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You cannot solve a OOC problem IC.
David knott 242 wrote:
No, the dwarf player will only learn that being rude gets him exactly what he wants- more attention, more time in the spotlight.
Andre Roy wrote:
Look, I have been in parties where one guy always mouths off. Short of keeping the Player muzzled, you can't stop him by giving the PARTY consequences, since he is fine with that, all he wants is attention.
Kobold Cleaver wrote:
Was Narsil even an artifact? I never saw any indication it was more than a really well-made and important sword.
According to the books, when wielded in battled it was bathed in white flame, and could tear through shields and armor with incredible ease. (They took that out in the films)
"But even as the orc flung down the truncheon and swept out his scimitar, Andúril came down upon his helm. There was a flash like flame and the helm burst asunder. "
Not to mention it took out Sauron.
Kobold Cleaver wrote:
Phial of Galadriel was at least a gem of Brightness, with added Morale bonuses.
And since the Elves did trade in lembas at times and used to sell their wares before they shut themselves in, yes, you could buy "magic items" in Middle earth. The Dwarves would also make items on command.
According to MERP, other items, like Gimlis Ax, chainmail, etc were also "magic" but so low power they were unremarkable.
I mean, Aragorn (Or Bombadil) didnt make a big deal of the bane daggers handed out to all the hobbits, "but but feared to keep the, knowing them for what they are: work of Westernesse, wound about with spells for the bane of Mordor" " and only blades with special spells could harm him". so forth. Pretty strong stuff to hand out like party favors. And there were four of them. Not one of the Fellowship mentioned how powerful and old they were, they were not remarkable, despite their obvious age and power.
Sting was considered totally unremarkable by Gandalf and Elrond, but it detected orcs and was thrust into a solid oak beam like a knife into butter. And was well over 6000 years old. But of no real note.
So, just like adventurers might note they had a Vorpal sword or a Staff of Power, no one talks about their +1 sword.
Yeah, sit them down and talk to them like adults. Tell them that this makes the game less fun for us, as the DM.
The Fellowship had three artifacts, several powerful named weapons, a chain shirt that was unique and more or less the Invulnerable Coat of Arnt (another artifact), elven cloaks all around, a staff of power of some sort, some sort of Gem of Light Holy item, 4 bane weapons, a magic horn, ropes,The walking sticks Faramir gave to Sam and Frodo, Aragorns sheath, ...
Murderhoboes are not adventurers.
Yes, the Infamous Tomb of Horrors was designed as a challenge game, not really as a killer dungeon.
I will play a weird race when everyone is playing the basic six, and i will play a human when everyone is playing a weird race.
why do you hate me? :-(
well, it hasnt effected me any. They even let me use the computers here at The Home. Nothing sharp, tho....;-)
Lady Ladile wrote:
Yes, it does.
I got emotional once that I remember. It was a campaign game with lots of politics. You had to have a very detailed character backstory. We were lvl 8 with that set.
The DM announced some new critical rules he was trying. First combat, some low level mook fires a arrow. 20. Confirm 20, confirm another 20! Auto kill. two weeks of work wasted in 5 minutes due to a stupid new rule.
David knott 242 wrote:
Nope. Your belt supports it too. Chain is by far the most comfy armor to move around in, even better than leather.
The PRD still lists four mirror as 45.
Actually the worst item on the list is scale mail, which stopped being worn around Roman time- in fact the Romans only used it ceremonially.
Perhaps they meant Brigandine?
I object to critical fumbles as 1: they are not realistic and2. I wanna play a hero not one of the Three Stooges.
We have also all gone to leveling up, not XP.
Dire Elf wrote:
buying multiple +10 weapons costs a martial 200-600k gold while buying multiple spell books costs like 20-60k the price difference is massive
Never owned a +10 weapon, never saw one even. Sure, I played only up til lvl 16 in RotRL, but I dont think they are very common.
My Fighter did spend extra $$ on a +5 weapon in a 12th level game, yes.
Ten years? No. But if someone has forty years moire, then perhaps he or shee might have seen more tables and odd behaviour, no?
Well, yes, you're right, which is why even the Gronardiest of us should never say anything like : "I was there before you, so I know more, am more and you better keep your mouth shut when I'm talking."
But saying that perhaps, maybe you should CONSIDER our advice in light of our experience, that's not being arrogant. I can be wrong, James Jacobs can be wrong, the newest newb can be right.
However, you also have to remember that posts on a MB are hard to read. You cant read a tone of voice, the grin, the twinkle in a eye, etc, so it's far too easy to assume a post which is posted with all those things is arrogant and condescending.
Wealth as progression has been part of the game since the three volume set. It was critical in 3.5, 4th and to quite and extent, even earlier editions. If you didnt have a magic weapon, you were screwed past a certain level- it was assumed you'd have one.
Magic items are also critical in 5th Ed also.
The difference is that the Pathfinder Devs have been nice enough, open enough and forth coming enough to actually spell out what the expectations are. (And to some extent this also occurred in 4th Ed, too)
But they were always there. (and some AD&D modules even said what kind of magic items the party shoudl have to survive the module).
However the expectations are just guidelines, we played thru RotRL without the strict WBL and it worked fine. Sometime we had more, sometime less, not much chance to "Christmas tree", but a few super items, too.
My campaigns where there were no Ye Olde Magic Shoppes as expected, but really nice customized loot drops also worked fine.
Sure, if you wanna play super low magic then play Iron Heroes, magic is a integral part of D&D.
Drahliana Moonrunner wrote:
Plenty of Crunch, trust me. Especially with added houserules and everyone had added houserules- that's how Fafhrd lost his hand.
Leiber played D&D with those two characters, so indeed, they do work.
Edition wars are silly, any edition of D&D can be a great fun game with the right DM and a good bunch of players. Conversely, with the wrong DM and a bad bunch of players, it is gonna suck no matter which Edition you play.
I have played them all, they all have good and bad points.
just being old DOES make you deserving of an badge of honor. You have survived. Hardly arrogance.
Also, playing for a long time is a honor too. Of course, as I have said, just because I was playing D&D back in Year 1 doesnt make me any more of a expert on the PF rules than someone who has been playing just a couple of years.
BUT it does give one a unique set of experiences to draw on when talking about PLAYER behavior.
John Napier 698 wrote:
Remember, that dungeon was designed due to a challenge from Gygax's players who said they could beat anything. heheheheh
It wasnt meant as a real dungeon, but as a challenge and for events.
We sorta, kinda beat it first time.
The two fake entrances cost us dearly, but we continued on (raise deads, etc), loaded with divination stuff. One of us had the item which controls the Sphere, so even tho we couldnt use it, we lost little to it. (A hand, which we regrew).
The demilich wasnt so tough as we had several great artifacts.
We had a "ring of many limited wishes' and had several redos.
But it was by no means easy.
We were told going in that it was a known killer dungeon.
any time you have to dump to 5 is- at least in my opinion- a failure.
Now build him again without dumping, eh? ;-)
See, that's another problem with 10 pt buy, it forces dumping.
My ROTRL DM gave us 25 pt buy, but no pts back from dumping. Worked nicely.
Milo v3 wrote:
Or give them a higher point buy or one Mythic Tier. Or a pool which adds to a stat, or.......
Kohl McClash wrote:
Altho the Christmas tree is a nice general rule of thumb, there's nothing so hard and fast about it. I mean, sure you dont wanna suck, but if youre 1 to even 4 AC behind the curve, you just spell up or use tactics. I mean maybe the other player is above the curve on AC, but you concentrated on rods for spells instead.
It's never been a significant issue in any PF game I have played in.
It was a darned good wargame company, but they didnt know jacksquat about fantasy.
Sliska Zafir wrote:
The players should win almost always, but the combats should be a real challenge about half the time. At least that's what Gygax and Arneson thought...
I have been DMing even longer, and I dont think the "buy" is what does it. It's the DM and player tactics more than anything.
Being a sucky peasant doesnt make the game "gritty" "You keep using that word, I do not think that work means what you think it does." ;-)
The SETTING is what makes the game gritty. I am running a Pulp Heroes type game, and they wanted powerful heroes so they got them. They have been on the edge of the seats at least once a nite, and one of the players complained I was giving her nitemares....
A imaginative DM doesn't have to rely upon handicapping the PCs to make his/her game more down to earth and dangerous.
Everytime I read such a thread I'm reminded on the interview Erik Mona gave to Wolfgang Baur in Kobold Quarterly 1 and his comments on the swarm in the first Age of Worms-adventure "The Wispering Cairn". Would be hilarious if Erik brought such a scenario to these boards incognito, only to be told by the board members how bad a GM he is for creating such a deadly scenario.
Well, if we could read that, we could compare the two.
Alexandros Satorum wrote:
It depended. And of course there are abilities that mean you can use your specialized feats with other similar weapons.
Yes, Anzyrs suggestions are good. Add quirks and little bonuses to the better items.
For example a +1 Waraxe, +2 vs dwarven enemies, -2 to any non-dwarf who wields it. Hard to sell, but nice for the dwarf.
I do that, and I also loot dump to help the PCs that need it.
I also cut back on Ye Olde Magik Shoppe. Yes, you can buy expendables and +1 stuff, but not necessarily a Rod of Quicken.
But you have to explain this to start. I tell them not to plan out a hyper specialized build. Maybe it will happen, maybe not.
Of course, I am flexible, they found a cool Frostbrand, but I let a mere Limited Wish make that a Great Axe instead. Why not? Why make them sell it and buy all another+1 to a item? BOOOOORING!
Kobold Cleaver wrote:
Okay, but the coup de grace should not be an issue. The GM did not coup de grace a PC. They coup de graced an NPC. Period.
No "period" at all. I have seen several times a player get mad, walk out, talk himself out of being mad then come back.
Here's what *I* would have said "OK, if the Paladin player comes back you guys have found him unconscious but stable. If he doesn't then the paladin died. Lets go on with this."
No. Just like arrows, I think the analogy works.
I also think that flaming on a weapon should add (if the weapon can damage at all), and that the direct hit from a splash weapon should do 150% damage, and that a torch should do damage to all normal swarms.
But that's why we need a FAQ.
will the ashes come to you, too?
PK the Dragon wrote:
martial character's reliance on gear? You ever tried playing a wizard without a spellbook?
Alexandros Satorum wrote:
Those have been around since at least 1995, but before that, you couldnt just buy any magic weapon you liked, so it balances out.
To the OP: do you worry about getting your spellbook taken away?
Carry a spare, they are cheap.
Most DMs wont pull those shenanigans, unless the monster is part of a AP or something, and certainly if you hit some ooze and it melts your weapon that's mostly your fault.
"You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area." Well, to use the ultra RAWers here, that doesnt say it's an area attack, so no 1.5 damage! ;-)
And of course, some swarms fly.
To go along with the recent request for FAQs on Swarms, there is this:
"A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons ....."
But some say the direct hit is targeted, this means no swarm damage. And the splash almost always does 1pt, and "half again as much damage (+50%)" of 1 is 1.
So this needs to be FAQed also, methinks. Or just FAQ swarms in general, and do two birds with one stroke of the pen.
The idea is not to nerf the cleric, but so the DM has control over what spells get into the game, just like he should do with wizard spells.
Gate, for example.
It is tried and true, but only in a formation with a few hundred other guys. Out of that size of formation, long spear and shield was so bad that they dropped the spear and pulled their sword.
The Zulu did really well with a short stabbing spear and shield, but of course that's fine in PF. Altho I'd make the assegai a martial 1D8 19-20 weapon.