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Friend of the Dork wrote:
No worries... I was only yelling because I found most of the advice in this thread to be advice to screw over your players. As I read your post you need to consider a few things... 1: do you mainly want ta challenge you party in combat or out of combat? -in combat: allowing 1 encounter days is very beneficial to some player types. They can get used to spending their most powerfull abilities at first chance because "we can just rest afterwards..." So once in a while hitting the party with 3-5 low cr encounters can be more challenging than 1 high cr Attack during rests. The range of darkvision/alarm spell/ see invisibility etc. Give the watch 1 or 2 round maximum to rouse the rest of the party... Also remember the penalties for sleeping in armor, or the time to don armor... Determine APL: you said in topic they have too much loot (for now) - if that extra loot is usefull in combat the party might count as +1 or +2 level remember this when designing encounters - out of combat Mysteries are great, also at high levels
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Starting new campaigns we usually split roles into combat roles & noncombat roles: Combat: Melee damage
Non combat: Face
Some chars will be able to handle several jobs, but we agree that each char must be good at 1 role from each group... ![]()
You need to define your alignment, and I suggest you ask the other players at the table to do the same... As a cleric you don't need a code of conduct the same way a paladin does, but a few pins of does and don'ts can help a long way... Yours could be something like: I'm lawful so:
I'm good so:
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81) expecting potions and wands of Cure Light Wounds for sale at any hamlet even though the magic user of the hamlet us a 1st lv. Adept... 82) expect any armor and/or weapon of masterwork quality to be for sale at any hamlet general store... 83) expect any hamlet to have a temple(good deity) and a general store... ![]()
Roger Corbera wrote:
As the gm, you need to answer a few questions... 1: setting? Are you looking for asclise to RAW as possible? 2: house rules? In your games, are orcs usually evil or always evil? 3: did you ask for a knowledge roll to warn the player this COULD be an evil act? 4: if hunting an awakened evil wild boar, finding the den, would it be evil to also kill 3 piglets? ![]()
The barb was fighting bad guys, and kept going through the kidds... What did he know about orcs (seriously... What did the barb know... Not what did the player read in the bestiary)? How did the barb see orcs as a race? Even if you declare it an evil act, so what? --- Barbs are generally known to be below average in education... He is fighting another race, and find young kids. He know he can't take care of the kids, and decide it'd easyer to kill the now than let them starve to death. Bringing them to some1 who CAN AND WILL take care of 3 orc babies is to much work... What is orcs? Enemies that must be destroyed at any cost? Animals? Potential partners? A wounded animal and an enemy is good to be killed... ![]()
Don't call HIM out on it... Call EVERYBODY out on it... Make a houserule, that ALL player rolls (if you roll openly, make it every roll) must be verified by another person before being valid. Not "just" your problem player... Everybody! If any1 raises the houserule as a problem, look them in the eyes and ask: "why? Is there a reason you don't want someone else to see you rolls?" If asked why thus rule, say it gives you a few extra needed seconds to play the npc correct... (if other player(s) know of the problem, talk to them first...) ![]()
You got several options: 1: say: "screw this, I'm out", and leave... 2: take it as a challenge (even if it's an unwelcome one...), and try using spells that doesn't effect SR, allow more spells to fizzle etc. 3: die, and build a new char that isn't a blaster... 4: be a baby back - first time a spell fizzles, you find your crossbow, and start shooting... 5: find out what your gm wants... If he read that a cr appropriate encounter should take 25% of the party's resources, and decide that means 25% of your spells should fizzle, ask to rebuild your char... Drop some of the abilities to pass SR, and add other stuff instead... 6: take over gm'ing... ![]()
The class "paladin" doesn't require a specific deity, so you could be a paladin of any (LG) concept or dogma... The big question is whether the deity you are a cleric of allows you to work for another deity... As a gm, your chosen domains should be the same for both deities to allow it but: any LG follower (read NOT divine caster) can become a paladin... A LG divine caster can call himself a paladin, but no deity sharing... ![]()
For me it varies a lot... And depends on the system. No matter what I prefers a bit of both. Even the most serious game can have elements that (especially after the game) are extremely fun, and in a very light game, even deaths can be downtoned. As I wrote it also depends on system. Magic heavy systems like d&d/pf are easy made light. Where low magic systems like warhammer tends to be more serious Most important though are expectations b4 game start. If the gm states it's gonna be a very light game, where the most important thing is the laughs that's ok. If it then turns out to be a deep thinking mystery less so. And vice versa. A mystery game is fun, but if it turns out to be a mystery between clowns in a circus... Expectations aren't met. ![]()
You tried facebook? Asking your friends and asking them to ask their friendsis the modern way if putting up a post-it in the local super market... Wanna be wild? Try putting up a note at the local library... (public and/or school, depending on your age) Ask the friends you already play with if they might know some1 who would like to try... ![]()
At that point I would make it clear to my players that no, I won't run a "normal" campaign... They have to choose between my homebrew or find sone1 else to gm. I would let them know, that for me to have fun gm'ing I want freedom of creativity which I don't find running premade stuff... I would offer a compromise that my weird ideas form the overall plot, but promising to put in "normal" scenarios... ![]()
You need to ask yourself some questions... What kind of official
When you figure out theese questions (and many more) the adventure should write itself ... ![]()
I'd like to see skill groups like in shadowrun... There should be a bonus to being trained in several linked abilities. This could be something like buying the "athletics" group with acrobatics, climb,jump & swim cost 3 skill points per rank (saving 1 for not buying individual skills) I'd also like a crafts system making sense...
A similar system could be used on knowledge checks... The reduced amount of skills should remove the int modifyer to gained skills. Int modifier should instead be used to get extra class skills. ![]()
Being new to the game, make all chars together... I resently started gm'ing for some kids and started by having them create 1 char of each class as a group.this way all chars were made by even amounts of system mastery, and each player could choose whatever class they wanted to play... (to make it easy on new players I said no archetypes, and humans only...) I always try to fit my sessions so there's something for each player... If 1 char is a melee master, give them skillbased encounters etc...but also let the specialists shine. ![]()
Thhink about what a normal house got: Kitchen: golem chef wanna use the group as dinner unless they convince the fire elemental to heat the soup! Bedroom, symbol of sleep on the wall, a few bard zombies summoned upon activation singing lullaby for 1D6+1 rounds (may just be an illusion...) Dinner room: animated chairs want ppl to sit down, so they excell at tripping guests... Lounge: home of a few succubus guests willing to get friendly with other guests... Restroom, unless the secret phrase is shouted (con check DC 14 to shout loud enough) or the smelling poop elemental comes... (this elemental gains 1D12 hp each time a player or character says "s+!&" in any language) ![]()
I agree that he won't be a problem... Your friends are undead, outsiders, constructs and swarms, but remember to let him shine. Give him missions where he can sneak in, Sap some poor bastard, and sneak out. Let him play social scenarios trying to put the blame on someone else, a d then throw in an encounter where he will be useless... ![]()
Hey all. I wanna prep a char in case my current dies, and I want a high str 2 handed figther... We are all humans!
I was thinking: 1 alchemist (for mutagen)
any suggestions on gear and feats?
* edit, actually forgot the sorc level ![]()
indeed flaws and/or low stats/skills can be very funny to play... In my current campain I gave the stats to the players so they could use as they saw fit... among the stats was a 6... for the first 3 sessions it's been vry fun for me to see the munchkins (doing their best to avoid using that stat) and the roleplyers that play out their flaws... very funny indeed :) |