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Go old school and convert the 3.5 Dungeon mag adventure path Savage Tide. It's too fun not to run through and there is thorough posting on this site about the problem areas and how to correct some of the problematic higher-level stuff.
Plastic tool and screw/nail organizers work really well and you can label the chambers with sharpies to tell what minis are where without having to root around. Any soft foam can serve to cushion and line the box to keep metal minis from being damaged.
You can't is the proper answer....even fantasy RPGs see archery as a stand still and shoot with a quiver of arrows type of combat style. I think 5E has a better chance of getting close though with movement being something that can be broken up any way you want with attacks spaced within the movement wherever you wish.
Southeast Jerome wrote:
Adventurers Handbook is scrapped. Mike Mearls made several statements about how Wizards sometimes make plans that change and that mock-ups and proposed covers are not necessarily a guarantee that a product is getting made.People on the Wizards forums are guessing that the stuff that was to become the Adventurer's Handbook was either too little to warrant a book or some of it was subpar and Wizards decided to merge parts into the Elemental Evil product. There is also going to be a free download of the player content for EE out in March that includes new stuff like possibly race(s), Class(es), spells, and other such.
Chengar Qordath wrote:
Yup, too often GMs use "No" as their answer to rolling with the punches or they just plain ban stuff. I can understand that they don't want to be steamrolled but a good GM would find a countermeasure and use it sparingly to show that there is some risk to using a certain action....not that they should constantly use the countermeasure but slip it in enough that the PC knows that the exploit isn't free and without risks.
That's a mace. Morningstar is a mace with a chain attaching the ball to the stick instead of directly.
Not correct per Pathfinder/3.5...a morningstar is a shaft with a spikey round head, a mace is a shaft with a variety of different head styles, usually fluted. A flail is like either but with a head attached to the shaft by a length of chain.Not accurate historically but that is how it pans out in PRPG and 3.5.
I started in '79 and I feel the same way...the personality I instill in the character has more to do with who he/she is than any mechanics. I love the options presented in 5E and think that they make a great base to build on. I find the game to be quick, fun and easy to play. This is a welcome relief after spending huge tracts of time creating PCs, NPCs, and customizing monsters. I haven't DMed 5e much but I find that enjoyable also.
Also agreed...the games I have played in 5E have awesome pacing to them and at the end of a night I feel like we have accomplished something and advanced the storyline well. In 3.5/Pathfinder I found that often a whole night was spent clearing 2-3 rooms of a dungeon and it sometimes took weeks to get out of dungeon combat mode and into some story advancement.
Also if we look at advantage/disadvantage the numbers are roughly a +4.5 or -4.5 on average which is a pretty nice bonus to saves. I found the older version of the caster rolling to overcome was usually just a matter of rolling higher than a 5 in most cases if you built to be fairly decent at overcoming SR. I like 5E's approach because it steamlines the mechanical aspect while making it a significant boost.
David Bowles wrote:
Yeah, back about 10 pages of puking on anyone's opinion that likes 5E was the line.The worst thing I keep hearing from you is "they sure did nerf this or that". No they didn't. They built a new and different game with different parameters for how much damage, what average attack modifiers are, etc.. You keep acting like this is Pathfinder 2 and that damage output, AC, to hit, etc. all should be matching up or it is nerfed. It is a new system that operates in it's own parameter and it does it well despite you hating on it for not being just a new Pathfinder/3.5 clone.
Stop trolling, it is getting old and is making you look petty and juvenile.
Steve Geddes wrote:
Well said and this covers most of my 5E experience so far. It is a different game and saying "allowing movement between the various attacks is powerful and uber" is flat out wrong because in 5E it is balanced. In Pathfinder it would be broken without overhauling the rules a bit to incorporate it.
i wish people would stop hating on 5E without even trying it....just go through the introductory adventure that takes you from 1st to 5th level and you will have a great idea on how well the system performs as a whole. It is elegant, fun, and fast in combat. I also love that the game gives a bit more creative license back to the DM....it's refreshing.
I hated 4E, but I gave 5E a chance and I am glad I did. If you pass it up for a drawing without even looking at it, then you do yourself an injustice and should be cursing your closed-mind. It isn't perfect but is a good game with some good ingenuity and some nice mechanics. I was staunchly Pathfinder and now I am swayed to 5E and it's elegant simplicity and a return to D&D.
My DM is having us make perception checks throughout combat, not just during surprise. Three rounds in the people in the back still need to make perception checks to see if they can see the bad guy thats been fighting their buddies....
So you would rule that in a lit room your 2 allies being between you and an enemy 20 feet away would require a DC 15 perception check to even see that the enemy is there? That seems a bit harsh and would make bars and malls IRL really odd places.
So on the vision thingy- If I am a dwarf standing 10 feet in front of my human friend who is carrying a light source giving off 20 feet of light, I can see 10 feet in the light and then 50 feet with darkvision, or can I only see 10 feet and after that darkvision is nulled because the light is within my square?
The DM is currently ruling in these ways and I have only seen rules that contradict those rulings....it's frustrating me because I really am trying to stay as close to real rules as possible as we test the system but some of these "houseruley" type of rulings just seem to be slowing down the game and adding in weirdness by making people have to make odd checks to move through allies squares and even seeing if there is an enemy 20 feet away if an ally or 2 are in between the looker and the enemy. I want to gather information to present actual rule info when the weirdness pops up next.
Also what about soft cover or targeting enemies with allies in between you and the enemy? Is there a rule that either gives an advantage/disadvantage or something?
Is there a rule about making a perception check or something to see an enemy when there is an ally or 2 between you and the enemy?
I'm sorry to say this but as soon as any person says "Quit being a baby" when I express dislike of a ruling or gaming situation I am done with that person. Who the f**k thinks they can talk to someone like that without a bunch of players that don't want to play with a bully GM? Even if I was one of the other players in the game I would have been out, how dare you disrespect and degrade another player in front of everyone...I don't want to around people like this in a paying job or life in general, why the hell would I put up with that treatment during my fun recreational time.
I want to run rise of the rune lords but my players don't seem to be intrested in playing a prewrittin campange what can I do to intice them a bit more
Sandpoint can be an excellent sandbox to start with...it is a town with a lot going on in and around it. A little bit of prep work can make it more accessible as an open area with some good leads to draw them in different directions. Write up an old fashioned flow chart with all the stuff in the area and any possible side leads....then you can see things clearer and adjust to the party roaming the town exploring as they wish.
I agree. I am loving the PHB and MM, I can't imagine the DMG being a sudden departure from what is already laid out. I will wait until I hold it, have read through it, and have used some of it in game before I condemn it....5e thus far has earned the benefit of the doubt to me.
Had a dog chew up 15-20 of my Forgotten Realms and Dragonlance novels.... He grew out of that kinda stuff though rather quick and was a pretty cool dog, a basset hound with 10" long ears. Broke my heart when she passed. Long-bodied and barrel-chested dogs sometime have their stomachs twist up on them pinching off blood vessels and their throat and intestines. I learned about that from her on Christmas night 2007.
If a friend of 25 years walks out over something that had this much meaning to you then I would seriously re-evaluate the friendship and see where it actually ended, because it's been over for a while if it ever really was in the first place. A friendship is about give and take and compromise, like any relationship.
I love the one post that says "i told him not to turn to page 74!"...too funny. Much respect for a man who wrote books that not only helped foster a love of reading in me but expanded my sense of fantasy, make-believe, and creativity. Thank you for entertaining your passion and entertaining my younger mind. I am saddened but glad to know that the legacy is passed on to my kids....
Kirth Gersen wrote:
*Wall O' Text*This is kinda where I am at. I love playing as an adult with my "how much is a night going for, strumpet" character partying it up. However I also think that bringing new blood into the game is good. It sounds like the OP is solo-gaming with his son on the side and has his son around during game sessions (freely roaming around the house at the time) so in theory the game is already somewhat being played at a level that a 12 year old is able to be present without wondering why the barbarian is "paying those 3 ladies to spend the night with him and what are they smoking?".
I take my adult game away from the kids, and if there is a kid nearby it quickly gets cleaned up for their presence so I assume that the OP's current game is somewhat kosher for the kid. I am wondering if there is some underlying issue with the kid....does he act bratty, show lack of attention, or poor sportsmanship when the group is around and they are reacting to that and not the age issue?
If you could iron out the whys you may have a better idea of how to incorporate the kid into the game.
I would also suggest that maybe you run a once a month game in place of the regular game where the kid can play with the group, and ask the group to help make him into a good player by offering RP tips, tactical suggestions, helping with attentiveness and good sportsmanship....if it works out over the course of a couple months and the players are feeling good about his gameplay then adding him to the regular group would be much better received and the transition much easier. If it doesn't work out after a few sessions then you can drop the once a month thing and wait until the kid is more ready. During the time, after games, offer your boy gentle critiques on his behavior, how he RPed, social cues and such....remember that we all had to develop to be good gamers (and some are still having issues with it after years of gaming!) and that you and your friends are trying to make a good gamer. A lot of people wish they had a good system of guidance to help them become good gamers instead of trial and error until we got better.
Draco Bahamut wrote:
Yup, pcs can hit 20th level in a couple of months of adventuring. I love a slower paced game. I liked the years of campaigning to get a character to grow. Everyone seems to be on a "1-20 in as quick a timeframe as possible then onto the next PC". We used to cherish the journey and now it seems to be all about the destination. It is sad...and I have seen quite a few times where I got new shiny abilities without using the ones gained 2 sessions ago when I leveled before. I want a slow burn, lots of downtime, not gaining 2-3 levels in one adventure/dungeon. Even on slow XP rate it isn't slow enough for me. I want to play once a week for 3-4 hours each time and take a year to get to level 6. Another year to get to 12....I want to invest in my PC instead of keep wishing for more and more faster and faster until I wish my PC into retirement because the campaign was over so quick....
I switched to 5e a couple months ago and it is refreshing....the bloat from PF made higher level games a grind and lower levels were a constant scouring of books so you didn't miss something that your character would love. I may look at Pathfinder 2 when/if it comes out but D&D 5 would have to really make some mistakes with splatbooks to lose me now.
Kirth Gersen wrote:
I explain it away in my rationality as I must have dreamed it after messing with my Lion-bank and leaving it on the floor and my dream used that....but I don't remember messing around with the Lion-bank before and it was always on my dresser, complete with dust-ring around it.
I didn't have a Phantom Cat instance but I remember something distinctly when I was younger, around 6 or so, and we lived in an old 2-story farmhouse in South Jersey. I woke up one night, looked across my room and saw my Lion piggy-bank(Cartoony character, not a realistic lion) climb down off of my dresser, using the handles of the drawers to climb down. I was terrified and it felt like my throat was paralyzed and my body refused to move. I could hear it coming across the wooden floor to my bed. I felt the pull of the covers at my feet where it had grabbed them and started pulling itself up onto my bed. Then I heard the sound of ceramic tinking against my footboard as it hauled itself up and I finally was able to scream and I continued until my mother and father were both in the room holding me as I cried hysterically. They asked me what was wrong and when I could speak enough I said "my lion-bank was coming to get me..." they looked at my dresser and didn't see it then they looked around the room. It was lying on floor by the foot of my bed.
Which is exactly what the players do when the GM implements the true "magic items available" rule.....Tell them ahead of time that magic stuff is gonna not be whatever they want from the book and watch how you suddenly have monks and sorcerers and classes that don't rely on magic items that much....
For the record, the Pathfinder Core Rulebook is a combo of Player's Handbook and DMG in one book. There is a huge amount of difference in how D&D separates the books and how Pathfinder decided to go. I absolutely agree that the price of the new D&D books is outrageous but content-wise you can't compare the 2. D&D 3.5 had prestige classes, traps, poisons, magic items, and a bunch of other stuff in the DMG while the Players handbook was core classes, races, basic equipment, and stuff. If you want to compare Pathfinder core to D&D 5 for content you need to compare Player's handbook and DMG together to the core.
5e has more class and race choices in the PHB than Pathfinder has in the CRB.
This exactly. And as far as I have seen every one is a viable choice. It also sets a premise for future books to follow of offering up different racial and class-specific options....as long as they don't keep pushing the power level up to negate or outshine the original ones. I am looking for to seeing how they approach the classes and races in the future, it should be pretty cool to see, but I see a ton of diversity just in the PHB even if you don't include the optional "feats" part of the book.
I think there's already been discussions about this.
So don't link to them or anything...just pop on and threadcrap away.
To the OP, I love what 5e has done with casters and I would just say Yes. Yes to anything and everything that 5e changed, port it all over and add it to Pathfinder....however you are going to get resistance from players that like being wizzo-gods. I took another path. My group just straight-up switched to 5e and we are loving it. The game is fast, simple and easy to play and everyone is feeling like an equal part of the game instead of one or two players with uber-game mastery or an interweb-build of destruction being the main reason the party stays alive.
Other than that, you could shoehorn in parts of the system into the existing but I doubt that many players are going to like it and you are left with a mish-mash of game rules that weren't meant to coexist. It will take a lot of tweaking to make them run smoothly together imo.
Thanks for the list, it should help. Also I am seeing the Assassin archetype for rogues has an ability that gives him an advantage when he has surprise on a foe(like in the surprise round) so I am guessing that normally surprising someone in the surprise round doesn't give advantage to the attacker otherwise that ability wouldn't be very special.
So my group is playing 5E and we are enjoying it very much. I am not seeing us using the Advantage/Disadvantage system much though and I want to figure out why.
I really like the rule but it is so vague on when to use it that it almost doesn't seem to exist in my game currently and that is really a shame. I want to rectify this.
Yea, now we can have portable nuclear bombs all over instead of just located at big reactors. I am sure that the corporations will follow all the proper (and expensive) protocol to keep such things secure and protected as they have proven how responsible they are no matter the cost.
Just a side note, how in the hell is a mini reactor in the Sahara to pump water any different than a solar-powered pump? How does that change the world in a way no other power source has managed? It will still be expense and if a village can't afford a solar grid to power a pump station then I doubt they are gonna suddenly find the funds to go with fusion.
I am sure that once this tech is viable it will disappear into some government warehouse, like the carburetor that made regular cars get 100+mpg, and cars that ran on distilled water....big oil is not gonna allow a tech to show up that will hit their pockets. They will toss millions at the right politicians to make this story and the tech slowly fade away.
Fake Healer wrote:
UPDATE: We are a good-sized group, looking to expand still if anyone is interested. We also have branched out and are looking to have our group(s) do things like a game night where we bring different games, invite the public and get some newbs playing Settlers of Catan, History of the World or some such and still have a group or 2 that get together for RPGs. Right now the group is mostly focused on RPGs and D&D 5th Edition in the game. We are enjoying it immensely and would welcome any who wish to join.
FAQ Request: Can I use a standard action to perform actions that are faster then normal standard actions (like Swift and immediate actions)?.
Ok so would it be ok for the wizzo to suddenly get ambushed, cast Quickened create pit (swift), 5' step into the pit, cast featherfall (immediate), then blast straight up with a quickened fireball (standard action used for swift) and follow that up with quickened fireball to mop up (move action used as swift)?Not positive all that would jive if swifts were allowed to substitute for standard and move actions.....but I see problems with people getting 3+ spells a round off.
You are posting to a February 2013 thread......holy thread necromancy!
Epic Meepo wrote:
I'm holding out for Clan of the Hedgehog....or Koala....or Raccoon...
But you could be a gambling addicted dogman who sits around playing poker....and has an uncontrollable urge to hump the leg of every giant humanoid he sees....yeah, nevermind....best to let sleeping dogs lie.
I never cared much before playing that series, never got into the almost disturbing "furry", manga, toony bull**** that seems to surround people that tend to like catfolk but after playing a Khajiit as a stealthy assassin and enjoying the role, and seeing how seriously the Elder Scrolls took them, I now like them. And I even stopped naming them things like "Mittens" and "Snowball".....lol
Off track----I like how 5E D&D is handling this stuff. They seem to have softened the line a lot.On track----I don't see the problem here, you need to roll a 6, and you can reroll. If you failed you failed. Your GM sounds like a bit of a jerk but you had 6 players, probably were using something higher than 15 point buy (which is the default standard that basic encounters and CRs are geared towards) and was not totally optimized for Fort saves. The GM upped the encounter level to account for more players than the standard 4 and (an assumption) probably a 20-25 point buy...
I think party preparation and tactics are more of the problem here.
My group cast a couple wall of fires in Mammy's room to trap her and lit the whole house on fire. They almost lost people trying to escape the horribly built burning house....
Finn Kveldulfr wrote:
I almost thought it was a place that cans Mercs....Seems a good way to store them for a while....