@LitheOhm I'm currently looking at using the Frozen Fire terrain hazard and having the dragon's phases be based on the blizzard, earthquake, and volcanic dragons from the MM3.
But I'm also considering stacking the dragons instead of making them phases, so instead of being three elites he's one solo with three elites' worth of turns each round.
It'd stack auras and effects in a cruel kind of way, but it'd also mean he's one debuffable package.
I like the former because it's a phased fight and I love me some phased fights. I like the latter because it lets me give the party a multi-headed Tiamatian dragon to fight, and makes the encounter a lot more intense.
@BESW I like the phased fight aspect too. Multi-headed dragon for a Tiamat specialty is a bonus. The 4E mechanics are wasted on me sadly - I have no XP in that system.
Okay, concept: The party is sent into a cavernous temple to Tiamat beneath a major city (home of Bahamut's dragonpope), where a dragon and his cultists are working to raise a volcano.
The fight begins in an icy cavern where the dragon uses the power of blizzards to fend the party off. When reduced to a certain number of hp, the dragon brings the cavern down and retreats, forcing the party to clamber through the ruined ice with a skill challenge in which successes can restore expended resources.
They come to the temple itself where the dragon is exhorting the cultists to hurry up with the ritual. The dragon takes on the aspect of earthquakes to combat the party with the earth itself. If the party takes out too many cultists, the dragon must spend actions to continue the ritual. When that phase takes the right amount of damage, the volcano begins to erupt.
The dragon begins to channel the power of the volcano, opening up fissures and vents and filling the room with clouds of noxious gas as the party defeats it and reverses the ritual, calming the angry volcano.
@BESW Of note is that this is not the "official" English pronunciation, just the one I use. I just prefer to go back to the original sounds of words when used in either the original context or a one directly derived from it (as is the case of a dragon god).
@MartinSojka For "Io" I tend to do a blend of "EE-oh" and "yoh."
Sort of swallowing the first syllable.
Probably mostly because "Io'vanthor" is a mouthful however you say it. I learned long ago not to give one's players too many complicated nonsense words to memorize, and this campaign had already learned Samrajya, Bael Turath, and Arkhosia.
@BrianBallsun-Stanton I honestly don't know. This is Colin's tiefling, who has gone through so much over his life... he started out as a desk jockey for the Turathi CIA, and became a feylock to get out after he was disillusioned.
He had a paladin multiclass feat, because the fey pact was just an agreement of convenience and he's really dedicated to Avandra. Also because Divine Challenge + Eyebite is mean.
He'd probably like to make it himself, but I imagine he'd be open to suggestions.
He's not online right now though.
I dropped him a line in the chat and we'll see how he responds.
I really can't guess exactly what he wants; he's very much a "whatever the party needs" kind of guy, but he's also got some very strong ideas about what he'd like to do.
He hopes to use an epic destiny (not sure which) that lets him became an angel or spirit that embodies a concept: that concept is The Noble and Just Human Empire, and he'll be the inspiring idea behind Nerath.
At the moment, once the radiant battlemind leaves, we'll have two regular players each playing two PCs: the paladin and a battlemind by one, and the kobold monk and a push wizard or debuff rogue by the other. And occasionally there'll be a pink bugbear slayer.
@BESW Ok. I have just first-hand completely experienced that total inability of a Chamorro to articulate something that only exists on a gut level for them.
Yes, there is a benefit: You have your small race's benefits!
In just asking about playing a small character, you're leaving out something important: you don't play a small character, you play as a small race and have their unique benefits!
You get to be a Kobold (+2 Con, and +2 Cha or Dex), w...
I am totally taken aback as to why this person doesn't get it. It's so simple. Why don't they understand? Pick a small race if you like one. They don't necessarily appeal to you, if so don't pick one. It's simple. There's nothing more to it. They're good if you like them.
Only, they're not taking a dump in my car / destroying my forests / doing something hugely insulting. I totally get the frustration and the not even knowing what to say thing.
@BESW I know. His point is pointless though. Just don't pick one if it matters! There is no counterbalance, either it matters to you, or it doesn't and you can happily play a small character.
Small races get distinct, noticeable mechanical penalties without compensation, and are therefore mechanically inferior choices unless their features happen to perfectly coincide with your concept and overcome their penalties--which is true of any race, you choose it because its features work for your concept.
@JonathanHobbs That is not pointless. That is a real, honest concern and the answer to his question is "No, not really."
Just because it's a quick you have no problem with doesn't mean it doesn't bug a lot of people that a whole subset of races are getting the shaft.
It's weird to me, because the 3.5 system --notorious for laughing at balance-- makes Small a very balanced choice. 4e --a system that throws out everything else in an attempt to be as balanced as possible-- pats Small on the head and tells it to go play while the grownups talk.
But there are benefits. What other race gets to shift when their attacker misses, and what other race gets to turn invisible and hide and get ghost sound like a gnome does? They just aren't benefits that attempt to counterbalance the disadvantages. They're benefits targeted at people who don't care that they might have them.
@BESW I know. Which means this is the exact same kinda thing about any other race. Pick the race with the stuff you care about that is compatible with what you want to do.
That is why it is so ultra simple to me. Yes, they come with disadvantages, but that means if they affect you, you don't pick them.
Otherwise it is naturally just like any other race consideration.
I get that's a problem, but only if you want to do that stuff and be small. And you should not be doing that stuff if you are small, and you should not be small if you want to do that stuff.
I know that.
I just... I'm going in circles here. I can only repeat myself.
| influenced =
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Sir Isaac Newton PRS MP (25 December 1642 – 20 March 1727) was an English physicist, mathematician, astronomer, natural philosopher, alchemist and theologian, who has been considered by many to be the greatest and most influential scientist who ever lived., [http://books.google.com/books?id=jpFrgSAaKAUC&pg=PA315 Extract of page 315]
His monograph Philosophiæ Naturalis Principia Mathematica, published in 1687, laid the foundati...
@BESW Alright, well, bearing that in mind I modified my answer. I'll sit on any future edits I guess, but for now this one doesn't feel like I'm banging my head against a wall.
They move around the edges of civilization chewing on its hem.
Well, depends on your setting of course.
And there are always exceptions.
But most of the horde races have no interest in settling down or learning how to provide for themselves. They'd rather kill the farmer and eat his crops.
Kobolds are a notable exception; they're more like rats or mice, actually. They settle in around a powerful figure (like a dragon), entrench themselves with traps and hidden lairs, and do minor raids of local villages for supplies but never try to overrun the villages.
Kobolds are only ever more than a nuisance if the powerful figure mobilizes them.
"We have a hostage! We shall negotiate! Hey, guy, we've got your daughter and we're dangling her off the bridge! Give us your prisoners!" "...Eh, I have plenty of kids. Your move." "Ummm...." [lets go]
I am also thinking I will go do some episodic adventures before I run any sort of campaign for my friends
in part because I don't want to be doing this much planning before just playing D&D, and in part because I want to learn the system better first before I make a full-on campaign. :)
@BESW Well that is fantastic idea. I get to have "Hey, it's that guy from before!" moments which would be entirely surprising, like your players seeing you used your wizard.
@JonathanHobbs Just means you need to learn to work in the happy accidents.
I felt a lot better after I read some of Ursula Vernon's author notes on Digger.
She says that for the first third of the novel she was basically just throwing out ideas. She had a general movement she wanted, but no exact end in sight and certainly no clue how to get there.
So she just wrote what seemed interesting at the time, and later on it all clicked together and made sense.
My best campaigns work on the same principle: the first several adventures are just kinda explorative, "ooh, shiny."
fiddle around, then fiddle around with stuff actually perhaps relevant to the setting, then fiddle around within the setting. we might even end up right in the campaign, yay
...this RPG stuff is such a breath of fresh air in the middle of this book project.
@JonathanHobbs Perhaps you will find up fiddling while the Bastion burns.
(Seriously; if your party find an entirely different conflict they want to get engaged in, let them and have the elemental plot rage in the background.)
(Your world is going to be strong enough to support that kind of thing.)