| Post/Author/DateTime | Post |
|---|---|
| Paul Hopebringer04-23-05, 02:16 PM | I like negative levels well enough... but is there something of equivilant value that you can do? Like stat loss or something. Basically, I'm asking for negative level templates that are temporary (or possibly perminant) Maybe I'm just wierd, but I think a little variety in negative levels would go a long way. I'm thinking something along the lines of a curse for each aspect of a character. Each "nagative level" would lower this to the point that you are effectivly one level less. I'm not sure how to go about this, so any suggestions would be appresiated, and if you want to go off on a tangent somewhat relevant to this, please feel free. I won't mind at all. |
| Thomar_of_Uointer04-23-05, 10:50 PM | -1 to all rolls is a simplification I use to adjust LA. |
| Rellik Laires04-28-05, 04:46 AM | start useing poisions and diseases as well as curses poisions last for a few weeks in game and diseases and curses are permanant until u have them removed. but the thing with some diseases and most curses is you don't know u have been diseased or cursed.a couple sessions ago i was diseased that had no visual or afects that were able to be noticed by me or others.and during battle i had to roll a percent chance to act in combat it sucked expecially when we are fighting undead and i'm the only one with a magical silvered weapon that had DR 10/Silver and i was the only one able to deal 10+ damage without rolling critical besides the 2 wizards (i'm the only fighter because when i play a figther i will have 18 14 18 8 6 6 and be dealing massive damage with little or no chance of missing a hit.and the other 2 people in my party are a duel wielding rouge/sorc and a duel wielding rouge/druid so it was a total pain in the ass.) so you don't nesicerially need to hand out negative level just find a monster with a poision. or have them fight a cleric with curse or w/e the spell is called lol (i don't play spell casters only fighter based classes and rouges and bards no cleric sorc wiz and i also stay away from pali's and druids and clerics.) so just use poisons,diseases and curses |
| totoro04-28-05, 05:40 AM | Negative templates are a pretty cool idea. You could come up with anti-character classes that players could choose for their characters when they gain a negative level. You might allow a player to choose an anti-fighter level once for every fighter level they have attained. Anti-fighter levels might reduce mental abilities significantly, but not physical. You might also throw in supernatural changes and weakness to holy water or something. Anti-wizard levels would make you weaker, but would not reduce spellcasting ability. I'm really starting to like this idea. I've always tried to keep characters within one level of one another, so draining levels becomes a big problem in my games. If you work it so that the characters strengths (e.g., fighting if you are a fighter) are not decreased with negative levels, then it might work in games where levels are the same. |
| Paul Hopebringer05-03-05, 06:00 PM | Anti-character classes are an awsome idea!! I think the drain should be based on what the monster is. A lich or something like that would level drain and get antimage levels, etc. Umm... Speaking of anti-mage levels...I'm thinking of keeping it simple and saying that there are only three antilevels; spellcaster, fighter, rouge. I (hopefully) will get to work on these sometime soon, and... I'll try to stay away from hitpoints and such, doing stuff that is related to the class. For example, Spellcasters get a bigger and bigger chance to miscast, and when they do, the "worst possible" situation would occur. Helping the enemy or hurting your allies...stuff like that, you know? Fighters would get it in there fighting stuff... well, what else? But then, they would also go into a rage... without the binifites and with the penaties doubled... whenever they go into a fight. The rage would last as long as is normal for a barbarian of the same level (in negative levels... I'm not evil :P ) and when it runs out, they would still suffer the fatigue... Ohh... the burning :devil: Rogues would get it pretty hard in the skills area... like... -2 to all checks for each negative level. Each negative level would also remove 1d6 for each sneak attack. Pretty evil, but you get to keep hitpoints and stuff, so... "It's worth it?" Maybe for each negative level, a disease would also have a chance of becoming "perminant." For coolness, I would allow a paladin to cure disease to temporarily make the disease ebb, but it would come back some time later. When the negative level goes away, the disease would become curable. |
| Oneiros05-04-05, 12:38 PM | Andy Collin's has a variant of negative levels, especially those from dying, on his site here (http://andycollins.net/Theories/dying.htm). One thing about negative levels - they really should be kept simple. Having different types for different classes makes it a little complex for a condition one would hope doesn't come up too often. |