Axe Haggart's page

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Liberty's Edge

I personally feel like suprise rounds are over used. I do my best to avoid surprise rounds. Reserved for ambushes either by bad guys or good guys. Also keep in my ambushes should be difficult. Any stratagy is only as strong as its weakest link. There for I have one ambusher getting noticed screws up the ambush and prevents a surprise round.

There is a handful of reasons for this. Players HATE being caught constantly in ambushes. Also the look of disgust I have seen on peoples faces when their character dies before they can act in combat. I have seen people quit games over it.

The most important part of suprise rounds is ALWAYS give the players perception checks.

Liberty's Edge

I actually play in a wizard party (3 wizard one sorc). It is one of the more interesting games. None of picked universalists, we went evoker, diviner, necromancer. It really makes the game weird in a good way.

In an all wizard party alignments can easily run the gambit. Wizards tend to be negligent and none of their magics have codes or ethics enforced on them. Wizards tend to take friends where they can find them, due to their poor social. Our game alignments are neutral good (evoker) chaotic neutral (necromancer) neutral evil (abjurer) lawful neutral (sorcerer illusionist). We have an oddly large amount of party cohesion.

When running a wizard game expect the party to abuse magic to solve literally all problems with magic (a running joke in our group). Someone is going to cast animate dead, let them. We dressed our favorite up to look like Bloodpouch (look him up) and named him Bloodpouch.

Finally expect the players to never ever fight fair or show courage.

Liberty's Edge

Axe Haggart wrote:


These don't really sound like they where intended as standard actions to "turn on"

The only opinion I want is a game developers, though feel free to give supportive bumps.

I appreciate all the bumps guys. I know this is an issue we all feel passionate about. I have seen this question appear several times on the boards. I developer clarification/opinion is the only I seek, which would be greatly appreciate.

Lets keep up the bumpwork so this critical hot button issue gets some attention!

Liberty's Edge

10 people marked this as FAQ candidate. 1 person marked this as a favorite.

A strict interpenetration: It is a standard action to activate these powers. Because "Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity."

"The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows."

"At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments."

These don't really sound like they where intended as standard actions to "turn on"

The only opinion I want is a game developers, though feel free to give supportive bumps.

PS: What about infiltrator rangers adaptation power?