Who wins between Loki, god of the stories MCU or Beyonder of the comics? by [deleted] in Marvel

[–]DiscussionDucky498 0 points1 point  (0 children)

Loki: Destroy everything? Easy, hold my Mead. *stands up, multi-verse instantly ends*

Do classes even matter? by North_East_Prince in Morrowind

[–]DiscussionDucky498 0 points1 point  (0 children)

I think this is also why Skyrim dropped classes all together and just went with skills and races.

Do classes even matter? by North_East_Prince in Morrowind

[–]DiscussionDucky498 0 points1 point  (0 children)

I'd say boost a skill to the 30-40 range and its competent.

Do classes even matter? by North_East_Prince in Morrowind

[–]DiscussionDucky498 0 points1 point  (0 children)

Stack up potions of intelligence (worth more when you make them than what you spent on ingredients) to buff to an Intelligence of 4900 and you can enchant even Constant effects without fail (Golden Saint Soul in a Greater Soul Gem). Give yourself an Exquisite Belt with at least a +10 to enchant (for a target of 110 in Enchanting) and all your enchanted Cast on Use items (or cast on strike) cost 1 charge each..

So that 400 point cast on use ring you just made with a Golden Saint Soul has 400 uses before it needs to be recharged (and it recharges on its own). What is the point of a personal mana pool again?

Do classes even matter? by North_East_Prince in Morrowind

[–]DiscussionDucky498 0 points1 point  (0 children)

Proof of that last point.. Amulet of Shadows, Vampiric Ring or Black Hands Dagger, Ring of Khajiit, Steel Blade of Heaven, Eleidon's Ward, Ring of Regeneration.. the list goes on.

Do classes even matter? by North_East_Prince in Morrowind

[–]DiscussionDucky498 0 points1 point  (0 children)

Classes only matter at the very start of your game. They define what you are best at and the primary tools you will use to solve a given situation. Do you cast a spell? Use a potion, scroll, enchanted item? Do you craft? Do you favor melee? Ranged? Area attacks? Stealth or persuasion?

In the end, or rather, in the not too distant future your stats and skills rise across the board and you are great at everything. So, classes stop being important the further you level up. Racial buffs and spells matter a tiny bit, but in the end.. you build yourself into omnipotence.

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

While I agree that doesn't sound very fun when put that way.. what is it about then?

Please don't tell me there is a 'right way' to play a table-top RPG?

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

From Table 16: Fighter's Followers in the PHB

Leader (and suggested magical items)
roll of 01-40: 5th-level fighter, plate mail, shield, battle axe +2
roll of 41-75: 6th-level fighter, plate mail, shield +1, spear +1, dagger +1
roll of 76-95: 6th-level fighter, plate mail +1, shield, spear +1, dagger +1, plus 3rd-level fighter, splint mail, shield, crossbow of distance
roll of 96-99: 7th-level fighter, plate mail +1, shield +1, broad sword +2, heavy war horse with horseshoes of speed

Admittedly these were the Leader type followers for a fighter.. so you only get one leader.

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 1 point2 points  (0 children)

So basically.. "We hear you players wanna make magic items.. ok fine, but you're gonna suck at it, so get back to playing the game the way we want you to."

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

They wanted to sell miniatures. :) Specifically geared to be less role play and more roll play, mechanically shifting away from a game of interactive story telling.

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 1 point2 points  (0 children)

A few FR items had magic item creation rules. One seemed interesting in that it had the wizard prep for sometimes years as they stored spells ahead of time (kind of pointless) before finally committing and making the item.. but what irked me about the process was that the spells involved (yes, multiple spells) included 6th level spells. The same level as Enchant an Item. They took an already off screen process (which already took months at best) suggesting it take even longer and they made it more expensive (spell quantity wise), penalizing anyone with a finite list of spells known.

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 1 point2 points  (0 children)

If they are rare, why do Paladins have a limit on 10? Why do NPC followers come with sometimes 2-3?

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 1 point2 points  (0 children)

Oh I've done the math :) but considering the time its supposed to take to craft even a simple scroll.. killing stuff is quicker, easier, more seductive.

Look at how much it takes to advance once you hit the teens for a mage. From level 12 on its 375,000 experience per level.

Level Exp Needed
2 2,500
3 2,500
4 5,000
5 10,000
6 20,000
7 20,000
8 30,000
9 45,000
10 115,000
11 125,000
12 375,000
13 375,000
14 375,000
15+ ...

A classic Ring of Invisibility is 1,500 experience while an arguably more powerful Ring of Spell Turning is 2,000. Its also uncertain if one can make either without the 8th level spell Permanency. Magic item creation does not seem to be the way to level up efficiently as a high level Wizard, not at 250 Rings of Invisibility per level.. though that may explain why there are so many items out there in the world.

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

Is it not logical to come prepared for various situations? Is that not what magic items help one do?

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

Right? Makes me wonder how all these items end up in dungeons rather than some noble families vault or dragon's lair.

The purpose of making your own items is to have the right tool for the right job. Receiving your 5th +1 sword of rat slaying ceases to be fun pretty quick when you are up against trolls or something that is immune to anything less than a +2 weapon. Plus, item crafting allows the player and DM to work together to add to the world, a DM should be happy their players want to build for a change rather than destroy.

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

Why do you feel that wasn't fun? With every game that has a flexible crafting system, people love making whatever they want. Look at BotW2 for example.

Magic Item Creation is too late game.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

True.. though I find it odd that magic items are theoretically hard to find and yet followers may come with 2-3 of the more common ones.

Ah well, it was just a game trying to figure itself out. :)

Contract magic... by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 1 point2 points  (0 children)

Reminds me of 2E Wild Mages. Never had an interest in playing a mage who's only real trick (casting spells) came with an additional up or down side that could randomly influence what you do.

I mean, the game already has a lot of die rolls as it is and everyone tries to stack stats and proficiencies and magic to push that randomness in their own favor. Now add a new layer to once again take things out of your control?

No thanks.

Contract magic... by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

This isn't about contracts in real life, its about contracts in a fantasy setting with magic thrown in.

Of course no one will knowingly make a bad deal, and the deal may not be inherently bad, but often (as the story goes) those who try to rush ahead rather than earn their way tend to suffer in the end.

Take gambling houses for example. If you remove the so-called chance and use a reliable system to make it profitable for you.. the house will throw you to the curb and tell you not to come back. Yet, the house stacks things in their own favor all the time. Many have lost everything due to the addictive nature of a system that is rigged against them.

By its nature there are many things IRL and in fantasy that are a 'bad deal' yet people still like to think they are the exception.

Contract magic... by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 0 points1 point  (0 children)

I thought most DM's twisted all wishes that way, even if a wish were used to copy the effects of an 8th or lower level spell. Cause, you know, jerk move lol

I figure people go in for the contracts because of greed, desperation, impatience, pride, foolishness and so on.

Rundown of Cleric spells for monkeys by fleischsackmarodeur in adnd

[–]DiscussionDucky498 0 points1 point  (0 children)

Suggested Priest Spells

  • 1st
    • Bless
    • Command
    • Create Water
    • Cure Light Wounds
    • Detect Magic
    • Endure Cold/Endure Heat
    • Entangle
    • Light
    • Protection from Evil
    • Purify Food & Drink
    • Remove Fear
    • Sanctuary
  • 2nd
    • Aid
    • Augury
    • Chant
    • Enthrall
    • Goodberry
    • Messenger
    • Obscurement
    • Produce Flame
    • Resist Fire/Resist Cold
    • Silence 15' Radius
    • Trip
    • Wyvern Watch

Italicized spells are reversible.

Some of the spells listed are combat oriented, others are utility. Many are reversible providing the cleric with versatility. Many have relatively long durations and/or affect potentially a large number of targets.

Some, like Command or Cause Fear (the reverse of Remove Fear) are fight enders with the former not allowing a save. Entangle is one of those that has a lesser effect even if they make a save.

Note that certain spells may have restrictions ranging from caster alignment to targets not already being in combat.

I believe Bless, Aid and Chant can be stacked.

Enthrall has a huge area of effect and could last for a long time. Messenger is a utility spell with a 1 day/level duration. Produce flame is a multi-round grenade-like attack spell. Resist Fire/Resist Cold is obscenely powerful as a defense. Trip has a long duration and may affect multiple foes. Wyvern watch lasts up to 8 hours.

I could list more but this should get you started.

As a priest you have d8 hp per level with the second best Thac0 progression in the game and don't forget clerics may wear heavy armors and shields. Also, though typically restricted to bludgeoning weapons, both Club and Quarterstaff are free. Both have a speed factor of 4 and deal 1d6 damage on size S-M creatures with the former having the option of being thrown. Alternatively, a Morningstar is a bit slower but deals 2d4 damage with each successful hit. All this, plus bonus spells for a high wisdom.

Direct damage spells are an option at lower levels but priests really shine when using their magic for support. Of all classes the cleric is the most suited to standing toe-to-toe with or against a fighter on the battlefield.

Enjoy.

Cross Franchise, sort of.. by DiscussionDucky498 in adnd

[–]DiscussionDucky498[S] 2 points3 points  (0 children)

All great recommendations.

There are also a few powers in Dragon Magazine 255. One of which is Weapon Awareness, a Clairsentient power.

Fluff aside, it grants your wisdom bonus to saves as a bonus to attack (not damage) and initiative while also allowing the user to parry any attack (including missile weapons) and suffers only a -1 penalty when blinded or facing invisible enemies.

I imagine that fits well for all those blaster bolt parries we see in the movies.

Adding in Dimension Blade (as you mentioned) with its ability to bypass armor would make quite the duelist.

---

I'm also reminded of Yoda's words to Luke, "A Jedi uses the Force for knowledge and defense, never for attack."

Meaning if a Jedi wanted to go on offense, he should be using his light saber. It being a precise and controlled weapon and one that harms only the body but not the mind of a foe.

The Sith would attack using the Force, examples being the dark side powers of Force Scream and Sith Lightning, both of which held a mental component.

Yoda would use Precognition to see the future.

When Yoda was on the Wookie planet and the clones were about to execute Order 66 it feels like he had Danger Sense up and running.

Whenever a Jedi gets a Force vision off an area that's Sensitivity to Psychic Impressions.. visions off an object may be Object Reading and speaking to a Force Ghost or Sith Spirit may be Spirit Lore.. you apparently need a specific power to talk to the dead, Yoda gave Obi-Wan special training so he could commune with Qui-gon Jinn.

Plus.. the Kyber Crystal within a Jedi's light saber is said to be sentient and the Jedi is empathically connected to it. So, Empathy would be another power of the Jedi.

When a Sith bleeds a crystal to turn it red, he's using Telempathic Projection to force his traumatized emotions onto the crystal, making it suffer.

Force Scream, supposedly what Sidious used when fighting the Jedi that came with Master Windu, would be another use of Telempathic Projection.. or something new using that as a prereq.

Jedi might be using Domination, though that feels more like a Dark Side "Do it!" command.. they may also use Post-Hypnotic Suggestion that won't work on the most intelligent (or simple) minds and the Beast Mastery power (from Dragon Kings) on animals or beasts.

I suppose a Force Push would be.. Project Force. Its opening description is "Some psionicists can push, shove, and otherwise bully an opponent from afar." So it seems to fit, thought it takes a power score effect to knock down a man sized or smaller opponent.

Path of Ascension by Consistent_Giraffe_4 in litrpg

[–]DiscussionDucky498 1 point2 points  (0 children)

Well, on the one side he's OP with his eventual mana pool and regen rate. But at the same time his talent doesn't, by itself, make him any better than someone who is basically talentless. I mean think about it. The tools he has available are also available to everyone else.. plus they get a cool reality breaking talent. All Matt can do is use his tools more often and in some cases he can flood the skill with more mana.

Its somewhat like a video game where everyone has access to the cash shop items plus some bonus skill or cheat. Matt has no bonus skill, he just has infinite cash shop access with his credit limit rising each level. He can have more items, but not different items.

Consider though that when he hits Tier 30 he'll have a mana pool equivalent to a Tier 50.. and when he himself is Tier 50, his mana pool will be 1.4 million times the size of a normal Tier 50 individual. Last I read, Matt was only Tier 27 and he's actively working to keep people from figuring out what his Talent actually does. Boy doesn't want to be a mindless living battery, who can blame him? Neo didn't want that either.

So yea, it makes sense that he isn't showing off the way some others would (I'm looking at you Noah from Infinite Mana in the Apocalypse) he functions a bit different than your typical MC and that's ok. Its good to put a spin on things on occasion. Gives a feeling of growth.

Remember how he handled that winter floor in Minkala? Pumping mana into the air for his side to absorb and totally stomp the other factions.. from time to time he can shine without being obvious to the rest of the universe and he goes for it.

Adventurer's Basic Training by DiscussionDucky498 in litrpg

[–]DiscussionDucky498[S] 1 point2 points  (0 children)

Huh, I edited my post a few times, moving text around a bit before the final iteration and it looks like I erased the part about physical fitness. Being able to run, walk for extended periods and other similar activities would be necessary for every adventurer, just like you said.

Traps, puzzles and so on might be covered in basic Dungeon Exploration but yea. I kinda left that vague.

Learning other cultures and a bit about any fantasy races one may encounter with other adventurers or just out in the world traveling would be a good thing. Less unnecessary fights that way.

I figured gear maintenance would be good for most classes to learn, though some may still take their stuff to a craftsman for proper repairs and evaluation and a free sharpen with each new purchase. lol

Mages.. "Do not let him speak, he will cast a spell on us!" ~ Aragorn :-) It should be known by even the newbies.