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Old 12-20-2017, 04:58 PM   #221
Litvyak
 
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Default Re: What will you not allow?

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Originally Posted by sir_pudding View Post
Since it came up recently, I don't allow people to have abilities that make their turns take forever, so no your tentacle monster can't have Extra Attack 11.
Thankfully I haven't had this come up as a GM, but I've seen it from the perspective of another player at the table... and yeah... let's just say that my feelings towards those sorts of builds can't be expressed in language suitable for this forum.
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Old 12-20-2017, 05:06 PM   #222
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Default Re: What will you not allow?

What would that build be? I am imagining Extra Arms 10 (Extra-Flexible, +50%; Long, Reach 1, +100%) [250] and Extra Attack 11 [275]. It would honestly be much cheaper to buy Extra Attack 11 (Multi-Strike, +20%) [330] and, while it would not benefit grappling, it would not be apparent.
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Old 12-20-2017, 05:19 PM   #223
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Default Re: What will you not allow?

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Originally Posted by AlexanderHowl View Post
What would that build be? I am imagining Extra Arms 10 (Extra-Flexible, +50%; Long, Reach 1, +100%) [250] and Extra Attack 11 [275]. It would honestly be much cheaper to buy Extra Attack 11 (Multi-Strike, +20%) [330] and, while it would not benefit grappling, it would not be apparent.
Part of the issue here is that Extra Arms is probably giving too little benefit for the points, at least at high levels. I can see the argument that 10 points is reasonable for a third arm, but I have strong doubts that 10 extra arms are worth 100 points. There's a case of diminishing returns here. If I had the chance to revise Extra Arms, I'd price it using the Speed/Range table, at 10 points per +1 on the Size line, which would give Extra Arms equal to the Linear Measurement-2 value. So level 1 would still give 1 extra arm, level 2 would give 3 arms, while by level 5 you'd be getting 13 arms. The benefit here is that you can just look at the total number of arms you have, and get the corresponding SM to multiply the level of the advantage by.
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Old 12-20-2017, 05:23 PM   #224
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Default Re: What will you not allow?

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Originally Posted by AlexanderHowl View Post
What would that build be? I am imagining Extra Arms 10 (Extra-Flexible, +50%; Long, Reach 1, +100%) [250] and Extra Attack 11 [275]. It would honestly be much cheaper to buy Extra Attack 11 (Multi-Strike, +20%) [330] and, while it would not benefit grappling, it would not be apparent.
This was 3e so these all worked out a little differently.

However you do it, what would be apparent is how Steve's turn takes forever.
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Old 12-20-2017, 05:30 PM   #225
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Default Re: What will you not allow?

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Originally Posted by sir_pudding View Post
However you do it, what would be apparent is how Steve's turn takes forever.
So, I just do it as an AoE, or rapid-fire attack as an alternate ability of the extra arms. It ain't RAW, but it's faster.
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Old 12-20-2017, 05:40 PM   #226
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Default Re: What will you not allow?

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So, I just do it as an AoE, or rapid-fire attack as an alternate ability of the extra arms. It ain't RAW, but it's faster.
Well, none of that was really in 3e, and hindsight is 20/20 besides.
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Old 12-20-2017, 06:54 PM   #227
Litvyak
 
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Default Re: What will you not allow?

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Originally Posted by AlexanderHowl View Post
What would that build be? I am imagining Extra Arms 10 (Extra-Flexible, +50%; Long, Reach 1, +100%) [250] and Extra Attack 11 [275]. It would honestly be much cheaper to buy Extra Attack 11 (Multi-Strike, +20%) [330] and, while it would not benefit grappling, it would not be apparent.
The build that I witnessed had nothing to do with tentacles, but the end result was the same. It was a combination of multiple attacks and imbuements cast on each of those attacks to the tune of the player needing to make like a dozen rolls every turn before damage. I only played in a few sessions of that campaign, but I spent like half of every session watching that one player roll dice.
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Old 12-20-2017, 07:30 PM   #228
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Default Re: What will you not allow?

Yes, I think that, as a GM, I would have ruled that his attacks would occur in a group. I would have given him +1 skill per attack (making it potentially superior to Rapid Fire) and told him that he landed one attack for every point he succeeded on the attack (up to his number of attacks). Their targets would avoid one attack per point that they succeeded by on their defense. I would have additionally rolled all of the damage together and subtracted (target's DR * # of successful attacks) from the total damage. Instead of having twelve different attacks and twelve different defenses, you would have one attack and one defense.
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Old 12-20-2017, 10:52 PM   #229
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Default Re: What will you not allow?

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I have had players grumble about GM calls (rule 0) when they owned the particular book and I didn't.....
Oh, I know that kind of player. The worst was "It is the GM's responsibility to pirate the books he doesn't have" (the player's own words verbatim; "responsibility to pirate") when I have a house/table rule of "if I don't have the book, you can't have anything from it." Fortunately, I have most of the relevant books for most campaigns in GURPS, not so in a D&D3.X/Pathfinder game. Most players are happy to share the books or get me a copy for a lot of stuff, but that one guy... *ugh*.
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Old 12-21-2017, 12:12 AM   #230
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Default Re: What will you not allow?

One thing on the tweaking as you go and that leaving the players on uncertain ground when it comes to the system and game. I guess I'm lucky that I have been running games for the same group for a long time. So in terms of the above this means:

1). we have pretty similar game expectations and tastes that mesh pretty well.

2). to sound naff for a second, my players kinda trust me to do it


However I do realise that I'm lucky to be in thsi situation, and the two points can't be assumed. But even saying all that we still talk about expectation and styles before the play starts.
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