#6-17: Fires of Karamoss [Tier 5-6] - GM Rutseg (Inactive)

Game Master Balacertar

Current map

Chronicles


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Iron Gods: Iron maps;

@Kujo uops! Ok, sorry. It also seems according to the Guide you keep your traits ;)

@Turk* very powerful boon. Ok

@Vrald Mmm... sorry I thought that was the Misc +1 in the sheet

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1
GM Rutseg wrote:
    Khamûl
  • Your weapons have an extra +1 that do not seem to come from Str/Dex, BAB or weapon enhancement and I do not succeed to find its source.
  • Spells. I am missing to see where do you get some slots: With base (3/2/1), bonus (1/1/1) and specialist (1/1/1) spell slots I cannot figure out your current (6/5/4)

1. Oh! That's easy enough. I just double-checked HeroLab and realized I still had bless active from the last game Khamul played in. Fixed now!

2. Level five wizard gets 3/2/1, Int of 17 gives an extra 1/1/1 and his Thassilonian Specialist training (yes, I've got the boon for that!) essentially gives him 2 school slots instead of 1 (except they have to be the same spell, hence his prepared duplicates), for a total of 6/5/4.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

I appreciate you checking our sheets. PFS has become a lot of paperwork, it's easy to make mistakes.

Let me add that I also appreciate your doing Init by the book instead of the "group init" that so many PbP GMs insist on using. After GMing enough PbP, I fully accept battles just take a time to resolve. I always vote for the GM/players taking the time to get it right as opposed to rushing through it just to save a day or two of posting. I will warn others that I do tend to ask a lot of clarifying questions in PbP as I've gotten burned all too often making assumptions for the sake of posting quickly.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

The misc +1 is actually a luck bonus from Vrald's Jingasa of the Fortunate Soldier

I'll second the thanks for checking sheets. I make mistakes, most of us do from time to time. And by the time we are getting to mid level characters (5-6+) there are often a lot of unusual items, feats, and abilities in play.

I had one character that nobody had checked until about level 5, and then I found out I had miscalculated my point-buy calculation very slightly. Very red face.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

My investigator was second level before I realized that he couldn't take Exotic Weapon Prof. at 1st level because he didn't have the requisite +1 BAB. Screwed up my whole build and I had to use 10 PP to retrain him. I only caught it because I was reading some thread where someone mentioned the requirement EWP.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I'll admit to taking a Sorcerer only trait for my arcanist one time. Using Herolab I failed to understand that it was Sorcerer only, just like this time I failed to understand the Defender of the Society trait was Fighter only. I am not making excuses, only explaining my error.

So, do I just trade out that trait now for a legal one?

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

I have to say, I do feel like a murderhobo for killing these guys.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I am trying not to have to hurt them despite having a chain saw waved in my face. :)

Silver Crusade

F Human Female Human 134571-2| Swashbuckler 6 | HP: 52/52 | AC:20(R22) T:15(R12) FF:17 | CMD:23 CMB:+8 | F:+3 R:+9 W:+3 | Init:+8 | Panache: 4 | Charmed: 4/4 | Perception: +9

Hey they wanted to kill Tiggy, it's self defense.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

"kill" might be too strong of a word for it, but I get you.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Sure, sure, the victors get to write the Chronicles. Clearly suspect #1 had a knife and grabbed for your service revolver.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

Well, they did attack first. We may be able to save the situation yet. Odd that Tig doesn't recognise them, if they date back form his time, or maybe they are more recent arrivals - like the cloakers.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

I also feel bad about fighting them. I'm sorry Diplomacy didn't work. It may be possible to stabilize any survivors and get the whole story; assuming they're not all over-killed by massive damage.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Eh. I was partially kidding. Besides Kujo is CN, so it's not like he is going to lose sleep over it.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

@GM - is there any reason why I can't end my rage and accept the Skalds rage song at the same time? I suppose what I really want to know is whether the Fatigue gets postponed until after the Inspired Rage ends or whether I am both Fatigued and Inspired at the same time.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Think I found the answer in FAQ:

ACG FAQ wrote:
When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects.

So it seems I can just accept the skald song and end my own rage.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Cool. I did not know that.


Iron Gods: Iron maps;

Unless you find some FAQ clarifying it, it is my understanding the fatigue for the rounds you have been raging with your barbarian rage only affects you after the skald inspired rage ends.

I understand it like this because when the skald is inspiring, you use your barbarian rage bonuses, and thus I think it is like an extension to your rage, not a real stop. Thus if you barbarian rage 1 round and then skald rage 3, after those three (total 4) you will have two rounds of fatigue (for your 1 round barbarian rage).

This is under my interpretation, provided there is nothing more official around.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

The game is really great so far, everyone! :)

GM Rutseg, I apologize for the heavy book-keeping on my character.

I roll vs. Spell Resistance for some spells and not for others because my main spell, Glitterdust, does not allow Spell Resistance. My apologies if I was unclear.

Hypnotic Stare is only on one character, so Green should not be affected. Only Blue. Sorry!

Lastly, Contessa's Mirror Images should have popped up by now. I don't know whether they will miss or not beforehand, so I must use them against the first attack with no knowledge of the attack roll.

Thank you very much. If there's anything else I need to clear up, please let me know. :)


Iron Gods: Iron maps;

Good point! I really know that about glitterdust but totally forgot here. Luckily it went through anyway :)

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

Hello everyone! I have a RL Pathfinder Game Day today. I am sorry if my posting is slow. :)

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

So Kujo was aware of DR despite using his adamantine sword?

Also, did the crit confirm? EDIT: Just saw the 39 damage, so that looks like a yes.


Iron Gods: Iron maps;

Yes, it was a critical, notice the damage status at the end of the post and the crit vulnerability save roll.

Sorry about not noticing you were dealing adamantine damage. Please include this info in your rolls. A perfect thing would be:

+1 Greatsword (Rage+PA): 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Slashing/Magical damage+PA: 2d6 + 11 + 6 ⇒ (2, 6) + 11 + 6 = 25

or

Adamantine Greatsword (Rage+PA): 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Slashing/Adamantine damage+PA: 2d6 + 10 + 6 ⇒ (6, 5) + 10 + 6 = 27

So it is always clear exactly what weapon you are using and what types of damage you are dealing.

It is a little bit more work, but you can leave these rutines in the character profile and copy/paste. It really helps the GM.

I have fixed the damage to reflect you bypassed the hardness.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Sorry, I figured since Kujo is b most interesting character in all of Golarion that you were tracking his every move and purchase and my constant fondling of the new weapon. I'll make sure and put in more explicit adamantine weapon fondling.

As an FYI, he's also wearing this Combat boots of Feather step which he bought at the beginining of the adventure.


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Iron Gods: Iron maps;
Simon Charming wrote:
For future battles, it is my understanding you can use higher level slots for lower level spells if you're spontaneous, but the DC remains the same (without Heighten)?

I checked this some weeks ago and it is indeed as you say. You can use a slot for a lower level spell. The spell does not change at all, the DC and everything else is like if you cast it with the corresponding spell slot.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

@GM - I posted that I would take my action after Contessa's second attack, in otherwords, waiting for my proper turn in the init order.. Kujo was the last person bolded in the second round so it occurs to me that if the creature were destroyed before Kujo's turn came up, then Kujo would not have retreated or suffered any AoO.

EDIT: Not only that, but Simon would have blinded it before Kujo retreated so I don't think a creature can take AoO's when blinded, can it?

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life
GM Rutseg wrote:
I checked this some weeks ago and it is indeed as you say. You can use a slot for a lower level spell. The spell does not change at all, the DC and everything else is like if you cast it with the corresponding spell slot.

Thank you! Usually it's not that great to use a high level slot for a lower level spell, but when it's the only thing you have that can affect stuff, it's pretty cool. :)


Iron Gods: Iron maps;

I understand your concerns, but we have been playing as post so far. From what I have seen before in these forums attempting players to resolve actions as per init order as we would do in a table, in PbP seems to either horribly delay combat phases or generate a retconning chaos leading you to much more unfair situations were you post with much more unknowns on what is the current status of the combat. No surprise much of the GM's in this Community we choose for this act as post solution.

I am sorry if this was not yet clear from previous combats in the Scenario.

You got an overwhelming victory and the grab had no impact at all in the end. Enjoy ;)

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

So now I'm confused...

At the start of the scenario you asked us to post contingency action to speed the game up. In this same battle, Kujo posted ahead of Turk despite following Turk in the init order, but I stated that Kujo would accept Turk's Rage, indicating that Kujo would move on his turn, but I was posting ahead for speed.

Kujo wrote:
Posting now, but Kujo will accept Turk's rage song, if offered, and use his own stats. Also will wait for Contessa to flank.

You accepted this.

GM wrote:


Turk* starts his inspiring song of rage, even without much spirit on the task, it causes its effects.

Kujo climbs to the dais with ease, while dark spirits surround him. He delivers a powerful blow over the blind Tig-0 that breaks through its plating even if part of the damage is absorbed by it.

In addition, you did not alter the init order.

For the last round, I explicitly posted that I would take action after Contessa's second attack...as she was the last person to act before me in the init order. Also indicated that I believed that my action would be precluded. As you posted that the machine was staggered, I figured it would blow up before Kujo got to act. Which turned out to be correct as the machine was destroyed before Kujo's turn in the init order, although it didn't blow up as Kujo anticipated.

So am I to understand that now, my actions will be taken in the order posted and I cannot post early and keep my actions in sequence when I explicitly want to do so? I just want to clarify because with Turk's Rage song, I will make sure and post after him so that I receive his benefit. I think this will slow the game down, but I want to make sure I understand the posting rules.


Iron Gods: Iron maps;

You are right, it is just we usually use player init just to see who wins a round of actions against the foe's party.

As you very well point out that happened before, and I will try to keep fitting at the best of my capacity any contingency action expressed beforehand.


Iron Gods: Iron maps;
Kujo, the Slayer wrote:
If Kujo is getting the Fast Healing 1, then he will leave it on for one minute and deactivate it. If there is no healing, then he will do the same.

The fast healing is only for the force field not the character.

Simon@ what of your powers are still active? Can you give me one of those useful briefings of yours? O:)

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

Sorry everyone! Family had doctor's appointments today.

GM Rutseg, both Mesmeric Mirrors were triggered, so they are down. However, remaining images from the initial trigger persist for 7 Minutes. If it's within 7 Minutes before this combat, they're still around. If longer, they're gone. Will update sheet. :)

Edit: Oh, False Life is still up if 7 Hours have not passed since we first found Tig. I believe Resist Fire is down if 10 Minutes has passed.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Just waiting for Turk.

Also need to see who is confused per Simon's instructions.

GM Rutseg wrote:


Not observing any further healing, Kujo turns off the silvery bracers.

Kujo said he would run the bracers for a 1 minute whether or not they were healing him. So if its been less than a minute, which it seems it has since Kujo only got two actions after the battle, the bracers are still active.

Kujo, the Slayer wrote:
If Kujo is getting the Fast Healing 1, then he will leave it on for one minute and deactivate it. If there is no healing, then he will do the same.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk has posted. I was running my home game last night - it ran late and then had to be at work early so I only now am having a moment to check games.

Khamûl posting in the surprise round had me thrown for a moment then I realized he was posting ahead for the next round. At least that is what I think he was doing.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

It's ok, Kujo! Feel free to act. :)

It's a bit hard to coordinate stuff like Confusion in PbP compared to RL. Probably should have dropped Glitterdust again. Sorry, I was just excited to see organic enemies! Will keep in mind for future PbP.


Iron Gods: Iron maps;

I have a sudden an unexpected peak of work and will be unavailable for some days. I expect to have a bit of time on Tuesday for some posts.
Sorry!

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Simon Charming wrote:

It's ok, Kujo! Feel free to act. :)

It's a bit hard to coordinate stuff like Confusion in PbP compared to RL. Probably should have dropped Glitterdust again. Sorry, I was just excited to see organic enemies! Will keep in mind for future PbP.

No complaints on spell choice. But who and who is not confused makes a huge difference as it determines who Kujo tries to flank and where he moves. Since Simon acts before the enemies, Kujo will know who is confused and who is not. Very good that you called this out for Kujo's benefit. Thank you.

Also matters if Contessa hit as that one would be weaker and easier to kill. Since Kujo sometimes relies on the charity of others, I try to make sure and not play reckless. I specifically chose not to dump Kujo's INT so that I don't have to play him like an idiot in combat.

Combat takes times, PbP combat takes longer and it's something one has to accept or go mad. But given the inherent disadvantage that the PCs can't talk real time about each others actions before taking them, I don't like to make it harder on myself or the team by acting prematurely or rushing to post without information that is crucial to my decision making.

I'd rather the game take an extra week instead of ending early with someone dying because of uninformed decisions on my part. Hopefully everyone is okay with that.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1
Kujo, the Slayer wrote:

Combat takes times, PbP combat takes longer and it's something one has to accept or go mad. But given the inherent disadvantage that the PCs can't talk real time about each others actions before taking them, I don't like to make it harder on myself or the team by acting prematurely or rushing to post without information that is crucial to my decision making.

I'd rather the game take an extra week instead of ending early with someone dying because of uninformed decisions on my part. Hopefully everyone is okay with that.

I'm fine with that but having played PbP as much as I have and for as long as I have, I actually don't agree that "PbP combat takes longer and it's something one has to accept or go mad". But maybe that's just because I have a very different play style and I am one of those people that doesn't think players should be taking about each other's actions before taking them. When I GM IRL, I consider this metagaming and cut it off before it gets out of hand. A combat round is supposed to represent six seconds and I can't really imagine there is a lot of tactical discussion that can happen in that time beyond shouting out "flank with me!" or "get that one!" I even struggle justifying the amount of knowledge that can be thrown out by a character in a round, but I've come to live with that.

Maybe it's just because I find combat a bit tedious if it gets bogged down in a lot of ooc tactical talk so I prefer fast-paced cinematic combats both in real life and over PbP, even if a mistake gets made now and then. Mistakes happen, after all. But some people really enjoy the mechanics of combat, so if that's your play-style then I'm not going to force my preferences upon you, especially because I'm not the GM of this game. But I just wanted to note that it is possible for PbP combats to progress at essentially the same speed as the rest of the game, depending on the group. No complaints about your method if that's how you want to play, though. This is PFS after all and we're here to cooperate.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

One of things I like about PbP combat is that characters can chat a bit and come up with wity one liners and keep stuff happening while waiting for another character to post.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Khamul wrote:
But maybe that's just because I have a very different play style and I am one of those people that doesn't think players should be taking about each other's actions before taking them.

I think you're conflating two completely different concepts. I said players are at a "disadvantage" because we can't talk. Why is that true? Because a GM who controls more than one NPC doesn't have to guess at what the other NPCs will do before he moves the current NPC. The GM, unless given specific instructions by the scenario, is able to have all the NPCs act with a single mind. I can probably count on one hand the number of times I've seen a GM have the NPCs openly talk strategy, yet all GMs seem to make sure the NPCs act in a coordinated fashion.

In VTT or table top gaming, there isn't such a disadvantage because the GM doesn't usually have the time to plan out what each NPC is doing. In PbP, the GM can take as much time as they want to figure out who is doing what and where without having to post back and forth.

I did not say the game takes longer because we can't talk OOC. The game takes longer because combat typically requires input from everyone at the table and it the GM has to resolve it. This inherently takes longer than non-combat actions. The game takes longer because sometimes people aren't available to post. The game takes longer because in RL, each characters actions are fully resolved before the next person moves so that makes for more efficient decisions and a lot less wasted actions. The game takes longer simply because it can. There is no time limit for PbP games.

I've run Wardstone Patrol twice as a GM, low and high tier. During the first combat when faced with a full party, each GM post takes me a literal hour to complete. It takes even longer at higher tier where there are more spells in play and lost more bonuses to account for and abilities to keep track of. Granted, I try and be descriptive and make the combats as cinematic as possible, but that slows down my posting as I have to wait until I can do an update properly.

Combat does get bogged down if it gets too technical, but "too technical" is pretty subjective. But at least for me, the whole point of the game is the decision making. If I am forced to play my character blind, acting without having any idea what has happened before me, then it's pointless because my decisions are essentially random acts.

Khamul wrote:
Mistakes happen, after all

Yes they do. The great thing about PbP is that its often very easy to fix them. I don't expect the game or the GM to be mistake free, but I appreciate a GM who will go back and fix things when it's practical to do so. It has also been my experience that it both RL and PbP, it actually takes longer to do combat the more people try to rush it.

Khamul wrote:
...so if that's your play-style then I'm not going to force my preferences upon you, especially because I'm not the GM of this game

I do like to know what's going on before I post. I don't think it's appropriate for GMs to force their players into a play style either. I would never deny or penalize players for asking for updates on combat before they posted.

I've been playing PbP since 2011 and I can only speak from the games I've played and GM'd.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Vrald Sehir wrote:
One of things I like about PbP combat is that characters can chat a bit and come up with wity one liners and keep stuff happening while waiting for another character to post.

Definitely. I love that about PbP. I find that the RP is way better than RL gaming. I also love that you can have the OOC chatting going on without affecting the IC game at all.

The real sacrifice in PbP, ime, is that it just takes a long time to play. I've certainly been one of those people who might refresh a thread 10 times a day during a combat to see when I can post.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

There are different ways of approaching combat. The following is just my opinion and not the only right way. I see Pathfinders as an elite team, especially around mid to high tier. The people you play with can change a lot, but it's always possible to coordinate actions and tactics.

In my region I and many other players regularly use small unit tactics during scenarios. This includes tactical movement, target focusing, flanking, and area denial/battlefield control. We keep charge lanes clear for each other, we "double up" on damaged enemies or high-value targets like casters, we synchronize actions with Ready/Delay etc.

We give ourselves a rough six second limit on shouted communication in the heat of battle, but we extensively discuss our abilities during briefing and other lulls in activity. I believe this can be done free of metagaming and strictly in-character knowledge and communication. I have tried to use my character tactically this game while staying true to his "character" and personality - skipping combat rounds for Diplomacy, using control spells in place of outright hostile actions, never actually raising a hand to damage anyone and so on.

I usually discuss my character's abilities extensively, in-character. In this case I did not wish to needlessly delay everyone before the adventure started, especially when I am not familiar with PbP yet. :)


Simon Charming wrote:

There are different ways of approaching combat. The following is just my opinion and not the only right way. I see Pathfinders as an elite team, especially around mid to high tier. The people you play with can change a lot, but it's always possible to coordinate actions and tactics.

In my region I and many other players regularly use small unit tactics during scenarios. This includes tactical movement, target focusing, flanking, and area denial/battlefield control. We keep charge lanes clear for each other, we "double up" on damaged enemies or high-value targets like casters, we synchronize actions with Ready/Delay etc.

We give ourselves a rough six second limit on shouted communication in the heat of battle, but we extensively discuss our abilities during briefing and other lulls in activity. I believe this can be done free of metagaming and strictly in-character knowledge and communication. I have tried to use my character tactically this game while staying true to his "character" and personality - skipping combat rounds for Diplomacy, using control spells in place of outright hostile actions, never actually raising a hand to damage anyone and so on.

I usually discuss my character's abilities extensively, in-character. In this case I did not wish to needlessly delay everyone before the adventure started, especially when I am not familiar with PbP yet. :)

Well, I would love to play with your group. While many scenarios are so easy you don't really need much in the way of tactics, I definitely enjoy the game more when I find a group that communicates and coordinates, like this group. It's great to have Turk/Khamul call out what they know. I like Contessa calling Kujo to action, etc. I particularly enjoy the IC and OOC cooperation and I think that's one reason why I like PFS as opposed to non-PFS.

Quote:
I usually discuss my character's abilities extensively, in-character. In this case I did not wish to needlessly delay everyone before the adventure started, especially when I am not familiar with PbP yet. :)

In PbP, I don't think it delays the game. You might consider having the text all written out and then just cut and paste it as a spoiler every time you play. For some of my more vocal characters, I will post that my character takes the time to learn everyone's spells and abilities. That way, it's not inappropriate if I know that someone has a spell and ask them to cast it IC.


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Iron Gods: Iron maps;

Note I have ignored Turk* drinking the potion on purpose so you can keep that costly resource unused.

We are close to the end, but I hope you realize the situation is still far from controlled.

Go pathfinders go!


Iron Gods: Iron maps;
Turk* wrote:
Sorry that I seem to be confused all the time. Did Turk spend his action as stated above, or did he decide it would no longer work? If so is there some knowledge check to make to know how to shut down the portals now?

The scenario specifies 3 different ways you can shut down the portals and I will probably accept other ones provided they seem feasible.

Although some of them involve checks I will let you know at its proper time, there is no check to hint you what to do.

If it comes to the situation none of you have any idea of what to do I will go with character knowledge and try to find out what your characters should be able to do, but for now I prefer to just give you the opportunity to guess, try, experiment and find out the success by your own. I think that's more personally rewarding and close to the intention of the scenario.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

In Kujo's version, he plugged the hole. Now he just has to get someone to alter the official records.


Iron Gods: Iron maps;

Congrats! We are basically done, just making arrangements in the Red Redoubt and bringing a report to your VC is all that remains.

I have to admit I had more trouble with this one than I expected but I hope you enjoyed at least a bit. There are some real life issues storming myself these days which did not help to go over the game difficulties with a good mood. I apologize if the interactions resulted tense at times, and I hope we have the opportunity to enjoy more in future games.

The chronicles will arrive during the weekend or Monday at most, depending on when do we close the small details and I reach to a computer with a good image editor.

Cheers!

Silver Crusade

F Human Female Human 134571-2| Swashbuckler 6 | HP: 52/52 | AC:20(R22) T:15(R12) FF:17 | CMD:23 CMB:+8 | F:+3 R:+9 W:+3 | Init:+8 | Panache: 4 | Charmed: 4/4 | Perception: +9

I must admit Contessa was not much built for robots and computers, but I had fun! Good thing I had a party of smarties to help pull her through!

Thanks for running Rutseg!

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

I enjoyed the scenario. I appreciate you (Rutseg) making the time in the face of real life. If you had trouble this one, you made it look easy.

I also enjoyed playing with everyone here. Would welcome the chance to team up with anyone of you again.

Sovereign Court

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NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

That was good. Not often that a vanilla fighter gets to help in skill checks, especially knowledge ones!

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