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Arbane the Terrible's page

382 posts. No reviews. No lists. No wishlists.


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I'd really like to run a game of Legends of the Wulin. Well, I'd like to PLAY it, but I'm the only one I know who has the book, and I've seen some accounts of an amazing gonzo-modern setting for the over-the-top kung-fu, and if running it is the only way to play, so be it....


WendyWitch wrote:
I second the motion of having the characters learning from each other and changing and growing in their viewpoints. Role play that out and form a cohesive group that can go forward.

Plan B: Have everyone die in horrible, pointless PVP. At least it'll be over.


1 person marked this as a favorite.
blackbloodtroll wrote:

Honestly, I really could see no sane DM making a Paladin fall for Feinting.

I think I found the problem....


If there's one thing players absolutely love, it's having to suck up to NPCs. :-P

Hm. The [SARCASM] tag doesn't work here.


Anyway, getting back to the Jumping Thing. Let's try to remember that Overland Flight exists. With ONE 5th-level spell, a caster gets to:

Ignore all Climb checks
Ignore all Jump checks
Ignore most Swim checks
Ignore most floor-based traps
Ignore difficult terrain
Ignore most non-flying enemies' melee attacks (unless in a room with a low ceiling)
Move faster than most characters

How many feats is that worth? Keep in mind that a 9th level caster probably has more than the one 5th-level spell slot, too.


From your original post, I'm not seeing ANY reason you should stay in that game unless you're being forced to play at gunpoint.

Walk out. Tell the other GM & players WHY you're walking out. If none of them follow, their loss.


MrSin wrote:
Marthkus wrote:
If the balor full attacks you, he's dead because you then can full attack.

A fight between two martials is truly an epic one that has to be seen to be believed. Many epic techniques, crafted, requiring deep thought, passed down through family for generations are used back and forth in a many round fight, leading to a climax and epic finale!

MrSin wrote:
"I full attack!" "Well I full attack!" "Well I full attack!" "you can't full attack!" "Why not?" "Cuz you dead!".

To be fair, sometimes fights between high level casters aren't any better.


4 people marked this as a favorite.
EvilPaladin wrote:
TheSideKick wrote:
When you don't focus on DPR you can do great things with a fighter

...and are incredibly taxed when trying to do so.

Seriously, want to do something thematically cool like manage to swing your sword in a circle and swipe at all the enemies around you Zelda style? Well, you need 5 feats[dodge, mobility, combat expertise, spring attack, whirlwind attack] for that, have 2 ability score prerequisites, have to spend your full turn doing that, and after all that, you still aren't doing something as good as a full attack[unless you can't full attack].

Heck even something as straightforward as hitting someone so hard that they're knocked over is an Ultra-Sekrit Special Technique that'll cost you a wad of feats.

Apparently, all those kids on schoolyards are secretly combat veterans.


Pan wrote:
Rynjin wrote:
So what I'm getting from this thread is that I'm completely justified in thinking Fumble decks/tables are basically the dumbest s%!& in existence.
Yeap these campaign/PC killing stories sound like buckets of fun.

Well, the purpose of RPGs is to turn die-rolls into interesting stories, and fumble tables certainly manage that.

Unfortunately, said stories usually end up being farces.


Eridan wrote:
Quote:
While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.
A body cut into X pieces has X wounds that are all closed by the spell. So basically during the casting the body is put together and everything is fine as long as you have 100% of the body available. If something is missing it is still missing after the completion of the spell. That can be serious if it is essential for survival.

And because Reasons, it's harder to regrow a lost limb than it is to come back from the dead.


1 person marked this as a favorite.

Glad to hear he enjoyed his horrible demise. A lot of players (myself generally included, sorry to say) just hate 'losing', but it sounds like he took it well.


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Thomas Long 175 wrote:

I don't use guides. I make my own soldiers.

I have yet to receive a complaint on their effectiveness (except this one guy in pfs who refuses to play with my barbar anymore due to the fact I usually do alot of the combat, the healing, and have good social skills)

How's a barbarian do healing?

Apropos to the thread, this comic seems relevant.


plaidwandering wrote:
unfortunately the ice tomb hex has no effect whatsoever on undead or constructs

It might do a little cold damage.

There's a spell called Icy Prison, but it's not on the witch list.

I wouldn't bother with the Charm hex - the duration on it is so short that it looks to be nearly useless.


14 people marked this as a favorite.
Quark Blast wrote:
I had a GM once who thought Critical Fumbles were a great idea. I took the tables, ran some descriptive stats on them, and it showed typical PCs would be permanently maimed, at a minimum, by the time they reached 3rd level.

Oh, you and your silly "statistics" and "common sense"... :D

Best test for fumble rules I've heard yet: "Run a combat of 10 level 1 Warriors against 10 straw dummies (Medium inanimate object, AC 5). For 2 minutes (20 rounds) each Warrior makes 1 attack per round against the dummies; the dummies do not attack back.
If (at the end of 20 rounds) any of the Warriors are dead or dying then the DM must butter his fumble rules and eat them." - hewhosaysfish, GitP forums


2 people marked this as a favorite.

Also, in 1st ed, 1GP = 1XP, and it cost a hefty sum to train up to next level. Although lots of people ignored those rules...

PCs were expected to sneak around, try to avoid fights as much as possible, and go for the big score when they had the chance.


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Petty Alchemy wrote:

I've encountered one tonight, from a game I just quit (partially to the below rulings, partially to the fact that I felt like I was babysitting one of the players rather than playing with him).

(SNIP)

There was no mention of using crit fumble rules in the game posting (I wouldn't have joined it in the first place).

If you're playing a witch, you can make fumble rules work for you: Just take Misfortune, and give your opponents something you can laugh at.

Personally, I dislike fumble rules in PF - partly because I signed on to play Prospero or Conan, not Laurel and Hardy, and partially because some critical tables will let characters screw themselves up in ways that an enemy battleaxe to the face couldn't do, which just seems _wrong_.


For the first one, I'd think the extra spells from the human favored class bonus would be more useful than the +1 HP/level, but then, I love spells.


I'd suggest swapping Misfortune and Fortune in your progression plans - dragging your enemies down is at least as good as raising your allies up, there aren't many enemy casters at low levels, and you can use it more often (since each fight is fresh new enemies, usually).


1 person marked this as a favorite.

Second Chance is a good one. Reroll a failed save once a day? Yes, please.


Dotted. Some very good advice in here!


Is there a better source for these? The last few are hard to read at that size.


1 person marked this as a favorite.
MagusJanus wrote:

GM says: You should read the comments on Youtube.

GM means: I hate you.

"If you really want to understand humanity, all you have to do is read the comments on YouTube." - Said, cynical undead merchant in The Secret World

Anyway. Probably misquoted from the Gitp forums:

GM says: NO! NO! WHYYYY!
GM means: NOOOOO!
Player hears: GOOD PLAYER! DO IT AGAIN AND AGAIN!


1 person marked this as a favorite.

That is indeed quite awesome. Thanks!


Games don't get much simpler than RISUS - six pages for all the rules. It's intended for more silly/free-form games than Pathfinder, though.


1 person marked this as a favorite.
137ben wrote:


The Dvorak thing was something that sticks out in my memory of when I made the horrible mistake of looking at the comments on a youtube video. Don't do it if you haven't:)

First Rule Of YouTube: Don't read the comments.

"That Gandalf dude is TOTALLY a ripoff of Obi-Wan Kenobi." - Random Idiot in a Dork Tower comic.


1 person marked this as a favorite.
Magda Luckbender wrote:
Here's the ** spoiler omitted **. I ran it back in second edition to score a complete TPK. The above poster-version has a kind and generous GM with several survivors shown in the lower-left corner.

One of whom, mind you, is trapped forever in a small room.

(There's a bunch of those walkthrough-comics on the WotC site, for other classic modules. They're awesome.)

Magda Luckbender wrote:


If the players had any idea what was in store for their PCs they would all just flee the place and call that one a loss.

"The Tomb of Horrors is an intelligence test.

If you enter it, YOU FAILED."


I was looking at the Cyclops on the SRD, and I think it's a bit under-CRed, simply because it has a 1/day ability to insta-kill most level 5 PCs if they roll a 20.

1: they have a special ability to, once a day, dictate a die-roll they make. Like a crit confirmation.
2: They're armed with an axe that does 3d6+7 damage, with a x3 crit multiplier. By my math, that's _average_ damage on a crit of about 52 points, which means unless whoever they hit has MORE than 10 HP per level, they're down, and quote possibly dead. And they get two attacks a turn.

It seems a bit excessive.


Jaelithe wrote:


"Oompa Loompa, doopity do,
I've got another answer for you.
'"

Gold star for you and your improv poetry.

Jaelithe wrote:

Hell, if a player says, "Gee, we're in a critical situation, here. Could we dispense with the fumbles, because it's not dramatically appropriate?" I'll likely say, "Very good, then. Carry on."

It's for flavor, not to beat players up.

I like the way Legends of the Wulin handles fumbles, which they call 'interesting times': Any roll that ends in a zero digit makes things more complicated in some way, IF the player accepts the luck point offered for it.

Aranna wrote:
Oh and the justice? He ended up marrying a woman who controls his whole life and refuses to let him game, spend more than a few hours a week with friends, or drink ANY alcohol.

This guy's wife is a hero for Saving Roleplaying. :-P

My go-to story for terrible GM calls:

Quote:
What I can't take is when the same thing happens to the setting, following a sadly predictable pattern: if I need it, it's not true. When I want to dodge airborne surveillance by meeting someone under a tree, there aren't any parks or green spaces in arcologies. When I want to introduce home aquaponics as a money-making scheme (banking on the lack of greenery being a bit irksome to people), the arcologies are lousy with parks and everyone's full up on plants. The same has been true of nearly every aspect of my character's backstory; the surest way for me never to have met an NPC is to ask if I might still have their number from such-and-so incident a decade ago. Until they turn out to be evil, and suddenly we hung out all the time and he can pick me out of a crowd instantly. Bear in mind, I got my backstory written for me. Numbers jump based on who's asking, and I specifically have to give a detailed reason for any question I ask about the setting--and I can be sure that whatever the answer, it will last until I come up with a new plan based on the implications of that answer.

And it actually gets worse (and more hilarious) from there.


FuelDrop wrote:
Nakteo wrote:
Aranna wrote:
I remember him telling one guy that ALL women are raped at some point... I am fairly certain he was talking about his game.

The tough part is then applying Liquid Nitrogen, which as we all know weighs in at 77.2 degrees Kelvin. That's not a temperature that encourages flame.

Hmmm... suggestions?

Use liquid oxygen instead?

Back on topic: I wonder if people like the Rape-O-Rama DM ever wonder why our hobby is stereotypically boys-only... or are they proud of doing their bit to keep the icky gurlz out? >:(


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I've been lucky. My personal worst GMing story doesn't even come close to some of these. (Edit: GM had us start as level 0 commoners... whose town was then burned down by the Drow who dragged us off for a year of torture. We escaped thanks to one character (the GM's husband's character, who had a split personality as a result of the Drow's abuse) having one of the torturers fall in love with him, and help us escape. She was planning to use this plot on a female PC(!), but thankfully, the only one was a Kender. (This is the only time I have ever been thankful to have a Kender in a D&D party.) Said gay Drow stalker showed up again later. That was a hell of a way to start a campaign.)

This story, however, is an epic tale of railroading, egomania, katanas, bad fanfic, possible delusions, an amazingly stubborn player, and improvised chemistry.


3 people marked this as a favorite.

GM says: I've spent years writing this world!
GM means: ...it has an EPIC PLOT! And you insignificant peasants will be privileged to watch as it unfolds!


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One data point here: I played a witch in a game where the main enemies ended up being vampires. So, no Slumber, no Ice Tomb... So, I saved those for the living mooks, and used Fortune (boost allies), Summon Monsters, Black Tentacles, Bestow Curse... I managed to keep busy. Enjoyed it, too. The worst thing about the character was picking all her spells each day.


False Life is good. So is Mirror Image. So is hiding behind the Fighter.

Get a +2 Belt of Constitution, for an extra 9HP?


Keep moving. Succubi can teleport, but I don't think they have any way of tracking people.


It could be good for a Hexcrafter, to get the Extra Hex feat, for the more obscure Hexes that are situationally useful.


Cast Commune. Why engage in scriptural hair-splitting when you can just ASK a god what they want?


1 person marked this as a favorite.
Caedwyr wrote:
Why didn't the girl just resurrect the rogue player? She is a level 8 cleric after all.

She was probably hoping Black Leaf's player would reroll as something better.

The guys who made the Gamers movies are making a movie out of Dark Dungons. The mind boggles...


Dust Form won't keep an opponent away, but may seriously gimp the damage they can do.

Web and Black Tentacles are good for keeping opponents from getting close. So are Vomit Swarm and Summon Swarm.

Hold Person, and the Slumber, Agony, and Ice Tomb hexes are all good for keeping an enemy from hitting you.

Cloak of Dreams was already mentioned. Call the Void is another good spell for making enemies want to keep their distance. So is Unadulterated Loathing.


I am horribly disappointed with Obamacare.

WHERE ARE THE DEATH PANELS?!

The Republicans PROMISED us Death Panels! Get to it, guys - Grandma won't strangle herself!


If you're good, there's a Paladin spell that can boost saves by your Charisma mod: Bestow Grace.

The Second Chance trait doesn't raise your saves, but does give you a second roll on one, which is awesome. But if your GM's strict, you might have to worship Chaldira to get it.


MattR1986 wrote:
Regardless of whether you meant it as a negative to prove a point, the idea of spell chains/trees is pretty intriguing.

That's pretty much how GURPS has its default magic system work - it's a skill-based system, so each spell is its own skill, and some require you to already know some weaker spells in the same group.


One that bugs me: If you've got a high strength, a suit of plate armor will slow you down less if you're carrying it than if it's being worn.


Mendeth wrote:
Yeah, Animate Dead could be swell, and only slightly disturbing for bypassers.

For a less ethically dubious approach, how about Unseen Servants? You'll have to sit in the field while multiple castings work (due to the short range), but bring a book and some lemonade.


Guts: 20th level Fighter.

Lina Inverse: 20th level Evoker.


Anyway, to answer the OP, the US healthcare system can be summed up in five words: "Your Money or Your Life".

:(


If you can find room, I'd recommend Misfortune (works on _everything_) and Fortune (free rerolls for your allies!) as well. Looks like they'd be heard to fit in, though.


Andrew R wrote:
i believe in minimal taxation for the few things the governments are actually good at, maintaining borders and roads and very little else. I get charged to call an ambulance, utilities come from private companies in many areas.

Gonna test your own food for salmonella, eh?

"IS A MAN NOT ENTITLED TO THE SWEAT OF HIS BROW?"

Oh, and there's this: Ted Cruz (R-Dingbat) asked people on Facebook if they liked Obamacare - people said "yes" by a landslide. :D


Vamptastic wrote:

How does Wonder Woman only have 8 Charisma? She's canonically "one of the most beautiful women in the world."

Good looks <> Charisma. That said, it should be higher.

Hm. Maybe Paladin for WW? She _is_ on a mission from the Gods...


1 person marked this as a favorite.
Rynjin wrote:
Fighter is not the bar one should use for balance.

Which is itself part of the problem. The fighter's entire schtick is... FIGHTING. If they're not as good at fighting as other classes, something has gone very wrong.


Spell storage? You mean like the Stone Familiar item?

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