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This is your problem right there. Critical fumble rules are a abomination, and this is a great example.
I can't blame the guy for dumping since they were rolled. (PS, we have a rule that if you do roll, 1's are 2's.).
Just ask him- would he rather bring in a new PC, or just have him saved by DM fiat? "Shillelu wanders by: Oh, I see you have Goblin Dog rot, here', I have a herb that can fix it."
Ah then my friend, you haven't run in the classic days with dungeon chock full or deadly and fun Gygaxian traps, such as Tomb of Horrors. Ah those were the days. You guys have been spoiled by Pathfinder APs, where indeed traps are mostly "weak sauce". "Just take the hit" doesn't work if "the hit" teleports the PC nude into a pit full of nasties.
I am a proponent of the Rogue class*, but with those tanks (who need boosting) and no arcane caster, then yes, go for the Archaeologist bard.
While it true that things like summoned critters can find a few traps (and are even the best way to disarm a few) and diabolical DM worth his salt can easily design traps that will foil that idea.
For example, a chest full of scrolls soaked in oil with a explosive runes spell.
* of course!
Right. While I don't buy into the whole martial/caster disparity issue (at least at commonly played levels) I 100% agree I'd like to see skills scale better. The Skill tricks from 3.5 would be nice as well as stuff like the Lorecall spells (but make them feats).
I want to see something very special kick in at 10 ranks. Hmm, to make them mix with PF as written how about when you get 10 ranks in a skill you get a Ki point and free access to a related Ki talent? Gliding Steps* with Acrobatics.
Spider Step with Climb.
* the qinggong monk Ki ability here, which yes, grants the feat if you burn a Ki point.
You're Welsh!?! ;-)
Secret Wizard wrote:
There' are plenty of them: Inquisitors can be any alignment. Some Cavaliers. Some Rangers. Warrior-priests. Some clerics. Some oracles. The Anti-paladin.
Why does a holy warrior have to be NAMED Paladin? Paladin is the name for the LG Holy Warrior.
Many great posters here, even if I often disagree.
First the Staff:
I hope I didn't miss anyone?
There are also a few posters who have moments of genius but get too personal when disagreed with. You guys know who you are. So, I respect your useful posts and brilliance, but wish you wouldn't make so much work for Chris, Liz & Sara. Not going to name names here.
Mind you, I often argue too strenuously, so mea culpa and get off my lawn!!
that is a good question im not sure what im gonna take yet i might jump human for bonus feat and take point blank shot. how many do you get its none right unless you get bonus by class or race right?
Right. It's kind a toss up. With Human you get two feats. With Half-elf you get one feat and one other which is fixed as either Skill Focus (meh) or +2 to Will saves (slightly better that Iron will since it stacks)
But Half-elf gets Low light vision. That could be very nice as a scout.
Also these:"Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks."
Aren't bad at all. Yes, Humans get one extra SkP per level, but that +2 to perception is better for the first few levels.
And that +2 vs enchantments and Dual Minded will make up for poor Will saves for a while.
Do take PB shot. Then PA, then Precise shot.
Hmm, that's only 14 pts (I assume you start with 14 in DEX then bump it to 16 with your racial bonus) and Rangers can get by with only a 10 in INT.
Thomas Long 175 wrote:
It's not within his power. It's the orc's choice, not the paladins.
And since the orc is clearly crazy and evil, there's no saying the the orc won;t kill them anyway.
Look "Do something evil or I kill this puppy" doesn't make a Paladin fall, it never has.
Thomas Long 175 wrote:
I resemble that remark! ;-)
You have it backwards. BoED is 3.5 BoVD is 3.0 - but supposedly compatible.
And, personally, I like the BoED.
In the first one, he does NOT fall. "act with honor (not lying..) does not mean "Being a blabbermouth."
He can change the subject, he can refuse to answer.
Party with Paladin= Don't be evil murderhoboes.
Which no mature adult wants to do anyway, except maybe as a change of pace.
Antipaladin: Wake up dead as he has sacrificed you in your sleep.
Which is more party friendly again?
Well, I suppose, I am Doktor Deth after all.... ;-)
If you can't find a summon on your list with Restoration, or your party cleric can't be trusted, I think you have bigger problems. I absolutely have ways to mitigate the 50 STR damage I take when I cast free Wishes,
Doe your DM really allow you to get Unlimited Free wishes from Blood Money? If so, I think you have bigger problems than I.
There's been a number of threads on this.
The Summoner is not Over powered, but the Master Summoner may be.
The Summoner is a huge spotlight hog, and takes a lot of table time. This can be reduced by rules such as you must have the summoned monster ready to go, etc. Still, extra work for the DM, takes table time from the other players. "Not cricket, wot?"
The Eidolon is very easy to mis-calculate, almost every build I have seen is wrong, and 90% of the time wrong in favor of being over-powered. More work for the DM.
The class gets some of the best spells a level early, which hugely offsets it's "only" 6 level casting.
The synthesist is a rule nitemare, more FAQ & errata than any similar class. Not for beginners, and a lot of extra work for the DM.
And I agree with James Jacobs in that it's flavor is off. It should not have been a "build your own monster' so much.
The DM has done everything reasonable in this case. He has encouraged casters, etc, and even offered quests which the party is better suited for.
The party has refused.
They need to learn some elementary tactics and not be coddled.
Umm, no. Like I said, I was around back then, and heavily armored fighters were called tanks back in OD&D days, I even remember one named Sherman.
Publius Horatius Cocles would disagree. So would Leonidas.
The Viking who held Stamford Bridge would disagree.
Look, all you have to do when "tanking" in D&D is force the enemy to come thru *YOU* *IF* they want to attack.
Yes, I know the MUD mechanism where a "tank" actually makes all the foes come to him doesn't exist much in D&D.
So? The term "tanking" existed long before there were any MUD's. It's been used since OD&D. You put a heavy armored fighting man in a narrow corridor and the foe has to get past him in order to get to the wizard who is laying down the hurt. No narrow corridor? The wizard uses battlefield control spells so there IS a choke point. See "The God Wizard"
So yeah "MUD Tanking" doesn't work in D&D much. Nor does Panzer tanking like in WWII.
But D&D tanking works just fine, and since we're playing D&D, not Panzers or MUD's, that's what we're talking about.
1. Don't allow Evil (or CN that are really evil) alignments.
2. No "murderhoboes"- tell your players you want heroes.
3. Allow only limited books to start- Core, RPG, then allow more as the games goes on.
4. Allow limited number of figures per Player.
5. Railroading is Bad- showing a clearly marked trail is Good.
6. D&D is a Game, the object of a Game is to have Fun.
7. Don't split the party, this leads to half the fun and twice the work for you, the DM.
Player does the build, DM has editing and veto power.
Two things to watch out for- the cohort should not be a "crafting machine". Dont allow the cohort to just be a tool to make mgaic items cheap for the PC's. Potions, sure, why not?
And, did you actually mean ALL four PC's are gonna get Leadership?!?
You need to control the number of figures on the board during battles or they will bog down like crazy.
Well, Ok, OP, if your alchemist fell into the pit, would you think it's OK for the DM to rule all your bombs & alchemical stuff to go off, your potions smash, etc?
No. I think that the rules indicate that such stuff must be triggered, which is part of the attack action.
Thus, just dropping them doesn't necessarily set them off.
You just have to take attack options, but of course dropping them would give a bonus to hit.
DM sez: "You see a beautiful scantily clad woman chained to the dungeon wall"DM means: "More succubus!"
(This is where genre savvy is valuable)
DM sez: "I want to run a super low magic E6 campaign."
None of those are iconic.
Iconic is Alignments, Vancian casting (at least for some classes), levels, and such like.
I don't see many threads where (in actual play) folks "struggle" with rogues.
Of course, some level of system mastery helps every build. Heck, many call out the Wizard as the most powerful class in the game, but dayammm you can make a worthless wizard really easy. Rogues are practically foolproof in comparison.
So? Oracles can beat clerics and sorcs can beat wizards.
And, it's rather hard to build a better trapfinder.