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My "primary" party consists of a Rogue, A Bard with the Investigator Archetype, a Psion Telepath, and a Pugilist/Justicar (both 3rd party classes). My occasional players who make really long drives about once a month to play with us have a Halfling Rogue (why does everyone play Halflings like they're empty headed children?), a Cleric/Rogue, a Barbarian, and a Fighter.
captain yesterday wrote:
I'm a huge fan of Occult Adventures.
OA is growing on me. I found the classes a bit too complicated at first (I don't have the ability to process information like I used to, but that's a whole different thing) so reading through I had a hard time with some of it. The Kineticist still baffles me, though I've rolled up a Psychic NPC and really like the way it turned out.
I never liked the CRB, I might buy the horror adventures since it seems more useful for DMs.
The Horror Adventures book is more geared toward GMs in my opinion. There are no new classes, though there are plenty of feats and spells for players. But the monsters, haunts, sanity, and fear rules should be GM exclusive.
I know of the Dungeon Crawl Classics, and all I know about them is from what I've read from people who've played them or reviewed them. They seem fun, but as I run a complete homebrew and absolutely stink at running modules I've never had the opportunity to use one in an adventure.
My favorite PF book is the Core Rulebook. I don't know what iteration I have, and that's not really important to me, anyway. My second favorite is the new Horror Adventures. I can't wait to unleash some of the new things in it on my group.
I used to have a "baby dice" (tiny d20) that bounced like crazy and - almost regardless of what I would do - usually rolled off the table and seemed to very often landed on a 20 while on the floor - and if not a 20, then consistently high (though it was more often with social rolls than non-social rolls). None of them could get similar results (except the bouncing wildly and dropping off the table), and I freely volunteered to let others look for me, if they wanted...
I had a set of "steampunk" themed dice from Q-Workshop dice that looked great but rolled like crap for me. I couldn't hit the broad side of a barn with bass fiddle using those dice. They just seem cursed. I gave them to my son and he uses them almost exclusively because they roll great for him.
Heck I'm just 2 1/2 hours out and I am still too far.
I have some friends who play semi-regularly who drive from Memphis, and that's nearly 3 hours. Another is going to start driving from Dumas, about the same time frame as you, once she gets settled into her new house. She won't be a regular player, either, as her job doesn't permit her many weekends. I feel pretty honored that these folks make the long trips over once a month or so.
I see nothing wrong with a club as a career weapon, unless you are going for maximum damage. I play characters I think would be interesting, at least to me, and I seldom pick weapons or feats that would make the most dangerous or deadly. So playing a fighter with a club would be fun, I'd think. It'd be a great flavor thing and you could tie it into his backstory as to why he favored it.
- least memorable characters you have played- least memorable characters you have seen when GMing
The Least Memorable was a Half Succubus Half Human assassin my DM rolled up as the daughter of my Anti-Paladin in 1e. I never liked the character and only played her when it was necessary to advance the story arc he was developing.
The least memorable I've seen played.. hmmm...This guy played once game with my group after being invited by another player. He was very evasive as to what class he was playing, nothing on his sheet gave much indication, either. It might have been a fighter. What I remember most about him was he had a deep metal canister lid (like the kind popcorn comes in around Christmas) and he rolled his dice in in. Every roll he'd shout, "Critical Success!". I finally called the game off and told my friend who'd brought him to take him home.
The most memorable was my first character I rolled up on my own, an Anti-Paladin in all evil campaign. So many fun times over the years with that character.
Another memorable character I played was also in DC Heroes. His name was Diehard and his whole schtick was he couldn't be harmed by anything. No superstrength, heat vision, nothing. He had a plasma rifle as his only offensive option. He once took a punch from Superman and had to take a cab back to the fight from where he landed, but he was unharmed.
The most memorable I've seen played... hmm.. that's a tough one. I guess it would have to be a character in the DC Heroes Superhero game named Mystique. She was a sorceress and I played a sorcerer based on Elric of Melnibone'. They ended up falling in love (in real life we were both married but not to each other) and we even roleplayed out a wedding and reception (a big bbq with all the team members in Justice League Canada...that was our organization). That was a lot of fun.
Another memorable one I saw played was this guy a friend brought over who bragged that his character was unkillable. This was in a 2e game when traps meant something and he died a horrible, rat filled death. He stormed out screaming incoherently and I never saw him again.
I ***might*** allow them if that were the case, but they'd be limited to very primitive ones and I'd do away with Grit points. Probably change the name to Musketeer or something less Wild West sounding.
Yeah, I get what you're saying and it's not bad.
Another thing I'd do is what I do as a houserule. Classes get the same number of skills they already do, but they can pick and choose the ones they want instead of having a static list. I love being able to customize classes, and I see this as another step in that direction, because traits and feats can all be chosen to suit the player. I know lots of folks will have a problem with this, but we do it in my homebrew and it works fine.
I'd keep most of those, though I'd move the Ninja and Samurai to my Oriental Adventures book and ditch the Gunslinger (that's just personal dislike coming in there).
As Kyrt-Ryder said, about 90% of the stuff Dreamscarred Press and Rogue Genius Games put out. Though Azten raises a good point, as well, but if I had any say so they'd have to allowed as is, with no tinkering.
A few of the classes, for example would Kobold Press' Savant, Trickster, and Priest, The classes from Path of War and Psionics by Dreamscarred Press, and several of the classes from Rogue Genius Games. Not all, but there are some good ones that aren't coming to mind at the moment (pain meds for a fractured tibia interfering with data retrieval at the moment).
Yeah, "gamer girl" sometimes sounds divisive. It irks me when someone posts a video of a girl or woman shredding a guitar on FB and they label it "Female guitarist tears up song" or whatever. I listen to a lot of metal bands that are either all woman or fronted by a woman, but I just call them metal, not "female fronted" or whatever.
Incidentally, Terquem is older than I am by 15 days.
This stems from a discussion up the forum a ways about adding INT to AC. I couldn't find a feat that did this, so I made up one. So PEACH this and let me know what you think. And even if you don't like it, be kind. I'm not great at actually designing game rules and such.
Your experience in combat has given you the ability to second guess an opponent's moves and to better defend yourself against them.
Prerequisites: INT 13, Base Attack +5
Benefit: This feat allows you to add your INT bonus to your AC when fighting. By studying your opponent, you learn his signature moves and his style of fighting, giving you an insight bonus into his attacks. Any situation that causes you to lose your DEX bonus in combat also applies to the INT bonus.
Just as soon as I catch them you'll get one!
Marc Radle wrote:
Nice! I always try to run a Halloween game, unless one of my group runs his d20 Call of Cthulhu/Vampire: the Masquerade mashup. It sounds weird, but we make it work and it's a blast.
William Hunsley wrote:
Sadly, even after election day there'll be just as much political hate and stupidity. It's never going away. So use that time machine to do something good, like proving Edison stole Tesla's ideas and fix the grievous crime committed against him. As far as pbp games go, there are several going on at anytime; just go to the PbP section and see if there are any openings.