The rust monster option in 4E
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The rust monster option in 4E
http://www.enworld.org/forum/general-rp ... ost4690948
Looks like the rust monster is now among the most efficient "convert magical items" option. Someone in the thread also mentioned that you can use them to double your magic with some ring that halves the residium costs of rituals.
Not quite the infinite wishes/wealth loop, but it's not really balanced if that works.
Looks like the rust monster is now among the most efficient "convert magical items" option. Someone in the thread also mentioned that you can use them to double your magic with some ring that halves the residium costs of rituals.
Not quite the infinite wishes/wealth loop, but it's not really balanced if that works.
- Psychic Robot
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Username17
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With a Ritual Ring and knowledge of Raise Dead you can actually hold a fucking job. You make 4,250 gp in Residuum per day by feeding a rust monster a weapon, harvesting the rust monster, remaking the weapon, and raising the rust monster from the dead.
That is literally the first economically viable career that 4e D&D has written up. Rust Milker.
-Username17
That is literally the first economically viable career that 4e D&D has written up. Rust Milker.
-Username17
And now we have a new named piece of stupidity, right up there with Balor Miner, Phoenix Duplicator and so on.
Man, things were so much easier in the old days. You could simply buy an iron pot, smash it into iron, then sell the iron at a profit. Or "buy" staves (for nothing), snap them into firewood, and sell the firewood at a profit. Sure, that's what we call "working for a living", but still. What a broken loophole.
Now in order to do broken things like working for a living, you need to farm rust monsters.
Man, things were so much easier in the old days. You could simply buy an iron pot, smash it into iron, then sell the iron at a profit. Or "buy" staves (for nothing), snap them into firewood, and sell the firewood at a profit. Sure, that's what we call "working for a living", but still. What a broken loophole.
Now in order to do broken things like working for a living, you need to farm rust monsters.
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Username17
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Possibly that is said somewhere. But the book just says "creature" when discussing valid targets for Raise Dead. Indeed, player characters get boned by that ritual, because characters of higher tier destinies cost more to Raise. While creatures just cost the base rate.Fuchs wrote:I thought only people with a destiny could be raised, everyone else was dead.
-Username17
Yes, I just checked - I think I must have remembered something from the previews. Of course there's the "Soul must be willing to return" clause, and the "gods can intervene", so a GM could say the rust monster doesn't want to return after the Xth time it was killed.
That of course just means one needs to breed them.
That of course just means one needs to breed them.
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MartinHarper
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- the_taken
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Fuchs wrote:Yes, I just checked - I think I must have remembered something from the previews. Of course there's the "Soul must be willing to return" clause, and the "gods can intervene", so a GM could say the rust monster doesn't want to return after the Xth time it was killed.
That of course just means one needs to breed them.
- Breed them in packs
- Set 'em loose in a cave
- Hire adventurers
- Equip them yourself and "quest" them to clear the cave of rust monsters
- Rez "the heroes", wait 'till they leave
- Rez the rust monsters
- Repeat ad filthium wealthium
- laugh out loud
I had a signature here once but I've since lost it.
My current project: http://tgdmb.com/viewtopic.php?t=56456
My current project: http://tgdmb.com/viewtopic.php?t=56456
- Psychic Robot
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Why do horse archers fail?Roy wrote:One more reason 4.0 Fails. Right along with horse archers, door kicking wizards, and... ah fuck it, it'd be easier to just say Rituals = Fail, and then get into the specific non ritual Fails.
Count Arioch wrote:I'm not sure how discussions on whether PR is a terrible person or not is on-topic.
Ant wrote:You do not seem to do anything.Chamomile wrote:Ant, what do we do about Psychic Robot?
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Lago PARANOIA
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The same reason why people complained about flight + archery so bitterly.Why do horse archers fail?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Draco_Argentum
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Username17
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Hide behind a freaking tree. Trees limit range because you have to shoot between them. If there's random 5' trees on the map, then the paths to make long range shots become lessened.
Not to mention terrain making some paths impassible to mounted archers ot blocking avenues of shots. The mounted archer is still at an advantage, but they at least have to chase down their quarry.
-Crissa
Not to mention terrain making some paths impassible to mounted archers ot blocking avenues of shots. The mounted archer is still at an advantage, but they at least have to chase down their quarry.
-Crissa
In my experience having a grid map and putting trees on it gets really really complex.
Firstly the DM often has no real idea of what woodland looks like and so tropical rainforest or other exotic woodland is hard to do and secondly putting trees on a grid is laborious and argumentative. Then there's the fact that most trees are much less than 5' across and so on.
Just putting random 5' trees on is slow to set up, complex to run (having to use a ruler all the time to work out whether one can see another and so on) and much slower to play.
I found it a lot easier to shade in areas and say that one section is open, another run (runnable forest), another fight (very heavy vegetation) and so on. Then, in run you can move at full speed but you can't charge and you get so much range penalties per 10ft, heavy you can only walk and you get so much cover and fight you take full round actions to move 5ft and you get full cover. Within some areas you can take a move action to get more cover, and you can say that some areas have low branches so it counts as a low ceiling or cramped conditions.
Sort of like marking off areas of the map as swamp or quicksand.
Oh, and depending on whether the wood is being harvested, you may get long avenues of shots. For example I've been in a lot of woods where all the trees are planted in lines: you get rows of forest and you can run easily in some directions. If you have woodland like that you could easily move to a good vantage point and shoot each round.
The best argument for stopping horse archers in forests is the terrain. It's lumpy, there are often fallen trees, bracken and other vegetation and the branches are more likely to get in the way of the riders. Making it stupidly dangerous to ride horses in combat in woodland without reliably brilliant rolls is easier, more understandable and less debatable than messing about with cover.
Firstly the DM often has no real idea of what woodland looks like and so tropical rainforest or other exotic woodland is hard to do and secondly putting trees on a grid is laborious and argumentative. Then there's the fact that most trees are much less than 5' across and so on.
Just putting random 5' trees on is slow to set up, complex to run (having to use a ruler all the time to work out whether one can see another and so on) and much slower to play.
I found it a lot easier to shade in areas and say that one section is open, another run (runnable forest), another fight (very heavy vegetation) and so on. Then, in run you can move at full speed but you can't charge and you get so much range penalties per 10ft, heavy you can only walk and you get so much cover and fight you take full round actions to move 5ft and you get full cover. Within some areas you can take a move action to get more cover, and you can say that some areas have low branches so it counts as a low ceiling or cramped conditions.
Sort of like marking off areas of the map as swamp or quicksand.
Oh, and depending on whether the wood is being harvested, you may get long avenues of shots. For example I've been in a lot of woods where all the trees are planted in lines: you get rows of forest and you can run easily in some directions. If you have woodland like that you could easily move to a good vantage point and shoot each round.
The best argument for stopping horse archers in forests is the terrain. It's lumpy, there are often fallen trees, bracken and other vegetation and the branches are more likely to get in the way of the riders. Making it stupidly dangerous to ride horses in combat in woodland without reliably brilliant rolls is easier, more understandable and less debatable than messing about with cover.
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RandomCasualty2
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Well, one tree certainly won't, but if you've got a full blown forest that is going to limit sight due to extensive foliage, then it helps out quite a bit. For instance, if he can only see 5 squares, the archer's advantage is effectively crippled, because he can easily get charged and attacked as soon as he sights a target.FrankTrollman wrote:Trees don't really help against archery in a system where the attacker moves and attacks between the actions of the defender, arrows fly to their target in the action they are released, people never run out of arrows, and people can continue riding a horse in combat indefinitely.
