Wounded Earth Players' Guide and Discussion Thread


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Male Mountain man Woodsman/6

Hope everyone had a good weekend - the beach yesterday was particularly nice. :)

Now, it's back to work (our spring break being over) and that means back to my posting in the early mornings and evenings. If something really needs my attention though, please email me at yankmychain at gmail dot com. I can check that from work.


Male Human (Tian stock) Monk 3

Ok, I corrected Gendo to a first level Monk. Adjusted his attributes as per what Shadowborn pointed out - mainly just increased his dexterity by 2 (Human adjusted failed to add first time) and a 1 point bump to Charisma.

Also, changed his appearance, taking into account the intermixing of the various human ethnicities - looks like Brandon Lee.

Shadowborn, I could go further with his background, but figured it'd be best to give you plenty of room to play around.


Gendo wrote:

Ok, I corrected Gendo to a first level Monk. Adjusted his attributes as per what Shadowborn pointed out - mainly just increased his dexterity by 2 (Human adjusted failed to add first time) and a 1 point bump to Charisma.

Also, changed his appearance, taking into account the intermixing of the various human ethnicities - looks like Brandon Lee.

Shadowborn, I could go further with his background, but figured it'd be best to give you plenty of room to play around.

I hate to say it but now it looks like you're at 22 points for your stats. My guess is that you have simply been buying stats on a 1 for 1 basis? Pathfinder has a system for point buy located Here.


Male Human(ish) Level 7 RPG Monkey

Gendo, Otm-Shank is correct. Given the build you seem to be working towards, you can simply drop Int and Cha by a point each and have the character at a 20pt buy.


Male Human(ish) Level 7 RPG Monkey

I'd also like to thank my players for looking over one another's sheets and catching errors. With this many people at the virtual table, it takes some of the workload off of me.

Getting backgrounds and intros worked up now, will have the game threads up and running within the next hour or two.


Male Human (Tian stock) Monk 3

Corrected. I droppef the unadjusted (+2 for Human) Dex from 14 to 13.


Male Human (Tian stock) Monk 3

First time doing Point buy for a character. Usually have things set-up old school with either a straight 3d6 roll for attributes or the best 3 for 4d6.


I just remembered I wanted to ask you something, oh gracious DM.

Would you approve of Splash Weapon Mastery? It'll make my bombing a bit more effective, since the range on them is so short. Here's what it does:

Splash Weapon Mastery wrote:


Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.


Male Human(ish) Level 7 RPG Monkey
Gildin Bazeft wrote:

I just remembered I wanted to ask you something, oh gracious DM.

Would you approve of Splash Weapon Mastery? It'll make my bombing a bit more effective, since the range on them is so short. Here's what it does:

Splash Weapon Mastery wrote:


Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

Sounds reasonable. Do you have a source for the feat? Also, are there any prerequisites for it?


Male Human(ish) Level 7 RPG Monkey

The thread for the blue group is up and running. I've put in posts for each member concerning background information and/or specific instructions.

Red group's thread is coming along shortly, I'm just finishing the individual posts for players.

Edit: Considering how quickly Pbp threads get buried around here, here's a link.


Male Gnome
currently:
Hp 17/26 Send Sense 6/6 Eternal Hope 1/1 Mythic 5/5
Wizard (scryer) 4
stats:
AC 14/14/11 f/r/w 3/5/5
skills:
k(any)+7, Diplomacy, Linguistics, Perception, Stealth, Spellcraft +8
Shadowborn wrote:
Gildin Bazeft wrote:

I just remembered I wanted to ask you something, oh gracious DM.

Would you approve of Splash Weapon Mastery? It'll make my bombing a bit more effective, since the range on them is so short. Here's what it does:

Splash Weapon Mastery wrote:


Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
Sounds reasonable. Do you have a source for the feat? Also, are there any prerequisites for it?

Just stumbled across this a moment ago, I thought I'd save Gildin some effort.

Splash Weapon Mastery is from the Pathfinder Companion Adventurer's Armory (p. 33) and there is no prerequisite given. For what it's worth, I think that there is a line in the description of the alchemist class that says they can directly apply some ranged weapon feats to their bombs. "Bombs are considered weapons and can be selected using feats such as Point-blank shot, and weapon focus" (p.29, APG)

I hope that helps!


Some notes on Oroupah's backgound. Perhaps too elaborate. I think the basics are there...I can fill in details as we go. I hope you like her...

Still working on equipment.

DESCRIPTION & BACKGROUND:

A tall, slender woman in grey, hooded fur-lined robes searches the skies for a sign and marks the positions of the stars. Her long black hair streams behind her in the breeeze and shimmers like water in the starlight. Her voice softly whispers stories of the old gods as written in the heavens. The tell of portents dark and difficult...of distant galaxies and abysmal conundrums. But from the breeze she tells of lands much closer....of rivers, plains forests and mountain eyries - of a wounded land.

"Dreamwalker" they called her from an early age - for that is what she did. Every day she would tell of her vivid dreams. Most often She would dream of flying - always higher always reaching for that star....and then she would fall. And in the morning they would find her curled up on the straw covered floor of the longhouse, or outside in the bushes shivering - she had been sleepwalking.

"Dreamtalker" they called her, for sometimes - when she slept - she would speak out in an alien tongue. Sometimes, when her dreams were dark and sorrowful she would speak in a voice thick with power and menace. And a pall of doom would fill the room - frightening the clansfolk.

One night she had a dream so vivid she thought it was real. She had wandered out to the shore on a starry night- and there on a rock she found a winged man, bloody and torn - dashed onto the rocks by the surf. She dragged him to safety and cried out in despair...for he was fatally wounded. And she called out to the stars and wept. And her tears were like falling stars. And and he was healed! And he opened his eyes in wonderment at the beautiful child...but her dream faded away...and the next morning they found her lying on the strand in the seaweed....there was no sign of a winged man.

more to come....

child of a barbarian clan
born with unusual powers - doom
lucid dreamer - dream of flight
unusual dreams and portents
suspected of withcraft - fled into the wild
friend from the sky - the Ankaara shaman
tales of far away places - twilight education
longing for adventure - parting of friends.
arrival in Three Oaks


Male Human(ish) Level 7 RPG Monkey

Okay, Red group. Your game thread is up and running here: *link*


Male Dwarf Cleric of Baal 4
Shadowborn wrote:
Okay, Red group. Your game thread is up and running here: *link*

Ah, it appears something is wrong with the topic or link.


Magnus is correct, but taking that feat helps me not consistently hit the part for around 4 damage every time I toss near melee. It'll save us grief and hardships, and I won't accidentally kill people (too often).


Jinjer:
I was just perusing the builds of our two groups and noticed a couple oversights with your skills.
Bad news is that being a gnome you get a +2 bonus to your choice of a Craft of Profession skill, not one of each.
Good news is that you have forgotten to add the +3 bonus for each class skill you have put a rank in.
Hope this helps :)


Male Mountain man Woodsman/6
Otm-Shank wrote:
** spoiler omitted **

Helps greatly - thanks!


Stilgar Fulgrum wrote:
Oroupah wrote:


Just a heads up Oroupah, but Coat of Many Stars' AC bonus is an armor bonus, so it wouldn't stack with your studded leather armor. Since it's the higher bonus it would just replace it, so you would only have a net AC increase of +1. It gets better as you level, but I was just wondering if you were aware or not!

Thanks for that, Stilgar. I'll make the adjustments. Now that I look at it it makes more sense.


Male Human(ish) Level 7 RPG Monkey
Stilgar Fulgrum wrote:
Shadowborn wrote:
Okay, Red group. Your game thread is up and running here: *link*
Ah, it appears something is wrong with the topic or link.

I just checked it and it seems to be working just fine for me.


Male Dwarf Cleric of Baal 4
Shadowborn wrote:
Stilgar Fulgrum wrote:
Shadowborn wrote:
Okay, Red group. Your game thread is up and running here: *link*
Ah, it appears something is wrong with the topic or link.
I just checked it and it seems to be working just fine for me.

Aye, that was a while back. Said the topic had zero posts, but it's been working for me just fine now.


Alright, pretty well good-to-go statblockwise here. Only concern is gear.

I filled a bit of it out before realizing that maybe those exiled to the surface might have some restrictions placed on them in terms of gear. He's pretty much kitted out in dwarf-specific stuff, so if that's a problem I'll need to redo things.

(The battleaxe is a bit out of place, but I wanted to differentiate from Stilgar a bit (plus I'm tired of wielding warhammers, gah) and had it in mind that it's got some meaning - either a show of defiance to the church or a mark of repentance/feeling unworthy to wield one, somehow. Or perhaps he was simply an odd duck, since most of his martial training likely took place before being exiled).

As for adventuring/travel/non-combat gear, since I don't imagine he has a whole lot of use if he's loitering in Dunshale with Stilgar, he'll probably buy that as it becomes necessary.


Male Human(ish) Level 7 RPG Monkey

Dwarves, exiled or not, are unrestricted on their weapons and armor. They carry with them whatever they owned at the time of their crime. So usually they're decently equipped. Things like titles, land, buildings, etc. are claimed by their Jarl or Thane, but their personal possessions (whatever they can physically carry with them) are not.


Finally. I think I am ready to start...and will join the thread for the blue group shortly.

Thank you for the nice adventure hook, Shadowborn.
I have worked it into the background.

in short:
Girl born in a barbarian village in a wild country close to a coast.
Girl grows up with strange dreams of flight and hints of power.
During a sleepwalking fit she encounters a wounded Akaara warrior - heals him
Ostracized as a witch - flees persecution into the wild
Rescued by Akaara and is adopted and educated in their Eyrie
Discovers the mysterious star - her power increases (Guiding Star mystery)
Leaves the Ayrie to seek her fortune in the North East - Three Oaks

I finally settled on the Guiding Star mystery - to coincide with the new star's arrival

I picked a trait to replace Lucid Dreamer - "CLiff Jumper" some athleticism is needed to negotiate the rocks in the Akaara Eyrie (they don't use paths like humans do).

Picked Endurance instead of Fortitude feat to reflect her acclimitatization to high altitudes.

Clad in Akaara-made garments, and with a dependable mountain llama to carry her gear, she arrives in Three Oaks.


Male Human(ish) Level 7 RPG Monkey
Oroupah wrote:

Finally. I think I am ready to start...and will join the thread for the blue group shortly.

Thank you for the nice adventure hook, Shadowborn.
I have worked it into the background.

in short:
Girl born in a barbarian village in a wild country close to a coast.
Girl grows up with strange dreams of flight and hints of power.
During a sleepwalking fit she encounters a wounded Akaara warrior - heals him
Ostracized as a witch - flees persecution into the wild
Rescued by Akaara and is adopted and educated in their Eyrie
Discovers the mysterious star - her power increases (Guiding Star mystery)
Leaves the Ayrie to seek her fortune in the North East - Three Oaks

I finally settled on the Guiding Star mystery - to coincide with the new star's arrival

I picked a trait to replace Lucid Dreamer - "CLiff Jumper" some athleticism is needed to negotiate the rocks in the Akaara Eyrie (they don't use paths like humans do).

Picked Endurance instead of Fortitude feat to reflect her acclimitatization to high altitudes.

Clad in Akaara-made garments, and with a dependable mountain llama to carry her gear, she arrives in Three Oaks.

Sounds good. I'll see you in the game.


Male Human(ish) Level 7 RPG Monkey

I'm still working on maps. I'll probably try to get you links to at least the immediate areas--Three Oaks and Dunshale--and then a world map afterward.

In the meantime, I'd like to say that I'm appreciating the way NitNat and Otm-Shank are embracing the world and interacting with it. Feel free to continue to do so. The more that happens in-game, the more the world itself will grow and develop.

Also, I'd like to take an informal poll of my players. I definitely have my plans on what to do in the game, but since you're all new players to me, I'd like to get a feel for your style of play.

1)What sorts of things do you enjoy most in a game?

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?


Male Gnome
currently:
Hp 17/26 Send Sense 6/6 Eternal Hope 1/1 Mythic 5/5
Wizard (scryer) 4
stats:
AC 14/14/11 f/r/w 3/5/5
skills:
k(any)+7, Diplomacy, Linguistics, Perception, Stealth, Spellcraft +8
Shadowborn wrote:

I'm still working on maps. I'll probably try to get you links to at least the immediate areas--Three Oaks and Dunshale--and then a world map afterward.

In the meantime, I'd like to say that I'm appreciating the way NitNat and Otm-Shank are embracing the world and interacting with it. Feel free to continue to do so. The more that happens in-game, the more the world itself will grow and develop.

Also, I'd like to take an informal poll of my players. I definitely have my plans on what to do in the game, but since you're all new players to me, I'd like to get a feel for your style of play.

1)What sorts of things do you enjoy most in a game?

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?

shadowborn:
to answer your questions, i'd say 1) I most enjoy a full immersion made possible by a steady flow of plotline. afterall this is interactive storytelling. I guess I'd appreciate steady updates from you, which I am happy to see so far. keep up the good work!

2) I'm most put off personally by ret-con. It really breaks the immersion to go back five steps and say: oops I wouldn't/couldn't have done that. In my experience, It's better to barrel forward and keep the storyline going rather than worrying about game mechanics. 3)I am a-ok with any topic you throw my way. I'll try to handle it as maturely as it deserves. 4) I am a huge fan of the one game breaker risk. (My personal favourite is the deck of many things) It should not be handed to the players, but it should be available enough but very risky to the players. Anyways I hope that helps. I have honestly never done a pbp before so just let me know if I'm doing anything unusual or committing a faux-pas. I'm always willing to learn and adapt. I look forward to your next update


Male Human L3 College Student / L1 Novice DM

As I mentioned in the main thread, I am on the precipice of some sort of illness, at least, but I'll try to keep up at a post a day at least. Sorry if things are a bit slow.

Answers to your questions:
1)What sorts of things do you enjoy most in a game?

Well tactical combat is the main draw, usually, but that's less attractive in a PbP. Exploration and investigation are near and dear to my heart as well, be it the whole point or just a sideshow to the plot. Player interaction is a big thing, too, but you're a bit less in control of that. (As long as you don't go splitting the party all the time)

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?

I'm generally a pretty easygoing guy about stuff like this, or at least I like to think so. As long as things are clear and relatively fair (i.e. extremely dangerous situations are OK, as long as we're aware they're extremely dangerous before we jump into them) I'm good to go. If something pops up that makes me realize I'm wrong about this, well, I'll let you know.

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?

At one point I was pretty sure I was 'anything goes', but then I had a player bring up rape as part of a character's backstory and I realized that wasn't quite the case.

Generally anything goes if it's sort of name-dropped, implied, and 'off camera', with the exception of sexual violence and such. Violence, torture, general hedonism are OK though excruciating detail and/or purely for its own sake is disengaging.

Sexuality (and romance, for that matter), are themes I'm OK with, but not something I'm particularly keen to explore with my own character.

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?

What, just one thing? Having sketched more than a few homebrew worlds of my own and collaborated with friends on theirs, I think they are truly the sum of their parts. Obviously I like a robust treatment of dwarves and am always a sucker for interesting/conflicted religions (rather than straight-up vanilla "I'm Good god you're Bad god LET'S FIGHT"). I'm also a sucker for steampunk technology and emulating a later age than the medieval period but I don't think that's generic enough for the question's purpose.

I think the one thing I like to put in all my settings is a well defined and usually robust/complex cosmology, either to facilitate planehopping shenanigans or as a backdrop for how the people of the setting view the afterlife.


Male Mountain man Woodsman/6
Shadowborn wrote:

1)What sorts of things do you enjoy most in a game?

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?

1/ Combat and rolling the dice. I'm an old school gamer and still am not used to sitting around and role-playing for days on end. I would also say, I enjoy puzzles and solving them.

2/ Rules lawyers, slow posting, the DM doing all the rolls and such; makes me feel like I'm just along for the ride in his/her world.

3/ As long as there is no gratuitous rape/molestation type stuff, I'm good.

4/ I love elemental type magic and creatures - I prefer druids and sorcerers who are "tapped in" to the environment, able to call on their spells as needed. I love all of the lycanthropic monsters and character options, especially when there is a god of beasts behind the scenes working toward some epic event. Malar in the Forgotten Realms setting is one of my favorites.


Male Dwarf Cleric of Baal 4
Shadowborn wrote:


1)What sorts of things do you enjoy most in a game?

I enjoy a considerate balance between roleplaying and straight-up combat, with a consistent plot line that allows the game to transition from one to the other without any awkwardness.

Quote:


2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?

Metagaming is a big one, mostly for the PCs, since I don't believe a character should ever know more than what the GM says he/she does. Rules lawyering can get annoying, though considerably less so for me in a PbP.

Quote:


3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?

As the others said, just about anything goes, with the exception of rape, provided it is actually taking place during actual gameplay. I'm alright with it as a backstory element, but that's it.

Quote:


4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?

A single thing? Well, I suppose that would have to be the Twist. I like revealing that several seemingly unrelated details are actually interlinked, i.e. the butterfly effect. Consequences like those really make the PCs feel as though they're making a difference in the world, for better or for worse.

Personal Example:
In a game I GMed once, the PCs were on a mountain where they killed the chieftains of a kobold and orc tribe. Weeks later, when they returned to the mountain, a civil war broke out that destroyed the town they had took refuge in.


Shadowborn wrote:


1)What sorts of things do you enjoy most in a game? hmmm... Exploration/finding new things tops my list.

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread? Poor description like "I hit them" would normally be number one here. However it has recently been surplanted. The new #1 is folks, especially the GM, not reading the posts.

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game? In the immortal words of Jo-Bob Briggs, the gratutitous nudity was intregeral to the plot. Go for it.

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?

A secret society hiding in plain sight. In my homebrew for example there is a rural mafia like organization called "The gleaners" they began as a labor exchange/union which supplied extra hands when needed for harvesting, planting, or clearing just harvested fields. Over time the leaders came to realize that they controlled a large group of underemployed folks used to hard labor. They now effectively control several large farming areas. They are careful to keep the nobles and cities fed and do very good work controlling famine. They do however use terror and murder as weapons and work with city theives guilds by providing safe houses and escape routes. Think of a cross between Sign of four and the elks club.


Shadowborn wrote:


1)What sorts of things do you enjoy most in a game?

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?

1) I prefer a strong mix of all elements. Combat is of course a big draw but I'm also a big fan of intrigue and espionage.

2) I like to think I am fairly laid back when it comes to most things. From my limited experience with pbp I would have to say slow posting and delays are my biggest issue. At the moment I am trying to think of ways to help avoid our game getting bogged down and will probably be presenting my suggestions in the next few days.

3) I'm fine with anything really as long as it's included for a legitimate reason.

4) I think the thing that makes many campaigns are well developed and interesting villains/rivals. A strong opponent in game really helps to draw the players in.


Male Orc Expert 5
Shadowborn wrote:


1)What sorts of things do you enjoy most in a game?

A decent plotline and character interaction followed by entertaining combat.

Quote:
2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?

Slowness.

Quote:
3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?

Nothing in particular bothers me.

Quote:
4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?

Ugh, don't ask I freelance write. I can never pick just one thing.


Male Orc Expert 5

WJust saying I'm not dead, just having a conversation with a dwarf in Entish. We just got done saying "good afternoon."


Male Human L3 College Student / L1 Novice DM

Sorry about the sudden absence but I spent most of the weekend in a sleepy, feverish stupor and trying not to fall too far behind on some other projects.

Something's broken now, though (either the fever or my mind), so I should be back in order here.


Male Human(ish) Level 7 RPG Monkey

Thanks for the replies to my questions, all. In response to some of them:

I'll be making an effort keep the threads lively and interactive--both in RP and action--and respond as promptly as I'm able. As I may have mentioned before, I'm usually not on the computer much on the weekends. Between my regular gaming group, chores, and errands there just isn't a lot of time.

As for mature themes, I figured I'd ask before I put my foot in it. I usually use them as background things, or veiled threats, but occasionally something horrible does come up and I didn't want to blindside anyone. (For example, I have a friend that lost both her sisters to suicide within a one year period. Needless to say, the topic of suicide is something one doesn't bring up with her in a casual way.)

Red Group: As far as a party leader/spokesperson goes, I'll go with whatever you decide. If you want to do a 'majority rules' situation, I can work with that too. As for absent players, I'll take those characters through the motions if there is a substantial delay in response (a couple of days if we're just in RP mode, or 24 hours if we're trying to move a combat along.)

Same goes for the blue group.


Male Gnome
currently:
Hp 17/26 Send Sense 6/6 Eternal Hope 1/1 Mythic 5/5
Wizard (scryer) 4
stats:
AC 14/14/11 f/r/w 3/5/5
skills:
k(any)+7, Diplomacy, Linguistics, Perception, Stealth, Spellcraft +8

I just was reading through the section of the Core rulebook on familiars and I'm a bit confused. It says that I use my skill ranks for my familiar on top of its own, but then it lists class skills for the familiar. So does it work like this: My skill ranks + It's class skills + It's ability scores + It's racial bonuses? In a practical example, is my weasel's perception +1 (as listed in the beastiary) or +5 (my skill rank 1, its class skill 3, its WIS mod. 1)


Male Human(ish) Level 7 RPG Monkey
Magnus Thunderf00t wrote:
I just was reading through the section of the Core rulebook on familiars and I'm a bit confused. It says that I use my skill ranks for my familiar on top of its own, but then it lists class skills for the familiar. So does it work like this: My skill ranks + It's class skills + It's ability scores + It's racial bonuses? In a practical example, is my weasel's perception +1 (as listed in the beastiary) or +5 (my skill rank 1, its class skill 3, its WIS mod. 1)

Basically, it has the skills it started with as an animal, plus any skills Magnus has. The list of class skills is to determine which ones the weasel gets the +3 bonus in.

In your example of Perception, your second score is correct. Perception is a class skill in which it has 0 ranks. You have 1, so it uses that score instead, plus the class skill bonus and its Wis modifier.

Your familiar would also have the Knowledge(arcana) skill, since it is one you've put ranks into. However, given its Int modifier and it not being a class skill, that one rank won't do it much good. At higher levels, once its Int goes up and you've got more ranks in the skill, then you've got the helpful assistant in the lab (provided you give it reminders and careful prodding).


Male Human(ish) Level 7 RPG Monkey

Okay, new topic: combat.

How have GMs handled combat in the PBPs you've been in? GMs, how do you run things in your PBP games?

I'd like to come up with a system that keeps things running smoothly and consistently and works for everyone.

A few of ideas I've had:

*Having me generate initiative rolls for the whole party as well as the opponents, so we have one coherent list to work with at the start of an encounter.

*If we get bogged down waiting for someone to post, I can always take temporary control of a character and run actions for that PC until the player gets back in the game.

*If the previous idea is implemented, I'd probably ask for an initial action, followed by probable actions/attitudes a PC would adopt, so that any time I take control of a PC, it will be more apt to act in a manner appropriate to the player's wishes.

*In my prior PBP, I had attack and damage rolls done simultaneously to speed things up.

Let me know what you think. In the meantime, I'll be lurking around in some other PBP threads to see how things are run there.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2
Shadowborn wrote:

Okay, new topic: combat.

How have GMs handled combat in the PBPs you've been in? GMs, how do you run things in your PBP games?

I'd like to come up with a system that keeps things running smoothly and consistently and works for everyone.

A few of ideas I've had:

*Having me generate initiative rolls for the whole party as well as the opponents, so we have one coherent list to work with at the start of an encounter.

*If we get bogged down waiting for someone to post, I can always take temporary control of a character and run actions for that PC until the player gets back in the game.

*If the previous idea is implemented, I'd probably ask for an initial action, followed by probable actions/attitudes a PC would adopt, so that any time I take control of a PC, it will be more apt to act in a manner appropriate to the player's wishes.

*In my prior PBP, I had attack and damage rolls done simultaneously to speed things up.

Let me know what you think. In the meantime, I'll be lurking around in some other PBP threads to see how things are run there.

1.The attack and damage rolls at once are a very good idea. We know what our weapons crit at so we can do the confirmation roll and crit damage as well.

2.The gm rolling initiative works well. Then players can either post in the correct order or, and this is my choice, post freely but their actions are resolved in initiative order. Take a look at AK's Serpents skull and Tannerd Legacy of fire for good examples.

3.I like the 24 hour rule. Unless a player gives permission for the DM to bot their character they have 24hours to post. This keeps things from getting bogged down while still allowing folks to game from differing time zones. The 24hour rule is usually suspended for weekends.

3.5 The players also need to keep the gm alerted to times when they will not be able to post and allow the Gm to bot them.

These are my Ideas anyway.


Male Gnome
currently:
Hp 17/26 Send Sense 6/6 Eternal Hope 1/1 Mythic 5/5
Wizard (scryer) 4
stats:
AC 14/14/11 f/r/w 3/5/5
skills:
k(any)+7, Diplomacy, Linguistics, Perception, Stealth, Spellcraft +8

This is not the voice of experience speaking, but this system sounds fine to me. Having the GM basically collecting the events run-down each round could also be useful. This keeps us all from having to dive through and decipher others posts, keeps things compacted into one post per round. For the purposes of confirming our own roles, this requires that you reveal AC to us, (sometimes considered unfair, but for the purposes of speed, I'm willing to suspend my disbelief with the idea that we can identify what opponents seem to have thicker hide, better armor, or more graceful actions. Similarly, We could resolve effect of spell DC's (like the one we dealt with before) as part of the post requiring the save. I realize this is a bit untraditional and there are certainly downsides to this system, but the number one complaint from what I've seen so far in pbp's is: speed. Anyways, that's all I had for my part. I'm happy to do whatever the group decides.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2
Magnus Thunderf00t wrote:
This is not the voice of experience speaking, but this system sounds fine to me. Having the GM basically collecting the events run-down each round could also be useful. This keeps us all from having to dive through and decipher others posts, keeps things compacted into one post per round. For the purposes of confirming our own roles, this requires that you reveal AC to us, (sometimes considered unfair, but for the purposes of speed, I'm willing to suspend my disbelief with the idea that we can identify what opponents seem to have thicker hide, better armor, or more graceful actions. Similarly, We could resolve effect of spell DC's (like the one we dealt with before) as part of the post requiring the save. I realize this is a bit nontraditional and there are certainly downsides to this system, but the number one complaint from what I've seen so far in pbp's is: speed. Anyways, that's all I had for my part. I'm happy to do whatever the group decides.

Actually you don't need to know the foe's AC.

example: "I take a 5' step to a-23 and lunge with my long-spear at the Vegipigmy in a-20. Attack 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18. Damage1d8 + 6 ⇒ (6) + 6 = 12 lawful.

At that point you submit the post and take a look at how the dice gods are treating you. REMEMBER POST NOT PREVIEW. If you preview the dice roll will change when you post. So POST to get the result of the attach and edit like I am doing now. Say instead of that probable miss I just rolled the die had come up a 20. That is a possible crit with the long-spear. So seeing the die roll in the post you click edit and add something like the following.

Yes a critical! Confirmation with killer trait [1d20+12-5+1[/dice]. Damage 1d8 + 6 ⇒ (7) + 6 = 13 lawful.

Does that make sense? We enter the confirmation rolls and damage when the initial to hit roll is threatens a critical and the gm tells us if we hit and if we confirmed the critical. We are never told the baddies AC.


Shadowborn wrote:

Okay, new topic: combat.

How have GMs handled combat in the PBPs you've been in? GMs, how do you run things in your PBP games?

I'd like to come up with a system that keeps things running smoothly and consistently and works for everyone.

A few of ideas I've had:

*Having me generate initiative rolls for the whole party as well as the opponents, so we have one coherent list to work with at the start of an encounter.

*If we get bogged down waiting for someone to post, I can always take temporary control of a character and run actions for that PC until the player gets back in the game.

*If the previous idea is implemented, I'd probably ask for an initial action, followed by probable actions/attitudes a PC would adopt, so that any time I take control of a PC, it will be more apt to act in a manner appropriate to the player's wishes.

*In my prior PBP, I had attack and damage rolls done simultaneously to speed things up.

Let me know what you think. In the meantime, I'll be lurking around in some other PBP threads to see how things are run there.

I am on board with all of your ideas.

I like the idea of posting out of order and having the GM organize them in proper order each round. My concern is that we could run into a lot of confusion as a character's actions will often change based on the actions of those ahead of you. I'm sure there are ways to mitigate those issues though and if it works for other groups I am more than willing to give it a shot.

I also feel I should mention that the results of your dice rolls do not change from previewing to posting. If you roll 3 d20's in a preview post, they will be your next 3 rolls for roughly the next 24 hours even if you cancel the post you previewed them in and make another one later.


Male Mountain man Woodsman/6
Gaius Gracci wrote:
At that point you submit the post and take a look at how the dice gods are treating you. REMEMBER POST NOT PREVIEW. If you preview the dice roll will change when you post. So POST to get the result of the attach and edit like I am doing now. Say instead of that probable miss I just rolled the die had come up a 20. That is a possible crit with the long-spear. So seeing the die roll in the post you click edit and add something like the following.

From my experience as a player and a DM, this is not true. I preview rolls all the time and then add comments, flare, etc. to the actions. The rolls won't change when I submit the final post.

Shadowborn, your suggestions sound solid to me. It's what I do in my game and what other DM's do in the ones I play in (or at least most of them). Players need to know up front that during combat, if they don't post, then the DM will post for them. Sometimes I give 24 hours, sometimes not if the battle is hot and needs resolving.


Male Human (Tian stock) Monk 3
Shadowborn wrote:

I'm still working on maps. I'll probably try to get you links to at least the immediate areas--Three Oaks and Dunshale--and then a world map afterward.

In the meantime, I'd like to say that I'm appreciating the way NitNat and Otm-Shank are embracing the world and interacting with it. Feel free to continue to do so. The more that happens in-game, the more the world itself will grow and develop.

Also, I'd like to take an informal poll of my players. I definitely have my plans on what to do in the game, but since you're all new players to me, I'd like to get a feel for your style of play...

Whoops, missed this:

answer to your questions:

1)What sorts of things do you enjoy most in a game?
I'm very much a story not detail oriented player. Rules are fine and good as long as they don't interfere with the story and having fun. I like fluff, and character interactions. I'm not a fan of d20 combat mechanics, feeling as though I suffer through them more than they build excitement.

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?
Overly tactical combats, total and complete adherence to RAW.

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?
We're all adults here. I've run games that have had plenty of vile things in them. It can be done, but usually as more of a stroy moving situation. For instance, d6 Star Wars by West End Games, I once used 'Telekinetic Kill' - Force Grip in the d20/Saga editions of the game, to pop one of my PCs male jewels. I never saw a group enjoy getting the BBEG at the end than in that campaign.

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?
I've got a homebrew world that has been used by my group for the last 17 years. To make it complete, is something that I was just inspired to do. Rather than have core classes or base classes, create classes that are Culturally influenced, akin to the racial classes introduced in the old Red Box Basic D&D set.

Elves would have gestalt multi-classes such as the Magus or Arcane Archer as a regular class.
Dwarves would most inclined to be straight classes.
Halfings would be similar to elves with gestalt multi-classes.
Even culturally and mechanically different classes for humans, in that it's the same class with different abilities - archetypes are a great avenue for this.


Male Human (Tian stock) Monk 3
Shadowborn wrote:

Okay, new topic: combat.

How have GMs handled combat in the PBPs you've been in? GMs, how do you run things in your PBP games?

I'd like to come up with a system that keeps things running smoothly and consistently and works for everyone.

A few of ideas I've had:

*Having me generate initiative rolls for the whole party as well as the opponents, so we have one coherent list to work with at the start of an encounter.

*If we get bogged down waiting for someone to post, I can always take temporary control of a character and run actions for that PC until the player gets back in the game.

*If the previous idea is implemented, I'd probably ask for an initial action, followed by probable actions/attitudes a PC would adopt, so that any time I take control of a PC, it will be more apt to act in a manner appropriate to the player's wishes.

*In my prior PBP, I had attack and damage rolls done simultaneously to speed things up.

Let me know what you think. In the meantime, I'll be lurking around in some other PBP threads to see how things are run there.

This all looks good to me.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2
hedgeknight wrote:


From my experience as a player and a DM, this is not true. I preview rolls all the time and then add comments, flare, etc. to the actions. The rolls won't change when I submit the final post.

Sweet! I was misinformed.

Otm-Shank wrote:
I like the idea of posting out of order and having the GM organize them in proper order each round. My concern is that we could run into a lot of confusion as a character's actions will often change based on the actions of those ahead of you. I'm sure there are ways to mitigate those issues though and if it works for other groups I am more than willing to give it a shot.

It can lead to some confusion with later acting characters needing to change actions or be semi-botted.

EX. Dave 3 hours ago: I attack the goblin eating Hal's leg.....

Hal the grappeling monk, better init than dave, hasted. 1 hour ago: I reverse the hold it has on my leg and ki throw it onto the bakers oven.

DM now: Well Hal took care of the last goblin so Dave has no target. Dave I am having you step over to the oven to slam and lock the door.

the DM had to bot Dave's action but it was effective and in keeping with daves' presumed style of play. If there had been another goblin in the room the dm would simply have applied Daves' posted rolls to the other target if it made sense to do so.


Male Orc Expert 5

I've come to like the Living Pathfinder method.

Basically group has one initiative while monsters have their own. Group acts in post order.

In this way when you go to do your action you act based on the information of those who've posted before you rather than worry whether or not actions the above posters do will be feasible later or whatever.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2
TarkXT wrote:

I've come to like the Living Pathfinder method.

Basically group has one initiative while monsters have their own. Group acts in post order.

In this way when you go to do your action you act based on the information of those who've posted before you rather than worry whether or not actions the above posters do will be feasible later or whatever.

But does that not punish high initiative folks? Say an elf rogue and a dwarf defender in the same party. With individual initive it will usually be Elf, bad guys, dwarf. With team initiative it would be more often Bad guys-elf and dwarf. As the elf spent resources, traits and feats to get a high initiative the poor leafy dude is hosed. Or am I missing something?


Male Orc Expert 5
Gaius Gracci wrote:
TarkXT wrote:

I've come to like the Living Pathfinder method.

Basically group has one initiative while monsters have their own. Group acts in post order.

In this way when you go to do your action you act based on the information of those who've posted before you rather than worry whether or not actions the above posters do will be feasible later or whatever.

But does that not punish high initiative folks? Say an elf rogue and a dwarf defender in the same party. With individual initive it will usually be Elf, bad guys, dwarf. With team initiative it would be more often Bad guys-elf and dwarf. As the elf spent resources, traits and feats to get a high initiative the poor leafy dude is hosed. Or am I missing something?

It encourages a more balanced approach to the groups initiative. Investing a high initiative will increase the groups overall average but having a really low one will punish it. There's a chance that bad guys get hosed badly as even your low initiative guys can go before them.


answers to earlier questions about my playing preferences:

1)What sorts of things do you enjoy most in a game?
I like dramatic and unusual settings, with detailed description.
I like battlefields with interesting terrain, which players can put to meaningful tactical use.

2)What sorts of things give you headaches/take the enjoyment away/would make you run screaming from the thread?
Sometimes the games stalls. It can be tough with PbP. Things have to keep moving.

3)Mature themes: How much is too much for you? Is there any particular theme that you'd rather not approach in a game?
I am open minded and am accustomed to a wide spectrum of mature themes . When posting, I usually play it safe and strive not to offend. I wish to get along with my fellow players. The standards/rules outlined on the Paizo site are safe. A little more sex and violence than that would not offend me.

4)Last question: If you were designing your own homebrew world, what ultra-cool thing would you have to put in it to make it complete?
An interesting twist.
Something completely alien that changes the rules. Revealed gradually.

questions about combat rule prererences:
* Initiative rolls. No need for players to roll. DM can roll them all in one go. It's easier. I think initiative is an important tactical element in the game. Players make strategic decisions to improve their initiative relative to other players....they should benefit from that preparation. In large scale combat sequences it might make sense to simplify...but for the standard encounters I am happy with each character getting initiative.

* I like it when the DM bots characters to keep things moving. Give a player 24 hrs to act. I agree with that.

* If I anticipate that I will not be around in the thick of combat or if I make my move ahead of my turn then I post my entry under spoiler, describing what whay my character would likely do...or what my character is attempting / preparing to do.

* Whenever I roll to attack, I like to include a damage roll simutaneously....My rolls are always posted in ooc colours. The DM can rule the ultimate "in character" outcome of my rolls.

Another topic . Knowledge and Perception. Rolling for these things can be problematic sometimes. I`m not sure. I think I prefer to leaves these kids of rolls up to the DM. I would prefer to indicate my desire to be perceptive or knowledgable through my actions in role play. If I wish to use a skill I role play it. Any thoughts on this?

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