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Valegrim's page
9,621 posts (11,442 including aliases). No reviews. No lists. No wishlists. 25 aliases.
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I was wondering if anyone else did anything special to get into character before playing. For example, I have dubbed theme songs for each of my characters over the years and listening to that particular song reminds me of that characters attitude and demeanor so regardless of the day I had good or bad; I can slip into the role of dark, bitter bad guy struggling to reform or jovial thrill seeker or noble, patient religous guy.
Rita no Leeta
Standard rule at my gaming table; two level penalty as this can get out of hand very quickly and inhibit game play and storyline. I have had people want to change characters every few weeks which can be very problamatic; not fitting in is a fuzzy issue; some tension is good. Here are my standard gm rules; character generation; one free rework of character; some minor tweaks at my discresion; after that; total character change; 2 level penalty from average pc level. If you have never played in my game before or I dont know you; you start at first level and you are sorta the kid brother of the pc's meaning generally very tweaked as the pc can give you great gear but still have to watch over you for survivability; I know it sounds bad; but it works out well in our group.

My favorite class varies from year to year and mood; I have played a lot of paladins and theives; good antithesis there; I like several of the bloodlines to give each character a special quality that are now available. Currently my favorite class is druid or druid/psychic warrior with the master of forms pretige class; this seems to have a lot of possibilities and a viable class. (online d&d I like clerics and rangers)
Favorite monsters to use as GM:
prime movers - Cuthulu dieties or Set or Hiisi and Loviatar
Secondary movers - mind flayers, drow, Ophidians/Yaun ti, Liches and Master Vampires, True Necromancers, High Priests/Mage.
Tersiary movers - (more localized)Cults of Set or the above primes; guildmasters of fueding factions; thieves guilds; assassin guilds.
Thugs - Gnolls; trolls; ghouls, upper level thugs - trolls, weres, giants, wights, mummies.
Hehe; my current group has been having real nightmares with my two 9th level monk/Stone giants with outsider bloodline :)
Scariest monster to fight as pc: oozes; puddings, hate losing gear and these can be downright tuff; (many of my goblins throw green slime in clay pots as racial weapon).
Hmm I agree that power attack is certainly useful, but is not specific to any weapon or fighting style; my point more or less is that there are a lot of specialized feats for various fighting styles such as two weapon; sword and sheild; etc; I was curious why there are not feats specific to two handed bladed weapons like greatsword. Curiously, there is no feat to improve the slam attack either if your character has that such as a half vampire from Libre Mortis; no improved slam. On a side note; doesnt power attack say specifically that you can only take a penalty that does not exceed your base attack? To make use of a 10 power attack you would have to be 10th pure fighting class or much higher for other classes and against powerful creatures you generally shouldnt be able to hit taking a -10 to your attack.
The White Toymaker wrote: When I first started playing, it was in a group of five players, and as far as mechanics went, the number of players was fine. We had other difficulties, but that stemmed from the type of players involved, rather than the quantity. I've DMed with anywhere from two to five, though the typical number has been two, due to scheduling issues. hmm two seems like survivablility would be problematic; do you supplement players with npc's or allow players to run more than one character? just curious as I have tried both with mixed results.
I would like to see some two handed weapon feats for the greatsword; there are all kinds of fighting style feats in the Warrior book for all kinds of weapons except greatsword which many, many warrior types choose. Can we have some greatsword and bastard sword two handed feats please. I cant figure out why there are so many other feats, expecially two weapon feats, but this fighting style was completely ignored as a specialty.
My Rant: There is no way, no way at all to balance classes and abilities in this new 3.5 version. Some things are like OMG powerfull; and some things are like; what is this, a joke? and some classes are just down right wimpy and not useful. I like how open the game is and how expansive; but sheesh, it is a gm nightmare converting a whole world over from 2nd ed.This game has ludicrous drive; clean and simple and I feel like Lord Helmet.
you are pretty much set; I would add the Unearth, races of stone and savage species.

I am interested in how big most peoples gaming groups are, I have been a GM and have been running the same campaign since about 1980. Group size has fuctuated but there is a waiting list to play as my gamers years ago decided on 7 or less; interestingly, I have 7 seats in my gaming room other than mine but I find I cannot keep track of more gamers than about 7 and still keep everyones plots; subplots; counterplots active and I dislike having one or more of my gamers sit for a long period waiting for someone to finish a private moments. My gamers are constantly trying to get side roll play sessions to follow their plots away from other players, but I discourage that sort of thing as it makes controlling game time difficult. In larger games of like 10 I find in most groups that people break into 3's or 4s and sometimes play side games (cards and such) waiting to play. I find small groups of like 3 to be a lot of fun but the lack of skills and abilities hinders a bit. What do you guys think?

Tuesday is both Tyrs day for Tyr and Tiwes daeg Martis meaning Mars day; each cult would have its own calendar and raid each other shops often fighting in the street.
There would be flagrant use of charm person and detect charm during employee merit reviews.
Illusionists; like todays IT people wouldnt come to work but have programmed illusions of them working and when computer networks got fixed we would all believe in FM ie magic fixed it.
sporting types would have flying cars and beasts; the rest of us would just teleport to work 5 mins after we woke up.
Nobody would be late for the Friday night game; you would send your double; clone; golem; whatnot to whatever social function you should have gone too.
We would have sent a golem to the moon instead of that robot that broke; course the golem would have stepped in a unknown antimagic zone.
Hmm NASA National Astologers Sorcerers Administration? any other government acryonyms?
Sterioids would be replaced by the buff spells in potion form like Bull Strength and tightly controlled by the FDA.
Public Utilities would use a lot of elementals; you would still have to pay them in blood though during winter and summer months.
Changeling vs Changeling pick any class as desired; start at opposite gates of a city; they have to find and eliminate the other.
Hmm; my game is now very dark and has high fantasy realism. Cuthulu (sorry bout spelling) is the main protagonist. Most pc's have been seduced and have given their alligence to various evil npc groups or personae ie 3; one remains neutral and is pro dwarf nothing else matters; one is a true good guy trying to reclaim the fallen pc's and generally save the world. All pc still work together amazingly; all the mostly evil pc's still give a nod to whatever the good guy wants to do to save the world they just do evil on the side; so to speak; granted the good guy is flabbergasted but the pcs now at about 16th to 18th level are the strongest guys around still willing to defeat the bad guys so he uses them and still after 6 years is trying to reclaim them; interesting; but there style is dark and secretive to promote a good end; yep; weird.
I agree with any god vs any god, but who would, who could gm it and who would play each god; sheesh this is a gm nightmare if you actually make them fight.
Hmm; I am not sure what the intent of this thread is; are you asking for gm's to post what they qualify as good gming or are you asking for players to qualify what a good gm does or something else entirely?
Well, I just bought my 3 year old her first set of dice; large ones, to give on her first birthday, she likes visiting the games but hasnt shown any interest so she is too young; I really dont expect anyone to understand that a story has a begining, middle and end with parts like character introduction; plot introduction; introduce the villian; the meeting and finale until they are at least 5 or 6 years old. Granted with very basic plots kinda like Powerpuff Girl episodes. hehe having her own set of dice might keep her out of mine, though
No, your not. Evil takes application ie actions to engender evil for personal gain or the gain of some evil power. Sounds to me like your just studying which include the study of many evil creatures. Know thy enemy so to speak; at worst your doing this for selfish intrests which would make you neutral, but until you start raising dead or making compacts with evil dead or invading the minds of others to make them dance to your toon or growing those undead cyst things on them to see what happens; your basically not evil yet; keep trying; lol just kidding on that last part
hehe I love this thread; it very much illustrates the problem that players and gms have in this game. The fact that we have this discussion really means that WOC needs to work on this area in the game as it is so very nebulous; granted they did inprove from the original D&D books which had alignment descriptions so whacked that nobody understood them in specific terms; for more than a decade I just took the principaled, unpricipled ect alignments from *ahem* Paladium and placed the D*D names to them and used those to graph players alignements; they understood it; I understood it; very little missunderstanding or questions about what was good or evil in game terms.
This whole good/evil thing is very nebulous; it is up to the gm to determine game tone and decide the boundries of good and evil; think about what pc's do; generally break into someones home, kill them; take there stuff; and attach some fluff rational to it; this makes a great adventurus game, but can you say this is any different in form than murder or assassination; are not d&d modules full of villages or groups that hire the pc's to more or less kill some problem group. Seems to me that if a good guy kills a evil guy then that is good and if an evil guy kills a good guy then that is evil. Tags of such things need to be both straight forward and simple or you will get into long, lengthy discussions with your players best reserved for non playing times.
Sheesh, I have gm'd all over the world and have been doing so since 1978 and the most annoying player is that darned guy that can take a half hour or more to answer a yes or no question. No kidding, there have been several players who I have writtine out of entire plot and subplot lines because I can't get a simple answer or commitment out of them; sometimes gaming groups have waited hours for some player to say a three or two letter word.
Wow, this is a great thread; I am madly searching spells :)The ray seems like it could be powerful, but as someone in my gaming group always plays a paladin; if you use this much they will just cast restoration lesser; another level one spell to get rid of it; if you do this to your gm a lot then it is quite likely that smart enemies who may have gathered information about your tactics will take steps; I am truly surprized that no one mentioned the sleep spell; sure it has limit effectiveness at higher levels but for a level one wizard or sorcerer against low level living villians this equals a death spell. (sigh, no pic for me)
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