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Wolf in Sheep's Clothing

J.R. Farrington, Esq.'s page

Pathfinder Adventure Path Charter Subscriber; Campaign Setting, Companion, Modules Subscriber. 128 posts (160 including aliases). 1 review. No lists. No wishlists. 1 alias.



"I'm going to break the game."

"Congratultions, you've done it. I wish you luck in finding a new group."


Player: "I'm going to break the game."
Game Master: "No you're not."
Player: "Yes I am."
GM: "You can't play then."

Final Score
GM: 1
Player: 0

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules Subscriber)

I think any player, outside of playtests, who sets out to "break the game" is probably being a total douchebag. Be prepared to boot him. He sounds like trouble.


The issue at root here is poor resource management. The solution is to train your players on resource management.

Throw a typical encounter at the group. When they are slapping each others' backs and looting the bodies, hit them with the second wave. Do this a couple times and they will develop the habit of holding something back.

I once had a bunch of kobolds simply make it impossible for the party to sleep and regain spells for two in-game days. I don't recall another 15 minute game day problem after that. Those casters learned to treat their spells like rare jewels.


So you think the best time to alienate customers by requiring them to purchase a whole new set of expensive books is when your biggest competitor is alienating theirs as well? Bad, bad idea.


For now, put aside your APG and GMG. Focus on the Core Book. Baby steps.

Don't worry about what can or can't be done at 9th level.

On your own make 3 or 4 1st level PCs to see how making them feels. Ask questions on the Boards here during parts you don't quite understand.

Take your PCs and have some trial combats with them against each other -- you'll pick up lots of what the rules actually mean when you do this.

Do you have The Bestiary yet?

Paizo Employee (Customer Service Happiness-Inducement Imp)

J.R. Farrington, Esq. wrote:

So first the good news...all the items that arrived are in great shape! I was worried about the Mouse Guard RPG box set, Campaign Coins package, and the Tome of Horrors Complete all being the same box. I thought for sure something would get mangled or crushed. Nope! Everything that came was in perfect condition, thanks for the great packing job guys!

So then the "other" news...the Pathfinder Campaign Setting: Inner Sea Region Poster Map didn't appear to make it into the shipment at all. It's missing. The other 3 maps were in there, but the Inner Sea map was missing.

Could I get one please?

Packing stuff: WOO HOO!

Missing Poster Map: D'OH!

A WILD SOLUTION APPEARS!:
Cosmo uses "Send replacement with next subscription shipment"!

:)

(Note that this means it won't be shipping until next month, though, so if this is not super effective for you, just let me know.)


Darkwing Duck wrote:
Abraham spalding wrote:


Healing in combat is typically one of the worse possibly uses of your action you can possibly make,
When your meat shield has only two or three hit points left and the party isn't high enough to have breath of life available and the enemy isn't dead yet, you want to be casting a healing spell in the middle of combat.

You're not wrong in this statement, but you miss the point entirely.

If the fighter hadn't lost hit points the healer could put his actions to more productive uses, such as smiting the bad guy with his holy warhammer (or whatever).

In combat it's more costly to conserving resources (like the fighter) than winning the battle.

A wounded soldier takes both that soldier (fighter) and the medic (cleric) out of the fight and causes that side to have to commit greater resources (action economy and spells in the case of D&D). However, if that soldier had avoided injury both the medic and the grunt could be shooting at the enemy. That's why guerrilla warfare touts maiming the enemy over outright killing them. This is warfare 101.


(Pathfinder Adventure Path Subscriber)

Don't get me wrong. Half my players have wives and kids, and sometimes the wives call to ask for something (like grab some milk when on your way home, that kind of stuff). I have absolutely NOTHING against that.

It's not even a question of slowing down the game... If, when we're playing, I see someone constantly texting or taking ordinary cell calls, then that tells me that you'd rather be somewhere else doing something else, than being here playing with us. It just kills the mood.

Texting and/or talking on the cell phone while your doing stuff with people (be it playing RPGs or dinning at a restaurant) is rude and impolite. If you can't see that, well, you're rude and impolite.

Ultradan

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Jiggy wrote:
Abciximab wrote:
Quote:
Creating a Diversion to Hide: If you do not have cover or concealment, as a standard action, you can attempt a Bluff check opposed by the Perception of opponents that can see you. On a success, you become invisible to those creatures and can move up to half your speed. When you do this, you take a –10 penalty on the Bluff check.
So, Standard to Bluff and become invisible, Move up to 1/2 Speed. Let's say you do not reach Cover or Concealment. Now on their turn your enemies can see you again?

Actually, they don't even have to wait until their turn to notice you, because you lose your stealth (and therefore become spotted) as soon as you:

• Fail a stealth check
• Begin an unstealthable action (such as standard actions, etc)
• End your turn without cover/concealment.

So in your example (where you bluff and then fail to reach cover), you're spotted the moment your turn ends. Perhaps a nit-picky difference (unless an enemy was delaying their turn...)

Pretty much. You say "look over there", they look, you run away, and they turn arround to see you 30 ft away and shout "get him". Seems pretty iconic to me.

I find it interesting that this allows an alternative to Tumble for not provoking AoO.



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