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Consider a succubus. The save DC on their Dominate Person is 23. A 7th level fighter has a mighty +2 for their base will save. If they don't have sky-high wisdom, a good cloak of resistance AND some luck, the rest of the party now has TWO huge problems to deal with.
What's bizarre is that
And VampByDay: My sympathies. What kind of jackass GM lets someone makes up a character just to kill them, instead of just saying 'play something else'?
Human (or Halfling, maybe?) Druid
Human Warlord (From Path of War) - just because it looks like fun.
Ninja social skillmonkey who wears bright colored clothes and works as a musician in their day-job. "I'm a bard."
Dwarf wizard who wants to make magic weaponry, and who wants to personally field-test their creations. (So they'd need armor proficiency)
People have survived falls from miles in the air in real life.
As for the whole Caster Supremacy Argument, there are ways a fantasy RPG can rein in the spellcasters - the problem is that D&D 3.X used NONE of them except finite spell slots. D&D-style magic is, for the most part, fast, convenient, cheap, and safe. Heck, at least in AD&D, some spells could backfire badly. (Haste aged you, Polymorph could kill you, Teleport had a small risk of teleporting into solid rock...) So we're stuck with wizards with no limitations, and non-casters with no useful abilities because REEEEEAAAALISM.
So, if we actually want the
1: Beat spellcasters with the nerfbat until they scream for mercy, then beat them some more.
If you go with summoner (I've seen them in play, they can be quite good), ask the GM if your summons can be 'toy' versions of the normal creatures, maybe? (Same stats, they just looks like dolls.)
A custom feat to give summons some construct-like immunities would be nice later on, but that might be pretty powerful.
Personally, I don't know many settings well enough to come up with a backstory that'll be easy to fit into the setting - and if it's a homebrew world, I won't know it at all. So I generally find it easier to come up with very broad strokes, and fill in details later.
Then my current GM dropped a five-page questionnaire of backstory & personality questions on me. Sheesh! So much filling-in I had to do... but it did give me some ideas to use later. Him too, I suspect...
Anyway, terrible backstory stories. I'm happy to say that this one isn't mine, and I never played with it:
Kelsey Arwen MacAilbert wrote:
Interestingly, there's been studies done on transgender people in academics.
Hmm, I still always have one in my games...does that mean I am "Old-school" or a "crazy $#i7"? ;-)
That's not an 'or' question.
A good bit of graffiti I heard of from an 1st ed AD&D game:
The walls in this corridor are covered in soot. Someone used their finger to write something in Common: "Adventurers who follow us, take heed: The room ahead is too small for a fireball."
A reversed potion of invisibility. Everything ELSE effectively becomes invisible to the imbiber.
I think that condition is commonly known as 'blindness'.
Bugs Bunny did that once.
There's a comic in one of the Exalted splatbooks where a necromancer is showing off by having a roast ox march around the dining room so that his guests can cut off their slices.
Kydeem de'Morcaine wrote:
Ahh, that brings back happy memories of my elementary school days... trying to create the perfect letter for use in tests, halfway between a 'T' and an "F"....
It's the same with the Paladin. A cleric who goes out of favor with his deity can ingratiate himself with a new one, and bang! He's good. The Paladin however has this big red self destruct button that turns him into a fighter without class features or feats, and there are those who want to know when that button can be pressed.
And some people just can't resist pushing the bright shiny, CANDY-LIKE BUTTON.
Plus, Immunity to disease. :D
OP: What did you EXPECT the Paladin to do about the goblin babies? That sounds suspiciously like a 'no win scenario' to me.
Similar to FATE, Legend of the Wulin (a game based on wuxia movies and stories) has Chi Conditions, which can represent curses, prophecies, military strategy, the effects of medical conditions, emotional manipulation, and even boring stuff like injuries. There's two types: Weaknesses penalize you when you act incompatibly with it (trying to move around with a broken leg, for example) by giving you dice penalties or weakening your Chi, and Hyperactivities, which reward you when you go along with it, via dice bonuses, faster Chi regaining, or even bonus XP.
I think it's very good for modelling social conflict, since the loser doesn't HAVE to act in accordance with it, it'll just make things harder if they don't.
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....
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.
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
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.
To be fair, sometimes fights between high level casters aren't any better.
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.
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.
And because Reasons, it's harder to regrow a lost limb than it is to come back from the dead.
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.
Thomas Long 175 wrote:
How's a barbarian do healing?
Apropos to the thread, this comic seems relevant.
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.
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.
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.
Petty Alchemy wrote:
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_.
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).
"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!
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.
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:
"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.
It seems a bit excessive.
Gold star for you and your improv poetry.
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.
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:
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.
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.
GM says: I've spent years writing this world!
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.