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There's also sort of a difference between D&D type systems and what I'd call the classic Chaosium systems. In D&D settings, special snowflake abilities from the outset can be game-breaking, or if you let a Monty Haul campaign get completely out of hand, you end up with heroes who can just effortlessly slice through an entire army and bitchslap Thor.I'll allow it sometimes. Would work fine in a The One Ring campaign. Generally it's a little obnoxious.
My general approach to a backstory is largely the value is informing the characterization, and if it is interesting enough, I will let some mechanical boosts slide accordingly. As you said later, Traveller, and life path systems in general, are probably the best, because they really tie the character's backstory into their actual mechanics.It doesn't make sense in a very low average lifespan game where your character is more likely than not dying in the first session. However, I'd always let players put some kind of backstory into their character to justify the perks they wanted.
Even in very deadly settings like Call of Cthulhu, I'd allow this. Like someone wanted their Russian gangster character to have lots of guns and access to pretty much any guns he wanted. I wanted to know why because this was America. So his backstory was he was a gangster back in Russia too and had to flee the country because he had sided with the White Russians. He fanatically hated Communism and Communists and would generally kill them on sight.
He still had contacts with his arms dealers from his previous career. His reason for being against the Old Ones started when his new crew in the U.S. basically got massacred by a cultist group that was (not coincidentally) a Communist front group as well. He was still bootlegging and had serious car skills.
This sounded pretty cool so I went with it. It ended up being a very car and gun-heavy campaign and this particular character lasted years (of real world time). It sounds like a huge perk basically to have as many guns as you like, but while it was definitely cool and fun, guns ain't shit against eldritch. It definitely trivialized most issues involving human cultists, though.
tl;dr I never had any problem giving players some cool background that came with perks so long as they could justify why this actually made sense and it actually benefited the party, too.
There's probably an errata for this somewhere, but on a cursory look they don't appear they can be used together at all. But at a glance...Btw i need some rule lawyering, cause wording on both vital strike and whirlwind strike sounds like they can be used together
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it doesnt make sense at all@DefinitelyNotMe D&D makes no sense to me. In a scenario in which someone has a +5 shield made of adamantium why are they dealing with musicians or house arrest? They should be out battling devil lords and worrying about Tiamat. Or else my perception of power scaling and rarity is all out of whack. What sort of town blacksmith can make a +5 shield? That's some Noldor elves toiled for ten years and ten days stuff right there.
S'why if I ever run a fantasy RPG it's something like WHFRP or The One Ring.
@p1138 is correct. In 3E/PF, keep an eye on those actions as some abilities may not work in tandem.Btw i need some rule lawyering, cause wording on both vital strike and whirlwind strike sounds like they can be used together
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I like putting vital strike on monsters a lot. If the party tries to stagger it or pin it down and so it has to chase them it has a way out of it. They usually have some big attack that throws more damage dice so they get a little extra milage out of it too.@p1138 is correct. In 3E/PF, keep an eye on those actions as some abilities may not work in tandem.
Vital Strike is pretty good for characters who may (for various reasons) not be getting a full attack for whatever reason. Whirlwind Attack's utility, on the other hand... I'll be honest, I've never seen it used.
Also, your GM is a faggot for screwing around with you.
i love vital strike@p1138 is correct. In 3E/PF, keep an eye on those actions as some abilities may not work in tandem.
Vital Strike is pretty good for characters who may (for various reasons) not be getting a full attack for whatever reason. Whirlwind Attack's utility, on the other hand... I'll be honest, I've never seen it used.
Also, your GM is a faggot for screwing around with you.
I think my avatar would make a perfect Old Man Henderson.I accept 2 levels of backstory.
- A single sentence of no more than 25 words.
- A tome worthy of Old Man Henderson.
There's an obscure feat. Had to look that one up. However it doesn't quite work that way. You spend your move action to add a +4 to your next melee attack before the end of your turn.you can take strike true to give yourself +4 to hit if you dont move
Makes crossbows suck less.AND it also works on ranged weapons for some reason
Yeah i know. But if you are locked with someone already its just a way to burn a move action.You spend your move action to add a +4 to your next melee attack before the end of your turn.
Thats basically the only attack tax that you cant avoid. But having just 1 tax doesnt hurt that much especially when you attack once a turn with the highest modifier.but it also requires Combat Expertise (feat taxes strike again) and base attack +6
I can see where the misunderstanding came from. You said you were fine with waiting for your shield, implying the party would hang out for a couple weeks until it was done. The DM took that to mean that you were fine with it taking some time and would come back to get it later, so he continued the campaign as written from there.I just had one of the most infuriating games in a while.
[story]
So yeah i got salty. I said to DM that i felt cheesed with the shield since i referenced it a bunch of times and no one corrected me and if he wanted to shook me he could simply cast a will-based spell instead of this.
I had the same interpretation from your post as your DM: You would come back in 3 weeks for your shield. But DM should have confirmed.So yeah i got salty. I said to DM that i felt cheesed with the shield since i referenced it a bunch of times and no one corrected me and if he wanted to shook me he could simply cast a will-based spell instead of this.
Bare minimum he should have caught it early in combat.However, it was very stupid of him to then take the shield away from you after you had made references to it repeatedly through roleplay. He should have realized the mistake the first time you mentioned your very expensive fancy shield and made the correction there, honestly, either by retroactively including a period of hanging out around town (and giving other party members some downtime activities/rewards) or by removing it from your inventory before combat so you could be better prepared tactically and have you go pick it up later. Changing it out mid-combat was the dumbest way of handling the situation, although at least he made up for it by throwing a free revive on you afterwards.
i used a regular ass heavy shieldWhen you say your referenced your shield, my question would be: Did you say you hold up your shield (since I imagine your previous +4 shield wasn't a dollar-bin find) or did you say you hold up your new Adamantine shield?
Question of "how did you describe your shield" still applies.i used a regular ass heavy shield
no magic no nothing
thats why the difference was 5 points of AC