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Thread: Truenamers

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    Pixie in the Playground
     
    RogueGuy

    Join Date
    Nov 2007

    Default Truenamers

    Has anyone playtested these guys as a GM or player?

    The Truespeak DCs seem pretty steep, but I cannot really assess how this works out without playing one.

    Anyone have experience or thoughts about this magic system?

  2. - Top - End - #2
    Firbolg in the Playground
     
    MCerberus's Avatar

    Join Date
    Oct 2007
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    St. Louis
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    Default Re: Truenamers

    I've never played one but you may find some relevant information here.
    Ask me about our low price vacation plans in the Elemental Plane of Puppies and Pie
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    Evoker avatar by kpenguin. Evoker Pony by Dirtytabs. Grey Mouser, disciple of cupcakes by me. Any and all commiepuppies by BRC

  3. - Top - End - #3
    Pixie in the Playground
     
    RogueGuy

    Join Date
    Nov 2007

    Default Re: Truenamers

    Quote Originally Posted by MCerberus View Post
    I've never played one but you may find some relevant information here.
    Thanks, I am checking it out now.

  4. - Top - End - #4
    Pixie in the Playground
     
    RogueGuy

    Join Date
    Nov 2007

    Default Re: Truenamers

    Also, I promise to use the search function in the future.

    Forgive my newtardness.

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    Ogre in the Playground
     
    GnomePirate

    Join Date
    May 2005
    Location
    Appalachian Mountains

    Default Re: Truenamers

    Thats OK, the search function for this forum is kinda cruddy. My general opinion on truenamers is that the concept is great, but the implementation barely qualifies as playable. An expert with UMD is almost as good as an equal level truenamer.
    Aratos Tell
    HP:53/53 AC:19,FlatFooted:16,Touch:13
    Active Effects: Speak w/Animals
    Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants

    Megiddo
    HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
    Active Effects:
    Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

  6. - Top - End - #6
    Dwarf in the Playground
    Join Date
    Dec 2006

    Default Re: Truenamers

    They really require a lot of equipment and focus to work out. I think practically that they may be ok... There's a sweet spot between L8 and L12 where they can hit about a 90% probability of hitting an equal CR opponent w/ their effects (its mainly due to the fact that they can afford better +stat items and +truename equipment from ToM at that level). I think that they're better off as party buffers than as anti-enemy.

    I swear I'm going to play one of them... some day...

  7. - Top - End - #7
    Barbarian in the Playground
     
    Hyozo's Avatar

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    Aug 2007
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    Default Re: Truenamers

    Truenamers are great, it's the skill they depend on that needs a fix. If the truespeak DCs are reduced, truenamers will be playable, but if you need to get a 111 to do anything against the Tarrasque, something has to be wrong.
    Last edited by Hyozo; 2007-11-13 at 09:30 AM.

  8. - Top - End - #8
    Halfling in the Playground
    Join Date
    Aug 2007
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    Male

    Default Re: Truenamers

    I agree with the consensus. The Truespeak DCs are just too rough.

    Our group has them reduced to 20 + CR, rather then 15 + CR x 2. Sucks a bit more in the beginning, but far more doable later on.

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