well I though of a new advantage that pairs with a spell effect I also thought of, I'll start with the spell effect.
Enchant Weapon/Armour - temporarily enchants an unenchanted weapon/armour with a magic effect
now for the advantage
Enchanted Fists - allows the enchant spell effect to be used on your fists.
New advantages/disadvantages discussion
- Feralwarlord
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Re: New advantages/disadvantages discussion
Reminds me of the D&D 3.5e Monk class, who, given a plausible reading of the rules, could both wear enchanted gauntlets as weapons, and enchant their fists as weapons.Feralwarlord wrote: ↑Mon Nov 12, 2018 9:43 am well I though of a new advantage that pairs with a spell effect I also thought of, I'll start with the spell effect.
Enchant Weapon/Armour - temporarily enchants an unenchanted weapon/armour with a magic effect
now for the advantage
Enchanted Fists - allows the enchant spell effect to be used on your fists.
Quick explanation: Gauntlets are on the weapons list as "unarmed weapons" (spiked and locking gauntlets are not, so this is not a mistake). A Monk's unarmed attacks are "...treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."
http://www.d20srd.org/srd/equipment/wea ... m#gauntlet
http://www.d20srd.org/srd/classes/monk.htm
Hence, while the Fighter might spend 50,000 gp on a +5 Longsword, a Monk might spend 32,000 gp on a +4 fist/gauntlet and 18,000 on a +3 gauntlet/fist, gaining a +7 bonus for the same price. The following text link would seem to preclude this:
http://www.d20srd.org/srd/theBasics.htm ... ementBonus
However, note that it only precludes stacking enhancement bonuses "on the same [weapon or armor]", "[on the same] creature (in the case of natural armor)", or "ability scores". It does not preclude stacking bonuses from two different weapons or two different armours, provided you have a way of using both.
Hence, gauntlets are an exception. And incidentally also allows the Monk to bypass certain types of epic defences, something the Fighter needs a Bane weapon for.
...But I digress, and knowingly so.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
- Feralwarlord
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Re: New advantages/disadvantages discussion
Interesting coincidence that you bring this up while I'm in the middle of replaying neverwinter nights 2Narf the Mouse wrote: ↑Mon Nov 12, 2018 10:22 am
Reminds me of the D&D 3.5e Monk class, who, given a plausible reading of the rules, could both wear enchanted gauntlets as weapons, and enchant their fists as weapons.
Quick explanation: Gauntlets are on the weapons list as "unarmed weapons" (spiked and locking gauntlets are not, so this is not a mistake). A Monk's unarmed attacks are "...treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."
http://www.d20srd.org/srd/equipment/wea ... m#gauntlet
http://www.d20srd.org/srd/classes/monk.htm
Hence, while the Fighter might spend 50,000 gp on a +5 Longsword, a Monk might spend 32,000 gp on a +4 fist/gauntlet and 18,000 on a +3 gauntlet/fist, gaining a +7 bonus for the same price. The following text link would seem to preclude this:
http://www.d20srd.org/srd/theBasics.htm ... ementBonus
However, note that it only precludes stacking enhancement bonuses "on the same [weapon or armor]", "[on the same] creature (in the case of natural armor)", or "ability scores". It does not preclude stacking bonuses from two different weapons or two different armours, provided you have a way of using both.
Hence, gauntlets are an exception. And incidentally also allows the Monk to bypass certain types of epic defences, something the Fighter needs a Bane weapon for.
...But I digress, and knowingly so.
- Feralwarlord
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Re: New advantages/disadvantages discussion
Healthy - always get max possible hp on level up
Godly Luck - your character always get the best possible result on dice rolls
Abysmal Luck - your character always gets the worst possible result on dice rolls
The Void Where Luck Goes To Die - DFU always gives the worst possible result on all dice rolls
Godly Luck - your character always get the best possible result on dice rolls
Abysmal Luck - your character always gets the worst possible result on dice rolls
The Void Where Luck Goes To Die - DFU always gives the worst possible result on all dice rolls
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Re: New advantages/disadvantages discussion
Hmm... I think the luck one would work better as "roll twice and take the best/worst". Always getting the same result means you either auto-succeed or auto-fail. Plus, lore-wise, I'd call that "fate", not "luck".Feralwarlord wrote: ↑Thu Nov 15, 2018 7:07 am Healthy - always get max possible hp on level up
Godly Luck - your character always get the best possible result on dice rolls
Abysmal Luck - your character always gets the worst possible result on dice rolls
The Void Where Luck Goes To Die - DFU always gives the worst possible result on all dice rolls
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.