.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   OT: Narf has gone looney and wants to GM.(Edited2) (http://forum.shrapnelgames.com/showthread.php?t=21196)

NullAshton June 16th, 2007 10:37 PM

Re: OT: Null has gone looney and wants to GM.
 
Nah. Just need counters to grapple.

Jack Simth June 16th, 2007 10:44 PM

Re: OT: Null has gone looney and wants to GM.
 
If it's any consolation, Alever would have been toast if the other bright zombies had figured out what was up.

Push Ageun away (surely they could have figured out there was some significance to ALWAYS being within five feet) then start pounding on Alever - in a grapple, so loses Dex; he would have been working with an AC of roughtly 12-14, haven't statted it out just yet. And he has lower HP than Ageun. And, when grappling, Alever doesn't have that much of a damage output - one attack at a d6+a bit.

NullAshton June 16th, 2007 10:52 PM

Re: OT: Null has gone looney and wants to GM.
 
I'm not too up to date on tactics like that yet.

Jack Simth June 16th, 2007 11:11 PM

Re: OT: Null has gone looney and wants to GM.
 
It's called debuffing. Granted, without ranks in Knoweledge(Nature) or Knoweledge(Religion) it's unlikely that they'd have known exactly what the effect would be; likewise, it's not unreasonable to assume that the little gnome just likes to stay close to the big ape for protection; that specific counter is highly specific to the situation at hand, and potentially needed some metagame knowelege. The normal method of debuffing is with specific debuff spells (Ray of Enfeeblement and Enervation to name two) that reduce a character with no save or with Dispel Magic. There's also a lot of overlap with Save or Suck spells (Glitterdust, Stinking Cloud) which can often mean the difference between victory and failure.

Hmm... need to get a Wand of Grease...

Also - Level now (we are in what is - currently - a relatively safe place) or later (in a living town).

NullAshton June 17th, 2007 01:29 PM

Re: OT: Null has gone looney and wants to GM.
 
You can level right now if you want. Generally if you have the XP, you can level up at any time you choose.

cdi June 17th, 2007 01:34 PM

Re: OT: Null has gone looney and wants to GM.
 
Hello all. Thanks for letting me lurk the game the other day.

I'm interested in joining the game. After yesterday, it appears I'd be welcome too. I've created a PC (with Violist's input) which I hope meets with everyone's approval. I'm still tweaking things, so the gold-in-purse is most likely off.

Renmai's character sheet can be found here:
http://www.thetangledweb.net/profiler/view.php?id=17137

All critiques are welcome.

-cdi

[Edit: done tweaking now]

Jack Simth June 17th, 2007 04:26 PM

Re: OT: Null has gone looney and wants to GM.
 
Cdi:
One thing to be aware of in D&D is class power curves by level.

We're about in the middle ground of most of them at the moment, so it doesn't matter too much, but in general....

A Warrior (of Core: Fighter, Barbarian, Paladin, Ranger) has higher than average "power" at lower levels, and lower than average "power" at higher levels (ignoring Tome of Battle, for the moment - it can change this).
A Sneak (of Core: Rogue primarily, but also Bard and to a slightly lesser extent, the Ranger) has reasonably average "power" at all levels.
A Full Caster (of Core: Sorcerer, Wizard, Cleric, Druid) has below average "power" at lower levels, and higher than average "power" at higher levels.

In Gestalt, you get to take the best of the power curves for your two classes (and add them to a degree - synergy, basically). You're working with a Warrior/Warrior, with a small portion of sneak thrown in. Just speaking from a power perspective, you'll want a full caster on one side eventually.

However, we're just getting into the middle zone of power levels, where most classes are basically equal in "power", so that aspect doesn't matter too much for about the next three to five levels.

It looks like a good character, which will very likely fit in (Nature theme) and fill a niche in the party (we don't currently have much, if anything, in the way of ranged combatants). You've got a higher unbuffed AC than just about anyone else in the party at the moment, the best HP, and you're liable to do a fair amount of damage each round, every round. You're also unlikely to find something who's DR you can't beat (due to the various special material arrows), and you've got backup melee weapons for when someone closes. You'll have something useful to do in basically any situation. Good job.

cdi June 17th, 2007 05:30 PM

Re: OT: Null has gone looney and wants to GM.
 
Jack,

Thanks for the comments, very very helpful.

I was hoping to craft a character that would fit the established theme and didn't rely heavily on spells. It appeared (while lurking) that the party had the spellcasting side covered and needed more "wombat-smash".

-cdi

Jack Simth June 17th, 2007 06:17 PM

Re: OT: Null has gone looney and wants to GM.
 
Quote:

cdi said:
Jack,

Thanks for the comments, very very helpful.

I was hoping to craft a character that would fit the established theme and didn't rely heavily on spells. It appeared (while lurking) that the party had the spellcasting side covered and needed more "wombat-smash".

-cdi

To a goodly extent, yes.

The two big Apes get a power boost at 6th, bringing them to 6 HD and improving their AC (+2 Natural armor, +1 Str/Dex, and they have, by default, odd Strength and Dexterity scores - this is a threshold level for them), as well as directly improving their attack (+1 BAB, and a feat). +3 AC (putting mine at a "normal" ac of 21, the other at a "normal" ac of 19 - mine gets a Shared Extended Mage Armor, lasts 10 hours (all day, usually), in addition to the leather barding (which is overlapped by the Mage Armor), while the other just gets the leather barding. They will remain effective melee combatants for this level and probably the next. This is, however, the peak of their relative usefulness. Past this point, the opposition grows in power faster than the animal companions do. They'll likely have a brief stay of execution at 9th (when they get 2 more HD, and associated druid bonuses), but mechancially I do not see them as much more than baggage handlers, mounts, and occasional grapplers (anti-spellcasters) after about 10th-11th level. For now, though, they are effective at melee. I do worry about their Will saves, though.

Personally, if I wanted to make a ranged combatant for this party, I would probably go either Ranger/Cleric (any diety will work, just about, but one of the nature dieties would be ideal), Fighter/Druid, or Fighter/Cleric (nature diety).

Ranger/Cleric: gets most the archery line for free, as well as the nifty clerical buff spells. Also has all good saves and 6 skill points per level. With a nature diety, you'll fit right in - and be able to use the good light armors (no restriction about metals). Spend money to boost Wisdom, and save money by way of Greater Magic Weapon and Magic Vestments.

Fighter/Druid: has feats coming out the wazoo (just because the Fighter has feats coming out the wazoo). As you'll want the Dex for the archery to-hit anyway, there's no problem qualifying for them all. Downside: Only 4 skill points per level, can't use the good armors, only two good saves.

Fighter/Cleric: Fighter feats, cleric buffs, can use the best armors; but only 2 skill points per level (unless you can convince Null to let you use the Cloistered Cleric variant - in which case, it's wonderful all around, except for the poor reflex save - everything the Cloistered Cleric class removes from the Cleric, the Fighter puts back).

For a melee combatant, I would go with Fighter/Cleric (again, with Cloistered Cleric if possible), Fighter/Druid, or Monk/Druid - mostly for the same basic reasons. The Monk/Druid is in there for the Wisdom synergy, and the reduced MAD that afflicts the monk - Wildshape lets you ignore Strength and Dex.

But that's just me; you've got a solid build.

Jack Simth June 19th, 2007 06:50 PM

Re: OT: Null has gone looney and wants to GM.
 
Hmm... Null, you've been letting me get away without it, but I probably ought to use the extra bonus trick on a Grapple command, now that I've got one anyway.


All times are GMT -4. The time now is 10:47 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.