• D&D V6 - Edition jokes don't really make sense anymore
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[QUOTE=mrx5001;51690616]Lol at everyone shitting on this guy for trying to play something he wants to play. Its a [B]Fantasy[/B] RPG, you can't try and make sense of something that inherently doesn't make sense. It also appears that its an end game weapon and as such has been balanced as one. It's not his intention of starting off with the weapon either as he has to either A. Kill a great foe or, B. Face off against his background BBEG both of which are probably not going to happen at low levels.[/QUOTE] you're right, it's fantasy so nothing needs to make sense here's my character: he's a fighter, but he can cast fireballs to help with enemies that are resistant to physical damage (note: he saves his fireballs for mortal foe)
[QUOTE=Mellowbloom;51690697]you're right, it's fantasy so nothing needs to make sense here's my character: he's a fighter, but he can cast fireballs to help with enemies that are resistant to physical damage (note: he saves his fireballs for mortal foe)[/QUOTE] Congrats on missing my other post [QUOTE] I'm not saying you should disregard the rules and the logic of the setting, but if the reasoning isn't to the setting's logic then surely a compromise could be found where the item in question could be made to conform.[/QUOTE]
there is a compromise: refluff existing equipment and accept that classes have starting gear you need to conform to
the last time i compromised with someone and allowed them to take a certain skill that they weren't actually allowed to take for their class they completely gamed the system and dodged every single attack because i didn't read the small print.
[QUOTE=Mellowbloom;51690865]there is a compromise: refluff existing equipment and accept that classes have starting gear you need to conform to[/QUOTE] and this goes back to my original argument that the sword is an endgame weapon rather a weapon he gets at the start. I agree with everyone that extremely overpowered weapons/abilites are not a good idea to give someone straight out or at all really as they have a habit of breaking a game and if he gets the weapon (compromised or as is) towards the end of the game where everyone is on the same level as he would be with the weapon AND the gm is ok with it then I see no harm in it. The starting weapons he gets are also up to the GM's discretion. We don't know all the details of what every other character looks like at the beginning. Are they on the same pace as his? If so then there isn't a problem. If they aren't then he and the GM need to work it out between them and not someone on a forum bad mouthing his character. On the other hand he did post his ideas on a public forum and that comes with criticism and other people stating their thoughts on the character and I acknowledge that. But there is a better way to criticize than to attack someone. If we can just agree that attacking him wasn't the best way to talk about/criticize his character then I will be satisfied. [QUOTE=lintz;51690867]the last time i compromised with someone and allowed them to take a certain skill that they weren't actually allowed to take for their class they completely gamed the system and dodged every single attack because i didn't read the small print.[/QUOTE] Also I'm not really sure how this affects the current discussion as this is a complete fuck up on your part.
[QUOTE=Oliolio;51690649] What, you mean storytiming and sharing your experiences? That's like, the point of the thread.[/QUOTE] Well, like posting twitch vods and youtube videos of my campaign? We are playing it every Sunday 2PM Stockholm time. Storytime is awesome, but I'm recording my sessions as a way to literally have storytime whenever and I wanted to share that with other people and didn't want to come off as just self-advertising.
[QUOTE=Valon Kyre;51688104]Samurai[/QUOTE] If this is what you want to play and your DM is cool with it then power to you man. I've been in love with the idea of a Samurai Fighter since I saw that character art in the backgrounds section of the PhB. Personal experience though from playing a Fighter in a campaign that was about a year in length: I'd recommend actually making the character a little less competent or experienced. Maybe even a little naive in the whole honor boner thing. It lets you make mistakes and develop interesting character traits from the experience you have. Maybe after you do badly in combat after rolling 1s and 2s all night your character decides to sheath the sword and only use his Tanto because he thinks he's not ready yet. It's memorable for you and everyone at the table. This sort of thing works well with fighters since around level five and onward you really start to ramp up in terms of combat. You get better equipment, you get better stats/feats/archetype features, and you regen most of your abilities on a Short Rest. What was once a young trainee has become a proper warrior in the span of a few levels (but many days/weeks/months in game). Your DM can also easily make the Katana magical, even starting it as simple as 'This weapon is abnomrally dense, and seemingly cannot be broken' then slowly add additional abilities too it as the game goes on. Slay a late game fiend enemy? Perhaps now the sword deals extra damage to fiends. It makes the process of handing out magical items fairly simple and helps make the weapon feel more signature. That's my 2 cents at least. [editline]18th January 2017[/editline] [QUOTE=Valon Kyre;51690092](side note, do I need strength as a fighter if I have this weapon? are there skills that i need strength for?). [/QUOTE] Strength factors in to one of your main saving throws and a lot of proficiencies you get. You also need high STR in order to wear most heavy armors without disadvantage. Technically if your DM rules this as fair you could forgo strength and instead focus on having a higher dex. You'll get a better initiative to get to the front lines faster, better saves against dex based spells by virtue of a bigger number, and your AC will be higher if you're wearing the lighter armors (heavier armors like Half-Plate and Full Plate cap out the AC bonus from dex to +2).
I am hugely in favor of the idea of legacy weapons, or gear that becomes magical or more powerful along with it's user. Considering what a trope the hereditary or reforged weapon is in fantasy, the fact D&D so often overlooks it for 'replace as necessary' kit always kind of bugs me This would obviously be off the reservation as far as RaW, but discuss with the DM the possibility of, as the party levels and gains magic items, you getting similar benefits for your weapons, perhaps working up towards those stats you first proposed or getting additional effects. Not outpacing the rest of the party, mind, but allowing you to play up the ancestral weapon without breaking the game early
my fuck up is important because it completely fucked up party balance and this one guy was just miles above everyone else in combat because i was nice and let them have this skill that made sense lore wise. it wasn't fun for me to have my encounters completely trivialised and it wasn't fun for the rest of the party to have this one guy dance circles around everyone else obviously this is nowhere near the same level as my fuck up but it's still not a good idea to start house ruling magical items at FIRST LEVEL
Look, I don't want to be a dick, but one exception made that breaks everything does not mean every exception breaks everything. Anyone who's run or played for any length of time knows that rules get bent or replaced or ignored all the fucking time, and at the same time, if the GM lets you do something special, it's your responsibility not to be a dick and abuse it because that will get turned against you and everyone else if you do There are ways to make this workable without breaking the game. Ultimately, unless the GM comes on here and reads all our arguments, it's likely they'll make their own assessment based on the needs of their game and players And, if it doesn't work or imbalances the game, they are the GM. They can take away as they give, and you shouldn't hinge your meta-goals on the GM playing along without question. If you can't play the character properly without the GM letting you walk all over them, maybe you need to think of a better idea or solution to work for that
He could also have it count as a regular sword that only becomes as powerful as his initially proposed idea when the spirits of his ancestors deem him worthy or something. Unoptimized build aside, that's how I would do it as a GM.
[QUOTE=Alsojames;51691431]He could also have it count as a regular sword that only becomes as powerful as his initially proposed idea when the spirits of his ancestors deem him worthy or something. Unoptimized build aside, that's how I would do it as a GM.[/QUOTE] Yeah, that's how I'd do it too. Plus it would allow the the DM to introduce suitable bonuses for that point in the campaign, depending on the circumstances.
[QUOTE=Oliolio;51690649]You in fact can and should follow the internal logic of the setting. *is killed by channeling an Elowin spirit at too high a force rating* [/QUOTE] dude stop channeling me, i need to sleep
[QUOTE=lintz;51691391]my fuck up is important because it completely fucked up party balance and this one guy was just miles above everyone else in combat because i was nice and let them have this skill that made sense lore wise.[/QUOTE] Well, at least define what you did, so we can criticize you as well! I'm just surprised that you could not have gimped down their specific ability/skill somehow.
[QUOTE=Alsojames;51691431]He could also have it count as a regular sword that only becomes as powerful as his initially proposed idea when the spirits of his ancestors deem him worthy or something. Unoptimized build aside, that's how I would do it as a GM.[/QUOTE] I like this idea! I'll pitch it to the GM and see what he thinks! I agree on the past point of countering the "replace as nessessary" set that most of my other characters have played. The spirit of this character is that he uses what he must and takes what he needs, I cant see him as ditching his family sword even if he did find one much more powerful, i didnt write him that way, and thats why I made this sword. Someone else made a suggestion of having my character go on a quest to get it which would be fun as well, perhaps bring the party back to the characters home continent to retrieve it? That'd be a fair amount of work for the GM though as he'd have to make a whole map for wherever my character is from. Hes a good drawer though. Here is the (albeit a little rushed, I didnt want to go on forever about every little detail) backstory for my character. Tried to cover most of the aspects that I should to explain him and his decision. [thumb]http://i1067.photobucket.com/albums/u423/Lawblind/F98C979E-D04D-4879-934C-8EE916334FC9_zpsassk9jvg.jpg[/thumb] [thumb]http://i1067.photobucket.com/albums/u423/Lawblind/C6E855FA-3AFF-4C72-8141-61F9E3834F2A_zps4sgmsiqg.jpg[/thumb] (The name for the barracks was withheld to the family as I imagine that is something they would do since they're civilians?) [thumb]http://i1067.photobucket.com/albums/u423/Lawblind/4D1209AE-3C6D-4C4F-AC9A-808DC2CB69E8_zpsvlnhjusc.jpg[/thumb] [thumb]http://i1067.photobucket.com/albums/u423/Lawblind/D5651EC4-8E15-46D5-95F7-540B4B2EA897_zpsq1hw5fow.jpg[/thumb] Anything I should improve upon or change? I have other sheets which detail his likes and dislikes, both general (things and people) and specific (characteristics) Someone else touched on character development, what I was planning on is having him start as this shy, secluded kid who is uncertain... but takes what measures he can to do things right. Later on developing into a confident veteran who sees the other party members as his first real friends. He's not a true samurai, he only knows the lifestyle through reading and observations so he conveys his interpretation. Running away from home wasn't the most honorable thing to do and shows hes still a kid [editline]18th January 2017[/editline] Also, the only game breaking thing I can find with the sword is with it being finesse I can take defensive dualist as well as great weapon fighting.
The stats are bad because they have no reason to be different. You're gaining a strictly better longsword for no reason, and you have a dagger with shortsword stats. There are still situations where this is going to give you advantage, even if they're rare - if you get ray of enfeebled, if you go down and the rogue picks up your katana (I gave a thief a finesse longsword in one of my games, but it was a powerful magical item, not just a standard weapon). Your GM can do whatever he wants, it's still dumb. Saying "my weapon should be better than normal because it doesn't break the game that much" is no good reason. +1 damage doesn't break the game that much, that doesn't mean my kriegsmesser should get 1d8+1 damage just because it's superior german metalworking.
there's a reason masterwork gear doesn't exist in 5E also I saw you mention earlier the character had half-plate, which is 700gp and not something you're gonna be starting with (unless again your DM has just given it you)
Oh, just make it a legit magic item and demand that your character must kill someone before he can put the sword away. If not, the sword possesses them in 1dLevel minutes, and will try to kill someone. Your entire lineage is about being in control of the sword and only using it when no innocent can be harmed, to try to atone the spirit within, who is actually your ancient clan founder. Death of an innocent is instant Sudoku. Bam, all GM has to do is shove out street urchins in every battle.
[QUOTE=gufu;51692723]Well, at least define what you did, so we can criticize you as well! I'm just surprised that you could not have gimped down their specific ability/skill somehow.[/QUOTE] i let them take acrobatics as a noble in star wars saga which allowed them to fight defensively with a +5 bonus to reflex defense, which is what counts for blaster defense. on top of the bonuses from taking cover it's STUPID [editline]19th January 2017[/editline] oh and a +10 to reflex defense if they didn't take any attacks that turn
Scenarios like that, where pieces of GM charity turn out to have massive gameplay effects, are the sort of thing where you need to be willing to put your foot down and say 'I made a mistake, this isn't working out, I'm sorry but you can't have that ability' It's not the nicest thing in the world, but the alternative is worse. And, especially when a player wants to do something not strictly RaW, needs to be understood as a possibility, and accept that it can happen and not throw a hissy fit over it Also, how would acrobatics stack with cover? It sounds like the sort of thing that you need a lot of room and motion to pull off, not exactly ideal when you're scrunched up behind a wall
Other silly ideas for balancing out that overpowered Mary Sue katana : You only get 25% of all XP earned. Your sword [U]must[/U] take the life of a [I]human[/I] every day or you fall into a deep sickness. (2d12+5 narcotic dam) Physically not having the sword on your person causes fear. Your sword MUST be the last to strike on an encounter (but only for the first round) otherwise you take half (rounded up) the total damage done that round. Any damage you take, you must take an additional 1d6+2
[QUOTE=_Maverick_;51693765] You only get 25% of all XP earned. Your sword [U]must[/U] take the life of a [I]human[/I] every day or you fall into a deep sickness. (2d12+5 narcotic dam) Physically not having the sword on your person causes fear. Your sword MUST be the last to strike on an encounter (but only for the first round) otherwise you take half (rounded up) the total damage done that round. Any damage you take, you must take an additional 1d6+2[/QUOTE] any of those is too much.
lmao 25% xp thats literally the opposite of balance "you get this strong sword for no cost at character creation but then after that you'll eat complete shit by being multiple levels behind every other character for the rest of the game"
D&D V6.5 - How to balance that OP Mary Sue Katana. I liked the idea of, " it is just a normal katana until he unlocks the power/potential of it later in the campaign". That is how I would do it. Or I would pull him aside and ask, "son, hey, how would you feel about maybe finding the katana later in the game. It can still be in your 'lineage' or whatever. You just find it later in the game." Also: Question: Anyone run the Curse Of Strahd Campaign? More specifically the like pre campaign power-leveling part. I think it is called the Death House. Just inquiring about people's thoughts.
Why not have the katana be stuck in it's sheath until a plot-critical moment/level whenever it's balanced? Then he has it but he can't use it. Also is he playing a dragonborn for ultimate sue points?
[QUOTE=ElusiveBadger;51694037]Why not have the katana be stuck in it's sheath until a plot-critical moment/level whenever it's balanced? Then he has it but he can't use it. Also is he playing a dragonborn for ultimate sue points?[/QUOTE] Dragonkin Perfect 18 all stats OP katana Full plate armour. Just make him an assassin and we are good to go.
I'm in a 3.5 custom campaign with my gf and some friends and I love it. My group's party consists of -an imposingly tall full-plated paladin inquisitor made of light commissioned by the region's theocracy to vanquish evil; -a completely average-looking gnome with ~40 names who's a powerful and socially awkward psion; -a fantasy-Russian mercenary fighter lady with a really dangerous spiked chain who's just in it for the money; -my character, a singing bard called Corella who's the party healer and REALLY into the colour pink; -my gf's character, a deep orc/orog bassist sorcerer whose stage name is Ava (real name Graknash) My and my gf's characters came as a pair in time for the game to come out of hiatus - the campaign had already been going on before we joined but stopped for a few months due to people having to leave, so we adjusted to be at an equivalent level to the rest of them. We're only a few sessions in, but we've already cleared a cultist temple and made diplomatic negotiations between some kobolds and harpies. D&D is fun! We've got a game tonight, I'm pretty excited. My bard has a +1 Returning dagger that I'm hoping to either make Holy or enchant with Collision when I get the gold. I'm thinking of multiclassing either as Fighter for the attack bonus and extra feats or Druid for the extra magic capability. Are there any super good multiclass options for Bard? I'm at 6th level.
Still think you should lose the swastika tsuba though [editline]19th January 2017[/editline] Or add some red accents to the grip, one or the other.
[QUOTE=Nerts;51694297]Still think you should lose the swastika tsuba though [editline]19th January 2017[/editline] Or add some red accents to the grip, one or the other.[/QUOTE] I based it off of the sword from the Anime series "bleach", so yes, it does have red accents on the handle :v: The emblem is from bills sword in "Kill Bill", its an oni mask The character design is based on Mitsurugi from Soul Caliber DM is fine with starting with plate, half plate, magic staff, yellow hat, or whatever supports the character instead of having us have cloth shirts and sticks. Most characters start fully geared within reason I'll pitch the idea that the sword is locked into the sheath to the DM, as well as the progressive growing power and such. As for further discussions on how "broken" the sword really is(n't), I'm tapping out. Keep beating the bush, our DM rewards creativity and things that help build characters/promote roleplay versus shitting on them because *mouth foam* "it aint core to the game shadkckenzja" *mouth foam* In a past campaign he gave our ranger a magic bow that you couldn't break the string for, never ran out of arrows, and had a considerable damage boost. Guess what, he still got his ass handed to him. He wasn't glaringly overpowered compared to the rest of us, each player had a role to fill and he gave them items to help them in that role. Individually we were nothing special, together we were effective, able to kill (and I mean barely, every time) some pretty tough enemies. It came down to thinking outside of the box instead of just spamming the same shit over and over. We had a deva fighter who's greatsword was possessing them, the greatsword was +2 at level 5 and they still got their ass killed. A steel skinned orc with a greatsword made from the bone of a tesserac(sp?), who was the quickest to die. A warforged paladin in full plate with a tower shield and a racial +1 AC, total AC was 28 or 29 at level 12 (4e) while also having a magic warhammer that had some really cool stats and bonus' Still got his ass kicked My favorite and first character: A 9'6 goliath warden with a 2600lb tower shield that could be made weightless with a power word, combined with his weight of 1200lbs he would jump and powerword the shield mid air, landing on enemies. Roll twice to jump (4e goliath), minor action, 4 jumps in 1 turn (nerfed to 2 after we all found out he could do this). Pinning enemies below. These area things he figured out and wasn't deliberately planned to begin with and made for some really fun and creative sessions that didnt break the game. Died like a bitch while the remaining party of a standard ranger and rouge still lived, no special items.
Who here has played Degenesis? It's a really cool looking game with gorgeous art, but the only way to get it is to get a "premium" box set (the core set has 2 large hardcover books) for 99 euro. If I wanted to get the GM screen after that, it'd cost me $235 CAD D= Normally I'd say fuck it and buy it because I got the PDFs (yay Creative Commons) and really like the mechanics and lore, but for a game I'd probably never play, that's mighty expensive...
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