Tora no Senaka - The Back of the Tiger (Inactive)

Game Master Dreaming Warforged

Trouble with Goblins can lead to a lot of places, even the other side of the world...
Jade Regent AP, now in volume 3 - The Hungry Storm


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Dark Archive

Some dude

I will be away from Wed morning until probably Sun evening. If I don't reply in a timely fashion, please feel free to DMPC Garand.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Question: I have a quickdraw shield. If you read the info on it HERE, it says I can move and draw as you can with a weapon.

So my question is, can you move and draw a quickdraw shield and a weapon at the same time?

It seems like a bit much to me. Possibly if I had the Quick Draw feat it would work. Heck, I don't know. That's why I'm asking. :P

By the way, DW, that's a really NASTY twist. I'm like, "WHAT?!?! You gotta be kiddin' me!" Well played, dude. This is gonna be interesting. :)


:)

If you have two-weapon fighting or quickdraw, then I'd say yes. If you don't have any of those, it will take longer.

That said, it makes sense you had your sword drawn already.


Invisbility purge really messed up my plans! Nice one Garand.

Dark Archive

Some dude

I'm glad it worked! Every other game in which I cast it after encountering invisible foes, the invisible foes didn't bother to show up, almost like they knew I had prepared it. :)


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

I'll be away from the computer from Friday night until Sunday afternoon smoking cigars on a yacht and polishing my monocle. I may be able to check in here and there, though.


Enjoy!


Is Mythic Adventure something that is of interest to you? Should we work towards introducing some of it in this game?

Let me know what you think.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

It might be cool considering you want to keep the campaign low magic. It might make up for that. You'll have to look it over and decide if you feel comfortable running it. If you wanted to, I'd certainly give it a shot.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'd love to give Mythic a shot. It looks pretty cool.


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

I don't have the book and it isn't up on the PRD just yet (at least not on the Paizo one) so I can't say 100% yet. I'm of two minds in that I can see why it's an attractive proposition for this campaign, but I'm also wary of adding another set of rules to an already rules heavy system. I guess I'd have to read the rules before saying yea or nay.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Garand Stone-of-the-Moon wrote:
Assuming consciousness, through Théoden saving and / or Pavel's potion (thanks!), Garand will use his action to end the shield other effect on Théoden, before it ends in tragedy. The +1 deflection bonus to AC and +1 resistance bonus to saves also go away. Sorry man!

Dude! I'm totally glad you ended it. Really takes the worrying stress off of me. And I do mean *Me*. :P

Honestly, while the spell is awesome for the fighter, I was REALLY worried about what was gonna happened to Garand. It's just too damaging for the cleric.

For that spell to work efficiently, I'd think as a cleric you'd have to kind of sit back and heal yourself. Or at least just stay within range to channel energy. To cast that spell AND be in battle is pretty much suicide for the cleric. That's way too many opportunities for a cleric to take damage.

I'm just glad Pavel gave you that potion. Man I was worried.

Liberty's Edge

(AC 19/t14/ff18, hp 62 of 68) Shoanti Cleric (of Erastil) 8

It's actually a good deal, normally, but we are just taking too much damage here.

Hopefully I can move around and get a delay poison on you next round.

Healing is always such a pain with the action economy. We don't have an arcanist, and Garand has a bunch of spells he *could* be casting, but just plain doesn't have time. The communal protection from evil was a complete waste, expiring before we even got into the fight, so I'm probably not going to blow a slot on that again for awhile, or at least until I can extend it with a metamagic rod or something.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

AoE spells are what caused the shield other spell to be as bad as it was. It was fine before we were all caught in the cone of cold. AoE spells are a particularly bad for shield other when the recipient and cleric are in the same AoE.

I hope Garand can get some healing off. If that witch hits us with another AoE spell, we're in trouble.


I know I should probably wait for the end of this battle, but you post when you can...

How do you like the game so far? In particular, I would like to know whether you would prefer a shift in the ratio rollplay/roleplay encounters. Also of great interest to me: Do you find the fights challenging enough. Have the modules been a little too easy? Hard?

I like to review the game with you from time to time. PbP is hard on feedback. I'll see what I can do to adjust in light of your comments.

Also, this is THE fight. After, it will cool down and we'll start heading into module 3! As such, do you want me to add a player? I could start a recruitment thread in the coming days.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

You've been the best PbP GM I've played with, Celestial. It's pretty hard to find a decent PbP campaign. I'm happy I managed to get in this one. You don't realize how good we all have it until you play in other PbP games where the GM is disorganized, lacks knowledge of the rules, and let's players do whatever they feel like doing. I understand online we're on the honor system, but damn it's annoying to play with people that don't know the rules and a GM that doesn't notice.

As a GM:

1. You're organized. Combats are fluid and easy to follow round to round. Maps are nicely done.

2. Fights feel important and challenging rather than a string of encounters run as written in the book. I like to feel on the edge of death.

3. You follow the rules, while still working with the players to develop a character they like.

4. You gauge our abilities fairly well. You don't seem to throw anything at us we can't handle, even with the low magic nature of the campaign.

5. Role-play mix is about right. The reality is that in a group situation role-playing with each individual would slow the game to a crawl unless you're posting a ton.

Overall, I'm having a good time. Best campaign I'm in at the moment. I'd game with you anytime.

Dark Archive

Some dude

Pretty much what Raith / Maddigan said.

I hugely appreciate you allowing me to change Garand from druid to cleric, as it's made me feel much more useful and much less frustrated. Druids are awesome when someone else is the cleric and they can bust out the wildshaping and funky druid spells, but, as a second-rate healer, who has to Use Magic Device on scrolls to even cast spells you can't live without like restoration, not so much...

Love the maps. I get bewildered, especially since I usually play casters and kind of need to know where to place summoned mobs or plant area effect spells or even how to angle myself before casting command or cause fear or murderous command, so that I can maximize the amount of attacks of opportunity I make the poor fool provoke from other PCs.

Fight difficulty;
The fights are nail-biters, which is kind of necessary for a PBP where weeks might go by between fights. I play a lot of superhero RPGs, when the option presents itself, and there are always the 'mook' fights between or before the big fights, to sort of warm up and let the PCs show off their cool super-powers on people who are basically there to be steamrollered. That sort of thing can be fun, to remind the characters that they are heroes, and not a bunch of one-bad-roll-away-from-failures who probably shouldn't be adventuring, but in a PBP, that sort of thing also can tie up a game for weeks, and sap momentum, which is the bane of all PBP games.

Roleplaying;
Roleplaying is a weird duck. It seems like RP happens in PBP when it happens, which seems to be more when the players are in the mood, than when the story is presenting RP as an opportunity. It's kind of frustrating both to see RP opportunities being squandered by players who just aren't in the mood, and yet also, from when it happens to me, to have an RP stick whap me on the nose when there's literally no reason at all my character would bite, leaving me feeling like the a#&&$+# who'se ignoring the RP entirely. Something about the nature of PBP, where nobody is physically looking at me across the table and expecting me to come up with something to say, makes me feel less motivated to dive in and fill the silence with something that may or may not be in-character. I think PBP adds a layer of distance or impersonality, or some sort of diffusion of responsibility, so that we end up 'RPing with ourselves' when I describe Garand's spells in terms of Erastil and family and community, or Théoden has his (often amusing) running commentary in battle, etc. I'm not sure that there's a real solution for that, other than to actually sit around a table together.

Recruitment;
PBPs tend to have a pretty high churn rate. Recruiting another might be a decent idea, if Sorin's schooling is going to keep him far too busy to post. IMO, it's probably easier to adjust encounters up a little, for a five man band (if that's even necessary, since we don't always optimize our actions the best, and by 'we', I mostly mean 'me') than to deal with a party that has dropped to three mid-encounter. There've been a few encounters where entire rounds went by and I didn't really accomplish anything at all, like this last round, where I moved some and ended a buff. Effect on the enemies? Zero. Benefits to the party? Zero. It was stuff that needed to happen, but still, pretty much a wasted round due to bad tactics on my part, and the encounter assumes that all four PCs will be participating in some manner...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

One extra large super wall-o-text coming up. Best not to order the fries. They'll be cold when you get to 'em. Sorry in advance. :P

The Celestial Bureaucracy wrote:


How do you like the game so far? In particular, I would like to know whether you would prefer a shift in the ratio rollplay/roleplay encounters. Also of great interest to me: Do you find the fights challenging enough. Have the modules been a little too easy? Hard?

As per the game, I'm kind of in limbo right now. Having just recently joined, it's tough getting a feel for the game.

I've joined several games in mid-swing and all of them have been difficult to find any sort of rhythm. Except for Kriger(a pc of mine in a Kingmaker game that DW took over). Out of all my replacement pc's, he's the only one(up to this point) that I feel like he fits. Maybe time is the answer, I don't know. It has been like 3 years now. It actually kinda feels like he's been there since the beginning. Not sure why but it does. It's pretty cool.

Anyway, I found this quote by Set highly interesting:

Some dude wrote:
OOC question about the AP. Does it make a lick of sense for us to be leaving Ameiko and the relic unguarded as often as we do? Is the intent of the AP that we keep her with us 24/7, 'cause it seems like we should, given that she and the relic are pretty much the point of the whole AP. The enemy has already demonstrated that they can take whatever they want, whenever they want, so it *seems* like we should be huddled around Ameiko in a defensive ring every second of the day, and not letting her (or the relic) out of our sight, ever.

I think in a sense this is exactly what we are suppose to do by Paizo standards. Now I know we're really not but in a weird kinda way we are. Typically, I'm absolutely no fan of building a story line around some red shirt NPC. Truly, that's what all NPC's are, in my opinion. Obviously pc wise I won't treat them like that, that's not what I'm saying. It's just what lies in the back of my mind is all. Personally, I think James Jacobs is far too much in love with his own characters. He likes to make them god-like it seems and everyone must love him/her. In my opinion, ALL adventures should be about the players pc's and never about an NPC. Not a fan of being forced to serve some NPC. Not saying that's what you're doing, DW, it just appears that's what Paizo expects to happen in a round about way.

I actually stepped out of a game because of it. DM tried to force me to obey some NPC chick. Basically told me by pm, "If you don't take orders, you'd have to bring in a new character." A DM that attempts to force a pc to do something, needs to not be a DM as far as I'm concerned.

Okay I'm rambling. SO ANYWAY, that's why I came up with Theoden. I had to have a reason to go on this adventure so it wouldn't irritate the crap out of me. So I came up with basically a couple of reasons to where it would work:

1. It's adventure! It beats being stuck in the city working as a boring city watchman forever.

2. He just likes helping people. And if placing her on this throne helps a suffering people, then that's great!

Simple reasons I know. But isn't that the heart of DnD if you think about it? Okay, I've gone completely off the beaten path, I know. Movin' on.

As per the fights: Always tough. Always. I can't recall an "easy" encounter. Ever. So definitely not "too easy". It's fun.

Now, as Raith keeps mentioning "low magic", I think I've may have mentioned this before, but, I'm just not a fan. Theoden's a 6th level pc with 2800g worth of equipment. A typical 6th level pc has 16,000g. Now if he was around 10 or so thousand, that'd be fine. I don't HAVE to be at exactly WbL. But I'd at least like to be somewhat close.

The main reason I don't like it is, Paizo's AP's are built expecting pc's to be at or near WbL as the AP progresses. Their encounters are built around that expectation.
Now, if we are not equipped as such, the DM is going to HAVE to dumb down the encounters and/or pull punches. That is no fun to me. It makes me feel like we'd be nothing more than a bunch of pathetic pc's. I hate that feeling.

Now, having said that, I can continue on as is, no prob. I'm not gonna stomp out of here just because of that. If I left every pbp because of something I didn't like, I wouldn't even be on these boards. Pretty much all of them have something that bothers me a bit. Except for Kingmaker. Weird, huh?

It's been a good game so far I just have to find a rhythm with this guy. If I can get that, maybe I can get myself out of this "limbo" garbage. Sometimes it just feels like I'm driving over a rocky road.

Overall, you chose good players and you're a solid DM. You really can't ask for more than that. Your maps are solid. I wish I knew how to make maps. And I totally love the fact you allowed us to retrain stuff. How often do you start a pc and only find out later, "You know, I wish I would've gone this route, because that really fits him/her so much better." You go in thinking how exactly you're going to run a character and the next thing you know, he/she has taken on a whole different twist. Normally, you're stuck and irritates you forever. Allowing to retrain was pure rockin'. Kudos for that, my man.

As far as roll/roleplay, I think Set and Raith pretty much sum that up fairly well.

I think recruiting someone else would probably be a good idea. Because I sure as heck ain't referring anyone! I've had way too much bad luck with that. :P

Now having said all that, I do understand that it's probable that there may be some of you folks that might have a problem with my opinion on the Ameiko angle and it's possible you may not wish me to continue in this thread. I'll absolutely respect that and move on, no harm no foul. I'm not here to derail this game by any means. It's strictly my opinion and nothing more. But I can assure you I ain't here to hi-jack this thread at all. That won't happen.

And for the record, while these are my opinions, I wouldn't have even mentioned any of this if DW hadn't asked. Because more often than not I just roll with, "It is what it is."

Okay, I'm done with my rambling. And my massive $0.02 whopping cents on all this. Yeah, I know, I still owe. :)


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

How could you speak that way about Ameiko, Javell. You son of a...

I'm kidding. I'm kidding.

I tried roleplaying a bit with Ameiko early on since I have that crush thing that gives me a bonus I never get. It's too damn hard as few posts as we get. I would like Celestial to come up with a simple way for me get that bonus if he's not going to roleplay it. I'd like to make my daily Charisma roll or something. I don't need a some online romance (and that would feel strange anyhow), but I'd like to get my little bonus.

That being said I'd much rather keep the game progressing than spend too much time roleplaying with an NPC. I don't like low level. I know some people love gritty, low level play. I find it boring. I like high level play where you start feeling like you have some power and fighting extraordinary monsters. I'll be much happier when we hit level 10 to 15 (if we get that far).

I want to know how Dreaming Warforged does the maps. If I ever decide to run a game online, I want to do the maps. That would be awesome.

Dark Archive

Some dude

NPC / Romance stuff;
Lately, many APs have some experimental bits, like kingdom-building rules or crewing a pirate ship or running a caravan and interacting with signature NPCs or mythic stuff. That's cool. I was intrigued by the caravan stuff and made Garand to be able to slot into like five to seven different caravan roles, as necessary (which turned out to not be an issue). I suspect those experimental rules might work better in tabletop. My attempt at kingdom-building scarred me for life, so I'm pretty sure that I don't want to deal with in-depth caravan building or NPC relationship dice rolls, lest I accidentally TPK the adventure path by having our caravan forced to eat our pack mules to survive, or Koya freak out and poison us all in our sleep because I botched a roll to give her a present.

On the upside, I didn't take Childhood Crush, so I don't get crap all for interacting with these romance rules, so, really, Raith is the only one who has any reason to care about them. My Campaign Trait was all up front, and Koya, according to the Players Guide, isn't even an option for wining-and-dining-and-boom-shaka-laka.

Ameiko;
While I don't resent or dislike Ameiko as a plot-driver-engine sort of thing, I am just waiting for her to get all kidnapped or whatever because we were off on one of these railroad-mandated missions.

I would hope that the writing wasn't *that* predictable, but, on the other hand, it almost feels lazy of the bad-guys not to kidnap the hell out of her (and / or steal the box) when the entire adventure seems to consist of one reason after another for us to leave one or both lying around undefended while we hare off on our own.

But, plot choo-choo, so best to just ignore it. Perhaps by leaving Ameiko and the box undefended we've so confounded the enemy that they think we must be carrying whatever they seek on our persons, because they are assuming we couldn't be foolish enough to have left them unguarded?

On the other hand, it's kind of a funky reversal of the traditional McGuffin arc, where the PCs have to go grab a McGuffin that the bad-guy is going to use. Instead of being the snatch-and-grab team, we are the ones playing defense, just, bizarrely, not actually doing any defending, which leaves me wondering if 'go rescue Ameiko / recover the box that you foolishly let get stolen because the adventure *made* you wander off and let it get stolen, but it's still somehow your fault...' might be coming up at some point.

Eh. That's why I picked old biddy Koya as my 'pet NPC.' She didn't have 'most likely to get kidnapped' stamped on her bony ass. :)

Well, that and because I wear rings of contrariness on both hands, and automatically gravitate for the road least taken, which was pretty clearly gonna be Koya. Toss in some background ties to Shalelu and Sandru, and good to go. I figured that there was no need at all for my character to have background ties to Ameiko, since she was already the eye of this storm, and everyone is going to end up circling around in her wake anyway.

Hmm. That reminds me, it's been a bit since I've given Koya anything nice. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Raith Shadar wrote:

How could you speak that way about Ameiko, Javell. You son of a...

I'm kidding. I'm kidding.

LOL!!! Oh man I'm dying over here! That's just funny right there I don't care who you are. :)

Raith again wrote:


That being said I'd much rather keep the game progressing than spend too much time roleplaying with an NPC. I don't like low level. I know some people love gritty, low level play. I find it boring. I like high level play where you start feeling like you have some power and fighting extraordinary monsters. I'll be much happier when we hit level 10 to 15 (if we get that far).

Me too! Starting out at 1st level is basically trying to hurry up and get to 5th. Just so you can feel like your marginally somebody. 9th, 10th, and higher are the best though. High level is truly fun. Those low levels are just for trudging through.

And Raith one more time with feeling wrote:


I want to know how Dreaming Warforged does the maps. If I ever decide to run a game online, I want to do the maps. That would be awesome.

Yeah, all these folks that do maps and use the avatar's icons on them is pretty impressive. I with you on that as well. I really would like to run a game on here one day myself, but I fear that day is far, far into the future, if ever. If that day ever does come, I would like to know how to do maps as well. They're just so dang handy.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Set wrote:

NPC / Romance stuff;

Lately, many APs have some experimental bits, like kingdom-building rules or crewing a pirate ship or running a caravan and interacting with signature NPCs or mythic stuff. That's cool. I was intrigued by the caravan stuff and made Garand to be able to slot into like five to seven different caravan roles, as necessary (which turned out to not be an issue). I suspect those experimental rules might work better in tabletop. My attempt at kingdom-building scarred me for life, so I'm pretty sure that I don't want to deal with in-depth caravan building or NPC relationship dice rolls, lest I accidentally TPK the adventure path by having our caravan forced to eat our pack mules to survive, or Koya freak out and poison us all in our sleep because I botched a roll to give her a present.

I was in a JR game previously with another pc before I had to step away from it. I also picked Koya because I really didn't like the rest. And I did think it was strange to have to buy Koya some type of multi-colored item of some sort. I think that's what it was she liked. Scarves or some such. Honestly, the whole relationship business seemed a bit odd to me overall.

I actually liked the Caravan rules once I learned them. I know they got trashed a lot by pretty much everyone, but I just like the whole "different way to travel" type thing. I found them interesting and challenging. Don't really care how folks claim them to be "broken", to me it was something different. I like new twists. Yeah we can all travel the way you typically travel as a group by walking or on horseback. But I thought it would have been fairly interesting.

I don't know. Maybe I'm weird that way. I just like to do something different, as long as I can understand it. I thought they were fun.

Like the Kingdom building rules, I had no idea how they worked and wasn't even going to get involved. I figured, "Set knows them and markofbane will eventually get around to learning them". But then I felt bad in the way I left you hanging and decided to learn them. And I'm glad I did because it's fun! And our rolls haven't been that good really but we're doing pretty dang good considering. :)

Dark Archive

Some dude
Javell DeLeon wrote:
I was in a JR game previously with another pc before I had to step away from it. I also picked Koya because I really didn't like the rest. And I did think it was strange to have to buy Koya some type of multi-colored item of some sort. I think that's what it was she liked. Scarves or some such. Honestly, the whole relationship business seemed a bit odd to me overall.

Ooh, spoiler alert! I had no idea what Koya liked, Garand's just been giving her the occasional random pretty thing we've found! :)

Seriously, 'though, just kidding. Garand's given Koya and Shalelu gifts (since Shalelu was the lonely gal no one picked as their NPC-of-interest), but I don't think we are using whatever rules may exist for relationship status updates ('Shalelu has sent you a friend request!'), so it's just RP stuff.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Damn. If you guys ever get a spot in that Kingmaker game, let me know. I love that AP. I ran an entire group up to 20 in that campaign. I allowed them to have henchmen. I went over the top with it. They built out a crazy big kingdom and are planning to take over Numeria. The barbarian became king and his background had him trying to take the lands for Kevoth-kul to expand Numeria. He turned his back on Kevoth-Kul to take them for himself. Now he plans to conquer Numeria and Brevoy after he finishes taking all the smaller nations surrounding The Stolen Lands. That was such a fun series of modules.

Only disappointment I had with the Kingdom buiding rules was the reliance on magic shops to maximize resources. My players keep building magic shops because that gives you the most bang for the buck. We had to have the most magic shops of any nation by the end of the series. I would have preferred a balance of resources that produced a high level of income.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Is it possible to do a free action, a swift action, and a full-round action in the same round?


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Yes.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Thanks!


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Celestial,

I think we're going to need some magical help. If it is ok with you, can I exchange Raith and make a caster? We're melee heavy. I think a caster might better help the group with Sorin gone. Things are going to get tougher as we rise in level.


Raith Shadar wrote:

Celestial,

I think we're going to need some magical help. If it is ok with you, can I exchange Raith and make a caster? We're melee heavy. I think a caster might better help the group with Sorin gone. Things are going to get tougher as we rise in level.

You would prefer this to recruitimg? I like Raith. He fits well with the AP and I have more plans for him.

I thought I would recruit, but perhaps you need a drastic change?


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

I like the character. I'd prefer to keep him. If you could recruit, that would be good. I think we need some arcane power or at least some ranged attacking capability.

I don't know if you want to keep it at 4 in case Sorin comes back. Or find a 5th. Once we start running into flying creatures, we're going to be in a world of hurt if we don't have some ranged capabilities or arcane buffing. Sorin was that guy.

Liberty's Edge

(AC 19/t14/ff18, hp 62 of 68) Shoanti Cleric (of Erastil) 8

The delay poison thing was a bit of a Sophie's choice. Theoden's Con is probably already around 5 ish, so there's literally no chance he's going to make that next DC 20 Fort save anyway.

Still, 1d3 Con loss will only cost him another six hit points on a 2 or 3, so it won't kill him, just drop him back to -5, so he's got probably one more round before death, for me to get that delay poison off.

(Delaying poison instead of channeling would have spared him any further Con loss, but left him still unconscious, and having six rounds to stabilize, or be stabilized magically, or healed, before dying.)

Channeling is probably better only in that everyone is damaged, and hopefully at least Raith and Pavel are more than a single good hit away from death now.

I've looked up the Ability Damage (p 555) and Dying (p 189-190) rules, and they seem to reference one's Constitution score as a static number, that doesn't change when one has a number of points of points of ability damage. Since that 'score' is the number referenced under Dying, I'm not sure if the rules intend for the Dying/Death number to change when Con is reduced. Other things, like changes to hit points or penalties to saving throws, are pretty clearly spelled out. Is there a clarification somewhere that says that the point of death number changes? 'Cause if it does, he's already technically died (-6 hp with a Con of 5), and he'll die again next round anyway no matter what we do (as his Con *and* his hit points drop again).


Si ce it is not permanent damage, we'll use the 'static' Con.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

That's good to know. I play it you die with reduced Con even from ability damage. I do use the standard rule that you don't lose spells, feats, or other ability-dependent abilities from stats reduced by ability damage, only drain. But death is based on reduced con as that is not a feat or what not.

I still recommend healing a guy first. If you're not using player knowledge, then you don't really know how close to dead someone is. It is entirely up to the DM to decide whether you know or not if you don't have a status spell up. That can lead to wasted spells. Then again you should be getting prompted by the player that he is poisoned.

Players role-playing their characters should yell out of if they're poisoned and prompt Garand to use delay poison on them. I haven't been poisoned yet, so I haven't done it. It shouldn't be assumed Garand knows an individual is poisoned. The player in game should let him know immediately if you feel the effects. A character will know when he is poisoned just like a real person would know. No status spell up would make it hard for Garand to know otherwise.
We need to get a bit more coordinated and help Garand do his job.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Raith Shadar wrote:

Players role-playing their characters should yell out of if they're poisoned and prompt Garand to use delay poison on them. I haven't been poisoned yet, so I haven't done it. It shouldn't be assumed Garand knows an individual is poisoned. The player in game should let him know immediately if you feel the effects. A character will know when he is poisoned just like a real person would know. No status spell up would make it hard for Garand to know otherwise.

We need to get a bit more coordinated and help Garand do his job.

You know, that never even occurred to me. You're absolutely right on that, that's my bad. Thanks for calling that out.


Sorry about the delay in answering your feedback. You gave me lots to think about (and be grateful for), and I wanted to have a bit of time to prepare a response.

First: thankyouthankyouthankyou for the very nice and positive comments. I'm truly glad you are enjoying the game.

Maps I've learned to make from Scipion. I use Inkscape and either use a "Ye Olde Mapmakerr" basic combat map, or lift one from the AP's pdf, or from the Internet.

Lifting can sometimes be done by clicking on an image in the pdf and copying it, though it doesn't work for all of them. Normally, I use a pdf extractor that pulls out all the images from the pdf. I then either import it in Inkscape (embedded) or first put it in iPhoto to add some effects or crop it.

Inkscape is a vector image software. I create the reference (ABC, 123), blocks to mask areas I don't want you to see, add circles with numbers for bad guys. If lucky, I find an image on the internet and I can just copy and paste the image, then crop and resize it.

Then export and Photobucket.

It's long the first time, but it gets easier, and you can reuse most of the stuff you create.

Regarding the levels of the fight, I'm happy you enjoy having them tough. I do to, but I missed on the gap in WBL. I'll make it up to you! It's not my intention to keep it that low.

Regarding Ameiko... I share all your comments. I prefer the PCs have the spotlight, and yes, normal strategy would have been for you to stay and defend, which is what you do most days. We just don't play them. Also, the Frozen Razors have other things to deal with, and you were but a rumour at first. Even now, they are grasping the extent of their underestimation...

I've been toying with some ideas, a little outside the AP's guidelines for Ameiko and the gang... Some ideas very outside!

Regarding the useless traits... I went over the old recruitment thread. Usually, I don't give traits, but an extra feat from a selection. This game, I gave the feat and a trait, just in case we would play out the romance. I think most of you can forget about the trait. It will remain marginally useful. But you got a feat.

About railroading, yup, there is a fair bit, especially in this AP I would say, and this module was awful for it. I cut a lo-ot of things... As I've mentioned, I'm toying with some freaky ideas, and then maybe we can go more crazy with the story (please let me know if you would prefer I stay close enough to the main AP).

I think I've covered most things. Let me know if I've missed a point you wish for me to comment.

Oh yeah! I'm going to recruit soon for the next module.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

I don't care what you do as long as you make it fun. That's always my main concern. I'll go with most house rules, though I don't like to overcomplicate a game as there is already a ton of rules to remember. I definitely like outside the box thinking on the campaign. A lot of the encounters in an AP are designed with poor tactics and fairly weak enemies. I almost always have to beef them up or modify the tactics to make it challenging.


Recruitment thread is up.

Feel free to chime in or make comments here or through PM.


If you post in the recruitment thread, please identify yourselves as current players. Also, I would prefer if you'd not make comments on applications. Answering questions about the game is fine, but I don't want to see the thread derail.

To be clear, if an applicant clearly shows he hasn't read the requirements and will cause trouble, I'll be able to spot him. No worries.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
TCB wrote:
(Just to clarify, if you go from Con 10 to Con 9, you lose 1 hp per HD. It’s moving from 9 to 8 that does nothing.

You know that is exactly what I thought. But strangely enough, that's actually not how ability damage works.

Now check this out, I copied/pasted from the prd: Here's a link also: Ability damage

Ability Score Damage, Penalty, and Drain
Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.

You see what I mean? For every 2 points you take it's a -1 penalty. Period. That's it. All you do is keep track of the damage taken basically. So it actually doesn't even matter WHAT your score is. Odd, huh? I guess in a sense it all works out but I still don't get it really. It does make it easier to keep track of though, I gotta say.

For instance, on the first poison damage you rolled a 1. I failed. So technically, I should've lost hp's then because my Con score is 12. But I put the damage in herolabs and I never lost any hp's! So I figured they've got something wrong somewhere. But after talking to my wife about it, she said that's how it's done. And after reading it I can see what she meant. I guess they do it that way because... I actually don't know why to be honest.

If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.

This is pretty funny because with that last roll I would have been a 10 damage if I had to save and didn't. One more roll of 2 or more and a failed save and that's it. 'Course, with my hp's as low as they were, I would've been dead regardless.

I've learned a lot about ability damage I can tell you that. Odd way for it to be handled, for sure, but interesting.

Unless, of course, you choose to handle it totally different. There's always that. But if that's the case, let me know because I've been going by this.


Thanks Javell. This is in fact simpler. Let's go with the PRD!

So, your wife explained to you how the rules work...

Okey!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I know! I swear, I'm the one who introduced her to DnD forever ago and now she knows this crap better than I do. :p


Congratulations All! We are at the conclusion of the second volume.

Everyone can update to level 7. Please let me know of the major changes to your characters. These will take place over the next month, as you prepare to ahead out with the caravan.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Raith

Slow Fall 30 feet
Saves go up
Movement +20 feet
Monk Bonus Feat: Combat Reflexes
Level Feat: Exotic Weapon Proficiency (Katana Flurry)

New skill: Linguistics (Language: Ulfen)

I figure he would finally learn a language he's been listening to for a while.


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Base attack +1/+1
Saves remain the same
Woodland Stride
+9 hit points (6 class +2 con +1 favored class)
Feat: Toughness (+7 hit points- +3 feat +4 levels above third)

I'll probably start learning Tien on the way to Minkai, so in another level or two I'll pick up the language.

Dark Archive

Some dude

Ha! The Paladin is making a strong case for *not* killing the evil prisoner!

I love you guys!

If we do let her live, we need to be extra careful about not saying anything about Ameiko or other sekrit stuff. For that matter, even if we kill her, we probably shouldn't confirm that we are anything other than a group of southerners angry about her murdering one of our friends.

Dead peeps can indeed tell tales, after all, in a world with divination spells...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Hey, I'm just here to ruin the party is all. :)

Technically, with the way I rolled in the previous combat, I feel like I should be dead. I shouldn't even be talking at all! All I did was stand there and get hit round after round. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Diplomacy, Sense Motive, Intimidate go up.

No idea what feat to take at this point.

Got channel energy though. That'll help somewhat.

Pretty much it.

Edit: Can also learn a spell. Lesser Restoration most likely. No reason.

Dark Archive

Some dude
Javell DeLeon wrote:

Hey, I'm just here to ruin the party is all. :)

Technically, with the way I rolled in the previous combat, I feel like I should be dead. I shouldn't even be talking at all! All I did was stand there and get hit round after round. :P

Several levels of miracle were required to get us through that fight, I suspect. It wasn't just Theoden. Garand seemed dead at least once, and perhaps twice.

Might be handy to remember that Théoden has a few hours to go before he starts dying of poison again. :)

Hah. Just noticed the thought about picking up lesser restoration as your next spell. Cute!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah, I haven't forgotten the poison. Only 8 or so hours left.

Some dude wrote:
Hah. Just noticed the thought about picking up lesser restoration as your next spell. Cute!

:)


To be honest, there was one 2d8+11 x4 critical that I omitted. It would have killed both Theoden and Garand because of the link.

The rest serves the story :)

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