Deanna ([personal profile] dr4b) wrote2002-01-21 01:40 am

I am the operator of my pocket munchkinator

Today I went to Mudge for the first Ragnarok (CMU D&D club) meeting of this semester. Although things sort of crashed and burned hard last semester, I think we'll get on a good track this semester... Drew and Django are running campaigns. Since I was in Drew's last semester I decided to join Django's for this semester. Since Carl wants to be a miko, and Isaac and I both want to be ninjas, and Dan just wants to blow things up, Kyle wants to be a sneaky ass-kicker and Nasri wants to be... err, Nasri wants to be a munchkin, we decided that our campaign will be something like a bunch of people in a ninja clan going off and being semi-stealthy and semi-kickass. Hopefully that'll actually happen. My character right now is fourth level, one level rogue, three monk (Yeah, Ben, I know. Actually I could use advice on the character if you can tell me how yours is working out), with the intent to prestige class into Ninja as soon as humanly possible (sadly, I think it's not until 8th or 9th level for me, which we may not even reach).

So, we'll see how things work out for that D&D group this semester. Now that Drew is done with OS, I'm sure his group will be more cohesive, and assuming Isaac doesn't become too powerful as he usually does, our group should accomplish some fun stuff.

After setting up characters and stuff, I played Manhattan with Carl, Dan, and Django. Django won, by like two points over Dan. I think I see some strategy to it, and I think it is a pretty neat game, especially since I bet it would take like 15-20 minutes tops for a game once you know how to play... so it's a good quick game, but not quite as quick as Ice Towers, but has the same general idea.

Then I came home and goofed off for a while. I did some SSX, and some simcity experiments. Right now I'm trying out a city that started out completely as water, and I've been randomly raising up islands and building on them... already two islands have sort of grown together. It's interesting to see how I can lay things out with all water surrounding it.

We went to Sunday dinner. I need to get some fast film to bring over one of these weeks.

Yawn.
fraterrisus: A bald man in a tuxedo, grinning. (Default)

[personal profile] fraterrisus 2002-01-21 11:09 am (UTC)(link)
in combat: remember that your strenth lies in sneak attacks. take lots of ranks in Tumble (your goal should be to automatically make the DC15 check) get yourself into flanking positions, hit hard and fast, and get the hell out of there. i also recommend the Iron Fist feat (if you're playing OA, see if you can muck around with "free" monk feats to get this faster).

out of combat: you're an excellent accompaniment for the rogue when s/he goes scouting or sneaking. take lots of ranks in Hide and Move Silently, and you can provide some backup muscle if the rogue gets discovered.

equipment: Sandals of the Tiger's Leap (2x damage on charges) help as well if you can afford them; you can also take this as a feat later on. they're great for the "get in, hit hard and fast" portion, but less great for the "get out of there" part. if you have spare cash, buy items that improve your Wisdom rather than Dexterity - they both up your AC, but Wisdom mods don't go away when you're flat-footed.

[identity profile] tesposit.livejournal.com 2002-01-22 08:40 pm (UTC)(link)
Be sure to look in the combat section of OA (p 79). They have schools of training that you can follow. If you get a certain combo of feats or skills, you get bonus feat stuff. Example: Empty Hand Mastery. Get Improved Unarmed Strike, Power Attack, Fists of Iron, Sunder, Eagle Claw Attack, Ki Shout, and 4 or more ranks in Bluff. If you get all that you unarmed attack damage goes up one hit die. So my monk, Zonen does 1d10 now. If he took all those feats, he would have have a 2d6 damage. I didn't know that ahead of time, so Zonen is Mr. Mobile. He has 13 ranks in Tumble, Jump, and Balance. He has a great wisdom, decent dex, Dodge, Mobility and Spring Attack. Combine that with his natural 60 movement, and you have Mr. Mobile. Few things can catch him, and he can tumble through, over and around almost anything. It pisses my DM off, so he made the Tumble DC be 25 for everything. I don't think that's fair, though.