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Kobold Cleaver's 83 Thread Types To Avoid (Or, A Huge Waste Of Time About Other People's Wastes of Time)
Anything dry enough, salty enough, or sugary enough keeps virtually forever. Jam opened and then left for a decade in the fridge will most likely be perfectly fine. The only way to get something to keep even longer is to remove all oxygen from it. Tin cans and bog corpses both function along that principle. But if you DO get a little air in, the environment will become anaerobic, opening the door to infection by various anaerobic bacteria. Of these, clostridium botulinum is the best-known. It has a poison, among the strongest poisons known to man, that causes paralysis. Of course, this poison is what people inject in their foreheads to look younger, botox.
Make it cool to play a cleric. Show them awesome clerics. Let them fight some of them, see others in action. Give an extra skill point or two if needed. Make the divine parts of the world present in various ways. Make temples important actors.
The problem with playing a cleric is twofold: That everyone expects you to be their healbot, and that you have a massive number of spells on your spell list and need to choose among them, i.e. learn about all of them.
So, if someone starts a cleric character, support them in playing the way they want to. Make it clear that a cleric is far, far more than the healbot it used to be in earlier editions.
Direct the player to a suggested pool of spells for his concept, if you can.
A really tired kid will often be hyperactive. Thus, when you give a tired non-hyperactive kid sugar, it will get a short term blood sugar increase that will help it function and not be as tired. However, sugar passes, and by that point the kid will be tired and maybe hyperactive. This has nothing to do with a sugar buzz. Caffeine, now...
When someone falls in the movies, it doesn't happen after casting the fifty-third protection from good spell. Let's take an example:
Judge Claude Frollo of the Disney movie Hunchback of Notre Dame: He is far from a pleasant man from the start. He despises gypsies, indeed he sees society as at war with them. When faced with Quasimodo, he first intends to have him killed due to his deformity, but realizes he would damn himself if he did. If he did, there would be no way back. Even in his shriveled soul, there is enough good (or maybe fear of the tortures of Hell) to force him to save the child.
However, years later he meets Esmeralda. And he must have her. In the face of this need, he chooses to set fire to the city (IIRC), knowing full well the consequences of doing so for his immortal soul. The act he finally fell for was monstrous, not some little piddling thing.
Otherwise put: Everyone eventually gets one final warning, and yet they choose to ignore it.
However, I would say having lesser evil acts be routine is perfectly sufficient to make you Evil.
They really are wonderful. Having played part of tGMM, there is one thing you need to determine beforehand. As written, the size of the modron march really is not as big as described. Either boost their numbers, which is not likely to cause troubles for you, or change the descriptions. Also, when you get to the visages in DG, be careful with their powers. It is exactly the kind of thing players hate. Find a way to define those powers better, would be my suggestion.
Oh, and one more thing to look out for: Sadly, a majority of the PS adventures run off the "three dreams" concept, including the Into the Light subadventure. It... Can get a bit old, despite the Rule of Three.
The unbeatable encounter is in FoF, actually. And agreed, the 3.0 modules were brilliant. Sadly, they had a bad decision resulting in a singular focus on only rules books, not adventures, meaning the first eight modules is really all there is. 3.5 added a few more toward the end of the run of third edition.
3.0 and 3.5 are rather different beasts.
3.0 is far more quirky, less balanced, with content for it far less streamlined and "samey". 3.5 is far more polished, there is more for it, and I suppose it is easier to learn since more rules are similar.
However: 3.0 is the work of art. 3.5 is a derivative knock-off. Many of the things in 3.0 that were based on somewhat counterintuitive considerations, but added quality, were removed in 3.5. A good example is the lack of X minute spell durations, removed because those urged players to "keep the buffs up for another fight" and run into the next battle. As stated above, going back to 2nd edition is painful after 3.X.
That said... both are showing their age today. PF is in some ways a better system, but above all, it's still "alive".
Oh, and Aaron, get back into the cockpit and play 3.0 with your son. Trust me, it will be worth it.
I'm Hiding In Your Closet wrote:
I am sure he did, but it has been a while. :-)
I never claimed the players should not be informed. I have repeatedly said they should. I even added that if the change removed certain things (condition damage), that should be accounted for. That is not an issue.
What is the issue is that, by your comments about whims above, you still seem to think changing things makes for a worse game. I see it as variety.