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Arm Blades of Grimdolf Or: Big sharp pointy things

#16 User is offline   Rintaran 

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Posted 18 February 2005 - 07:52 PM

Ok then. I think I speak for the whole board when I say "On making them vorpal: Don't, they're way overpowered as it is."
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#17 User is offline   Lyinginbedmon 

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Posted 18 February 2005 - 07:55 PM

Thanks for the clarity (though if you drank that entire tower, I think you should seek medical assistance :blink: )
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#18 User is offline   Rintaran 

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Posted 18 February 2005 - 08:02 PM

Your welcome.

I didn't do it in one sitting. That took a whole weekend.
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#19 User is offline   Lyinginbedmon 

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Post icon  Posted 19 February 2005 - 12:09 AM

Okay, now that we've finally settled that the blades should not be Vorpal, any other ideas? Perhaps on the limitations?
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#20 User is offline   Jimp 

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Posted 19 February 2005 - 08:28 PM

Perhaps a stipulation dependant on HP or that using them drains HP/does non-lethal damage per round of use.
Just as a matter of intrest, how did Morganth discover he had these?
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#21 User is offline   Lyinginbedmon 

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Post icon  Posted 19 February 2005 - 08:41 PM

Memory,

Morganth is almost constantly haunted by minor visions of his past. One of them showed his father, and these sprang out in the midst of a battle against an Atropal (Since he needed a 17^ to hit it)


The HP stipulation is a good idea, but it sounds just a little too restricting to me (though I realise that must be music to the ears of many here). Their power comes from being a completely new technology to the world, and thus things don't have any resistance (like introducing smallpox to Africa). Naturally, this could also be their weakness, that they don't have a resistance to anything in this world either. Perhaps, they could decay round-by-round?
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#22 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 22 February 2005 - 02:28 AM

Well... I have been gone for a few days so I think I might need to catch up a bit.

I hate to diverge from this topic but I have to respond to this quote:

Quote

Gaara's sand abilities aren't a good start though, since then they would have to be magical (and their naturally occuring)

Huh? Garra's Shield of Sand is not "magical" and is naturally occuring? I have to disagree with you there. Many of the sand abilities that Garra has stems from his being fused with the Sand demon or Sand priest (now it is called the One-Tail but before it was a Sand priest) Shukaku making his abilities very much not natural. This is of course neglecting to mention the fact that much of what happens in Naruto in respect to jutsu happens because of Chakra which can be equated to magic.

Because this thing is so [darned] powerful, I believe there should be a couple stipulations. A few I can think of are HP loss, duration for use, and massive drawback to useage. One example for the masive drawback could be something like right after you finish using it you automatically becomed fatigued and the magic that you need to power it makes you automatically lose 5d4+8 levels of spells. Or, in order to call them forward, you need to sacrafice 10 levels of spells for every 2d4 rounds and you become fatigued after using them.

Just to clarify one thing: are these blade things magical or technological in nature?
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#23 User is offline   Lyinginbedmon 

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Post icon  Posted 22 February 2005 - 10:48 AM

You misunderstand, I meant that Gaara's sand abilities are magical but Morganth's blades are naturally occuring

Morganth has yet to pry open his arm to find out, but by their appearance the blades are part technological and part biological (like a bleeding metal kind of thing when they're sundered)
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#24 User is offline   Jimp 

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Posted 22 February 2005 - 11:17 PM

I would really like to meet your DM O_o
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#25 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 23 February 2005 - 02:04 AM

If they are natural then I do not see how they can become more powerful. Can you explain this?
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#26 User is offline   Lyinginbedmon 

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Post icon  Posted 23 February 2005 - 08:12 AM

I'm not entirely understanding of it myself, but as I can guess they are somehow related to Hit Points.

As Morganth gains levels and gains the ability to survive more damage (Hit Points) the blades do something of the reverse to deal more damage
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#27 User is offline   SchizofranicDM 

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Posted 23 February 2005 - 09:26 AM

What would be more balanced would be to say that they are a 1d6 + 1 per 2 character levels. That way, at 68th level, the damage is 1d6 + 34 which would make the minimum a 35 and the average a 37 and the max being 40 instead of the minimum being a 68 and the average being 238 and the max being 408. In this way, the damage is still increasing, but not in a ludicrous fashion. Of course this is keeping aside all of the fallacy involved in this topic.
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#28 User is offline   Lyinginbedmon 

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Post icon  Posted 23 February 2005 - 01:42 PM

Ok, got a little more Player info from my DM:

Grimdolf's last known project was to create a powerful creature to destroy his enemies (living in the Nine Hells meant very strong enemies). Apparently, he put together the very first Magnascope, with which he discovered the DHP coding that composed life. (In other words, he found DNA (Double Helix Pattern)). He influenced this new code to create new creatures, eventually creating Morganth in the process. The Arm Blades were something he used on a number of creatures (who, sadly, all died before they could reach any majorly high level) and also used on Morganth. The blades draw power from the clashes that occur on the DHP coding inside living cells (So, the older or more experienced a character gets, the stronger the blades get). Morganth is only alive because he tried to escape from Grimdolf's citadel on the Material Plane (Which he used closer to the end of his life when he found a way out of the Nine Hells) and triggered a magical trap in the process which erased his memory. Add 452 years to the process, and we have Morganth today.

I realise that my DM is extraordinarily creative with our characters, so don't blame me for his explanation. At any rate, I think that all we need is just a stipulation for him to add in so that these new weapons don't cause a major catastrophe on the Material Plane.

In view of that, the HP stipulation is an excellent idea. Memories become easier to recall in the final hours, so making them only useable at 2-5% HP should work.
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#29 User is offline   SchizofranicDM 

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Posted 23 February 2005 - 09:35 PM

Which still doesn't change the fact that 68d6 is still a ludicrous amount of damage to deal on attacks. Especially to a character with more than one attack as i'm sure a level 68 character would have. If you want it that high, I suggest that it be restricted to a use per day. Which would seem more likely as much of the DnD system is based as such. Consider the high level spells that are only useable and x amount of times per day, or the dreaded barbarian rage and berserker frenzy. Most anything that will drastically outbalance characters in the game are restricted in use. This is even clear on magical items; many powerful items use charges.
...RAGNAROK...
I am the Apocalypse of the World, the end to its order, the beginning of chaos. The Anathema of Sanity. In me shall you find what cannot be explained. The Fires of Chaos can melt the sturdiest steel. And I shall descend from the skies in Mighty Flames to bring chaos to the order. Hinder not my path, and accept the truth behind the deception.
Vae Victus!

*********
Woe to the Conquered!!
*********
Alfred Lord Tennyson (1809–1892)
That a lie which is half a truth is ever the blackest of lies;
That a lie which is all a lie may be met and fought with outright;
But a lie which is part a truth is a harder matter to fight.

The Grandmother. Stanza 8.

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#30 User is offline   Jimp 

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Posted 24 February 2005 - 12:12 AM

I think Schizo's 1d6 +1 per two levels works well for damage
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