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About earanhart

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    Articulate Vlish

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  1. The only "crafting" in GF1-M uses Rough Crystals only, through a very few specific locations. The most expensive recipe uses 30 Rough Crystals and requires Mechanics 4, but it comes fairly late game. Decent reward, but by no means unique or build-defining. Edit: the other (and far cheaper) recipes make consumables. You will likely encounter these first.
  2. It didn't get overly cumbersome. I took to keeping a distinct d20 on the side for this and just rolled it in the same fist as any damage they took. Tried to put this on the player side initially, but that took too much time. Easier to ask for the Con bonus when it was a question. Wizard wound up swearing off Cryoas because they rolled poorly on that check. Purely random, but sometimes random doesn't look random. AoEs were the bane of our Shaper. Had at least three times were a well placed fireball made multiple creations go rogue at once. This would probably have c
  3. I am not willing to say this is the best way to play Dungeons and Dryaks, but is a functional one. We had fun with it. If someone is looking for a minimalist take that fulfills the flavor, this may be what they want. Spawners struck fear into my players. Walking into one area with 5 of them had them cussing me out. Heh.
  4. Things like lower-levels. Does such a list exist? Starting to go back to look for them since I skipped over them initially due to power levels.
  5. For anyone looking at this in the future, now that this campaign is complete I will give some of my experiences with it. Overall it worked very well. Not quite how I hoped, but really well. 5 players, a Wizard who went full Shaper, a monk who took the Guardian line of custom feats, a ranger who dabbled with Creations, and a rogue and druid who ignored most of the new mechanics. The first canister I dropped gave the Eldritch Blast cantrip with Constitution as the casting stat to the monk. This was on session 2 and gave them the idea of what was going on fairl
  6. Necromancy, but because Steam has a habit of breaking direct links into their forums (and just made me go on a 10 minute search for this), I'm copy/pasting the above mentioned Steam solution here (at least I think it's the same one, works on my copies of GF1-GF3, haven't tested A4 but I have no issues there so cannot test). Hope someone else benefits from this. Step 0: Make sure you don't have any compatibility options enabled, or anything that you tried to alter the .exe file of the game, since it might cross with these settings, making the settings I'm giving you not work as inte
  7. I actually did a 20 ft cone with 8d6 fire damage, DC 19 Dex for half. Drayks are kings, but they also have a chance of going Rogue every time they roll initiative, so players have to decide if it's worth the risk. Edit because I thought I said this in the original post. Blargh. That's been in the system since the beginning, using the DMG targets for spell damage and reducing for 3 rounds of duration (with exception for Drayk who is overpowered but chancy, and Mindstealer Vlish (in lieu of Terror Vlish) who do less damage but come with a Charm effect on their attack). I wa
  8. I feel the Trakovites are a different enough creature, as their philosophy is that Shapers should be denied Shaping. That is a direct attack (even if just philosophical) against the Shapers, not a mere NIMBY. As for other rebellions being mentioned, I can only think of one mention of that, in the Shaper ending to G4. A lot of ending text gets ignored by the next game(s), but that one I think is different because it's history. We don't know if those rebellions involved Shapers or were attempts at wholesale war against the Shapers. They might have been exactly what I was imagining, but the only
  9. Huh, I can see that, but for me Icy End was the point that said "Drakons are just Shapers 2.0," especially with the cake sidequest. I don't think that was the intent of that sidequest, but it's how it comes across to me. Icy End made me want to see the other intelligent creations rebel against the Drakons and the Shapers, or set up for an Astoria-style faction. The later alignment lock was better in G4 (and a bit of an overreaction to G3s early lock, IMO), but I think there needed to be one more minor event on the Shaper side just before the final battle. Even just the General bein
  10. Yeah, 3 has a lot of flaws. But the story aspect you suggest is decidedly one-sided. It paints the rebellion in too good a light. This is a world of Grey vs. Gray morality. If we see servile families flee (and note we haven't seen any children in GF yet, since you can kill anyone), then we need to see the flip side as well, as either those same serviles are pressed into the war and we find them cowering in a mineshaft somewhere or we see serviles burning down human houses. Jeff has been careful to always show conflict of the rebellion from the point of view of the armies, with the civilians be
  11. Yes, I am currently limiting to just the G1-era creations (mostly because I feel the document is already oversized for a player supplement). And I'll admit, the way I currently have them the top-tier creations are . . . not that interesting. Gave Betas and Alphas a 10 ft reach, with Betas having the Sentinel feat, thereby creating a large meat-wall for my party to hide behind.Their damage becomes less important because they can lock down an area. My Drayks are the most damaging creation with four options for attacks (one cone, one line, a ranged attack and a melee attack) (I didn't make Cryo-d
  12. I'm operating off the idea that no one leaves the Shaper school until they are already level 7, scale another 8-12 levels for the standard campaign length (at least with my table) and it's on the table. Table differences make this a world of difference. As to the Battle Betas damage, it's not the individual creations I am balancing for, but rather the available army of Creations. Because I've limited party-controlled creations to needing to use both their reaction and the Shapers bonus action to attack, resulting in the entire army attacks at once, I need that nova of damage to be
  13. Locking it down to a single class won't work with my table. The players would see that as me forcing them to take this class, and then all but one of them would take it while complaining about it. It might work for a different table though. As to "most abilities are locked down that way", they really aren't. Sure, specific spells may be locked to one class, but what the spell DOES isn't. Bards, clerics, druids, paladins, rangers, and even some sorcerers and warlocks get spells to heal others HP. Every full caster gets some form of combat summons, and every half-caster has access
  14. Does it seem to be working? I initially thought about doing that, but didn't want to lock Shaping down just Wizards, and couldn't see any Wizard subclass being equivalent to a Cleric, Druid, or Sorcerer subclass. The classes as a whole are fairly balanced, but each one gets a different amount of power from their subclasses versus from the base class itself.
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