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25

Good News! There's actually a template for that in the official rules - see here. That link contains all the information on creating a lycanthrope template for any were-thingy you can think of :) The specific details for a were-rex follow. rule quotes are shown like this specific details will appear below them like this. Creating a Lycanthrope ...


18

It depends on your players and campaign style The problem, as you've noted, is that players start being able to do specific things really well. However, that's also the solution - force them to do new things. If your campaign is a dungeon crawl, this will be harder than if it's a city-based setting, but you have to remember that the PCs' actions shouldn't ...


16

in one word - information. You can wish for (or perhaps simply learn) more about the past place/time you are travelling to: contacts, important information about future events, some soon-to-be invented tech... Knowing who will win a race is a good quick money; knowing some juicy gossip is a way to make friends, or blackmail someone; knowing who will be the ...


13

I've tried to modify my games to use a non-standard leveling system. Basically, it amounted to each character gaining an npc-class level halfway through leveling up, giving them appropriate skills, BaB, and hit dice, but denying them class features until they level up fully, including feats. While it was interesting, it came with three primary flaws. I ...


13

Restating my assumptions: You need to send your spirit back in time to possess your earlier self to avoid execution. You have two sidereal weeks to prepare for this. You have no consequences in the present for your actions. You are in a very large city with access to real spellcasters. This is the climax of your game, barring that: "Our goal is to alter ...


12

If they have Safecracking 5 and there aren't any safes around, then that 5 doesn't matter; they're going to be falling back on their broader, lower-dice skills. They may get new skills out of that, but they'll be something different again. In order for them to actually progress beyond the point where they have made Skullduggery 2 obsolete, they'd have to ...


11

I strongly agree with the previous offers, information could be invaluable, as a mean of regaining gold quickly but also as an edge to complete your mission. Yet if as me you are more concerned by the numbers and crunches , I would like to extend on another alternative to the grafts... Tomes. It won't get you really far but you could probably locate one +2 ...


9

In DnD 4e, characters tend to level every 8-10 or so encounters. Depending on the exact Encounter Level of each fight (or noncombat encounter (eg Trap). Faster if the encounters are above their Character level, slower if below, Also faster if they are getting XP for completing a story/dungeon/quest, and if you have any house rules like XP for good ...


9

As @Drunken_Guy already pointed out, the table you are looking for is on page 22 of the Player Handbook, however I usually found more useful to simply apply the formula: exp for level X = X * (X - 1) * 500 For example, if you need to now the exp needed for level 3 then exp = 3 * 2 * 500 = 3000 or another example, for level 9 exp = 9 * 8 * 500 = 36000 ...


9

The info you require are on the first pages of the Player's Handbook. In 3.5 (and I think in other editions as well), info is seperated in the books by the person they refer to. For example the experience points required to level up, is information that the players need and not the DM, that is why it is referenced in the Player's Handbook. This info is not ...


8

Odd scores are worthless to you, since you’re primarily interested in your modifier (which halves the number and drops the fraction), and just about all bonuses to ability scores come in even numbers. So you’ll get the most immediate bang for your buck by upping the odd scores to the next (even) number. So +1 Cha, +1 Con, +1 Str, +1 Wis, probably ...


7

The Telekinetic discipline has 7 force techniques (as listed in Table 6-15) and a basic technique, Mind Over Matter (p171): this gives a total of 8 powers. They just haven't listed the basic technique in the table, which would lead to some confusion about there only being 7 powers.


7

The phrasing is, as I understand, shorthand for how many times you can acquire the talent - it means that at Rank 2 you can get one additional wound, three times; not three wounds at once. My groups have always ruled that each is treated as a separate advance, so if you have 600xp you can get 3 wounds, but if you only have 200xp you can get 1 wound and save ...


6

You are correct Lots - mainly trying to somewhat reconcile both power utility and rate of gain across classes Though 3e classes do diverge in power (see What are "tiers", and what tier is each class?), the goal was for them not to - this flows into the "unlimited multiclassing" 3e provided as well, where you could take a level of any class and ...


5

Gaming the Help System 1. Follow the Leader/AKA the Gandalf Effect Take the person with the highest stat, have them deal with the higher obstacle things, have the rest of the group each throw in Helping dice in order to get the advancements. The leader often will get nothing beyond a Routine test at best, but everyone else gets a good advancement out of ...


4

Each Skin has its own advancement list, so you can raise your Dark again after you've switched. Parts of Monsterhearts are straight ports of Apocalypse World (MH p. 38 quotes AW p. 184 extensively), including the process of changing Skins, called Playbooks in AW parlance. In AW, when you change your Playbook you keep and lose various things (whatever is ...


4

Each time you take Sound Constitution, you gain 1 Wound. Where a career rank lists SC (x2), that means you can take it twice in that rank, gaining 1 Wound each time.


4

The rules here are a lot more complicated than they need to be. Getting Started To begin with, Psychic abilities are divided into Disciplines, Basic Techniques, and Techniques. Each Discipline has one Basic Technique, which you automatically acquire when you learn the discipline. Each Discipline has several Techniques. You cannot learn a Technique unless ...


4

After asking this question I looked at the math and playtested a couple of different modifications. I have found that increasing the amount of xp required to buy a skill is a very effective way to reduce the rate of skill acquisition. Rather than the default cost of 1 xp to change a die to a six for advancement, I adjusted the cost to 10 xp. So far this ...


4

This is actually fairly common. Weird events often occur during an adventurer's adventures, and sometimes an adventurer gains permanent powers from those weird events. In other words, Yes, There's Precedent In Advanced Dungeons and Dragons DMs were sort of expected to run adventures that changed characters--usually for ill. The Dungeon Master's Guide ...


4

I think it would make more sense from an in-game point of view if he became a little bit stronger one day, learned something new the next day, became more resilient the day after that, etc., instead of all this occurring at once. From an in-game point of view, that is exactly what does happen. The game-mechanics numbers all improving at once are an ...


4

Rules mods and diversification I ran a very long Rolemaster high-level campaign, characters started at level 10 and some reached the mid 20s, technically it's still going, so I understand the perils of powerful casters! I've also run several low level MERP/RM games as well. I made a lot of rules changes, mostly from the excellent Rolemaster Companion 2 ...


3

Difficulty of the encounters (by how much XP each encounter is worth) determines how fast your PCs level Simply put, Take the total XP of an encounter, divide it by the number of PCs, and you are left with the amount of XP each party member will receive for defeating all the monsters in an encounter. If you are planning a straight-up murderfest then thats ...


3

Artha Persona gives you more dice—which don't count toward dice used in the test, and thus don't shift the test down from challenging and difficult—and Fate opens sixes or, for Faith which already open-ended, allows you to reroll a failed die. And of course Deeds, when you need to break out the big guns. Call-on traits, such as Pennywise for Resources, are ...


3

Magic users at low levels Do you use the optional rule that allows a skill (spell mastery?) to modify spell effects? Dropping some of your hobby skill points and a couple of levels can get you quite good at level 1. Then you can modify spells to do interesting things: For example, summon a snake (level 1 spell) on some unsuspecting foe! Bonus points if said ...


2

A psyker starts out knowing a Discipline (or Disciplines) depending on his career path; for example, from Psychic Techniques (Rogue Trader Core Rulebook, p 157) In Rogue Trader, the Astropath Transcendent Career begins the game with access to the Telepathy Discipline and the Astro-Telepathy Technique. An Astropath Transcendent may also select two more ...


2

Warning, I would not let the player control the dino post transformation. That is just asking for balance problems. Use the following curse: Werewolf Lycanthropy Type: curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects Onset the next full moon; Frequency on the night of every full moon or whenever the target is ...


2

For this I would get a taste of each, then go get an ability score increase. So lets say you decide Rogue is the best class to start with (I don't have my books with me right now, I can't say which is better). I would start with a level of Rogue, and then take a level of Monk at L2. This will suffer a bit since the rogue really gets going at L2, but I think ...


2

If you care about skills, Rogue gets you 2 more skill profs (plus Expertise for two of the four), Thieves' Tools prof (possibly with Expertise), and Dex/Int saves are probably more useful than Str/Dex. Also, Rogue starting equipment is far more generous. I think your best bet would be 1 Rogue, 1 Monk (thereby getting Flurry of Blows and Sneak attack, ...


2

Haven't played regularly in 15 years, so my recollection of the rules may be rusty. As I remember it, there were some ambiguities in spellcasting. When we played, we interpreted those ambiguities to either aid or hinder casters, depending on how the GM wanted the game to run. We treated them as options to tweak between campaigns. As I recall... The ...



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