paizo.com Favorited Posts by The Vulturepaizo.com Favorited Posts by The Vulture2024-03-17T19:05:13Z2024-03-17T19:05:13ZRe: Forums: Advice: Mystic TheurgeThe Vulturehttps://paizo.com/threads/rzs2ra63?Mystic-Theurge#262014-07-19T23:48:29Z2014-07-19T22:14:57Z<p>A more realistic comparison would be to eliminate cantrips/orisons from the counts, because at 8th level, those are extremely niche at best. That drops the MT to 25 vs. 21 for the pure Wizard (4w + 1s + 2i 1st level, 3w + 1s + 1i 2nd level, 3w + 1s + 1i 3rd level, 2w + 1s + 1i 4th level because a 20 Int by 8th level for a single-stat caster is not at all unreasonable). That puts the Mystic Theurge at 4 spells total ahead, but the Wizard (or Cleric, or any other single-class caster) is a full spell level ahead, and next level goes to two spell levels ahead. The Wizard's DCs are all higher, spells last longer, has more spell access due to getting spells from leveling, etc. </p>
<p>The Mystic Theurge has a really cool flavor and can still be a fine character, but the Wizard is going to be more powerful. If you let the MT use SLAs, you end up with being a little behind and can't progress your school powers (or domain powers, hexes, etc.), but you gain some minor casting from a second class. This can be enough to make it worthwhile depending on what you're looking for.</p>
<p>However, you seem to be getting a bit aggressive over this, so I'm not going to worry about it anymore.</p>A more realistic comparison would be to eliminate cantrips/orisons from the counts, because at 8th level, those are extremely niche at best. That drops the MT to 25 vs. 21 for the pure Wizard (4w + 1s + 2i 1st level, 3w + 1s + 1i 2nd level, 3w + 1s + 1i 3rd level, 2w + 1s + 1i 4th level because a 20 Int by 8th level for a single-stat caster is not at all unreasonable). That puts the Mystic Theurge at 4 spells total ahead, but the Wizard (or Cleric, or any other single-class caster) is a full...The Vulture2014-07-19T22:14:57ZRe: Forums: Advice: Mystic TheurgeThe Vulturehttps://paizo.com/threads/rzs2ra63?Mystic-Theurge#212014-07-19T19:40:25Z2014-07-19T18:40:02Z<div class="messageboard-quotee">Tacticslion wrote:</div><blockquote><p>With a 5th level cleric caster level (3 lvls of cleric, 2 of mystic theurge), you get 3+d 1st lvl, 2+d 2nd level, and 1+d 3rd lvl. Note: I'm actually unsure - do you continue to gain domain spells/domain spell-slots with cleric casting but no cleric levels? I'd presume so... but I've been proven wrong on such presumptions before.</p>
<p>With a 5th level wizard caster level (3 levels of wizard, 2 of mystic theurge), you get 3+s 1st lvl, 2+s 2nd lvl, and 1+s 3rd lvl.</p>
<p>So: 1st lvl (3c+d+3w+s+1a = 9), 2nd (2c+d+2w+s+1a = 7), 3rd (1c+d+1w+s+1a = 5).</p>
<p>That's 9+7+5 = 16+5 = 21.</blockquote><p>I actually got to 24 total spells for the theurge.
<p><b>Wizard</b>
<br />
1st level: 3 from level, 1 from school, 1 from stat (5 total)
<br />
2nd level: 2 from level, 1 from school, 1 from stat (4 total)
<br />
3rd level: 1 from level, 1 from school, 1 from stat (3 total)</p>
<p>With the Cleric's spells mirroring that, just with domain spells instead of school spells. Ends up as: 5w + 5c + 4w + 4c + 3w + 3w = 10 + 8 + 6 = 24 vs. the 25 of the pure Wizard.</p>
<p>But even with that, and counting orisons/cantrips (a total of 8 more spells; but why on Earth would we count these?), the MT is sitting at 32 (still not 35) and the pure Wizard is at 29. Barely ahead at all, and they have lower level spells, worse saving throws on their spells, and less Wizard spell access due to not getting ones from leveling. Plus the other stuff you mentioned, too.</p>Tacticslion wrote:With a 5th level cleric caster level (3 lvls of cleric, 2 of mystic theurge), you get 3+d 1st lvl, 2+d 2nd level, and 1+d 3rd lvl. Note: I'm actually unsure - do you continue to gain domain spells/domain spell-slots with cleric casting but no cleric levels? I'd presume so... but I've been proven wrong on such presumptions before.
With a 5th level wizard caster level (3 levels of wizard, 2 of mystic theurge), you get 3+s 1st lvl, 2+s 2nd lvl, and 1+s 3rd lvl.
So: 1st lvl...The Vulture2014-07-19T18:40:02ZRe: Forums: Advice: Inquisitors and tortureThe Vulturehttps://paizo.com/threads/rzs2r7h4&page=3?Inquisitors-and-torture#1352014-07-02T10:24:28Z2014-06-30T18:56:39Z<p>To the people still believing in the efficacy of torture, I'd suggest reading <a href="http://www.cgu.edu/pdffiles/sbos/costanzo_effects_of_interrogation.pdf" target="_blank" rel="nofollow">this study</a> on the matter. The conclusions basically state that it provides so much false information mixed in with the real information, because the victim only wants it to stop and tells the torturer what they want to hear, that it is essentially useless (stating "The goal was to appease the torturer, not to reveal the truth. And, because the interrogators were not omniscient, they could not discern which bits of information were true and which were false.") when compared to other interrogation techniques. In a later section, it also details the long-term psychological effects torture has on both the victim and the perpetrator.</p>
<p>There is no defense for torture as a tool of Good. It does not provide consistently accurate information to save people, it is a horrifying thing in the moment, and it leaves terrible and permanent psychological damage on both participants.</p>To the people still believing in the efficacy of torture, I'd suggest reading this study on the matter. The conclusions basically state that it provides so much false information mixed in with the real information, because the victim only wants it to stop and tells the torturer what they want to hear, that it is essentially useless (stating "The goal was to appease the torturer, not to reveal the truth. And, because the interrogators were not omniscient, they could not discern which bits of...The Vulture2014-06-30T18:56:39ZRe: Forums: Homebrew and House Rules: Kirthfinder - World of Warriorcraft HouserulesThe Vulturehttps://paizo.com/threads/rzs2mtob&page=40?Kirthfinder-World-of-Warriorcraft-Houserules#19992014-05-20T13:50:18Z2014-05-20T05:45:22Z<p>Thanks for all the work you've put in here, Kirth. Definitely an enjoyable read. Hoping I get to use it at some point.</p>
<p>Good luck with Baby Gersen! Looking forward to seeing your next project, if/when you're able to get to it.</p>Thanks for all the work you've put in here, Kirth. Definitely an enjoyable read. Hoping I get to use it at some point.
Good luck with Baby Gersen! Looking forward to seeing your next project, if/when you're able to get to it.The Vulture2014-05-20T05:45:22ZRe: Forums: Advice: Beastmass: A challenge to Master Min-MaxersThe Vulturehttps://paizo.com/threads/rzs2pbrv&page=6?Beastmass-A-challenge-to-Master-MinMaxers#2782018-07-28T02:18:00Z2014-05-15T05:45:09Z<p>I didn't make a full spell list, just put in the ones I was using for this. Leaves a lot of room for more utility and campaign relevant spells. Also, I didn't put a lot of thought into it beyond making sure she met prereqs, so possibly a different order.</p>
<p>Fahana Angelbane is a Spellbreaker Inquisitor. Since they last for 1 hour/level, and she has a caster level of 21, I'm figuring that it's reasonable to count her having <i>bloodhound</i> and <i>countless eyes</i> up before the fight. That said, they aren't really all that important to the fight, I suppose. Seemed like a good idea at the time.</p>
<p>Anyways. The build. Since she practically lives invisibly with her ring of invisibility and uses her <i>alter self</i> SLA to become an undine for the swim speed, she uses the start of the fight with the shoggoth to buff up. Consequently, the only buff not accounted for in the spoiler below is <i>prayer</i> from her crown of conquest.</p>
<p>[Spoiler omitted]</p>
<p>Fahana's toughest challenge was the antimagic field from the pit fiend's wish and off of the ancient gold dragon. To deal with that is the reason I took the Spellbreaker archetype. Saw that the capstone specifically called out including immunity to area of effect spells. </p>
<p>Everything else was dealt with through a combination of high damage and high Stealth. The ring of invisibility is there mainly to let me get a couple buffs off before the shoggoth noticed me so I could go smashing away. </p>
<p>I added Cornugon Smash, Staggering Critical (with Keen on my weapon), Cruel to my weapon, and the crown of conquest to help mitigate my lowish AC by stacking some debuffs onto them.</p>
<p>On to the fights!</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p>
<p>Let me know if you thought any of the fights were done unfairly toward the monsters. The pit fiend and solar are my main concerns, as I'm not sure I entirely did their spellcasting justice, particularly the pit fiend's <i>wish</i>. That being said, I don't think there's anything any of them could have done to avoid their fates.</p>I didn't make a full spell list, just put in the ones I was using for this. Leaves a lot of room for more utility and campaign relevant spells. Also, I didn't put a lot of thought into it beyond making sure she met prereqs, so possibly a different order.
Fahana Angelbane is a Spellbreaker Inquisitor. Since they last for 1 hour/level, and she has a caster level of 21, I'm figuring that it's reasonable to count her having bloodhound and countless eyes up before the fight. That said, they...The Vulture2014-05-15T05:45:09ZRe: Forums: Advice: Why is the Blackblade a terrible archetype for the Magus?The Vulturehttps://paizo.com/threads/rzs2qwfj?Why-is-the-Blackblade-a-terrible-archetype#402014-04-18T03:55:47Z2014-04-18T03:10:17Z<div class="messageboard-quotee">Katydid wrote:</div><blockquote><p>To paraphrase a few, the Bladebound gives you bonuses and some money at the cost of this weapon's enchantment and a limited arcane pool.</p>
<p>Whether or not this becomes a good option depends on a very simple principle - is the money you save a significant amount in your campaign?</p>
<p>The maximum wealth achievable by PFS is 185k and the theoretical maximum around 15-ish. That's a +3 for 18k at 15. Add intangibles from class features and suboptimal wealth gained/leveling and you're looking at maaaybe 15, 20% of your total wealth.</p>
<p>It's not a huge benefit, but what if we changed wealth in non-PFS campagins? Say, everyone has 0 gold and is naked. The Bladebound is suddenly overpowered. Or if everyone is fully equipped with stuff worth 500,000 gold... at that point there's no big difference.</p>
<p>So knowing how much relative cash you'd be getting would be the first step. The second step is forming a plan on how to spend that money, and you should have a very good plan.</blockquote><p>I think it's generally assumed in these discussions that you have <a href="https://sites.google.com/site/pathfinderogc/gamemastering#Table-Character-Wealth-by-Level" target="_blank" rel="nofollow">standard wealth by level</a>. House rules, and PFS is included in that, make things wonky. By 15th level, you actually have a +4 black blade; this is worth 32k, which is 13% of the standard WBL at 15th level of 240k. This doesn't sound like a lot, admittedly, until you start looking at what you can do with 32k gold. At 15th level, you'll be behind by 2 Arcane Pool points; two 1st level pearls of power and a second level pearl of power more than make up for the lack of points, and your cost savings on your weapon have barely been dented. Get a few more pearls, and you suddenly have even more to enchant your weapon with your Arcane Pool or use on your Arcana; you're suddenly ahead of the normal Magus's Arcane Pool, and you haven't even started sapping your blade's pool yet or gotten any other magic items with the 15-20k or so you still have left from not buying a weapon.
<p>Or, again, you could just grab a wyroot club and a bag of rats, and suddenly your Arcane Pool size is mostly irrelevant because you recover it all after combat anyways.</p>
<p>•Edit•</p>
<div class="messageboard-quotee">LazarX wrote:</div><blockquote>Actually if you've stuffed your weapon with +10 worth of enchantments, you're DONE. You simply can't do ANYTHING with it with Arcane Pool points at the time because you've hit the ceiling.</blockquote><p>I think you're misreading me there — I was talking in the case of the black blade, not a fully enchanted weapon for a normal Magus. The black blade can be enhanced with your Arcane Pool beyond its base enhancement.Katydid wrote:To paraphrase a few, the Bladebound gives you bonuses and some money at the cost of this weapon's enchantment and a limited arcane pool.
Whether or not this becomes a good option depends on a very simple principle - is the money you save a significant amount in your campaign?
The maximum wealth achievable by PFS is 185k and the theoretical maximum around 15-ish. That's a +3 for 18k at 15. Add intangibles from class features and suboptimal wealth gained/leveling and you're...The Vulture2014-04-18T03:10:17ZRe: Forums: Class Discussion: Hunter DiscussionThe Vulturehttps://paizo.com/threads/rzs2qdj8&page=10?Hunter-Discussion#4902013-12-03T00:48:55Z2013-12-02T17:53:31Z<div class="messageboard-quotee">Coridan wrote:</div><blockquote> <div class="messageboard-quotee">Excaliburproxy wrote:</div><blockquote> I hunt and have a tiger friend, and I am preeeeeetty sure the tiger is the reason that I hunt. What is your point? </blockquote>And your ram, auroch or giant frog companion? </blockquote><p>What about being friends with animals prevents you from also hunting other animals? Duck hunting, fox hunting, and falconing all spring to mind. As does the archetype of the wild man with the giant bear hunting the frozen north (translate that to the mountains, plains, or swamp for your examples). Tack onto that a bit of shamanistic magic, and you've got yourself exactly what was described in the flavor text for the class and a fitting concept for a "hunter".
<p>I'm seriously having trouble understanding what's wrong with the name here.</p>Coridan wrote:Excaliburproxy wrote: I hunt and have a tiger friend, and I am preeeeeetty sure the tiger is the reason that I hunt. What is your point?
And your ram, auroch or giant frog companion? What about being friends with animals prevents you from also hunting other animals? Duck hunting, fox hunting, and falconing all spring to mind. As does the archetype of the wild man with the giant bear hunting the frozen north (translate that to the mountains, plains, or swamp for your examples)....The Vulture2013-12-02T17:53:31ZRe: Forums: Homebrew and House Rules: Kirthfinder - World of Warriorcraft HouserulesThe Vulturehttps://paizo.com/threads/rzs2mtob&page=29?Kirthfinder-World-of-Warriorcraft-Houserules#14212013-08-08T13:25:41Z2013-08-08T10:20:00Z<p>I'd actually be happy to get the new PDF whenever one of you gets around to it. I'm still pushing my group to get together with your rules, but work and such continues to get in the way. Maybe someday we'll all have nice, steady jobs with hours that can be predicted and coordinated to have some good play time. And maybe someday I'll shoot lightning out of my ass.</p>
<p>[Spoiler omitted]</p>
<p>I've also been thinking about how to give the fighter narrative skills, heavily related to the reputation talks a few pages ago. When I'm a bit less sleepy (and subsequently a bit more coherent) I'll post what I have in mind. Mostly I want to push for truly extraordinary abilities, leaving them as perfectly non-magical for the folks who prefer that, but still well beyond normal human capabilities (as it should be, I feel).</p>I'd actually be happy to get the new PDF whenever one of you gets around to it. I'm still pushing my group to get together with your rules, but work and such continues to get in the way. Maybe someday we'll all have nice, steady jobs with hours that can be predicted and coordinated to have some good play time. And maybe someday I'll shoot lightning out of my ass.
[Spoiler omitted]
I've also been thinking about how to give the fighter narrative skills, heavily related to the reputation talks...The Vulture2013-08-08T10:20:00ZRe: Forums: Advice: Avoiding TPK, a DM needs advice.The Vulturehttps://paizo.com/threads/rzs2pw1m?Avoiding-TPK-a-DM-needs-advice#182013-06-25T00:29:00Z2013-06-24T21:05:56Z<div class="messageboard-quotee">Lincoln Hills wrote:</div><blockquote><p> Well, if they survive the situation they'll learn two things:</p>
<p>1. There's no point in planning - charge in and things will work out fine.
<br />
2. If things are too dangerous, increasingly unlikely coincidences will prevent us from being wiped out.</p>
<p>On the other hand, if you let the cards fall where they may - even if that means a few dead characters, or a TPK - then they learn two different things:</p>
<p>A. Don't bring somebody who's "emotional" and "reckless" into a potential deathtrap.
<br />
B. It's not up to the GM to save us - it's up to us to save each other... including knowing when it's time to run.</p>
<p>I won't pretend I'm not fonder of the second two lessons, but you should make whichever decision produces the campaign you want to see. In a pulp-fantasy or swashbuckling kind of campaign, the first two lessons are valid and encourage entertaining play. In a more hard-boiled or 'historical fantasy' play stile, the second set of lessons are going to provide more gaming enjoyment in the long run. </blockquote><p>They might also learn that when someone charges off into the darkness on their own, it's sometimes best to leave them on their own.Lincoln Hills wrote:Well, if they survive the situation they'll learn two things:
1. There's no point in planning - charge in and things will work out fine.
2. If things are too dangerous, increasingly unlikely coincidences will prevent us from being wiped out.
On the other hand, if you let the cards fall where they may - even if that means a few dead characters, or a TPK - then they learn two different things:
A. Don't bring somebody who's "emotional" and "reckless" into a potential...The Vulture2013-06-24T21:05:56ZRe: Forums: Advice: MAgus: First Time Playing, how to play it rightThe Vulturehttps://paizo.com/threads/rzs2pqgm?MAgus-First-Time-Playing-how-to-play-it-right#112013-05-10T21:53:13Z2013-05-05T01:42:58Z<p>I'll go ahead and address your post point by point here.</p>
<div class="messageboard-quotee">Lance Ashcroft wrote:</div><blockquote><p>I am looking to diversify with another Character, wanting to role a Blade Bound Magus, they looking good and II think I like em.</p>
<p>But how do I play it right, I have read lots and got all confused. I have been told I should get my rapier to adamantine prior to level 3 for the hardness but can't for the life of me work out why (it has some DR bypass, but does not mithril for the demon dr make sense, what sets Adamantine apart?)</blockquote><p>Bladebound is definitely a solid choice when you're looking for something different. Saves a lot of money on your weapon.
<p>Adamantine is a good choice because it makes your weapon darn near invulnerable, and you can't change its material after you get your black blade. It also cuts through hardness if you're interested in sundering things (which, contrary to popular belief, does not ruin your chances at getting new equipment; in normal games, the spell <i>mending</i> fixes it, and in PFS you get access to purchase anything special after the game anyways). This makes it a good choice against equipment-reliant enemies, but they aren't super common.</p>
<div class="messageboard-quotee">Lance Ashcroft wrote:</div><blockquote><p>I have gone for a Dervish Design, currently weapon finesse with Rapier so I can use my dex on my attack rolls.</p>
<p>str 12
<br />
dex 16
<br />
con 13
<br />
int 15
<br />
wis 12
<br />
cha 10</p>
<p>There was a reason I had wis as 12 for the +1 and the int 15 +2 but I forget them at this moment in time.</blockquote><p>For Dervish Dancing, I wouldn't suggest having the 12 Str. I wouldn't suggest necessarily dumping it, but you really don't need it to have any bonuses, as it will become useless to you at 3rd level. Also, the Wis isn't necessary since you have a strong Will save. If you're willing to deal with the low stats, this is what I'd suggest:
<p>Str 9
<br />
Dex 16
<br />
Con 14
<br />
Int 16
<br />
Wis 10
<br />
Cha 7</p>
<p>If you'd rather not dump things, then this is what I'd suggest:</p>
<p>Str 10
<br />
Dex 16
<br />
Con 13
<br />
Int 14
<br />
Wis 12
<br />
Cha 10</p>
<p>Both give you plenty of options to work with, and yes you can definitely roleplay just fine with a low Cha. The first will make you have more HP and more spells, the latter will let you work through social encounters a bit more easily.</p>
<div class="messageboard-quotee">Lance Ashcroft wrote:</div><blockquote>Feed back on my character design is more than appreciated, but the real Question is how do I make the best of this character, I understand I can Cast a spell, use a 5 foot step and then melee attack.</blockquote><p>Making the best use of your character really depends on what kind of situation you're in, and that just comes from experience and system mastery (which also comes from experience). In general, just see what, if anything, you have that can apply to a situation. If it's a situation that the group needs help with, and you have a way to help, then do that; if not, then don't worry about it.
<p>You can also talk to your group. Generally people are willing to help a new person, especially one willing and eager to learn and help. That really is the best advice I can give for any tabletop rpg.</p>
<div class="messageboard-quotee">Lance Ashcroft wrote:</div><blockquote>So for the sp[ells thus far, 0 levels are Acid Splash, Ray of Frost and Read Magic, I have read people recommend Arcane Mark but why? I cannot find info on how to use it, I right a symbol of the person but what else??? (1st level Unseen Servent to trip traps on doors etc, and Shocking Grasp cause, well it's good against people wearing metal armour)</blockquote><p>Okay, <i>arcane mark</i> is used to get a free attack out of Spellstrike when you hit 2nd level without spending a limited resource. It's a touch range spell (note: not a ranged touch spell; those are different than just a touch range), which you then channel through an additional attack with your weapon. I would suggest reading <a href="http://paizo.com/threads/rzs2nler?A-Guide-to-Touch-Spells-Spellstrike-and-Spell" target="_blank" rel="nofollow">this post</a> for more help on how Spellstrike and Spell Combat work. It's a long read, but very helpful for navigating the rules and special conditions surrounding the Magi's abilities.
<p>Also of note, <i>shocking grasp</i> is far more useful than just against enemies with metal armor. It does 1d6 damage per caster level, and with the Magical Lineage trait (with <i>shocking grasp</i> chosen) you can use Intensify Spell on it later to get it up to a max of 10d6 bonus damage to your attack.</p>
<div class="messageboard-quotee">Lance Ashcroft wrote:</div><blockquote><p>So from what I understand I can
</p>
1) Cast Ray of Frost or Acid Splash as ranges spells
<br />
2) 5 foot step into Combat
<br />
3) Melee Attack
<br />
(or reverse melee, 5ft then magic) </blockquote><p>This works, or you can just cast the spell defensively and take the concentration check. This will be somewhat difficult to make at first, but gets much easier later.
<div class="messageboard-quotee">Lance Ashcroft wrote:</div><blockquote>now to totally confuse things, there is swift and free actions which I keep getting confused where they come into it.</blockquote><p>I would suggest reading <a href="http://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions" target="_blank" rel="nofollow">this section</a> as well as the next for how swift and free actions work. The gist is, though, that you can take as many free actions as you want during a turn, as they normally take very little/no time. Swift actions, though, take about as much time as a free action, but you only get one per turn. They're similar, but different.
<div class="messageboard-quotee">Lance Ashcroft wrote:</div><blockquote>Apart from the guide on creating a magus, is there any "play" guides or any advice how to do this properly??? sorry for all the noob questions. </blockquote><p>Like I said earlier, talk with your group. If you're having trouble understanding a rule or want to know if there's a way you can help, just ask the other players. They should be happy to help you figure out how you can pitch in during your first games. Also ask before you start if there is any gear you should have that you don't already; again, they should be happy to help you figure out what you are missing, and what you should be looking to get.
<p>Hope everything goes well for you.</p>
<p>As for the discussion above on <i>arcane mark</i>, yes it gives you a "free" attack with Spellstrike. Spellstrike gives you an additional attack that you channel a spell cast with Spell Combat through when you full attack. <i>Arcane mark</i> is a touch range spell that works with Spellstrike. Cast <i>arcane mark</i> with Spell Combat, full attack, and Spellstrike your <i>arcane mark</i>. This also means that if you fail the concentration check for casting defensively, or you miss your attack, you don't waste a spell slot.</p>I'll go ahead and address your post point by point here.
Lance Ashcroft wrote:I am looking to diversify with another Character, wanting to role a Blade Bound Magus, they looking good and II think I like em.
But how do I play it right, I have read lots and got all confused. I have been told I should get my rapier to adamantine prior to level 3 for the hardness but can't for the life of me work out why (it has some DR bypass, but does not mithril for the demon dr make sense, what sets...The Vulture2013-05-05T01:42:58ZRe: Forums: Advice: Can GMs play a PC in their own game and which classes would workThe Vulturehttps://paizo.com/threads/rzs2onx5?Can-GMs-play-a-PC-in-their-own-game-and-which#292012-08-20T05:41:04Z2012-08-15T06:25:41Z<div class="messageboard-quotee">DrDeth wrote:</div><blockquote><p>True. But do note that just about every pro-DMPC post is from a DMPC running DM. Not a player in a campaign where the DM runs a DMPC. Interesting, eh? </p>
<p>I was in denial. Maybe some others here are too. </blockquote><p>I'll speak up as one of those players in a game with a GMPC (a 3.5 game). I really enjoyed that my GM was willing to step up to help out and provide a scout (something my group severely lacked at the time) character. He always made sure to avoid the spotlight, but kept the character as a part of the group.
<p>In another game (HERO, this time), I had a different GM who had a GMPC. I <i>hated</i> his GMPC, because he always took the spotlight, and made myself and the other player feel useless.</p>
<p>And as far as my players go, they were genuinely sad when I decided that my GMPC was no longer necessary, and removed her from the campaign (well, dropped her from active adventuring and made her an NPC in one of the big cities). Is it possible that they were lying to me about enjoying having my GMPC in the game? Sure. But they've told me when they disliked other aspects of my campaign, so I'm inclined to trust them on the matter.</p>
<p>So, yeah, a GMPC can either ruin a game, or improve it significantly, the same as any other campaign tool. You just have to make sure your players are open and honest about whether they like your GMPC or not to make sure that it's okay to have it there. If they'd prefer to go without the GMPC? Well, it's time to make the sacrifice, and take the GMPC out. But if they're okay with it? Full steam ahead, captain.</p>DrDeth wrote:True. But do note that just about every pro-DMPC post is from a DMPC running DM. Not a player in a campaign where the DM runs a DMPC. Interesting, eh?
I was in denial. Maybe some others here are too.
I'll speak up as one of those players in a game with a GMPC (a 3.5 game). I really enjoyed that my GM was willing to step up to help out and provide a scout (something my group severely lacked at the time) character. He always made sure to avoid the spotlight, but kept the...The Vulture2012-08-15T06:25:41ZRe: Forums: Advice: Overcoming the 15 Minute Adventuring Day TechniquesTwo Face (alias of The Vulture)https://paizo.com/threads/rzs2oh3e?Overcoming-the-15-Minute-Adventuring-Day#112012-07-17T12:09:41Z2012-07-16T00:33:16Z<div class="messageboard-quotee">Odraude wrote:</div><blockquote> For the last month, I've been studying Pathfinder Adventure Paths, specifically ones with dungeon crawls in it. Usually they are the ones Greg A Vaughn do. I noticed that in these long dungeon crawls, they tend to have encounters that are one to two levels below the ECL scattered about. Furthermore, I've used this method and have found that dungeon crawls last longer without a lot of rest in-between and are still challenging. I'd suggest trying that. I also like to scatter traps in there as easier ways to gain XP without the same resource expenditure. </blockquote><p>There's a reason the 3.5 DMG suggested that you only make half of the fights even EL with the party. Doing something like this not only increases dungeon longevity without over-pressuring the players, but it gives the fights more variety as well. <a href="http://thealexandrian.net/wordpress/2050/roleplaying-games/revisiting-encounter-design" target="_blank" rel="nofollow">The Alexandrian</a> has a good writeup on the matter.Odraude wrote:For the last month, I've been studying Pathfinder Adventure Paths, specifically ones with dungeon crawls in it. Usually they are the ones Greg A Vaughn do. I noticed that in these long dungeon crawls, they tend to have encounters that are one to two levels below the ECL scattered about. Furthermore, I've used this method and have found that dungeon crawls last longer without a lot of rest in-between and are still challenging. I'd suggest trying that. I also like to scatter traps...Two Face (alias of The Vulture)2012-07-16T00:33:16Z