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DarkCloud
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of Lists
Jul 2000 time: 05:36
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quote: DC, are all abilities only one use? |
Yes.
quote: This is bad. Warlocks will be priority targets for the assassins and the group. They will die fast. |
Well, they'd be a niche character in that case... a risk... but then again, I can see the problem- they're pretty much doomed to die by the assassin's sword... I'll try to think of something else equally powerful and dangerous...
quote: If you are running another D&D based game, I think you shouldn't rely too much on the D&D abilities, esp. ones specific to Forgotten Realms. That will put those who hasn't played the game, at least for several years, at a distinct disadvantage. |
??? What exactly do you mean by this... 'abilities'? Like the Bard's roguish/music spell abilities?
quote: there should not be a limit to rogues
they are one of the 4 primary classes
there should be a limit on rangers, and sorcerors (or a combined limit on sorcerors and wizards)
Jon Miller
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I took that into consideration and but left the limit at 3 and put a cap on rangers at 3.
Actually, If I do D&D next time, it's going to be in a Tower of High Sorcery, so It would be good if people over-weighted themselves with magic users.
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And the barbarian's power now only keeps him from voting for 2 turns... not 3.
and I improved the Monk..
Monk
(Hand-to-hand fighter. The Monk disdains weapons)
[ONCE per game gains a specific hint about ANYTHING from the Gods... This is a question/answer and must be along the lines of "is X a hint?" or "what does X mean?"]
(ONCE per game the Monk can chose to stay awake for 24 hours and be immune from assassins. However, he will lose the ability to vote next turn.)
[NOTE: Only ONE Monk per group of 20]
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