I had a friend who ran a build with a bag of holding full of assassin halflings with bottles of air. He would spin the bag around and launch them out of it at high velocity and its always a surprise attack when halflings fly out of a hole.
I tried this with our parties halfling sorcerer. We were stuck in a narrow cave and the enemies had us surrounded. We didn't have a lot of space to fight and attack, and a lot of us were stuck squeezing, so I did what any reasonable 26str 8int fight would do. I chucked the little guy. "I want to throw him to the other side of the enemies so we can attack from both sides" I said. So the DM said, "ok roll a strength check, halfling roll an acrobatics check." 3, 6.
Well the halfling soars into the caves ceiling and drops right into the middle of the largest horde of enemies we're fighting. We managed to rescue him, but I'll be damned if it wasn't funny.
**bluwizard rolled image** I had a friend who ran a build with a bag of holding full of assassin halflings with bottles of air. He would spin the bag around and launch them out of it at high velocity and its always a surprise attack when halflings fly out of a hole.
Maybe in Dark Souls, but in DnD universe, they first use RANGED paralyze attack, which paralyze you for up to ******* 18 turns, and then they engulf you when they get to melee range, WHICH HAS A 100% HIT CHANCE if you're paralyzed, and if not, you still have to roll a reflex check... after being engulfed, you're pretty much ****** unless your party breakes you free, before it literally devours you in acid...
Besides this, they always reside in dark places AND have blindsight, so even if you can't see each other, it can attack you...
My ol' DM held an hour-long rant about how much DDO didn't follow DnD guidelines, and our whole group dismissed it, of which group I was the youngest member, so never played it... is it any good?
I think they might have merged many of the different "ooze" enemies in the game though, cause I am sure gelatinous cube does no dmg to weapons and armor, but other oozes does, like the gray ooze
>Be me in a D&D Campaign, bored
>High-level Dragonborn Favored Soul (3.5e)
>Encounter gelatinous cubes that deal 1d6 acid damage per round
>I have 6d6 elemental resistance, Ring of Freedom of Movement, Ring of Adaptation (the one that prevents you from suffocating/drowning/etc.), so if it absorbs me it can't hold me or hurt me
>Gelatinous cube starts coming towards me
>Strip off my armor and weapons because those will still get damaged.
>Running sprint, dive into the gelatinous cube
>Swim around in cube for the next hour
>Party and DM's FW
I had the same situation, where I had "immune to acid", but my friend made a persuade check, and got ALL MY ******* GROUP TO LEAVE ME IN IT for tonnes of turns. ok, ok, I was an asshole; after our first quest, I went into the in with the quest item... the reward was a 50 gold and a epic magic item, of which THEY only ever saw the 50 gold, heh heh
But, regarding the gelatine ***** ; I don't remember them ruining weapons and armor, as everyone says I remember metal and stone is immune to acid normally though?
it doesn't say there that he can give them sentience, but i remember reading it on a site somewhere, just cant find it again. This is definitely the guy though.
Nah, was just a newfag who used a loan greathammer and smashed into a dude's face.
Fractured his jaw.
Dude had his Fight After Death ability revoked for it, and later on got banned for STILL not being safe with the hammer.
I actually have never tied Dagorhir, what's it like?
Eh its not bad. Compared to Amt, its less Magic, more padding, and usually much more physical. If im not mistaken, in Amt its take anything you feel. In dag its you have to hit with a sufficient amount of force. The only magic we have is a healing poem (unless theres some scenario like Golems.)
Also, never give newfags reds. Make em use blues till they learn their **** .
Huh. Yeah, Amt has ******** of magic, 4 out of 13 classes dedicated to it, and almost all of the classes (with the exception of my class, Barbarian) having access to some spell, whether it be the Heal spell or an enchantment, not to mention the monsters and potions that have EXTRA magics not available to classes.
The hits, for any swing, you have to simply hear it, and for stabs, it just can't slide ast their body.
As a Barbarian, I can confirm it really isn't too fun until you start leveling up your classes, an ability Barbarians get access to at higher levels is Fight After Death, which lets you run around as Invincible with Shield Crushing for an extra 7 seconds.
I will say it's not too physical, just strategic, that's for damn sure.
I have to imagine that strategy with having access to all that magic must be kind of difficult. Is there a some sort of general "Okay, Barb gets extra hard hits, ranger gets dexterity spell and mages get armor" sort of thing? With dag, its more about shot placement and tactics vs strategy, so most dont tend to look at the larger picture while fighting.
All classes have specific perks, but the primary thing is your weapon needs to come into audible contact with the target, and if a limb is struck, you lose that limb. 2 limbs, you're dead. Torso is an instant kill. Barbarians have access to Armor Breaking, where we smash armor with 3 points or less in a single shot. We exclusively have access to a projectile simply called a Rock, which is armor breaking and shield crushing. And since we're viewed as "idiotic brutes", we can't be enchanted by other classes. We also, however, are immune to certain magic.
Archers are able to leave game to reload, and are the only class that uses bows that has access to specialty arrows (Poison, Phasing, etc.)
Assassins can poison their weapons, which make them kill in one shot to ANY location, can assassinate players (not be able to be revived by special abilities), and have the ability to "step into the shadows", where they basically become untouchable until they return. Assassins are dicks. Also, at max level, they can say "Death Shall Come for Thee" 3 times, and any wounded player they point at DIES. Again, Assassins are dicks.
Monks can block all projectile attacks with their hands and weapons, where enerally a weapon hit by a projectile is "destroyed". They later can even do this with projectile magic, which is great for incoming ice balls. They also have access to the Resurrect spell.
Scouts have the ability to call people out of the shadows, with their Tracking ability. They, too, at higher levels only, can step into the shadows. They can dispel most magics like Frozen and Suppressed. They get a heal spell, as well.
Warriors are the grand poo-bah of bitches. At level 3, they get an ability that makes it to where instead of dying, they can (albeit only twice per game) become frozen for 30 seconds and come back to life perfectly fine, they can restore weapons by inflicting wounds (similar to the Barbarian Adrenaline), and have access to magical invulnerability armor. They can also make their shields indestructible to things other than magic. They totally suck to play against, but you're glad when they're on your team.
Bards are the ultimate support class. They can recharge all powers for other players easily, can dispel enemy magic, stop enemies from casting magic, and can move enemies with special spells. However, they distinctly lack combat spells and heal spells.
Druids are good on-field support, they have the ability to imbue weapons with enchantments and grant magical armors. They also can enchant other players with special abilities, like shield breaking, and do have access to some attack spells.
A Healer does what it says-Heal. They can heal a wound, resurrect you, summon dead players to them, have a "magical assassination" (Curse), and get access to some of the best non-attack magic in the game, like reviving enemy undead to your team, and have more access to weaponry than other magic classes. However, they have no offensive magics, and have long incantations for most of their good magics.
Wizards are the grand daddies of magical combat. With great offensive magic and offensive enchantments, they're a force to be reckoned with in battle, especially at higher levels when they get the Sphere of Annihilation (essentially a black hole, it ignores all armor, is an instant kill on impact no matter where it hits, and breaks anything it touches, even if hardened, on impact). You want them on your team.
The following 2 classes are special- they can only be played by members who have had some sort of great impact on the game, who have been Knighted by their Kingdom of play (region).
Anti-Paladins are made to represent the "bad-guys". They can poison their weapons, can steal a person waiting for resurrection's life to heal their wounds, can prevent other players from attacking them for awhile, and can turn the dead into their Undead Minions.
Paladins are your generic "god-guys", they protect themselves from death, can protect allies from Death or enemy commands (special magics with the word 'command in the incantation), and can ALSO make it so enemies have to stay away from them. They have access to Heal spells and Resurrect spells, and can make themselves immune to a single magic.
That's about it, but here's the rulebook if you want it. static.amtgard.com/documents/amtgard-rules-of-play-8.0.pdf
I read the comic this image is from a long time ago. It was about random DnD monsters that decided to go on adventures. Slime was the best character hands down.