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    WW HOUSE RULES

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    Chris

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    WW HOUSE RULES

    Post  Chris on Sun Apr 07, 2013 1:29 pm

    Robyo wrote:

    Prone rules are on page 225. Basically, prone character moves 1/2 speed, is -5 to attack rolls (against non-prone targets), and adjacent (non-prone) opponents enjoy +2 to attack.

    House Rule: prone targets gain +2 to all defenses against ranged attacks by opponents that are not adjacent to it.

    Chris, thanks for bringing this up. I hadn't been using bonuses for the yoties vs (prone) Auren. Guess I'm going soft.
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    Re: WW HOUSE RULES

    Post  Chris on Sun Apr 07, 2013 1:30 pm

    Robyo wrote:I'm not against Opportunity Attacks. Seeing as how I'm the one who first initiated one in this encounter. I'm just not happy with the liteness of the rules in Radiance as written when they relate to AoOs. So it's another area to be houseruled.

    »» You fire a ranged weapon while adjacent to a foe.

    I like this, but agreed it's not written as clearly as it could be. "Threat zone" helps to differentiate.

    I think in our case, the moment when Auren popped his head up through the trap door is when he got zapped. He could not get and AoO then, because he was still holding onto the ladder and I believe had his sword sheathed then, and making a perception check.

    »» You use a magic ability while adjacent to a foe. Abilities marked
    with an M are magic abilities.

    This one I do not like. The only magic restriction I'm calling for is radiance powder required as a component for paragon and epic tiers.

    »» You move while adjacent to a creature larger than you. The
    opportunity attack is resolved as an immediate action prior to you
    moving.

    This rule I like, but the creature need not be larger, only same size or greater. (We can use reach rules for larger creatures). You can also resolve the attack with a ranged weapon. No feat-tax to do so. Finally, if you are proficient in a weapon, you can use it bluntly (bow, handle of a dagger/sword,pistol butt, etc).

    This rule also cover disengaging from a fight, unless someone shifts.
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    Re: WW HOUSE RULES

    Post  Robyo on Sun Apr 07, 2013 8:24 pm

    There's some others buried in other threads, I'll try to remember where.

    Faith Points:
    besides for buying boons, they can be used (cost of 1),
    ~Reroll, take the 2nd result (even if lower)
    ~Add 1d6 to a roll
    ~Add a standard (or move, not both) action to your turn

    more faith point options:
    ~Healing Surge (cost of 1):
    Second Wind: move action, 1d6+con mod Vitality
    Divine Healing: standard action, 1d4 Wound

    Do they sound fair or overpowered?



    Last edited by Robyo on Sat Apr 27, 2013 10:57 am; edited 1 time in total
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    Re: WW HOUSE RULES

    Post  Chris on Fri Apr 26, 2013 9:41 am

    Robyo wrote:

    +2 bonus for flanking.



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    whit10

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    Re: WW HOUSE RULES

    Post  whit10 on Fri Apr 26, 2013 11:14 am

    so you have to have some sort of religion or deity to get faith points? I can't find this section in the book
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    Re: WW HOUSE RULES

    Post  Chris on Fri Apr 26, 2013 12:38 pm

    whit10 wrote:so you have to have some sort of religion or deity to get faith points? I can't find this section in the book

    Table of Contents FTW, page 129

    plus check house rules posts above Wink
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    Re: WW HOUSE RULES

    Post  whit10 on Fri Apr 26, 2013 1:56 pm

    well... it doesn't fit the character at all but this guy needs all the help he can get. Rob, how do you want me to handle Faith Pts (since we already started the game) Am I shit-outta-luck?
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    Re: WW HOUSE RULES

    Post  Chris on Fri Apr 26, 2013 2:04 pm

    the rules say that everyone gets 1/2 faith pts each time you level, unused pts are lost from previous levels. Rob can answer, but I would assume you just got 2 FPs when you hit 4.

    maybe a deity just believes in you? Cool

    or you could be atheistic and just use them like APs and not use the specific-deity tier powers?
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    Re: WW HOUSE RULES

    Post  whit10 on Fri Apr 26, 2013 2:10 pm

    I'd love to find a more atheistic approach to this... Tommy doesn't really believe in 'hokey religions' Wink

    I could make a tweak though if its necessary...
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    Re: WW HOUSE RULES

    Post  Chris on Fri Apr 26, 2013 2:14 pm

    whit10 wrote:I'd love to find a more atheistic approach to this... Tommy doesn't really believe in 'hokey religions' Wink


    Right, but Han Solo received and used Force Points, even if he didn't believe in the Force Wink
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    Re: WW HOUSE RULES

    Post  whit10 on Fri Apr 26, 2013 2:26 pm

    only according to the game Wink

    I would like to make one House Rule suggestion Mr.GM. The rules have only the Pathfinder getting Precise Shot (gets rid of shooting into melee penalty). This really bothers me... any chance of getting that expanded so that it's also an Intermediate power for Gunslingers?
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    Re: WW HOUSE RULES

    Post  Robyo on Fri Apr 26, 2013 7:42 pm

    whit10 wrote:only according to the game Wink

    I would like to make one House Rule suggestion Mr.GM. The rules have only the Pathfinder getting Precise Shot (gets rid of shooting into melee penalty). This really bothers me... any chance of getting that expanded so that it's also an Intermediate power for Gunslingers?

    Precise Shot has Trusty Weapon as a prerequisite. I suppose Gunslingers can use Precise Shot with firearms only (no whips, bows, or throwing). So yeah, that's fine, it just uses up an intermediate ability slot.


    Last edited by Robyo on Fri Apr 26, 2013 7:44 pm; edited 1 time in total
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    Re: WW HOUSE RULES

    Post  whit10 on Fri Apr 26, 2013 7:43 pm

    Thank you! I agree with the trusty weapon part... only firearms for GS.
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    Re: WW HOUSE RULES

    Post  Robyo on Fri Apr 26, 2013 7:47 pm

    whit10 wrote:I'd love to find a more atheistic approach to this... Tommy doesn't really believe in 'hokey religions' Wink

    I could make a tweak though if its necessary...

    Heretic theme is good if you don't want a specific deity. But you already switched themes so...

    Maybe pick a deity that fits your alignment, strip out the fluff, call it the Force or whatever, and use the boons you like. There isn't really a hard-wired pantheon in this campaign.
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    Re: WW HOUSE RULES

    Post  whit10 on Fri Apr 26, 2013 7:54 pm

    can I do that now or would you like me to wait until a different time?
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    Re: WW HOUSE RULES

    Post  Robyo on Fri Apr 26, 2013 8:04 pm

    whit10 wrote:can I do that now or would you like me to wait until a different time?

    You can do it now, that's cool.
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    Re: WW HOUSE RULES

    Post  whit10 on Fri Apr 26, 2013 10:27 pm

    Just to keep it easy-ish... I'll take the Iris template and use that. It's useful and close enough to personality, sort of
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    Re: WW HOUSE RULES

    Post  whit10 on Sat May 18, 2013 2:29 pm

    Ok, I have to be honest... I'm really bored with this character. Only good at one thing really and just not what I would have made if I'd understood the rules better. So, with your approval of course, I'd like to have Tommy die off or just walk off into the sunset (since his horse is dead) and I have another character that I'd like to try that I'm far more enthusiastic about...

    A Goliath Shifter... raised amongst the Chiricahua Apache (they count as Goliath and human... maybe he's a half-breed?) anyway, he's the last of his particular tribe and really has it in for the White Man, but is more focused on The American government for wiping out his tribe. If anyone has seen the movie Maverick (Mel Gibson and James Garner) he's very close the Indian character that Graham Greene plays... kind of a prankster and generally kinda silly, unless he sees blue-coats.. and then, he's not so nice.

    Can I do this? I'd be happy to start at 4th level (I'm assuming this current fight would get Tommy to 5th level were it that he lives) since I'm electing to start a different character, I think a penalty for doing so is acceptable.

    please? Smile
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    Re: WW HOUSE RULES

    Post  Chris on Sat May 18, 2013 4:21 pm

    we are going to be switching to SW soon anyways Cool
    at least for a while
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    Re: WW HOUSE RULES

    Post  whit10 on Sat May 18, 2013 4:23 pm

    oh I know, this is kind of in anticipation of that
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    Re: WW HOUSE RULES

    Post  Chris on Sat May 18, 2013 7:37 pm

    if\when we come back to WWW, I might change it up too. I have been thinking more along the lines of my original concept of blending a gunslinger with a paladin. I ended up going drack\melee just cuz that is how paladin is built. I think I would probably stay pure gunslinger but use a theme like Arcanist to pick up some magical abilities and make use of the Int. tier ability Gun Mage to enhance his shots with a magical effect. maybe take something like a Disguise self or Invisible Step spell too.

    more of an X-files\men in black kind of 'lawman' than a local, maybe a secret society or at least a secret 'smoking men room' within the government. or maybe (big maybe) mix in a Townie class like assassin\ninja\rough rider, just cuz they get some great abilities\skills too.

    i won't really take much more of look at it until after SW and we decide if we are returning to WWW
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    Re: WW HOUSE RULES

    Post  Robyo on Sat May 18, 2013 7:51 pm

    whit10 wrote:Ok, I have to be honest... I'm really bored with this character. Only good at one thing really and just not what I would have made if I'd understood the rules better. So, with your approval of course, I'd like to have Tommy die off or just walk off into the sunset (since his horse is dead) and I have another character that I'd like to try that I'm far more enthusiastic about...

    A Goliath Shifter... raised amongst the Chiricahua Apache (they count as Goliath and human... maybe he's a half-breed?) anyway, he's the last of his particular tribe and really has it in for the White Man, but is more focused on The American government for wiping out his tribe. If anyone has seen the movie Maverick (Mel Gibson and James Garner) he's very close the Indian character that Graham Greene plays... kind of a prankster and generally kinda silly, unless he sees blue-coats.. and then, he's not so nice.

    Can I do this? I'd be happy to start at 4th level (I'm assuming this current fight would get Tommy to 5th level were it that he lives) since I'm electing to start a different character, I think a penalty for doing so is acceptable.

    please? Smile

    That's fine. Sorry you've gotten bored with your gunslinger. I'd say for what he does, you built him quite well.

    This encounter might still last a little while. Then, we'll be switching over to Star Wars... so if you want to build your goliath indian at 4th level, we can slot him in very soon. Like Chris has said, we'll be taking a break from western for a bit, but I'd like to see how this fight plays out... and hopefully tie up any loose ends or plot lines, unless it's a TPK, of course.

    Concept is excellent. Been wanting to incorporate more of a native american vibe in the adventure, actually. How about, rather than a half-breed, we say he's an orphaned goliath raised by indians. Your concept is good for the future mission I have in mind.
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    Re: WW HOUSE RULES

    Post  Robyo on Sat May 18, 2013 7:55 pm

    Chris wrote:if\when we come back to WWW, I might change it up too. I have been thinking more along the lines of my original concept of blending a gunslinger with a paladin. I ended up going drack\melee just cuz that is how paladin is built. I think I would probably stay pure gunslinger but use a theme like Arcanist to pick up some magical abilities and make use of the Int. tier ability Gun Mage to enhance his shots with a magical effect. maybe take something like a Disguise self or Invisible Step spell too.

    more of an X-files\men in black kind of 'lawman' than a local, maybe a secret society or at least a secret 'smoking men room' within the government. or maybe (big maybe) mix in a Townie class like assassin\ninja\rough rider, just cuz they get some great abilities\skills too.

    i won't really take much more of look at it until after SW and we decide if we are returning to WWW

    This sounds like an entirely new character concept. Scrapping Auren? Whichever, but I do like the dragonborn paladin marshal.
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    Re: WW HOUSE RULES

    Post  whit10 on Sat May 18, 2013 9:12 pm

    Cool. I'm far more interested in the new guy so lets play it how ever you want. He's pretty much made except for gear and magic items. I'd like to ask some questions... we all got magic items in the form of weapons but this guy is all bite and claw attacks, could I have a necklace or something that gives a +1 to hit and damage?

    Otherwise, unless its there's a similar item that gives DR or something, I can't see him having all that much in the way of magic items. I'll post him in a few days for your inspection. The Protector Theme was allowed right?
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    Re: WW HOUSE RULES

    Post  Chris on Sat May 18, 2013 9:49 pm

    Robyo wrote:
    This sounds like an entirely new character concept. Scrapping Auren? Whichever, but I do like the dragonborn paladin marshal.

    well, it was more like my original thought, before I got sidetracked into the more melee paladin type. then the Noble title\Marshall made sense to help him be accepted in a human town and it just evolved from there.

    I do like Auren, but acutally playing with guns in a western has a certain appeal to it too.

    my mind may be totally different this summer\fall too, after running a bunch of gun-totting baddies in SW.

    and just to be honest, I like to change characters and try things out on a regular basis, especially with a new system Wink
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    Re: WW HOUSE RULES

    Post  Robyo on Sun May 19, 2013 8:13 am

    whit10 wrote:Cool. I'm far more interested in the new guy so lets play it how ever you want. He's pretty much made except for gear and magic items. I'd like to ask some questions... we all got magic items in the form of weapons but this guy is all bite and claw attacks, could I have a necklace or something that gives a +1 to hit and damage?

    Otherwise, unless its there's a similar item that gives DR or something, I can't see him having all that much in the way of magic items. I'll post him in a few days for your inspection. The Protector Theme was allowed right?

    Take up +3 in magic items. That is for attack/damage and/or DR.

    Additionally, he has a feather of feather fall. It must be out (not in a pouch or bag) to be utilized. It's like the Wizard spell, but has no Vitality cost.

    Protector theme works well with this concept. If you ever want to add a 2nd class, Barbarian is nice for that Rage ability. And more proficiencies too.

    As a Goliath, with Large Wereform, your guy could be up to 16 feet tall!
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    Re: WW HOUSE RULES

    Post  Robyo on Sun May 19, 2013 8:17 am

    Chris wrote:
    Robyo wrote:
    This sounds like an entirely new character concept. Scrapping Auren? Whichever, but I do like the dragonborn paladin marshal.

    well, it was more like my original thought, before I got sidetracked into the more melee paladin type. then the Noble title\Marshall made sense to help him be accepted in a human town and it just evolved from there.

    I do like Auren, but acutally playing with guns in a western has a certain appeal to it too.

    my mind may be totally different this summer\fall too, after running a bunch of gun-totting baddies in SW.

    and just to be honest, I like to change characters and try things out on a regular basis, especially with a new system Wink

    I thought Auren has a gun?

    We can also try the "stable of characters" idea, playing only one PC at a time while the others are back at town or training or something. The non-active characters gain 1/2 the XP of active.

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    Re: WW HOUSE RULES

    Post  Robyo on Sun May 19, 2013 8:33 am

    One more post, that's actually House Rules related:

    ~We'll be using the option: radiance rules from page 190. Only for Advanced and Paragon tier levels though, so you don't have to worry about that for a while.

    ~I was also thinking of allowing hybrids/half-breeds... Some combinations would be too wonky to work properly like Drake/Dromite or something, but others make sense and are certainly allowable, like Asimar/Atlan.

    Now, there are rules for race creation in the Game Masters Guide, which are balanced by a point system (I've already created race templates for: Centaurs, Genasi, Veggy Pygmy, and Hengoyokai). We could also do a quicker/flexible hybrid method of the races available in the Player's Guide, where the Racial Traits between the two races of the hybrid are balanced point-wise, but then you would be free to pick and choose Racial Abilities from either of the two races. Stacking rules still apply.

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    Re: WW HOUSE RULES

    Post  Chirs2 on Sat Mar 08, 2014 10:29 am

    Robyo wrote:I emailed Dan twice about Deflect Arrows... I'm allowing it for bullets or any ranged weapon (that has mass). Basically, ranged attacks which target Reflex. Deflect Arrows also includes magic weapons, but not spell effects (magical abilities) that are weapons or rays or breath weapons and so on. It can only be used once-per-round and as an Intermediate tier ability, I don't think it's overpowered.



    I've been reviewing the old W/W threads, re-familiarizing myself with the campaign details. Also been Copy and Pasting some stuff to a master document...


    There's quite a few bits of background and houserules posted thoughout the sprawl. So, I will try to restate things, but I want to have it organized (a very tedious process).

    Off the top of my head:

    ~Target number for Saves/Defenses IS the number. The books says to exceed the number, nope.

    ~We are using HP for armor. Forget what I said earlier, there's no bonus HP for magic armor. We are using Armor Piercing rules: For every +5 over the target number, 3 points of damage get through DR.

    ~No bonus Faith Points for divine classes. At each level, PCs get half their level in FP (8th level characters get 4). They do not accrue beyond levels. Besides spending them for boons from a deity, spend an FP (once per round) for:
    -a extra standard action on your turn
    -a re-roll
    -add 1d6 to a roll
    -Also spend an FP to get your level+Con mod in Vitality (Recovery). In combat, a PC can get one recovery (Second Wind) per encounter. Out of Combat, you can spend as many FP's as you want for Recoveries.

    ~Healing (natural) is...
    One Hour Rest: regain 5 Vitality
    Six Hour Rest: regain level*5+Con Mod Vitality; 1 Wound Point

    ~Masterwork stuff IS allowed (I don't even know why I said it wasn't).

    ~Electrotech is allowed, but still quite rare, so your character concept/background needs to fit with why a PC might own/use electrotech.

    ~When multiclassing, and in the case where abilities are stackable, use the Prime that is highest.

    ~Ignore racial multi-class restrictions. You can choose any, but must meet the pre-reqs. A character can Multiclass once, change Themes once or add a Townie profession once (some Townies are not appropriate for PCs). Each will add training time to the PC's age.

    ~The GM prefers no evil characters and no evil classes. Some themes will let you take abilities from the evil classes, however.
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    Re: WW HOUSE RULES

    Post  Robyo on Tue Mar 11, 2014 6:17 pm

    While on the subject of houserules...

    Opportunity Attacks
    We'll just stick with what the book says on P.230, except that if you move while adjacent to any sized creature, you provoke an opportunity attack.

    *We'll also use reach rules for larger creatures in melee combat.


    Taint
    We'll use the taint rules on P.228. Taint is gained from tainted creatures and certain hazards, like rift radiation.

    *When rifts are in close proximity, they can also play haywire with magic and technology.


    Luck
    Some items and creatures grant luck. Luck points can be added to a die roll, point-for-point. Any luck points not used by the next 6-hour rest are lost.


    Fate
    Fate score equals: Level+Faith Points+Luck-Taint
    Whenever a new adventure arrives, or the GM simply calls for it, roll a d20 and add your Fate score. The result is your character's "influence" in the next arc of the story.

    Membership with a faction (and in good standing), brings advantage. Roll 2d20, take the highest result.

    Poor standing with a faction and/or deity, brings disadvantage. Roll 2d20, take the lowest result.

    *Being in good standing with one's deity doesn't grant any bonus, since a character should always be striving to be in good standing with their deity.  alien 
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    Arcturus2

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    Re: WW HOUSE RULES

    Post  Arcturus2 on Thu Mar 13, 2014 2:54 am

    Couple Questions-

    Could a throwing star be used to perform a Disarm or a Trip? It is listed in the section 'small projectiles', along with blowguns, bolas, boomerang, chakram, dart, & sling. The bolas, boomerang, chakram, and sling I believe specifically state that they may be used in this way. The Throwing Star and Dart do not actually merit an inclusion in the weapons description section, apparently.

    It is considered a small weapon and does 1d4+str piercing damage. Its range in measured in 10 ft. increments.

    My logic: It doesn't say one can't use a Throwing Star in that fashion. And it seems pretty likely to me that if a PC sticks a star in someone's hand that they're pretty fucking likely to drop whatever they're holding, thus being Disarmed, no?

    Disarm states specifically: ''You target one of your foe's weapons with your weapon. If you beat it's reflex, the foe drops the targeted weapon. It lands in an adjacent square.''

    Trip states specifically: ''An adjacent foe resists using reflex, or be knocked to the ground, suffer 1d6 damage, and be made prone.''

    Again, I think it's reasonable that if someone sticks a throwing star in your foot, ankle, calf, knee, whatever.. you're pretty likely to take a tumble to the ground as a result. And unless I'm mistaken, light weapons in Radiance do typically target a foe's reflex, so that mechanic fits.

    I guess the logical counter argument for using a star to Disarm would be 'you're not targeting the WEAPON, you're targeting the HAND holding it'.. but that's a flimsy technicality, IMO. I haven't found anywhere in the Radiance Player's Guide that there is a penalty for a 'called shot'.. Unless that's already been House Ruled somewhere and I managed to miss that as well.

    Normal penalties for range/weapons proficiency should apply, of course.

    I think the Disarm, at least, is reasonable. If a Trip with a Throwing Star is a stretch, perhaps treat an attack with one where a Trip is the desired (stated?) effect with the same basic game mechanics as a Feint (or just say it's a ranged Feint, I guess) Feint states specifically: ''A foe must resist using will or suffer a -5 penalty to reflex until the start of it's next turn.''

    I'm sure a Star sticking out of a person's foot would at LEAST limit their ability to move/react, if not make them fall prone. It's been my life experience that being impaled by suprise is pretty unnerving, for the most part.

    Thoughts on this request?

    Also, on an unrelated note, let's discuss factions..

    if my PC is eligible for one and wishes to join, can I at this point? Assuming of course that I could successfully incorporate it into my existing personal story? Not saying I would, just curious.

    Thanks in advance for indulging me.
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    Robyo

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    Re: WW HOUSE RULES

    Post  Robyo on Thu Mar 13, 2014 6:30 am

    Dan, I will have to research it, but off the cuff, I'd say yes, you can use throwing stars for Trip and Disarm.

    Too late to join a faction, since we've started rolling. Maybe it's something Monk can try to do between adventures.
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    Arcturus2

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    Re: WW HOUSE RULES

    Post  Arcturus2 on Thu Mar 13, 2014 7:37 am

    Robyo wrote:Dan, I will have to research it, but off the cuff, I'd say yes, you can use throwing stars for Trip and Disarm.

    Too late to join a faction, since we've started rolling. Maybe it's something Monk can try to do between adventures.

    A fair and wise ruling, GM-san.
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    Chirs2

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    Re: WW HOUSE RULES

    Post  Chirs2 on Thu Mar 13, 2014 8:45 am

    Robyo wrote:Dan, I will have to research it, but off the cuff, I'd say yes, you can use throwing stars for Trip and Disarm.

    Too late to join a faction, since we've started rolling. Maybe it's something Monk can try to do between adventures.

    perhaps by then, the GM can provide a list of available factions and req.s to join, in this home-brew world?

    Not that it's a big deal, but I suspect the reason none of us are affiliated with a faction is due to lack of knowledge about their existence or any previous mention of them, prior to the note in this thread.
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    Re: WW HOUSE RULES

    Post  Chirs2 on Thu Mar 13, 2014 10:18 am

    Robyo wrote:Dan, I will have to research it, but off the cuff, I'd say yes, you can use throwing stars for Trip and Disarm.

    just my .02c's.....  I don't think a "ranged" trip or disarm is gamebreaking, since there both ranged trips and ranged disarms already built into Radiance.  However, the things that do those are not regular "damage causing" weapons.  (Bolo, Grease spell, Command spell, etc)

    Looking at it in the light most favorable to Dan.....

    I would think that if a shuriken were used in this way, it would not cause it's normal weapon damage, just the desired effect if successful.  The Trip does damage from falling to the ground.  The shuriken WOULD target the weapon and knock it out of someone's hand, not cause damage by hitting their wrist.

    However, as a Gunslinger, I would protest and suggest that he has to take an Intermediate level ability, per condition (trip, disarm, slow, etc) to use a star in this way.  A Gunslinger has the following abilities, all at Intermediate level, which are similar to what Dan is asking for.  (a weapon that inflicts a condition on attack roll or requires a move action + it's normal damage)

    Disarm: You target 1 of your foe’s held items with your firearm.
    If you beat the target’s Reflex, it loses the item, which lands
    1d4 x 5 ft away from it.

    Debilitating Shot: As a move action, the next foe struck
    by your firearm that round is blinded or deafened (as you like) for
    1d4+1 rounds, or 1 round if it resists using Reflex. Costs 2 vitality.

    Hindering Shot: As a move action, the next foe struck by
    your firearm that round is slowed for 1d4 rounds to a 5 ft speed (or
    10 ft if it has 4+ legs). Costs 2 vitality.


    Maybe using the Gunslinger Intermediate Tier abilities as a guide would be fair?

    Or allow me to use my guns in the same way as his Shuriken, since they target Reflex as well, without having to take Intermediate Tier abilities  Cool
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    Re: WW HOUSE RULES

    Post  Robyo on Thu Mar 13, 2014 5:23 pm

    Factions are in the book.

    Like I said, Trip and Disarm will take a little research on my part. Thanks Chris for chiming in!
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    Arcturus2

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    Re: WW HOUSE RULES

    Post  Arcturus2 on Thu Mar 13, 2014 6:29 pm

    Chirs2 wrote:
    Robyo wrote:Dan, I will have to research it, but off the cuff, I'd say yes, you can use throwing stars for Trip and Disarm.

    just my .02c's.....  I don't think a "ranged" trip or disarm is gamebreaking, since there both ranged trips and ranged disarms already built into Radiance.  However, the things that do those are not regular "damage causing" weapons.  (Bolo, Grease spell, Command spell, etc)

    Looking at it in the light most favorable to Dan.....

    I would think that if a shuriken were used in this way, it would not cause it's normal weapon damage, just the desired effect if successful.  The Trip does damage from falling to the ground.  The shuriken WOULD target the weapon and knock it out of someone's hand, not cause damage by hitting their wrist.

    However, as a Gunslinger, I would protest and suggest that he has to take an Intermediate level ability, per condition (trip, disarm, slow, etc) to use a star in this way.  A Gunslinger has the following abilities, all at Intermediate level, which are similar to what Dan is asking for.

    Those (trip and disarm) are intermediate abilities for a monk as well. My character does have them, I do not recall at the moment whether they have a vitality cost or not but a Disarm is a standard action and with my Quick Trip ability, a Trip counts as a move action.

    I feel that eschewing the normal weapon damage for the desired effect of a trip or a disarm is a reasonable compromise. I'd vote for keeping the 1d6 fall damage on a trip though.

    Thanks for weighing in, guys.

    CORRECTION: Trip and Disarm are actually basic tier abilities for a monk.

    In addition to using 2 slots on those abilities, I used 2 more slots on Offensive Maneuver Training to gain a +5 bonus to Trip and Disarm. So altogether 4 of my basic tier abilities are tied up in those Combat Maneuvers.
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    Re: WW HOUSE RULES

    Post  Robyo on Thu Mar 13, 2014 7:11 pm

    It should work fine. I agree with Chris that a character should opt out of dealing damage, when trying to use a combat maneuver instead.
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    Arcturus2

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    Re: WW HOUSE RULES

    Post  Arcturus2 on Thu Mar 13, 2014 7:19 pm

    Robyo wrote:It should work fine. I agree with Chris that a character should opt out of dealing damage, when trying to use a combat maneuver instead.

    So for right now, we're saying it's allowed since my character has the tier abilities, but as a stated effect and no damage dealt? Sounds fair to me.

    Can the 1d6 of fall damage from a successful Trip still be applied, since that has nothing to do with the weapon causing the effect?
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    Re: WW HOUSE RULES

    Post  Robyo on Thu Mar 13, 2014 8:11 pm

    Yes, falling damage applies.
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    Re: WW HOUSE RULES

    Post  whit10 on Sun Apr 06, 2014 1:48 pm

    Just to bring it up, and again, I don't really care all that much that the mouse died (dude can just conjure another one) but it seems weird to me that I can't find adjustments for size categories anywhere. I know this is a bit scaled down as to rules and such, but it seems just a bit off to me that a tiny creature would be as easy to hit as a giant one.

    ...just sayin.

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    Re: WW HOUSE RULES

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