GM Thing's Strange Aeons (Inactive)

Game Master Sir Longears

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Party Conditions:
Alenka: Grazed (-1)
Cerio: Healthy
Edrick: Healthy, allergic reaction (-2 Dex and Cha)
Jenni: Grazed (-1), allergic reaction (-2 Dex and Cha)
Lucius: Healthy
Mira: Grazed (-1)

Party Exp: 3270/5000


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Female Human Mesmerist 2 | HP ?/20 | Init +1 | AC: 16/11T/15F | Fort +1, Ref +4, Will +5 (+2 vs. Fear/Emot, -2 if under Fear/Emot effect) | Perc. +5, SM +5 | Tricks 1/3 | Spells: 1st 1/3 | Conc +5 | Sanity 34, Thr 2, Edge 17
Active Effects:
Shadow Splinter

@GM Thing:
Fixed the CMD and the skills. One was a math goof, the other was a copy/paste mistake from the sheet I used as a template (don't think Mira is allowed to have 7 ranks in kn: Religion at level 1 ;) ...)

However, regarding the background skills, I was actually waiting on your response to my earlier question, but then I think you missed it and I just totally forgot about it. To reiterate, I wasn't sure what would qualify as a background skill for Mira, so I just kind of dumped all my skill points in the places that made the most sense for her character until we could figure it out. So what would you count as background skills for her? Stuff like Diplomacy, Bluff, Sense Motive, Stealth and Disguise are most related to her background, but I am not sure if any of those would be valid choices.

Also, I need to read up on the Sanity rules, then I'll update my sheet accordingly.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:
Quote:

I'm not sure where you spent your FCB (+1hp, +1 skill point, +1 round of bloodrage).

1. Your hp should be 12 (d10+2Con) without considering any FCB spent here.

2. I think you are short 1 Skill Point... you should have 3 (4 class -1 Int) plus 2 background, but it seems you have spent only 2 of your regular skill points. Also it seems your Perception check is 1 higher than it should be.

3. You forgot to add Orc as one of your languages.

4. Please add your Sanity Score, Threshold, and Edge to your sheet.

5. I also took a look in a couple Alternate Racial Traits that might be of your interest since you gain no real advantage of Weapon Familiarity: City-Raised, Human-Raised, and Pariah.

1. - put the point in hp

2. Yep, I forget to finish that. I put it in swim. Fixed perception.
3. done
4. done
5. will check them out.

Still have to finish the fluff. Will work on that during the week.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

Thing:
I will fix a lot of those things like my trait but I'm not at home right now (I'm actually visiting Angie/Jenni). I wasn't sure if I was going to bump her intelligence or her strength so I don't have all my skill points used and I hadn't picked a background skill yet. As for the Unarmed Strike, for Alenka's discovery at level 2 she plans to take the feral antigen for a claw/bite attack when she mutates. When I was looking on-line to how to build a 'Mr.Hyde' character, they suggested improved unarmed strike as a feat. If I'm wrong about this I can change it. I just don't want to be at a disadvantage when she mutates to attack.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

Can I take the alternate racial trait "Sacred Tattoo", and have it refer to the mark on her hand? Or would it mean a whole bunch more tattoos (which I could work into her background)?

I think I'll go with Pariah. Still really stuck on bloodline....

What info do you want in our "header"? I'm not used to putting anything in there.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

Thing:
I think she'll replace Perfectionist's Brew with Mentored as a trait. Twitchy was the other Campaign Trait I was considering so I'm happy to switch. I didn't really pick the Guilt trait for the bonuses but rather for her background. I will look into the other stuff like languages and skills when I get back home.


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Mira:
Oh, right. Actually there is a little confusion here... Background Skills are a system that refer to those skills that usually remain on the background, in other words, skills that are subpar and generally not used, not something related to YOUR background.

In this system, the skills are divided in two groups: adventuring skills and background skills. The points your class gives (6+Int in your case) can be spent in both categories and besides those, you also receive 2 extra to be spent ONLY on background skills.

The skills that are considered Background Skills are: Appraise, Artistry (new skill similar to perform), Craft, Handle Animal, Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility), Linguistics, Lore (new skill similar to knowledge, but far more narrower), Perform, Profession, Sleight of Hand.

Alenka:
Ok, I made a little research about this MR. Hide build (I think I found the build advice you mentioned). I see the Improved Unarmed Strike in two usages:

1) With your melee prowess focused on the Feral Mutagen, you'll probably be looking for greater magic fang and an amulet of mighty fists in the future, so having this feat wound allow you to attack somehow effectively both with and without your mutagen.

2) It could be used to give you a ton of attacks, albeit at a far smaller bonus. Without it you'll be hitting for +4 (claw)/+4 (claw)/+4 (bite) but with the feat you could hit for +4 (unarmed)/-1 (claw)/-1 (claw)/-1 (bite).

As you gain levels, you also gain iterative attacks, so at 15th you would be hitting with +15 (claw)/+15 (claw)/+15 (bite) or +15 (unarmed)/+10 (unarmed)/+10 (claw)/+10 (claw)/+10 (bite)/+5 (unarmed).

The build proposes one even further step: to take the TWF chain! With it and the unarmed strike, you'll possibly be hitting for +13 (unarmed)/+13 unarmed/+8 (unarmed)/+8 unarmed/+8 (claw)/+8 (claw)/+8 (bite)/+3 (unarmed)/+3 (unarmed). lol it is just ridiculous to imagine it kicking around with his BOTH legs, then claw, and finally bite!

In the end, despite all these attacks and feat investment, I'm not sure if it is really worth it... Yeah, you could possibly end up with 9! attacks per turn in a full-round action but what would they serve if you miss most of them?

Jenni:
Sure, I see no problem with the sacred tattoo being limited to your hand.

For the stat line I usually go with this:

Race: | HP: 7/20 | [ooc*]AC: 19 (15 Tch, 14 Fl)[/ooc*] | CMB: +4, CMD: 19 | [ooc*]F: +4, R: +4, W: +0[/ooc*] | Init: +4 | [ooc*]Perc: +11, SM +0[/ooc*] notice the space before the first '|'

Classes: | Speed 30ft | [ooc*]Stamina 3/3[/ooc*]| Active conditions: None. notice the space before the first '|'

Gender:[ooc*]Male CG elf fighter (lore warden) 2[/ooc*]


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |

So, did you get the AP Book yet?

Did you read it yet?

C'mon, Thing, keep us informed! :)


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

Clearly, his brain was reduced to a gelatinous, quivering mass of flesh upon breaching the blasphemous book.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:
Cerio Dreswitch wrote:
Clearly, his brain was reduced to a gelatinous, quivering mass of flesh upon breaching the blasphemous book.

That happened to my PC once in a long-running tabletop game. Upon entering the cavern, we found a book open on a pedestal, and it was giving off such an evil vibe that our cleric nearly fell unconscious. My last words were, "I approach the book from behind, and glance at it quickly, upside down, with my eyes unfocused."

Good thing the cleric (Shari) recovered and was able to bring me back.

Thing - be careful!


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |

@Jenni: you went with destined? Where's the fun in that? :)

We want you to 'change' when you start raging. The professor needs another reason not to let him touch his hair. "What if you trasnform into that... creature when you have a pair of scissors in your hand? You, cut my hair and style my mustache? Don't be ridiculous."

For a bruiser, did you look at infernal or elemental (abyssal or draconic would be close seconds)?


Female Human Mesmerist 2 | HP ?/20 | Init +1 | AC: 16/11T/15F | Fort +1, Ref +4, Will +5 (+2 vs. Fear/Emot, -2 if under Fear/Emot effect) | Perc. +5, SM +5 | Tricks 1/3 | Spells: 1st 1/3 | Conc +5 | Sanity 34, Thr 2, Edge 17
Active Effects:
Shadow Splinter

@GM:

My bad. Yeah, I didn't understand. Swapped out Use Magic Device and Kn:Arcana for Sleight of Hand and Kn: History.

Also, added by sanity score, threshold and edge to my sheet.


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I'm reading as fast as I can... and it looks AWESOME!

I'll finish every bit of it before anything else, but from the beginning there is already something different than the Player's Guide says: Yur amnesia is far stronger than we had anticipated... you don't remember each other, and almost everything is hazy! You don't even remember your own names!


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |
GM Thing wrote:

I'm reading as fast as I can... and it looks AWESOME!

I'll finish every bit of it before anything else, but from the beginning there is already something different than the Player's Guide says: Yur amnesia is far stronger than we had anticipated... you don't remember each other, and almost everything is hazy! You don't even remember your own names!

This is good, very good. We need a very enthusiastic GM for a successful game. :)

About the memories... would the professor even know that he was a 'famous' professor from the University of Lepidstadt? Or would he have hazy memories about being a professor but not know which university or what he taught?


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:
Professor Lucius Mermont wrote:

@Jenni: you went with destined? Where's the fun in that? :)

We want you to 'change' when you start raging. The professor needs another reason not to let him touch his hair. "What if you trasnform into that... creature when you have a pair of scissors in your hand? You, cut my hair and style my mustache? Don't be ridiculous."

For a bruiser, did you look at infernal or elemental (abyssal or draconic would be close seconds)?

Ugh - you are not making this decision easier! I had set on abyssal, then changed to destined because it seemed to fit in with my background a bit better. Now I'm leaning back to Abyssal. I don't like Infernal or Elemental - they seem like pretty weak options overall. But I do want claws.

Anybody else want to weigh in? Bloodline by democracy?


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

Destined is a great option on paper, so I understand your preference for it. But I agree that it might not be the best fit for Strange Aeons, especially considering the "scarier" bloodlines.

With the Primalist archetype, just trade out the lackluster bloodline powers for rage powers, so even the mediocre options become viable.

What was wrong with Aberrant, again?

Hey it's your character and you should love it, so you do you. And we'll support your choice. This is just honest feedback: the creepier, the better.


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |

If you want claws then abyssal is the way to go. The 4 th level size increase is nasty. Although draconic gives you claws and a breath weapon at 8 th level...


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:
Professor Lucius Mermont wrote:
If you want claws then abyssal is the way to go. The 4 th level size increase is nasty. Although draconic gives you claws and a breath weapon at 8 th level...

What makes you think that we'll get to 8th level? Every GM I've every played with stops at around level 5/6... (naming no names! :P )

Abyssal it is. It was my first choice, and I keep coming back to it. I should know by know that it's better to stick with RP potential than a nice build on paper.

Aberrant had to many feats etc that required a better Dex than I'm ever going to have.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

I like Jenni taking Abyssal because now when Alenka gets her feral mutagen then we can have claw, claw, bite fights :)


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |
Jenni Skullsplitter wrote:
What makes you think that we'll get to 8th level? Every GM I've every played with stops at around level 5/6... (naming no names! :P )

Hey, we gamed for over two years and got through something like 2.5 AP books (and some memorable scenes). I miss gothic horror. :)

BTW, I'm convincing myself into starting a gothic horror PBP; I'll keep you guys posted in case you are interested.

Now, if only Thing would stop his mad babbling and started the game... :)


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I'm trying... I'm trying...

This one is going to be hard. Differently from others APs that are pretty linear (like our WotR or RoW games), this one is really open with tons of possibilities, and the need to keep things secret to contribute to the horror atmosphere, makes it even more challenging.

Its a bit sad that the AP doesn't mention even mention the Sanity and Fear rules... in other APs, when some additional rules suit it pretty well, if I correctly remember they put something to help implement it... no in this case. I've already read all of it, but now I must 're-read' it to decide which scenes/encounters will endanger your sanity and increase your fear level.

I'd also like to discuss with you a couple topics:

Fear Rules: Despite presenting the new rules, the Horror Adventure books gives us a pretty lazy set of rules to implement it, specially since it introduces fear effects caused by simply 'seeing something', leaving us (the GM) to decide about triggers, difficulty, and duration.

Triggers/Difficulty: I'm thinking about fear checks to trigger in two situations... Horror Scenes and Horror Creatures. Horror scenes will be subdivided in three categories... Mind (Will DC 10), Standard (Will DC 15), and Strong (Will DC 20). Failing in one of these checks will increase you fear level by 1 (not increasing from Lesser to Greater as already stated in the Fear Rules). Horror creatures will require a will check of DC = 10 + its CR, or 15 + its CR if it is truly horrific and you'd have to keep checking against futures encounters with the same creature until you manage to success in your check. For an example, you met Zombie so you get a Will DC 11 to avoid being 'spooked'. If you pass this check, you'll never have to check against standard zombies... more like "overcoming your fears" and "getting used to this creepy world".

Duration: I think it is reasonably to say that any fear effect will last until the scene/encounter that triggered it is solved. For example, if you get 'spooked' for entering a room full of gore, you'll remain spooked as long as you remain in that room... if you get then 'shaken' by an aberration hidden in the shadows, you'd remain this way until you defeat it.

Fear Rules and Psychic Magic: Just to make sure you completely understand the rules (Cerio and Mira), psychic magic has emotion component instead of somatic component, has thought component instead of verbal component, and never have material component (except for the expensive ones).

Emotion component: Despite fitting, RAW, you'd not be able to cast any of your spells with this component if you are under an 'emotion' or 'fear' effect and being spooked IS a fear effect! Since in this AP I assume you'll be affect by a fear effect pretty frequently, Cerio and Mira will be in constant disadvantage. Instead of this kind of black and white system, I'm thinking about two alternate systems:

  • Concentration Checks: Instead of automatically failing, whenever you are affected by a fear effect and tries to cast a spell, you'd need to make a Concentration check with a DC = 10 + fear level (from 1 to 6) + twice the spell level. So, casting a 1st level while spooked would require a Concentration check DC 13, while the same spell if terrified (level 6) would be DC 18.
  • Fixed 'miss' chance: Instead of automatically failing, each fear level gives you a 10% miss chance... so while spooked you'd have a 10% miss chance and while terrified a 60% miss chance.

In either case, you'd never lose your prepared spell or spell slot, just your action. Even if there are 7 fear levels, the max one doesn't allow any action so the max modifier related to spells would be 6. Even if you are not affected by it (the other players), or if you are ok with either of these options, I'd like to know which you prefer or finds more 'balanced'.

Thought component: As stated, this component only increases the DC of any concentration check by 10, except when you spend a move action to center yourself, lowering the check back to normal. I'm posting this just to remember that a Cast Defensively check IS a concentration check. If the first option above is selected, it would also be affected.

Memory loss and regaining memory: As I previously mentioned, you'd be a pretty blank slate in the beginning, know even knowing yourselves. So far, the AP has a couple ways for you to regain your memory, but I'm planning to also be adding 'flashes' as you succeed in skill checks... for example, you find in the middle of some rubble a silver flute and (the one how found it) remembers about enjoying a play with his wife. What are your thoughts?


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |

Comments...

SCENES
I haven't read the AP but your judgement and the message boards will probably be good resources to estimate the level of sanity and/or fear for each scene.

FEAR RULES
This seems fine. Keep in mind that low level PCs will almost always fail the 'strong scenes' and that high level PCs will almost always pass the 'mild scenes' but I think that's the way it's supposed to work anyway.

PSYCHIC MAGIC
The concentration check seems fair. These go up pretty quickly because it's d20 + caster level + modifier. A typical 1st level caster has +4 on concentration checks while a typical 5th level caster has +9.

Consider also having some sort of feat like combat casting but for 'overcoming fear during concentration checks'.

The 'thought component' penalty overcome by spending a move actions also seems fair.

Also consider that once 'fear has been overcome' (spell successfully cast) in a scene then no further concentration checks are necessary or at least provide a hefty bonus for future checks.

shooting himself in the foot Why not have these penalties for other casters as well? I mean it does take concentration to cast a spell. Maybe not as 'bad' as for psychic caster but other casters should also have trouble concentrating.

FLASHBACKS
This is good. We, players, will have to do our part and do a really good job not mixing player and character knowledge.

Thoughts?


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Fear: Yes, it was indeed my intention to make it simpler for high level PCs to overcome the small stuff... it actually makes sense that after seeing so much horror, your mind starts to get used.

Psychic Magic: I'd pretty ok with such feat if anyone would be interested, and also think it is pretty fair to add to the concentration check any bonuses the PC has against fear (even if these are generally used as resistance bonus).

I'm not so sure about giving a bonus for sub sequential casts... for an example, I imagine a zombie coming for you to eat your brain. You, as a psychic caster, needs to calm your emotions to avoid fumbling your spell, but even if you succeeds, the zombie would still be there to eat you, unless of course your casting resulted in the zombie's death.

Regarding using concentration checks for non-psychic casters, I'm also unsure. I'm afraid of making things too difficult for you. A simple thing to do would be make the Shaken penalty to also apply to Caster Level checks and concentration checks. This way, a fear would apply if you are trying to cast defensively.


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

On mobile, but just want to pop in to say id be happy with such a feat. Beyond dazzling display at level 5, I have no build plans (not very organized, I know).


Female Human Mesmerist 2 | HP ?/20 | Init +1 | AC: 16/11T/15F | Fort +1, Ref +4, Will +5 (+2 vs. Fear/Emot, -2 if under Fear/Emot effect) | Perc. +5, SM +5 | Tricks 1/3 | Spells: 1st 1/3 | Conc +5 | Sanity 34, Thr 2, Edge 17
Active Effects:
Shadow Splinter

Oh boy, lots to catch up on.

@Jenni:
Seems like you already made your choice, but yeah Abyssal is pretty great for a bruiser. Claws are fantastic (and most of the other abilities are at least decent). The bonus feats have a lot of stuff you would probably want anyway.

That being said, I didn't think Destined was such a bad fit for the AP. A character that isn't necessarily strange in their own right is still going to have a ton of RP potential when place in a strange situation.

-------------

@GM:
Fear:
Yep, I realize what I am signing up for playing a psychic caster. I've hopefully built Mira so that she is not devoid of options when she can't cast. I certainly wouldn't turn down the concentration checks option, though (and it makes it awful tempting to switch out a trait for Focused Mind, since it would actually be in character...)

Memory Loss and Regaining Memories:
I like this a lot! I imagine it will be particularly effective with Knowledge check and it actually reminds me of a video I watched a while ago that recommends using flashbacks for knowledge checks instead of just giving the players the info.

General Difficulty:
I would agree that you might want to be careful applying more handicaps (such as limiting the regular casters). I must admit the number of rule systems that stack on penalties (wound threshold, fumbles, fear, sanity) is somewhat alarming considering that the player's guide made it sound like the AP doesn't pull its punches before those rules. But, hey, I guess getting us scared was the goal..as long as we don't get nuked out of existence (or drowned in book-keeping ;p) I'm willing to give it a shot.

-----------

@Cerio:
If it makes you feel better my plans for Mira at future levels can probably be summed up as "Maybe take Power Attack at some point...".


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Mira Tullian wrote:

General Difficulty:

I would agree that you might want to be careful applying more handicaps (such as limiting the regular casters). I must admit the number of rule systems that stack on penalties (wound threshold, fumbles, fear, sanity) is somewhat alarming considering that the player's guide made it sound like the AP doesn't pull its punches before those rules. But, hey, I guess getting us scared was the goal..as long as we don't get nuked out of existence (or drowned in book-keeping ;p) I'm willing to give it a shot.

I'm also a bit worried but there is no way to really know beforehand. Lets take a look of the changes we are proposing so far:

Wound Threshold: I found out that this one is a wild card. So far, it hasn't been an issue in any of my games (WotR, HV, and RoW) and I must even say that generally it favors the PCs, specially against a single foe... the bad guy, even if he gets a lucky blow, will give penalties to a single player (generally) but all the others will pile up their damage, really incapacitating the bad guy real quickly. On the other hand, it also makes sequential encounters more difficult since the players could enter an encounter with a penalty.

Crit/Fumble Rules: I don't think this makes the game harder... since when I started playing RPG, it was always in my mind that a natural 1 resulted in bad stuff. I'm not sure if the same happened to you so this is kind of hazy. For me this is more cinematic than anything.

Psychic Casting: Again this have some good and bad points but in the end I think the allowance of caster checks even while affected by fear is a boost for you.

Sanity Rules: In my opinion this one is more of a long run concern. Most of you have a pretty decent Sanity Threshold (expect for Jenni) so I imagine that even if you fail a bunch of checks, rarely your sanity damage will result in some madness and even if they do, most of them (at least the lesser ones) are not really problematic.

Fear Rules: This is the real bad guy, since a couple bad rolls could give your PC the shaken condition for a whole encounter... for an example, imagine your PCs enter a room to see a two guys hanging from the ceiling in hooks with their lower half missing, blood and gore everywhere. I'd consider this a pretty terrifying scene but lets say this is standard horror, so a DC 15 will save. A couple of you fail the check thus become 'spooked'. Still impressed by the gruesome scene, a hungry undead jumps from the shadow, an undead that you've never seen before, still chewing a leg. Your PCs than make another will save, now DC 13. If you also fail this, you'd thus become shaken and since you are still in the room and still fighting the creature, your fear would not go away!

Adjusting the difficulty for 5 players: This is also kind of difficult to judge. All my games are now played by 5 players but in none of them I was able to sense if the game is too easy or not. I'd like your feedback in this matter if you could.

In the end, I think that if we start playing and these rules shows up to be too problematic or are making the game too difficult, we can throw them away without any hard feelings.
_________________________________

Ok, guys, I think I'll be ready for the first kick at Sunday in the afternoon!

I hope you guys are finished by then!


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

oh god, it's all happening so fast!

I think I'm almost ready to go, still finishing up my fluff, will hopefully get that done by Sunday. Crunch I think is done?

I am still fairly new to the pathfinder system, so all the old rules are new to me, never mind the new ones. I'm going to plead ignorance, trust your judgement, and hope you all don't mind reminding me what needs to be rolled and when.

If you're adjusting it for 5 players....what's it written for? More or less?

OK...off to write background...


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

Thing:
I'm still working on ironing out some crunch for Alenka because I'm not at home right now and only have my tablet. I'm not going to be home until Tuesday but I can still post. If you're ok with Alenka starting without all her skills in place then I'm good to go. I know that she hasn't spent all of her skill points yet. Also, I will pick a different feat than the Improved Unarmed Strike. I'm leaning towards Skill Focus as you suggested as an alternative racial trait so I can bump up her Alchemy but I'm just going to take a quick look through the feats again to see if something else would work. I will also switch my campaign trait to Twitchy. It was my other choice for the campaign. I had thought that the Driven by Guilt would fit better into her background but Twitchy also works.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

Thing:
My other question is about a weapon. None of the simple weapons, other than daggers, are really cutting weapons (they're mostly bludgeoning weapons). I don't see her as using a bludgeoning weapon but I wanted to have another weapon for her other than a dagger. Would you allow her something that would have the stats of a Morningstar or heavy mace but be a slashing weapon? Maybe something she had custom made? Just curious.


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

@Jenni: the APs are designed for a group of 4 players. Also you're playing a rager so your question of "what to roll"is usually pretty simple: attack!!!

Looking forward to Sunday afternoon!


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |

I should write my fluff but I can start with the 10-min background. In any case, Professor Lucius is pretty well defined in my head.

@Jenni: we all help each other here (and we all screw up) :)

I'm ready to go!

Game on!


Current Map | Critical-Fumble Generator

@Jenni: Differently from the Pathfinder Society books that are build for 4-6 players (end generally pretty easy even for 4 players), all Adventure Paths are written for 4 players with a 15 point-buy. The real tricky part is that when you add a 5th player, the whole CR system is thrown away! A CR2 creature should be a challenge for 4 level 1 PCs but what if you add a 5th? Will it become too easy or will still be a challenge?

Some situations are trivial to adjust, for example if you all find a group of 4 orcs (designed for 4 players), simply adding a 5th one so you are back to 1 orc/player is easy, but most of the time it is not the case.

I my case, I have a spreadsheet with a table who tells me the difference in xp from a 4-player game to a 5-player game to make them level up equally... for an example a CR1 gives you 400xp, and that means 100xp/player with 4 players and 80xp/player with 5. So, to bring the second situation back to 100xp/player I need to add 100xp somewhere. Sometimes this difference can be adding within an encounter so I can spend it to bring another moot or add a level/template to one of the monsters, but other times I have to pool them from a couple encounters.

Alenka:
I'd prefer for you to start with all your skill points spend (and looking at your alias it seems you already have). Also, taking a look at your archetypes, I noticed that at 3rd level, the vivisectionist gives you the ability to use k. nature in place of heal and at 5th the chirurgeon gives you Skill Focus (heal). If you want to, I'm ok with you change the mentioned feat for Skill Focus (k. nature) and you'll always be able to retrain the skill points spent in heal.

About the weapon, I'd be ok with your proposition, but I'd be more inclined to adapting some existing tool that you use it as a weapon instead of a custom-made one, which could be a little out-of-character for Alenka, who isn't a primary combatant. I'm thinking about a meat cleaver, since besides being a slashing weapon, it is also pretty bulky... Alenka is no butcher but I bet that in her former job and hobby, she probably had to cut a couple bones... for research purpose. What are your thoughts? It would have the same stats as a morningstar.

@Lucius (and all): If you wish, you don't need to include a fluff besides the 10-minute-background since you are all amnesiacs. This would also allow me some leeway with your backgrounds and help you to keep player/character knowledge apart.


Female Human Mesmerist 2 | HP ?/20 | Init +1 | AC: 16/11T/15F | Fort +1, Ref +4, Will +5 (+2 vs. Fear/Emot, -2 if under Fear/Emot effect) | Perc. +5, SM +5 | Tricks 1/3 | Spells: 1st 1/3 | Conc +5 | Sanity 34, Thr 2, Edge 17
Active Effects:
Shadow Splinter

Stacking Rules:
Like you said, none of the individual systems are game-breaking (although I must confess that crit/fumble rules are not my favorite for nitpicky mathematical/realism reasons :p). I think it will only be problematic is multiple conditions start stacking up. However, I think it's difficult to gauge how often that would happen until were actually playing. I'd imagine the most common combo would be Fear + Wounds, which in fairness makes total sense. If your badly injured, you probably should be at least a little scared ;). All in all, I think its worth trying.

Five Players:
The difference isn't always easy to estimate. Personally, I'm not a big believer in the whole "AP's are meant for four PCs with 15 point buy". There is a much wider range of difficulty and from what I hear it really depends on the developer (There is actually a Paizo developer who is on the record as calling 15 point buy a mathematical error XD). Also, if you trust Paizo, there is no difference in the CR that a four PC party can handle vs. that which a five PC party can handle. However, you use a more exact method of calculating CR its pretty clear that isn't true. The fifth person undeniably makes a difference. However, the biggest problem is that there are too many variables that can't be properly quantified. A party power-gamers are going to steamroll an inexperienced GM, even if there is only three of them on a 15 point buy. On the flip side strategy minded GM with a wicked streak can wreak havoc on most parties...

I'm convinced that getting the challenge right is one of those thing you just sort of have to get a feel for...and it is not going to be the same for every game. For what its worth, I don't think that our Reign of Winter game is too easy (though the fact that I am currently unconscious and no one has any healing left might bias me a little ;p Edit:And am apparently only alive because I got a natural 20 on my parry). Also, if it helps here is a CR calculator that I developed a few months back, when I realized at least two of my friends who were starting to GM were having a lot of trouble understanding how CR math works.

Background:
I might take up the offer to stick with the 10 minute background too if that's okay. I was having a hard time figuring out what I was going to put in the prose background that wasn't either covered by my appearance/10 minute background or something that my character wouldn't know anyway...and I kind of like the idea of not knowing the things that I don't know.

-Posted with Wayfinder


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

RE: rules, stacking, CR calculators, XP/player, etc etc.

Jenni and Alenka smile politely, nod vacantly, and hope for the best.

I think Jenni is good to go! Excited to get to it!


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |
Jenni Skullsplitter wrote:

RE: rules, stacking, CR calculators, XP/player, etc etc.

Jenni and Alenka smile politely, nod vacantly, and hope for the best.

I think Jenni is good to go! Excited to get to it!

Stick to the roleplaying, which you both do quite well. :)

Game on!


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

Thing:
I think I finished tinkering with Alenka. I took the alternate human racial trait instead of a bonus feat and I put it towards alchemy. If we get to 6th level, I'll use it towards knowledge,nature. I love the idea of a meat cleaver and I will add it with the stats of a morningstar. I also have a dissection kit written down which technically doesn't exist. If I need to give you a list of the tools that would be in it then let me know.


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

@Psychic Magic - allowing caster checks under fear is indeed a boon. The RAW alternative is far worse. I also don't think we need this penalty for other casters. Don't forget that psychic magic has its own perks, like casting while paralyzed/pinned. Will there be tentacles?

I just need to finish shopping, which I'll do tomorrow.

Alenka wrote:
Would you like to hear about the tools in my dissection kit?

I'm officially spooked...


Female Human Mesmerist 2 | HP ?/20 | Init +1 | AC: 16/11T/15F | Fort +1, Ref +4, Will +5 (+2 vs. Fear/Emot, -2 if under Fear/Emot effect) | Perc. +5, SM +5 | Tricks 1/3 | Spells: 1st 1/3 | Conc +5 | Sanity 34, Thr 2, Edge 17
Active Effects:
Shadow Splinter
Cerio Dreswitch wrote:
I also don't think we need this penalty for other casters. Don't forget that psychic magic has its own perks, like casting while paralyzed/pinned. Will there be tentacles?

This is a very good point.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:
Professor Lucius Mermont wrote:


Stick to the roleplaying, which you both do quite well. :)

Game on!

That was a bit of a complisult. It's like being patted on the head and told, "Don't worry about the math, sweetie, you just have to sit there and write pretty."

Alas, I can't complain, as not only is it true, but I set myself up for it. So, get ready! Some sweet writing coming up. :)


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |
Jenni Skullsplitter wrote:
Professor Lucius Mermont wrote:


Stick to the roleplaying, which you both do quite well. :)

Game on!

That was a bit of a complisult. It's like being patted on the head and told, "Don't worry about the math, sweetie, you just have to sit there and write pretty."

Alas, I can't complain, as not only is it true, but I set myself up for it. So, get ready! Some sweet writing coming up. :)

That was not a complisult; it was a full compliment.

People who are too good at 'math' usually get turned away from these games or at least told to tone down their 'math skills'.

As a GM, one of the important things is to make sure the encounters are challenging and min/maxers screw with that balance, which makes the GM have to work harder to come up with ways to restore balance. You don't want to make the GM work harder. :)

And in these games, where the story-telling/character interaction aspects is brought to forefront, a good roleplayer/writer is highly desired.

So no complisult at all. You're here because you've shown in the past that you can tell a pretty decent story and that's what we all want.

Game on!

Now, let's get ready for Thing's thing.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)
Jenni Skullsplitter wrote:
Professor Lucius Mermont wrote:


Stick to the roleplaying, which you both do quite well. :)

Game on!

That was a bit of a complisult. It's like being patted on the head and told, "Don't worry about the math, sweetie, you just have to sit there and write pretty."

Alas, I can't complain, as not only is it true, but I set myself up for it. So, get ready! Some sweet writing coming up. :)

I promise nothing...


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

Okay, shopping complete! Aside from basic adventuring gear (backpack, rations, waterskin, torches, etc.) I picked up incense, a censer to burn it, and psychometrist's gloves for a bonus to the skill. This leaves me with 12gp.

I have a "personal item" in the form of a tarnished pocket watch on a chain. Should I allocate 10gp to the purchase of this item so that it can count as a material component? If you like, I can continue to "invest" in this item and keep a tally in order for it to count as valuable for higher level spells.


Current Map | Critical-Fumble Generator

First post is up guys, enjoy! Remember, you remember NOTHING about yourselves, not even you names.

Despite that, you still possess all your class abilities and knows how to use them as if by instinct.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

Do we have any stuff? Weapons, armour, etc?

Do we instinctively trust each other? Or do we have to negotiate that relationship as well?

Excellent start! Spooooooky!


Current Map | Critical-Fumble Generator

You don't have any feeling of trust towards the other players. The only connection is that all of you are in the same situation, but I'm not so sure if everyone of you would actually realize this.

Perhaps you have your gear... you are not sure, it is too hazy right now with all the yellow fog, but you are welcome to check with your action ;)


Female Human Mesmerist 2 | HP ?/20 | Init +1 | AC: 16/11T/15F | Fort +1, Ref +4, Will +5 (+2 vs. Fear/Emot, -2 if under Fear/Emot effect) | Perc. +5, SM +5 | Tricks 1/3 | Spells: 1st 1/3 | Conc +5 | Sanity 34, Thr 2, Edge 17
Active Effects:
Shadow Splinter
Jenni Skullsplitter wrote:
@Lucius - you go straight? Into the wall in front of us?

XD. Who knows, people do crazy things when they are scared....


CG Male Human Investigator (Questioner) 3 | HP 27/27 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +3, CMD 15 | Fort. +4, Ref. +5, Will +5 | Init. +2 | Perc. +7, Sense Motive +5 | Speed 30ft |
Jenni Skullsplitter wrote:
@Lucius - you go straight? Into the wall in front of us?

Oops, misread that. Too much tension. :)

It's fixed; I went left.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:
Mira Tullian wrote:

[QUOTE="Jenni Skullsplitter"

XD. Who knows, people do crazy things when they are scared....

lol - that's fantastic


Current Map | Critical-Fumble Generator

@Jenni: You surely can. Oh, and when you have a purely ooc question, please do so in the discussion thread since I'll most likely answer you here.


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

What a confusing opening. I love it! I also picked and typed left before I'd read Lucius's decision...

That gif was perfect.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

I always go left. That was never a decision for me.

That gif was hi-lar-I-ous!

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