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Thread: Ridiculous D&D contrivances
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2009-04-25, 03:40 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
I thought it was psionics for some reason. Pbt, forget I said anything. @_@
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2009-04-25, 03:40 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
As I'm sure you realize, the problem comes when a PC is so tough that they are (in-game) guaranteed to survive a fall from extreme height. A high level fighter could climb a mile-high cliff, jump off the top, then climb back up again, jump off again, and almost certainly live to tell the tale.
There comes a point at which the falling rules do trigger suspension of disbelief. They have advantages (easy to calculate, fairly effective at low levels), but also disadvantages (cats die from a fall more easily than elephants, the aforesaid mountain-climbing incident).
I dunno. If stabbing someone in the brainstem doesn't count as evil, I'm not sure why teleporting their brainstem one foot to the left would.
For magic to be inherently evil, either the method or the result has to be inherently evil. In some cases (causing massive torture to everyone in the vicinity) the result is evil no matter how you did it, and so the spell is evil because that's the only thing it can do. In other cases, the method by which the spell operates is so... wrong in some sense that it's impossible (or nearly so) to justify using that method from an ethical standpoint.
In D&D, using telekinesis or teleportation to cause brain damage isn't an inherently evil result, because it isn't always evil to cause brain damage in D&D. And I'm not sure why it would be an inherently evil method, either.
The difference may be in terms of the amount of trauma inflicted. "Mind Rape" may do by brute force (causing massive mental trauma to the target during the spell) what "Programmed Amnesia" does more subtly (without the trauma).
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2009-04-25, 03:43 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
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2009-04-25, 04:02 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
That fits the trend better.
That's more a problem with the HP system than the falling rules, though. The things that a mid to high level fighter can survive far exceed the silliness of a paltry mile drop.
Come to think of it, though, jumping vs. falling is pretty silly. As far as I can tell, you don't take damage from a high jump. Additionally, jumping counts against movement for the round, so it would take several rounds to complete a 150 foot high jump, but only one round to fall that far. Unless I'm missing something.
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2009-04-25, 04:14 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
Last edited by KazilDarkeye; 2009-04-25 at 04:15 PM.
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2009-04-25, 07:39 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
Don't let fluff cross crunch.
TWFing lets you use your offhand. Monk attacks are still main hand/side dominated. In RL there are 2 steps (well 2 steps relevant to this discussion) involved in unarmed combat. Learning how to hit effectively with your body, and learning to use your off-hand/side to fight with. In DnD the 1st is represented with the feat Improved Unarmed Strike, and the 2nd with 2WFing.
What's the problem?
Stephen
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2009-04-25, 07:45 PM (ISO 8601)
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2009-04-25, 08:05 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
Yes, eventually the falling rules run into the "superhuman" wall. That is somewhere around 10th level characters stop been "human" (substitute race of choice) and become "superhuman" and thus certain RL factors stop applying. It's inherently designed in the system, and if you play DnD you do need to accept that if you're going to play at those levels. If you hate the "superhuman" concept then you need to add extra damage based on class levels. i.e. an additioonal 2pts of damage for each PC class level. 1pt fpr each NPC class level.
Re: Cats and elephants. The falling rule are designed for humanoids pf human size. When applying them to creatures of different sizes you really need to apply a size mod to the max dice limit. I'd suggest +/- 5d6 for every size category as a crude/simple but workable mod. A more realistic but complex might be 2x("size difference from M" squared).
Thus -
S = 18d6
L = 22d6
T = 12d6
H = 28d6
F = 2d6
C = 38d6
Stephen E
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2009-04-25, 08:20 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
Regarding Crossbreeding.
Keep in mind that different species can and do successfully crossbreed. The offspring can even be fertile. This can even occur when the parents have differnt numbers of chromosones. The species do need to be vaguely related, but that can be said to apply to humanoid creatures.
A decade or so a NZ Zoo had a female and male primate of different species that they housed together because they only had one of each species and primates on their own don't do well. Not unsurprisingly they became a mated pair. What did suprise the keepers was when she got pregnant despite them been different species and having different chromosone counts. Even more when tests indicated that the offsprings sperm was fertile.
I suspect the difficulty people have with this is a certain degree of icjyness factor rather than a reality check. The truth is that if human made a habit of having sex with other primate species we would start seeing half-human offspring. The legal and religous fallout would be interesting.
Species crossbreeding is a convoluted subject but it isn't actually unreasonable that one species (humans in DnD) are more capable of crossbreeding with the various other humanoid species than those species are with each other. Such quirks are an actual real part of species crossbreeding.
Stephen E
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2009-04-26, 11:40 AM (ISO 8601)
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Re: Ridiculous D&D contrivances
Crunch-wise, it's that the Monk only has one US. Heck, the entry reads "There is no such thing as an off-hand attack for a monk striking unarmed." You wield one US. You can TWF with another item, but you only get the one US.
Fluff-wise, they're striking with their entire body. That's why FoB adds 2 bonus attacks. You're using "either fist interchangeably or even...elbows, knees, and feet". What's left for them to TWF with?[/sarcasm]
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2009-04-26, 11:44 AM (ISO 8601)
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Re: Ridiculous D&D contrivances
there is the option left thats called all of the above at the same time, resulting in more attacks at lower accuracy.
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2009-04-26, 03:14 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
Just look at 8-bit theater's mechanics on hadoken and it totally works. If the casting of an evil spell actually does some damage to the world or the universe (taint for example) then whether or not your purpose is good, it is going to be evil.
Wheras even if good spells inherently help the world, using it to kill or torture would still be net evil.
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2009-04-26, 07:41 PM (ISO 8601)
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2009-04-26, 08:07 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
I would argue that it's actually less evil than the typical means of killing a person (in particular, as compared to other save-or-die spell effects.) Decerebrate doesn't actually kill the target and is pretty easy to reverse. You can do it with Greater Restoration or Regenerate, which should be pretty easy to come by at the level where things would have to deal with Decerebrate (especially Regenerate, with no expensive material component or xp cost to cast.) If those options are used, recovery doesn't even do the victim any harm, unlike the level/Con loss from being Raised. And if no suitable spell should be available in time, you can still just Raise the guy. Most Save-or-Die effects are far more difficult to recover from, because they are often either [Death] effects or they wreck the body beyond the capacity of Raise Dead.
Really, I wouldn't consider Decerebrate to be much different from any other disabling effect that leads into death by coup-de-grace.
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2009-04-27, 10:37 AM (ISO 8601)
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Re: Ridiculous D&D contrivances
My homebrew
Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbookSpoiler
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2009-04-27, 11:01 AM (ISO 8601)
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Re: Ridiculous D&D contrivances
My homebrew
Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbookSpoiler
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2009-04-27, 11:22 AM (ISO 8601)
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Re: Ridiculous D&D contrivances
I guess I can see that, but Evil spells (and powers, Incarnum, etc.) are ones that draw on evil power or cause undue suffering. If you're trying to kill someone, you could just do it quickly, rather than removing part of their brain. The game mechanic effect (how easy it is to fix) doesn't affect the suffering it would do in the fantasy world.
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2009-04-27, 04:57 PM (ISO 8601)
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2009-04-27, 07:35 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
IMHO, after 5th level is beyond human abilities. Superhuman the way superheroes are comes after 10 or so.Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2009-04-27, 11:31 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
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2009-04-27, 11:40 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
The perfect fighter fix.
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2009-04-27, 11:49 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
What you do after words maybe vile, cruel, and repugnant, but stopping Cthulu is always a good thing.
Of course I have always subscribed to the idea that, while evil deserves punishment and good deserves reward, neither is inherently more difficult to archive than the other.
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2009-04-28, 12:09 AM (ISO 8601)
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2009-04-28, 12:31 AM (ISO 8601)
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Re: Ridiculous D&D contrivances
A normal head injury can turn you into a vegetable without killing you at all, let alone quickly. And it's kind of random what amount of brain damage will be caused by denting someone's helmet with a mace. If a fighter can go around causing brain damage all day using ordinary weapons without being intrinsically evil, I see no reason why a psion can't do the same using tactical teleportation.
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2009-04-28, 05:52 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
I don't think stopping Cthulu would make you a good person if you live a wicked life before and continued to after words, but the singular act of saving the world/universe is still a good one. Really if saving the world with selfish intentions is an evil act then is defending yourself from an attacker also an evil act as you are doing it for the selfish reason of "I don't want to die"?
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2009-04-28, 07:04 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
Saving yourself is not inherently good nor evil. Saving yourself at the expense of others is evil, and saving others is inherently good.
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
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2009-04-28, 07:21 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
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2009-04-28, 09:15 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
So the Evil Overlords bodyguards are good guys?
Indeed all bodyguards are good guys by that logic.
I'm a follower of the "no absolutes" school when it comes to alignment/acts. Some acts tend towards "x" alignment, but they aren't inherently "x" alignment. Casting "evil" spells isn't automatically evil, although it'll probably detect as evil, but that because "Detect Evil" doesn't actuially detect evil. Likewise casting "good" spell.s
Stephen
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2009-04-28, 09:24 PM (ISO 8601)
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Re: Ridiculous D&D contrivances
Obviously I have different views from Chronos, but I'd say mildly good, unless he had a "run away and survive" option which he choose not to use or put off as a last resort. In that case it would increase to strongly good, or even heroically good. Even as a heroically good act it wouldn't automatically cause an alignment shift, although it would be the basis for an alignment shift if the character so choose.
Stephen E
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2009-04-29, 01:21 AM (ISO 8601)
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Re: Ridiculous D&D contrivances
So the Evil Overlords bodyguards are good guys?Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics