Be willing to make snap in game decisions on the rules. There is always time after the game to look things up and make sure that you get it right the next time.
Be sure to remember that you are not competing with your PCs. Your goal is not to defeat them. Your goal is to ensure that everyone is having fun.
If your issue is that you want a staff earlier in the game why don't you just talk to your DM and ask if you can reskin it and call your wand a staff. A very delicate and not to be confused with a bludgeoning weapon staff.
Personally, I have always thought that Staffs are something that elite wizards use not your run of the mill battle mage.
Unfortunately the last staff we found we used to bar a door... sigh.
I think the greatest character I've ever played was evil. My fellow players had no idea that I was evil until an alignment spell outed me.
My fellow players had no idea that nearly every person that we spoke to in our quest to find an artifact was then murdered by me. I mean why should they know. It didn't hurt them... I was helping. I didn't want the informants to tell other adventurers or evil monsters what they knew. Be sides loose ends make a whole mess of trouble.
My fellow players also didn't know that the crime we were blamed for in city "A" was one that I had actually committed. They just thought it was a plot point. They all thought that I had learned a bit of information about a enemy via a divination spell... not torture.
I didn't steal from the party, I didn't back stab them, I didn't kill them or argue. If I disagreed I just took matters into my own hands. Of course this all required DM approval but it was all great fun and when the other players found out it was awesome.
I'm standing toe to toe with the Big Bad hoping that I can keep him occupied long enough for rest of my party to finish up with the mooks. It's a bad idea since this fighter clearly has me out classed. 4 rounds later I haven't hit him once and I'm down to single digits hit points. Then WHAM! I hit him with a stunning fist and it actually works. Then I finish the flurry of blows with 2 more crits! Giving me and my team just enough time to pummel him into the ground.
You might want to go with the rage domain. This will boost the intimidate, give you levels of rage, and allow you to wear the fearsome mask (or what ever it's called).
You will probably want to be an Orc.
I had a half orc inquisitor with an intimidate score that was absurd. I used it mainly in roll-play but every once in a while I would use it in combat and my DM would go nuts. A +32 is just hard to over come.
Why have I never heard these guys before!!! I even had a music and combat thread. WTH!
I was hoping to get some advice on how maneuvers are useful so i can explain this to the group.
I like a lot of the suggestions here. I've found that a well timed maneuver is often the difference between a dead party and a triumphant one. One way you may want to show your party how they work is to introduce a Duo. Perhaps two monks or fighters that use maneuvers to compliment each other.
Heck just reading that scenario should be enough to convince them that tactics and maneuvers matter.
Question for the OP:
Will creating a challenge for the monk make game play funner?
If this isn't the case with your player then I say introduce an opposing monk. Nothing is funner than a Monk off. Perhaps a Zen Archer or a MOMS.
Joey If you are in a pinch for time you can get NPCs from d20pfsrd.com (just type in Npcs in the search function) or you can grab some from the combat manager app.
Personally I love the Combat manager app for encounter creation because it gives you the CR and Exp of each encounter. It also allows you to add templates to the creatures if you wanted to make it more or less challenging.
My experience is based on running games for over 25 years. Yours is based on? And I said earlier to mix and match this with putting in good guys with the mooks, so now they don't know which archers (or pikemen or whatever) are the good ones and which ones are the mooks until a round or two occurs, meaning they have to spread around attacks or just suck up the damage for the 2-3 turns it takes to ID the threats. Hmmm, isn't that what we're talking about? How to draw the fight out 2-3 extra rounds?
I recently did this. I had several high ranking Drow clerics and rogues disguised as Orcs (hats of disguise), traveling with their Orc slaves. The party ran in expecting to simply kill the stupid Orcs. Next thing they knew 3 of them were deaf and another was back stabbed for 36 damage.
Then it became a guessing game as to which creature you want to attack, what resources you want to attack with, and which creature you want to ignore. In the end the party lost 2 heroes.
I think it's how you play those 15 orcs that is going to make the difference.
Also I would disagree with your comment "No challenge = No fun." Sometimes the funnest encounters are those that make your character shine. If every encounter is a near death experience you never really appreciate how truly powerful your characters are becoming. Because sometimes opening a door, casting fireball into a room filled with Orcs, and then closing the door as they all incinerate is freaking Awesome. Should this be every encounter? No, but now your party is one fire ball short when they face the 15 ogres.
There is a gamespace message boards you might want to checkout. For a Beta it is extremely well done. I've hosted 2 games thus far and I am sold. Once they polish up the rough edges and add in a few bells and whistles I am not sure my group will be using pen and paper.
Just played a quick game.
- Perhaps create a sound when people enter or exit the game. On that same note a ping or something would be great when receiving messages.
-Having an initiative tracker that lets you know when it's your turn would also be awesome.
-A hit point or life bar indicator. Perhaps give the person who controls the token the ability to change the color of the border from green to yellow to orange to red... Or something.
-Maybe a status option. One of my players went to grab a bite to eat and I had no idea where she went. If she had an I'll be right back indicator that would be sweet.
That said. Over all it was a great experience. The player seemed to grasp the controls in a matter of minutes and everything on my end was intuitive. It was also very fun and I love the fact that with no prep at all I can run the dungeon again. Can't wait for some AP maps and open access. :)
Adamantine Dragon wrote:
This. My players are always asking themselves is this the right time to "go Nova".
Alright. So I am going to take the plunge.
I just finished loading my dungeon with monsters. All ready to be slain by the right folks. I'm going to follow Phillip Goettsch lead and setup the pre-gen characters from the beginners box. You can get the PDF here . Post here if you want to join in on the fun.
When: Monday 8/12 @ 6pm - 10pm CST.
I just started playing around with this and I am extremely happy with what I see. It is basic enough to allow all sorts of homebrew yet polished enough that everything is easy to figure out.
One issue I kept having however was with the draw feature. Once I used it to expose an area to my players I could not turn it off and every time I moved a token or something I would be either adding or reducing fog of war. It got kind of silly.
Thank you for making that exceptionally clear and easy to understand.
I went with an Inquisitor of Ragathiel. The Empyreal Lord of Chivalry, Duty, and of course Vengeance. As an act of Obedience you are supposed to Slay those who have committed an Evil Act. I was basically a Bounty Hunter. But first I had my own righteous vengeance to extract.
This is what I thought. Thanks.
I played a monk of the sacred mountain with a level in sorcerer. Choose a bloodline that uses wisdom. I was casting mage armor on myself at level 1. You can also get shocking grasp which will give you a +3 to hit anything wearing metal. Any of the touch spells will work for you. You cast then you hit them next round. The spells discharge when you hit them. You can also get arcane strike for an additional +1. Then take crane feat and park yourself in front of the party. You get a number of bonuses to ac, can do decent damage, and can hit fairly well.
439. The Mage tower of (city name) is under siege from within. All through the night the people of the city have heard explosions, seen flashes of light, and felt the earth shake. Something inside the tower has been on the rampage and it seems that the Wizards inside are unable to stop it. Finally as dawn breaks a lone apprentice emerges from the tower screaming "They're all dead."
440. Exploring an ancient crypt the party reaches the big boss. After a battle the floor beneath them gives way and they fall into an even older structure. When the dust settles they find themselves in a tomb with a single Sarcophagus. Written on the walls in every known language are the words "Danger: Let no magic enter this room". Whoops.
441. Vampires... Who feed on magic.
I made pretty much the exact same character. I based him on Blanca from Street Fighter II, Master-Blaster, and Jet Li's Danny the Dog. The Goblin rogue in the party keeps my character on a leash and I carry him on my shoulders. When he removes the leash I rage.
However rather than going with superstition, spell sunder, and witch hunter I choose to pursue the ability Rending claws, scent, and teamwork feats (pack Attack, out flank). It seemed to work better for the back story of the character and I really like getting buffed and healed. Superstition has too steep a penalty if you ask me.