• D&D General v3
    11,241 replies, posted
Does anyone know the Wardens in D&D 4th edition? I've been thinking of ways to convert them for Pathfinder, but can't really come up with a good way. I really liked playing as a Warden in 4th edition, and would like to try it in pathfinder. But my group is pretty paranoid about homebrew stuff and I am not sure myself how I should be able to balance it. So, I thought I could ask you handsome people about it, and it might start an interesting discussion.
[QUOTE=IAmAnooB;41950669]Does anyone know the Wardens in D&D 4th edition? I've been thinking of ways to convert them for Pathfinder, but can't really come up with a good way. I really liked playing as a Warden in 4th edition, and would like to try it in pathfinder. But my group is pretty paranoid about homebrew stuff and I am not sure myself how I should be able to balance it. So, I thought I could ask you handsome people about it, and it might start an interesting discussion.[/QUOTE] D&D Next did them as a Paladin option, a "green knight" as it were. Maybe take the Paladin as it is in pathfinder and refluff/mess around with the spell list?
In regards to a Warden, I'd say either rolling a self-buffing druid or a cleric with nature domain might be your best way to go. [editline]24th August 2013[/editline] [QUOTE=Saint Jimmy;41951026]D&D Next did them as a Paladin option, a "green knight" as it were. Maybe take the Paladin as it is in pathfinder and refluff/mess around with the spell list?[/QUOTE] This works too.
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Being able to do slight polymorphs would be cool, but I don't think I can do that without it being unbalanced in some way. I was thinking if you could make your own class, a mix between a druid and a cleric perhaps?
[QUOTE=IAmAnooB;41960272]Being able to do slight polymorphs would be cool, but I don't think I can do that without it being unbalanced in some way. I was thinking if you could make your own class, a mix between a druid and a cleric perhaps?[/QUOTE] So... A druid?
Define "slight polymorphs", because if you mean changing parts of yourself to fight better then the Druid and Cleric spell list is full of those. [url=http://www.d20pfsrd.com/magic/all-spells/a/aspect-of-the-bear]Here[/url] [url=http://www.d20pfsrd.com/magic/all-spells/s/spider-climb]have[/url] [url=http://www.d20pfsrd.com/magic/all-spells/s/stone-fist]some[/url] [url=http://www.d20pfsrd.com/magic/all-spells/a/aboleth-s-lung]examples[/url] [url]http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---druid[/url]
[QUOTE=Chronische;41960837]So... A druid?[/QUOTE] Don't they do more "turn them self into a (powerful) critter" more then the warden "turn your self sort of into an ice elemental but not quite". What I mean is that a warden doesn't completely polymorph, just to some hybrid. But druid does it completely? Or am I totally wrong.
[QUOTE=RearAdmiral;41960941]Define "slight polymorphs", because if you mean changing parts of yourself to fight better then the Druid and Cleric spell list is full of those. [url=http://www.d20pfsrd.com/magic/all-spells/a/aspect-of-the-bear]Here[/url] [url=http://www.d20pfsrd.com/magic/all-spells/s/spider-climb]have[/url] [url=http://www.d20pfsrd.com/magic/all-spells/s/stone-fist]some[/url] [url=http://www.d20pfsrd.com/magic/all-spells/a/aboleth-s-lung]examples[/url] [url]http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---druid[/url][/QUOTE] Ah thanks. Should've done more researching, sorry about that. But aspect of the bear is like exactly what I am looking for. I'll make a (combat) druid then!
Does anyone else have that one person in the group that starts out fine but becomes the biggest asshole of all time by the end of the session? The kid seriously started criticizing the DM mid-game, and the issue he was whining about wasn't even a huge issue...
[QUOTE=Eyefunk;41970045]Does anyone else have that one person in the group that starts out fine but becomes the biggest asshole of all time by the end of the session? The kid seriously started criticizing the DM mid-game, and the issue he was whining about wasn't even a huge issue...[/QUOTE] It happens.
[QUOTE=elowin;41970736]It happens.[/QUOTE] Yep. Best thing you can do, especially if its about esoteric rules bullshit, is to declare rule 0 and move on Dignifying it with continued argument only encourages them
[QUOTE=SiberysTranq;41971634]Yep. Best thing you can do, especially if its about esoteric rules bullshit, is to declare rule 0 and move on Dignifying it with continued argument only encourages them[/QUOTE] It just really sucks when it comes to a point where no one is having fun because of this one person. Hell, I had to kick him out of my house at one point.
So, I'm [i]kinda[/i] thinking of ending the pathfinder game I gm, and starting a new one, maybe with same players, and setting it somewhere other than the default pathfinder setting. Partly because I have a lot of thoughts for monsters, deities, and characters that, as far as I know, don't exist and/or wouldn't work well in Golarion. And also because so far, it's mostly been cobbled together pretty badly based on random ideas I had, and the first potential BBEG the party had effectively became null after I realized I'd made a mistake by giving them an item I'd implied to be made by her, then later realized was way too high-level to have been made by someone of appropriate level for them to be fighting. Who knows, if I go through with it, I may not even stick with Pathfinder. Chances are, either way, it'll be better thought out than the stuff that's happened in the current one.
[QUOTE=Rats808;41992590]Partly because I have a lot of thoughts for monsters, deities, and characters that, as far as I know, don't exist and/or wouldn't work well in Golarion.[/QUOTE] jesus fuck what kind of crazy eldritch abominations have you thought up which can't fit in Golarion. i mean, Golarion is the world that already has a howitzer thats so big it had to be built into a mountain, a country ruled by undead, a country ruled by demons, a country ruled by a dragon, and ofcourse, let's not forget fucking alien technology that fell from outer space there's really not many things which wouldn't fit
[QUOTE=elowin;41993074]jesus fuck what kind of crazy eldritch abominations have you thought up which can't fit in Golarion. i mean, Golarion is the world that already has a howitzer thats so big it had to be built into a mountain, a country ruled by undead, a country ruled by demons, a country ruled by a dragon, and ofcourse, let's not forget fucking alien technology that fell from outer space there's really not many things which wouldn't fit[/QUOTE] Sure there is: something not lame.
[QUOTE=Rats808;41992590]So, I'm [i]kinda[/i] thinking of ending the pathfinder game I gm, and starting a new one, maybe with same players, and setting it somewhere other than the default pathfinder setting. Partly because I have a lot of thoughts for monsters, deities, and characters that, as far as I know, don't exist and/or wouldn't work well in Golarion. And also because so far, it's mostly been cobbled together pretty badly based on random ideas I had, and the first potential BBEG the party had effectively became null after I realized I'd made a mistake by giving them an item I'd implied to be made by her, then later realized was way too high-level to have been made by someone of appropriate level for them to be fighting. Who knows, if I go through with it, I may not even stick with Pathfinder. Chances are, either way, it'll be better thought out than the stuff that's happened in the current one.[/QUOTE] I'd play~
[QUOTE=elowin;41993074]jesus fuck what kind of crazy eldritch abominations have you thought up which can't fit in Golarion. i mean, Golarion is the world that already has a howitzer thats so big it had to be built into a mountain, a country ruled by undead, a country ruled by demons, a country ruled by a dragon, and ofcourse, let's not forget fucking alien technology that fell from outer space there's really not many things which wouldn't fit[/QUOTE] [QUOTE=Chronische;41993155]Sure there is: something not lame.[/QUOTE] It's also largely the fact that so much of Golarion's shit is already established, so there isn't much wiggle room if I want to add a new deity, or something. And, like I said, my current campaign is so poorly cobbled together and shit that [i]their first BBEG teleported away every time they caught up to her[/i] because I wasn't sure how to handle the fact that she left a 9th level scroll in a chest for them. (And I kind of wanted to try making my own setting cough cough cough if it goes too terribly I may still set it in Golarion and just add in my own stuff and figure out a way to make it fit.)
I made my first attempt at GM'ing ever and with a new system: Numenera. It felt like it could have gone worse, and I don't think my players had any major problems with what's been happening so far. Other than one of them having connection issues. But, we're going to give it another toss and try to continue it this Thursday. I haven't done much in practice, however, I'm already loving the system and the free will it gives both players and GMs to just fucking play and experience a story (and discovering) instead of worrying about the dice and a flood of tedious game mechanics. The room you have in creating your own experience and story makes it all the better. I'm hoping once I get use to it I'll be able to let the sessions flow nicely and keep it all at a good pace. The variety in what's planned helps too.
[QUOTE=Rats808;41993450]It's also largely the fact that so much of Golarion's shit is already established, so there isn't much wiggle room if I want to add a new deity, or something. And, like I said, my current campaign is so poorly cobbled together and shit that [i]their first BBEG teleported away every time they caught up to her[/i] because I wasn't sure how to handle the fact that she left a 9th level scroll in a chest for them. (And I kind of wanted to try making my own setting cough cough cough if it goes too terribly I may still set it in Golarion and just add in my own stuff and figure out a way to make it fit.)[/QUOTE] Here's how you handle that: never use an established campaign setting. At least, none that aren't Ravenloft (since it's pretty modular) because players will know about shit and be able to ruin the game by, for example, tracking down Elminster and shoving his hat up his ass. Ravenloft=best setting imo, since you can pretty much write anything you want and have it be OK as long as it's grimdark (at least underneath). Otherwise just write everything from scratch. There's an FP GM I'm gaming with right now that did a from scratch 2E setting, it's not like it's hard to make.
I wouldn't poopoo established settings entirely, they can help ground players in 'reality' if they understand how the world works rather than being ignorant of everything that should be common knowledge untill you explain it to them.
[QUOTE=DiscoInferno;41994028]I wouldn't poopoo established settings entirely, they can help ground players in 'reality' if they understand how the world works rather than being ignorant of everything that should be common knowledge untill you explain it to them.[/QUOTE] Bear in mind though that most of the settings are lame and uninspired. Forgotten Realms, Ebberon, Greyhawk, they're pretty boring with no surprises. Spelljammer and Ravenloft, now... those are interesting.
[QUOTE=Chronische;41994039]Bear in mind though that most of the settings are lame and uninspired. Forgotten Realms, Ebberon, Greyhawk, they're pretty boring with no surprises. Spelljammer and Ravenloft, now... those are interesting.[/QUOTE] That's a matter of taste.
GM'ed my first game a pair of weeks ago. First session didn't go badly, but we spent 3 hours making characters (didn't expect it to take that long) so when we finally got to it I had forgotten the whole campaign. Second time went much better (I could remember stuff without reading straight off the paper, for one), but had printed the papers with 10 char size and at the end of the session I was a mess of blinking eyes (it's surprising how much small text can make your eyes sting).
[QUOTE=Rats808;41992590]I realized I'd made a mistake by giving them an item I'd implied to be made by her, then later realized was way too high-level to have been made by someone of appropriate level for them to be fighting.[/QUOTE] Unspecified rituals at magically potent places, they're all the rage among villains looking to punch above their weight
[QUOTE=DarkMonkey;41996011]Unspecified rituals at magically potent places, they're all the rage among villains looking to punch above their weight[/QUOTE] I've always found magical artifacts to be great fun, even if they're not necessarily completely balanced for the level people get it Especially considering that, if you give the artifacts abilities, even if those abilities are really really good, you don't need to explicitly tell them they should use them, and a lot of times they'll forget For example, the first maguffin in my D&D game, was a gauntlet that gave great defensive bonuses (+2 armor for a free hand is pretty great) and could fire force blasts, and save its usage in the end-of-summer death beam, it's been fired all of three times in over a dozen sessions (not counting when they fired it to capacity on the day they had it just to test it out) Literally, the barbarian who carries it defaults to his longbow, instead of using something that does three times the damage, every single time he needs to attack at range Which is hilarious Also, had one earlier campaign (which was cut tragically short by school shit) where a party got the Moaning Diamond at level 3. It was great while it lasted. Wrecked a few castles, reshaped a few landscapes
[QUOTE=SiberysTranq;41998413]Literally, the barbarian who carries it defaults to his longbow, instead of using something that does three times the damage, every single time he needs to attack at range Which is hilarious [/QUOTE] While it might make sense in a meta way to use the best piece of equipment 24/7, it thematically is boring. One of my characters that I've played with before specialized in the Glaive, Longsword & Shield, and a Krull (which for statistic reasons was a Chakram with the return ability so it always flew back to me after the attack). Each weapon (and shield) was personally created for that character by relatives (clan of smiths) and carried the most important meaning to the character. His armor was the same way. I won't go further into the back story of each piece but I never wore any other armor for the entirety of that character (except when I didn't [i]have[/i] the armor and needed something else as a sub) and would often whip out the Krull and throw it, even though I had no feats or stats for using ranged weapons. The Glaive was the most powerful weapon, and one I could actually use to its full potential, but I still brought up the Longsword and Shield because my character would never let a single piece of equipment get all the glory and love. Super powerful items are things I tend to keep for the special occasions so they don't lose their majesty. Of course we had house rules that let you add limitless enhancements to your equipment as you leveled (using a system similar to WBL to determine how much "gold" you had to use, there was no other way to get these points other than leveling up) and required you do something within the roleplay to obtain the effect (like adding Fiery Burst to your weapon would require slaying a unique and powerful Fire Elemental, or something like that). This system allows you to stick with your starting equipment if you want and "grow" the equipment as you level, which is why I decided to put so much effort into my characters equipment being unique and his alone. Personally I find this far superior to the standard magic shop style as this adds loyalty and sentimental value to the equipment your players have while improving role playability. But I'm getting off track now.
[QUOTE=Axznma;41999253]While it might make sense in a meta way to use the best piece of equipment 24/7, it thematically is boring. One of my characters that I've played with before specialized in the Glaive, Longsword & Shield, and a Krull (which for statistic reasons was a Chakram with the return ability so it always flew back to me after the attack). Each weapon (and shield) was personally created for that character by relatives (clan of smiths) and carried the most important meaning to the character. His armor was the same way. I won't go further into the back story of each piece but I never wore any other armor for the entirety of that character (except when I didn't [i]have[/i] the armor and needed something else as a sub) and would often whip out the Krull and throw it, even though I had no feats or stats for using ranged weapons. The Glaive was the most powerful weapon, and one I could actually use to its full potential, but I still brought up the Longsword and Shield because my character would never let a single piece of equipment get all the glory and love. Super powerful items are things I tend to keep for the special occasions so they don't lose their majesty. Of course we had house rules that let you add limitless enhancements to your equipment as you leveled (using a system similar to WBL to determine how much "gold" you had to use, there was no other way to get these points other than leveling up) and required you do something within the roleplay to obtain the effect (like adding Fiery Burst to your weapon would require slaying a unique and powerful Fire Elemental, or something like that). This system allows you to stick with your starting equipment if you want and "grow" the equipment as you level, which is why I decided to put so much effort into my characters equipment being unique and his alone. Personally I find this far superior to the standard magic shop style as this adds loyalty and sentimental value to the equipment your players have while improving role playability. But I'm getting off track now.[/QUOTE] What's WBL stand for?
[QUOTE=MeltingData;42000358]What's WBL stand for?[/QUOTE] [URL="http://paizo.com/pathfinderRPG/prd/gamemastering.html#_table-12-4-character-wealth-by-level"]Wealth By Level[/URL].
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