Gypsies, Tramps and Thieves - Mummy's Mask (Inactive)

Game Master Dolarre

80's style fantasy adventure in the Mummy's Mask!


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Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

I can't decide what our dwarven friend attaches his rope to which is why I left it at 'something' lol.

Edit: And about "specific" perception checks, I can create a list of the things I normally would look for but that list would be quite long. For example: Hidden doors, hidden levers, hidden switches, traps, enemies, tracks, dead bodies, potentially dangerous creatures(snakes, poisonous frogs, etc), possible light sources, possible treasure...the list could go on which is why I usually leave it generic.

If that's what you want that's what I'll do, but its much easier to simply say "I scan the room for anything important." I'm not specifically looking for anything because how would I know that specific thing is there? But I am looking for anything that would normally be found in a dungeon such as hidden doors, traps, levers, etc. If you wish to roll perception checks for each individual item then that's your choice but fair warning I will look for every possible thing that could be important and if I have to list them all to prevent the DC doubling, I will xD


Zanac wrote:


Edit: And about "specific" perception checks, I can create a list of the things I normally would look for but that list would be quite long. For example: Hidden doors, hidden levers, hidden switches, traps, enemies, tracks, dead bodies, potentially dangerous creatures(snakes, poisonous frogs, etc), possible light sources, possible treasure...the list could go on which is why I usually leave it generic.

If that's what you want that's what I'll do, but its much easier to simply say "I scan the room for anything important." I'm not specifically looking for anything because how would I know that specific thing is there? But I am looking for anything that would normally be found in a dungeon such as hidden doors, traps, levers, etc. If you wish to roll perception checks for each individual item then that's your choice but fair warning I will look for every possible thing that could be important and if I have to list them all to prevent the DC doubling, I will xD

I'm not asking for that much detail, but I'd like to get a better idea of what and where you're looking at and for. "I look around" is too general. "I look for a passage on the west wall" or "I check the corpse for anything unusual" or "I check the chest for traps." The general stuff that might surprise you, I will check as a matter of course, but if I give you a description, I want you to have to think about checking behind the bookshelf or if the food has a wierd odor or other things more specific.

If all of the mysteries are determined solely by the highest of six rolls for perception by six player characters who all "look around" every time they walk into a room, the game loses a bit for me, gets a bit boring. I will always provide a clue of some sort for you to investigate vital information. I promise not to kill you off instantly because you didn't mention the toothpicks in the fourth drawer of the kitchen nook - unless I had given indication that you should have been looking for toothpicks earlier.

Expect and watch for the standard trappings of the game, pits, poison needles on chests, green slime in the corner, rot grubs in the moldy rags etc. but I will not actively seek to screw you over.


Graxzos, what is that telescoping hand axe you just pulled out? I don't see it on your sheet, and I've never heard of it. Is it something you and Byron put together with his craft (gadget) skill. If so, run such things by me before they appear in the game.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Got it. Works for me.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Haha no, it's the dwarven longaxe. The telescoping part is just for flavor, it doesn't affect his stats at all--I couldn't figure out how a dwarf would carry a reach weapon without tripping over it, though the rules have nothing to say about it. We can cut/retcon that out if you'd rather. :P

Sorry about the checks thing--it's just habit with me, so it might take me a bit to remember to ask you to roll. Just keep reminding me if I slip up!


I'll admit, this is a bit of a learning curve for me. Everyone here has different gaming experiences to draw from. And while the recruitment gave me a picture of people's styles, it's no substitute for actual play. I come from a tradition of story-telling and theatre and less from wargaming. I just want to state plainly to everyone, I will not try to win this game! and the decisions and rules calls I make are in the interest of a good tale, not because I want to stomp on fun.

Anyway, good gaming to all.


Graxzos Khar-Bulkhet wrote:

Haha no, it's the dwarven longaxe. The telescoping part is just for flavor, it doesn't affect his stats at all--I couldn't figure out how a dwarf would carry a reach weapon without tripping over it, though the rules have nothing to say about it. We can cut/retcon that out if you'd rather. :P

Oh! Okay, well throw 10 gold at it and a move action to get it ready for use if it is collapsed and keep it. I'm all for interesting flavor.

Quote:


Sorry about the checks thing--it's just habit with me, so it might take me a bit to remember to ask you to roll. Just keep reminding me if I slip up!

No worries!


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Sounds fair to me! Out of curiosity, do you think Quick Draw affects the readying at all, or is it separate actions to draw and ready? Either's fine, just figure we should set it since it's a homebrewed thing.


Graxzos Khar-Bulkhet wrote:
Sounds fair to me! Out of curiosity, do you think Quick Draw affects the readying at all, or is it separate actions to draw and ready? Either's fine, just figure we should set it since it's a homebrewed thing.

Separate actions. It's going to be a lot easier to carry or conceal the telescoping version and that will balance it out.

Edit. Aw hell, you spent a feat on it. Nevermind. Draw and extend on a QuickDraw. I just imagined the beautiful image of the axe telescoping out on a swing right into a kobold's skull, and it's too good not to let it happen. I don't think it will break anything.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9
Dolarre wrote:
Graxzos Khar-Bulkhet wrote:
Sounds fair to me! Out of curiosity, do you think Quick Draw affects the readying at all, or is it separate actions to draw and ready? Either's fine, just figure we should set it since it's a homebrewed thing.

Separate actions. It's going to be a lot easier to carry or conceal the telescoping version and that will balance it out.

Edit. Aw hell, you spent a feat on it. Nevermind. Draw and extend on a QuickDraw. I just imagined the beautiful image of the axe telescoping out on a swing right into a kobold's skull, and it's too good not to let it happen. I don't think it will break anything.

Definitely 80s action movie awesome, which is what you advertised!

RE:Playstyle - I love a good story, but the most fun part of the game for me is the tactical combat. As long as we still find the clues we need to find with you rolling perception it doesn't really matter to me. If it becomes "Oh, you didn't say you were checking X, Y or Z" and we get stuck because of it, that's lame as hell. But, I will trust you not to do that until you do :)


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

All sounds good to me re: the ax. I honestly don't think it's going to come into play ALL that much (the fact that reach weapons can't be used at close range puts a pretty big damper on it), but it will be a lot of fun when it does.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision
Dolarre wrote:

I'll admit, this is a bit of a learning curve for me. Everyone here has different gaming experiences to draw from. And while the recruitment gave me a picture of people's styles, it's no substitute for actual play. I come from a tradition of story-telling and theatre and less from wargaming. I just want to state plainly to everyone, I will not try to win this game! and the decisions and rules calls I make are in the interest of a good tale, not because I want to stomp on fun.

Anyway, good gaming to all.

That's how I prefer it. So far it seems like the story has room for both.


Waiting on Byron for actions, then will update.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Mental note: EXPRESSLY mention that I'm taking 20 on perceptions instead of simply assuming. I see what you mean about being an evil DM. Be prepared to be bombarded by contingencies >:)

Also, don't most traps like this usually come with Reflex saves? If the traps in the dungeon don't have saves we're not going to get very far without having a healer in the party at all.

Edit: nvm. I just looked up the general traps rules again. Stupid ranged attack traps xD


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

Taking 20 takes 2 minutes per 5' square.....it's totally impracticable to take 20 all the time. Unless you have a +11 perception at level 1 (where most traps are DC 20) and you can catch them by taking 10, there's no really guaranteed way to find all the traps at level 1. That's just the way it is...


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

I agree, but when the first trap you run into has a +12 to hit (>75% hit chance vs us) and deals 1d8 damage to EVERYONE in order to avoid a TPK it might be necessary. That's an insane level 1 trap. I like Orcen's idea however as that's most likely our best bet. Whoever has the highest perception should be primary and everyone else can assist.

Also: I said "take" 10 when I should have said "make" a ten. Slip of the...fingers? I guess? It's edited now though lol.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

I vote for whichever method grants the party the highest rate of success. That was indeed painful.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

I say we create a safe place by ether backing up a bit or trying to create a shield barrier and then keep setting off the trap from a distance using mage hand if we can. If 5 pounds isn't enough then two casters can work together to make it 10 pounds. I can't imagine a trap the requires more then 10 pounds to set off.

Even if we can't exhaust the ammunition we can figure out a safe path through.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

I believe we have a better chance of dismantling the trap then we do of exhausting the ammunition truth be told. With the number of us who have skills in DD we should be ok. The only reason we set it off in the first place is because we were all doing independent checks instead of actually working as a team. I'm partially to blame for that because I simply walked in and started my perception first even though I didn't have the highest bonus. *shrug* oh well.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

I'm just pushing for a safe option that is thinking more outside the box. Honestly, in a game with so little boundaries it's amazing how we can cling to mechanics when we could just take a practical approach.

If we can't get rid of all the ammunition then we can find out which tiles aren't traps so we can have a safe path and not have to deal with disabling them, which could fail.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

You're right of course. However acquiring that kind of information is very time consuming in a PbP setting so I tend to avoid it unless I'm playing at a table with friends where the DM can answer my questions ("Are there any visible un-trapped squares?") immediately instead of 5 hours or more later.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

OK well lets just be blunt with the GM. Generally when a GM tries to bog down your ideas it is because they don't want you to take that course of action or it cuts out a bunch of content. If so then I won't fight.

GM, how viable is my idea? How much time will we waste back and forth if we try it? (In game time as well as posting back and forth)


Well, I agree that taking 20 every 5ft is a bit of overkill. Taking 10 with a aid another will likely get you to a DC of 20 except for rare fumbles (1) on the aid another roll. In the case of this first trap, I was surprised that your first scouts missed all the rolls as well, and yes, it was a doozy - but exactly as written, I assume to show that going into ancient tombs is dangerous. I waited until everyone posted to see if anyone was going to hold back until the room was checked out by the scouts. Everyone was eager and crowded in. <smile>

I am more than willing to try out of the box options. You just have to try them, not just ask if they will work. The number of posts it takes doesn't matter to me.

It appears that the goal here is to be absolutely sure you never trip a trap. Even Indiana hit a trap or two. I consider that part of the 80's fantasy/adventure flavor. If you are asking what the party needs to do to never hit a trap again, I'm at a bit of a loss. If that is what you want, I can rewrite the adventure removing all the traps, and we don't have to waste time or posts looking for them. If the party as a whole thinks this is more fun, I'll try it. Not my usual game, but I'm adaptable. If this is what we want, simular issues we should discuss are: surprised by foes, missing clues, etc. What other aspects do we wish to make automatic success so we can move on more quickly?

I am not being facetious. I do want to run a game you all will find fun. It is just different from what I'm used to.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

No no no. Traps are fun lol. Triggering traps is part of adventuring. However our particular party is missing a rather important force for handling traps: a healer. We know we're going to trigger the occasional trap, that's just how things are but with our party comp we can't afford to hit very many traps or we'll be TPK'd by the first encounter (assuming we survive the traps lol).

So we simply need a safer way of navigating the corridors so if you have no objections I believe following the plan of setting a primary spotter with aid anothers on all other spotters is our best chance of getting to an encounter with somewhat survivable HP values.


Sounds good to me.

And Byron, just so you know - your idea would likely have worked too (in this specific case).

Future reference for 'out of the box' plans. My silence on any plan does not mean it won't work; I'm just waiting for you to try it. You find out if it works when I tell you the result.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

I have a small request. Could you post the behind the scenes rolls you do for us in a spoiler at the end of your post? By all means keep the DC secret, but seeing the rolls would be nice.

Hope that's not too much trouble, thanks.

On the topic of the traps, keep everything in. An adventure where everything is an auto-success sounds boring indeed. We as a party just have to have a game plan. Figuring those things out is a big part of the growing pains of a new party of unacquainted players.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

I think he intentionally rolls perceptions in the dark to prevent us seeing the rolls. However I agree it would be nice to know (just cause I'm a naturally curious person) how close we were to detecting a trap so if whenever we trigger the trap putting what we rolled and how close we were as an OOC would be cool xD.

The only problem I see with "attempting" a plan before knowing the full layout is since we can't actually "see" the area we have to guess what's up there. For example I could imagine the corridor only had one pressure plate about the size of my foot that i stepped on and could simply step around it. So in my post I do just that. Then it turns out that it wasn't simply a small plate and was instead a large one that covered the entire walk way. So my post that goes "I step around the pressure plate and make my way to the door" is completely invalid. At best it'd have to be retconned and at worst I trigger the trap again. That's why the questions like "does the pressure plate cover the entire hallway" require answers before I'm willing to post.

Could just be me though xD

Also: when you say "This trap will not go off again unless it is interfered with again." I'm assuming you mean someone would have to re-enable the trap? Simply stepping on it again could theoretically be considered "interfering" lol.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

I think showing the rolls is kinda a bad idea. For many reasons, key being possibly dragging meta into game actions. Now I will say we probably do need a hint if we only sucseeded because we got a natural 20, that way we understand the the check was hard and that we were not likely to succeed if we tried again.


@Tinder

I will happily post the rolls after the fact if there is no longer a reason to keep the information secret. I don't remember who had what, but the rolls for the last trap topped out at 17 for a DC20. With the aid another success you missed it by 1 with a 19.

@Zanac

I will correct any misinterpretations of the environment if they are relevant. For your specific example, I would have told you the pressure plate covered the entire three foot area in front of the engraved doors and that there was no area to go around - without holding you to the plan and hitting you with darts again. In Byron's plan, I would have told you after (insert number here) drops on the pressure plate the darts stopped firing, then you guys would make the decision on whether or not to proceed.

Finally, yes. Someone would have to purposely interfere with the pressure plate to get it working again (probably with another skill check to do so without getting hit with the traps themselves)


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Alright I can work with that. Will risk ret-conning from now on for more interesting events xD.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

No healer? I only briefly glanced over the white necromancer, but I could've sworn they had some healing capabilities. Uh oh.


Male Human Necromancer HP (3/8)
Stats:
AC/Touch/Flat 12/12/10 | Fort/Ref/Will +2/+2/+2 | Init +2
Skills:
Appraise +8, Diplomacy +7, Know Arcana +9, Know History +9, Know Nobility +11, Know Religion +10, Linguistics +8, Spellcraft +8 | Perception +0/Sense Motive +0

Orcen is not a white necromancer, the class. He's a white necromancer in that he's a wizard, specializing in necromancy, who doesn't raise the dead or use evil spells. Because that would be wrong.


White necromancer by theme, not the alt class.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

Ah, okay. My mistake.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Sorry for my absence--real life caught up with me in a big way these past three days. I'm back now, though!


No worries. Just missed you is all.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Hrm. Didn't think we'd be able to aid another on Perception. :P

All in favor of kicking Sebti into the room to see what happens, say aye!

Joking, only joking... :P


You can't aid another on incidental perception checks. Deliberate searches of specific locations, yes.Just like you've been doing.

But if I post a spoilered check, no aid another is allowed. That really goes for any spoilered check - perception, knowledge, etc.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

Sorry for my lack of posts. I didn't feel Satinder had anything to react to until today and today I've had my son all day with his 4 month checkup (shots and all). I'll get a post up tomorrow for sure.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

Don't threaten me into making a meta decision. Also it isn't Byron making the call it's. 0042b, someone you really can't kill and it is going to set off the trap. Don't push me into a box where I can only play the game like we are on a miniatures board. I made a character that was a problem solver not a fighter and this is what they are doing. You could always get to safety before it happen, my actions are already set.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

If you or your minion attacks my character by setting off a trap, I'm going to attack you back. Simple.

We are playing a game with a miniature board. PVP is not cool, don't take it there.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Easy fellas easy. I don't think he has any intention of setting it off on us. His idea is sound assuming the enemy wanders into the hallway and considering the fact that the Golem was the one who disabled it in the first place, having him reset it should have a lower DC. At least in my opinion xD.

Also I moved my avatar over to where he actually was on the image thing.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

The room is only 4x4, and the hallway only 2x6. There's not enough room in here for him to say "Everyone get off of half the battlefield, or I'm going to kill you." which is essentially what he's doing. I don't want to fight with anyone in the party, but having a fellow PC cause us (possibly fatal) damage when he doesn't have to is unacceptable to me.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Well that's when we go to discussion page and talk about the plan. It's what the discussion page is for after all. Jumping to inter-party PKing is a bit quick on the gun. Simply enabling the trap isn't going to damage us (as long as he doesn't botch the Disable Device) and it only cuts off the are where the trigger is as long as it doesn't trigger early. If the enemy walks into there then we can bail out and trigger it. That's what hold actions are good for :).


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

It's. 0042b's decision not byrons. You can attack her but she will always regenerate.

The action is set.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

I'm with Zanac--we all could use to calm down just a little bit. There's no reason to jump at each others' throats, and Byron learning to control 0042b could be a great character hook going into the future. It makes sense that a rigidly lawful creature would stick to a plan, regardless of possible bad outcomes.

That said, there are some problems with setting off this trap intentionally as far as a plan goes--specifically, we're going to break our party in half (and possibly damage some people). To whit, see the Gameplay! :)


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

Despite you guys not being able to see me or hear my voice, I am not angry. I'm just expressing my opinion and intended actions firmly, but politely, in a text based medium.

Byron, the idea that you can't control your eidolon is ridiculous. You have total control over its actions. All I'm asking is that your character(s) don't harm ours. It's pretty simple and standard gamer etiquette. If you want to rearm the trap, fine, but please do no purposefully set it off with other PCs in the hallway. Rasim would see that as an attack on his person, and would be forced to reciprocate. That's all. Hope we can be reasonable, and it doesn't come to that. Hopefully, this won't even be a fight. But something organic scuttling along the ceiling makes that seem unlikely.


Whoa! Whoa!

Okay. We now pause the action for a little GM fiat. The next person to use the phrase, "I will kill you." concerning another character is out of the game. That phrase NEVER improves a situation. Don't use it.

Now, if you think another character is targeting you, or doing something stupid enough to kill the party, bring it to discussion. I saw 0042B's notice as the equivilant of 'fire in the hole' - a warning to the rest of the party that the trap was going to be reset and to be out of the area. If you interpret it differently, let ME know and we will pause and adjucate appropriately.

No one targets another character, meta it however you want, I will drop a boulder on your character and we will move on.

Now, Rasim, mad or not, you escalated the issue instead of improving it.

Byron, 'it wasn't me, it was 0042B' is a bit disengenuous. You control both characters.

This is a game. It is supposed to be fun. Let's all be adults here. I will look over the posts again and see where we want to jump back to. Give me a few hours, work is starting.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

I do control both but to be fair he was talking about in character justification for attacking and I was pointing out that there was none

this is a 100% mete situation.

I gave an clear sign just like a wizard might before using a fireball. I really don't see the problem other then it not fitting into the players idea of how we should play which he has been quite vocal about going so far as to suggest I change my build for the traditional notions of party dynamics.

I can see where this situation can develop in game tension, and i think that is a good thing but making this a meta issue is dumb. I finally have a combat situation were I can do something clever, and once again the party wants to shoot it down because it is not traditional play style but it requires only minimal party participation.

I'm not angry or bitter over how the character has been attempted to be railroaded but I do feel some frustration.

I have already set my actions for the round anyway.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

I have no problem with wanting to use a trap against our enemies. If the situation comes where that can happen without the party getting hurt, great! Saying that you were going to set the trap off if something hostile went into the hallway, whether or not if would hurt your team mates is what made me take exception. I would take the same exception if a wizard fireballed his own teammates rather than doing something else.

I shouldn't have worded it the way I did, and I apologize for that. But I wanted to make it clear that purposefully damaging other characters (especially when it's potentially fatal/near fatal) is not cool.

From an in-character perspective Rasim just met Byron and would definitely try to kill him if his golem pet set off a trap that hit himself or the rest of the team. That's just self defense in his mind. I don't find interparty conflict fun, so I was trying to let you know OOC that the action you declared is not okay with me as a player, because if it played out totally in character it would lead to PVP.

Byron, I'm sorry you feel that I'm trying to control your play style. I'm not. But your playstyle doesn't get to spill over into hurting other peoples' characters in my opinion. The DM has spoken, let's let the issue rest and move on.

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