For fairness' sake, here's a player gripe: NPCs who somehow know exactly how long to delay confronting the PCs until all their buffs have had time to expire.
And for that matter, NPCs who must have a constant Seek Thoughts ability to ensure that they will never, ever take the action you just readied for. Example: "I ready to fire Scorching Ray at the first guard who comes around the corner in response to the alarm." "Hmm, for some reason they all seem to be hanging back....."
This is such a reliable thing that at times, I've declared a readied action just to guarantee that none of our enemies will use a given tactic. "I ready to cast Glitterdust--huh, they've all decided to stay visible, what a huge surprise."
Freehold DM wrote:
Those are what allow you to attempt to cast in secret; they're the price of admission, so that just saying 'I whisper the magic words and turn my back' isn't good enough to replace a feat.
Secretive casting: The rule I use in my games is that casting a spell, under any circumstances, is treated exactly the same as drawing a sword: Always Obvious, Always Noticed, Always Treated As Hostile. And still my players ask if they can sneak in a cast while someone else is talking to the NPC.
On the disabilities side, I did play a one-armed monk. Never slowed him down in the slightest, including Two-Weapon Fighting. ("A knee is a weapon!")
Additional gripe: Knowledge checks. I have one player who always, always, always asks about "Special Abilities"--meaning all of a monster's special attacks, defenses, spells and SLAs, auras, supernatural senses, flight speed, etc. No matter how many times I tell him that his questions need to be more specific, he always ignores me and defaults to asking "Tell me all its special abilities."
Our party battled its way to a torture chamber and encountered a prisoner that had been poisoned (incurably) and was dying a slow, agonizing death. After confirming that we had no way to save him, the bard decided to do a mercy-kill coup de grace with his shortbow.
"Wait, can you do a coup de grace with a ranged weapon?"
"Got it. I deliver a Mercy Bow Coup."
Resurrecting the thread because the issue has cropped up again in our group.
I'm still trying to pin down the second part of the requirement: High Int/Wis. How to make THAT come across in a character who's still Chaotic Neutral?
The basic definition of CN is straightforward, I agree: freedom and individuality over every other consideration. There's plenty of advice on what matters to a CN character and how they would act in different situations. And there are plenty of CN character archetypes out there. But how many of them are also smart and/or wise? THAT's the piece I need ideas for.
Thinking in another direction... what if x-per-day items were flat-out eliminated entirely? Nothing with charges (no wands, staffs, etc.), just two types of magic items: one-use consumables and permanent effects. If you want to keep wands and staffs around for flavor, give them a different permanent effect instead of extra spell charges--for example, metamagic such as heightening.
One experience was mercifully brief: a tag-team of players who always did the same thing in every game.
These guys had played a LOT of systems and sessions at our local game shop. And they always created two characters who were soldier/brawler types that absolutely hated each other. No matter what the other PCs were doing or what the story was, they simply cracked jokes about how much their PCs hated each other and spent all their time trying to kill each other, using whatever weapons and resources the system provided. They found the experience hilarious. Everyone else found them infuriating.
In my own case (Southeast as well), I've simply played most of the scenarios already and I believe many of our local players have too. It's hard to get signups for anything but the brand-new stuff... which, I note, is always heavily attended (even overloaded) on the first weekend of each month when it comes out.
I had thought Core would make up for this, but there doesn't seem to be much interest in doing scenarios in Core (at least, in my area). Starfinder has definitely made a major dent in PF activity as well. I've even gone to a few D&D5 sessions simply because they're available more often and don't have the "I've already played that one" problem.
ETA: It's purely subjective, but it seems some of this is happening with PFS online games as well; a lot of the announced games don't happen simply because so many people reply 'already done that one, sorry.' Again, I would have expected to see more Core games in response. Is Core unpopular for some reason?
He's incorporeal, immune to flame/laser/plasma weapons, and can drain life. That's pretty nasty for level 2 characters. It was sheer luck that one of our party had happened to buy a shock pistol and that we had a technomancer to cast Magic Missile at him. Everybody else was helpless.
Correct. I keep hearing about these "maneuver around" ideas and wondering if we're the only group that never gets to fight in wide, open terrain. All of our fights are in narrow, cramped spaces with zero maneuvering options. Once the dragonkin blocks the only access point, the rest of us sit around behind him, unable to do anything until he drops.
The Fusion Queen was a dead-end for our group, but mainly because there's no way to get into the back room. Weapons are confiscated, so the party can't fight; hacking DCs are too high to break into the systems; and there's no amount of Bluff or Stealth that works on a closed door. We just stood around and shrugged, then went back to the hotel. The GM is trying to figure out how to get us the needed info now that we know the Fusion Queen is unbeatable.
It seems like a lot of creatures are flat-out immune to spells of the Enchantment school, especially at higher levels. Are there any ways to make an enchanter wizard (or bard) more viable in PFS-legal games?
I'm not talking about boosting save DCs or increasing Charisma; I mean dealing with enemies who simply ignore anything Enchantment-based.
Nope, no need. But it's still a strong indicator of a session that will go badly.
You know your GM hasn't read the scenario when the response to EVERY player question or PC statement (to an NPC) results in a five-minute search through the scenario PDF to find the answer. And sometimes longer as he gets distracted by reading further to find out what's supposed to happen afterward.
If you haven't read it, DON'T RUN IT.
Has anyone else gamed with someone and started to suspect they have a personal problem, or even a psychological condition, based on how their PCs act? Not how the player acts sitting around the table, but just the actions of their PCs?
My example: A friend of several years who's laid-back and funny, always fun to hang around with. But his PCs are, without exception, always absolutely furious. Every character he plays is seething with rage and eagerly advocates torture, mutilation, and vicious murder wherever possible. They're always boiling over with hate. But I must emphasize: this is ONLY when he's roleplaying. Outside the game, he's his same old self.
And it has me wondering if something is bothering the player.
My home group is going through Rise of the Runelords, and they've decided that an invading army is something best met with a horde of paid mercenaries, which they'll stay home and direct via messenger. They're around level 10, so they've got a good amount of GP--but needless to say, this doesn't fit the fantasy-hero tone and would be a huge waste of game time.
Any suggestions on how to derail this plan and get them back to tackling their problems personally? (I've also got a wizard PC who's determined to hire one or more 'shieldmen' to stand between him and any attackers because he can't be bothered to cast defensive spells, but that's another story.)
With a core-rulebook rogue, you probably want to seek out opportunities for flanking, or else surprise attacks (such as going first in initiative, or striking from cover) to get a better to-hit bonus. That makes up for your lower Base Attack numbers compared to fighters, and lets you add in your Sneak Attack damage.
From your character concept, it sounds like you want to focus on Dex and Charisma; maybe look into bumping your stat points around a little, if allowed, to really focus on making those the best you can. A high Int is not really needed for rogue-level magic abilities.
Two-weapon fighting is hard to do, and it's especially tough for rogues who already have a lower attack bonus than most warrior types. One popular option for rogues is to take the feat Weapon Finesse, which adds your Dex bonus to attack rolls (instead of your Str bonus). If you're usually in the thick of melee, you might also look at the Combat Reflexes feat, which lets you make some extra attacks. And of course, the Dodge feat is a nice little boost to anyone's AC, and is a pre-requisite for the Mobility feat.
For ranged attacks, bombs are fun but require some investment. Otherwise, a short bow (or even a thrown dagger in emergencies) is fine.
It sounds like you've got a fun concept that you'll enjoy roleplaying, and that's what matters most.
Part of being Good is opposing Evil, even from a teammate. My good characters, both paladins and non-paladins alike, regularly intervene if a party member tries to commit an evil act.
Where is the notion coming from that evil acts should somehow get a pass if they're by someone you know? "I don't care if we've been adventuring together since we were kids--you're not torturing anybody while I'm alive" is something ANY good character can say.
Quantum Steve wrote:
Excellent point. I distinguish between the two as well: "crunch" is the unimportant mechanical garbage, and "fluff" is the important stuff that represents the indispensable essence of the game.