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Yeah. When I ran this, my players actually had a harder time with the goblins than Tsuto. They killed Tsuto in 1 round.
The reason it was so easy for my group was the terrain. Tsuto is trapped. He had to go through the PCs to go anywhere, whereas the goblins could move around and use the terrain.
If you want a suggestion, I would move Tsuto to another location. One with more room. Let him run and regroup if things are not going well.
Chris Shaeffer wrote:
Before I saw this, I actually came up with a similar themed item...
Aura moderate enchantment; CL 15th
Meme shoes have a continually changing set of abilities. All save DCs begin at 25, but are reduced by 1d6-1 points annually. When an ability becomes DC 0, it no longer functions, but a new random ability is created. Currently, meme shoes have the following abilities:
Harlem Shake: once per day, the wearer can begin dancing as a full round action. While dancing, when the wearer utilizes the command words “The Harlem Shake”, all creatures within a 30 ft. radius must immediately succeed on a will save (DC25) or begin dancing as if under the effects of irresistible dance. This is an enchantment (mind control) effect that lasts as long as the wearer continues dancing, or the affected creature is no longer within the area of effect.
Opa Gundam Style: once per day, the wearer may dance as a standard action in a quirky and slightly humorous fashion. While dancing, when the wearer utilizes the command words “Hey sexy lady”, all creatures within a 100ft radius must succeed on a DC20 will save, or become fascinated. This is an enchantment (mind control) effect that ends once the wearer stops dancing, or the affected creature is no longer within the area of effect.
YMCA: Once per day, the wearer may shout “Its fun to stay at the YMCA!” as a swift action. All creatures within a 30ft. radius must succeed on a D10 will save, or drop any held items and immediately spell out the letters Y, M, C, and A with their arms. This is an enchantment (mind control) effect that only functions at wedding receptions.
Macarena: This ability no longer functions.
Electric Slide: This ability no longer functions.
Moonwalk: This ability no longer functions.
The Hustle: This ability no longer functions.
The Twist: This ability no longer functions.
A 5 ft step will rarely avoid a full attack from an enemy. They can 5ft step too.
As far as speeding up combat...
I use some custom made cards (roughly 3x5) in combat. Each card is prepared in advance of the game with init mods, attacks, damage, saves, HP total, and special abilities.
After init is rolled, I organize the cards in order of init (each pc has a card too). If a creature takes dmg, I mark it on the card. Once they are dead, I remove it from the stack. If someone holds an action, I turn the card sideways, then place it in the stack in their new position when they finally take the action. I've made my own cards, but I've seen a 3rd party publisher sell a similar item as well.
Doing this, I rarely look at the book during combat, unless I need to see a skill mod, because all the non-combat info is removed from my vision, leaving only the essential info.
In addition, I give players about 60 seconds to make a decision on their action (10 times the length of time their characters have to make a decision). If they don't decide in that time, they automatically go full defense and I move on to the next creature. Note: they don't have to finish their action in this time, but they must at least start it. I figure, they have all that time when other people are acting to plan ahead, plus the 60 seconds in case the situation changes enough to cancell their plans.
You are talking hypotheticals, so there is no right answer. However, there are SOME answers:
The Day the Earth Stood Still
Star Trek: First Contact
1 Borg Cube
Star Wars: The Phantom Menace
1 Droid Control Ship + apx. 20-40 other battleships
1 mothership for every major city (200???)
War of the Worlds
impossible, regardless of numbers
My own thought process believes an alien-human air war would be unlikely. A handful of well placed EMPs would shut down the power grid for all of North America. Add a few more for naval and air bases, and America would be mostly defenseless to an alien air attack with only 15-20 EMPs.
Repeat for the other major military powers of Russia, China, India, U.K., France, and Germany. Then round out the nuclear club (Pakistan, North Korea, Israel) and about 150 EMPs worldwide would wipe out any major air resistance as well as a significant portion of the human ground resistance. Do it in January, when most of the above countries are experiencing freezing temps, and millions of non-military humans would also be eliminated. The aliens would effectively own the skies before the first flying saucer was launched from the mothership. Considering that EMPs are a technology we as humans possess, it is likely any aliens would as well (only better).
Or, they could all be like E.T.
First, let me say I don't believe ANY class is absolutely necessary. However:
The "classic" setup is cleric (healer), fighter (tank), rogue (trapfinder), wizard (artillery).
In your group, the barbarian fills the traditional fighter role, the oracle fills the traditional cleric role, and the sorcerer fills the traditional wizard role. That leaves rogue...
I think a rogue/fighter would be just fine. That would round out all the traditional roles, particularly if you went rogue early.
However, more important than filling any role is playing a class you would enjoy, because enjoying the game is the most important part. If you WANT to play a fighter/rogue, do that. If not, do something else.
I think they should make a Dragonlance movie. I've heard there is an animated movie (I've not seen it), but I'd like to see a live action version.
In the "WHY" category... Battleship. I know its not a book, but that movie left me with so many unanswered whys:
Why THAT game? Why aliens? Why cast an actor with an Irish accent to play an American admiral? Why didn't the movie studio have their security remove whoever pitched this disaster to them? Just WHY???
This closely represents my process for the original item I was going to submit. I worked and reworked it over and over again, but despite chopping off as much as I could, I was still over 300 words. In the end, I gave up and wrote items B, C, and D... and item C is the one I submitted.
Also, on the subject of pay, I've sat in on 2 writers seminars at Gencon, and based on the information there, I would say the standard pay seems to be 1 cent/word for inexperienced writers, to 3 cents/word for the average writer, to 5 cents/word for the "A list" writers.
It was also mentioned that the pay has remained the same for decades, while inflation has continued to rise, meaning that modern writers are actually getting an effectively smaller paycheck than their predecessors. Fortunately, most RPG writers are not doing it (only) for the money.
I've heard more than once: "The best way to make a small fortune in the RPG industry, is to start with a large fortune."
Bjorn Turoque (the "j" is pronounced like a "y")
Plus, these also work without changing them...
I thought that was what email is for. (or voicemail)
1) email is free,
That might be the first time it didn't annoy me.
Well, it could be. One if my groups (the one I play with the most) uses the crit and fumble decks. We confirm fumbles just like we confirm crits, meaning that you roll again. If you still miss, its a fumble. If you hit in the confirmation, then its not a fumble. Thus, its easier for bad things to happen vs tough opponents, but rarely happens against weak ones.
EDIT: Deathquaker, that same group does that, though we don't call it "exploding". It's a rare event when someone confirms a crit with another crit, but when it happens, it is exciting for the whole table.
This would have been my suggestion.
If it were a bow, I would give an equivalent penalty (confirmed critic, but you need to spend a standard action to re-string). For a bludgeoning weapon, I'd confirm the crit, but say it got wet with blood or sweat or whatever, causing the character to drop it.
naw, the only downside of playing as a dwarf is roleplaying tha accent.
Yeah. Most people play dwarves with a Scottish accent, but since they come from Norse mythology, they should probably have a Norwegian accent. Yet, the Scottish tradition is so prevalent, anything else just sounds wrong.
To the op, I may be biased (check out my avatar pic.), but I disagree. You can't compare any of the core races to the aasimar, because the
I don't think its possible without a major redesign of the rules. To ballance out the issues others mentioned, you would have to make CASTING a skill as well, like knowledge. For example, Casting Arcane (Divination) or Casting Divine (Conjuration). But once you get to that point, you are basically talking about a classless system, or at best, a semi-classless system like M.E.R.P./Rolemaster/H.A.R.P. You are better off just picking a system that does most of what you want.
You could just give everyone (adults anyway) a free level in an NPC class, and call that adolescence. It's the trade everyone was taught by their parents or guardians while growing up. No one teaches their kid to be an adventurer.
With this method, your average NPC would end up with 2 HD, and the PCs might think its cool to take a rank in aristocrat (comes with some minor title or official govt appointment), or warrior or adept (for the combat advantages). Some might even select expert for the skill bonuses.
Of course, more HP to start still doesn't solve your problem at higher levels.
A siege would have to be like an imprisonment, not a traditional siege. As you said, they don't need food or water, so time is on their side.
Look at the Battle of Alesia, when Julius Caesar defeated Vercingetorix, for an example of what I mean. The Gauls were inside a walled city, and outnumbered the Romans. So Caesar ordered a wall... built around the wall. He encircled the entire city with another wall, defended by the Romans, effectively turning the city into a prison. Of course, the Gauls were forced to action by virtue of their larger army needing more food, but besieging and undead army could be just a safe(er) way to deal with the threat than attacking their castle.
I like them for the jokes, which can be udderly amusing. No bull!
But I would steer clear of calling a minotaur cowvalier "Sir Loin". They might look pasture human faults, but most minotaurs will get mad (cow) if they field like you are insulting them. They will have a beef with you till the day you die. It is farm more safe to moove away and hoof these jokes in a place where you can't be herd by the minotaur. As humans, most minotaus can taurus limb from limb. You better bellieve it! I'd steak my reputation on it. But hay, who am I to offer advice? I tend to cattle, er, prattle on.
...Ok, that last one was a stretch. I think I've milked about every pun I could out of this.
As someone pointed out... Don't think of hit points as the amount of damage you can take. Think of it more as your endurance. How long you can continue to duck and weave to avoid the real hits... Which are anything that takes you negative HP or causes bleed or some other condition.
However, if you truely don't like the HP concept (ill admit to prefering systems with health levels myself), feel free to change it. Just keep in mind that spells beyond 1st level will become MUCH more effective if you limit HP. To the point of game unballancing. So you will need to limit the damage output (and healing factor) as well. Maybe even standardize damage for all spells of the same level (single Target spells should do more damage than multi-target spells).
Then of course, if you do that, then resistances to energy types become more powerful if spells deal less damage, and DR becomes overpowered... You might end up rewriting a significant portion of the game, as each change has a butterfly effect on everything else.
Instead of rewriting a core mechanic like HP, I suggest looking for the D20 Game of Thrones RPG (not the current one in print, the out of print one), which did pretty much what you are describing. Characters got 1-3 HP when they leveled, based on their class. Of course, magic is far less common in Westros, so you don't have to worry about a TPK from a single fireball.
Yes alcohol is a poison. So are drugs. In fact many drugs (even legal ones) are modified forms of natural poisons. Other times, the line between poison and food (or drug) is really just a matter of how much was ingested, and there is no difference.
Alcohol and drugs should count as poisons for all game mechanics. They are toxins that modify the body chemistry.
You said it yourself. The bad guys don't know the party's low on fuel. If they went in with guns-a-blazin, then at least SOME of the badguys will think that this is a tough group. I'd let them get away with it once. Maybe the bad guys try to gather reinforcements before attacking, or only the people that think the party is low on power attacks... Which will ammount to a probing attack if any of them escape.
I don't think that they necessarily need to be the most powerful if they are the most numerous. There is roughly 500 years of history involving European colonialism, that shows you can still be the most powerful while being vastly outnumbered. Go back even further and the Mongols, Romans, and Macedonians also showed power and numerical superiority were two different things.
You can still have humans, elves, or even orcs be the most powerful race, even if half elves are more populous. The empire fell for a reason...
That is an iconic adventure. Real old school stuff, back in the day when Arneson and Gygax got along, if I'm not mistaken. I've always wanted to play that, its been talked about enough. I started with this edition of DnD ("basic" was not its official name, just something it acquired when "advanced" came out), but I never got to play Keep on the Borderlands.
To the OP, you really want to see a difference in editions, pick up "basic".
EDIT: Nope, Borderlands was published in '79, Arneson left TSR in '76 and didn't work with them again till '86. So, Borderlands came out at the height of the feud.
Benchak the Nightstalker wrote:
I understood you. As was I. During design, the orientation of the grid as it is laid on top of the map should have no impact on how weapons work... But obviously once mobile features are added (like the PCs and monsters), the grid should be fixed.
So back to the diagonal charge, if the grid were oriented along the path of movement, the defender would get that AOO, so there is no reason that the same movement should bypass the AOO just because of an abstraction that doesn't actually exist in the character's world.
EDIT: Komoda, that may be (I don't have the book with me) but I think it jives with RAI and common sense.
...and yet, here is where I would disagree with you. As Benchak pointed out, the whole grid system is just to aid players and GMs when playing. It doesn't really matter how that grid is placed. You could take a picture of a room, lay a grid over it, and the weapons you use would work just the same as if you picked the grid back up and rotated it 45 degrees before placing it back down over that same room. In that angled hallway, or an angled charge, I would argue (or rule if I was the GM) that the mover DOES provoke an attack, because they are not utilizing the 5 ft step to cancel the provoke. So, when I answered the OP above, I was being specific to the 5ft step, not all movement.
I agree with this. I think you are looking at this from the wrong perspective. The perspective should be that of the Target, not the attacker, or even the perspective of the ground or other bystanders. The Target moves, PROVOKING an attack of opportunity. The Target PROVOKES this attack, whether or not someone is in a position to take advantage of it. It is his action, just like many other things that a character can do, that causes the attack of opportunity. The 5 ft step movement (and, not to confuse the issue, but also the withdraw) let you bypass the provoke that you normally make when moving. In your scenario, the Target moved 5 ft FROM HIS/HER PERSPECTIVE, and therefore did not provoke the attack.
Prestige Classes give other benefits, so gaining the original class's cool features in addition to the PrC is too much. It might be easier to think of it an an alternate list of "cool tricks". You get those instead, because you chose to advance in that class instead. When the PrC indicates an increase, you get spells known/spell levels/caster levels only.
Somebody went through the trouble of creating a battlemap for this. They are awesome and much appreciated.
When I ran this, I cut out each room so that the players had a kind of "fog of war". As they progressed, I placed the next "puzzle piece" on the table. I recommend a large supply of paperclips or tape for this approach. Also, from experience, write the room number on the back of each piece.
Treesmasha Toothpickmaker wrote:
What he said.
MANY poisons are used to developed medicines, especially anesthesia.
Poison is a tool. It can be used in hunting, much as a bow, crossbow, or gun. Some Amazonian tribes use tree frog poison in their blow darts. So, like a bow, crossbow, or gun, it all comes down to how it is used. Yet, of all these, only poison has the possibility to benefit the "victim" (as a medicine), so by that standard, it would be LESS evil than a bow, crossbow, or gun.
Contrast these items with a sword, which basically has only 1 purpose...
Poison is also a weapon, certainly. But depending on the type of poison, it can be seen a more humane way to kill someone. That's why some states in the US use lethal injection when carrying out the death penalty. Socrates was sentenced to death by poison, and carried out the sentence himself.
That said, modern armies are prohibited from using poison munitions by the Geneiva Convention... Even though many, including the USA, keep stockpiles of them.
Since you are looking for advice, I'll give mine. I would rule poison as a "grey area", much like necromancy. Not exactly evil, but certainly frowned upon. Many historical cultures viewed killing by poison as cowardly, because it could deny your opponent the chance to retaliate. Interestingly, denying your opponent a chance to retaliate could be seen as good tactics in military campaigns. I guess that's national honor vs. personal honor.
I'll close by saying that there are many types of poison, and some of them are painless. So it depends on the type of poison, and how it is used.
I agree, class doesn't matter.
Believe it or not, I actually DID have a merchant character. I sold wine, but I neither harvested the grapes, nor fermented the wine. I simply purchased it from a well known and respected monastery (in a dangerous part of the wilderness) and transported it to the nearby cities to sell to innkeepers. I was a sorcerer (high charisma class), with some ranks in Profession (Teamster) to drive the wagons, and Diplomacy (to negotiate price).
Many merchants don't actually make/grow what they are selling. Many merchants in a medieval setting just buy-transport-sell their products. Look to the Silk Road, Hanseatic League, or the British East India company for real world examples.
To me, power gaming is when players min-max their character. That is, minimize combat penalties (typically by using charisma as a dump-stat) while analyzing and maximizing feat and weapon combinations to get the best attack/most damage possible. See the DPR Olympics thread for examples of power gaming.
That said, I don't think power gaming is inherently bad, as long as that is the goal everyone agrees on before play starts. Otherwise, if only 1 or 2 people are doing it, it is disruptive to the group.
Right. That's how EVERYONE learns a language. When my daughter was an infant, everything I said was gibberish. It was only through repetition and association that she learned English. It's also how I learned Spanish (and some French) as an adult. Repetition and association. Currently, Klingon sounds like Garblefraggle... But if I took the time, maybe I'd learn what Garblefraggle means in Klingon. (I'm not going to take the time).
I actually feel familiars are a bigger achillies heel. Useful, yes. Especially those that fly and/or talk. But then, so is an item that let's you spontaneously cast. Unfortunately, familiars are much more visible, and vulnerable targets than items, and require much more effort to ensure their safety.
But that may be a topic for another thread.
Does anyone else wish that the sorcerer and wizard had different spell lists, if only to stop this endless debate?
To the OP: For my play style, I prefer sorcerers. Also, my DM loves low-magic, low-money campaigns, so constantly scribing scrolls (or even finding spellbooks to copy) is difficult, making the sorcerer a superior choice for this particular DM.
However, one thing wizards have, which no one has yet mentioned, is the ability to bond with an object, instead of a familiar. I like this option, and it gives wizards some of the flexibility of a sorcerer, maybe more flexibility, depending on the size of your spellbook.