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Pathfinder Society Member. 907 posts. 1 review. No lists. No wishlists. 1 alias.

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Finishing up A Gathering of Winds. All that's left is to get the Seal of Law and then enter the true tomb.


"And what of these two?" asked the guard, casually pointing a thumb over his shoulder, indicating the bard and the fighter.

The two groups stopped and for the first time surveyed each other face to face.

The traveler spoke first, saying "I cannot promise you answers that you will most certainly ask of our purpose, our origins, or our destinies, but if you wish to walk the Circle for a while with us, first join us as we seek my contact in this city."


I'm very liberal to what I allow in the game, but I check everything that I'm not familiar with. I would allow my players to use any of the resources that I've used, and I've passed the books around.

These are the resources that the players have used:

Core Rule Books
The "Complete" series
The "Races of" series
Dragon magazine
Spell Compendium
Expanded Psionics Handbook
Miniature's Handbook

Books I have used to DM:

All of the above, plus:
Dragon Compendium
Path of Faith
Cityworks
Wildscape
Dungeon Magazines of the past
Monster Geographica: Marsh & Aquatic
Eberron Campaign Setting (some feats and hero point system)
Fiend Folio
Monster Manual II and III
Draconimicon
Heroes of Horror
Lords of Madness

Resources (non-game mechanics)

City of Greyhawk Boxed Set (purchased off Ebay)
From the Ashes Boxed Set
Living Greyhawk Gazeteer
Return of the Eight
The Scarlet Brotherhood
Iuz the Evil
Greyhawk: The Adventure Begins
Greyhawk Player's Guide
The Doomgrinder
The Marklands

--------

There may be more, but I can't think of them right now.


The White Toymaker wrote:
...a full elf gets better senses, and a human can not only outshine that rogue in social skills by spending their bonus feat on a "Skill Synergy" feat, such as Negotiator, but will have one more skill in their repertoire. A Halfling Rogue will have an AC 2 higher, all other things being equal, and strength is a nonissue, as the rogue's primary damage output (sneak attack) is unaffected by size and strength.

It all comes down to what you want in the character. Do you want the extra skill set, or do you want to be better at the skills you have? When a human uses a bonus feat to match the half-elf, then they're even on that aspect, but the half-elf will always have the +1 to the other skills. It may not be much, but it sometimes comes down to that extra "1" point.

As for the other races (as rogues), as an elf you lose hp, but gain AC and range to hit bonuses. As a halfling you gain AC and ranged attack bonuses, and great bonuses to stealth, but lose move speed, strength, encumberance, and will not match the half-elf in social skills.

But, that's basically what I meant by "certain builds." And, of course, the type of rogue you want is based on your likes, and the type of game that the DM runs. If there is no social interaction, then the half-elf rogue loses hands-down. But if there isn't much sneaky-sneaky going on, then the halfling doesn't get much either. If you're in a lot of combat, then every hp counts, and the elf might not be a good choice.

Hard to say, but I think they're all pretty much equal, but any can be built to be incredibly stronger in aspects that other races just can't match.


looked around for


Lots of good suggestions. I'd like to jump on those already said:

Lead by example:

Have an NPC start up a conversation that has nothing to do with anything. Just get 'em talking. Or, if you have one person who is good at it, have that person involved until the others get interested.

Award roleplaying:

Maybe give out some xp (which I'm not against) or some other kind of reward, like a free drink at the pub, a luxury suite at the inn, or whatever will make your players happy. Rewards encourage behavior, and they have worked well for my games.

Play to your players:

Don't force it. You may need to find another way to get information out to the players, either by letters, notes, books or what not. But still, you can use these to encourage roleplaying as well.

Instead of just finding a book, have an NPC show up a day later saying they found something they might be interested in, and hand them the notes that they need.


The traveler watched the halfling make his way towards the inn, and spied around for any sign of response to his call. "It's never taken so long for the others to gather... perhaps we're all that's left," he said.

"Perhaps not," replied the druid, who had been watching the crowd, much like an eagle searches for prey, as her gaze fell steadily on the approaching gate guard.


I think that the half-orcs and half-elves are not weak at all.

Half-orcs make better fighters or barbarians because of the +2 Strength. The human bonus feat can give weapon focus to compensate for the +1 to hit, but the half-orc does more damage and is just plain stronger. Fighters don't need Charisma or Intelligence to be great fighters.

Half-elves make the best bards, and arguably rogues, depending on the build of the character. You can't deny the benefit of +2 gather information and diplomacy, and the +1 to spot, listen and search, while not as good a an elf, is better than the +1 skill point of a human.

Neither race needs adjustments.

To make things better, though not in the core books, the racial substitution levels, like the half-orc druid, makes the -2 charisma a mute point as for handling animals, because it can use its STR instead of CHA, at which point it becomes better than any other druid of the same level, because noone gets a bonus to CHA.

These bonuses, or the bonuses of any of the races, really only become unbalanced if you don't use the point-buy system, or some other system where everyone starts off as equal. The scale is even more skewed for races with an ECL.

If you allow a 4d6 (no re-rolls), six times, arrange in the order you wish, you can have a halfling with a higher str than a half-orc, a higher con than a dwarf, and better abilities over a drow, if they didn't roll well.

What's the point of a +2 ECL when all of your racial bonuses don't make you "better" than the standard ones, just because they rolled better? What's the point of a +2 Str when your highest roll is a 14, and *everyone else* has an 18 STR?

For me, the problems of what makes a "weak" races has alway come down to this: point buy. The rules are built with this in mind.


Is it possible to properly speculate on Snape's outcome without really discussing the first six books?

First, my answer to the question, then a rant.

Answer:

Nothing in particular will happen to Snape. He will live.

Rant:

Honestly, I was extremely disappointed with book six. Not because of the the ending, but because of the utterly useless drivel that comprised the first 550 pages.

I sometimes wondered if Rowling got help on books 3, 4 and 5, because they are *much* more well-written than the first two. Book six was a step back to the poor plot development, incomplete dialogue between characters, and lack of character develepment of supporting characters of book two (which up until book 6 was my least favorite).

I've spent many hours over the past several years speculating on things like Snape, the horcruxes, the Weasleys, etc., but the poor quality of this sixth book was such a let down, that I'm not even a little bit excited about the last book. After I saw the Goblet of Fire movie, my first thought was "Wow! What a great movie!" My second thought was "Wow! Book six was so bad, I wonder how they're going to make it into an interesting movie!"

JK Rowling deserted all of the fore-shawdowing, all of the character development, all of the secondary and terciary plot lines, so that things like "what will happen to Snape" just don't matter anymore.


The fighter wondered at the bard's uncanny ability to recall long lost, seemingly random bits of lore, "it's as random as a toss of the bones," he'd often say, and his lack of ability to remain focused on the here and now.

"The answer doesn't lie with the guard behind, but the traveler ahead," he said as he placed a guiding hand on Faeli's shoulder. "Just then, as he put a horn to his lips, I heard no sound, but I'm certain that he beckoned to somone... let's wait and see."


"Of course I do," she replied in a very matter-of-fact tone, slightly surprised that he had even asked the question.

She continued talking as her gaze turned from the little inn down the street, carefully noting the reactions of each person between them and the inn, eventually looking the Traveler square in the eyes.

"It seems that the doorway down has opened much sooner than even you had expected... we must find the others quickly."


I used the basement door to run a "horror" adventure.

It's in a thread called Campaign Seed: The Cellar Door. I posted the adventure that I used as well.


When a player shows dissatisfaction, either by being bored by the game or his character, I take time between sessions to work with the player so I can find a way to develop some subplots around his character.

In the best situation, tt helps the player become interested in the game by becoming interested in how his character is tied to the game. It also can help the other players see how character development effects the game, and encourages them to find more character-driven ties and subplots for me to use as a DM.

This even works in AP campaigns, such as the Shackled City or Age of Worms. Even though the major plot elements are set reguardless of character development, you can have many subplots interwoven.

My examples from play:

SCAP: The party rogue created a smuggling operation that she ran under the precepts of a normal water-front boating shop. She took her money from adventuring and invested in several businesses, making friends in the community. She then set up a political agenda, eventually becoming Lady Mayor of Cauldron.

Her ideas slowed her advancement as a rogue, but my mid-levels, the other players saw the fruits of her planning. They each came up with a way to contribute to the town, which really is the center of the campaign.

AoWAP: The party half-orc druid made an elaborate backstory. His mother was a half-elf, the illegitimate daughter of the youngest daughter of a noble house in the Shield Lands. His mother was attacked and raped by orc raiders. He is working to have his lineage recognized and wishes to return to the Shield Lands and free more of the land from Iuz's influence. He has no idea how the AP will turn out, but so far (12 levels into it) I've promised him that his backstory will be fruitful... it will show up in a little bit.

The others have also made efforts to have their characters tie in with the scenario and the campaign world (Greyhawk), which they've never been in before.

But still, if the player just gets tired of playing, there might not be much to do but take some time off, like F2K said above.


The old bard smiled as he took the offered money from the Traveler.

"As those that walk the path always say, 'life travels in circles,'" said the Traveler, with a knowing smile.

The bard nodded his understanding, "Ah yes... but this old man wonders which circle he is on, and which arc is about to dominate his coming days."


breath mints," said


of four dwarves.


Some more of my thoughts on APs in general:

APs offer a style of play that appeals to certain gamers, myself included: Being part of a story. Running an AP as a DM, or participating as a player, I feel the same excitement as I do when I'm reading a great book for the first time... what's in the next chapter? How's this going to end?

I accept that when I'm going to be part of an AP, my options are limited to those that progress the story. Some call it "railroading," which is true by the most common definition, but not bad to the game, and actually has its roots in the history of D&D.

People still talk about their times in the Temple of Elemental Evil, their attempts to liberate Geoff in Against the Giants, and how it led them to the underdark. Both of these great examples are the cornerstone of "railroading." But, as a DM and as players of an AP, you consent to see the story through.

The APs also allow players who are unfamiliar with the DM's setting, whether it's Greyhawk, Dark Sun, or a homebrew, to participate in that world without having to understand the intricate interaction of factions, nations, royalty, or whatnot.

The seasoned Greyhawk fan will understand the implications of a trade war with the Sea Barons and the Lendore Isles, and the players will want to join the side of their choice, not follow an AP to determine the outcome.

But the thousands of gamers that grew up with the Realms will be lost. The AP allows them to create a character and develop it in the setting as the story unfolds, each chapter bringing depth to the setting and their character.

And some thoughts on the SCAP and AoWAP:

I like that the APs offer variety, yet keep on track. I like the dungeon delving and planar travel in SCAP, and I like the swamp encounters and big city intrigue in AoWAP. I think that the variety increases the appeal across the broad spectrum of D&D play, and decreases the possiblity that DMs across the world will discard the AP en masse as "not interesting."

I liked that the SCAP offered room for each writer to progress subplots as they liked, but I didn't like the time it took for the adventures to be published, with each writer waiting for the previous writer to finish.

I like that the AoWAP is being published monthly, with lots of downloadable goodies and extra crunch and fluff in both Dungeon and Dragon magazines. But, I wonder if the more-structured outline limited writer embelishment.

And, I can't wait until next month, to find out the first tidbits of AP3.


***** More possible spoilers ****

My guesses at the AP1 & 2 Tie in:

The Seekers will play a part in uncovering some long-lost something, with help from the now-defunct Library of Last Resort.

The Haunted Village will finally be explored.

One of Alek's prophecies will begin:

"When thrice by thrice the ancient judgement falls, thunder strikes anew from Jarl Khurok's halls."

or,

"The Striders wander, their history true, yet with each step they grow more cruel."


The traveller smiled as he turned to face the guard, wiping the dust from his face.

"Perhaps... but let's hope that you're neither daft nor strongly attached to your job." The traveller stood and motioned to his companions, "We're in need of a strong sword arm in our party, and you seem trustworthy... would you like to join us on an errand?"


-induced rambling post.


another rogue and


My first D&D memory:

Summer of 1980 - I was at my friend's house. His older brother played D&D. He had large rolls of graph paper that he used to detail a town he used for his game. We both went up to him and asked to play. After a few minutes of pestering him, he said:

"Okay, you both walk into a tunnel, fall down a pit a die. There. You just played D&D."

We weren't very happy about it.

It wasn't until 1983 that I actually played, invited by a few friends in high school. I remember my first game. I was a halfling thief. We were prying the rubies out of the statue that was on the cover of the PHB. They told me to do it. I said I didn't want to do it, mostly because I didn't trust them. But they convinced me that I should, and I set off a trap and died. I wasn't really mad, because I figured that was going to happen.

My most memorable character in my high school years was a human "Duh Jock," a fighter subclass we found in Best of Dragon Vol. 2. Bruno, worshipper of Nike, possessor of the Holy Healing Hockeystick of Spalding. He was a lot like Casey Jones (Teenage Mutant Ninja Turtles), but smelly.


the pie that


Here's a recap: 183 Dead, 2 Quit

Whispering Cairn: 65 Deaths
Three Faces of Evil: 69
Encounter at Blackwall Keep: 7
Hall of Harsh Reflections: 15
The Champion's Belt: 9
A Gathering of Winds: 3
Spire of Long Shadows: 3
Library of Last Resort: 1
Side Quests/Treks/Random Encounters: 11

Players that Quit: 2

Some of these numbers are off because I added 4 or 5 for any TPK that didn't include numbers of players.

And, obviously, these are only the deaths listed in this thread.


Races of Greyhawk - I would really like to see good write ups and racial stats for the various elves, and racial substitution levels for the various human races, just to name two examples.

Greyhawk Player's Guide - I know there already is one, but I really like the format of the Eberron book, and I'd like one for Greyhawk in the same format.

I'd buy an updated Epic Level Handbook, and I like the above ideas of Heroes of Intrigue or Heroes of Mystery.


As the DM for the SCAP:

The group fought well, but Adimarchus first killed Nidrama, then the Paladin fell to Maze, then killed the archmage with the smoking eye.

The fighter/ranger took enough negative levels to affect his BAB and HP, so had to back out of melee. The warmage was dropped to -something, but stablized. The rogue ended up knocked down to the bottom of the tower and had to make her way back up.

In the end, it was the druid and the crossbow dervish (homebrewed PrC... think: gunslinger) took down Adimarchus. From that point, it was a race back to Occiptus to find the archmage and then kill Adimarchus.

I rolled separately when each would revive, and the archmage won out. They used divination magic to locate Adimarchus' dead body and killed him before he could rise.

As for Ares' situation... maybe if it were done "by the book" it would not have been disappointing, as you say. My guys didn't know if they would live or die. The fight was so thrilling, we didn't erase the battlemap for 6 months... we started using another one.


"Drop the Slaad!"


to properly conduct


kittens. The hermit


We use D&D Miniatures for all of the PCs, so I grabbed a double of the same mini and threw them out there as the group got divided. It only took a couple of rounds to figure out who was who, but it was a fun couple of rounds.

Like noted above, everyone knew that there were dopplegangers from the very begining. So the doppleganger double wasn't a shock. At all. "Oh, it'another me. Again." The group's druid wildshaped and used scent to figure out the doubles. It worked well.

But I felt that the mirror maze worked very well for its purpose, and was the most effective use of the dopplegangers in the adventure.


and left everyone


entire cast of


her hair." That


with really big


fairly silly limerick:


Peanut Butter Sandwiches


wrote this haiku:


Farlanghn.

I kinda like the "Life is a journey" type of feel. I ran a cleric of Farlanghn, and I kept using phrases about what paths we walk to describe different people.


the goose was


goose, the rogue


of the master


Somewhere in the creative process of making a character, I try to tie some sort of music to his/her personality. That way I can listen to the music before a game and get into character that way.

For a halfling psion I ran from 1st to 24th level, it was house/dance/techno and Dirty Harry (Gorillaz) that got me into character. I would listen to Technotronic, the Killer Instinct soundtrack, Eurythmics, Erasure, and other stuff. I always felt energized to get into the game.


was the star.


Hordes of werelemmings


unsuccessfully, setting off


of icy power.


and added an


skills? First, they


(filth flavored). What

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