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23

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 ...


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 ...


8

Extensively use Tome of Battle strikes. The strikes sometimes involve multiple attacks, but often involve a single attack with greatly enhanced properties. This can help greatly. But note that even high-level initiators often still use regular full-attacks: you simply cannot easily replicate the reliability and sheer damage of a full-attack with a single ...


2

It is relatively trivial to make a spreadsheet calculate average damage for iterative attacks. So long as you know all the variables, reducing attacks vs AC x to an average damage means that you can roll the highest attacks, because they're fun, and then for the subsidiary attacks, to simply apply the average damage. The player should create a lookup table ...


2

Roll Once This increases swinginess but not the average output. Simply roll the d20 once for an entire attack routine and apply the different bonuses to it. This reduces time to resolution dramatically. For example, a fighter with +12/+7/+2, roll d20 and get a 10 - you hit ACs 22, 17, 12. Works fine for claw/claw/bite and any other kind of combo. What ...


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

High Risk, High Reward Power Brash Assault is one of those things where you can justify it with game-world logic, not using "player" logic. What the monsters / enemies of the PCs see is someone with a lowered guard. The more reckless (perhaps less wise) individuals would jump on someone as soon as soon as a weakness is exposed, not considering what position ...


2

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 ...


1

Be careful of changing things like this. First, you never know what sort of subtle things you might break, and then your players have to deal with the fact that its no longer standard rules. It tends to cause problems. And then, once you go down that road, you start changing other things you don't like, and then more things. I used to do that and finally ...


1

Upsides: More natural level progression Downsides: More effort required from the DM to determine when the characters get things in sub levels. More interruptions to your campaign as people constantly need to be adjusting character sheets, choosing spells etc. At low levels, if you give out new spells and BaB before you give out new HP and saves, your ...



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