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![]() CountMRVHS wrote:
I rolled up a cohort like that one time. It was that thing where every roll of the dice was followed by "Oh, no way! watch, next i bet it'll be a 7 or something.", which gave way to "What god has blessed these dice and why are they being used to roll up a cohort?!" As far as what to play: I've always really liked the TWF/Throwing knife rogue a lot. Not super powerful, but dang it's cool. Multiclass with sorcerer for low level utility spells, maybe? ![]()
![]() SlimGauge wrote: The restriction on iterative attacks is only that they be made in order. You can make them with any weapon you're wielding. It's only if you use TWF to gain an extra attack that there is a "main-hand/off-hand" issue. If you can draw a weapon as a free action with quickdraw or via some other method you can even change weapons between iteratives that way. Interesting... I wasn't aware that you could swap weapons like that. Neat! I don't usually play characters where this would come up, but it's handy to know. ![]()
![]() Chobemaster wrote:
Isn't any grouping of stats going to have roughly that same probability...? EDIT: nevermind, i got mega-ninja'd by not reading the rest of the thread. disregard me. ![]()
![]() Lakesidefantasy wrote:
Man, that is just awful, but awesome at the same time... ![]()
![]() I like drawing the maps, so i naturally tend towards using them. That being said, i echo a lot of the people on here in that If i don't need it i won't use it. for battles that are mostly filler or story driven ant not terribly tactics-heavy I'll just describe it, but for big events I like to give my players something to look at and plan with. It's nice to watch their attitudes change when i whip out a map - they know that I'm not messing around when they see a carefully made battlemat. Is it a little Meta? Sure, but I play with some people that are good at seperating their meta knowledge from play so it's all in good fun. ![]()
![]() Jiggy wrote: Which, I'll reiterate, is ridiculous. I'm not sure if i'd called it ridiculous. I can understand the argument that by RAW, you can grab something from an adjacent square (for all the reasons you've listed so far), but i can also agree with some of the other people that have suggested that you'd need baboon arms to reach things that are 5+ feet away. I think in combat, we're assuming that our foe's are closer to us than they may seem on the map - otherwise every battle would be dominated by, well... baboons. As it stands, though, I agree with you - RAW seems to support the idea that you can interact with things that are 5+ feet away from you, so why not pick something up? Picking something up seems infintely easier to accomplish than, say, whacking something with a pointy stick or pole, and we do that from five feet away all the time in games. I think that if this came up with in my game I'd houserule that If you want to reach into an adjacent square to retrieve something and the Orc manages to successfully hit you with his AoO you drop the item. If you want to move into the space and grab it, you automatically pick it up regardless of a successful attack. ![]()
![]() As a player I can see the appeal of rolling 3d6, but honestly only because of how you described the game you intend on running. Slaves on the run? Dang straight they should have lowish stats. Awarding traits as rewards at regular intervals? Badass! In general, though, I agree with some of the posts on here - The randomness of dice rolling is appealing the same way roulette is appealing. I might get three 18's and nothing below a 14! ...Or i might end up with something worse than a commoner... Someone (I wish the internet at work was faster so i could go back and quote them) mentioned a 15 point buy, but doubling the attribute bonus at every fourth level from +1 to one attribute to +1 to two attributes. This is really similair to how stat increases work in Saga Edition star wars (a system that I really enjoy). Currently I do a 20 point buy, but my next forray as a GM will see me using the 15 PB +2 attributes as listed above. ![]()
![]() jhilahd wrote: And just a little background on how I run, I award not only session exp for encounters, but role playing as well, and when I remember(or did in the past) to do so I take a secret ballot vote for best player of the session. That can mean, made the game fun for everyone, contributed the most, played their character to the hilt - whatever and that's an additional xp reward as well. I... I really like this. A lot. Consider this stolen. ![]()
![]() Ambrus wrote:
That is, uh, pretty dang awful. I try not to rain on anyone's parade, or tell'em how to game/run a game, but wow. That's the wrong way to run a game. one of the few wrong ways i can think of, actually. That's just freaking atrocious. Tell me you never, ever played with this guy again? ![]()
![]() WPharolin wrote: The 100d6 part is wrong actually. It caps at 20d6. Which means that 10th level barbarians can survive falls from the stratosphere, face first and then just get up and flip off the DM. I know i've asked this, but i can't help myself: Has anyone tried grappling a foe off of a ledge just so you can kill them with the falling damage? No image has amused me more than a barbarian grappling a wizard off of a ledge and then getting up, relatively unhurt. ![]()
![]() Thomas LeBlanc wrote:
Low Blow(Ex) A Ratel has an innate sense of it's foe's weakest spot, whether this takes the form of an exposed limb or chink in their armor. If an opponent is equipped with armor, a Ratel will ignore 2 points of AC unless that armor is masterwork. If an opponent is unarmored the critical range for the Ratel's bite attack increases to 18-20 and becomes a x3 multiplier. You're welcome. ![]()
![]() HappyDaze wrote: I see several suggestions on setting the jungle on fire, but I have to think that this wouldn't be easy to accomplish at all. When I think jungle, I think wet and dense, so getting it to burn hot enough to start spreading is going to be pretty tough. Clearly you haven't been to magic fantasy jungles, where the air is hot and dry and the ground is littered with matches, which are what the trees shed instead of leaves. n00b. /sarcasm Yeah, I didn't think about the part where the jungle acts like a jungle and, ya know, resists being set on fire... ![]()
![]() Mark Hoover wrote: Another idea for air: a song. Ever hear the expression whistle up a storm? Many instruments are wind instruments and in order to hum, whistle or sing humans need air so a tune of some kind can be a logical choice.First: Lelu wrote: Lelu Dallas Multipass? Secondly: I really like the idea of a song that has to be recreated. While i'm not sure if this fits in thematically with the DM's story, as a stand-alone thing i really, really like this. ![]()
![]() Wiggz wrote: Honestly - and this might not be popular - but I fudge it. A lot. Ditto on that. I try to keep combat by the books, but RP has a lot of gray area. Did the fighter make the 15 DC to notice the informant is lying? Well, he rolled a 14... He might get a wierd feeling about the situation, but he can't quite place it's source. Did he get a 4? Thats different. The fighter is exhausted from the earlier battle and isn't the best person for the job to begin with. ![]()
![]() Lincoln Hills wrote: I think my foremost advice would be to approach each one when the other's not around and ask him, as a favor, to try to get along a bit better with the other. Tell them you can't think of a solution and put it on their shoulders to try to save the game. Just because you're the GM doesn't mean you're the U.N. or a babysitter. I like this. I think this will work with atleast one of them, which is all it would take. Robespierre wrote: Polar opposite players sometimes have a hard time being in the same party. However it doesn't help that they're being immature about it. I would consider sitting down with them and talking it through like a real group. Yeah, i know... I just dread having to have that talk with everyone. You're right, though, they deserve the respect of being spoken to openly. I just hope they can take criticism from me - they certainly can't from each other :\ ![]()
![]() I've seen some good advice on these threads, so lets see what you guys have for this: I'm running a campaign and for the most part my players seem to think I'm doing a good job, which is awesome. Things are pretty good for the most part, but there is one major problem: Two of my players can't seem to get along. Now, they aren't at each other's throats, but they have a really hard time not taking their arguments out-of-character. an example: We'll call the characters Steve, Hank, and Mitch. Steve and Hank are brothers while Mitch is... not. Anyway. Steve likes playing a character with flaws and does it pretty well - His character is believable, if a bit goofy sometimes, and is a joy to roleplay across from (as a GM). Hank, on the other hand, comes from a background where character development is less important to the game, which isn't a strike against him by itself. What the problem seems to be is that these two players argue incessently because Hank (the old power-player) and Steve (The new character-builder) can't seem to mesh. When one makes a decision, the other attacks them OOC for it. When one succeeds they gloat and use it as justification for more personal attacks later. I've made a point of telling both of them that if they can't get their stuff together that the game is over and we'll try again in a few months. I'm not thrilled at that prospect - we've all put a lot of time and effort into the campaign so far, but I see no other way to make okay. I like both players a lot. One's my roommate and the other's one of my best friends, and most of the time they get along okay-ish, but their experiences at the table are coloring more and more of their interactions. I'm hesistant to punish them in-character for their bickering because I don't want to use meta-stuff as an excuse to TPK, but at this point i'll try just about anything. ideas? ![]()
![]() Kydeem de'Morcaine wrote:
Thats true. I'm with Kydeem - While satisfying in the short term, something like that definitely has the potential to do lasting damage. I overstepped a bit there. I'm eager to hear how all this turns out, though. ![]()
![]() I've got a zero tolerence rule for this sort of thing at my table. I understand character quirks, and that's fine every now and then, but the fact of the matter stands that it's not fun anymore. If your player is seriously this upset than your other players need to know and need to stop. Heck, show'em this thread. I bet that'll drive home the point. That being said, if they keep doing it? As the saying goes, "Dust off and nuke'em from orbit. It's the only way to be sure." Two or three empty, non-bullying chairs are better for a gaming table than several filled with jerks. ![]()
![]() This sounds great to me! You played it fair, but weren't afraid to let your players feel like heroes. Could the dragon have made some more "tactical" decisions? sure. But that's not what the game's about, in my opinion - the battle was already challenging enough and letting the monster start acting like its General Patton would have taken away from the fun. I think it sounds like you did a bang-up job. ![]()
![]() "Alitan wrote:
Hah! I've always liked the idea of LG and LE being forced to get along (and your story of them having to play buddy-cop to a bunch of chaotics is awesome) for the greater good. I bet that in that scenario, the Paladin and Cleric of opposing moral-directions secretely respected each other almost as much as they would someone of their own faiths. Good luck getting them to admit that, though. ![]()
![]() Shiney wrote:
Oh my god yes. ![]()
![]() Um... I'm of average strength. Really average. I carry speaker cabinets around all day, but thats a light load over long distances. 11ish. While I'm a musician, i wouldn't necessarily claim to be any good. 10 dexterity. I beat sickness pretty fast, but get winded after a mile or two run. 11 Con. I'm smart. Not, like, Hawking smart, but smart. 13. I am... not a wise man... 9 wisdom. Dang it, i sell stuff for a living. 14 cha. ![]()
![]() I'm playing in a long-running (almost four years now) game where my character has gone from NG at the beginning all the way to LE now. He's not some lunatic or killer - he's just done with doing things the nice way. He wants to do what he thinks is the right thing, but he's fine with torture or coersion if that seems to be the fastest means to an end. He has never gone out of his way to be evil or even mean - He's just not a good person anymore. We have a pretty wide range of characters in a relatively small group - we have five players: LG paladin, LE rogue/spymaster, NG wizard/rogue, N rogue, and LN cleric. The characters have formed a tight bond despite their apparently opposing alignments. The LE rogue and LG Paladin are brothers in the game and they get along as well as they probably could. They do have a lot of really sad conversations about morality and the nature of good. ...our table is often a somber one :\ ![]()
![]() Destarius wrote:
Large size character + Cape of the Mountebank = Atomic Elbow from the Top Ropes? ![]()
![]() sirmattdusty wrote: Generally before the first session, I tell all the players that their characters are starting 'here' and they should tell me why they are 'here. I'm running my third game now and this is my favorite method. So far none of my players have given me grief - I tell them that they are heading north, and then ask them why their characters would be going in that direction. I let them handle everything else (do the PCs know each other, etc). ![]()
![]() Roleplay's the point, right? I mean, of course I enjoy rolling fist-fulls of dice and wreaking havoc in dungeons, but I could do that by myself or in a video game. Interaction and story-telling are the reason I game. Generally I'll write up a page or so of backstory or description and after a dozen or so games I'll start trying to write some fiction depicting significant pre-game events in my characters life. It's mostly for my own benefit since I enjoy it so much, but I think it's nice for a DM to have something to pull ideas from for character-specific adventures. On a side note: When I describe gaming to my non-gamer friends this is the part they get hung up on - they think I play board games two or three nights a week. ![]()
![]() So there i am. Spoilered due to excessive formatting. Spoiler: I'm a rogue. I'm doing the rogue thing - feinting, sneak attacking, dodging in and out of combat like crazy. Things are going good for me. Bad Gaiz are dying left and right, I'm getting loot. Smooth sailing, right? WRONG Suddenly, at the periphery of my blood-soaked perception i see the fighter go down. He's nearly dead, and an equivilantly powerful melee-type pain dealer has an axe ready for his neck. I don't do range and I'm next in the initiative count. If i can't do something about this BBEG we're going to lose a man. The table's looking at me. The characters are looking at my rogue. I'm out of options and my back is against the wall. I do the only thing left to me. I grapple the BBEG. I GRAPPLE HIM. I roll a 19. I succeed and the table goes crazy. I have a strength of like... 13. I have no business doing this but By God I'm going to try. Next round comes up. I roll a 17 and succeed again. The table continues to go crazy. the game continues in this fashion for a total of three rounds. My rogue is holding down this full-plated fighter like a small child holds down a full-sized pitbull. In the end we manage to win without losing anyone and to this day i still regale my players and friends with this story. True story.
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![]() This item will probably be featured in my games from now on. I love the image of the party, surrounded by unseen creatures just outside of their torchlight, back to back and praying for something to save them when - suddenly! The fighter remembers his flask of liquid sunlight! Suddenly the fight takes on a new dimension as the party pushes their foes back while they are dazed by the sudden introduction of sunlight. I echo some of the ideas already stated - While I am in love with the throw-in-the-air-now-you-have-sunlight aspect, I'm sort of lukewarm about the weapon-enhancement. That being said, i think that the weapon-enhancement feels like a natural extension of this item's power, so it definitely fits.
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