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"to DnD" Conversions
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erwin
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Post Posted: Sat Nov 03, 2007 10:26 pm    Post subject: "to DnD" Conversions Reply with quote
I made this thread for ideas/things/people/events/themes/etc. that we want to use in DnD but has no clear conversion(meaning it doesn't have present DnD evaluation).

Let me start of with this:

Is the naginata weapon been employed in DnD? I mean that does it already has a weapon equivalent(how much damage it deals, crit range, crit multiplier, etc.)? If so pls kindly post it as it interest me. Very Happy

For those unfamiliar with the weapon, here's the wiki entry.
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Pitz-Ikko
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Post Posted: Sun Nov 04, 2007 12:11 am    Post subject: Reply with quote
Wikipedia wrote:
A naginata consists of a wood shaft with a curved blade on the end; it is similar to the Chinese Guan Dao or European glaive.


Emphasis mine. I guess that means a naginata is a glaive.

However, I checked Arms and Equipment Guide and found out that a Chinese guan dao is an equivalent of a guisarme. So, go pick one. Smile
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Xtian
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Post Posted: Sun Nov 04, 2007 12:12 am    Post subject: Reply with quote
It could work as one of those polearms.
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erwin
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Post Posted: Sat Nov 10, 2007 8:12 pm    Post subject: Reply with quote
hmm.. 2d4 or 1d10..
they're both pole arms, slashing and 20/x3 crit range/multiplier..
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Pitz-Ikko
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Post Posted: Sat Nov 10, 2007 10:38 pm    Post subject: Reply with quote
erwin wrote:
hmm.. 2d4 or 1d10..
they're both pole arms, slashing and 20/x3 crit range/multiplier..


Like I said, go pick one. If you're the DM, pick whatever pleases your taste. If you're a player, then it's a lot easier 'coz it'll be the DM doing the deciding for you.

I'm not really good at Stat, so I dunno which one (2d4 or 1d10) has a better damage output. I think He Who Founds Wyrmlings and The Goderator can help you out there.
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erwin
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Post Posted: Sun Nov 11, 2007 11:34 am    Post subject: Reply with quote
I actually have a question about that..
What makes a weapon's damage a 1 die or 2 dice? I mean is there a criteria or something?
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Pitz-Ikko
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Post Posted: Sun Nov 11, 2007 4:54 pm    Post subject: Reply with quote
erwin wrote:
I actually have a question about that..
What makes a weapon's damage a 1 die or 2 dice? I mean is there a criteria or something?


I think it's determined by the weapon's size. Check PHB or CWar.
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Xtian
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Post Posted: Sun Nov 11, 2007 6:01 pm    Post subject: Reply with quote
erwin wrote:
I actually have a question about that..
What makes a weapon's damage a 1 die or 2 dice? I mean is there a criteria or something?


Size is one thing. Mechanical balance has something more to do with it.
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erwin
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Post Posted: Wed Nov 14, 2007 6:05 pm    Post subject: Reply with quote
Is there a finessable pole arm?

An out-of-nowhere question that needs answering...
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Pitz-Ikko
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Post Posted: Thu Nov 15, 2007 12:07 pm    Post subject: Reply with quote
erwin wrote:
Is there a finessable pole arm?

An out-of-nowhere question that needs answering...


Generally, I don't think polearms are "finessable" (I take that to mean compatible with the Weapon Finesse feat). And it also does not help that they are two-handed weapons when the feat requires a weapon be light (or be among the specially-mentioned ones) for it to be "finessable".
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Revan
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Post Posted: Thu Nov 15, 2007 8:50 pm    Post subject: 1d vs 2d, Glaives and Guisarmes. Reply with quote
On the 1d vs 2d thing, it's an interesting trait really.

Take the case of 1d8 vs 2d4. On first glance, there's little difference between the two. They both top out at 8, don't they (that's usually the first thing people look at, "optimum damage")? But there are significant differences. For one thing, with 2d4, your minimum damage is 2, instead of 1 for the 1d8. The 2d4 setup also trends toward the median damage value by "bell curving" (Is it median, mean? I'm not the stat person, ask mnightsilver) towards the middle. This decreases the chance for low rolls, but also reduces probability of high rolls.

1d8 vs 2d4 boils down to what you prefer, a good chance of median results, or an even chance of rolling high or low.

As for weapon conversions, consult the DMG, Complete Warrior, and the 3.0 Sword and Fist or Arms and Equipment Guide.

Naginata iirc converts to the glaive. Or Guisarme. Or both. What's the difference between Glaive and Guisarme? If I had my 1.0 Unearthed Arcana or the 2.0 Arms&Equipment Guide, I could expound on the technical details, but I figure since all you need is game stats, see PHB.
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erwin
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Post Posted: Sun Jan 27, 2008 4:31 pm    Post subject: Reply with quote
Behold, Batman!
Phaedros of Dicefreaks wrote:
Kain Darkwind wrote:
Bruce Wayne, The Batman
Medium Humanoid

Wounds: 53 WP, 420 VP (30d8+180)
Initiative: +15
Speed: 40 ft.
AC: 32 (+16 defense, +6 Dex), touch 32, flat footed 26
Base Attack/Grapple: +30/+37
Attack: Unarmed strike +48 melee (2d10 + 18 /19-20) or batarang +40 ranged (1d4 + 7 /18-20)
Full Attack: Flurry of blows +48/+48/+48/+43/+38/+33 melee (2d10 + 18 /19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Counterattack, detective, frightful presence (DC 33), stun (30/day DC 32)
Special Qualities: Damage reduction 10/adamantine, defensive roll, evasion, fire resistance 20, hide in plain sight, light fortification, martial artist, obsession
Saves: Fort +29, Ref +29, Will +30
Abilities: Str 24, Dex 23, Con 23, Int 25, Wis 24, Cha 26
Skills: Balance +43, Bluff +46, Climb +40, Computer Use +27, Concentration +21, Craft (chemical) +27, Craft (mechanical) +27, Craft (pharmaceutical) +27, Decipher Script +27, Diplomacy +36, Disable Device +27, Disguise +46 (+50 acting), Drive +21, Escape Artist +39, Forgery +27, Gamble +27, Gather Information +50, Handle Animal +28, Hide +39, Intimidate +50, Investigate +45, Jump +48, Knowledge (arcana) +27, Knowledge (behavioral sciences) +27, Knowledge (business) +27, Knowledge (civics) +27, Knowledge (current events) +27, Knowledge (earth and life science) +27, Knowledge (history) +27, Knowledge (physical science) +27, Knowledge (streetwise) +27, Knowledge (tactics) +45, Knowledge (technology) +27, Knowledge (theology) +27, Listen +45, Move Silently +39, Navigate +27, Open Lock +24, Pilot +21, Repair +27, Research +45, Search +27, Sense Motive +45, Sleight of Hand +25, Spot +27, Survival +27, Swim +22, Treat Injury +27, Tumble +43, Use Rope +21 (+25 bindings)
Feats: Bounding Assault, Close-Quarters Fighting, Combat Expertise, Combat Reflexes, Cunning Evasion, Dodge, Endurance, Frightful Presence, Great Fortitude, Improved Critical (unarmed), Improved Disarm, Improved Feint, Improved Initiative, Improved Toughness, Improved Trip, Indomitable, Iron Will, Lightning Reflexes, Lunging Strike, Mobility, Power Attack, Roundabout Kick, Spring Attack, Stunning Fist, Track, Whirlwind Attack
Epic Feats: Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative
Climate/Terrain: Gotham City
Organization: Solitary (unique) or with cohort (Robin) or with JLA.
Challenge Rating: 30
Treasure: Equipment
Alignment: Chaotic Good


Detective: Batman is a master of sizing up his opposition. He may make a Gather Information, Investigate or Research check against a DC equal to (10 + opponent's hit die + opponent's Int modifier + opponent's Wis modifier). If he is successful, he gains the following benefits.
+1 insight bonus to AC against attacks made by that opponent for every point by which he exceeds the DC.
+1 bonus to attack and damage against that opponent for every point by which he exceeds the DC.
+1 resistance bonus to saves against attacks made by that opponent for every point by which he exceeds the DC.
+1 competence bonus to initiative rolls against the opponent for every point by which he exceeds the DC.
In addition, for every 5 points by which he exceeds the DC, he may gain one of the following advantages.
Intimate knowledge of one of the opponent's special attacks, qualities, or vulnerabilities. For instance, if he made a successful check against the tarrasque, he could know of its vulnerability to wish magic.
Complete knowledge of opponent's base AC, attack bonus or max hit points. This allows Batman to "metagame", tailoring his use of Power Attack, Combat Expertise, and the like.


Obsession: Due to his never ending quest for perfection, Batman has honed his skills to an edge that no human can match. He has the following benefits:
Knack
+5 bonus on all mental based skill checks.
Maximum vitality points.


Martial Artist: Batman is one of the finest trained martial artists in the world. He gains bonus fighter feats as a fighter of his hit die and unarmed damage and feats as a monk of his hit die.
Batman is never considered flanked.
Missing Batman with a melee attack provokes an attack of opportunity from him.
Batman gains a +8 bonus to attack and damage rolls when fighting unarmed.
Batman gains a +3 bonus to AC for every -1 penalty he takes to attack while using Combat Expertise.
Batman's unarmed strikes deal bludgeoning, slashing, or piercing damage, as he sees fit. It is a free action to change the type of damage he deals.


Possessions: Batman has an extraordinary amount of possessions, many of which he has designed and built himself, that function similar to magical items. The list here is not comprehensive, but includes some common equipment.
Note: The skill modifiers are not included in Batman’s skill block, above.

Antitoxin: Neutralizes poison and restores 1d3 points of ability damage caused from poison.

Batarang: +4 to attack, 1d4 damage, 18-20 critical threat. Martial weapon for Batman, exotic for others. Range increment of 30 feet. May be used to deal nonlethal damage at no penalty.

Bat rope and grapple: Similar to rope of climbing, this shoots a grapple up to 200 feet long. This grants a +10 circumstance bonus to Climb checks when used.

Boots: +5 circumstance bonus to Move Silently checks. Batman has a sonic transmitter in the heel of his boot that will draw the attention and ire of any bats within a one mile radius. This attack typically draws 3d6 bat swarms to the location within 1d6 rounds.

Body armor: Damage reduction 10/adamantine.

Cape: +10 circumstance bonus to Hide checks, resistance to fire 20, +4 shield bonus to AC when fighting defensively. The cape also allows Batman to glide 20 feet forward for every 5 feet of downwards movement. The cape reduces falling damage by 50 feet.

Cowl: +10 circumstance bonus to Disguise checks, light fortification.
The cowl also holds night-vision lenses, giving Batman either low-light vision or darkvision (100 ft. range) as needed. There are visual enhancement devices as well, that can grant a +4 bonus to Search and Spot checks. Finally, a radio device is built into the cowl, allowing Batman communication with his allies.
The cowl may also be equipped with psi-blocking devices, which range in power. A standard psi-blocker gives a +5 bonus to Will saves and prevents telepathic means of detection.

First Aid Kit: +4 circumstance bonus on Treat Injury checks.

Flash grenade: Reflex save DC 18 or dazed for 1d6 rounds. Success results in daze for 1 round only.

Forensic Kit: +4 circumstance bonus on Investigate checks. Includes a micro camera.

Gas mask: +6 circumstance bonus to saves against inhaled poisons if donned the same round as contact with poison. A Reflex save (DC10 + original poison DC) allows the mask to be donned in time to avoid a Fortitude save entirely.

Gauntlets: Increase unarmed attack and damage by +3.

Halogen Flashlight: This produces bright light in a 100 foot cone, but only detectable by those with darkvision.

Handcuffs: Special reinforced manacles. Escape Artist DC 40, break DC 35.

Knockout gas capsules: Creates a 20 foot radius of poisonous vapors. The DC increases by 1 for every round spent within the vapors.
Knockout Gas; inhaled; Fortitude DC 18, initial damage: 1d6 nonlethal wound point damage, secondary damage: unconsciousness. Unlike typical poisons, the secondary save is made 1 round following the initial, and regardless of the success of the initial save.

Kryptonite Ring: Kryptonite. Allows Batman’s unarmed strikes to be treated as Kryptonite for the purposes of overcoming Kryptonian damage reduction.

Laser Torch: 1d6 fire damage per round with a successful touch attack. Ignores hardness less than 20, is not halved as typical for fire damage to objects. Used for cutting.

Lock Picks: +5 competence bonus on Open Lock checks.

Mini-computer: This device is equipped with a fax, modem, GPS and minidisk rewritable drive. It grants a +10 circumstance bonus on Knowledge and Research checks.

Remote Control: Allows remote piloting of Batmobile and Batjet.

Smoke Grenade: Creates 30 foot radius of obscuring smoke. Objects and creatures within the mist have concealment within 5 feet of each other, farther away is total concealment.

Tracers: Can be tracked as if discern location had been cast.

Utility belt: Batman's utility belt carries most of the equipment listed above. Tampering with the belt deals 10d6 nonlethal electricity damage, unless a Disable Device check (DC 30) is made. Batman may take an item out of his utility belt as a free action that does not provoke an attack of opportunity. Note that the first aid kit and forensics kit are miniature field versions, more extensive (with larger competence bonuses) kits are stored in the Batmobile or the Batcave.


The Goddamn Batmobile

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BJ
He Who Founds Wyrmlings

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Post Posted: Mon Jan 28, 2008 12:41 am    Post subject: Reply with quote
erwin wrote:
Is there a finessable pole arm?

An out-of-nowhere question that needs answering...


Darth Nihl from the Star Wars Legacy comic series wields a polearm style lightsaber: I'll bet my cookies that it's finessable.
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oghma
Ancient Dragon

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Post Posted: Mon Jan 28, 2008 1:38 am    Post subject: Reply with quote
It makes sense that it's finessable 'cause the only part that has weight (I think) is the hilt.
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erwin
Master of None

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Post Posted: Mon Jan 28, 2008 8:25 am    Post subject: Reply with quote
Alright, there is hope! (for my finessable pole arm question)
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