url]
Try -9 HP. Lol D&D
The way I've seen combat described in D&D is that whenever you lose HP, you arent actually taking serious damage until you get to 0. Before that, it's like you're becoming fatigued, and taking minor scratches. Having 1 hp left wouldn't be serious at all, a normal human could take it.
Gygax said combat should resemble this scene.
[media]http://www.youtube.com/watch?v=L10fR31jC1w[/media]
But I'm a fucking nerd so I'll shut up.
Yeah, HP makes more sense if you think of it as stamina and your ability to keep your defences up.
[QUOTE=Rents;43168709]Yeah, HP makes more sense if you think of it as stamina and your ability to keep your defences up.[/QUOTE]
Thinking of it like that is all well and good, until you begin thinking about combat that involves anything other than completely mundane weapons.
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