Ringeirr Malenkov

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Late guy here! One way to circumvent this would probably be to put a continuous Shield spell on a magic item. But to reach higher CL's it might be quite expensive, 4000 GP times the Caster Level. BUT you're immune to Magic Missile, the most horrific spell of them all :D


Peculiar, this thread seems to have been moved from the Campaign category to Gamer Talk.

Molten Dragon wrote:

We did this back in the day. Using 1st edition rules just before 2nd ed came out. We had a group large enough that we had 4-5 GMs running different groups in a shared world set up. The problems I saw was that really only 2 of the GMs were seen as the "true" GMs of the shared world and would often undo what the other GMs did. Clear guidelines on the authority of one GM over another would have helped.

Example: one PC did something dumb and got some of their magic items destroyed by a rust monster. Next thing I know the next week rolls around and another GM hand waived all the destroyed items back into existence.

Its scenarios like that that you would need to watch for. Again having clear guidelines from the beginning may have helped.

Luckily my group really isn't that large, we average around six people including GM every session. However, we could probably both be interpreted as true GMs successfully. Keep notes, inform each other and prepare online - maybe on Google Drive - ought to work.

xn0o0cl3 wrote:

In the second game, we started playing RotRL but knew that the GM would be leaving for basic training and then AIT, so he wasn't going to around for big chunks of the game. He and I decided to co-GM, so we both made a character together and he ran the first book. Book one ended just before he had to leave, so I picked up for books 2 and 3 and DMPC'd our character. While he was in town he picked up the character while I kept GMing, and once he's back for good he'll either finish off the last three books or we'll trade off from book to book. We still collaborate while he's out of town too. It's been a good system to avoid having to put the game on hiatus for six months while the GM's gone.

I enjoy this idea, of GMPC-ing together. I'll do my best to try to avoid a Lawful Stupid Paladin a la "The Gamers: Dorkness Rising", and instead focus on supplementing our generally inefficient party. Since they are mostly individuals who struggle to co-operate, maybe a supporting class like a Bard would do the trick.

Thanks a lot guys, for your valuable advices. I'll put it to good use ^^


Now I suspect this is quite the controversial topic, but I also suspect I'm not the first to have thought about it. Simply put it's the idea of having two Game Masters running the same game, using clearly defined roles such as "handling the main story-line" and "NPC's and improvised events". Basicly one is GMing on a macro level, and the other at micro scale.

We're completely new to the thought and haven't even written a campaign yet. This would also improve our ability to split the group with a satisfying result, as well as keep-the-players-busy-while-researching-rules etc. Has anyone tried this before? Do you got tips or experiences? What works best/worst? What do you think?


Wouldn't the first attack both cause the enemy to be flat-footed, AND count as activation for Medusa's Wrath? According to the feat description:

"Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe."

I honestly see no contradiction. The attack triggering the feat an unarmed attack needs to be a part of a full-attack (Flurry for example), but it does not have to be against a flat-footed enemy. It just has to be an unarmed attack. Then you can dash out two extra attacks against a flat-footed foe. Note: this foe does not necesserily need to be the same enemy attacked with the activation punch.

No matter what the two feats synergize insanely well and if you can combine them with Enforcer/Cornugon Smash and Intimidation Prowess. I use this for my Martial Artist Monk archetype and I'm a more potent damage-dealer than the two-handed fighter.