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The aim of this thread is to provide DMs with a collection of "city sights"(small snipets of city life in a med-fan city) so that he/she can use them to provide more colourful descriptions. These are not events or encounters, just simple descriptions and each entry must be less than 40 words long. Let your creative juices flow... I would recommend strongly Dundjini. This beats battle mats by a mile What I do is that I print the whole map of the dungeon and then print it on A4 paper that I stick on cardboard. Add to each cardboard some magentic dots and you end-up with a modulable battle mat that requires absolutely no time to set-up. Usually, 1 medium sized room take 4 A4 sheets at that scale. What I do is to hand over the pieces to my players so that they can set-up the board while I read the room description. Works brilliantly I would say it depends on the type of situation. Battlemaps are great for simple fights like your dungeon exploring. For more complex fights like figths in a crowd or urban environments, they become an hinderance. On the whole, I am pro battlemaps because it removes a lot of the arguments about what PCs can do or can't do. It also add a tactical element to the game I like (hold the door, hold the higher ground). Personally, I do not count distances in squares. That slows down the game a lot. Instead, players move as they wish and I judge how long it takes to go from point A to point B. Yes. An attack obtained from an AOO can itself trigger an AOO. For exemple, if someone was to use a trip attack to respond to a grapple. The grappler would then have an AOO on the person doing the trip. These are the rules but in my opinion they are are unwieldy (You have to track who is doing what to whom) and a source of delay. I strongly suggest that you house rule that when a creature triggers an AOO, it can AOO back In the case above, if would say resolve the tip attack first. If it fails then the grappler has the choice either to trip back or to proceed with the grapple Brian E. Harris wrote:
I think you/ve nailed it. The DM interpreted that in his world, drows have an extra finger joints. He is the DM after all and should he chose to disregard official lore, that is his privilege. Take it or leave it. Brian E. Harris wrote:
Brian, My personal answer to this is twofold:
Regarding the numerous posts above, I would like to start by thanking all the participants in this thread which has remained quite civil. I do know that 4th Ed will be in part based on the BoNS (aka “The Abomination”). I am not opposed to fighters having spell-like abilities to make them more interesting. I sincerely hope however, that they will not be as overpowered as those found in BoNS. I am also aware that 5th edition is probably coming our way sooner or later. And yes, there will be more splatbooks to come…That how WOTC will make money. One point I would also like to stress is that I actually want WOTC to make money simply because if D&D is profitable, WOTC and Hasbro will continue to support the line. There are many incredibly useful things that didn’t existed back when I started gaming: Pre-painted minies? Tilesets? Battlemaps?... I do believe that it is in everybody’s interest, whether 3.5 hardcore grognards or 4.0x manga junkies, that D&D be successful. I am sure this point will be controversial. Finally, I am looking toward 4th Ed because it is a restart. It will hopefully reboot the game and put it back on a fresh and balanced start…or at least this is what I am hopping for. I guess I will find out in June like the rest of you Best regards I welcome 4th edition because we were due for it anyway if you look at how the game has evolved. I was looking at the recent rule supplements (book of nine swords for example) and I was appalled by the power creep and complexity that has crept-up in the game. This is not entirely surprising because, as the game grows older, WotC has to publish more and more overpowered feats/spells/Magic items to keep players interested…and buying The result is sadly as a DM, I am personally fed up with players asking me if they can use that feat from this book that basically allow them to always win no matter what the circumstances or the stupid decisions they may have taken. I am also fed up to waste time on “special rules for this” and “special rules for that”. In my opinion, 3.5x has become unbalanced, overcomplexed and is still carrying some serious conception faults (Vancian magic I am looking at you) that have been solved in other games about 10-15 years ago. You may disagree with me on this one but I genuinely look forward to 4th Ed. Best regards. JDinkum wrote: I've got a set of non-gamer friends, rugby players to drink a truth potion....Any ideas? I strongly advise anything involving dwarves, beer and bar fights . Keep it simple, low level, low magic... and above all fun. Give them lots of HP and let them play fighters because it is a simple class to master. Plot hook: Your PCs are enjoying a beer at the local Green Dragon inn. They are being served by the famous Dwarven Brewmaster Arken Bereinshneiger, renowned the world over for his famous "XXX Extra Strong Dwarven Stout". Arken has built his brewery in the middle of the forest, where a stream of the purest fresh water flows. That puts him roughly 1 hour away from the local town. The night is progressing well, when suddenly a band of goblins raid the Green Dragon. In the melee that ensues, the sneaky greenskins (helped by an ogre nevertheless) manage to retrieve Arken’s most precious possession: his Tankard of Infinite Liquid Joy (a magical item that supplies a near endless quantity of the finest brew). The escape with it to their lair in the nearby foothills. Gorlbar the Fat, the goblin warchief, has indeed a cunning plan. He seeks to use the Tankard of Joy to boost his minions’ moral so as to make them feel invincible. With his army of drunken green killing machines he will then launch a raid on the local town. Your PCs must absolutely retrieve the Tankard to save from ruin one of the best brewmaster in the world and save the town on top of that.... and yes also because they would really like to have a drink as well I think this is a good story because it is simple, quick, involve dwarves, beer and goblins. You basically have two locations (the inn, the goblin lair) and plenty of opportunity to have fun rp moments with drunken goblins & PC...Since they are ruggby players maybe it will all end in a big scrum with the Tankard in the middle...Wouldn't that be fun? Enjoy.... and yes, have plenty of beers at the ready when you play Sean Halloran wrote:
Doesn't a summoned monster disappear just before dying? That would neatly solve your problems. Also, I have assumed it is Thrifiane who actually summoned the Umber hulk to destroy Maavu's position as part of Valhantru first move against the Chisel. The second move being the attack on Redgorge by the Chauldron militia backed-up by the Blue Duke's men. I am playing it right now and I have made the following changes to the plot that works very well: Spoiler:
I am about to finish Shackled City and would like to embark next on Rise of the Runelords. I will very probably convert 4th edition because so far what I've seen interests me (faster & easier gameplay, less prep time for the GM, more dynamic combats....) and I might as well do it when I change campaign. Has Paizo given any thought about publishing an additional booklet for the conversion to 4E? I guess you could publish something that basically tells you that for this and that encounter add/subtract X number of goblins whose characteristics are now as follows… I am about to finish Shackled City and would like to embark next on Rise of the Runelords. I will very probably convert 4th edition because so far what I've seen interests me (faster & easier gameplay, less prep time for the GM, more dynamic combats....) and I might as well do it when I change campaign. Has Paizo given any thought about publishing an additional booklet for the conversion to 4E? I guess you could publish something that basically tells you that for this and that encounter add/subtract X number of goblins whose characteristics are now as follows… Sebastian wrote:
Is today the start of the trolls' mating season? How can you say such a thing on a system you've not even played yet... The trolls are indeed breeding I kind of welcome it. I think everyone should have the same vision because
GreenGrunt wrote:
Rejoice Barbarians, for the Great Kardj Tjoral, Thane of Thanes, has finally arisen!!!. In the space of 3 years, the Great Kardj has managed to do what has not been done for the past 1,000 years: Unite all the waring tribes into the Barbarian Nation. Soon we will bath in the blood of the hated southerners. I spit on their effeminate ways. All hail Kardj!!! This spells doom for the merchant city of Veracia which so far had benefited from the very lucrative fur trade. An army of howling barbarians at the city's doors will not help either. The merchant council has therefore decided to hire a few sellswords to "remove the Great Kardj problem" by separating his head from his body. But maybe the Barbarians have some good reasons to rebel against the southerners. On the other hand, couldn't it be argued that killing a single man to avoid the bloodbath of the upcoming war is for the greater good of both the Barbarian Nation and of the city of Veracia?... and no.. this has nothing to do with the fur & slave trade..I swear. Actually, with the help of whom exactly did a lowly warrior such a Kardj rise to power so quickly? Questions...and more moral dilemmas....I CAN'T BEAR IT ANYMORE! WHERE IS MY AXE!!!! swirler wrote:
Very simple: A) Have you thought about your friendly local necromancer that needs body parts to create his invincible army of zombies? Think Dr Herbert West from Reanimator. B) If the necromancer is too obvious then what about a ring of thieves that steal corpses for the students of the local University of medicine or magic? You know, some of those spell components are pretty hard to get.... Actually, combining A&B would make for a good scenario with A actually being a false lead. And finally
Am I the only one to find a 700 year old elf level 1 PC completely ridiculous? It's like, what has this guy been doing for 700 years? I mean in 700 years, he would probably have the time to learn how to use a sword a little bite better than let's say a 20ish year old human wouldn't he? Also, if you are a near immortal being, why on earth do you risk your life in a dungeon? Also, if you know that you will outlive your opponents, why even bother to fight? Just wait & see... you'll win in the end. With a 200 year span life, a young inexperienced elf is a much more plausible. The age change brings the elves down a peg. I welcome it. Paizo mentioned that they were thinking about launching their own proprietary version of 3.5 that they would call 3.75. I assume this would take the shape of a book like the player guide or the DM guide. At first glance, I am not sure this makes a lot of financial sense. A couple of reasons come to mind:
Conclusion: stick with 3.5 for the time being or even better publish dual stats block (3.5 and 4.0) until things clear and you see which way the market swings. Best regards and happy new year ShinHakkaider wrote:
You mean free form rpg? I've tried it once and didn't like it much. As a DM, I prefer the randomness that come with playing a game. I know however some very good DMs that free form a lot. I guess it is a question of style There is a lot of discussion on these boards on whether Paizo should convert to 4.0 or stick with 3.5? My point is that I think this is a wrong question. The right question is in my opinion: Do you have a good stories to tell? Knowing the quality of Paizo's work I am pretty convinced they will continue to deliver the goods whether its' in 3.5 or 4.0 Also, for all their money grabbing antics, WOTC is far from stupid. I am pretty sure that it will not entirely gut the D20 mechanics. If they streamline it and bring back to the table a new generation of gamer (who will later become the future grognards without any doubt) then I say so much the better. Nothing could be worse for my hobby than being stuck with a ageing and dwindling player base. By the way, I had nearly forgotten: Happy new year to all the RPGers out there... Good evening, I've seen a few thread regarding the supposed merits and the flaws of 4.0 on this forum. My question is very simple: Does it even matter? For me, what matters is a good story and a good backdrop to play this story against. The game system in itself is not relevant in my opinion. To prove this assertion I would like to point out 2 things:
I think everyone should relax. Best regards Erik, I think you've got it all wrong. You wrangle with whether you should convert or not to 4th Edition. My question is: does it matter? What does matter however in a good scenario is believe it or not....the scenario itself. So long as Paizo has good stories to tell who cares whether it's 3.5 or 4.0? What prevents you from publishing one set of stat block for 3.5 and another for 4.0? Regardless of the switch to 4.0x, Paizo remains a powerhouse when it comes to idea generation with support skills second to none. You should relax. I sincerely hope that 4.0 will bring a new batch of players because the game desperately need some. Furthermore, who can be against a faster and more streamlined gameplay? and let's face it, some sacred cow absolutely deserve to die (Vancian magic I am looking at you) Are you afraid that 4th Edition will "dumb down" the game? I welcome as a DM an easier game to manage than 3.5 and yes I realize the improvements 3.5 made on 2.0 but I do not see why 3.5 should be considered as the pinnacle of evolution. And if you really want to fight the "dumbing down" of the game then come with clever, nuanced, adult and interesting scenario ideas. Given your track record, I am absolutely sure that it is exactly what you will do. Best regards from a DM of 15 years James Jacobs wrote:
What if I added an arena to the Cauldron, could it take the place of the Free City? May be the fight take place in one of the noble's manors. Also is there somewhere a good outline of the age of worm campain? I absolutely know nothing about it. Hello, I am running the Shackled city with one group and I am thinking about starting the Age of Worms with another. I would like to know if it is possible to run the Age of Worm in the vincinity of the Chaudron (The Shackled City, main city)? Having both group play in the same area would really help Is it possible? What should I change? The answer is easy: If everything looks hopelessly lost for your PC, have our favorite beholder save the day. Lord Vhalantru pops in, collects Terrem and then starts cleaning the Malachite Fortress of its occupants Why does he want to kill good old Kazmojen? Simple, the idiot has attracted too much attention on himself as hinted in Vervil Ashmantle’s letter (M11). It’s high time to get rid of a weak link that may somewhat lead back to Vhalantru. Why doesn’t Vhalantru kill the PCs? First, they don’t have to know that he won’t kill them. Second, because he recognizes them for what they are: a bunch of beginners. They are not a threat and you never know they might prove usefull in the future. Better to keep them alive for the time being. How to play the encounter? Play Vhalantru as the charismatic villain he is. Think James Bond villain. Make him pop in and then present his excuses for interrupting what looks like a very warm family reunion. He hates to intrude but he came here for two things…. But do not worry he is not here for long …. First, could someone very kindly send Terrem to him. Oh! And could you also remove his chains…Thank you……Second, he starts expressing how disappointed he is with Kazmojen. He is quite wounded to have put such trust in him…very disappointing he is and HE ABSOLUTELY HATES TO BE DISAPPOINTED….then he goes all homicidal on Kazmojen and his crew. For the PCs, the logical thing would be to get out of here very fast while Vhalantru slaughters Kazmojen’s body guards. Usually at least one of the PC will want to do something heroic against the beholder. That’s not a problem. Have Vhalantru use his sleep ray on him, except that you player doesn’t need to know that. Make him roll his save (which he should fail), describe that his limp body falls to the ground in a great crash and ask him to hand over his PC sheet. Give him a new one and ask him what kind of new class would he like to play? This should absolutely put the fear of the beholder in the rest of the party. Have then Vhalantru chase them across the whole Malachite Fortress in a mad dash to the elevator. Kill (actually sleep) your PCs one by one to keep them on the move. The climax should be when they are just in sight of the elevator…they run the last few meters that separate them from safety…only to slam into an invisible force wall cast by Thifirane. They slowly turn around to face Vhalantru who his standing there grining and boy with his big teeth of his he sure can grin…All fall asleep. They wake up a few hours later. All traces of Kazmojen and his crew have disappeared (very handy this disintegrate ray don’t you think) save for area M11(The letter might help them piece a few thing about what exactly just happened) which Vhalantru has overlooked. The remaining three children are safe as well and can be found sleeping in the main room You see, it is an even better ending than having a straight fight. And what about the irony of owing your life as a PC to a beholder….. I am thinking about skipping altogether Drathkar's Way because 1) I want to speed up the campain 2) We've just finished the Malachite Fortress and I think the two stories are too similar. Actually I find Drathkar's Way rather weak because 1) yet another secret passage under a house which is far too reminicent of Life's Bazaar 2) The ever helpful Last Laugh guild points the PC in the right direction Should I and if so what kind of crucial piece of info must I convey to my PCs? I don't think there is anysignificant plot points in Drathkar's Way Hello, I love D&D. I have been playing it for 15years now but I must say that the current 3.5 combat system is a bit of a hybrid between on one hand a mini-oriented system and the other hand what I called a purely narative combat system. Sadly, the rules fall short of covering both aspects. What would be interesting in my opinionis a serie of articles covering both aspects. Personally, I find that there are big holes in the current rules, especially if you play as I do a more mini oriented combat. Some good questions need answering. The rules do not tell you anywhere how precise are spells like web or fireball? Can a mage be precise enough with his web spell so that to engulf his foes but not his friends fighting them in hand-to-hand combat? Apparently he can because there is no rule that tells you how you place the template. Also, why don't attack of opportunities do not block movement? Rogues under the current system are absolutely lethal with their sneak attack. I do think floorplans/battlemaps help a lot. They allow greater clarity as to where are each PCs relative to their enemies. Rogues really benefit from them. They also speed-up the game and limits the number of arguments about LoS and who hit who with which spells...This is laways a plus when you are playing a multiple scenario campain. One piece of advice: use floorplans as a prop, not as a replacement to the storytelling. What I do is that I start describing the combat narratively to get the player into the story and then by round 2 or 3, I pull out the miniatures a place them on the plan. I also force my players to describe what they do. Rather than having them say "I've rolled 17, I hit" I would rather have them say "I swing my broadsword in a wide arc to try to cleave the goblin in half". Works nicely. One last thing: do not get bogged down by distances. You are not playing a wargame. If my player wants to get to one end-of the room, I just tell him roughly how many rounds it would take. Do not pause and count exactly how many squares a character can move in a round. A rough estimate works just as fine. I am having trouble coming up with a good way for my players to map my dungeons. Describing the width & length of every single room is tedious. Moreover, error continually creep up in the plans my player draws which ends in them getting utterly lost. Is there a better way? I was actually thinking about drawing my whole dungeon to scale (save the secret rooms, traps and doors) beforehand. Of course, I wouldn’t show where the doors are as to keep them a little bit confused. I’ve bought a few flip maps so it could be possible to recopy the whole dungeon before game party starts. As my party moves from room to room I would actually show them where the doors are and describe each room. Has anyone tried something similar or do you have any good tips to run a dungeon crawl?
I am using a grid and templates for my fights. The following rule questions have arisen. Picture the following situation. The party’s fighter engages some goblins a few meters in front of the party’s wizard and to his right. The party’s wizard argues that he can cast his color spray so precisely as it to only hit the goblins and not the fighter though the latter is in H-t-H. Do you think it is fair? Another example. My wizard casts a web spell so precisely so that only its foes are taken into the area of effect, not the fighters fighting them. Is that correct as well? mmm....not sure I agree based on the rule for rays. If you take a Ray of enfeeblement spell, if I am not mistaken, the spell requires a successful touch attack roll representing the wizard hitting his/her target. In the case of a precisely targeted web spell, I think it would be logical to require a touch attack roll against an AC of 10. After all, the wizard is aiming for a very specific point. If the roll is successful then the player can place the template exactly where he wants. If not, roll 1d8 like a splash weapon and place the template accordingly. Comments? I am using the steelsqwire spell templates. They are a great help but I think I have a problem now: They are being used by my players in a way that maximizes their spells. A typical example of this is the party wizard that carefully selects the centre of his web spell so that it encompasses his foes but not the party’s fighter. Very nifty indeed. My player argument is that since his character has been training with magic since childhood, he knows exactly how to use his spells. Moreover, the spell description state that the caster can select any 2 points. As I DM, I know I could ban this outright on the ground of power gaming. However, I do not want to frustrate my player and would like to find a middle-ground between his version (which in my opinion pushes the rules to their limit) and an outright ban. Any suggestion? I my opinion, the Flip-Map series from Steelsqwire is the best thing for the DM since the invention of the d20. I suppose people from Pazio or Steelsqwire won’t be reading this thread but in any case I think something very simple could be done to improve what is already a very good product: Add a 2x2 squares grid as an overlay to the grid already present. You could for example make the lines of the 2x2 squares grid slightly thicker. The scale most commonly used on the Flip-Map is 1 square = 5ft. However, most plans in dungeons are drawn with a 1 square = 10ft scale in mind. Hence, having the 2x2 grid already drawn on the Flip-Map would save much time and avoid many errors in the re-transcription of the plan. 1 big square = 10ft, same as the plan. A simple yet elegant solution.
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