GM Cap'n Jackson Sparrowshank's S&S Group B

Game Master Divinitus


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Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

*makes a note to self, to teach the ol' Cap'n some of his best recipes, that'll make him forget about the Chik*


True, Temerith!

Iggy, that good?!


Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

Well, let's just say that I have so many good recipes, that I've converted people who don't like certain foods into loving them.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

It doesnt take out THAT many decent places at all actually. Plenty of other decent places I eat at...
And I have no idea how to OOC either.


Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

If you click the "show" thing next to "How to format your text", you'll see a bunch of stuff, including that.

Short version is to type [ ooc] followed by that same thing, but with a / before the ooc. So...you'd type this, minus the spaces

[ ooc] [ /ooc]

include whatever you want in the OOC portion.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

I thought as much. Unless it had quotes around it, it was OOC but I'll use it now that I know it.


Female Changeling Haunted Oracle of Waves 1

Moving this train of conversation to the discussion tab:

Scoundrel, here's excerpts from the PRD backing up my claims:

Pathfinder Reference Document wrote:

Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Pathfinder Reference Document wrote:

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).


Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

To put it simply, Iggy would keep retrying this check, since he has plenty of time. It's like asking for a Strength check, when there's plenty of time to get it open. Yeah, people will take 10 on it. Regardless, it'll happen, regardless of whether I need to roll or not.


Female Changeling Haunted Oracle of Waves 1

I saw you edited your post to quote the rules, Scoundrel.

I'm not sure how the rules you quoted disprove what I said... they confirm exactly what I had affirmed.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

Because it lists it as for skill checks. Sunder is not a skill.


Female Changeling Haunted Oracle of Waves 1

That is a good point, I hadn't noticed that the check in question was a sunder and not a strength check or skill.

Might have been good to point that issue out from the start. :P

I leave it as an exercise for the captain to decide whether or not to allow taking 10 on a sunder while not under pressure.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

I suppose he could keep trying till it breaks but isnt there a chance your weapon will break instead? There should be unless its some magical weapon of sundering or somesuch. Also is he underwater or something? Unless you can breathe water you wouldnt want to keep trying all day long to sunder something while you were losing oxygen and starting to drown...:-p


Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

That's why he keeps surfacing. He also has a lot of stamina, so he wouldn't be in danger for a little bit of time.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

What weapons can you sunder with anyway or does it matter? Like a Rapier sundering a big ole chain is STUPID as hell for example and I wouldnt allow it unless it was a pretty cool magical rapier. Or a dagger sundering pretty much anything big and thick. There doesnt seem to be rules of logic with sundering. By book you could sunder a lock with your bare damn hands and that's stupid as hell unless you're a monk.


Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

Sunder is essentially destroying something. Destroying a lock with your bare hands is tough, since most characters deal subdual, but I've seen people destroy locks with knives and crowbars, so I don't see anything to reasonably suggest a particular type of weapon can't sunder.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

A rapier sundering a lock for example though? Really? That's stupid as hell imo...The blade is too thin and fragile to be able to really cut through something or stand up to a good pouding sort of beating. It shouldn't be allowed unless its a magical weapon.


Female Changeling Haunted Oracle of Waves 1

I think at some point, flavor has to give way to mechanics. This is a fantasy game, not a realistic simulation.

I don't see "it's silly that a rapier can cut through a lock". I see "the swordsman's skills are such that he can accomplish feats thought impossible."

It's the fun of fantasy.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

Not when the fantasy gets totally rediculous. I'm going to disagree.


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Sunder a lock with a rapier? You bash the sh*t out of it with the pommel. Same for a dagger, or any sword, really. Slashing metal isn't gonna work. But hit it hard enough and it'll do damage--keep in mind that the modern word "pummel" comes from "pommeling" in the Middle Ages, where you'd crack your enemy's head open with the hilt of your sword.

There are some really weird things out there in the game, and sundering isn't too crazy. A lot of more mundane obstacles can be overcome with some creative thinking.


Female Changeling Haunted Oracle of Waves 1

Sure, there is such a thing as going too far. I just think that drawing the line at "skillfully slicing a lock with a rapier" is quite conservative.

I respect your right to draw the line where you like, though.


Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3

I'm sorry. I understand a rapier not cutting a lock sure, but jamming the crappy metal of a lock open is very easy. These aren't stainless steel master locks. An old lock was there to keep a person from just opening a chest and pilfering a few choice items.


Scoundrel, realism doesn't have as big of a place in fantasy.

AND NO RULES LAWYERING! That's my job lol! :P


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

If it gets way too crazy I feel it does. I highly dislike games with not much sense of realism within that type of setting. A rapier or other somewhat thin or fragile weapon should not be sundering much of anything using the blade.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

So any posts in the actual gaming coming up? :-p


Thursdays are my game nights, so I only lurk around discussions and such to post.

Also, the rules say a rapier can sunder, so it can!


Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

Exactly! :) Besides, if you've seen a real rapier, and not a fencing foil...well, those suckers are pretty dang strong. Not as thick as a hand-and-a-half or a machete, but still not too weird.

Yay for the Cap'n!


male human level 1 sorcerer (ancestral bloodline),
defences:
Initative +4 hp 8, ac 10, fort 2+. reflex 0+, will 5+

I vote for using pommels ONLY to smash locks! Pommels need LOVE, don't let your blade hog all the glory!


Yes, a real rapier is pretty sturdy. If you take fencing and own a real rapier, because you love your sport, you would know it COULD be as realistic sundering something as a longsword, with a bit more effort. Trust me, I know swords. I was a collector for years until I got bored one day and decided I wanted money. I even had a scimitar from the Ottoman Empire, with brass and ivory comprising the handle and the blade being damascus steel engraved with something in Arabic. Found it at an estate sale and bought it for like $50... sold it for a great deal more lol.

And yes, pommels need love too! We should design feats for fighting with the pommel of a sword! :)


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

Just because the rules say something can be done, doesnt mean it should. Sometimes the rules make zero sense AND have even contradicted itself. One book listed races that could be a certain class in 2cd ed totally different on two seperate pages...

And come on, damascus steel is GOOD steel. A rapier made of really good steel such as admantite or such should be able to sunder. A common rapier made by jow blow the blacksmith of average skill, should not.


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Pommels. Leave it at that.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

GM doing ok? Game thread posts died to a crawl. :-(


Female Changeling Haunted Oracle of Waves 1

This game is pretty on-and-off, nothing new there. The captain lives a tumultuous life.


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Aye. We rock about like a ship on the sea, sometimes sailing calm waters, sometimes cast to and fro in a storm. Cling to your lifeline and you'll be okay.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

The last post was Wed? Man I thought I missed something. :-(


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

It's starting to feel like this game died and no one bothered to tell us.


Female Changeling Haunted Oracle of Waves 1

We've had longer captainless periods before, we'll see if he gets back.


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

Yeah but I just joined so for me it's not normal.


Female Changeling Haunted Oracle of Waves 1

Which is why I'm letting you know that this isn't out of the ordinary.


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

You'll get used to it, lubber ;)


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

Need more games. :-p


I'm back everyone!

This is a general announcement for everyone in one of my campaigns or recruitment.

The screen on my phone was shattered, which has prevented me from posting in the past like week because I have not been able to scroll down a webpage with a cracked screen. I took a picture of my phone with a friends phone, so if anyone is interested in me verifying that it was a real problem, I can post it and provide a link. I know it's not necessary, but I don't like just telling people that there is a problem without offering some sort of proof. I feel it helps you all to trust that I tell the truth, since some people are compulsive GM-slackers.

I SHOULD be good on posting until around September 2nd, when I go to the endocrinologist for my appointment. Obviously on Thursdays I will not be posting, but that had already been mentioned.

I will be working through my discussions and recruitments todays, so I will not be posting until tomorrow.

S&S PEOPLE! I've got the Razor Coast guide to naval combat and ship building now! Is everyone interested in modifying any ships you gain at some later point? We even have magic modifications!


Male Human Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

Magical ships? Heck yeah!


Including necromantic flags and animated cannons! I will put the file up on my Google Docs later for everyone to peruse and get an idea on what sorts of options are available!


Male Tiefling Rogue/1 | AC 18 T 15 FF 14 | HP 9 | F +1 R +6 W +1 | Init+4 | Per+5 |

I'm against anything that's too crazy.


Too crazy? Where ye think ye be, lad? :P


Female Changeling Haunted Oracle of Waves 1

Would you mind defining what you consider as too crazy?

I'm all for a magic ship, myself. What kind of self respecting pirates are content with just a basic thing? I say bring on the wind-generating sails and cannons that launch fireball spells. :P

It's good to have you back, cap'n!


male human level 1 sorcerer (ancestral bloodline),
defences:
Initative +4 hp 8, ac 10, fort 2+. reflex 0+, will 5+

it depends on the crazy, my personnel opinion is that the more crazy it gets the more of an in built and difficult reason to get it is...

For instance cannons that fire fireballs are just that cannons, while cannons that fire skeletons not so much... But enchanted cannonballs that turn anyone they kill into zombies or skeletons oh that I can see...


Female Changeling Haunted Oracle of Waves 1

Guys, guys. I just had a thought. Bear with me.

Flying.

Ship.


Male Drow Rogue (Shadow Walker, Unchained) 3/Paladin (Dusk Knight, Tempered Champion) 3 | HP

Are you suggesting we become sky pirates?
Dibs on Balthier!


Alchemist (Chirurgeon) 7, hp 29/29, Init 0 ; Senses Perception +11, AC 15, touch 10, flat-footed 15, Fort +4, Ref +5, Will +3

I call Don Karnage As for cannons that fire skeleton soldiers, let me tell you about an old setting called spelljammer. See there was this setting called spelljammer before they put out planescape, and it was good.

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