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Fromper wrote:
This module has been a walk in the park for the 3 sometimes 4 PC's I dm for. I would start with first level characters.
harrdog wrote:
Sounds like my table. we have a genetic engineer and 3 practicing attorneys one of which is a judge. Its funny because we all look to the engineer when there is a rule question. And like others have said above, communication is key. We will stop in mid swing in combat to hash out a rule if need be. GM has final say of course. "Rules lawyering" is ok in our group but be prepared to "cite" your authority and be prpared for oral argument on it as well.
Tharg The Pirate King wrote: Allow 3.5 gestalt rules. this will allow the party to take on risks that would be above their challenge and allow roles to be filled with short number of people. +1 This is what I do with my group. We regularly only have 3 players and a DM. The gestalt rules are great. The party can frequently take on anything a 4 person group can do. MD
Greetings, I really want to give 4E a try with my gaming group. They all have indicated a willingness to play/try 4E as long as I DM. I am the usual DM anyway. We are all veteran RPG-ers from back in the day and enjoy all styles of playing. Question to all 4E players and DMs. Is it possible to play 4E with only 3 players and DM? I'm sure it is possible in the strictest sense but after reading the 4E DMG it states the game is designed for 5 players and DM. It even states at one point that serious modification is needed if you have less than 4 players. (Page 6 of the DMG). Has anyone ever had this experience with 4E? What problems did you encounter? Or if anyone can point me to a thread that already covers this topic that would be great also. Thanks in advance. MD
Posting more love for Space Master/RM/Merp/Cyberspace. I still miss the critical charts. (though my players don't) One more for Fading Suns! Woot. Enjoyed the d20 reboot of that also. One of my personal favorite under rated games:
Tack on Flashing Blades by the same company.
Tytho wrote:
I feel your pain. I am not new to GMing and the over-use of detect magic is a little irritating. My group does the exact same thing. The suggestions above are good ones. MD
Jaçinto wrote:
Wasn't that a rule/guideline in the Champions RPG. My GM in the Champions game we were running at the time, who I still game with, called it the "villain soliloquy". In fact, I use the rule too when I GM sometimes. Not so sure about the sneaking bit, but sometimes we do that. MD
Talynonyx wrote:
DOH! Sneaky sneaky Talynonyx. You snuck the answer in while i was typing my question.
Ultradan wrote:
I have these same observations and questions regarding SA and Crits v. Undead. This came up in one of our games recently and after scouring the PF rulebook and Bestiary, we came up empty. I ruled undead could be both SAed and Critted and we moved on.
Selgard wrote:
Thats usually what I do. I GM far more than I am a player and all my players are way better actual negotiators than me. I solve this by have a determined out come or set of options that I want to happen as a result of the negotiation. This end result is always in furtherance of the plot/story rather than necessarily anything the NPC wants. For example, and I am not familiar with the Kingmaker AP, if the PCs have to negotiate so that Faction X will attack Faction Y, before any rolls are made we roleplay it out. If they do a good job, I have them maybe make a couple of "ghost" rolls and on we go. If they do a terrible job I back that up with some rolls that will dictate the outcome more than poor role play. (Not a slam on anyone, it happens sometimes, self included.) If that doesn't get the PCs what they want, as the GM I inform them of the consequences and maybe they need to spend some time fixing the problem. Back to my example, if Faction X now adamantly refuses to attack Faction Y, but that's what the plot calls for, maybe the PCs need to do a side quest to retrieve Leader X's lost dog or something and we can re-do the negotiations with some bonuses. I think the ultimate advice that I can give, is knowing what you, the GM, want to happen. If, though, by the PCs choices/rolls/roleplay takes the plot off course then so be it. I dont think its so much about being to hard or easy on the players, its about, in my mind, keeping things moving. If the PC's seemingly breeze through a negotiation, awesome, lets go. If the PCs fail at it, cool lets go off the rails for a while and see if we can come back to it. /end ramble
I am probably the most unorganized Player/DM around. When I play (as opposed to DM) I usually carry my character in a yellow tablet stuck between the pages. Said yellow tablet has all the notes and such from the play sessions, along usually with notes from previous games too. Usually I only take my PH or Rules Compendium when I'm a player. As far as dice, I only barely have two sets (long story), I think I only have 1 d8 in that mix. I carry them in a Crown Royal bag, you know purple with the yellow draw strings. All of that is stuffed in an old nylon backpack from my college days (the early 90s). Now when I DM, things get more chaotic. I came into the possession of a first responder bag. Big duffel bag with lots of pockets, you get the picture. I usually stuff as many books as I can comfortable carry in it, DMG, PH, RC, MM1,2,4; forgotten realms stuff etc. All my campaign notes, when I take them, are on said yellow tablet above, or backs of maps, scraps of paper next to the taco place's number, on top of old player notes.... Curiously no laptop, I have one but where we play space is at a premium with two other laptops. I would love to use a screen but again space limitations.
DivineRight wrote:
Ok, you can't leave us hanging. You have to post how your first time as DM went. (If its happened yet.) (This is a bump in disguise, in case you couldn't tell.) ;) MD
David Fryer wrote:
I thought you were my alias and I was hearing (reading?) voices. I've been on the boards only a short time also, but my posts usually only consist of snarky remarks like the above. ;) MD
Navigation by committee, only PCs would think of that. I would have it turn out like most committee work. Many wasted hours talking about it, followed by long stretches of no action and finally letting the guy with the lowest navigation skill make the roll. I would probably let one person of their choice make the roll with the others adding the aid another bonus with no "try again" rolls. MD
Page 81 of the 3.5 Players Handbook indicates that Sense motive can be used untrained. So the only modifier would be the Wisdom bonus. A Pit Fiend for example has a 26 wisdom according to the Monster Manual or +8 modifier. Thus against a normal human with a Wis of 10 or so the Pit Fiend would have a d20+8 to the humans roll of d20+0. Still pretty decent against normals, but against a high level PC with ranks in Sense motive it may not be so great. If it was me, I would chalk it up to an oversight and make Sense motive equivalent to Bluff or Diplomacy. Of course that's just a quick fix.
As a long time gamer (20+ years), I have never, as a DM, used maps or boards. Played in a few games that did over the years but by and large don't have much experience with them. That perspective is changing on my part and am looking to start using mats and miniatures. The posts here are giving me some good ideas of where to start. ;)
miguel77 wrote:
Read this and had to reply because my group is going through a similar-ish change. As a DM myself, I would love to convert some of those old modules to 3.5, especially the Giants series. As to Savage Tide, I ran my group through about the first 10 or so episodes and we finally just fizzled out as it is a very long AP. My advice would be to either somehow borrow or read the Savage tide AP and decide, or look to Paizo's APs for the reasons mentioned by the other posters. In my current group after Savage Tide, we switched over to a campaign set in the world of George Martin's Song of Ice and Fire. We are using the old ICE MERP rules for combat and skills as opposed to D20/3.5, though.
How about "Pathfinder EPIC Adventure Paths". You could pull in previous adventure paths with something like "If the characters just finished Legacy of Fire" or "Rise of the Rune Lords" etc then use plot hook/thread X, Y and Z to pull them in. After that the EPIC AP would take over. I know that would add some to the word count but I don't think that much because complete consistency with the previous AP would not be required. Only a little hook or idea tossed in the mix. MD
CourtFool wrote:
Not really. The debate is actually much deeper than that but most people are afraid to admit it.
Matthew Morris wrote:
As soon as I saw the title to this thread, thats the first module I thought of. Very dumb and boring module. Probably looked like a fun idea in theory, but very poor execution.
Hello all, Question. In D&D 3.5 I noticed that the main thing bogging our sessions down was multiple attacks. Not only by players but monsters as well. How do you all as either GMs or players handle this in your games? And if someone could inform me if there are any actual rules on the spacing/timing of multiple attacks that would be great. I apologize if this question has already been addressed (probably multiple times). Thanks MD
Set wrote:
Awesome Spelljammer reference, you win the thread! :P
DM Jeff wrote:
Ack, for give my ignorance but what is the CMB? Complete...something?
Cowjuicer wrote:
My group (I'm the DM) started ST a few months ago. We are towards the end of "Here there be Monsters" chapter. My players (3) are all psionic types with two of them having sailing type skills in addition (more on that in a second). As to your questions: 1. Fairly easy to DM. The reason being that the Lavinia Vanderboren sets it all in motion for you in terms of character/plot hooks. 2. Yes you will have to make adaptations as you have only 3 players it sounds like. You may want to fudge a little and lower some of the monsters spell resistance (and there are alot). 2.1 There are a number of NPCs that are available in the game to cover the Fighter/cleric types. Lavinia has access to a mercenary group whose name escapes me and she could send one of the fighter types along with. 3. Tips on DMing ST. Don't be afraid if the party does some things out of order it won't mess up the adventure. I even cut out some of the dungeon crawly parts of the 3rd and 4th chapters and the party is doing just fine. Watch what levels your party is at and make sure they can handle the monsters. About the sailing skills. My party did some trading and privateering in some of the down time between adventures. They ended up with 3 ships(!) sailing off to the isle of dread instead of just two. ST has been alot of fun, but I think I will end it after the 5th chapter somehow as the party wants to sort of continue with the trading/privateering angle. There is some plane hopping in the later chapters that were really not interested in so.... Anyway hope that helps. If you have other questions, post and I will try to help.
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