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Posts
Now for the survival forecast: Mara – Jojo – 80%
Syth - Ryuu – 50%
Josh – Richard James – 75%
David – Lilly – 75%
Ray – Ogg the Caveman – 35%
Brandon G – Ramias Von Jaggermeister – 55%
Dave – Lady O-Bei – 60%
Garland – Damien Parker – 35%
Amber unfortunately won’t be able to start next week either as work scheduled her until 9:30, but she will eventually. I need to start doing up character sheets for the NPCs and give them exp too as we go along. Spoiler:
There is no way O-bei or Lilly could wash those fire extinguishers out well enough, so I will have to look up what exactly is in them and what the symptoms of that type of poisoning are.
Also while things might seems to look good for the group the day is wearing on. If they're still here when night falls..... So now the question is what was the rest of the group doing all this time? Well first they took some time to try and rest and do a head count. They realized that Ryuu, Jojo and the Buisiness Man were all missing. They didn’t even bring up trying to go look for them, something to bear in mind. Then they started planning what to do next. Hot, tired and thirsty they had to go back to the city, but they wanted to spend some time circling it first. After half an hour heading east around the city they finally spotted something interesting. Lying on its side was what several of the characters recognized as a fire truck. This seemed a good reason to go back into the city. Unfortunately at the mention of walking back in the airline stewardess panicked. She did NOT want to go near those things again. Luckily Damien was able to calm her down, at which point she started following him closely. As they got closer they could see a woman lying in the road with yet another perfect circle burnt into the ground around her. This is would be Loriannasha who wasn’t introduced during the first game. Damien and a few others took the time to check on her while others went and raided the fire truck. They quickly located 4 axes, many of the fireproof coats and a couple of fire extinguishers. More importantly they found the tools to take off the top of the nearby fire hydrant which produced the water geyser Jojo saw. Ah water, it doesn’t seem like much, but just wait until you don’t have it. Lilly made an improvised canteen by taking one of the fire extinguishers, emptying it out, ripping the top off and then washing it out a little. She then took one of the fireproof coats cut some strips to make a carrying strap and used one of the buttons and some cloth to make a cap for it. Obai followed Lilly’s example and made another one. It was now that Damien made a rather costly mistake. He saw that the airline stewardess was quickly wilting in the heat and so he decided to escort her into an alley where she could get some shade. It’s too bad for them that the alley was inhabited by 3 of the critters. As they turned to run the three critters sprang at them. One of the missed entirely, the second got the airline stewardess in the butt (I rolled groin AGAIN) and the last one got a hold of Damien’s right leg. This proved disastrous as it took it only a couple of second for it to chew all the way through his leg and start working its way up his hip. A moment later the other one got his left leg and did the same. The first to react was Richard James (“Josh”) who in true knightly fashion rushed to the aid of the damsel in distress. He pulled it off her and became the first person to get a really good look at the underside of one. The underside is just a mouth running lengthwise with dozens of little spindly pincher arms to push food into it. In a flash of insight he realized if he cut it in half length wise it wouldn’t be dangerous anymore as it is really hard to chew with only one jaw. The fight descended into chaos as the players tried to save Damien and cut the little buggers in half with improvised weaponry. While they weren’t fast enough to save Damien’s legs, they did save his life. Unfortunately his healing power only works on others. They had almost finished off the three critters when two more rushed out of a nearby alleyway attracted by the noise. One of them started chewing on Obai while another went for Ramias who was barely saved by his danger sense. Once everything was over Ramias provided first aid for Damien and the stewardess. This made her very grateful and being the lecherous b@stard he is, he took advantage of it to get closer to her. Once the party had soaked up their losses they could hear what might have been the sound of an engine from further down the street. They started heading that way and met up with Jojo, Ryuu and Og in their nice spiffy bulldozer, which they were using to knock over and look vending machines. I want to apologize to all the readers for the lack of updates. Of course I’m like apologizing to thin air, but a guy can hope. Last week the game was canceled due to real life problems on many people’s parts, but the week before that did happen. I swear the game wasn’t intended to be every other week. There was almost a post about it the week before, but the computer ate the word document I was typing it in. So last session no character deaths, but a good maiming did happen. Think I’m going too easy on them? At this point the heat is beating down, and I’ve looked up the rules for exhaustion, dehydration and heat. Unfortunately for me everyone has a high HT score and pretty much all of them make their roles to not lose fatigue. When last we left off Ryuu and Jojo had been separated from the rest of the party. It took the entirety of the session for them finally rejoin the group. I switched between the two groups as the game went on, but for ease of explaining I’ll recount all of Ryuu and Jojo’s adventures first. Unfortunately Ryuu wasn’t there, but he had left his character sheet with me (a standard police with him as he has shown a tendency to lose them). I’ve decided that will the policy for everyone. After all one of the things I told them is that not being here does NOT keep your character alive. If you aren’t here they are effectively an NPC for the session. Even more unfortunately before the end of last session Ryuu’s player had made abundantly clear he wanted to try and raid the sporting goods store for protective gear and Jojo saw no reason to talk him out of it. So as he began sneaking in Jojo stuck her head in enough to take a good look around. This is when Jojo saw something that she couldn’t from the street. There were 6 more of the critters on the ceiling. Jojo quickly but quietly grabbed Ryuu and pulled him back. At this point Jojo decide to use Ryuu to her advantage. Instead of telling him what she had seen, she asked him to sneak back in and go for the drink cooler she could see. Its back was to them, but what they could see of it was intact, and even plugged in, although the rubber covering the metal wires was damaged. So back in went Ryuu sneaking quietly over to the cooler. He actually made it all the way there and had started taking out some heavenly looking one liter water bottles before our friends on the ceiling spotted him. Thanks to Jojo keep an eye out and shouting “RUN!” when they dropped Ryu was barely able to avoid the attack. At this point the two book it away from the shop with all the little nasties inside it chasing them. I had Jojo roll for Ryuu’s extra effort check to outrun what was chasing him. Needing 7 or less on 3d6 is not good odds, but Jojo roll just low enough to pull it off. So the two of them managed to escape. At this point Jojo looked around and saw two interesting things. First was that off to the West was what might have been a thin plume of smoke, or it might have been her imagination. To the East there was a dump truck with missing wheels. Since the dump truck was much closer and possibly a safe place to rest Jojo and Ryuu headed east. As they climbed in the cap of the dump truck to rest and drink some of the precious water they had acquired Jojo noticed that further East there was a gap in the buildings that her urban survival instincts told her was likely to be a construction site. As their break ended Jojo was just about to head for the plume of smoke she might have seen when a sudden geyser of water from the North East caught her attention. Jojo figured that it might have been caused by the other people she had met, and of course water is water. Plus the construction site was on the way. The construction site proved to be a treasure trove of goodies. The first thing that caught Jojo’s eye was the Bulldozer. Now unlike everything they’ve come across so far the bulldozer has metal treads, not rubber tires. So from what she could see it was intact. The first thing Ryuu naked (and rather hairy) man laying there inside a perfect circle burnt into the dirt. When woken up this would prove to be Og, the new character brought in to replace our first fatality. Jojo left him to Ryuu to deal with while she inspected the bulldozer. I must say that leaving the Mute NPC to deal with introducing the new character was an inspired choice. When Jojo checked the underside of the bulldozer she did see one of the critters under there, but backed off before it could return the favor. Still she was willing to cautiously and quietly climb into the cab, which had apparently been sealed and so it still had seats, a very good sign. The roar as she fired it up was an even better sign to her, but so much to Og who freaked out. He might have calmed down better if someone who could talk to him was there, but Ryuu did the best he could. There was some excitement as the critter that had been under the bulldozer climbed onto the tread and tried to eat it. At this point Ryuu tried desperately to get Jojo to drive backwards and crush it with the tread, a task at which he failed mightily. Og slowly calmed down and then noticed the creature on the tread. In true caveman fashion he promptly grabbed a club (the extra bat Ryuu carried) smash it into a bloody pulp. Which amusingly enough is right when Jojo finally understood what Ryuu had been trying to tell her. There were also a few lockers set up on one side of the construction site. These proved to be treasure trove as they produced a couple hard hats, a maglight with extra batteries, a smaller flashlight and a rather tattered pair of pants. Jojo tried to have Og put on the pants, but discovered the inherent problem of trying to have a large cave man wear the pants from a small Japanese man. The pants were hastily converted to a loin cloth. Then the group headed out to find out what caused the continuing jet of water. Kthulhu wrote:
Actually if anyone has or knows the location of a product time line of 3.X it might be an interesting idea to compare them. I suspect that if you look at what had been published for 3.0 and 3.5 after 1 year you'll find that a Pathfinder exceeds them in quantity and quality. Turin the Mad wrote:
.....Oh god. Now I just have to have the party attacked by a weresheep. "Baaa means no b!tches. How do you like it?" Captain Sir Hexen Ineptus wrote:
I'll put my two cents in since this has gotten to the point of being almost reasonable. The only thing I would change is to drop the free racial feat. It is fine for them to qualify for a few racial feats, but giving them a free one is overpowered. Remember this is supposed to be a +0 template that is added on top of a regular race. It is NOT supposed to be as powerful as one of the starting races. In fact every bonus it gives should be pretty much exactly balanced by drawback so that once it is applied the character isn't any more or less powerful than when they started. A +2 to a physical stat is NOT balanced by a -2 to intelligence. The only class that will really give a d@mn about the intelligence loss is a wizard. I promise you that 95% of the nonwizard characters I play would almost cream their jeans to get a +2 to Str or Con in exchange for -2 Int. This is a point you yourself acknowledged. That being said +2 to a physical ability is moderately well compensated by a -2 Int and Silver Vulernability, particularly if +3 or better weapons count as silver for the vulnerability. +2 Diplomany, ride and handle animal for a specific animal, Qualifying for feats the character otherwise wouldn't and Lycan Blood are all moderately well compensated by a -4 or -6 penalty on ride and handle animal checks. I'd say a -6 as they probably REALLY don't like you. CourtFool wrote:
I've had it happen. And I've had them take a bath, smoke a cigarette, etc. Being realistic doesn't mean that you minutely detail every minute of the life of the character. Spoiler:
Mwahahaha!! I'm glad my little creation has wrecked such havoc.
I like the idea of reincarnating them. They were stupid and got themselves into this situation. This gives them an interesting and amusing way to try and get out of it. If you happen to have a copy of the Hackmaster Player's Guide lying around I'd look up the wizard version of reincarnate from there. It has some really fun and powerful entries (troll, hungry rust monster, ogre, quickling) and some not so powerful enries (ring-tailed lemur, candy-stripe rot grub). It's also a wizard spell. If the litch doesn't like what they come back as he can always kill them and try again. I've never even looked at the details on the official setting, but I've been able to use everything in the Core books for my campaign without any adaptation (beyond a different list of gods). Pathfinder NEEDS to put out setting specific books so that they are supporting the setting. They also need to put out non-setting specific books such as Advanced Players Guide. Honestly I think they have a very good mix of both. Malaclypse wrote:
I did not intent it as an insult, and have been trying not to take any of your comments as suck. Malaclypse wrote:
Instead of say the DC is X number and anyone who doesn't make it fails. I have those who decide to chime in on the discussion make a roll. The highter they roll the more favorable a light the NPC will look at their statements/comments. From there it will depend on what they actually said to the NPC. If the Bard said "suck my c*ck" then rolled a nat 20 he still is probably in trouble. Unless of course he is negotiating with a hooker, at which point he'll probably get a discount. If the Fighter starts talking reasonably and making fair suggestions, then a bad roll on his part might mean the NPC gets greedy and starts demanding more then is fair, at that point how the fighter and other party members react will make a huge difference is the direction the negotiations take. That is an example of letting skill assist roleplaying instead of replacing it. If you absolutely must go with make X DC get to get what you want then some people are going to have a harder time than others, sometimes drastically so. Of course that bard has spent years polishing his ability to operate smoothly while the fighter was spending those years learning to put his sword where it does the most damage. Frankly letting different people do different things is one of the reasons there is more than 1 person sitting at the table. Malaclypse wrote:
How about using the skill check to assist roleplaying rather than replacing it? Malaclypse wrote:
Please don't confusing rewarding specialist with punishing/excluding everyone else. If that's been your experience I'm sorry, you should look to whoever is GMing the game. Malaclypse wrote:
Except that your system means that everyone is good at all skills. There is not specializing at all. Frankly it isn't unreasonable for a character to have something they are good at, and when it comes up for the other characters to let them handle it. Your system just reduces it to "who has lucky dice tonight" with the characters who have a bonus being a little luckier. Honestly I think your system is a worse system then the current one. Stefan Hill wrote:
Never had that problem and I ran a game all the way up to level 26-28 range. Honestly the only really, really good skills systems I've seen are employed by point based systems. I think a level based system simply doesn't lend itself well to skills, especially with a) the degree of specialization encouraged and b) the difference between low, middle and high level characters. How if you can come up with a system to prove me wrong I'd be happy to hear it. If you ever find yourself in Virginia Senator let me know, I'd be happy to let you sit in on my table. Unfortunately I doubt you are up to comuting down to Virginia on Saturdays. And let me echo those who've said "please post your stories". It can be a lot of fun to hear what others have gotten up to. I consider my greatest achievement as both a GM and a player that stories I have told have been repeated to those who've never met me by people who were never in the game the stories come from. For a +2 modifier sickened for 1 round sounds a hell of a lot better. The damage would be fine it was only on a crit. Remember if it's every hit then the enemy probably has to make the save multiple times per round once the fighter gets to decent level. A high level fighter with two weapon fighting can get in a LOT of hits in a round. You also need to change it to read "living creatures that have lungs wounded by" as just saying any creature means that undead, oozes, plants and constructs would be affected. All of these either have no lungs, no need to breathe or both. Even some kinds of aberations would fall into these categories. Matthew Koelbl wrote:
I heard the same thing said about 3.5. It never actually happened. Time will tell, but words beforehand will never settle anything. Alright, here’s my 3.5 contribution to the downfall of your players. Spoiler:
I made him a wizard specialized in Necromancy (dropping Illusions and Conjuring) and then master specialist. The master specialist class can actually be qualified for pretty early. Here go the stats (including items):
Str: 10 (0) Con: - Dex: 16 (+3) Int: 29 (+9) Wis: 16 (+3) Cha: 18 (+4) Wizard 3, Master Specialist 10 (Complete Mage), Litch HP: 13d12 (84 average, 156 max)
Fort: 9 (4 base +5 Vest of Resistance)
Feats:
Class Abilities
Skills
Spells per day 5/8/7/7/7/6/4/3, DC 19 + spell level +2 for Necromancy, Caster Level 13 or 15 for necromancy.
Rod of Greater Chaining 2/day, Olman Zombie Masters only (113400, modified from Complete Arcane)
Okay, this one should be a lot of “fun” for your players. Okay from what you said the players like to go to melee, which is bad for him. I gave him the feat extra spell which doesn’t say anywhere that the spell must be one the spellcaster can learn. That can potentially be a double edged sword if the players ever pick up on it and are running spellcasters. If so it’s up to you whether or not to allow it. If you don’t want to allow it just drop off one daily use of the rod and give him a scroll of antilife shell along with some ranks of use magic device. It they can’t reach him they can’t hurt him. The first spell you lead off with is Avasculate, it’s why he has that rod of chaining. Anyone hit immediately loses ½ their hp, and can make a fort save not to stunned for 1 round. If the party is grouped up at all they can all end up kissing half their hp goodbye as soon as the fight start. That will definitely get their attention. He’s got some good defensive spells. The order of importance is: Antilife Shell – Violated Mass Fireshield – Greater Blink – Ray Deflection - Displacement (if something happens to the blink) – Shield – Mage Armor. I sincerely hope the party gives him a little bit of warning so he can spell up. He should probably have a few skeletons out a good distance whose only purpose is to warn him of incoming. Greater Anticipate Teleport is a 24 hour spell and so will ALWAYS be active. Be sure to include as many of his allies/minions in the Violated Mass Fireshield as possible. The debilitating spells are fun. Sword of Darkness and the Violated Burning Bloods should be dropped as soon as possible since they are ongoing. Feeblemind and Wrack and remove combatants in battle in one shot without killing them. Power Leech set for Wisdom or Dexterity can screw someone over and raise his stat pretty quickly. The violated spells are fun. Violate Spell metamagic feat adds one level to the spell and makes it evil. One half of all damage done is considered vile damage and can only be healed on consecrated ground. It doesn’t change the energy type, so if they are immune or have enough resistance they can end up taking no damage. Still he has spells from cold, electric and fire that all have the feat applied. The Belt of Battle is in there to boost his initiative a little, and let him get an extra spell off on the first round. He still has a few feats left to pick, you can select those for him. Feel free to look for any fun stuff that might make this worse. I did the best I could with just a quick search of relevant books. I gave him 18, 16, 16, 14, 10, 10 for stats, one of the 10s went towards Con. If you really want him to have more HP give him Unholy Toughness, he’ll get his charisma on each HP just like his con used to apply. If you want the party can find notes among his belongings later describing how an undead can achieve this ability. I made him formerly human because that's what I remember the Olman as being all human, if not see if you can get him something with an Int bonus. More spells and highter save DCs are always nice. I didn't include all the lich abilities as a) you should know what they are and b) I'm lazy. I may have forgotten some of the skill bonuses from being a lich as well. Enjoy and let us know what exactly you use and how it went. I still remember on encounter I ran with an Arrowhawk. It never really did anything to the party except try to eat the ranger's pet hawk. It managed to limp away with 1 HP and they were more than little pissed when I informed them of this. The full story is awesome enough to be quoted by people who weren't even there. Modera wrote:
Perfectly reasonable, although it would get mighty frustrating for the PCs if you pulled that trick more than once or twice. Moonbeam wrote:
While high level play can take longer (not that I consider level 10 high level play), it shouldn't take that much longer. It sounds more like poor time management and the bane of being a healbot. I've seen the same problem at level 2 if the GM isn't careful about what he is doing. CourtFool wrote:
The level of realism does refer to realism, but you are definately correct in saying that realism only makes a game better if it helps create the right feel for a game. I'm using GURPS for my current horror campaign because it is more realistic than PF or other systems I could be using. Of course I'm still running a PF game. The two are really not similar in feel. Despite what some people on the board have said the differences in systems are important in that they lend themselves better to different styles of gaming. In the end most important point is to game in a way that is the most fun for yourself and the other players. Makarnak wrote:
Sounds a lot like chartmaster. Not unplayable if you have someone who REALLY knows what their doing. Jason Rice wrote:
How has that worked so far? I've only recently started running PF and I'm leery at the moment about mixing critters in, although I would really like to. I also kept concerntration, although I don't require spell casters to have it. It's more used for monks and a few other classes. 4e is a VASTLY different game from 3.0, 3.5 or PF. While I do acknowledge it as a good system in it's own right I will never acknowledge it as D&D. 3.x is more similar to 2e then 4e, in all the ways that can be taken, but that doesn't mean it is the same as 2e. If you couldn't get into 4e before trying 3.x, you probably won't be able to after. If you really want to try something similar to 4e I'd recommend picking up a copy of WoW for your computer. Just try different systems and see what you like. There are many ways of handling things and a lot of ways to have fun. I admit that my game notes tend to be VERY minimal. Some people can run a good game making things up on the fly. Others cannot. Nothing wrong with either kind. Modera wrote:
In the first example you gave they didn't defeat the guy. He simply ambushed them and ran away before they could really do anything. That's more like a trap than a fight. lastknightleft wrote:
True, I certainly wouldn't give out xp for a trap that blew up in their face. I would be very happy to whip up some sort of vile and horrid monster to torment your players with. I just have a few quick questions: 1) Does it have to be a wizard, or can we swipe core/prestige classes from other WoTC books? 2) What value of gear can we play with? 3) Any OGL books allowed? 4) Any specific race we have to use for the base? 5) Are the players supposed to have fighting chance? 6) Can we design any minions to help him out? Okay, number 5 is a joke, we both know the players should never have a fighting chance, but let me know about the others and I grab my various splat books and have a party. Lyingbastard wrote:
I've never tried to run an actual Ninja's & Superspies game, but I still love the book and pull it out anytime I'm doing Rifts. Most flavorful and unique way of doing martial arts I've seen for any system. cibet44 wrote:
True, how many animals would realistically fight to the death? Is it he smart move for an intelligent creature to fight to the death when it could run? If they beat an enemy they should get full xp. So what if he resurfaces later? Is he suddenly not dangerous? Will you pull your punches and say that it is now impossible for him to kill someone simply because they've already been given xp for him? You are telling them that this enemy is attacking to kill them, so they have the risk of their character dieing, but no reward for it. Think of it this way if a CR10 Ogre shows and the party kills it you would give them xp. If another CR10 Ogre shows up 2 days later you wouldn't consider denying them xp for it just because it isn't any more dangerous than the first Ogre. It is the same case here. Of course as Are suggests if the enemy isn't at full strength, then he isn't as much of a threat. If he's limping around at 1/2 HP and most of his spells/special abilities missing then drop his CR a point or two. If it's immediate (and I mean like a minute or two to follow him) then it really isn't a second encounter. I agree with these two. He was being a d*ck. Discarding the rules that don't work and making house rules for the ones that do has been around probably longer then he has been gaming. I'd bet money there are rules that you didn't use in your old campaign and house rules that you did. I've yet to see a game without at least the mention of such. Not a damn thing "modern" about it. Hell go look at Palladium books. They've been printing for a long time, certainly a LOT longer than 3.5 or even 3.0. They claim to purposefully make the rules vague so that the GM can run them how they want. (I think it has more to due with laziness and bad editing.) Your "friend" has an idea in his head about what "modern" and "obsolete" gaming is. While it is true that people have come up with new ideas as time has gone on, I don't see how that makes it "better". From the sound of it he is a poor GM who had no real understanding of 1) how you probably run a game or 2) what you were asking him for help with. My recommendation is to go to your local gaming store and talk with a few people currently running a 3.5 game. Then maybe sit in on one or two. They will probably understand what you are trying to find out much better. Or you can always ask questions around here. We're happy to answer and most of the people here are polite, friendly and knowledgeable.
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