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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....
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.
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.
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.
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.
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
Good looks <> Charisma. That said, it should be higher.
Hm. Maybe Paladin for WW? She _is_ on a mission from the Gods...
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.