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Post by reefwood on Oct 7, 2015 0:34:02 GMT -5
You know what to do here. Whatever you want!
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Post by reefwood on Dec 3, 2015 0:46:24 GMT -5
Rolling 20's and 1's
I want to do a little experimenting this game where rolling a 20 is always great and rolling a 1 is always bad, even in instances when it normally doesn't matter. Attack rolls will still work the same, but if you roll a critical threat, and roll a 20 to the confirmation a critical hit, you'll get a little something extra with it.
The main other time this will probably come up is during skill checks - where rolling a 20 doesn't guarantee success, nor does rolling a 1 ensure failure, and this aspect won't change. You still need to hit the DC regardless of what you roll on the die, but rolling a 20 will be extra good and rolling a 1 will be extra bad, regardless of whether you succeed or fail. For example, you roll Acrobatics to avoid attacks of opportunity, and you roll a 1, but your skill modifier is still high enough that you do succeed in avoid the attacks of opportunity, but you rolled a 1, so at the end of your movement, you trip over your feet and fall prone.
Of course, any other check that involves rolling a d20 is subject to this, but the above things seem like they will be the most common ones. Also, the extra good or bad things could be different every time even for the same kind of roll. Perhaps in another instance with Acrobatics, you are trying to get away with an item, but it you roll a 1, then you drop the item on your way out.
Humanoids
Just to be clear...probably none of you have seen or met humanoids. Unless it is somehow super important to your backstory. From what you know, humanoids ruined the world, and there used to be many humanoids and different kinds, but they pretty much all died off with the rest of the world, but it is believed that there are still some who roam the wasteland.
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Post by Rabbit on Dec 8, 2015 15:26:26 GMT -5
HHHOOOOOooowwwwwwwlll! "Taste my flame blade!"
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Post by reefwood on Dec 9, 2015 2:10:04 GMT -5
HHHOOOOOooowwwwwwwlll! "Taste my flame blade!" Oh, you know what...I'm not going to worry about it for this, but I realized that a wolf probably can't wield a flame blade. Also, I used to have those sunglasses!
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Post by michael on Dec 9, 2015 16:22:32 GMT -5
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Post by Rabbit on Dec 10, 2015 19:06:24 GMT -5
HHHOOOOOooowwwwwwwlll! "Taste my flame blade!" Oh, you know what...I'm not going to worry about it for this, but I realized that a wolf probably can't wield a flame blade. Also, I used to have those sunglasses! We didn't explicitly say this but I assumed that the blade worked fine coming from Wolf's mouth. Wolf has a bite attack and that is his natural way of attacking. Also, since it is a magically summoned 'blade' that delivers a touch attack what's to say it has to have a 'handle' that must be wielded? Could we not just rename it 'flame fang' and consider it a statistically matched spell? PS: Michael's picture renders you argument invalid.
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Post by reefwood on Dec 11, 2015 11:46:07 GMT -5
Oh, you know what...I'm not going to worry about it for this, but I realized that a wolf probably can't wield a flame blade. Also, I used to have those sunglasses! We didn't explicitly say this but I assumed that the blade worked fine coming from Wolf's mouth. Wolf has a bite attack and that is his natural way of attacking. Also, since it is a magically summoned 'blade' that delivers a touch attack what's to say it has to have a 'handle' that must be wielded? Could we not just rename it 'flame fang' and consider it a statistically matched spell? PS: Michael's picture renders you argument invalid. At this current early part of the campaign, I am open to mixing up spell lists (i.e. if Magic Weapon is on your spell list, you can switch it out for Magic Fang), but I don't want to rewrite spells. I want to keep these kind of limitations in place as part of the potential challenge to being animals. However, now that you can wildshape, you can change into an animal that can wield swords to use this spell.
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