Re: DF: The Best Races/Classes
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Total demolition is merely a continuation of lock-picking by other means. |
Re: DF: The Best Races/Classes
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Re: DF: The Best Races/Classes
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The safe would be a bit trickier, but I think something could be done. Quote:
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Re: DF: The Best Races/Classes
I've always wanted to visit Finland.
heh |
Re: DF: The Best Races/Classes
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So in a temple dedicated to a death goddess, which is being protected by undead and has been the site of numerous sacrifices, the aspect of the area might very well be +10 for Necromancy and -10 for all other magics, which would be the equivalent of a Very High Mana area for Necromancy and a No Mana area for everything else. Meaning once they entered the temple the party's Nymph with dependency would be getting real sick because she couldn't process the necromantic energies, but the party's ghoul would be feeling on top of the world. |
Re: DF: The Best Races/Classes
Ze's approach is mine as well. I just kept it out of DF because aspecting can get complicated really quickly. But it's a good idea.
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Re: DF: The Best Races/Classes
It occurs to me that you want to be careful with the placement of NMZs, since once recognized, they're not only a hazard to those in the party with Mana Dependency, they're also an opportunity for anybody who may have picked up a cursed item...
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Re: DF: The Best Races/Classes
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Curses aren't mana-dependant, they're driven usually by divine irritation. This will let you ditch an item with Hex on it, but that's just magic. |
Re: DF: The Best Races/Classes
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Of course, for divine curse, you need to find a No Sanctity Zone. |
Re: DF: The Best Races/Classes
Aha! Coleopterans have 4 arms and 1 Extra Attack. Aside from letting them throw 4 throwing hatchets in one turn using the Ranged Rapid Strike rules (at significant penalties, but it can be done), it lets them make up to five unarmed parries per turn before taking penalties (one per arm plus one low-line leg parry). Arguably they should be able to do the same thing with weapon parries, or to defend with a shield, a halberd, and a rapier simultaneously (Extra Attack shows they have the coordination to manage two weapons), which makes up at least a little bit for not being able to wear armor.
I knew those extra arms had to be good for something. :) -Max |
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