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Posts
I'm always amused at the prospect of using philosophical debates about game alignments. :V Using paladins as an example is kind of hard, as though the conduct is somewhat absolutist, some DM/Players may look at it different lights. (Myself, I don't nitpick alignments, unless they are grossly at odds). Actually, my players insisted that I roll their Fort saves in secret, concerning afflictions like poison or disease. Why? Because then its "Oh crap...was I poisoned?", instead of "Yep. I rolled a 18...pretty sure that beats a small monstrous spider's DC." If you seriously don't trust your DM/GM...then why are you playing with them? Uninvited Ghost wrote:
Archetypes - the sea witch interested me in particular (the one in WotC's Stormwrack functions better as a NPC character), as does some of the druid ones, and them bringing back wu jens with metal/wood options for wizards. Quantum Steve wrote:
I'd think It'd be better if half of the experience for defeating the eidolon and not the summoner, at least until they defeat the summoner. Summoners can still use their summon monster spell-like ability. Edit: though I suppose I'd just wait until the PC's beat the summoner, as the eidolon is severly crippled by loss of hp, depending on how far the eidolon was sent from the summoner. For the eidolon...I would say not, IMO. The eidolon is directly part of the summoner's class abilities, kind of like a extraplanar animal companion or (just like) a paladin's mount. As for creating undead...I could say either or, but I'd go with it as not quite being part of the character's CR. Though it can depend on how long it has been since the undead were created, or if they're even being controlled. Interested to see what the witch archetypes are going to be like - are they just new hexes, or different class features too? Definitely interested in the sea witch - I like the prestige class from Stormwrack of the same name, but that one seemed too limited for anything but a NPC. The inquisitor exorcist sounds cool as well >:) Necromancer wrote:
Nope; one is going to be a paladin. Two of the other players are going for human, so it's not a horrible idea anymore. I'll keep the haunt activation in mind, though. ericthecleric wrote:
To cover their tracks; the Beast is a scapegoat, a red herring, if you will. The WW has been around for a while and is known, albeit mysterious organization. The Beast has a reputation as being a mindless marauder of Lepidstadt - having the Beast break in, and then be captured, allows the group to slip away whilst people are being bothered with the Beast. And seeing as practically everyone does just that, I'd say it worked. Quote: I think it's intended that the (majority of) PCs fight the AP with the Beast, correct? It'd kinda be a lame deus ex machina to just have the Beast "show up and save the day", so I'd imagine things would work faster if the PC's joined in. tlc_web tlc_web wrote:
Yes, this is mainly what I am worried about. One or two would be ok to make things interesting (also means more cure for the other players :P ), but all four would make the game become agonizing. Deidre Tiriel wrote:
None expressed interest playing a cleric. And not having magical healing will slow the game down a lot. Not sure if my PC's are going to go this route after all, but after letting them know about dhampirs....they all want to play one each. Initially, I was for it...until I read the adventure I remembered something: Dhampir are like undead in terms of healing, and a lot of items are potions of cure and the like. Yeah, I'm sure I could just replace them with potions of inflict, but I don't think it makes sense in game/story terms (there were once living people in the ruins and they'd benefit from healing potions, and also I don't see clerics of Pharasma making a bunch of undead-healing potions). I'm probably going to tell them only one, maybe two, dhampirs - just to save everyone a headache in terms of healing thier characters - but I want to see what other people think. For motivation, I suppose the quick answer is that Lorrimor summoned you via his will, and that your character knows him in some manner or other. However, I don't think this alone is good enough for having your Inquisitor in the game. Is your inquisitor more of a monster-slayer? Perhaps he heard of weird happenings around the county of Canterwall, or walking dead, necromancers, and people that need saving. Or is your inquisitor more of a zealous, church-enemy hunter? Pharasama is a good choice, is her worship is prevalent in Ustalav, and you can ask your DM about the church (as its detailed a bit more in the second adventure path). In short, Pharasma despise the undead and the creation thereof, as it denies the souls true judgement in the afterlife. You could base your inquisitor off Van Helsing from the 2003 movie - someone destroying enemies of the church for religious/personal salvation; perhaps your character sinned against his/her religion, and became a inquisitor for penance. Hope this helps. :) Ok; I want to run the AP for a group, though I have a question about how the spelling of Varrisanna's name works. plot spoiler:
When the Splatter Man is forcing Gibs to spell out her name, and his location is being watched or whatnot, he finds another place.
Now, does he have to start over in spelling the name, or does he just continue from whatever letter he left off? Thanks ^^ The PC warlock that is overpowered and laden with magic items (that he ganked with "detect magic" and Bluff in the first place), yet stays the hells away from combat (invisibly preferred) until almost everyone is dying :B Hmmm...did it only have to be story-wise? Ok. how about; the elf that is always snooty toward the other races and constantly talks about how old s/he is in comparison (yet is the same PC/NPC level equivilent). Here's a few that I cooked up (I assume you're using Greyhawk); Shalbal:
Neras Fust:
Velvetlinedbox wrote:
perfect...thanks a bunch! hope you get over the coldChef's Slaad wrote:
...none of the rooms are numbered. How do I know where room 18 is when its not listed on the map? Sheharan wrote: If you got the hardcover version, there should be an additional booklet with all the maps. If this booklet is missing, you can find most of the maps here. none of the rooms are numbered...how do I tell which is which? Has anyone used this location as a side adventure?
Obviously I'm going to make them work for their base, but I'm having trouble figuing out the currant tenants; so far I decided against frost giants, devils, demons... I just wanted to see what other people did. Ully wrote:
That's what I've experienced with the player I mentioned before; he uses about 10 books for one character, trying to make "unkillable characters" or "Player-character killers". True, I'm not going to totally going to kill his power-gaming...I just want to make it somewhat manageable. I dont want to spend a 20 minutes of arguing with him because his lvl 15 character took 5 points of damage, and that wasn't supposed to happen because of [insert random magic item or rule]. If we're going to argue over a rule or ability, I want to be familiar with it. I'm not banning everything - the Complete Series, Libris Mortis, and Draconomicon are in. More may be allowed, pending their requests. Dogbert wrote: Before asking anyone else whether to censure anything outside of core He was just suggesting this, as he didnt know if the campaign was mostly core and wanted to prepare me (I'm relatively new to DMing). Also, one of our group is splat-book crazed; he's a power gamer at best or a munchkin at worst. I'm looking to rein him in a bit. We facetiously (mostly) suggested doing a core only game, but the player in question stated he would not play if that was the case. As I don't want to lose him, I'm trying to compromise. I dont want to dent our friendship. I just bought the campaign book and plan on running it in a few months. One person in my group (running the Savage Tide path)recommended not allowing splatbooks (or not to many). What kind of things should I not allow (as game shattering power gaming)?
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