BVC D&D style

inanefedaykin

New member
BVC D&D style

So, I need to make back up chars for a d&d game I'm playing and I've decided to base them off of d2 chars. These chars will be more for fun then acctual effectiveness in battle so keep that in mind if you have things to say. I shall be adding updates to this thread periodicaly so bear with me if you're acctualy interested. I'm going to assume that anyone interested in helping me with this would know how to look up the effects.

Weapon 1 = 1.7 Mill (ouch)
Dwarven Waraxe (griefz)
Acidic blast (venom)
Dread: evil outsider (%damage to demon) (I don't have a monster manual on me and I can't remember if demons are a subclass by themselves or if they're evil outsiders)
I have no idea how to add the 340-400 damage on to this weapon as the cost for a +340 enhancement would be 2.312x10^10 gold. And yes, scientific notation is the only sane way to represent this. I need to figure out an equation to compare d&d average damage to d2. It shouldn't be hard as d2 is based off of d&d.

Weapon 2 = 1.638 mill Finalized, this is perfect.
Dwarven Waraxe (beastz)
Speed (fanat/ias)
+9 enhancement bonus (average on a dwa is 5, so ((5x2.8)-5)=9)

As for armor, I have no idea.
I was thinking breastplate with +5 enhancement (without the previously mentioned equation I can only guess at the effective comparison) but I can't think of anything that would compare to the speed or teleport.

Boots of swiftness (random boots, also gives massive +jump) 256000
Bracers of epic health (dracs) 640000
 
I don't get what you are trying to do here. Are you trying to convert items into gold without the 35K cap, like a mod or something?
 
No, you see theres a fairly popular game out there called Dungeons and Dragons. What I am trying to do is create charecters based on d2 builds.
 
Your problem lies in this sentence :

inanefedaykin said:
It shouldn't be hard as d2 is based off of d&d


D2 is not based off of D&D in the least; D2 has nothing to do with d20 rolls, it's all percentages, and it's not limited to increments of 5% as D&D is. However, if you want to continue trying to convert these things, then for that +damage mod, perhaps it would make more sense to look at it in terms of scaling.

Assuming that a D2 berserker axe is approximately the equivalent of a D&D dwarven waraxe, then a 1d10 weapon (1-10 damge) in d2 should be about equal to a 24-71 damage weapon in D2. Comparing averages, that means a 5.5 average is equal to a 47.5 average. Taking that into account, your D&D values should be approximately 10% of your D2 ones.

The problem with this is that you're still going to end up with +34-40 damage, and that sort of obscene power shouldn't available until what... level 120, at the top end? And that's assuming no other mods. Obviously, that's ridiculous. Perhaps instead if we look at it another way...

Again, taking the average damage of a Berserker Axe, we have 47.5. The average damage added from Grief is 380. THat's approximately an increase of 8 times. Now, looking at the 5.5 average from a dwarven waraxe... well, no, because that's still going to give over 40 additional damage.

As you can see, this is just obscene. You're going to have to have a character who is several times more powerful than a god before you can even remotely begin to consider Grief an appropriate weapon. What does this tell us? One of two things, I think.

The first- D2 has nothing to do with D&D, at all. It was never meant to be related to it, and at the very largest possible connection, it may have vaguely been inspired by it, POSSIBLY.

The second - Runewords requiring high runes are extremely overpowered, and should be considered the most precious rare artifacts held by elder gods whose names have never been heard of, kept on the outermost rim of the edge of existence, unapproachable by mortals and accessible only to those for whom a sphere of annihilation is nothing more than a trinket.
 
Many skills, spells and the way combat works is loosely based on d&d. If you compare a lot of things it's acctualy very similar. If you run a quick comparison of damage you require a +35 enhancement bonus which comes out to 32+1.7=33.7 million gold to make a "grief" dwarven war axe.
 
I saw an advertisement for a Dungeons and Dragons box kit based around Diablo 2 in a magazine.

I've probably still got the mag; I'll dig it out and scan if you guys want. Anyhow; apparently they were selling an altered D&D rule set for playing Diablo 2 outside of a computer; the D2 characters were pictured back to back with stereotypical D&D figures.
 
inanefedaykin said:
Many skills, spells and the way combat works is loosely based on d&d. If you compare a lot of things it's acctualy very similar. If you run a quick comparison of damage you require a +35 enhancement bonus which comes out to 32+1.7=33.7 million gold to make a "grief" dwarven war axe.


It's one thing to say there's similarities. It's something else entirely to say that they're very similar, and VERY wrong to say it's 'based on it'.

There are similarities because the two are both role playing games, both fantasy-based. And both deal with demons. Outside of that, D2 is a game, it is interaction. D&D is a set of rules, where the game is created entirely by the players. When you look at rules, okay... you increase stats when you level (Less so with D&D than D2), you increase your skills and abilities... you can hit better... But the methods used are entirely different. I may not be an expert in statistics for D2 the way RTB is, but I know quite a fair amount. And D&D, I know like the back of my hand.

That in mind - for an epic level enhancement bonus of 20 or more, the cost is level*level*10,000 which if I'm not mistaken would mean a cost of 12,250,000 gold. Just for the enhancement. THen you have to take into account the venom abilities, the increased attack speed, the ITD/-25% target defense mods, all the bonus damage, penalties to enemy's resistances, the chance for critical strike, mana/kill (I have NO idea how you'd represent something like THAT, considering D&D doesn't even USE mana), and the life/kill. Frankly, I don't have the time to calculate all of that, but I can tell you that for a +35 enhancement bonus you'd have to find a spellcaster with Craft Epic Magic Arms and Armor of level 105 or higher. Considering level 20 is considered 'Epic', and most gods are 20-HD creatures with 40 class levels... it's just not likely. Particularly since you'd also have to calculate all of those other mods as well, which will continue to drive the cost, and the require level, through the roof.
 
You're correct about the price. Apparently my calculator decided to take some time off when I was figuring out the total.

As for mods that I'm going to represent, I'm sticking with what makes the runewords unique. With grief it would be the damage, the venom and the itd. I would include brilliant energy but the dm has ruled againts that mod because it is way too good for the price.
 
inanefedaykin said:
You're correct about the price. Apparently my calculator decided to take some time off when I was figuring out the total.

As for mods that I'm going to represent, I'm sticking with what makes the runewords unique. With grief it would be the damage, the venom and the itd. I would include brilliant energy but the dm has ruled againts that mod because it is way too good for the price.


Your DM is allowing a weapon with massive damage, nice poison damage and the ability to ignore target's defense, and is complaining about Brilliant Energy?

Reminds me of someone who used to DM for me.. when my friends and I played it was either me or him, we each had our campaigns. Mine were a little over-powered, but sensible. David, the other DM in our group, had no clue whatsoever what he was doing and would make foolish rulings, like we couldn't describe our own somatic components for things like fireball - he said our character pointed with their index finger toward where we wanted the bead of flame to go, and claimed that if I wanted my character to throw it instead, I had to make a Spellcraft check and an attack roll.

Anyway - that's a bit of a tangent. Allowing such an overpowered weapon then quibbling about a price is senseless. If it's that bad, bump it's enhancement bonus equivalent up a notch. Problem solved.
 
Brilliant energy is ITD and it costs a +4. But generaly speaking the dm will allow anything if it's in the rules but some things he'll outright dissallow simply because its unbalanced. It works the other way also, if something blows he'll change it. Take vorpal for instance, he changed it to resist massive damage saving throw or die instead of insta kill on crits. While this may seem bad it's nice since the insta kill doesn't work on everything.
 
inanefedaykin said:
Brilliant energy is ITD and it costs a +4. But generaly speaking the dm will allow anything if it's in the rules but some things he'll outright dissallow simply because its unbalanced. It works the other way also, if something blows he'll change it. Take vorpal for instance, he changed it to resist massive damage saving throw or die instead of insta kill on crits. While this may seem bad it's nice since the insta kill doesn't work on everything.


I can't remember if they changed Brilliant Energy to +5 or not in 3.5, but I KNOW that they changed Vorpal to only activate on a natural 20, rather than a critical. Guess they were sick of weapon masters with dual rapiers and whatnot running around murdering things left right and center.

As for Brilliant Energy.. it also has the side effect of not being able to touch constructs in the least. This means everything from flesh golems, to stone golems, to sheild guardians. And it's not ignore target's defense, it's more of a -% type mod, because it only ignore armor bonuses, not dexterity/dodge modifiers.
 
It also can't hit undead but thankfully the mod can be turned off at the beggining of your turn (not sure if it's a free or standard action). It is definetley +4 in 3.5.
 
inanefedaykin said:
It also can't hit undead but thankfully the mod can be turned off at the beggining of your turn (not sure if it's a free or standard action). It is definetley +4 in 3.5.


That's true. And if it's +4 and your DM thinks that it's not expensive enough... why not just set it to a +5 mod instead? Like I said... problem solved.
 
Damn editing rules. What dumbass came up with them anyway?
So, on to post.
Any idea how whirlwind attack (and also improved whirlwind) work with two handed fighting. As is my interpretation of improved whirlwind you get (at level 25) 4 attacks to use against each opponent within range at full attack bonus with a max of a 5 foot step between each attack. I'm not sure about the 5 foot thing, the entry contradicted itself there. I've never used a char with two-weapon fighting so I'm not sure exactly how it goes but I know you get extra attacks with the second weapon at huge penalties. I'd ask my dm but he's on vacation.
 
inanefedaykin said:
Damn editing rules. What dumbass came up with them anyway?
So, on to post.
Any idea how whirlwind attack (and also improved whirlwind) work with two handed fighting. As is my interpretation of improved whirlwind you get (at level 25) 4 attacks to use against each opponent within range at full attack bonus with a max of a 5 foot step between each attack. I'm not sure about the 5 foot thing, the entry contradicted itself there. I've never used a char with two-weapon fighting so I'm not sure exactly how it goes but I know you get extra attacks with the second weapon at huge penalties. I'd ask my dm but he's on vacation.


With the whirlwind attack feat, you don't get to move at all. Instead, you stand in place and get one attack at each person who is within your threatened area, each at your full base attack bonus. So if there's only one person next to you, you get one attack. But if you're surrounded by, say, kobolds (We'll give them a fighting chance, kobolds with a few levels of fighter, :lol:), and I mean COMPLETELy surrounded, even the diagonals covered, you'd get eight attacks.

As far as two weapons, it would still follow the above thing - one attack, on each person in range. I'd personally allow the player to choose which weapon each attack was made with, of course, but some DM's would say only primary hand.

As a house rule, I would say that taking the improved whirlwind attack feat would also allow someone fighting with two weapons to make follow-up attacks... if their first attack against any individual target hits, they can follow up with the weapon in their other hand for free. And extend that to every attack made in that whirlwind. But like I said, that's a house rule - I've seen nothing in the books to suggest any real change to whirlwind attack with two weapons.
 
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