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Craig Shackleton's page
Contributor. 1,544 posts (1,688 including aliases). 4 reviews. Aliases: Electric Jell-O, Vishantos, Onagella Sunpath, Sunshine, Drogan Bridgewater, Jason Bull, man!, Mirrana, Explosion of Gamer Rage, Martika Al-Raedoth.
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Craig Shackleton:
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I do love that at CanGames, the bar is like 10 feet from the RPG tables, and you can use your volunteer credits to buy drinks (although I forgot to collect mine this year!)
I spoke to one of the organizers at the end of the con and he's very keen to have a stronger PFS presence next year.
I also killed my first PFS PC this weekend. Her first scenario, too, but she was a good sport and made up a new character for the next slot. Unfortunately, Zaresh the mongoose escaped my grasp!
I also enjoyed playing in the other games, and finally hit 3rd level.
I look forward to next year!
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I have another question for clarification: This may sound a bit meta-gamey, but I want to make an informed choice. What are the specific consequences of failing a roll here? I fell down the first time, which is a cool descriptive effect, but will I fall down every time I fail a roll, or will I take damage only, or is there some other general hindrance?
Thanks!
EDIT: Also, I think your ruling is completely fair on taking 10/20. Even without the aura of unluck it's a reasonable call, and with it, even moreso. I also would agree that this is, in my experience, one of the most contested rules in 3.X. I hope JB figured out a fix or clarification!
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From d20srd.org:
d20srd.org wrote:
Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 20
When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
So technically, by RAW, you can take 10 unless you are in combat or otherwise threatened or distracted, but normally you can take 10 even if there are consequences for failure, climb being the classic example. However, many GMs apply the same rules to both taking 10 and taking 20, and there is certainly grey area in the interpretation of threatened or distracted.
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The campaign cons are beautiful, but honestly, you could get by cheaper with real coins.
I used to use poker chips, but now I use coloured bingo chips and mini poker chips (or rumolli chips). I use different colous for different denominations.
When I played Eberron, I also used monopoly money for letters of credit from House Kundarak. I stamped them with rubber stamps with funny symbols in glittery ink to represent House Sivis notarization arcane marks.
I really like coin props. They give the players a real connection with their finances, while simultaneously encouraging them to spend money arbitrarily on things like food and drinks and bribes and tips.
Edit: As an aside, I usually rescale all the money values to suit my tastes for whatever I'm running. It drives my players nuts, especially when I use non-metric value relationships, like 8 bits to a wheel, 6 wheels to a crown, etc.
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The armoured kilt adds +1 AC and reduces the max dex by one (and makes it into heavy armour).
The madu also has a -2 armour check penalty, giving me -6 total. :-(
Hey, I don't suppose that you'd give me madu as my human weapon training weapon, since I already get all of the martial weapons as a paladin? If not, no big deal, but it let's me get closer to my desired build goal (which is more fun than it is powerful). Of course, the madu is pretty cool as is. A fighter build could have fun with it, but I'm more interested in trying out the PF paladin.
The armoured kilt is a cool item, but has some weird unanswered questions, like what if it's masterwork, or better yet, mithral? None of those matter right now though.
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Here's a further comment that should be taken only as my personal feeling. The adventure is scripted as requiring the PCs to be fooled about certain things for a certain amount of time. That's difficult to pull off, and if you can do that, you need to tell us how. It's especially difficult in a tournament scenario where you can't just let the PCs flounder along being fooled for a bit longer. There's a time limit.
But typically players, unlike characters in books, are almost never fooled for exactly the dramatically appropriate amount of time. They either figure out what's going on right away, or they never get it until it's too late.
And in this case it can be fatal to the plot. If the PCs realize that their guide is a fake and doesn't know his way around the jungle, and has never been to the ruins he claims to have seen, they have no reason to go on the rest of the adventure. They just report back that the guy is a fraud, and go home.
The second mystery is less crucial, but I also am not sure I see how it forwards the plot. Maybe I need to read more carefully. Nevertheless, this is one that I see players never figuring out. So there's a Chellaxian coat of arms? These tribesmen must have met some Chellaxians.
So to me, I like your story, but it seems more like a story than an adventure for an RPG, especially one that will work within the limited structure of a tournament.
I hope this is helpful insight!
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