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TOPIC: AoW in 2012?

Re: AoW in 2012? 12 years 2 months ago #25

bpsymington wrote: Some of the suggestions I had for psionics:

Elemental Resistance - Gain 5 HP resistance to one elemental force, chosen at start of adventure.

Psychic Foresight - Once per adventure, ask a DM a YES/NO question (not many powers exist that would help in a riddle room).

Psionic Blast - Once per adventure (or per room?) do 10 points of psychic damage to monster, but take 4 points of psychic backlash.


I like your last idea best. What about something like twice per adventure the wearer may use one of the following:

+10 to 1 saving throw
+10 to hit on 1 attack slide
+10 damage on 1 successful attack
Free clue from rogue box

Too strong? Too weak?

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Re: AoW in 2012? 12 years 2 months ago #26

Since there are the new energies this year the dark and light stuff...sorry I haven't finished my coffee and the exact names aren't coming to me...maybe you could do something with those for the AoW?

For instance the AoW could make a person planetouched for the dungeon - either a tiefling - who would be resistant to the dark energy or an aasimar who would have extra light damage? I'm not sure on power level but you could also throw in a couple of things like darkness or lay on hands as a spell like ability?

Jennifer

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Re: AoW in 2012? 12 years 2 months ago #27

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Duality: If there wearer takes 10 or more points of Darkrift damage from a single attack, the monster that inflicted the damage takes 5 points of Sacred damage
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Re: AoW in 2012? 12 years 2 months ago #28

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Kubu wrote:

bpsymington wrote: Some of the suggestions I had for psionics:

Elemental Resistance - Gain 5 HP resistance to one elemental force, chosen at start of adventure.

Psychic Foresight - Once per adventure, ask a DM a YES/NO question (not many powers exist that would help in a riddle room).

Psionic Blast - Once per adventure (or per room?) do 10 points of psychic damage to monster, but take 4 points of psychic backlash.


I like your last idea best. What about something like twice per adventure the wearer may use one of the following:

+10 to 1 saving throw
+10 to hit on 1 attack slide
+10 damage on 1 successful attack
Free clue from rogue box

Too strong? Too weak?


Just making clear that I was positing ALL of these powers for psionics, not just one. Make it versatile. Other possibilities:

Psychic Sense - Cannot be surprised except by brainless monsters (slimes, zombies, etc.)

Time Warp - Once per adventure, gain the ability to reroll/reslide/reguess

PsyDuck - Summon PsyDuck.
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Re: AoW in 2012? 12 years 1 month ago #29

Since I saw some activity on this subject I thought I'd bump this back to the top.

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Re: AoW in 2012? 12 years 1 month ago #30

If you are thinking of a psionic based bonus from AoW how about gaining the following two powers for adventure:

Tower of Iron Will (+X to Will Save for adventure).

Mind Thrust (Successful attacks against intelligent monsters reduce Will by 1 (max -6) and do additional 2 points psychic damage. This would effect both spells and physical attacks.

X can be anything but I think 4 would be a reasonable bonus to will save.

Also, I think a plinko style board is always fun if you are thinking of a change from rolling a die.
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Re: AoW in 2012? 12 years 1 month ago #31

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As long as were just making suggestions what about letting an AOW effect be the ability to play as one of those GT classes Ive heard people mention. Assassin & Cavalier I think it was. Or turning you undead, it could grant an immunity to darkrift, damage reduction, or touch attack (undead monk ;)) and a vulnerability to holy and turning etc.
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Re: AoW in 2012? 12 years 1 month ago #32

i would like a choice ..list of 7 cool ideas and user gets to pickwhich one he/she wants out of the 7

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Re: AoW in 2012? 12 years 1 month ago #33

Posting this here since I originally posted into the 2011 AoW thread

I'm in the camp of preferring not to have the roll as well, if only the top one or two results are actually worth it. I understand the fun-factor of having the random chance and how it evocative of the 1st ed. feel, but it just doesn't sit right with me. The token itself says that it will have a "different cool effect each year," not a chance at a cool effect. Historically, the 1-4 results have been fairly weak and below the power level of a UR. I'd be fine with a random result if all the results were of roughly equivalent power. I love the creative possibilities of this item and feel that it is waste to have it wind up being simply a +3 Reflex neck slot item, merely because of a die roll.

Also, I agree that the Amulet of Wonder should be an "in-game" focused item and not have the Double Horn of Plenty effect.
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Re: AoW in 2012? 12 years 1 month ago #34

i was thinking
+4 to STR
+4 to DEX
+6 to Hit points
+5 to all saves
all skill test automatic pass (rogue, wizard etc)
can be invisible once per room
get 5 extra treasure pulls (i ran out after 6 so threw this in)

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Re: AoW in 2012? 12 years 1 month ago #35

lazlo_hollyfeld1985 wrote: i was thinking
+4 to STR
+4 to DEX
+6 to Hit points
+5 to all saves
all skill test automatic pass (rogue, wizard etc)
can be invisible once per room
get 5 extra treasure pulls (i ran out after 6 so threw this in)


That makes it flat out better than most other URs IMHO. I don't have one but it seems to me that if it has a static effect it should be equal to other URs.

If it's static I think it should be more like:
+4 to STR (mithral gauntlets)
+3 to DEX (mithral Boots)
+4 to Hit points (Dragon Heart)
+3 to all saves (dougal's)
3 retries on tests or tinker tool effect
3 extra tresure pulls

Then again, I don't have one so I don't have that much of an opinion either way. But a UR that let's you pick to use an effect that is the same as another UR seems pretty cool to me.
:)

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Last edit: by commanderFuron.

Re: AoW in 2012? 12 years 1 month ago #36

commanderFuron wrote:

lazlo_hollyfeld1985 wrote: i was thinking
+4 to STR
+4 to DEX
+6 to Hit points
+5 to all saves
all skill test automatic pass (rogue, wizard etc)
can be invisible once per room
get 5 extra treasure pulls (i ran out after 6 so threw this in)


That makes it flat out better than most other URs IMHO. I don't have one but it seems to me that if it has a static effect it should be equal to other URs.

If it's static I think it should be more like:
+4 to STR (mithral gauntlets)
+3 to DEX (mithral Boots)
+4 to Hit points (Dragon Heart)
+3 to all saves (dougal's)
3 retries on tests or tinker tool effect
3 extra tresure pulls

Then again, I don't have one so I don't have that much of an opinion either way. But a UR that let's you pick to use an effect that is the same as another UR seems pretty cool to me.
:)


Lazlo is basing his effects on the other neck slot URs, which are more powerful than the other slots. So, yes, the effects should be more powerful than most of the things you listed.
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