Gwazi Magnum
2013-06-17, 10:51 PM
Just got started a few days ago with a d&d group whose DM a number of you might be familiar with from this (http://www.giantitp.com/forums/showthread.php?t=280386) topic.
Basically in this campaign three main things happened I was wondering what people here would think of it.
1. Restricted Pistols
This is an advanced tech campaign, so pistols are allowed in.
Note: Before suggested, PF guns are already brought forward and turned down
Now we have a gun using character in this campaign, and the DM ruled that if the character uses the rapid reload feat to make reloading a free action, he may only reload once for 2 shots that turn (assuming they also had the needed BAB), and he then wouldn't be able to TWF them.
Looking at the stats between the two:
{table=header]Weapon|Dmg (M)|Critical|Range|Damage Type
Pistol|1d10|x3|50ft|Piercing
Longbow|1d8|x3|100ft|Piercing
[/table]
Note: Counted as Martial in this campaign, so no proficiency feat to consider for this specific comparison.
Gains one dice size (avg +1 damage) for half the range.
Fair for a specialized build, but then you need to consider the more expensive (and heavy) ammo, the need for Rapid Reload to be able to fire as often as a bow. Plus a bow if composite can add strength to damage where a Strength of 12 makes it do the same as a pistol right there (and the +1 applies to critical's).
Basically, for a futuristic weapon it's already weaker and the DM has nerfed it even further, in a world where it's claimed to be a common weapon.
2. Maneuvers
I entered this game as a Swordsage/Warblade Gestalt (we're all gestalt in this game).
The reason for Gestalt was a rule set in place saying players couldn't play as Wizards, Clerics, Sorcerers or Druids so people could:
a) Be marital without being overshadowed
b) Not everyone goes to heavy caster to be relevant
Note: They are mostly sticking with core for simplicity (no rule, just most of the players don't like looking out of book too much in this group), but this rule would of also extended to other major casters like Psions and Artificers.
DM take's this to try to disallow any ability that seems magical in nature... This originally was going to lead to the banning of Gnome and Drow, Paladins losing lay on hands etc. But this was backtracked when argued enough. But when it came to manuevers the DM is ruling stuff like no maneuvers like teleportation or greater invisibility because 'It isn't able to be explain in this world'.
Note: World is powered by wizards, with heavy magic users everywhere and Clerics on demand for healing and resurrections. Magic is not lacking in the realm.
3. Gold
Normally in D&D as you advance in level your overall wealth increases, allowing you to buy better gear etc.
In this campaign we had started at level 8. When we had reached level 9 by the end of the night we had less gold than we started with.
This was for the following reasons.
-Never given treasure after monster fight
-Penalizing players for playing it smart
Ex: Rents out room for night, storm is so strong only one player can actually move outside. We only rent it for one night in case the storm clears the next day. The DM says in this world such big storms are common and clear up very quickly usually. Next day storm is not gone, when we go to check out a room again the only room left costs 400 gold.
Room ends up having 8 beds which we do not need them all so the room is split with some NPCs to try to make the lost money back (gain 600 gp from it). Only to notice next day the NPCs trashed the whole room requiring us to pay thousands of gold in damages.
(Cannot run, slay the inn keeper etc. Well, technically we can but the DM had the city under heavy security and DM fiat so doing so leads to almost instant arrest, loss of all items and gold and probably death).
Basically in this campaign three main things happened I was wondering what people here would think of it.
1. Restricted Pistols
This is an advanced tech campaign, so pistols are allowed in.
Note: Before suggested, PF guns are already brought forward and turned down
Now we have a gun using character in this campaign, and the DM ruled that if the character uses the rapid reload feat to make reloading a free action, he may only reload once for 2 shots that turn (assuming they also had the needed BAB), and he then wouldn't be able to TWF them.
Looking at the stats between the two:
{table=header]Weapon|Dmg (M)|Critical|Range|Damage Type
Pistol|1d10|x3|50ft|Piercing
Longbow|1d8|x3|100ft|Piercing
[/table]
Note: Counted as Martial in this campaign, so no proficiency feat to consider for this specific comparison.
Gains one dice size (avg +1 damage) for half the range.
Fair for a specialized build, but then you need to consider the more expensive (and heavy) ammo, the need for Rapid Reload to be able to fire as often as a bow. Plus a bow if composite can add strength to damage where a Strength of 12 makes it do the same as a pistol right there (and the +1 applies to critical's).
Basically, for a futuristic weapon it's already weaker and the DM has nerfed it even further, in a world where it's claimed to be a common weapon.
2. Maneuvers
I entered this game as a Swordsage/Warblade Gestalt (we're all gestalt in this game).
The reason for Gestalt was a rule set in place saying players couldn't play as Wizards, Clerics, Sorcerers or Druids so people could:
a) Be marital without being overshadowed
b) Not everyone goes to heavy caster to be relevant
Note: They are mostly sticking with core for simplicity (no rule, just most of the players don't like looking out of book too much in this group), but this rule would of also extended to other major casters like Psions and Artificers.
DM take's this to try to disallow any ability that seems magical in nature... This originally was going to lead to the banning of Gnome and Drow, Paladins losing lay on hands etc. But this was backtracked when argued enough. But when it came to manuevers the DM is ruling stuff like no maneuvers like teleportation or greater invisibility because 'It isn't able to be explain in this world'.
Note: World is powered by wizards, with heavy magic users everywhere and Clerics on demand for healing and resurrections. Magic is not lacking in the realm.
3. Gold
Normally in D&D as you advance in level your overall wealth increases, allowing you to buy better gear etc.
In this campaign we had started at level 8. When we had reached level 9 by the end of the night we had less gold than we started with.
This was for the following reasons.
-Never given treasure after monster fight
-Penalizing players for playing it smart
Ex: Rents out room for night, storm is so strong only one player can actually move outside. We only rent it for one night in case the storm clears the next day. The DM says in this world such big storms are common and clear up very quickly usually. Next day storm is not gone, when we go to check out a room again the only room left costs 400 gold.
Room ends up having 8 beds which we do not need them all so the room is split with some NPCs to try to make the lost money back (gain 600 gp from it). Only to notice next day the NPCs trashed the whole room requiring us to pay thousands of gold in damages.
(Cannot run, slay the inn keeper etc. Well, technically we can but the DM had the city under heavy security and DM fiat so doing so leads to almost instant arrest, loss of all items and gold and probably death).