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D&D Discussions A little place to relax and discuss your alternate life... 2013-03-07T17:22:57-06:00 http://thestoutsolution.com/forum/feed.php?f=8 2013-03-07T17:22:57-06:00 2013-03-07T17:22:57-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=484&p=2442#p2442 <![CDATA[DM's RULE! • Re: Combined Skills a la Pathfinder]]>
Everyone, using your best skill of any of the duplicates, enter all the skill points into that one skill. Then, using the matrix, apply the same number to each of the skills that are using the same new skill in the matrix.

This way, DMGenie will still calculate everything correctly. However, note that you'll need to do your full leveling and THEN make the other skills match. Don't try and do it during the level up process. It will break.

Looking forward to tomorrow. See ya'll then.

Statistics: Posted by Greylen — Thu Mar 07, 2013 5:22 pm


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2013-03-07T15:23:28-06:00 2013-03-07T15:23:28-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=484&p=2441#p2441 <![CDATA[DM's RULE! • Combined Skills a la Pathfinder]]> I know we'd recently discussed that we could use the PF combined skills system instead of the traditional 3.X system. For those unfamiliar with the PF system of combined skills, it is as follows:


My question is this: for the purposes of DMGenie auto-calc, rather than to take ranks in just one (as a representative of the combined set) of the sub-set skills (such as Hide or Balance) is it acceptable to take the same # of ranks in EACH of the sub-set skills? That would require FORCING DMGenie to accept the additional "unearned" skill ranks, but it would make the auto-calc work correctly. The reason I ask is because I have specific equipment that DMGenie recognizes as adding bonuses to a sub-set skill (such as Move Silently) but not to ALL sub-set skills (Hide does not show the bonus).

The only change I don't necessarily agree with is doing away with Use Rope.

If anyone has an alternate solution, let us know.

Statistics: Posted by Boric Glanduum — Thu Mar 07, 2013 3:23 pm


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2007-03-13T17:51:28-06:00 2007-03-13T17:51:28-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=78&p=285#p285 <![CDATA[DM's RULE! • WOTC Beef]]> Statistics: Posted by TheDM — Tue Mar 13, 2007 5:51 pm


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2007-03-13T17:18:38-06:00 2007-03-13T17:18:38-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=78&p=284#p284 <![CDATA[DM's RULE! • WOTC (duh)]]>
I'm fine with it. as it reads (understood) and as it applies to the duskblade.

Statistics: Posted by Theylan — Tue Mar 13, 2007 5:18 pm


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2007-03-12T14:15:07-06:00 2007-03-12T14:15:07-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=78&p=283#p283 <![CDATA[DM's RULE! • ]]>

Statistics: Posted by Zanther — Mon Mar 12, 2007 2:15 pm


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2007-03-11T02:10:53-06:00 2007-03-11T02:10:53-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=78&p=282#p282 <![CDATA[DM's RULE! • Chill Touch Ruling]]>
This one only really affects you. After our discussion, here's how I am ruling. I added in brackets below what I think clarifies the point. There are two things that clarigy the point. 1) Instantaneous duration 2) (and probably more importantly) If the spell can affect the same creature mulitple times.

If the spell is instantaneous then you're done with the one attack. If it's a non istantaneous spell then you can stack the attack damage. I don't have an example of such a spell, but that would be the first distinction.

Although you might think Chill Touch is less powerful than Shocking Grasp, after thinking about it I think it is balanced for a 1st level spell in the versatility; undead turning feature and the fact that it can do Strength Damage. Both things that might be handy in different circumstances, but not as appealing to a damage dealing version of a Duskblade.

Here's the modified FAQ answer:

How does the duskblade’s arcane channeling class
feature (Player’s Handbook II, 20) work with spells that
allow multiple touch attacks, such as chill touch?

For a spell that allows you to make multiple touch attacks
against separate creatures (such as chill touch), you only
channel one touch of the spell through your weapon attack,
regardless of the number of touches allowed by the spell.
If the spell’s duration is instantaneous (as chill touch),
[then]its effect is expended by a single weapon attack, even if the spell would normally allow multiple simultaneous touches.

If the [non instantaneous duration] spell allowed you to make multiple simultaneous touch attacks against the same target, treat it as if you had
targeted the enemy struck by your weapon with all the eligible
attacks.

That's the ruling. Probably means you won't take it but that's what I think is a fair way of interpeting the FAQ answer. and that is in line with the Duskblade class. (as we discussed, the Duskblade is not a fighter class for multiple opponents)

Also, in the wording of the FAQ reponse, it implies the second distinction, chill touch should not be allowed on the same creature multiple times. The spell description itself is a bit vague there as well, but I would rule that if it's used normally, then you can touch multiple creatures, but not the same creature repeatedly. Which is what the one time/level part is about in the description... it's trying to get across how many different creatures you can affect with it.... 3rd level = 3 different creatures (if used normally, not through Arcane Channeling). It has to be able to be used on the same creature multiple times for the damage to stack using Arcane Channeling.

Hope that clears it up for you. (If it doesn't, take pity on me and realize that I'm writing this after you left and so it's not my most coherent hour :roll: )

Statistics: Posted by TheDM — Sun Mar 11, 2007 2:10 am


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2007-01-13T14:48:18-06:00 2007-01-13T14:48:18-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=55&p=193#p193 <![CDATA[DM's RULE! • Magnetic Board already in the works...]]>

Statistics: Posted by TheDM — Sat Jan 13, 2007 2:48 pm


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2007-01-12T18:39:51-06:00 2007-01-12T18:39:51-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=55&p=189#p189 <![CDATA[DM's RULE! • ]]>


Rule change #1: sounds good lets try it. The people most affected will be the DM (ok it really wont) and the magic slingers ("should I cast this or that, how does that spell work...."etc) everyone else will be less problemed. I'm looking forward to a little less complexity of everyones actions. And maybe we can get more than two encounters in a 6 hrs evening. :banghead:

Rule change #2: This will be interesting. This will help people to learn the rules faster I think? No endlessly looking up obscure rules, spending a half hour only to find out you can't really do that. :argue:

Rule change #3: Taking away the players "crack". That's harsh. The agitation, shakes and all. Man you can't cut us off cold turkey [-o< . Maybe if you start by turning it off the last 20 minutes of the night, then next time the last 30 minutes.....and so on. Have a heart man.


And as a side note. I like the magnetic board idea. If I can find some time tomorrow I will have to go find one I like. If not I will just write it down as per normal.

That is all...for now :wav:

Statistics: Posted by Zanther — Fri Jan 12, 2007 6:39 pm


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2007-01-11T16:53:43-06:00 2007-01-11T16:53:43-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=55&p=188#p188 <![CDATA[DM's RULE! • ]]>
I agree wholeheartedly with #1: the only concern I want to voice is with monitoring an initiative chart. Poor Scotty could be going nuts trying to reorganize initiative on the chart the way it's presently constituted. I've been wracking my brain for a solution--the only thing I can think of is a magnetic board, with columns and rows, with moveable numbers (i.e., list the players in an initial initiative order, with the first column being numbered 1-X (initial initiative roll), second being names, third being PRESENT, CURRENT, or MODIFIED initiative (i.e., post-delay initiative). That would make it a little easier than wiping an writing.





As you've said in the past, however, it's your game and if you want to set down these rules, that's your decision. This is just my $.02

Statistics: Posted by Boric Glanduum — Thu Jan 11, 2007 4:53 pm


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2007-01-11T16:35:02-06:00 2007-01-11T16:35:02-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=55&p=187#p187 <![CDATA[DM's RULE! • ]]>

But I think you should consider two things with #2 and #3.





Anyway, that's my 2 gp worth. (My advice being worth more than the usual charge of course... ;) )

Statistics: Posted by Greylen — Thu Jan 11, 2007 4:35 pm


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2007-01-11T10:44:46-06:00 2007-01-11T10:44:46-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=55&p=184#p184 <![CDATA[DM's RULE! • ]]> Smiling but not kidding. Oh and I think the group will be willing to give you a few extra seconds. We'll decide together how much time the DM gets. Right guys and gal? I'll propose 18 sec. for the fist session of the additional rules for the DM then let's wittle that down to 12. :) :lol:

Statistics: Posted by Theylan — Thu Jan 11, 2007 10:44 am


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2007-01-11T01:10:51-06:00 2007-01-11T01:10:51-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=57&p=181#p181 <![CDATA[DM's RULE! • New ACTIONS ALLOWED!]]>
So let it be written... so let it be done.


Definitions:

Swift Action:A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take.
Casting a a quickened spell a swift action. In addition, casting any spell with a casting time of 1 swift action (such as blade of blood is a swift action. Casting a spell with a casting time of 1 swift action does not provoke an attack of opportunity.



Immediate Action:Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. Unlike a swift action, an immediate action can be performed at any time-- even if it's not your turn.
Using an immediate action on your turn is the same as using a swift action, and counts as a swift action for that turn. You cannot use another immediate or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using yhour swift action for the coming turn) You also cannot use an immediate action if you are currently flat-footed.

Statistics: Posted by TheDM — Thu Jan 11, 2007 1:10 am


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2007-01-11T00:40:06-06:00 2007-01-11T00:40:06-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=56&p=180#p180 <![CDATA[DM's RULE! • Complete Books]]>
Current Complete Books that are allowed:

Complete Arcane (have it)
Complete Divine (have it)
Complete Adventurer (have it)
Complete Warrior (have it)
Complete Mage (have it)
Complete Scoundrel (have it)

(Of course, anything you want to incorporate you'll still want to run by me first.)


Other books:
Spell Compendium.

Statistics: Posted by TheDM — Thu Jan 11, 2007 12:40 am


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2007-01-11T00:28:42-06:00 2007-01-11T00:28:42-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=55&p=179#p179 <![CDATA[DM's RULE! • Times... They be a changing....]]> ) and to help facilitate greater player engagement in the story, in the campaign, in your characters, and with the overall goal of increasing the fun factorto the highest level, I am instituting some rather radical changes to how I am going to run the campaign, and in particular Game Session Ettiquette. Some of these changes, you will I expect, like.. others well... not so much at first glance. But I do believe that they will be found to enhance the experience of gameplay.

I am not going to implement all of them at once as we are all becoming old farts and thus change comes harder each year... (i.e. I am just now getting comfortable with the 3.5 ruleset) So here comes the first ones that will roll as of NOW.

1) the 10 second rule (It should really be the 6 second rule, but 10 works better for now)
The 10 Second Rule: When it is your turn in combat, you have ten seconds to declare your characters action(s) If you don't then you will automatically be considered 'Delayed' and the next in initiative order will go. (see PHB pg 160)

2) No arguing with the DM during Combat. Period. Take the ruling and move on, even If you think the DM was wrong on his call 100% or even by the rules he is. Make note of it, and bring it up after the session. The DM will look in to the complaint, get back to you with an answer and implement the correct ruling next time around. DMs aren't perfect but they are Omnipotent... :D

3) No more Wireless. The LAN is going to be turned off going forward. Too much distraction happening vs. potential benefits. If you want to send something to the DM. Paper works. If you want to look something up. The books will have to do.

4) more to come...

Statistics: Posted by TheDM — Thu Jan 11, 2007 12:28 am


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2006-09-22T12:13:19-06:00 2006-09-22T12:13:19-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=14&p=29#p29 <![CDATA[DM's RULE! • I'm Falling....Falling for Her......]]> Statistics: Posted by Boric Glanduum — Fri Sep 22, 2006 12:13 pm


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