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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 5,565 posts (6,514 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 21 aliases.


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Cassandra can see nobody else up on the rooftops other than, of course, Amira who is well-concealed from the crowds below.

The light from a couple of the lanterns held by the group below starts to play along the rooftop, catching the conjurer in a beam of light.

"That's not Blackjack."
"Who is it, then?"
"Don't know."
"Wha'd she do with Blackjack?"

Tobias then speaks up. "If you're all finished with this Blackjack nonsense, can we get started? He ain't doing anything about the rats just like he ain't doing anything about the woman that murdered the king."
"'Cept rescuing her." mutters Jeremy.
"We ain't getting into that now. We're here to kill rats. This ain't about politics."
"You brought it up..."
"Shut up, Jeremy. Now let's move out!"

Finally, the group stops blathering about Blackjack and moves north along the docks. A short while later and the group overlooks a shallow channel with a grate heading into the sewers and catacombs beneath the city. The grate is closed, but the strong laborer muscles of a couple of the dockworkers make short work of that with the grate scraping noisily along the stonework.
"OK, we're in first. Groups split off at the first junction. Leftward as usual." Tobias calls out as he drops into the channel and then into the tunnel.


Pathfinder Adventure Path Charter Subscriber
BigNorseWolf wrote:
Aranna wrote:


Is the dragon awake or asleep? An awake dragon is definitely an immediate threat... But a sleeping one is not.

Tell that to bilbo.

He's not batman. He doesn't take 30 minutes to get dressed and become dangerous. He wakes up, you fry. That's immediate.

From a rules sense perspective, you can't take 10 when your adrenaline is pumping and your heart is racing, which is the sensation you should be getting trying to sneak past a dragon. (of course if you're a 20th level adventurer and the dragons still got a bit of egg behind the ears that wouldn't apply)

But how do you determine the breakpoint whether someone should be able take 10 or not? It seems to me you're more hung up on the point when the PC should score an auto-success by taking 10.

If the PC wants to do a routine job sneaking past the dragon - why not let him? The dragon's typically well-invested in perception. The PC's stealth modifier+10 may not be enough. That'll teach him to be a bit cavalier about sneaking past the dragon!


Pathfinder Adventure Path Charter Subscriber
BigNorseWolf wrote:


One of the reasons i hate take 10 is that it doesn't really leave an option for lower DCs to be meaningful.

Are they supposed to be meaningful for seasoned adventurers investing in developing those skills? I don't really think so. I think the meaning here is that the PCs who can auto-succeed at them by Taking 10 are good enough that tasks a neophyte might find hard are now routine.


Pathfinder Adventure Path Charter Subscriber

It may not change things a whole lot, but it does add one more action on the PC-side of things compared to 4. The 4 to 1 advantage was already pretty evident in single-monster fights and, depending on the nature of the opponent, a truckload of extra hit points won't be enough to compensate.


Pathfinder Adventure Path Charter Subscriber
BigNorseWolf wrote:


Quite the contrary. The a big chunk of the reason i disliked take 10 has always been that the options were to either have 100 success chance of success or a 55+% chance of failure.

Well, 100% success rate on plenty of tasks is kind of the point. The PC is skilled or talented enough that more and more tasks become routine and easily accomplished.


"Rex, attack!" Aldern calls out to his new hunting dog. He reacts quickly to his command and bites effectively, tearing at the wound Menlo already inflicted. He even pulls the boar off its feet, leaving it prone.
Bite: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 3 ⇒ (15) + 3 = 18

Aldern, taken a bit by surprise by his new dog's success, calls out "Er, g-good boy. Good boy!" Meanwhile, he also aims at the other boar, opting to shoot the one in a bit of cover rather than the one in direct combat. The cover, however, proves too much for his shot and it misses.
crossbow: 1d20 + 7 ⇒ (7) + 7 = 14

Menlo is up, then it's back to the boars

Status
Boar1: -19
Boar2: fine, a bit under cover


Pathfinder Adventure Path Charter Subscriber
jimibones83 wrote:


But if that is indeed the definition of immediate danger, does a storm count? The result of harm is kind of up to chance more than whether or not one acts in such a case, or both. But harm is certainly not definite.

This is a good place for GM discretion. Some rainstorms wouldn't be a distractions, more severe ones might be. The main thing I'd consider is the complication - storm, combat, other factor - needs to actively make the task difficult. It shouldn't just be a passive consequence of failure, like the ground under a cliff that would be encountered in a fall.


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jimibones83 wrote:
BigNorseWolf wrote:
jimibones83 wrote:
@BigNorseWolf You can take 10 while walking a tightrope over lava. The lava is also there now. Now doesn't matter at all.

If the dm says you can't, then you can't. Sorry. SKR's post died with the not an FAQ. You're walking a tightrope over lava. You're in immediate danger. Pray to the polyhedral gods!

That's funny, because I'm pretty sure I've read the developers themselves use it as an example of something you could indeed take 10 on. I'll post it after work if I can find it

If you're on a tightrope walk some significant distance above lava such that it's not a threat any more than the ground would be, you should still be able to take 10. Now, if that lava were bubbling so fiercely that splats were reaching up to the level of the rope and it was in danger of being burned through and snapping any moment... then that really is immediate danger.


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Bandw2 wrote:

this is actually, entirely false. The main people who answered the crusade ACTUALLY were the kings and lords themselves.

Like Richard Lionheart? the King of bloody England. Philip? The King of France. I want some actual examples of 2nd and third sons, because I can tell you the Kings themselves answered the call, The kings themselves upheld what they saw as an actual divine commandment. The belief that only 2nd and third sons answered the call is a superstitious belief created in the modern age, as if it was inconcievable anyone could go to war unless they had something to gain from it. Hell, the only other major contendant that I didn't mention in the third crusade? Fredrick I of the Holy Roman Empire, who drowned on the way there, real great story that one, accounts say he was bathing in a river.

Mind you we're talking about the third crusade, which was completely a military en devour. After the 2nd crusade Holy War was justified in the eyes of the Catholic host. Responders to the third crusade were mostly soldiers, or equipped to be soldiers.

No, it's not entirely false, though it may be oversimplified as well. The First Crusade is notable for being fairly absent of monarchs - too many of them were in conflict with the Pope. Instead, you've got a gullible mob of peasants fighting everyone along the way, a lot of Normans on the ascent looking for more land and power, some princes with contested succession and also looking for more domains, and, in truth, some other nobles who seem genuinely moved by the religious appeal. It isn't until the Second Crusade, after seeing the astonishing success of the first, that monarchs really get involved. They were being shown up by the nobles around (and under) them. Politically, they had to take up the cross.

And that third crusade? I'm thinking you wouldn't have seen such personages as Freddy, Dick, and Phil if there hadn't been the issue of the fall of Jerusalem to Saladin. That's a pretty tough political blow to withstand without the premiere kings of the day at least trying to do something about it.


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Wade Erban wrote:


But war doesn't kill innocent people; that's not war's purpose. War is to have soldiers, trained to fight, fight soldiers. It's evil people that kill innocent people, not their weapons.

That may not be war's "purpose" but that is, nevertheless, what war does. War spreads famine and disease - almost inevitably. It disrupts agriculture, it destroys crops and livestock, it displaces people, it sends them spiraling into poverty and squalor. These are all reasons war is never Good.

But Good may go to war out of necessity without committing evil in so doing.


The area around the door is silent and no sign of any boobytrap can be found. In fact, the door seems in relatively good shape as if it's used with moderate frequency. And a quick exploration later, Alara and Piper can confirm that the door leads to stairs back to the ground level of the castle - right in the room with the large conference table and scattered papers.
The carnage in there from the previous day's foray into the castle still remains, though flies now buzz about the dead troglodytes.

Where to now? More exploration of the dungeon level or exploring up the stairs?

Maps for both the dungeon and ground level are updated


As they break up into groups, a noise can be heard from the rooftops. Several within the gathering react.
"Hey! What's that?"
"Someone's on the roof over there."
"On the roof?!? *gasp* Is it Blackjack?"
"Blackjack's here? Maybe he's come to help us fight the plague!"
"Hurray, Blackjack!"


I've moved Menlo to a position where he has a better line of attack at the boar.

Menlo draws first blood, and a significant gout of blood it is. The chakram hits the boar squarely in the side of the neck.
confirmed crit, but too far away for the sneak attack
But the boar survives the blow and its temper is up. It rushes in toward its tormentor, but, fortunately for Menlo, the terrain is too rough and interspersed with thick vegetation for the boar to simply charge in at once. By the time the boar is done moving, Menlo is right up close and personal with it.

Perhaps doubly unfortunate, a second boar gets up out of some thick underbrush and also trots in toward the commotion. The squealing of the two boars raises quite a din.

Status
Boar1: -13
Boar2: fine, a bit under cover

Map updated - visitor editing is enabled - if movement is elaborate, you can include arrows too if they would help illustrate your action

The rest of the party is up next and can post in any order - then we're back on to Menlo


Pathfinder Adventure Path Charter Subscriber

For the most part, I'd assume anyone unconscious who is suddenly healed is going to have a VERY hard time starting out playing possum. I'd make it a bluff vs sense motive check with +5 or so on the sense motive.


Pathfinder Adventure Path Charter Subscriber

Putting charges on an item that doesn't require charges is a reasonable means of making it less useful and reducing the cost. Limiting it to an alignment, religion, gender, race or anything like that is usually a bad move.
There's an old piece of advice from Champions - a superhero RPG where powers are constructed and bought with points - if a limitation doesn't limit you, it isn't worth a discount. Charges can reasonable limit you when the item is normally unlimited in that regard. Tailored items, as long as they're tailored to the PC, aren't a limitation.


"No, I haven't. She was a bit roughed up, but she didn't seem bit or wounded yet, Desna's blessings will out. Didn't get a chance to talk to her since she ran as soon as she was able. But we aren't in this for thanks or anything. We're just trying to help out even if the ones we're helping out don't know it or run off. Long as you're reconciled to that, that there ain't no pay in it, we'll take your help."

Tobias then raises his voice, "Get yourselves ready, everybody. We'll be moving out. Groups of 4. Light your lanterns."

Directed more at Wednesday again, "Since you're new and probably don't know the tunnels, stick with me, Jeremy, and Holt."


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Hah! You no longer look like a spoiler.


Whew. Frustrating week at work. Sorry to be slow to respond.


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Sissyl wrote:
Bill Dunn wrote:
Sissyl wrote:

I have a lesser and a greater rod. I try to use the lesser one for empowering my quickened fireball. Does it work? No. It would be a level 7 spell since that is most disadvantageous to me.

Now I try my greater rod instead. Does that work? No. Since the greater rod can't handle a level 3 spell, that is more disadvantageous to me.

Now, see, I was interpreting "least advantageous to the caster" as requiring the use of the more expensive rod to empower the quickened fireball rather than assuming the intent of the rule was to be outright broken.

Going in assuming that the game is supposed to work rather than assuming the most pedantic interpretation of the rule text is right seems to work a lot better for me. Maybe you should try it.

Absolutely. I am all for that. But hey, could you then convince this bunch of people to agree on where the limits are for "disadvantageous for the caster"? There doesn't seem to be any sort of limit to it as it stands, at least if you listen to what the people who like the FAQ say.

I don't know about you, but avoiding redundant and reductive judgments seems to be a pretty good common sense limit to me. Looking at the quickened fireball issue and the lesser and greater metamagic rods, it seems appropriate to judge the level of the spell for further metamagic applications once and once only. You judge it to be 7th level due to the quickening (being less advantageous to a caster, in general) so the lesser rod can't apply, but the greater one does. Making a second judgment now on the suitability of the greater rod is like getting into an argument with Vizzini - written for comedy, not a model for decision-making.


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Sissyl wrote:

I have a lesser and a greater rod. I try to use the lesser one for empowering my quickened fireball. Does it work? No. It would be a level 7 spell since that is most disadvantageous to me.

Now I try my greater rod instead. Does that work? No. Since the greater rod can't handle a level 3 spell, that is more disadvantageous to me.

Now, see, I was interpreting "least advantageous to the caster" as requiring the use of the more expensive rod to empower the quickened fireball rather than assuming the intent of the rule was to be outright broken.

Going in assuming that the game is supposed to work rather than assuming the most pedantic interpretation of the rule text is right seems to work a lot better for me. Maybe you should try it.


"Yeah, not even in the sewers. In an alleyway behind the shops of Eodred's Walk. Out in the open, bold as brass. Well, he picked the wrong time to show his furry face because when his victim started screaming, we heard and came running. Thankfully, we already had silver. He wasn't so tough when cornered," Tobias scoffs. His tone becomes a bit more uncertain as he continues, "Pretty freaky when he shifted back to looking like a man, though. Makes my skin crawl to think of it and that they may be hiding among us without us even knowing."


"You are a brave fellow, Darnak," Aldern says quietly so as not to startle the boar. "I think we will follow your plan."

And in the absence of any further discussion, we'll set to initiative. I'll roll it since it's a lot faster that way...

Initiative
Alesta: 1d20 + 2 ⇒ (8) + 2 = 10
Darnak: 1d20 + 2 ⇒ (6) + 2 = 8
Firdall: 1d20 + 2 ⇒ (10) + 2 = 12
Menlo: 1d20 + 5 ⇒ (19) + 5 = 24
Aldern: 1d20 + 3 ⇒ (11) + 3 = 14
Boar: 1d20 + 3 ⇒ (20) + 3 = 23

The boar seems pretty wary though not overtly hostile, but Menlo has the drop on him should he choose to use it. Menlo, you're up. Then it's the boar. Then everyone else.


Wednesday's information about wererats taking animal form leaves a few of the gathering mob dumbfounded. Even Tobias shares a look with a couple of his men.
"Are you sure of that?!?" he asks.
"Tobias, this changes everything," one of the other men interrupts.
"No it don't, Jeremy. They still spread disease, don't they? Now we know they spread a curse too. Our mission is still on. We just gotta be more careful. Stick to groups, keep your silver out, and we'll make short work of any wererats that attack us like we did that one a few nights back."


To recap your current location in the dungeon:
There is little sound in the large chamber other than the sounds of your own voices and their slight echoes off the walls. The remains of benches and tables in the room, plus its proximity to the kitchens, suggest this was once a mess hall.

Should you choose to back off and get some more healing support, Spivey is always a potential resource in that regard.


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GM Rednal wrote:
That sounds about right, Claxon. It's kind of a weird corner case. ...Though, I'm not sure why you couldn't just take Exotic Weapon Proficiency: Bastard Sword and use it two-handed anyway... XD I mean, if you're proficient in the weapon to begin with, it shouldn't matter if you're one-handing or two-handing it...

Welcome to the silliness of the bastard sword and its exotic proficiency - something that exists entirely to keep the bastard sword from being a dominant strategy over the long sword.


Pathfinder Adventure Path Charter Subscriber

It was 1981. I was 12. The game was Basic D&D - Holmes Edition. I was hooked.


Pathfinder Adventure Path Charter Subscriber
Buri Reborn wrote:
It does present an interesting insight into the mind of the developers, though. That they run games where just a few castings can turn you evil is so unlike how I've seen games ran. That could be part of the issue as well.

It may reflect a desire to make that rule relevant in a short campaign or one-shot environment where a PC won't be played in front of the same GM very often or for very long - like PFS.


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Pathfinder Adventure Path Charter Subscriber
Nicos wrote:
Rysky wrote:
Nicos wrote:
amethal wrote:
Nicos wrote:
Protection from evil to seal an unholy pact with a devil prince?, a good act in the multiverse.

I think you might be missing the point a bit here.

Effectively they are (at least) two acts. One is good and the other is evil.

Well, yeah, you are right, Just cast the spell five more time and we are cool. A good thing that the spell level don't count for those rules.
The assumption that all acts are equal is false, just FYI.
The rule is there, cast several times a good spell and you are good. Don't be dishonest.

If you want to be honest, then don't ignore the rest of the sidebar that presents mitigating factors.

Frankly, I thought things were going well with that sidebar until they included specific numbers of spells cast that could cause a 180 on alignment and be counted on one hand. Numbers that low are pretty much ridiculous.


And magic it is! It gives off a fairly weak magical aura.

+1 cold iron morningstar, to be specific


Pathfinder Adventure Path Charter Subscriber

I'd say not. What is there for the fire to consume?


"He said it was a big rat, about the size of small dog. He didn't call it a rat man or wererat or anything like that. Spooked him pretty good, though. I think he had never seen a rat that big before. He said he ran one way, it ran the other. They probably scared each other pretty good." Tobias answers.


Crit does not confirm, just a normal sneak attack hit

Hit hard by Alara's nunchaku, Orbakhag's eyes cross and he slumps to the floor. The great Orbakhag, champion of this band of troglodytes, has been vanquished. The dungeon chamber once again returns to quiet save for the heavy breathing of the victorious heroes.

Orbakhag carries very little of value... except for his morningstar. That is clearly a masterwork quality weapon.


Firdall:
Typical tactics for boar hunting include flushing them out with noise from one direction, getting them to run in the other direction into the spears/arrows of waiting hunters. The trick is to flush boar out with enough noise that they'd rather run than turn and fight. And as far as worrying about your host, well, boar can be pretty tough and hunter have been known to die. That said, Aldern Foxglove seems a sturdy-enough fellow.


"The bar? Needed a little liquid courage, eh? Haw haw!" the burly fellow laughs. "Well, if you can handle those weapons you're toting around, we can use you, liquored up or not. I'm Tobias, and we're here to fight the blood veil in our own little way. We may not be the high and mighty, but we can still clean up a lot of the rats that spread disease. If they can spread one disease, they can spread another like the veil."

The other people in the area gather round closer. "We're going in again at the grate. Watch the bites from the big ones. Hawkins got bit a few nights ago and the bite isn't healing so good. He's staying holed up at home until he's sure he didn't get the veil. If you see something bigger than the biggest rats, call out. Could be an otyugh. They're city property and we can't touch them. But it could also be a wererat. They're real dangerous. Better to run unless you got lots of numbers. Any questions?"


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Pathfinder Adventure Path Charter Subscriber

You can also check Base Attack Bonus in the glossary on page 11 of the Core Rulebook.


Pathfinder Adventure Path Charter Subscriber
Deighton Thrane wrote:
That's a pretty bad comparison though, because a medium sized character could just do the same and do damage as a huge creature. Really to make the most of small sized characters you usually need to play to their strengths, like riding medium mounts, or using dex to damage, instead of trying to make up for their weaknesses. A medium sized character will always be a better choice if you build the character like they are a medium character, but used a small sized race instead.

I don't think it matters if a medium character is going to be better (by the raw math) than the small character. Making the exact same optimization choices, that's typically going to be the case. Is the small character pulling his weight or at least doing a reasonable job is a more important question.


Pathfinder Adventure Path Charter Subscriber
Buri Reborn wrote:


My take on the no rerolls is my honest assessment of what that text means. Even walking away and making a perfectly calm review of that section I still come away with the same conclusion.

I might argue it's an overly literal and overly pedantic interpretation that makes no attempt to understand what really constitutes a skill check and what is really meant by successive. I might even say that your deflection of other posters' attempts to breathe a little more flexibility and subtlety into the meaning of the rules makes the jump to willfully pedantic. Is there a reason you're grinding that particular axe?


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TriOmegaZero wrote:
Adjule wrote:
TriOmegaZero wrote:

Also late to the party but...

cmastah wrote:
The red wizard (ohm? or was that the blue wizard?) from flight of dragons was just an absolute beast, you can't get that kind of evil in voice acting again. It was inhuman, it was ancient, it was commanding.
Bro, you realize that Ommadon was voiced by James Earl Jones right? You can't honestly compare ANYONE, past or present, to his voice.
I don't know. King Haggard (last unicorn) was voiced by the late great Sir Christopher Lee, which in my opinion, is right up there in amazing with James Earl Jones.
Point taken. Amend statement to 'anyone in present day'.

There are lots of great voices out there, particularly if you like watching Ken Burns's documentaries.

For contending with James Earl Jones and Christopher Lee - I like Keith David. Love his voice-overs and voice acting.


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There are some definite challenges and frustrations that can come with small melee characters (or any martial characters, really). The typical -2 to strength, and lower die size for smaller weapons will be noticed but so will the typical -10 ft movement rate. All three of those factors can frustrate a player who doesn't give them some thought and that's why I make sure players are aware of those limitations when I GM and they are looking at small PCs.

I don't have a problem with small characters in general - heck, I play a halfling paladin in PFS. But even I feel a little frustrated to effectively be -2 on all melee damage, all other things being held equal. And some skill checks will be trouble too with lower strength and, particularly for jumps, lowered movement. Some players really can't handle that bit of frustration, even though it's not exactly a huge issue. They should be advised away from small melee characters.


Darviren Hosk retorts to Firdall's question, "I only pay for the pair, not for jobs half done. Now you best get going. Hunting always takes longer than you think it will."

With that, Aldern takes the lead, his new hunting dog loping along beside, occasionally branching out to chase a butterfly or two. With a command, Aldern gets it to mind him again.

The conversation generally remains light for the couple of hours it takes to ride to the Tickwood Forest. But once there, it doesn't take long before the group manages to spot its first boar (see map link at top of the page.

Pass on your general plans and ideas - and then we'll roll initiative for more specific actions


One of the men, a fairly burly and greasy sort of fellow, responds to Wednesday's query, "Yeah, we're gonna clear out some rats. You don't look like a dock worker though. Where are you coming from?"

Up close, Wednesday gets a good look at the people in the gathering. Most appear to be dockside laborers judging by their look and body odor - a bit fishy and plenty of sweat. They also all seem to mark him as an outsider. None of them give him a hostile look, but it would be hard to judge any of their expressions as trusting.

From up on the rooftops, Amira and Cassandra can spot a few other people making their way into the area. And, shortly thereafter, the number of people gathered (aside from Wednesday) rises to 10.

Tolenn:
Assuming Tolenn makes use of her special paladin sense - none of the people present give off an evil aura.


Going to give Alara a chance to set the strategy between her and Masamune before I expect to bot him.


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There is no hard and fast rule to this. Some people are ready to GM right away, some are never ready. As long as you have a willingness to give it a try, the flexibility to experiment, the forgiveness of friends for the inevitable mistakes (they will happen, that's OK), and the time - I'd say go for it.

As Hmm points out, start simple. PF is well suited for that.


Pathfinder Adventure Path Charter Subscriber

The ambient sound in the ballroom where the PFS games are played can get kind of loud, particularly during the big con special events (which I, nevertheless, recommend). If your hearing isn't great, sit as close to the GM as you can manage. The noise levels are generally a lot lower for non-special events because it's not as crowded. If that's better for you, plan to do off-special events. They're also plenty of fun.

There are definitely other good games worth checking out. Mutants and Masterminds and D&D5 are both good choices - though getting into events for them may be a challenge since competition for the tickets has probably been high. Get some generics, show up at events, and hope someone with specific tickets doesn't show (that happens relatively frequently, but people with specific tickets get priority).

Don't forget board games too. There's usually quite a bit of RoboRally going on.

Don't forget that, as a 1st level character, you can rebuild between scenarios until you reach 2nd level. So if that character doesn't work too well for your first scenario, REBUILD for the second and try again.


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Alzrius wrote:


Quote:
but no - they might have once in your estimation expressed contempt for their audience

Leaving aside that that's just the most notable example, I'm quite confident that my estimation of their contempt for their audience is an accurate representation of their views.

We're talking about a review of Rock Band 4 that included lines such as:

"I don't care about rock music."

"Look, sometimes in this job you gotta cover games you don't really give a stuff about."

"All video games are stupid, of course."

This is the person who the video game news company sent to review the rock 'n' roll video game; someone who doesn't care about rock music, thinks video games are stupid, and openly admits he doesn't care about this game in particular. But that's not at all contemptuous of their audience?

Meh. Seems like a sarcastic style choice to me more than contempt. It's not like they don't have footsteps to follow in. Ben Croshaw's been doing it in a far more over the top manner since when - 2007?


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Arconz2000 wrote:

Ok, it seem no one else as come across this as of yet so i feel tis my duty to ask.

Vow of truth from Ultimate Magic states
"The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication"

So this by extention mean said monk can not bluff in combat for feinting purposes, or cast some illusion spells without Breaking said vow Correct? this has not come up yet but it might cause i have a few players that like to multiclass monk/rouge and monk/Arcane caster.

Just like the old adage "don't do the crime if you can't do the time," "don't take the vow if you can't... pull the plow?" Eh, whatever.

Basically, if you don't want to live up to the behavior of the vow, don't take it. I can certainly see feinting being on the vow of truth's list of no-nos, same with passing secret messages disguised as other, untrue messages (encoded with a cypher, however, strikes me as just fine since there's no deception attempted - just obscurement). Both of those are fundamentally and willfully deceptive. They should give someone devoted to a vow of truth significant discomfort. From the point of view of role playing, I'd play that up.


The wave of divine energy that flows over everyone (except Orbakhag) eases the pains of combat away - at least to a certain degree.

With Orbakhag flanked between himself and Alara, the young samurai presses his attack. Orbakhag barely manages to turn the blow aside. Masamune's luck continues to run weak, however, as his blade failed to penetrate the scaly troglodyte's hide.
wakizashi: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18

The doughty reptilian laughs as he avoids the attacks of his adversaries. "HAH HA! Orgakhag will kill you and soon your warm flesh will heat his belly! Following through his swing at Alara, he lets the momentum carry his weapon to Masamune. He need not have bothered, though, since his swing goes wide.
morningstar: 1d20 + 5 ⇒ (3) + 5 = 8

He then takes a few steps laterally to get out of direct flank by Masamune and Alara.

Status
Orbakhag: -8

Party is up!


Masamune's player seems to have disappeared. I've checked his aliases and it looks like the most recent post in any of the games he's in was back on June 24. I'll try a private message but otherwise, I'll NPC him as needed.


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Hitdice wrote:


Indeed she does; from the moment she climbed into Wolvie's truck I was all, "That's supposed to be Kitty. Kitty Pride has that relationship with Wolverine," but no one listened. :(

Rogue has filled that role on occasion as well. She's, potentially, a better fit for it, in many ways, that Kitty was.


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Ambrosia Slaad wrote:
Hitdice wrote:
MARGINAL?!

She was a co-lead in the first movie, but Singer & the writers started shifting her to background ever since. I like Rogue, but the X-Movies don't do her or the non-Mystique heroines justice.

Edit: In the first movie, all she really does is 1) act as an anchor to humanity for Wolverine, and 2) act as a MacGuffin to borrow Magneto's powers for his plot. She has very little in common with the beloved Rogue from the comics.

Very little in common may be a good thing. Rogue is one of those characters I never felt they handled consistently when I was reading the X-books.

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