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Drake Brimstone wrote:
Is Drake Brimstone your real name?
Want to make sure I never get stuck on a table with you.
You haven't got Raging Vitality, therefore you die shortly after reaching fifth level.
The Fox wrote:
The best use of a Thunderstone is as a last gasp defense against Harpies.
Mathwei ap Niall wrote:
And almost certainly won't bother gaming the same bunch of jerks again.
Fake Healer wrote:
I just see it as a good way to get through the weak areas certain builds may have like lower levels until a PRC or multiclass build comes into it's own.
Aaaah, you mean easy mode.
Who else to blame for the player making a cheesy/dishonest/sketchy choice like that?
N N 959 wrote:
I suppose you could always go to work next time there's a gaming session on instead...?
N N 959 wrote:
Maybe not in your world.
My personal approach to the problem is to try and create characters around motivations that fit well with the PFS. Whatever PFS is providing them has to be more interesting than just money or levels.
Building a character that fits within the setting.
If it was say:
And if it isn't, why isn't it?
According to the player at my table, a creature hit by a Confusion bomb directly is confused without a save. While I disagree with this interpretation, I also cannot disprove it.
If you're running the game, you don't have to.
Jeff Mahood wrote:
In fact, I said that new problems were created. I even agreed with you that this is bad law. Please don't focus in on two words out of my post and ignore the rest.
Not that I think this instance is much of an issue, but the rationale behind the decision making is worrying.
(Apologies for misreading your post and over-snarking)
Taku Ooka Nin wrote:
Or, in this hypothetical, you could stop being a dick.
Jeff Mahood wrote:
Problem solved. Yup, jerk players continue to be jerks, everyone else has to suffer under new rules.
Yay! But at least its simple.
Command can be a game changer. but ther very least you should do (or rather the very least I try to do when playing my cleric) is cast guidance each round... (Divine Sub-domain for Divine Vessel power is awesome).
Andrew Christian wrote:
Hard cases make bad law.
Awesome battlefield weapons, until the wind changes. They had far more psychological impact in the first world war than "practical"* - and still do.
*meaning actual dead bodies.
Klaus van der Kroft wrote:
This is absolutely not the case, a breif glance at history shows this.
Interesting, I'd not thought of it in those terms.
I'm not part of "our", my chosen representatives have already decided - wisely I believe - that the case for military intervention hasn't yet been made.
As for motive? War boners?
Aside from being more indsicriminate, none of your listed reasons are actually true.
Chemical weapons are very fiddly to make, diffult to store and use and very tricksy in the field. All of which make them expensive. If you absolutely want a value for money when it comes to killing, pick a machete (cf: Rwanda) or pick an AK-47.
So why are we against "chemical weapons" - by this I mean pretty much poison gas, rather than the more acceptable White Phospour, Napalm and depleted uranium?
Estimated number of humans killed during the Syrian civil war: 100,000Estimated number killed by Chemical Weapons: 1000
Intervening in Syria because they've used the wrong kind of weapons to kill 1% of their victims seems obtuse in the extreme.
David Haller wrote:
Heh. That's funny.
Yet people persist in playing sorcerors and oracles.
I dun get it.
Sin of Asmodeus wrote:
I have a +42 bluff on my sorcerer without this mask. I use bluff almost all the time. Even if a gm takes a +20 because the lie is so outrageous most npcs have zero sense motive so.
Cool story, bro.
Raymond Lambert wrote:
Yeah, never mind the fun you're having.
OTHER PEOPLE ARE HAVING MOAR.