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2020-12-10, 03:23 PM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
I don't think it is in the SRD - but effectively it is this power here (mostly seen on panel 10).
Effectively you open a portal between two spaces to allow movement to occur, the thought is that the 'trap' is an active wormhole which directs those who enter the corridor elsewhere rather then where they though they were entering.
Personally I am still partial to it being a Gate (as seen here panel 13) instead of a Wormhole but I can see why others would be dubious about that.
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2020-12-10, 03:31 PM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
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2020-12-10, 06:59 PM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
What if: She decided to defend the Gate. Period. She was the fifth member, this was the fifth Gate. She lied (what, a rogue?) and said it would be a monument to physical might, like Kragor would have respected, but the whole thing is, as has been suggested, a giant shell game?
When you assume she really built it to be protected by pure physical prowess, you've accepted the terms of the game. And thereby lost already. The con isn't making you decide it's under this shell, it's making you decide it's under any shell at all.
All nicely foreshadowed by Team Evil at Azure City...
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2020-12-10, 07:11 PM (ISO 8601)
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- Feb 2013
Re: OOTS #1221 - The Discussion Thread
And already done by Team Girard at the prior Gate.
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2020-12-10, 07:33 PM (ISO 8601)
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- Jun 2013
Re: OOTS #1221 - The Discussion Thread
So your argument is that she happily lied to her encrypted journal about the defences, when a much better option exists if she would do that - simply give the wrong co-ordinates in that journal. Aim those co-ords at an old dungeon; we know that dungeons get squatting monsters, so there'll be stuff in there. Wrong co-ordinates plus actual defenses around the gate would be better. Wouldn't fit narratively due to time/space constraints, as well as having been done before with Girard, but it's more sensible than giving the right co-ords and wrong info about it.
Also, kind of done with Girard (Your gate is in another pyramid), though that was a bluff of it.
Also also, feels out of character for Serini. Not all rogues are secretive and distrustful; this one seems to have been very much a fan of working together from what little we've seen.
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2020-12-10, 07:58 PM (ISO 8601)
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- May 2009
Re: OOTS #1221 - The Discussion Thread
Aren't the wormholes basically the gate spell
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2020-12-10, 08:21 PM (ISO 8601)
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- Aug 2007
Re: OOTS #1221 - The Discussion Thread
Interested in MitD? Join us in MitD's thread.There is a world of imagination
Deep in the corners of your mind
Where reality is an intruder
And myth and legend thrive
Ceterum autem censeo Hilgya malefica est
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2020-12-10, 10:28 PM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
With EMA on he has a minimum AC of like 36 or something I think, potentially higher.
That being said I think at least some of those hits can be explained away by high rolls. If this was actual D&D the Order would have gotten a TPK back in DStP.
They look to be essentially the same except Wormhole only connects two points on different planes and Gate only works for interplanar travel.Cool elan Illithid Slayer by linkele.
Editor/co-writer of Magicae Est Potestas, a crossover between Artemis Fowl and Undertale. Ao3 FanFiction.net DeviantArt
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Currently playing: Red Hand of Doom(campaign journal)Campaign still going on, but journal discontinued until further notice.
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2020-12-10, 10:55 PM (ISO 8601)
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- May 2009
Re: OOTS #1221 - The Discussion Thread
Gate - opens a disk in space that lets you travel between two different points... On different planes
Wormhole - opens a disk in space that lets you travel between two different points... On the same plane.
They feel pretty similar. Mostly my point is the idea of a disk opening up and letting you travel between two points in space is not totally lacking from the dnd spell list. I agree wormhole is not gate, and since telepathic bond still works the thing here is not gate either, but it's not hard to imagine it's gate-like.
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2020-12-10, 11:31 PM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2020-12-11, 12:02 AM (ISO 8601)
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- Aug 2009
Re: OOTS #1221 - The Discussion Thread
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2020-12-11, 12:10 AM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2020-12-11, 12:38 AM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
That was half a lucky guess IIRC; I remembered it being mentioned in a discussion about 2E when I was looking for it a while back, and I think I assumed it must have been from Dark Sun considering that one's the main psionic setting.
Re: hit or miss - I found this on one of the earlier threads:
As for integral, I've heard that the gods are dead or gone(so no divine magic) and arcane magic either works by making the crapsack setting even worse or by being mistaken for it and getting lynched. It sounds interesting, especially since 3.5e psionics are at least decently powerful, but if I wanted to play something grimdark I'd probably go learn NWoD or WH40K.Cool elan Illithid Slayer by linkele.
Editor/co-writer of Magicae Est Potestas, a crossover between Artemis Fowl and Undertale. Ao3 FanFiction.net DeviantArt
We also have a TvTropes page!
Currently playing: Red Hand of Doom(campaign journal)Campaign still going on, but journal discontinued until further notice.
Extended sig here.
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2020-12-11, 01:57 AM (ISO 8601)
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- Jan 2007
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Re: OOTS #1221 - The Discussion Thread
"All right, I am not the Shadow. You have nothing at all to worry about. Except oh, wait, I'm pointing a gun at you."
--The Shadow
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2020-12-11, 10:28 AM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
So maybe she can maintain the traps? Either by herself or with something bought from a wizard. Or trap maintenance is just simply handwaved by plot convenience. I can't imagine we'll find out she spent a lot of time on the maintenance of the paint on all those doors.
And if a trap is permanently destroyed by adventurers, I think she's got greater worries than having to reset one trap.
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2020-12-11, 11:16 AM (ISO 8601)
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- Aug 2007
Re: OOTS #1221 - The Discussion Thread
Interested in MitD? Join us in MitD's thread.There is a world of imagination
Deep in the corners of your mind
Where reality is an intruder
And myth and legend thrive
Ceterum autem censeo Hilgya malefica est
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2020-12-11, 11:26 AM (ISO 8601)
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2020-12-11, 11:40 AM (ISO 8601)
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Cool elan Illithid Slayer by linkele.
Editor/co-writer of Magicae Est Potestas, a crossover between Artemis Fowl and Undertale. Ao3 FanFiction.net DeviantArt
We also have a TvTropes page!
Currently playing: Red Hand of Doom(campaign journal)Campaign still going on, but journal discontinued until further notice.
Extended sig here.
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2020-12-11, 12:00 PM (ISO 8601)
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- May 2009
Re: OOTS #1221 - The Discussion Thread
The dungeon and trap maintenance industry is one of the biggest employers in any fantasy world's economy.
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2020-12-11, 01:34 PM (ISO 8601)
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- May 2018
Re: OOTS #1221 - The Discussion Thread
Just imagine the expense of resetting all the traps that Indiana Jones set off before the credits. No wonder they were chasing him.
“You owe us $35 million to reset all the traps you just destroyed!l”
Edit: also, can epic level rogues build magical traps without the help of a wizard?Last edited by Dion; 2020-12-11 at 01:39 PM.
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2020-12-11, 02:18 PM (ISO 8601)
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- Feb 2007
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2020-12-11, 02:33 PM (ISO 8601)
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2020-12-11, 02:39 PM (ISO 8601)
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Re: OOTS #1221 - The Discussion Thread
apparently the caster needs the craft wondrous item feat, which needs caster lvl 3, and cast the spell for the magic part. so i suppose it is possible, but you start doing pretzel logic to make it work.
It's "locksmith of LOVE!" not "LO!"
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2020-12-11, 02:48 PM (ISO 8601)
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- Feb 2013
Re: OOTS #1221 - The Discussion Thread
There comes a certain point where you just throw the rules out the window and go with it. Trapmaking is one of those points.
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2020-12-11, 02:58 PM (ISO 8601)
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- Aug 2007
Re: OOTS #1221 - The Discussion Thread
So was the exed-out eyes to indicate death being noticed by the characters in-comic in the pre-plot days, and yet the author chose consistency of detail over sticking to the rules. Twice we have seen that these gate-defending dungeons needed substantial funds poured into it and continued maintenance to keep them going. I do not believe that Rich would suddenly change his mind about that reality and decide that this dungeon has infinitely self-repairing traps.
GWInterested in MitD? Join us in MitD's thread.There is a world of imagination
Deep in the corners of your mind
Where reality is an intruder
And myth and legend thrive
Ceterum autem censeo Hilgya malefica est
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2020-12-11, 03:13 PM (ISO 8601)
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- Feb 2013
Re: OOTS #1221 - The Discussion Thread
A teleportation circle reactivates ten minutes after it is disabled, so it's already in the rules that it is 'infinitely self-repairing'.
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2020-12-11, 06:28 PM (ISO 8601)
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- Aug 2009
Re: OOTS #1221 - The Discussion Thread
I take that to mean one that has been disabled via "Disable Device". It could be destroyed permanently by other means -- Thog smash runes with hammer, for example.
Couldn't Serini have a Widget of Magical Trap Setting? Some kind of charged item that she could get charged up by a wizard, rather than having to haul them out to the North Pole?
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2020-12-11, 08:47 PM (ISO 8601)
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- Dec 2019
Re: OOTS #1221 - The Discussion Thread
I haven't played 2e but I am under impression that psionics were not that bad, merely overly complex and finicky. 3.0 made it worse.
Gods are not there to be reached, forces of nature still are. Clerics worship elements. Druids are druids. Rangers also get spells as usual. In fact if you are interested in divine magic and not divine itself it's probably the least changed part of the Dark Sun. Oh, and there are templars (get divine magic by paying obeisance to sorcerer-kings who are at least technically not gods and who cannot cast divine magic themselves, and obviously they all are *******s). Have a lot of class abilities which are about being a good State Security officer - you can commandeer slaves, get your own security detail, arrest a commoner at this level, arrest a nobleman at that level, and for all the fact that official 3.5 conversion calls it (Ex) it's not extraordinary at all, it's just pulling rank. Preservers (good arcanists) are pretty much standard wizards, Defilers (crapsackers) are supposed to be about UNLIMITED POWAH but actual effects are kinda meh.
I think that the most striking detail it how much grim is emphasized over dark (in other settings it usually the other way around). Transhuman sorcerer-kings, who make the slaves toil till they die, appease barely-surviving commoners with the blood spectacles in the arenas end employ all-powerful police who are willing to torture suspects till they provide useful information or die and will frame you for money or advancement - eh, seen it done. But slaves who have broke their shackles and gathered in tribes hiding out in the desert.... and who view any freeborn as a legitimate target and who make new arrivals to pass a period of "novitiate" after which they are either accepted or killed, because they know about the hideout so they cannot be left alive if they are not a part of a tribe. Or Veiled Alliance, an organization of Preservers, working to kill the Defilers, undermine the power of sorcerer-kings... and who are supposed to operate on a cell basis, so you get your orders not nothing from where and for what reasons, or maybe even formulate and give orders, not knowing to whom, oh and they also do not accept resignation in the same fashions as the slave tribes. Etc. It all makes total sense for people faced with absolutely overwhelming power. I fecking like it and I am still not sure if I could play in the game with by-the-book Dark Sun.Last edited by Saint-Just; 2020-12-11 at 09:36 PM.
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2020-12-11, 09:54 PM (ISO 8601)
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- Jul 2016
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Re: OOTS #1221 - The Discussion Thread
3.0e psionics were apparently weird, yeah.
Gods are not there to be reached, forces of nature still are. Clerics worship elements. Druids are druids. Rangers also get spells as usual. In fact if you are interested in divine magic and not divine itself it's probably the least changed part of the Dark Sun. Oh, and there are templars (get divine magic by paying obeisance to sorcerer-kings who are at least technically not gods and who cannot cast divine magic themselves, and obviously they all are *******s). Have a lot of class abilities which are about being a good State Security officer - you can commandeer slaves, get your own security detail, arrest a commoner at this level, arrest a nobleman at that level, and for all the fact that official 3.5 conversion calls it (Ex) it's not extraordinary at all, it's just pulling rank. Preservers (good arcanists) are pretty much standard wizards, Defilers (crapsackers) are supposed to be about UNLIMITED POWAH but actual effects are kinda meh.
I think that the most striking detail it how much grim is emphasized over dark (in other settings it usually the other way around). Transhuman sorcerer-kings, who make the slaves toil till they die, appease barely-surviving commoners with the blood spectacles in the arenas end employ all-powerful police who are willing to torture suspects till they provide useful information or die and will frame you for money or advancement - eh, seen it done. But slaves who have broke their shackles and gathered in tribes hiding out in the desert.... and who view any freeborn as a legitimate target and who make new arrivals to pass a period of "novitiate" after which they are either accepted or killed, because they know about the hideout so they cannot be left alive if they are not a part of a tribe. Or Veiled Alliance, an organization of Preservers, working to kill the Defilers, undermine the power of sorcerer-kings... and who are supposed to operate on a cell basis, so you get your orders not nothing from where and for what reasons, or maybe even formulate and give orders, not knowing to whom, oh and they also do not accept resignation in the same fashions as the slave tribes. Etc. It all makes total sense for people faced with absolutely overwhelming power. I fecking like it and I am still not sure if I could play in the game with by-the-book Dark Sun.Cool elan Illithid Slayer by linkele.
Editor/co-writer of Magicae Est Potestas, a crossover between Artemis Fowl and Undertale. Ao3 FanFiction.net DeviantArt
We also have a TvTropes page!
Currently playing: Red Hand of Doom(campaign journal)Campaign still going on, but journal discontinued until further notice.
Extended sig here.
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2020-12-12, 02:11 AM (ISO 8601)
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- Feb 2013
Re: OOTS #1221 - The Discussion Thread
If you want to read the manual the box set is on sale at Drive Thru. They even have POD options if you dislike eInk.