[QUOTE=Chronische;48482291]Regular spiders aren't statted but stuff like giant spiders are in the back.[/QUOTE]
Actually they are, Page 337 of the Monster Manual.
[quote][B]SPIDER[/B]
Tiny beast, unaligned
[B]Armor Class[/B] 12
[B]Hit Points[/B] 1 (1d4- 1)
[B]Speed[/B] 20ft., climb 20 ft.
STR 2 (- 4)
DEX 14 (+2)
CON 8 (- 1)
INT 1 (- 5)
WIS 10 (+0)
CHA 2 (- 4)
[B]Skills[/B] Stealth +4
[B]Senses[/B] darkvision 30 ft., passive Perception 10
[B]Languages[/B] -
[B]Challenge[/B] 0 (10 XP)
[B]Spider Climb.[/B] The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
[B]Web Sense.[/B] While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
[B]Web Walker.[/B] The spider ignores movement restrictions caused by webbing.[/quote]
[editline]17th August 2015[/editline]
Obviously the best way to kill them is by burning the whole house down.
[QUOTE=Rats808;48483274]Actually they are, Page 337 of the Monster Manual.
[editline]17th August 2015[/editline]
Obviously the best way to kill them is by burning the whole house down.[/QUOTE]
Bonfire is a cantrip so that's really easy to do. Why the hell you'd ever USE a regular spider, I've no idea. What the hell is it going to do besides skitter around?
[QUOTE=Rats808;48483274]Actually they are, Page 337 of the Monster Manual.
[editline]17th August 2015[/editline]
Obviously the best way to kill them is by burning the whole house down.[/QUOTE]
I'm just surprised they give XP.
[QUOTE=Jrose14;48483666]I'm just surprised they give XP.[/QUOTE]
So, by this logic, if I go wandering around, smashing random spiders I see around the house, I can build up enough XP to actually level up? Sign me up!
[QUOTE=Eva-1337;48483730]So, by this logic, if I go wandering around, smashing random spiders I see around the house, I can build up enough XP to actually level up? Sign me up![/QUOTE]
It takes 30 spiders worth of xp to hit level 2.
Have fun.
[QUOTE=Rats808;48483795]It takes 30 spiders worth of xp to hit level 2.
Have fun.[/QUOTE]
Well hell yeah, and when I do, that first level is going into my future dual-class: Sorcerer.
Elemental Bloodline motherfuckers.
[QUOTE=Rats808;48483795]It takes 30 spiders worth of xp to hit level 2.
Have fun.[/QUOTE]
I mean, how many of those fuckers are in a single building? Arsonism is worth the leveling up.
[QUOTE=Kisame;48482721]I am really hoping that bee man loses purely for the fact that multiple mechs might make it hard for me.[/QUOTE]
I hope I win just because I've already invested two hours of a weekday evening and spent most if it waiting on him :v:
[QUOTE=Jrose14;48483666]I'm just surprised they give XP.[/QUOTE]
Everything gives XP, even shrubs
Thanks!
Any recommendations for scaling up Monsters and their Challenge Level to suit Higher-Leveled PC's? Easy mathematical methods / wingit methods (Besides adding multiples of the Monster, and this is 5e.)
[editline]18th August 2015[/editline]
As well as "Boss" npc's in general?
[QUOTE=General J;48484380]Thanks!
Any recommendations for scaling up Monsters and their Challenge Level to suit Higher-Leveled PC's? Easy mathematical methods / wingit methods (Besides adding multiples of the Monster, and this is 5e.)
[editline]18th August 2015[/editline]
As well as "Boss" npc's in general?[/QUOTE]
There isn't really an easy way to scale up monsters, usually it's better to use a higher challenge monster. If you want to create tougher versions of old monsters, there's a Monster Statistics by CR table in the dmg and it roughly comes down to this: [sp]Add 15 hp for every CR and 1-5 damage per round, increase their AC by 1 for every 3-4 CR and their proficiency bonus by 1 for every 4 CR, increase the DC of any saves by 1 for every 3-4 CR.[/sp] However doing that is much clunkier than just using enemies designed at a higher CR.
For example, to make a CR 3 giant spider mother, I'd increase it's size to huge, give it 2 more hit dice and 2 more con (6d12+12 hp, average of 51) and give it the ability to make two bite attacks. This ends up being tougher than the equivelant-CR phase spider, but it can't ethereal jaunt.
[QUOTE=Rats808;48483795]It takes 30 spiders worth of xp to hit level 2.
Have fun.[/QUOTE]
Man, going by that logic I'm way past level 2.
How much XP would burning a wasp nest be?
[QUOTE=General J;48484380]Thanks!
Any recommendations for scaling up Monsters and their Challenge Level to suit Higher-Leveled PC's? Easy mathematical methods / wingit methods (Besides adding multiples of the Monster, and this is 5e.)
[editline]18th August 2015[/editline]
As well as "Boss" npc's in general?[/QUOTE]
I really can't recommend doing this at all, unless the monster has a really good reason to suddenly be way stronger.
[QUOTE=elowin;48485016]I really can't recommend doing this at all, unless the monster has a really good reason to suddenly be way stronger.[/QUOTE]
It levelled up.
I have a question regarding aesthetics in a D&D setting ([sp]ラジカル危険な420 vaporwave[/sp]). Basically my campaign is going to take the players to Arkhosia, which is the ruined draconic empire, but I can't decide whether it should look like a barren wasteland or a deceptively tranquil greenland. Does anyone have any particular opinion on what I should do?
[QUOTE=ThatSprite;48485043]I have a question regarding aesthetics in a D&D setting ([sp]ラジカル危険な420 vaporwave[/sp]). Basically my campaign is going to take the players to Arkhosia, which is the ruined draconic empire, but I can't decide whether it should look like a barren wasteland or a deceptively tranquil greenland. Does anyone have any particular opinion on what I should do?[/QUOTE]
There isn't really any concrete information about Arkhosia, as only its political history was described in Points of Light, from what I've seen. Due to it being a giant as fuck empire which existed thousands of years ago the best bet for an aesthetic look of the empire would be far faded and heavily damaged overground and underground stone complexes, with fairly impressive architecture and design styled after dragons, and maybe a formerly floating rock with more stone structures over it that have since long ago fallen down on the ground and melded again with the earth. Because it was so far-reaching, you could essentially have it in any one kind of an environment.
The former reaches of the empire would be inhabited by a bunch of small successor states and settlers mostly, if not completely unrelated to Arkhosia and its destruction.
Unless the party is actually playing WHEN Arkhosia existed, in which case you've got all of the former, except in excellent condition, and a place almost entirely composed of dragonborn and their chromatic and metallic allies. Personally, if you were hyping it up about being a great empire and whatnot, you could pull a twist along the lines of Moria and have them come across nothing but a bunch of wrecked castle ruins infested by straggler scum and somewhat surviving dungeons containing thousands of years old magic of draconic origin. I'd do it that way, but if you don't want to, then so be it.
[QUOTE=Rents;48485021]It levelled up.[/QUOTE]
die
[editline]18th August 2015[/editline]
[QUOTE=ThatSprite;48485043]I have a question regarding aesthetics in a D&D setting ([sp]ラジカル危険な420 vaporwave[/sp]). Basically my campaign is going to take the players to Arkhosia, which is the ruined draconic empire, but I can't decide whether it should look like a barren wasteland or a deceptively tranquil greenland. Does anyone have any particular opinion on what I should do?[/QUOTE]
all the buildings are shaped like giant dragons
[sp]of course they are anatomically correct[/sp]
[QUOTE=croguy;48485092]There isn't really any concrete information about Arkhosia, as only its political history was described in Points of Light, from what I've seen. Due to it being a giant as fuck empire which existed thousands of years ago the best bet for an aesthetic look of the empire would be far faded and heavily damaged overground and underground stone complexes, with fairly impressive architecture and design styled after dragons, and maybe a formerly floating rock with more stone structures over it that have since long ago fallen down on the ground and melded again with the earth. Because it was so far-reaching, you could essentially have it in any one kind of an environment.
The former reaches of the empire would be inhabited by a bunch of small successor states and settlers mostly, if not completely unrelated to Arkhosia and its destruction.
Unless the party is actually playing WHEN Arkhosia existed, in which case you've got all of the former, except in excellent condition, and a place almost entirely composed of dragonborn and their chromatic and metallic allies. Personally, if you were hyping it up about being a great empire and whatnot, you could pull a twist along the lines of Moria and have them come across nothing but a bunch of wrecked castle ruins infested by straggler scum and somewhat surviving dungeons containing thousands of years old magic of draconic origin. I'd do it that way, but if you don't want to, then so be it.[/QUOTE]
thanks, I've got a pretty good idea what I'm going for then.
(don't read if you're part of my campaign)
[sp]A civilisation seemingly left in stasis, remnants of those that lived there before with their ruined buildings yet marks of the lives they had, leading towards a capital city of the empire that would be entirely overrun by fiends and in ruins. gonna throw some emotional cards in too regarding the lives that had been lost in the war. In general the place is abandoned and derelict thanks to the remnants of the demon army[/sp]
LADIIIIEEEEES AAAAAND GENTLEMEEEN, IT'S TIME FOR ANOTHER [I]EXCITING[/I] MATCH OF...
SUPER SMASH MEKTON!
[del][URL]https://app.roll20.net/join/929796/xup3yg[/URL][/del]
Today's battle is the second and hopefully final half of the exciting match from yesteday! Well Rents have what it takes to exterminate the bee threat? Find out now!
Match is over! See the post below!
Got lucky and rolled a cockpit hit, Krinkle's "cockpit" consists of sitting on top of the mech unprotected.
[img]http://i.imgur.com/VwVZLfL.gif[/img]
AAAAAND THE WINNER IS [I]REENNNNNNNNNTS!
[url]https://www.youtube.com/watch?v=TMZi25Pq3T8[/url][/I]
Pulling through with a fantastic series of critical ends to the bees, Rents proves himself to well and truly be a professional exterminator. But how will he fare in the next round? You'll have to wait and find out! There are still 3 entry-level battles to go!
And a little fanservice for you avid readers. Write-ups of the competed Meks!
[quote]Rents' mek, the Shrike, is a legless Humanoid with plenty of thrusters for flight. It is, essentially, a Floater from X-COM. It has fairly light Servo strength but medium strength armor plating. It features a Hot Supercharged Powerplant for extreme maneuverability, and a Reaction Control System Level 2, allowing it to perform 180-degree turns in an instant. Its main Sensors are standard, and it includes a Target Analyzer to view the specs of opposing mechas. Its armaments include two linked burst-fire plasma weapons which can shoot 4 mid-damage shots randomly across the target mek in one action. Its overall response time and maneuverability is bar none.
Krinkles' meks are his own personal Fred, and 5 automatic units each dubbed Lt. Cmd. Data. They are all of Avian configuration, outwardly resembling bees. While the Fred packs slightly more of a punch, the general design of each unit is similar. They have absolutely no armor, are each so hollow as to be practically weightless, and may as well be made out of paper mache. Their real draw is their utter speed, easily outclassing most if not all of the other meks in the contest. Their propulsion system also allows them to go "hyper" for a short while, increasing various stats. The real sticker, or stinger, is the melee weapon each packs. A max-damage electric weapon, capable of incapacitating or outright killing a pilot for simply hitting the mek, depending on the plating type of the target.[/quote]
I've come to realise how outstandingly well I've fucked up my character creation for vtm.
Outline of character creation:
You get an amount of points to put into each section of your character (Attributes, Abilities, backrounds, conscience/courage/self control, disciplines) Then after that you get a number of freebie points to spend on increasing starting stats further or giving yourself merits/flaws (Merits are advantages like 'huge size' or 'The prince loves you' flaws are the opposite but give you more freebie points)
I spent the majority of my freebies on increasing a single discipline by two. A costly move. I have one discipline (collection of related powers) at 4/5.
The problems:
Even though I've got those powers, my dice pools are mostly quite low.
My willpower (which is incredibly cheap to buy in character creation, but expensive through the regular game) has been left low, since I only bought a few points of it in character creation. It's easy to control or read my mind, and a fair few things require it's use.
It would have been far better in the long run to have instead bought the first level of different disciplines.
or a permanent discount on a fourth discipline (every 'clan' gets three. A merit can give you a fourth) It would have saved a ridiculous amount of XP in the long run
I joined the game late too. So In DnD terms I'd be like a badly rolled level 2 character amidst better rolled level 5s.
Speaking of nWoD, there's a [url=http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/hunter-the-vigil/344770-repost-revild-s-hotel-mascaron]Hotline Miami inspired conspiracy[/url] for Hunter The Vigil, and being a HM fan I really want to play this.
The only problem I have with this is that it's focused on Changelings, Fae and all things from Hedge. I would really like to fight other supernaturals.
Also want to make a friendly, philosophical/reflective warboy-like character with a panache for violence.
So, I'm about to hit level 3 in my campaign as a Ranger. I Roleplayed my way into making beastmaster necessary. (Was drunkingly going on about my pet desert wolf named Sandeater, as a halfling using an Irish accent. Everyone was in tears.) So, the party is now looking greatly forward to meeting Sandeater.
So, I'm not too concerned with damage output or anything like that. I love Role-playing and damage-dealing isn't the main concern. What I am concerned about is my lack of being able to perform an action while directing Sandeater around. Any ideas to make this bit of roleplay interesting/fun?
And yes, I will be using him as a mount. (fuck yea halflings.)
[QUOTE=Alaskan Wolf;48491091]So, I'm about to hit level 3 in my campaign as a Ranger. I Roleplayed my way into making beastmaster necessary. (Was drunkingly going on about my pet desert wolf named Sandeater, as a halfling using an Irish accent. Everyone was in tears.) So, the party is now looking greatly forward to meeting Sandeater.
So, I'm not too concerned with damage output or anything like that. I love Role-playing and damage-dealing isn't the main concern. What I am concerned about is my lack of being able to perform an action while directing Sandeater around. Any ideas to make this bit of roleplay interesting/fun?
And yes, I will be using him as a mount. (fuck yea halflings.)[/QUOTE]
Holding on for dear life, using treats to direct his actions, using the time to wipe off any blood, things like that.
[QUOTE=GlebGuy;48490557]Speaking of nWoD, there's a [url=http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/hunter-the-vigil/344770-repost-revild-s-hotel-mascaron]Hotline Miami inspired conspiracy[/url] for Hunter The Vigil, and being a HM fan I really want to play this.
The only problem I have with this is that it's focused on Changelings, Fae and all things from Hedge. I would really like to fight other supernaturals.
Also want to make a friendly, philosophical/reflective warboy-like character with a panache for violence.[/QUOTE]
My group are very much cWoD. Is new world better?
[QUOTE=The Jack;48492542]My group are very much cWoD. Is new world better?[/QUOTE]
Depends. For starters, there's no apocalypse going on.
There aren't as many vampire clans, only five: Gangrel, Ventrue, Nosferatu, Toreador and some new one I think. Though they do have their own 'sub clans' where Gangrel would also have Brujahs and Ventrue would have Malkavian cousins.
Werewolves were nerfed, but not everyone is happy about that because a new werewolf can be weaker than an average vampire. I think they can also shift to other forms for a temporary amount of time.
Mages aren't as ridiculous as in cWoD but they can still be pretty powerful, like the Space 3 'Ban' spell. That's the only difference I know.
Changelings are people who were kidnapped by the powerful True Fae but managed to escape from their realm of Arcadia back to the real world, with strange traits and powers. Changeling is one of the best and most interesting splats, what with the theme of stories, folk-lore and mythology could be used in weird and warped ways.
And finally, Hunters aren't some diety-favored individuals with super powers, more like humans who have taken up arms against the supernatural. But there are many different factions and depending which you choose will grant you unique benefits. One group would take bits off another monster and put them on you, then another would do some kind of satanic ritual, and another one would give you some ancient magical dagger.
You can also make it so that certain supers aren't in your game, for example: you could have a game only about vampires and werewolves, no mages or changelings. The system supports such options.
Mechanics-wise the system is not too different either, but there have been major changes.
And yeah I know I listed a lot of negative stuff and favored Changeling, but let me say this - overall, everything got balanced and changed for the better, trust me. I only managed to play Changeling and a fan-made splat, 'Genius: The Transgression.'
[QUOTE=GlebGuy;48492798]:words:[/QUOTE]
no, this is false
except for the dumb ass big bad apocalypse, oWoD was mostly better.
And they just kind of avert the whole apocalypse thing in the 20th anniversary editions of each splat.
[QUOTE=The Jack;48492542]My group are very much cWoD. Is new world better?[/QUOTE]
They're both good in their own ways.
Better explanation from someone who has all the books and doesn't have a favorite splat, per se:
[quote]Vampire only has 5 clans; Gangrel, Mekhet, Nosferatu, Daeva, and Ventrue. Mekhet are similar to the Lasombra, all about darkness and shit, and their clan weakness is that the sun does MORE damage to them(and they start off with an extra ban iirc). Daeva are basically Toreador with different disciplines(and their weakness is basically 'if you feed from someone multiple times, you become emotionally dependent'. The Camarilla/Sabbat/Anarchs/Indies aren't a thing, and instead there's 5 Covenants; The Carthian Movement(Cool guy rebels who want to change the current system and can get mystical law powers), the Invictus(Cool guy lawyers who enforce the masquerade and can swear special oaths to get shit), Lancea Et Sanctum(Neo-Christian vamps who believe god made them vampires in order to give mortals something to fear; a large chunk of vampires attend sunday midnight mass, but attending mass doesn't mean being in the covenant. They also get Theban Sorcery, one of the 2 kinds of Sorcery in VtR), Circle of the Crone(Pagans basically; there's no single order of belief through them but they all sort of claim to serve the same crone-mother-lady-thing, iirc, and they get Cruac; the other kind of Sorcery, heavily involving using vitae to do shit), and Ordo Dracul(they believe themselves to be descendents of Dracula, and they're all about researching ways to improve the Kindred condition; they get Coils of the Dragon, literal magical bullshit that lets them change the rules of vampirism.)
Werewolf also only has 5 auspices(but I don't think that's new?); Cahalith(Bards/storytellers), Ithaeur(Shamans), Rahu(Warriors), Irraka(Stealthy types), and Elodoth(Lawyers/manipulators). They also lowered the number of Tribes and focused them(sort of) around what they hunt: Blood Talons(Hunt werewolves, usually the Pure or those who have violated the Oath of the Moon), Bone Shadows(Hunt spirits), Hunters in Darkness(Hunt Shartha/Hosts, parasitic swarm spirits who fuck with the gauntlet and can merge together to become more powerful), Iron Masters(Hunt humanoids in general; often, mortals, but they also go after Vampires and any other supernatural threat that threatens the herd), and Storm Lords(Hunt spirit-claimed; people who have been possessed and changed by a spirit of some sort). The Forsaken are basically the Shadow's border patrol, and contrary to what Gleb said, Werewolves are actually stronger than most of the other splats in terms of combat(in 2e at least), including vampires.
Mages no longer have a Technocracy to deal with, and instead their biggest threat are the Exarchs, Ascended Mages who want to stop other mages from even existing, I think(I'm not very informed on mage). There's 5 paths to choose from, each has 2 primary Arcana and 1 inferior, Acanthus(Fate and Time/Forces), Mastigos(Mind and Space/Matter), Moros(Death and Matter/Spirit), Obrimos(Prime and Forces/Death), and Thyrsus(Life and Spirit/Mind). There's also 5 Orders, Adamantine Arrow(Warriors), the Free Council(tech-heads who combine magic with technology), Guardians of the Veil(Assassin/Spies), the Mysterium(Nerds; they spend their time searching out knowledge for knowledge's sake), and the Silver Ladder(Tacticians, sort of; their whole thing is a heirarchy and they want to bring all of humanity into a higher stage of enlightenment or something). There's also the Seers of the Throne(Servants of the Exarchs, who pretty much think that the Awakened have no chance of winning, so they should just bow down and hope for a lesser punishment, or something along those lines), which [I]aren't[/I] playable in 1e, but will be in 2e.
Hunters are, rather than deity-empowered beings, simple humans who have become obsessed with protecting people from the darkness. At higher tiers, though, they organize into Compacts and Conspiracies. Compacts are groups who just have a specific way of doing things(Like Null Mysteriis, who believe [I]none[/I] of it is supernatural, and are dedicated to explaining it with science. Or the Union, who hunt mostly to keep their friends and family safe.) Conspiracies are more widespread groups who have conspiracy-specific Endowments, which are basically superpowers(EG, Malleus Malificarum, heavily religious hunters who get miraculous-seeming shit and can summon holy weapons and armor, or the Lucifuge, who claim to be the children of Lucifer and get demonic powers and shit).
Gleb's not far off on Changeling; they're all someone who was once human, but got grabbed by a member of the Fae gentry and dragged through the Hedge into their own pocket of Arcadia, where they then got turned into something else; not even something necessarily human or sentient, you're certainly allowed to say you were a fucking river or a sandstorm during your Durance, but usually you were basically a servant. I don't know specifics of how it happens, but somehow you escape from your captor, and on your way back through the Hedge to the real world, you take on a humanoid form of some sort, and a Seeming, of which there are 6: Beasts(They resemble animals some way, and act somewhat like that animal), Darklings(Stealthy types who typically look like weird monsters and get powers dealing with darkness), Elementals(Spent their Durance as inanimate objects or forces of nature, keep power over whatever element when they escape), Fairest(Social types who are fuckin' beautiful), Ogres(Combat-focused brutes), and Wizened(Were usually reduced in size somehow, and didn't return to human-size when they escaped, so they're weak, but fast, and usually really smart). There's also a bunch of Courts I'm not gonna go into.
I'd go into detail about Promethean/Geist/Mummy, but I don't know much about them, so you'd be better off looking up info on the [url=http://whitewolf.wikia.com/wiki/World_of_Darkness]White Wolf Wiki[/url].[/quote]
[QUOTE=elowin;48494137]no, this is false
except for the dumb ass big bad apocalypse, oWoD was mostly better.
And they just kind of avert the whole apocalypse thing in the 20th anniversary editions of each splat.[/QUOTE]
You'd do well to ignore this kind of crap though. Some people will never change their minds.
nWoD is largely a complete mechanical upgrade of cWoD, even the most die-hard of cWoD players would generally (in my experience at least with four different groups) play 20th anniversary editions of a game, than straight up play cWoD. The Big dumb bad ass apocalypse was practically the driving force of cWoD, that the clock was at 11 minutes to midnight and only the people who knew what was happening were actually shitting their pants.
nWoD has a tonne of stuff in it, and the best part is that you don't even need to use all of it. You can have a World of Darkness that only has Gheists in it, aspects of Death itself that have bought people back to life and piggyback around on their little puppets. Or you can only have Vampires, or Changelings or whatever. The closest thing to a mandatory inclusion is the God Machine if you want to run Demon the Descent. But every other aspect of the game is divorcable from this concept and you can just use the rules if you want. I personally am a fan of the God Machine but I can see why some people aren't and that's all fine and dandy.
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