Clanartus Viliras

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I am running a game where the players are now 14th level and its a well balance group. I wanted to integrate the God's they worship into the game but did not have any good ideas. Have any of you had God's interact with the characters? If so, how did you go about it? My group is trying to save the world and require assistance...


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I am running a game with 11th level characters and like to think outside the box. I asked them about running a side quest to a UFO and they were definitely interested. Since I am an old school gamer and I own Expedition to the Barrier Peaks (AD&D module) from the early 1980's. I don't wish to copy that module but liked the map of that UFO.

My question to you is, as players and GM's/DM's have you ever played through a UFO and what cool things did you have inside? I was worried about technology ruining the game, but I can the weapons/armor run out of energy cells or something like that if things get out of hand. Also, what about monsters, robots, etc...


Sorry I did not make myself clear as that occurs from time to time. The bad guys are going to capture the groups God. How would that effect the groups clerics and worshippers?


I am running a campaign where the group is out to save their world! I was planning on capturing their god Ehlonna and wanted to see what would happen to her clerics and worshippers. Also, this would be temporary and wanted to try something I have not in the past. Please send me any all ideas.

Thanks!


Dear group,

I am running a campaign where the group is now 11th level and one of the players left on bad terms. The group has asked me kill him off and to be creative. I have some ideas but would really like to hear from you. If you have some really good, odd, weird, evil, clever ways of killing off a character let me know!

Thank you ahead of time for all your help!


The women I have gamed with usually like Clerics and are of a good alignment. Druid would also be a good choice to start out with as well.


Welcome to the group! I too played a lot of PS2 and PC games and there is a major difference with table top games. In electronic games there is a lot of instant gratification and you can get really far in a short amount of time. In table top games that is not always the case. Your characters can do so much more and battles take a long time.

I hope things work out for you and if you get stuck come here and ask questions. There are a lot of knowledgable people who are friendly, infomrative, and willing to help you ASAP!


Hello all,

I am in need of group names or orders that paladins belong to. I am running a home brew and have the players running into a group of pally's but I have drawn a blank. Please help!


Your NPC sounds like a lot of fun. Does the group have a Paladin or Cleric? If so, the NPC could come from a church that is the same as thiers or a neighboring one they don't really know. ALL players trust NPC's from good church's or oginizations. Or if there us a Rogue in the group you could go with a friendly guild. Hope that helps.


Is your character a one trick pony? If all you can do is have a high AC and hitting foes is an issue then maybe you should re-consider your build. Also, do you want to play a character that no one in your group likes? Can you find a balance and are you willing to make concessions?


First problem is you only have three characters in your party. Your Dwarf/Cleric is probably healing the others in melee and not getting invovled in the front line. Second, where are the magic users or archers? If you don't have enough players to run 4-5 characters I would suggest running two characters. Or, the GM might have to dumb down the battles.

As a GM, if I told you that tonights game will be difficult and even result in a TPK how do you prepare for that? As a player, I assume every night my be my characters last one. I don't want to know what we are fighting that night or the types of traps as well.


My group play over Google+ and are in 3 different states. When I GM I create a map on old fashioned graph paper and don't include any secret doors, chests, etc. However, I number each room so they have a reference point. My maps have letters A-Z down the side and numbers 1-50 on the top. All of us draw out the map on a large battle map so we can all use our minis.

If you are looking for something with more detail use Dwarven Forge (VERY expensive) or you could go with dungeon tiles. I have seen some groups use pre-made terrain, but that seems odd since you don't come across the same terrain in every game.


Pathfinder made multi-classing a breeze. My group does not have a Cleric and we use "cleric in a bottle i.e. potions of healing" before we go anywhere. For your character though it can be tricky. What does your wisdom look like? Gauss was right about UMD that could really help out without making the dip into a healer. What about taking a dip into fighter? You get a lot of feats and more choices at weapons and armor. Thinking about that, you might as well go Magus!


Tweaking the players stats should not be a big deal. Especially since its the start of the game and she is not level 7. The players I game with would not care as long as you don't give her an 18 Charisma.


Some of you are thinking small when it comes to a Rogue. You can cast knock (waste of a 2nd level spell) and still not disarm a trapped chest or door. Also, how many trapeed chests and doors are there in a dungeon, yes more than one. They are skill monkeys and also great for role playing.

Rogues are best if you take a dip in fighter i.e. more feats, weapons, and armor choices. They are great in battle as second tier fighters and sneak artists. Sneak attack damage works great especially when the Rogue is invisible. Also, they make great archers who don't want to get thier hands dirty in melee.

Every character has a role and it depends on your style of play. Playing a fighter is a lot of fun and so on. You should try to maximize a Rogue before hating on him/her...


Your GM probably does not wish to have more than four players. Have you asked him if you can play two characters?


Does your DM play with mass damage? The players try to optimize their characters and that sometimes makes the game unbalanced. Can any other player in your group do 120 points of damage at level 5? Try to see your DM's and groups point as well.

When I started (dm'ing) playing again after a 15 year break things like this popped up. I like your DM made adjustments as ranged touch attacks are a joke. You probably auto hit everytime like a an Alchemist? Anyways, the only way to counter that is to make the touch attacks higher or make the CR higher and that affects the entire group.

If your DM is cool, you can talk to him or her and maybe reach a compromise? Trying to kill your character is not good and that will kill the mood of any game.


Is your regent a good or bad guy? Regulating anything is all about control. Why do you want this control? A. Dragon had a great idea except I would not use a gnome as I can't stand them! There might also be "monitors" hiding inside the population to seek out those who would use such evil magic.


Your stats are going to suck for a while but you can increase them later. I like going first in combat and putting a whooping on the bad guys.

Feats:

Improved initiative
Selective channeling - If you are the only healer
Vital Strike
Power Attack


Most players I speak or play with really like playing tank types. They are in the middle of every battle and that comes with a lot of glory. If you want to play something a little less exciting play something that does ranged damage and mix it with a rogue that does sneak damage. I saw the new book by Paizo Advanced Race Guide, but I have not checked it out.

What do you think about playing a minotaur/barbarian and would your GM allow it?


I am also an old school gamer, but did not grow up around a lot of role playing. I have tried role playing and it can be boring. There are two schools of playing one roll plays and the other role plays. My group enjoys rolling dice and a little role playing. If your story is rich and you can touch on the characters back ground story that usually leads to a good night of gaming. That is great your group is giving it another go.

Regarding the re-boot, I would start over which sounds like you are doing. Do not go back to the old game and start fresh. Let us know how it goes for you!


I was at a game store and spoke with the owner. He obained a copy of the play testing for DND 5.0 and he thought it was more like pathfinder than D&D. That explains it if Monte Cook moved back to WOTC?


You have low stats and need to boost your Dex as soon as you can. Take improved initiative sooner and that will almost guarantee you going first every time! The low wisdom and charisma is going to kill you, unless you stick to the shadows and back stab.

One thing you might want to do is take a level or two in fighter and that will give you acesss to every weapon (just about) and an extra feat or two.


My first question is why do you live where you do? LOL! My gaming group is in 3 states and we use google+ to game on. It's better than skype and you should search out groups on the net that are in the same boat you are.


This is beyond funny as I too share a hatred of Gnomes. I would not tell the players that I would kill their gnome characters out right, but if they can't figure it out after a while...

Tell us how you kill them off, I would love to hear a few examples. Don't listen to whiny players on this thread, when they don't get thier way they tend to get poopy.


take a level or two in Alchemist...


Looks good to me as well. Are you going to have the players roll their own Bluff vs. sense motive rolls or will you do that in private. I would do that in private since you might alert them to the rogue playing dead...


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Page 178 of the Core book - Before you get a chance specifically before your turn in the initiative order, you are flat footed. Rogues or Barbarrians with uncanny dodge can not be caught flat footed.


I would like a program that is easy to use in order to create maps of towns, cities, lanscapes etc that is ONE program, easy to use, and does not cost an arm, leg, and my favorite dice. Also, you can add dwarven forge sets, they are way to expensive and the new sets dont' match the old ones. Love those sets!


Need help for tonights game! I am the GM and have drawn a blank. One of the players left our game and we have a new player coming tonight. The player that left (Ranger) had an NPC Cleric with him. The new player is a Cleric. The group consists of a Paladin, Alchemist, Sorceror, and now Cleric. Please help and any ideas would be appreciated.


This should be a call for your GM unless you are the GM! My first question is how long is the character submerged, temperature of water, type of water i.e. pond, raging river, head stuck under a water fall etc. and how long before some can get to him. Is that character wearing armor and how heavy is he and does he have any feats or magic items that assist in breathing?


I would advise taking one level (or more) in fighter. You get an automatic bonus feat and become profecient with all weapons and armor. You don't have to go with a prestiege class unless you are bored with just being a Rogue.

If you go the magic user route then you will be way behind the eight ball when it comes to spells and power of them. Does your group lack any classes that you could combine your Rogue with?


That is a great question and there will be different answers because nothing is writtenin stone when it comes to skill checks. Does your character have a profession such as jeweler or something similar.

If you about exotic items that are worth $$$ would your character know every single craftman for every single time period and every single item you pick up? That is a tough call but I would allow you to estimate the value of the item i.e. if its made from a precious metal etc. Also, if the craftman was local, a family friend or member, or was someone everyone knew then it could be an easier call.

Let us know what eventually was ruled if the GM changed his mind.


You can try to "lead them" at first. Once they have a go around you can take the training wheels off. Also, DON'T miss any boos fights as they usually extend the story line and they get treaure. Nothing puts a gleam in the players eyes as treasure. Also, ask for one and only one of the players to be the caller. The caller will tell you whats going on after they had a chance to quickly discuss their actions. Healers need to heal or the party dies. Rogues need to tell you in advance that they checked for traps, listened at doors, etc and they need to have their order complete as well.

They seem tentaive and unsure of themselves? If so, you need to guide them and not kill them off. They don't appear to have a lot of table top experience and are in need of guidence. If you kill them off one at a time they will lose interest. Also, how aware are they of their characters and their abilities? Are you running a module or a home brew? After things get streamlined they tend to work themselves out...


I have Campaign Cartographer www.profantasy.com/products/cc3.asp
and its worth the cost. It is time consuming as well but it will yield the best results. The new version came out recently, but I have not checked it out. This program will allow you to create a large, birds eye view of the world you create. However, it does not create detailed maps of towns, cities, taverns, castles, etc. you have to buy yet another version of that program to do that...


In my current game one of the players is a pixie. We agreed to strip her down a bit and she agreed. She liked being able to fly and is a wizard as well. It has its advantages and disadvantages. If you can agree to limit the pixie abilities and have that character fly then I think you can come to a good compromise!


One has to attempt to make the game real. "Real" is the one base line we can all agree on when arguments arise.

Even though it is fantasy, the fantasy has to be believable, if not your mind will keep trying to wake you up from it and you will lose interest.

Do you also make the players take time to eat, go to the restroom, wash their clothes? That might add realism to and then put everyone to sleep. Healing like regaining spells is a necessary evil and something NO ONE looks forward to. Just keep it short, simple, and move on with the game. There are enough things to keep the speed of the game bogged down, why add more? This is just one man's opinion and you should make your game fun as you and your players see fit...


Why are you trying to add "realism" to a fantasy game? I hope that works for you!


Please ignore my last post, internet lag!

If you want to slow the game down to a screaching halt, then don't let the players completely heal and regain spells in an 8 hour period. If there is only one healer in the group and they just came from two or more battles, they need to heal. Sometimes they unintentionally go through one or more battles. I allow full HP and spell restoring within a 8 hour rest period. But, I like to keep the flow of the game moving, its up to your style and if the players agree with it.

There is nothing worse that rolling dice just to roll them to kill time. In the treasure that is provided I will include healing potions and scrolls, but I don't hand them out willy nilly. Also, the group has to find a "safe" place to rest for 8 hours. Not easy in a dungeon etc. They can have a player stand watch while others sleep as well, baracade a door or door way. What do your players want to do?


I am one of the GM's in my group. We had a recent discussion about what nat 20's can and can not accomplish. One of the members felt nat 20's were the end all.I feel they don't open every lock, make all perception checks, etc...what are your thoughts and why?


What a great idea! I have vampires in my current campaign, but I changed them. I like the idea of the Underworld vampire where crosses don't scare them and they are "more" realistic. I had the players "work" with a faction of vampires as they had a common enemy. I used politics as well and the group liked working with them, all though they were very cautious. The vampires were not available during the day, but were around at other times. Also, they had double speed available, fast healing, could fly, were exceptionally strong and very intelligent. My vamps were not mindless killing machines ala sharks...


I recently have come across this issue recently. The game I run has a good balance of characters and they are currently 11th level. They have similar accolades. Since they are eventually going to fight to save the prime material plane, they will be famous to most and infamous to others. My BBEG has knowledge of the group and has sent groups of merc's and assassins to derail them. Of course, my players are very smart and have been able to continue with their quest(s).

Now, since the BBEG has been a part of my game since the beginning, they both know a lot about each other. The BBEG has spies, allies, and cohorts who report to him. He also had bards and seers at his disposal. Now, to be fair I allow the players to do the same. I love dropping intel on the BBEG, but I don't give it all away on the first date. The players get excited knowing a little bit more about the BBEG, his allies, and enemies. They immediately start plotting and scheming.

I hope that helps you and let us know what you decided to do!


What a great idea! I ran a game where I made copies of the characters (undead) and had them ran by a powerful Vampire. The group was shocked at first. I only ran it for one battle and I almost defeated them. It would be difficult to surprise them if you leave clues. Some players are really smart and when you think they are going to zig, they zag. Maybe you could conjure up a storyline for your bad guy where he has the power to animate past hero's? Or myabe it could be a weapon, scroll, etc.

Ignore the whiny posts about players and their intelectual property. Anyone can make a character with a background in minutes. Keep your idea going and let us know how it turns out.


If I were the GM I would ask what the blood drinking was for. If it was to be or be like a Vampire that would be evil. If you are drinking the blood of a new born baby, then we would have a problem. If you were doing it after killing a boar (to eat) and needed the blood for something other than evil purposes I could make a ruling on that. It's all about intent and reason...


I am an old school gamer and kept all my previous modules, magazines, and odd things. If you have access to the older modules they work great. The only draw back is you have to convert them since they used 10' for every square and not 5'. The link above for goodle images is great and I will be using that one. Also, type in gothic castle into google and then click images to the left. I use a lot of color photos in my game and they have many. I have even used pictures from Vlad the Impaler's castle!


When I GM, I don't award experience and everyone advances at the same time. If one player was not there, but his character was why would he be punished? Sometimes life happens, kids, work, vacation, and you can't make the weekly, Friday night game. What if his character died, would he only be half dead? If you are willing to risk death then you should be compensated at the full rate.

If you start splitting up experience points it will become difficult to keep track. I know, its easier to level everyone up at the same time. That keeps the group harmonious and one player won't complain because he is 752 experience points away. Also, no one can say they were more utilized that gaming session...


Blave wrote:
There you go.

Awesome!


TheRobFather wrote:
I thought time travel would be a fun twist for my players, turns out it is more confusing than I thought. Does anyone have any solid advice about how to handle time travel?

Why does time travel have to be difficult? Are you going forward, backward, or both? Are you going to time travel for a short period of time? I have done this with the group I GM. There was a dwarf (not from thier time period) that created steampunk like gadgets and gizmos. He needed to get metals that have not been discovered in the groups time period. The dwarf had a way/portal to time travel in and traveled with the group. The group traveled to the future 1920's, ran a short quest, and got back to their time period and nothing bad happened.

Time travel can be a great way to take a break from the their world. Just make sure to get pictures from the net and do some research into the new time period. I did not allow magic and they had to be creative with disguises etc. They enjoyed it and I might do something like that again, but maybe with a UFO ala Expedition to the Barrier Peaks...


It looks like most of us are doing it the right way. Treasure has always been taken on an as needed basis. One or two battles may yield the fighter more treasure or items that the rest of the group. The next two battles might favor the wizard or rogue. No big deal, it all evens out. It sounds like you have a pouty child that wants everything all the time. Put him in a time out and explain the strategies that everyone seems to be using.

You can't please everyone all the time. Also, using diamonds (to raise dead or ressurect) instead of coins is an awesome idea. I will incorporate that in tonights game!


I am one of the GM's in my group and during the last game the 11th level Alchemist/Rogue took 55 points of damage. Since we have not dealt with that before we decided to rule on it at a later time. The Alchemist did not die, but he was already down some HP and it took him to a negative level. Luckily for him his CON was high enough and he just bled for a round before being healed.

My question is how do your groups handle mass damage or do you just ignore it? My thinking was that the 50 HP level is tough especially at their level and growing levels. It would also work both ways so they could take out bad guy should they crit, etc. Please help!