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Then it's almost certainly a race and not a template. In that case, you probably don't get a human's bonus feats or skills.
Posts: 37449 | Registered: May 1999
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I've been toying around with introducing a rule variant to skill checks to make them less up to random chance. I was thinking of having alternate checks using the other d's, with a starting point that reflects the d# chosen.
So, let's say a d12 would be (4 + d12), d10 (5 + d10), etc.
I think it should be limited by what skills you use it with and likely only available in non-stressful situations. I also think you'd have to have a certain amount of ranks in a skill before you could use the various steps.
What do people think?
Posts: 10177 | Registered: Apr 2001
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Doesn't taking 10 only work for repeatable checks?
Also, I like the idea of rolling for skill checks, I just think that, in many cases, the d20 range is too large.
Posts: 10177 | Registered: Apr 2001
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Ahh...I'll have to look at the rules for taking 10 again. It's been some time since I've played.
Posts: 10177 | Registered: Apr 2001
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I've only played RL D&D with Tom once, but he seemed to have an encyclopedic knowledge of the d20 system. It was nice to be able to just ask someone something and they'd know the rule without looking it up.
Posts: 4753 | Registered: May 2002
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One of my friends was telling me about a Feat that allows a character to take a 10 on any skill check. I can't find it in my books, so I imagine it's in one of the specialty books.
Posts: 3950 | Registered: Mar 2006
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Since it's skill-related, I'd guess it's probably in Complete Scoundrel or Complete Adventurer. Otherwise, I think I saw something similar in the Dragon Compendium.
Posts: 4753 | Registered: May 2002
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Blayne, my guess about your half-dragon question (not having seen the book you're referring to): you shouldn't get any human bonuses. As it is your starting race you just get the stats/bonuses layed out for your race. It's just like Half-Orcs don't get orc+human stats... that being said, obviously the other half of you has to be something, so presumably it would be human or elven or whatnot. And depending on your DM's say you might be able to swing minor things (i.e. your half-dragon/half-elf might have very dim low-light vision, assuming the dragon side of things didn't give that to you).
On the general discussion earlier about DM's killing their players off, I definately agree that it's generally a sign of a bad DM. Though sometimes I'll give more leeway: 1) Current 2.5 campaign involves: Me - Half-elf thief/wizard (effectively an illusion/enchanting specialist who has 0 damaging spells) Will - Wierd custom class, mostly druid with a little thief and no healing spells Dan - Gnome illusionist Ty - fighter who flakes out alot so ends up generally "detained by authorities for questioning"
unfortunately it's a highly pre-planned campaign and the first part is all about the undead, which means I play the tank with no armor, 15 hp (at lvl 3/2) and a rapier, and as a result have been dropped below 0 3 times so far (twice in one day).
2) previously was playing a campaign with only 2 PCs (not reccomended) and had a couple encounters pitting them against large parties of bandits. The intent being either to kill the leader and cause the rest to flee, or just to run and be funneled in the direction I wanted them to go. Unfortunately both characters went into every encounter with the assumption that they would be able to kill all the enemies... so that time I blame the characters (though officially I never killed them).
Obviously things can always work out according to the die such that the DM would officially kill people, but it's his job to fudge the rolls and be creative in order to not ruin the campaign. That being said, a DM pitting an Illithid against the party you describe (in any context where the Illithid would be trying to fight you) is not doing a good job...
MrSquicky, your alternate die idea reminds me most of shadowrun, where you had various "pools" of dice that you could use on certain rolls to boost your chances. i.e. if you REALLY had to make that attack roll you could blow all your combat pool to effectively be twice as effective that round (but then have no more for the rest of the day/combat)
Posts: 1038 | Registered: Feb 2006
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