Hirabashi Jiro

GM Granta's page

4,802 posts. Alias of Granta.


About GM Granta

I run an organized, detailed campaign with very high expectations. Small rules that most people ignore will be enforced instead. A lot of things will be standardized. This increases the workload on GM and players, but I believe that the improvements in communication, consistency and clarity are worth it.

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PLAYER EXPECTATIONS
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Frequency: I ask for one in character post per weekday, one per weekend. Once the next GM update is posted, missing actions are lost. Even when your character has nothing to say or do, a quick post showing her nodding her head or twirling a dagger prevents uncertainty and delays.

Botting: Character profiles should include botting instructions and dice macros, and it is the players' responsibility to bot each other.

Post Formatting: During combat or when doing more than a single die roll, mechanics should be behind a spoiler, with actions explicitly listed, including weapon and damage types. Links are a nice bonus. The clearer you make things for me, the more time and energy I have to be creative for you. For example:

Crunch:
Move Movement
Free Draw a weapon
Swift Activate judgment (destruction)
Standard Attack (red)

Longsword: 1d20+11 ⇒ (14) + 11 = 25 Magic, Slashing: 1d8+5 ⇒ (3) + 5 = 8

When you read this, PM me your favorite fantasy novel/series.

Map Formatting: Each character's token should be outlined in a different color, and that color used for all of its associated actions (movement arrows, flight altitude, spell templates, summoned creatures, etc.) Instructions for doing those things in Google Slides are under "Tools and Tutorials".

Profile Formatting: Character sheets should use the template below, or something very similar. Non-core equipment and abilities should include a description and/or link.

Post Location: Gameplay is for game play. Brief OOC notes are okay, but if you're seeking or giving a response that is a discussion, and should be in the Discussion thread. Plus, I check that thread more often, so questions will get answered faster there.

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TOOLS & TUTORIALS
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  • Spell Templates for Google Slides
  • Drawing Arrows for Google Slides
  • Cropping Tokens for Google Slides
  • Character Template for Paizo Profiles
  • BB Coded Links for Conditions, Buffs, etc.

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    INTERPRETATIONS & HOUSE RULES
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    Whetstone:
    For the purposes of using a whetstone, a blade is any weapon from the axe, light blade, or heavy blade weapon groups, or that has "blade" in its description.

    Saving Throws and Illusions (Disbelief):
    Interacting with an illusion is defined as the illusion reacting to an action taken by you, or failing to react when it would be required to, i.e. not taking damage when you hit it with a weapon, or vice versa.

    Identifying an illusion with Spellcraft as it is cast counts as both studying it carefully and communication from someone who has successfully disbelieved the illusion. The identifier can immediately attempt a Will save with the +4 bonus.

    It requires a move action to direct an illusion, i.e. to move it to another square, talk to someone, or dodge an attack. When success or failure needs to be determined, the required roll or DC will be replaced with a caster level check. For example, if an NPC attacks your illusory dragon, your AC would be determined by a caster level check. If the illusion successfully dodges, the NPC rolls a Will save. If the illusion fails to dodge, the attack hits empty air and the NPC automatically disbelieves without the need to save.

    Identify a Monster's Abilities and Weaknesses:
    In addition to a bit of useful information, the basic identification also includes the creature's name, CR and type, i.e. "Aboleth, CR 7, LE Huge aberration (aquatic)". During combat, all information is chosen by the GM, but players may establish a default request for all checks. For example, a blaster might always want to know which save is lowest or an illusionist might always want to know senses.

    For the most part, a bit of information is considered something from the stat block that has a bolded title, i.e. "aura", "special attacks" or the description of one special ability. Numeric values will be generalized to good, average or bad.

    If multiple characters identify the same monster, they will learn different information.

    Identify the Properties of a Magic Item:
    Aid Another is permitted, but every character must meet all requirements, i.e. casting detect magic.

    Readying an Action:
    Generally speaking, you should specify an action from the table Actions in Combat, but you may wait until the action triggers to make a decision about variables like which spell you are casting or which square you are moving to.

    Liberating Command:
    Core Rulebook wrote:
    Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn.

    That means that you can cast liberating command on yourself, but you can only make the escape attempt if casting the spell was the last action of your turn.

    Appraise:
    Check: You can use this skill to determine the wealthiest person visible in a crowd. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large crowd.

    You can also use this skill to negotiate when buying and selling goods.

    Action: Determining the wealthiest person in a crowd takes at least 1 minute. Negotiating takes 8 hours per unit on Table 12-4. For example, a party with APL 4 would need 4 hours to buy or sell 3,000 gp worth of equipment, or 12 hours for 9,000 gp. Purchase and sale values are added together.

    Try Again: Additional attempts to negotiate produce the same result.