I will buy Chronicle of the Righteous, Champions of Purity, Distant Worlds, or Cerulean Seas: Beasts of the Boundless Blue for the first twelve posters that want them
Ok, I should know this,and in fact probably already do, but for reasons I won't go into I'm having a terrible time concentrating lately so actual research is very difficult. But here's my question.
Let's say the PC's encounter a Great Wyrm Green Dragon. Below are the melee and special attacks it gets:
Melee bite +34 (4d6+19/19-20), 2 claws +34 (2d8+13/19-20), 2 wings +32 (2d6+6), tail slap +32 (2d8+19)
Special Attacks breath weapon (60-ft. cone, DC 29, 22d6 acid), crush (Medium creatures, DC 29, 4d6+19), miasma, tail sweep (Small creatures, DC 29, 2d6+19)
Can it use all of its melee attacks in a round? Furthermore, can it use its melee attacks AND its special attacks in the same round? I know some monsters have many more SA's than those listed here, so exactly what is a monster allowed to do in a single round?
327b. At a funeral for an npc villain the pcs have just killed. He gives a short, but heartfelt eulogy before casting True Resurrection on his fallen friend, who suddenly sits up in his coffin, high fives his buddy, and then they both look directly at the scryer and laugh and laugh and laugh and....
Perception is a class skill for everyone. It's the most used skill in the game.
I also allow players to decide where to put their saves. A fighter, for instance, can decide to put his +2 beginning base save on Reflex or Wisdom if he so desires. I also use the intermediate save chart, so a +2 beginning base save can be divided into two +1's.
I also allow max hitpoints at levels 1 and 2. We roll dice and use the 4d6 method, but reroll 1's and 2's. It's a little power gamey, but that's how we've done it for 25+ years. Heroes should have heroic abilities, in our opinions.
There multitudes of other prehistoric life to flavor my campaigns with, which is what I've chosen to do. Elephants have been replaced with mastodons, deinotheres, pygmy mammoths, and the four tusked Stegotetrabelodon. Deep deserts are populated by mammal-like reptiles such as dinocephalians, pareisaurs, and gorgonopsids. Most big cat species are saber cats of one type or another. Some nations use the giant rhinoceros relative Indricotherium as war beasts, with howdahs full of archers and specially trained wand users that rain down death on their enemies.
Savannah creatures are replaced with similar mammals from earlier time periods, and the standard gnome and halfling mounts are the small early horse ancestor Mesohippus. Swampy lowlands are where Arsinoitheres and Uintatheres can be found. Land dwelling crocodilians can be found in ancient forests and are just as dangerous as their aquatic cousins.
The oceans team with mosasaurs, ammonites, megalodons, and giant pliosaurs. The deepest swamps and unexplored forests hold giant amphibians of ages past and immense insects and other arthropods. There are just so many creatures that game designers either overlook or pay only passing attention to. I use my love of paleontology to populate and give a slightly different, but vaguely familiar (in some instances) feel to the world.
One of the very few problems I've had with being a player (I'm the DM fully 90% of the time and have been for over 25 years) was when one of my players ran a module with dinosaurs in it. My house rule for our campaign world explicitly states, in writing, that there are no dinosaurs to be found anywhere in the world. That irked me a bit, because I knew he was doing it just to spite me. But, as per my personal rule when I get to be a player, I kept quiet despite the jabs by the rest of the players and killed every scaly thing we encountered, usually attacking whether it was threatening or not.
I guess I showed him! Ha! (smugly struts off into the kitchen for a glass of milk).
When I get the rare chance to be a player, I turn off all GM programming. If someone asks for help on a rule, I'll help out as best I can with it, but I never tell the new GM he's wrong or that his story sucks. I feel my players put up with my mistakes and bad adventure ideas, so if something is going awry in theirs I stay quiet and simply enjoy the fellowship of the game. The latest game I'm a player in involved some straight up railroading by the GM to get us where we are, and I loved every second of it. It was still fun and it made roleplaying any frustrations the PCs might have had even better.
I love chance to be a player, and I am happy to just roll with the punches.
Thanks, everyone. I'm building an NPC assassin to go on a mission against a band of PCs who have offended a large number of important people by kicking in doors and taking their stuff. The PCs, while not munchkins or power players, are pretty savvy and can often be hard to beat in a fight because they cooperate well and know the rules. I thought a sneaky edge might put the fear of Me back into them.
For example, an assassin's death attack.
Benefit: Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.
I only have a few, but I'll just post my favorite one here. Chases are resolved by creating a "move bonus" to add to a d20 roll. This is arrived at by dividing a character's movement rate by 5 (a 30 becomes +6). Chases simply become opposed d20 checks with these modifiers. A GM can add other modifiers for terrain, head starts, etc on the fly as necessary. Much faster (in our experience) for resolving chases and similar actions.
Echoing what TempusAvatar said above, I've learned over the years to find out what the player is most afraid of in real life; spiders, snakes, heights, the dark, etc, and then use that in a adventure. I once had a player afraid of spiders AND heights. By the time the adventure was over he was a shaking, quivering mess.
I have been fortunate enough to play with all of my players for over 25 years now. Some folks have come and gone for different reasons, but none having any rancor as the reason. Just real life and what not. We're all friends, and after 25+ years we know each other pretty well and our games aren't "I'm the GM (which is me
There are several of my former gamers who I miss greatly at the table. All but a couple of us have stayed in touch over the years, and even though they're unable to participate they give me great ideas for games and story lines.
All in all, I couldn't ask for a better bunch of folks to play with. I hope we make it another 25 years.
I will NEVER not use physical dice. To not use them feels.... unclean.