Aardvark DM |
Yeah, your diplomacy of 6 had made her angry atfirst, and then trying to move the blame to her only didn't work due to her Sense Motive. Otherwise, she would have fallen for it.
Rutter |
Also, I have a House rule I put in place back in 3.0 that I prefer to use. I'm not a Tyrant (though some of my players have called me a benevolent dictator), so I ask if you guys wouldn't mind using it.
Since skills are the only area that 1's and 20's tend to not be auto fails or successes, I modified the mechanic. Don't worry, I didn't change it to auto fail/success, just that a roll of 1 or 20 results in a -/+ 10 to the roll (I can be talked down to 5). A nat 20 =30, and a nat 1 = -10.
I did it because I got upset at skill rolls where the player would say "Even on a 1 I can't fail, so there's no point in rolling." or "Oh, I wasted my crit on a Knowledge History" (okay that may still happen).
Mainly, it was just to add weight to 1's and 20's on skill rolls, so they were just as exciting as when it happens in combat.
Thoughts/issues/complaints?
I'm okay with the house rule, though I'd prefer +/- 5 rather than 10. And I'm okay with +/- 4 on aid another checks. So if you roll a 1 and that takes your aid attempt under 10, then you'd impose a -2 on the check?
Aardvark DM |
Yes, a 1 would subtract 5 from your total, and if it wasn't enough to get over the 10 to assist, you would -2 from their total. Kind of a Nat 1 meant that you just got in the way/undid whatever work they had done.
Felgar Stoutaxe |
I am ok with the House Rule. At higher levels, I can see why you would want to do it in increments of 10, but at these levels a fluctuation of 5 is more in line, I think. jumping it to 10 at level 5 seems appropriate.
Neva Vallastoi |
At godDMit: A convention perhaps?
Our Sunday game narrowly avoided a TPK when 5 of 6 pcs failed saves against some very twisted satyrs. Lost the bard and the fighter.
Hopefully we'll have better luck here in the Gray!
Aardvark DM |
Meh, okay. I took the last one this morning. I think I only got a low B in two of my classes, and just might eke out an A from the other. I will update the game tomorrow, the maps are on my work computer, and I have a Murder Mystery party tonight.
Aardvark DM |
Okay, I can't find the rule anywhere where it says one way or the other.
If the duration of a spell is 1 round, does that round end at the beginning or end of your next turn? If I daze someone, will I get the benefits of them being dazed for my next turn, or does it end before I go again?
EDIT: nvm, I found it.
Rutter |
I'll probably be unavailable from Friday through Monday. Some kind of holiday, apparently. Anyways, while I'm gone, Rutter can run around trying to cut up those derro, if his turn comes up again.
Aardvark DM |
For Felgar's damage, as I read each rule, should be +15.
Normal, a two-handed weapon does Str and 1/2. With overhand chop it does Double Str. I think one overrides the other. I do not think it doubes your Str bonus, then adds the 1/2 for two-handing. It changes your two-hand from x1.5 to x2.
SO,
18 str, w/bull's Str = 22 Str (+6 mod)
+6 doubled is +12, then two-handing power attack adds +3
end result +15
Also, for your attack bonus, furious focus removes the penalty for your 1st power attack in a round. So you do not have the -1 penalty, thus the +11 to hit.
Felgar Stoutaxe |
Makes sense on the plus 1.5 not stacking with the overhand chop. I have never had both, so I am not sure what the boards have said, but I certainly accept your ruling going forward in this regard. Thanks.
So, normally, without the Bull's Strength, we are talking +11 (+4 times two with the overhand chop and +3 with the Power Attack, right?)
Aardvark DM |
Yes, +11 would be right.
Also, until you get multiple attacks, there's no reason NOT to power attack. You get no penalty on your 1st attack a round, and get +3 damage. I guess the only penalty would be to your 1 AoO a round.
Rutter |
Disturbed1, I hope you don't mind, but I'm totally going to steal your foreign language magic words idea to add some flavor to my own sorcerer's spell casting in another game.
Aardvark DM |
I am playing a Summoner in a Carrion Crown game, and as a native Ustalavan I use Russian. The great part is how you do it. For Detect magic, the english is actually just "Is there magic here" but in Russian it becomes "Yest Li Mag'ia Zdyes" (I also split some of the words up, and modify them slightly so that it doesn't exactly read in Russian).
What language are you using for Copper's spells?
Aardvark DM |
I use Russian mainly because I speak the language. For my homebrew world, though, the countries and names are all derived from a warping of words in the language that best represents the culture. So my lands based on Spain (culturally) was like New Valley in English or something, which in Spanish was Nuevo Pezaria(-ish), and became Evo Pezar. So it has a similiar sound in the name, but isn't actually a Spanish word, and also doesn't literally translate into English verbatim.
Rutter |
I like the sound of Dutch, but I might use Portuguese, Spanish or French. I'm wide open, because the closest I've ever came to bilingual is the Spanish I've mostly forgotten. Google translator will be providing the incantations.
Aardvark DM |
I started a discussion in my other PbP thread. I am looking at using the Paizo Crit/Fumble decks, and would like to discuss it first. Please follow the link, so I can have the conversation with both groups in just one thread.
Neva Vallastoi |
Hi folks: traveling for a week of uncertain internet starting tomorrow. Please don't wait on me. Neva is blind and out of spells, so not too hard to run. She'll mainly complain about the smell and not being able to see.
Copper Fratello |
On vacation this week, but internet connection at home has been spotty lately, and I will be leaving for Gencon on Tuesday, so if anything comes up, please bot me, just in case I dont have access/time.
Aardvark DM |
As we now stand on the precipice that is the end of the first module, I wanted to ask your opinions.
I am ready to continue on with the story, into the second book. I just want to know if you are all still interested in continuing?
I know there have been slow chunks, and times when it has dragged on, and I know that can make an already slow process take even longer.
When I start the second book I will open a new gameplay thread (so it belongs to me this time). Also, from what I've seen of the AP's I've read/played, the second books tend to be more investigative and require more player feedback. In this one it is quite heavily the case, so there will be times where there is less "Here's what is expected." and more "What do you plan on doing?" coming from me.
So, if you have any things you would like to discuss about the game before we continue, please address them now so we can try to see what can be done before we head out into the next chapter.
Aardvark DM |
Well, I'm glad to hear that. I think the group has a nice dynamic between them, and I enjoy what each one brings to the story.
Aardvark DM |
Rutter |
+1 Rogue
1d8 ⇒ 5 +1 con +1 toughness
+1 dex
+9 skill points
Acrobatics +3
Disable Device +1
Perception +1
Stealth +1
Know: local +1
Diplomacy +1
Bluff +1