I have the original version of Ghost Ops (which uses Fudge dice), not the Savage Worlds version or the OSR version. This question is about that original version, but if you think the rules in one of the other versions can throw some light on this, please chip in. I’m hoping there is clarification for this question in one of the expansions, or in an updated version of the pdf (I only have a print copy). I’ve failed to find any errata on the internet.
On page 108 of the core rulebook, it says this about Armour:
If the Armour Level is less than the Penetration Level of the bullet then no armour is rolled as the bullet has ignored it. If the Penetration Level is less than the armour level then that amount of armour is ignored.
If a Penetration Level 3 bullet hits Armour 2, then no armour roll and the bullet does full damage.
If a Penetration Level 1 bullet hits Armour 2, then the armour becomes 2 -1 = 1. And then an armour roll is made to see how much the armour reduces the damage.
What happens when a Penetration Level 2 bullet hits Armour 2?
I’m doing a melee sorcerer, but I’m afraid of losing my concentration in combat because in the higher levels the damage is too big and the concentration check is too difficult.
My campaign dosen’t allow feats and multiclassing, only ASI.
Is the haste spell worth it at higher levels?
not worth it to cast only to lose it in one round because I was hit and lost concentration – that’s what I mean by "Is it worth it?"
dex- (+2) str- (+2) / int – (0) / wis- (-1) / const (+5)
So this is a build I have been working on for few days after a player stated that AC is incredibly difficult to increase and doesn’t feel useful considering the base costs.
Level 2 fighter/10 Wizard
Plate +18 AC Shield +2
Fighter: Fight Style Defense +1 AC
Wizard: War Magic School Durable Magic +2 AC while holding Concentration Active Concentration spell; Haste (targets include caster) +2AC
Shield used as a reaction when targeted +5AC
Total AC before first turn 21 Total AC after first turn 25 Total AC on reaction after being attacked 30
Two Questions: One How would that stack up against the mid to late game monsters and is there a way to increase the characters AC even further without magical arms and armor?
Bonus questions: When a player grabs say a ring of protection+2 and bracers of Armor +2 do they stack?
Finding Enchanted shields and Plate armor would their magical bonus stack with the bonuses already received from the ring and or bracers?
This caster has the opportunity to use action surge along with haste, could that character cast three 1 actions spells in a single turn. From what I have read the answer would be yes. Haste doesn’t say that you can’t cast a spell as a part of your extra action.
I want to play a rogue that relies heavily on poisons and other utility flasks (ie: alchemists fire). We’re starting out at level 1 and the story arc should take us to roughly level 11. To make poisons more reliable, how would you go about reducing a targets constitution so that there is a better chance that the target has a better chance at failing their saving roll?
In Battle? Out of Battle?
I’m adapting the FrozenSick campaign from the Explorer’s Guide to Wildermount to version 3.5. It’s going to be the first campaign I play as a DM. The party consists of only 2 players, a warlock and a dragon shaman; the warlock’s player is pretty experienced while the other one is totally new to the game (and to roleplaying in general).
While I don’t want to steal the players’ spotlight, I’m worried that fights could get rough without any other character, so I’m considering adding an NPC who could support them in battle, but I’m having trouble choosing the class.
My addition would primarly be a supporter and/or a utility character (buffer, debuffer, healer…).
As far as manuals are concerned, I’m using PH, PH2 and the Complete Series (all four).
Which class choice could best fit my situation, considering that the characters’ level goes from level 1 to level 3-4 through the campaign?
In the recently released preview of the Wild Magic Barbarian that will be in Tasha’s Cauldron of Everything (preview here), I noticed the 6th level feature ‘Bolstering Magic’. This feature has two applications. One acts as a Bless-type option, the second one reads:
Roll a d3. The creature [you’re touching] regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
Suppose this effect is used on a Warlock of level 7 or above, and for the sake of argument suppose we rolled a 3 on the d3. All of their spell slots are of spell level 4. What happens?
- Nothing, the Warlock doesn’t have the right type of spell slot to regain
- The Warlock has (expended) spell slots of Level 4 and higher, and now has a level 3 spell slot
- Something else happens, namely …
True Strike is often considered as a poor or at least very situational cantrip, as is also discussed in the question Why would I ever cast True Strike?. On the other hand, the answers also show that there are indeed situations in which the cantrip can be very useful. I like these scenarios, and I would like to see them in more games, but players hardly ever pick True Strike.
From my experience, the main problem is its high opportunity cost: Most characters get only few cantrips, so choosing a cantrip with such situational benefit is not very attractive. If it were a 1st level spell, it would even get a bit weaker in the sense that it now would consume a spell slot, but learning it would be much less of an investment. Since the cantrip does not scale with the character level, changing it to a 1st level spell wouldn’t need any further mechanical adjustments. Hence my question:
Would it be balanced to change True Strike from a cantrip to a 1st level spell in order to encourage players to choose it at all?
In the Warrior Adventure Game, animal lore (at level 1) gives +1 per intelligence chip on intelligence or ponder for animal-related checks.
First, ponder is an intelligence skill, so why is it mentioned separately? Second, what’s the point when I can get a +1 per chip anyway?
Likewise, dodge gives +1 per spirit chip on jump for dodge checks. Again, I can do the same without that knack.
Is there any value in having such knacks at level 1, or is it just a starting point for getting higher bonuses at later levels?
I’m preparing a Cleric for a Pathfinder 2nd Ed campaign and reached a bit of an impasse. Going by Table 10-10, my character should have one permanent 2nd level item, 2 permanent 1st level items and 25GP of other funds. The problem is that the 1st level items are either redundant (everburning torch and dull aeon stone) or are unusable for my character (Heavy Armors). Considering these factors, I have a few questions:
1) Can a selection of a permanent item be exchanged for multiple selections of consumable items of the same level? If so, how many?
2) Can you take a lump sum of GP instead of a permanent item? If so, how much?
Oh wise brains of the internet, I implore thee
Magical Lineage states "Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level."
If applying multiple metamagic feats to a spell, such as Maximized + Empowered, would Magical Lineage reduce the total adjusted level by 2 (once for each application of a metamagic feat) or only once regardless of the number of metamagic feats?
My initial take is that it only applies once, regardless of the number of metamagic feats applied, but might as well double check and make sure it’s right.
I just want to know whether I should be preparing Maximized Empowered Battering Blast into a 7th level slot or a 6th level slot.