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Grodd can pull off mind control - it's easy to get minions when you can puppet them.
Notice how the Gorilla's lips never move.......much!
"They both reached for the freeze gun..."
Davia D wrote:
That all depends on the player - we had a goblin in our group once, played by the 'I travel with the party but won't be part of it" GM's girlfriend and it was used as an excuse for the worst behaviors. Always answered with "I'm the GOBLIN!!!"
I don't buy it with Goblins, Kender, or Chaotic Neutral characters. Trying to find an excuse to be a jerk is a player issue, not a character one.
From a different universe....
Man of Steel, Woman of Tissue Paper.
Drahliana Moonrunner wrote:
So we have the very first thing in AXis that wasn't stupid. Proper use of physics to resolve a fight.
Some people interpreted the Banner/Romanov scenes as Natasha claiming that she was a monster for the sole reason of not being able to have children.
I saw Banner claiming to be a monster first, and brought up not being able to have kids (presumably because they would inherit being green rage monsters - not a good thing in the terrible twos). Natasha brings up being sterilized to counter Bruce's worry, and then because of the look on his face explains why. And then mentioned that she was monster as well, after alluding to her body count.
But once the internet gets an idea in it's collective heads there is often no reasoning.
How many different characters can the same guy play in the same show? Tune in to find out! Eat your heart out, Peter Sellers!
The JSA had a couple of villain legacies as well. Icicle was the son of the original, and....for you Young Justice cartoon fans...he was dating the daughter of Sportsmaster and Tigress...Artemis Crock (making her a legacy villain as well).
Plus Secret Six had Ragdoll...the gender-neutral offspring of the original.
Dammit, Barry! Didn't Wells warn you about this!
Or they could have done away with the trait, or merely modified it so that it only applied to spell effects and not magic items.
Although to be honest, I think Moore does that anytime DC does anything nowadays, or at least the closest equivalent.
Charles Scholz wrote:
Not everything - his JSA run was incredible (and although I never read it, his run on Stars and S.T.R.I.P.E. is also supposed to be great). I think things only got weird/bad when he started believing his own hype.
I can't suggest anything for the current adventure, but perhaps in the future you can challenge the alleged munchkin with making a powerful character with a suboptimal base? He might respond to the challenge of making a lower tiered class the most powerful thing in the group.
Other possible options include:
Scrollmaster Wizard - the ability to use scrolls at character level can be huge. However, it doesn't kick in until level 10.
Elf Spellbinder - no bonded object, but you pick a spell of each known spell level (at even levels, so slightly delayed) and can spontaneously channel them like a cleric does with cure/inflict spells. A wizard with limited form of spontaneous casting.
Human Sage Bloodline Sorcerer - You learn 3 additional spells for the arcane bloodline that sage is derived from, change your casting stat to intelligence, and by being human can exchange the bonus HP/skill point for a bonus spell known (not of the highest level you can cast).
Half-Elf Bonded Witch - no familiar, replaced with a modified version of the wizard's arcane bond. The witch gets one spell per spell level in the bonded object they can use in addition to their normal spells and hexes.
With season 2 featuring the Justice Society I might be reeled back in - provided they can tone the stupids down. I left feeling that the amount of plot induced stupidity required for one episode if Legends was the same needed for 2 episodes of Flash AND Arrow. I can understand a little, but when I start to question the base competence of every cast member it's too much.
Drahliana Moonrunner wrote:
The number of additional slots is not quite as advertised.
At 5th level, a specialist wizard likely has 13 spell slots (3/2/1, plus 1 per level of his school, plus 1 per level for a high stat, plus another of any level for bonded object)
The sorcerer at the same level has 12, except none of those are third level spells - of which the specialist wizard has 4.
At 6th level, the sorcerer gets 3rd level spells and has 17 spell slots per day against the specialist wizard's 15.
At 9th level it's 26 for the sorcerer and 25 for the specialist wizard (one spell, except that the wizard has up to 4 5th level spells the sorcerer can't use yet), while at 10th level it's 31 for the sorcerer vs 27 for the specialist wizard - we are beginning to see a little disparity in numbers, but the sorcerer at this point knows one single 5th level spell while the wizard will know at least 4.
In the end, it all depends on what's more important for you and how your campaign is run.
Drahliana Moonrunner wrote:
You don't see the Graysons much either. Or the family of J'onn J'onzz.
I agree with all of this - I always suggested the ranger for anyone wanting to learn the rules, but the addition of the slayer and hunter add two more options.
The wizard's great strengths are earlier spell access and strategic flexibility. The spells per day difference can be cut down by playing a specialist wizard, which exacerbates the earlier spell access issue (with a stat modifier a specialist wizard will have 3 of their highest level spells per day while the sorcerer has ZERO of the same level).
That last is where the Sage bloodline comes in - it changes the sorcerer's casting stat to Int and takes that difference away. My gaming group calls the human sage sorcerer a pocket wizard for a reason.
I want a strong spellcaster class. Yet I must choose. Which one the better?
Does your GM plan things out and allow effective scrying?
Or do they make encounters and other challenges on the fly in the middle of the session?
If they lean towards the former go wizard, the latter go sorcerer. If you want to hedge your bets go with either a human sage bloodline sorcerer for the most spells known(and Int as a casting stat) or arcanist of your GM is allowing those classes into the game.
I don't think I've played any of the uncommon races out of the APG - just the featured races. Normally when I play one I try to have a theme.
Dhampyr sorceress with the 3PP vampiric bloodline - subbing the Paizo made Sanguine bloodline's 1rst level power (healing via bloodsucking fits the overall look better, plus the character needed a way to heal at low levels)
Fetchling ninja focusing on shadow powers - also did her best to look like an actual Shae.
Ifrit Dervish Dancer.
Aasimars/Tieflings tend to be my favorite out of the books, but I also have the 'Blood of' books to add to those two.
Skype and Roll20 can work for games. I do it for my Runelords game and it's a lot of fun. Except when Skype isn't working well...
It works for playing, although the house everyone games at has basic DSL instead of cable internet (I have slightly faster DSL), and a pile of people who can't put down their internet devices. I'd hate to try and run from where I live based on that alone.
You guys are just not quite right. ;)
My wife tells me that quite often. Normally followed with a comment about that being how we work so well together. Even more so when we watch Bodacious Space Pirates and comment on the subtext (which borders on text).
Granted, my business in this thread was to try and ecide if I wanted to pick up Giantslayer to run for my gaming group, but moving away put a damper on that. It's a little tougher when playing via Skype, especially when you can't see half the players. I'd hate to try and run a game that way.
Not to mention much of fighting, and, really, any hand movements in television and film often exists solely for dramatic effect. The difference between a quick jab and a long, pulled back blow are that one looks more dramatic than the other, so is therefore better in the eyes of a director.
Most errata/nerf issues I hear about boil down to using a chainsaw when things only called for a scalpel.
The other one seems to be 'anything on par with Dervish Dance is broken, but Dervish Dance is fine.' No, if things on par to it need nerfing, then so does what the nerfed things were on par with.
captain yesterday wrote:
Maybe douse yourself in Axe Body Spray and hang out at the local game store and see what bites. Otherwise I hear internet dating sites have come a long way. :-)
I think I went on dates with 3 different women I met at a used bookstore. Although nothing really panned out in the end.
Selkies are part of the Cerulean Seas setting, and it isn't available unless you have purchased the book or pdf from Alluria. If you don't plan on doing much underwater stuff it might not be worth the $20 for the pdf (my group runs a campaign on an island chain too and we haven't used the book much at all, either).
With a nautical setting I can see Sylphs more easily than Oreads - a huge part of sailing depends on the wind, after all. Ifrits seem far less likely, unless that island is volcanic.
For other 3PP races I could see Cerulean Seas Selkie race. It's more of an underseas campaign, but the Selkie is capable both underwater and on the surface.
Thomas Seitz wrote:
As a detective he's there on a regular basis! However, that's 'to jail' and not 'in jail'. :P
Funny, my gaming group has a CRB per 2 players at a minimum (and at one point was 1 for 1), plus 3 copies of the APG and at least two of everything else other than the softcover player's accessories. And we aren't from PFS.
The only times when there is only one copy of a book is when a GM decides he wants to try this new game and just bought a book. Anything that goes long term will have multiple copies at the table.
Jester David wrote:
The problem is you are presenting your opinion as objective fact about what is in the AP. Other people have said they didn't buy based on other factors, but have never presented it as facts about what must be in the books they never opened, and didn't get the same reaction.
When it comes to knowing the rules, I expect the GM to know enough to not slow down the game. I also expect them to not make the same mistake constantly (like, say, a 5E GM who keeps assigning static numbers rather than advantage, or a GM in the new Star Wars system who keeps upping the base difficulty rather than adding complications despite a player whose 'expertise' involves overcoming those never appearing complications).
I expect any restrictions as to what I can't play to be explained with something more than 'Because I'm the GM and if you don't like it the door is over there.' This doesn't mean a long discussion, it could mean 'I'm not allowing that because of plot reasons to be revealed later', so long as that reveal actually happens. It could be as simple as 'I really, really don't like the flavor of X', or, 'I have trouble balancing that out due to it being yet another subsystem/overly complex given the time I have.'
I expect the rails to not be overly visible.
I expect there to not be unavoidable deaths, even at the end of the campaign (no death screams that will take a full HP party member past death even on a successful save!). A chance of death is expected, but a targeted certainty of it is crap.
I expect to have a decent chance to participate in any given session, and a GM competent enough to forcibly remove the spotlight from anyone who tries to monopolize it.
Of course, all of those things play into one big overall expectation.
I expect to have fun at the game. It's why I show up, after all.
Jester David wrote:
The you might just want to avoid talking points easily refuted by anyone who has purchased the actual book (or pdf). And stop doubling down.
I'll have to rewatch the Warworld episode, but the monitor duty was mainly during the Unlimited seasons, where most of the big guns of the League were absent quite often (and played into J'onn's alienation subplot). I think that most of the time, we rarely saw more than one of the real powerhouses of the earlier seasons in action at the same time (not counting the end with the Apokolips invasion). They even had an episode of the General vs. a pile of non-powered Leaguers with Superman 'busy' elsewhere.
They did well with him in Justice League and Young Justice - keeping the focus mostly on shapeshifting and mental powers (although I was scratching my head at the telekinesis in YJ).
And he was done well in the (pour one out for Darwyn Cooke, who truly deserves any accolades) New Frontier.
Although I like the character for the philosopher and perennial outsider aspects more than anything else.
Norman Osborne wrote:
It hasn't been the Justice League to me since they retconned the Martian Manhunter out of it. He had been in nearly every version of it until just prior to the nu52.
Seeing as how the comics shoved the JSA back into some alternate universe I bet the TV show considers them to be safe characters to use that aren't going to be suddenly smacked by the movie embargo.
I guess it's part of their action economy limits.
One of the things we have learned from earlier editions is that the power to break/circumvent action economy might just be the most powerful thing at the table. 5E's limits on that might not always make the most realistic sense, but it looks like they chose to err on the side of balance instead.
Are there no available clips for things only a few years old?
The Sword wrote:
all of this. and
The players always feel like they can affect the narrative - there is never a feeling of being on a railroad.
In the 5th Ed game I am playing in now I don't think Inspiration has come up once. But we also have a gm who is more comfortable with older (1st and 2nd) editions and is still learning the game himself.
The first foray into the system under a different gm used it a little, but he seemed to have issues with allowing the party to rest - ever.
Vengeful Number 12 - a mook that suddenly gets hot dice (often accompanied by the dice going south for the players).
"We're here to join" A GM wasn't expecting a party of evil and neutral characters to try this, and they bypassed most of the defenses for the 'interview'. It was....explosive.
With sorcerers I suppose it depends on how you look at them - are you comparing them to all classes, or to other 9 level arcane casters? You get different answers based on what the question is.
I still have to watch the episode (I'm a couple behind) but was May ever in danger from Lash when she wasn't attacking him? No need to overcome any imperative there.
-----Phantom. It's always good to have some subordinates to have for the role of 'Fall Guy' when needed. You have those and political connections and failure stops being your fault.