1,672 reputation
715
bio website kromey.us
location Fairbanks, AK
age 31
visits member for 3 years, 8 months
seen Dec 1 at 18:40

A (not-so-)humble sys admin from the Land of the Midnight Sun with delusions of being a writer, just trying to stay warm!


Oct
15
comment Is it possible to play an Epic D&D3.5/Pathfinder campaign with a non-magic hero?
@apacay Good call. Both effects -- Mindblank and Nondetection, which is what the cloak actually grants -- were so indispensable we all had both and thus they merged in my mind. I'll update my answer to correct that.
Jul
24
comment Medieval problems in a magical world
@MatthewNajmon Sure, but the same principles still apply. It's impossible to be absolutely completely comprehensive without becoming interminably long; like you say, though, this covers the majority, and the rest would follow along in a similar pattern.
Jul
10
comment When do skills count as class skills when you have multiple (prestige) classes?
@eimyr The list of class skills a character has would be the character's class skill list. It's how I and my groups have always read it (especially as the official character sheets have a simple box to check for "class skills"). I agree there's some ambiguity, and the SRD does nothing to clear that up; KRyan's quotation from the PHB, however, is crystal clear -- I and every group I've gamed with have all been doing it wrong. Oh well, live and learn!
Jul
10
comment When do skills count as class skills when you have multiple (prestige) classes?
I don't believe this is correct: From an earlier paragraph on the same page: "Class skills are the skills found on your character’s class skill list." [Emphasis mine.] Not the class currently being leveled up. Taken with the general rule that your character abilities are the sum total of your class abilities, as well as the distinction between "class level" and "character level" here and throughout the rules, I believe the correct interpretation is that a skill is a class skill if it's such for any of a character's classes.
May
22
comment How do you play D&D when we don't have dice to play with?
You could improve this method by having one large deck with cards representing 1-20; any time you need to roll any dice, draw from the deck -- if you get something that exceeds the die you were rolling (e.g. drawing a 12 when rolling a d10), discard it and draw the next one. A larger deck means you can do NdX rolls more quickly (don't need to shuffle for each die), but you should shuffle after each roll -- especially if you had to discard any cards! Slower than dice, sure, but I doubt you'll get much closer without them!
May
14
comment Are a deity's rank and class levels co-dependent?
@Cobalt Depends on how I'm feeling at the moment. Sometimes I'll roll stats just like I would if I were building a PC; other times I'll use an NPC stat array as a starting point; still other times I'll just start with the numbers I want to start with -- heck with the rules, I'm the gorram GM! That's what makes Divine Ranks and Deities and Demigods so awesome, you can build any character you want, however you want, and then ascend her to godhood, to fill any role you'd like. You can also of course just use an existing deity, and either "re-fluff" or tweak as needed.
May
14
comment Are a deity's rank and class levels co-dependent?
@Cobalt If memory serves (and it's been a very long time...) adding monster HD does grant feats at the same rate as class levels (i.e. new feat every 4 HD). You also get your ability score point every however-many-HD, same as class levels. That said, I always liked the flavor of "ascended deities" myself, and thus built regular, run-of-the-mill (albeit very epic) characters first, then ascended them with Divine Ranks -- i.e. I didn't bother adding Outsider HD at all.
May
14
comment How do antimagic fields protect locations?
@EnvisionAndDevelop If I could provide an actual reference, I would post it as an answer. I was (maybe excessively pedantically) taking exception to your comment "they occur naturally, (so) you can't create them" -- that's a non sequitor, which is all I was trying to say.
May
14
comment Are a deity's rank and class levels co-dependent?
This pretty much nails it. I found when creating my own deities that it was easiest to build their mortal versions first, then add Divine Ranks as if they were a "god-mode" (heheh) prestige class until I ended up with a deity I was happy with (usually after going back and tweaking things, but this got me to a firm base first). Of course, if you know beforehand how many Divine Ranks you want, it does give you a guide for creating their mortal version to the desired power level.
May
9
comment How do I Raise the Dead and Look Good Doing it?
Further to the previous, a LN cleric could commit the "evil" act of raising the dead, then use their new army for the "good" act of using them to stop the invading orc army from destroying the village of Innocenton. Thus an order of clerics that includes LN clerics could conceivably tolerate even "always evil" acts, so long as the purpose is in line with their goals -- as noted already in my answer.
May
9
comment How do I Raise the Dead and Look Good Doing it?
@mxyzplk Well that's my point, "always evil" just doesn't make sense. It also makes no sense at all in the real world (which informs faux-world role-play): Killing another human being is usually "evil", but what if you do it because they're about to kill you, or to protect someone else they're about to kill? The moment you acknowledge that there's not just "good" versus "evil", "always good"/"always evil" cease to make sense. Further, there are mechanisms in RAW that can result in not-evil undead -- so how can making them be evil? That said, I did acknowledge that RAW says it's "always evil".
May
8
comment How do I Raise the Dead and Look Good Doing it?
@Pyersamid Glad you like it, but credit where credit is due: The official documents were Tridus' idea. Triple bonus points if you don't even have to forge them, but get legit ones instead!
May
8
comment How do I Raise the Dead and Look Good Doing it?
@Tridus I can't say I'm unfamiliar with the evil-character-blending-in-with-a-good-party trope. I once spent an entire campaign running a CE half-orc alongside a party of strictly-good characters. Splitting hairs and questioning "prejudiced moralities" like this became second nature to me -- I once convinced the party to simply execute a prisoner on the grounds that (since we lacked any sort of prison) any other option would just be cruel and unusual punishment, and that a quick death involved the least suffering (although the truth was I just wanted to kill him!).
May
6
comment When crafting with the ironwood spell, are the effects permanent?
I won't downvote it because it is useful, the first part at any rate. The rest devolves into opinion/rant, and were I to edit it for that there'd be pretty much nothing after the first paragraph -- which could too easily provoke an edit-war, and I don't want to get into that. As to an ironwood sword, when made in conjunction with wood shape or a Craft check, "you can fashion wooden items that function as steel items" -- so, yes, it would be sharp, as that's part of the sword's function, arguably it's only function!
May
6
comment When crafting with the ironwood spell, are the effects permanent?
I'd also point out that there are a lot of assumptions in this answer vis-a-vis the utility of ironwood that, in a lot of cases, quite simply are not true. For example, while dragonhide may be a suitable replacement for armor, it's a lot more expensive than wood with a casting of ironwood, and doesn't help in the slightest with e.g. swords. Further, while it may not be necessary to make wooden armor, oftentimes it's desirable for one reason or another. Basically, there's lots of opinion here stated as objective fact, when it's really anything but.
May
6
comment When crafting with the ironwood spell, are the effects permanent?
It's worth pointing out that permanency explicitly ends with "The GM may allow other spells to be made permanent." Thus it's not quite correct to say that it disallows ironwood to be made permanent, merely that it passes it up the chain to the GM. (I realize the wording in the answer technically is in line with this, I just wanted to highlight it because the implication is that it can't be done per RAW, while in truth RAW says it's up to the GM.)
Mar
31
comment How do I remove a poorly-designed rule without my players feeling cheated?
Only thing I'd add is to show the players the math you've done and how unlikely it is for the fractional ability scores to give them any results anyway -- just a little extra evidence to back up your "this house rule sucks and we shouldn't do it anymore" conclusion. In my experience people are much more willing to accept mid-game house rule changes when there's a solid reasoning behind it.
Sep
6
comment How do you handle verbal exchanges between NPCs without taking the PCs out of the spotlight?
@valadil I'd say don't let them see that there's a script, then. Maybe easier said than done, of course; if you use a GM screen, just hide it behind that, or reference it as you do your other notes. Or just be blunt with them: "Yes, I wrote this script, but only as an aid for myself; you can -- and should -- interject if you feel it is appropriate." Or, if your players won't work with you like that, keep the script idea to rare -- and short! -- scenes that really need to be had, and otherwise use SevenSidedDie's hybrid approach.
Sep
6
comment How do you handle verbal exchanges between NPCs without taking the PCs out of the spotlight?
This is what I do, too. Doesn't seem to bother my players at all, plus it keeps the game moving and minimizes the time that the PCs aren't the focus of the game's spotlight. Sometimes, though, there are essential NPC conversations that must be heard; for these, I write out the script in play format, making sure to take every opportunity to cut corners and abbreviate the scene without making it too contrived, and then having that script in front of me helps to keep me focused and speed things along so we can get back to the PCs -- the real stars of the show!
Jul
21
comment Is it possible to play an Epic D&D3.5/Pathfinder campaign with a non-magic hero?
@Jeor No-save/no-SR spells are few and far between, and most can be countered with a little forethought. Uncapped spells are also few and far between, and for the life of me I can't think of a single one that doesn't allow a save or bypasses SR. Polymorph has to beat SR and allows a save, and even if it gets through an allied spell caster can reverse it (again, forethought is required). The key really is forethought: Even the most powerful spellcasters can be trivially defeated by a party of comparable level if said party puts in even just a little forethought into it.