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Captain Zoom wrote:
Actually, the case that made me write this post was a GM that fumbled the emergency force sphere because I was in a 2x2 area and he ruled that as the sphere is centered on me it would take half a square of squares that were occupied. ![]()
The difference is, that the latter is not a 5' radius; it is denoted as "everything in reach"; a Paladin Aura that reads "every target within 5'" would have the same result and is entirely different to the templates for spells. TL;DR: non-spell rules usually not speak of a radius but of "within X'"; spells give a specific radius for areas of effect Please hit FAQ ;) ![]()
I've had problems with Spells that state "centered on you" as part of the area (or effect) description. Examples would include: Antimagic Field (http://paizo.com/prd/spells/antimagicField.html) Emergency Force Sphere (http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere) Similar: Magic Circle against evil (http://paizo.com/prd/spells/magicCircleAgainstEvil.html) From my understanding, all spells have a clearly defined shape. Let us start with the Antimagic field as an example:
http://paizo.com/prd/magic.html:
http://paizo.com/pathfinderRPG/prd/image/SpellAreas.jpg We now know what that shape should be, the big question for me is the placement. Nowhere in the chapter "magic" I could find an example of an area effecting spell NOT originating from a grid intersection. However we have the what seems to be more specific rule of "centered on you". As the area is fix, a spell centered on a field would, from my perspective, have to influence 50% of certain fields. Something I do not know how to handle. This ruling gets even more bizarre when looking at Magic Circle against Evil: "10-ft.-radius emanation from touched creature" This spell does not include specific as to how to place the emanation on the creature (i.e. there is no "centered"). This however means, the general rules kick in, stating that emanation has to originate from a grid intersection. It gets even more complicated when looking at Emergency Force Sphere. Considering that you would go with the "centered on you", that would mean you could under no circumstances cast the emergency force sphere in a 2x10 tunnel, as you cannot stand on a grid intersection. Instead you would need a 3x10 tunnel. So my question would be: does "centered on you" mean, that I have to chose a specific grid intersection on me or what does that mean and how do you handle that in your games? ![]()
Imbicatus wrote:
My 7th level Kensai has an AC of 35 when buffed with shield + mage armor... that is enough for most situations. ![]()
Actually the attribute build itself is pretty strong, the feat selection is rather weak. Kensai don't need armor, they get int+dex bonus as dex bonus to AC. A magus can dish out pretty insane amounts of damage. But you can also run out of resources rather quickly. Do you get to rest after every encounter? If so, that might be a mistake (unless you bought tons of pearls of power). ![]()
@Conman: So, I have 4 players who want to play a marriage. And I have one player that wants to be a jerk because his selection of feats, traits and equipment allows him to do so by RAW. Your solution would be to let him and let him ruin the experience for everyone. My solution would be not to let him, so that 5 out of 6 people have a good time. Both point of views can be justified using the campaign guideline. I have not experienced, that a Venture Officer has criticised my way of running scenarios yet. trollbill wrote:
Ultimately, by RAW Bluff with that high numbers WILL ruin a scenario if a player insists on it, as there is a set modifier for succeeding on impossible lies. The bluffing would go up the command chain until the bride arrives. The player could than bluff the bride into believing that she must've forgot, but that according to Erastil it brings luck to touch his private parts. I would rather have stopped the scene right in the beginning. ![]()
David Bowles wrote:
It's not like this happens often. But by RAW, the guards believes. And I have talked to one player with such kind of build before. I am perfectly fine with him bluffing, as long as it's within boundaries that don't ruin the whole scene for everyone else. And if he's being creative and not being a jerk, that actually adds a lot of fun to the scene. And the problem in this thread is, that there are very little information, aside from "it works by RAW so I am in the right". Yes, intimidation works like that by RAW, buy I am not sure, if I would like to have that scene on my table. Based on the information, I can't judge but I feel that it's unlikely (not speaking about the demoralization part). ![]()
@ David Bowles: exactly. If one builds a tiefling (rakshasa blooded) sorcerer (rakshasa bloodline) with beguiling liar alternative racial trait and buys the mask of stoney demeanor, maybe gets skill focus bluff and deceitful and manages to pick up a viper familiar, I will not have him ruin all my NPC interaction with bluff, even though the circumstancial modifier for telling an impossible lie is only -20. I will find ways to preserve the consistency of the game and I will find ways that everyone else at the table is still having fun. For all I know, the player could simply say: I use bluff to get cross the guard naked. I don't know a good excuse, but my character does, as he has bluff +36 and the guard has a sense motive of only +3. In that case (and if the player doesn't accept loopholes e.g. the guard offers you some clothes before letting you in) I will not let him get through with it. ![]()
David Bowles wrote:
Thank you, now we understand each other. I have no problem with the demoralization attempt. I would always allow demoralization where possible by RAW (e.g. vermin or mindless creatures can't be intimidated). But I would not have all NPCs reacting in a way desired by a particular player, just because of a successful roll, if I feel that the desire does not fit the scene I am playing. And by RAW, this is exactly what can happen with exploitation of social skills. ![]()
David Bowles wrote:
Many encounters have different ways to be played. For example, I can cast silence on a player, allowing him a save DC or I can cast silence on a part of the room, forcing the casters to come to the front-line and get owned by the minions without having the possibility to save. Or I could use another spell this round, for example by deciding the BBEG is rather worried about the brute that seems to cut through his minions than by the casters. ![]()
David Bowles wrote: I'm not quite understanding this. You mean to say that your venture officers are allowing GMs to go against RAW? If so, would I be allowed to drop in some extra NPCs for high-pet parties? That's the "common sense" thing to do, right? You see why this is a bad idea? No, that's not what I'm saying. I'm saying, that if you play "The Blakros Matrimony" and your character is coming naked to the ceremony, the guards will throw you out, even though you bluffed them into believing the bride ordered it that way, because that would be common sense in this situation. ![]()
Maybe they shouldn't, but what do you want to do? Call Mike Brock from your table? And seriously, are you GMing because of the goodies or to "win"? I am not. I am GMing to have a fun time with my players. And usually that will not be the case when a TPK happens. When I GM, I find that I rather will bend the rules to help players in threat of a TPK, for example by not applying the most optimal tactics, ![]()
David Bowles wrote:
I can only repeat myself. I have not made the experience, that this is the way Venture Officers enforce the rules. If it was, I'd simply blacklist people. ![]()
Quote: Some people seem to be under the impression that either the player has to get his way or the GM has to get his way. I don't see a lot of discussion here about compromise. I don't see a lot of discussion here about just sitting down with the player and explaining how his behavior is causing other people to not have fun, so could he please tone it down some. I do agree with that statement. Ultimately, a consensus is the way to go. If I understood OP correctly, he and GM talked and they couldn't come to one. Ultimately, after a discussion, if there is no consensus, one has to get his way. And that will always be the GM. The question is whether the GM ignored RAW (which he did) and whether it was justified that he ignored RAW (which is hard to tell, but my impression is no for the demoralization and yes for the shifting alignment part). ![]()
David Bowles wrote:
The campaign guideline says "stick to RAW", but it also says "use common sense and make the experience good for everyone". You seem to rather tend to the first part of the guideline, I tend to the latter. As stated before, I see this as a grey area and seriously, if the rules would be enforced by campaign management as you state (which I feel is not the case), I would simply blacklist players that I feel are ruining my table. ![]()
You do realize my point is not about the NPCs winning? My point is about players exploiting certain game mechanics in a way that is beyond common sense and in a way that ruins the fun for everyone else. For me as a GM running a scenario is not about winning. If everyone (or let's say the majority) had fun playing a scenario, than I've accomplished my goal. And if that includes closing an exploit by using loopholes myself or ignoring RAW to some extend I will do that. The most important thing about playing in PFS is: don't be a jerk. And if someone tries to be one, even within RAW, I will not let him. ![]()
David Bowles wrote: Legally speaking, the GM can do nothing. That's on the players if that's how they want to roll. As long as their build can stand up to an audit. You must follow RAW to minimize table variation. The "invalidating tactics" clause is not a license for GM fiat. If the NPCs get owned, they get owned. It's really on the authors' heads to set difficulty in scenarios. It is NOT the GMs place to set the difficulty. That's for home brew. So your solution would be to waste 4-5h of time of 5 people plus the preparation time of the GM just so that one person can have his way? ![]()
trollbill wrote:
I have a simple question for you: there is one player trivializing a whole scenario. 4 players and you as a GM don't have fun. You asked the player to stop doing that, but he insists it is his right. His interpretation of the rules is correct. What do you do? ![]()
trollbill wrote:
If you say a GM can't than the only solution for a GM would be to ban players he thinks undermine the fun of the table. If that is better from your point of view, that's totally acceptable. That being said, there is one major flaw in your argumentation: a judge's mission is to uphold the law. A GM's mission is to make a session fun for everyone, within the rules. While the Judge has only a single goal, the GM has actually two goals and has to balance both. ![]()
Broken Prince wrote: You simply do not get to ignore the rules in PFS, and you seem to know what the rules are. Its not a grey area, you have the rules outlined for you for how intimidate works therefor you are not entitled to go against them. You can choose to do otherwise, but you are in the wrong by PFS rules. In the example you gave above ("it doesn't matter I just kill you"), you basically ignored the result of the successful bluff check by using a loophole. How is that any different? ![]()
Sitri wrote:
Look, when I say "I would not have the Balor believe the lie", I'm not saying that I will say to the player "I don't care". I will look for a solution to ignore the result, without just saying "no", as you describe with the chaotic nature. The result however is the same. My job as a GM is to make a session fun for everyone. And if I have to use common sense on a design flaw I will do that. If the player thinks, this was unjustified he can talk to my venture captain about that. Ultimately this will most likely result in me not GMing for that player anymore, if I feel that this is a consistent thing. As a GM I too have the right to enjoy running a scenario. This game is about consensus, not about "being right by RAW". That being said, this is how all GMs I know handle running a scenario. Some will allow more shenanigans than others, but ultimately all will use common sense to stop players from what they feel would destroy a scene. ![]()
Broken Prince wrote:
No, I do not admit that I'm in the wrong for disallowing. I say, that it is perfectly fine if a GM uses common sense to handle skill checks and that different GMs will judge differently. By the way: the "dealing by the sensible GM" is exactly what I would have done in my example - not letting the player have an advantage through that skill roll, because it is nuts. However, there seems to be a fraction that claims "I succeeded on my roll, screw the credibility of the world" and that is an attitude I dislike. ![]()
My point is that social skills can be exploited. Part of a GMs job is, to decide at what point he feels that a skill check should work (given there are no specifics on the roll in the scenario). I also expressed, that I would have been fine with the demoralizing (i.e. applying shaken condition on a drake), but not with the intimidation (change of behaviour) of a demon / devil given the described circumstances. I think however this is a grey area case and GMs will decide differently here. And the reason for the "ridiculous extreme to make my unsupported argument appear to hold water": people in this thread keep saying, that "it's in the rules so it must work". My +56 Bluff is also in the rules. Should it work? My point is, that whether it should work or not is to be judged by the GM at the table and as long as he is consistent in his decisions that is perfectly fine. You have however the right to talk to a venture officer about this. ![]()
guide wrote:
Fine, let me give an example. I can (did it on herolab) create a PFS legal character that has +56 on bluff when telling a lie (10th level). Say this character meets a balor with +30 on sense motive. Say this character wears a clown costume and a wooden sword. The Balor for some reason wants to kill the character and the character says: "I am a time traveler and about to become your father. If you kill me now, you will cease to exist. If you don't obey my command, I will not impregnate your mother and you will cease to exist." Now this is an impossible lie (modifier -20). Even though, the character would beat the Balor's sense motiv with a 73% possibility, I would not have the Balor believe the lie. Having said that, the difference between this example and intimidating a demon is only a matter of interpretation. ![]()
Fine, if you want to talk rules, let's talk rules: Quote:
Quote:
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A GM has to find a balance between fair and fun. If he thinks, that a player is exploiting a rule beyond common sense, he may interprete the rule otherwise. He has the freedom to adjudicate the rules as needed to ensure that everyone has a fun and fair gaming experience. From a RAW perspective the intimidation was perfectly legit. However your GM took his freedom to adjudicate the rules as he felt this was needed to ensure the fun of the rest of the group. Is this unfair to you? Probably! Would every GM have done this? Probably not. ![]()
Rapanuii: This is a public forum. If you dislike people expressing their opinion in a public forum, don't visit one. PFS is a public game. If you don't like people disagreeing with you, don't play it. Neither PFS nor this forum is about you. It's about consensus and getting along with each other and I feel you have a problem with that. Regarding the reading comprehension part: Yes, mechanically, Xerxes would be your b*~##. However I would not allow this at my table, because I don't like that scene. Get it now? ![]()
BigDTBone wrote:
Yeah, Xerxes was clearly acting friendly and intimidated after Leonidas intimidated him successfully. Maybe that's why he sent his army and had them all killed. And the limit is never the imagination. The limit is the question whether the group has fun or not. And when I'm feeling, that an action by a player spoils the fun for the rest of the group, the action won't work. On an unrelated note: if I feel that something is fun for everyone, but I don't find a mechanical reference for it, I may allow it nonetheless. ![]()
Rapanuii wrote:
You obviously lack reading comprehension. To quote myself: Quote: Yes, you are probably right in your statement about the rules. Rapanuii wrote:
Again, I expressed that I don't see min/max as a judgement and that I min/max myself. I only expressed, that there a people who dislike that kind of play style. And looking in you previous thread titles ("PFS Bluff TO THE MAX", "Intimidation boosting items (PFS)"), I got that impression. Again, that is something I see as perfectly legit, as long as you play your character in a way that suits the table. Rapanuii wrote: The fluff in consideration to the rules doesn't matter, but you are telling me of how important they are while saying you disagree with this mechanic working. The fluff that I have been fighting for is how the mechanic reflects when you roll the dice. You roll, beat the check, and not your character through their stats reflects what is happening. My guy goes to the demon and doesn't give a s#~& where he is from. HE IS THE DUDE THAT INTIMIDATES DEMONS, AND THAT'S THAT! That demon could have absolutely no respect for humans, and off-handedly disrespects them being weak or whatever. Well today, he met THE GUY, and he is feeling unpleasant about it. And this is exactly the point where I don't like you attitude. If you go to the enemy warchief alone and he is surrounded by his army your +100 intimidate isn't worth s$#%. Period. If you don't like that, go find yourself someone who wants to play your game. And this is exactly where I can understand your GM. This game is not only about rules. And again, yes, mechanically you were right. ![]()
The second a character starts a hostile action, I let them roll initiative. And casting a charm monster is definitely that. Furthermore, there is a severe difference between spells and skills: skills can be used all day long and the bonuses can very easily be exploited. A 8th level PC would probably never be able to charm a Balor with a +25 Will save. A 27 (-4 on the check due to size) on an intimidate check is far easier to accomplish though. E.g. +3 Skill Focus, +4 Cha, +3 Class Skill, +4 Intimidating Prowess, +8 Ranks makes a +22 before items, giving a chance of over 50% even before magic items. Does this mean I let this character attitude shift intimidate all NPCs in an adventure? Heck, no! ![]()
BigDTBone wrote:
To quote myself from Page 2: Quote: Usually I would allow a demoralize check for most opponents since you sacrifice a standard action. Furthermore the game impact is not as severe as in the first example. However, he had 2 examples, one being to change the attitude of a hostile (?) demon by applying intimidation. And I'm not on a righteous high horse, I'm simply saying that I don't think, that this is a scene I would like to have in my adventure. @ Rapanuii: Roleplaying adventures are about imagination. To the most, fluff is more important than pure mechanical rules. Yes, you are probably right in your statement about the rules. However, I feel that the action (for BigDTBone: the attitude shift, not the demoralization attempt) destroys the atmosphere of the encounter and can understand the GM and would have probably done the same. And this has nothing to do with "it's not magic". ![]()
He was trying to change the attitude of a demon with intimidation. And people are making comparisons to illustrate a point. Just because a character works mechanically by "RAW", doesn't mean it is a fun or good thing to do. And if a character destroys an adventure because "it is the build", I am going to stop that at my tables. ![]()
The GM didn't say just because, he said because I find it unlikely, that a demon will change its behavior due to intimidation. He has an idea about the world he wants to present you and your actions don't fit with that idea. I get the impression that you are a min / maxer, because you expressed that you don't care about fluff but only about RAW. Consider however, that I don't use min / maxer judgemental. I have a powergaming char myself and I like playing bonekeep with it for example. However, if the GM feels that your build limits the fun for the rest of the group either by making encounters trivial, or by damaging the consistency of the world I can understand his reaction. When I play my Magus, I don't bother if the GM says please hold back in this adventure, because your character is too strong. If I go to the king's wedding in rags, I expect to be kicked out, no matter how good my diplomacy or bluff score is. ![]()
Rapanuii: if I recall correctly, you initiated a thread called "My GM is a madman" before. I guess this was a different one. If you are consistently having problems with GMs, you might consider, that you are the constant factor in the equation and question your behavior. You seem like a Min Maxer and some GMs don't like that. Furthermore you don't seem to take it well when people criticize you. You should be more concerned about these facts than about "winning" in this game. ![]()
To my mind, the rules for social skills in general and intimidate in particular are poorly written. Do the rules indicate that intimidate works for any opponent? Yes! However, this traits indicates otherwise: http://www.d20pfsrd.com/traits/faith-traits/unnatural-presence-old-cults From my perspective, the poor writing of social skills can screw over the authenticity of the world. Regarding the intimidation of the devil / demon: if I as a DM don't want that a creature is intimidated in such a way, I will simply have it attack or discontinue the conversation before the one minute mark. The result is the same as if I just said "no, it doesn't work", the only difference is, that it's mechanically valid. Regarding the demoralize: as stated, nothing in the rules section of intimidate indicates that it doesn't work for animals. However, the aforementioned trait does. Usually I would allow a demoralize check for most opponents since you sacrifice a standard action. Furthermore the game impact is not as severe as in the first example. As a sidenote I'd like to add, that the first rule when playing PFS should be, that all players are haveing fun. Even if an action would be mechanically (by RAW) valid, it may not lead to that goal. If you are not losing a character over a rules question, leave it be and enjoy the game. ![]()
Got a question regarding Ocher Rhomboid Ioun Stone: The item says activating an ocher rhomboid ioun stone is an evil act that shifts your alignment one step toward evil unless you receive the benefits of an atonement spell. I think about GMing the scenario. Is it possible to give the boon to a neutral character and than atone him? ![]()
Hi all, Clear Spindle resonsance power says:
Does this mean, that the power only works against mind control from evil spells or creatures, or does this mean this power function as the spell, but works on mind control from all sources? ![]()
Hi folks, we are playing RotRL and I think about playing an EK as I have an awesome story that fits that class very well. The alternative would be to go pure wizard. The EK would be a universalist build further gimping my spellcasting. I also lose 2 levels of spell progression due to 1 level of fighter. I was wondering what stats an EK should have lategame (say around level 15) to be a relevant close combat fighter. A quick build I made would be around the following: +21 / +12 / +26 (quickened true strike) to hit, 3d6 +30 +1d6 acid (15-20 x 2) (power attack / furious focus included)
all calculated using monstrous physique III and shield; haste is not included. DCs for high level CC spells would be 25. So the question is, whether the EK build will be contributing. What do you guys think? ![]()
@Rapanuii: I'm pretty serious. You are in rules forum and call your GM a "madman" for not following Pathfinder rules. Yet you fail to see, that even though he may have taken a specific item from 3.5, that item is perfectly legal within the pathfinder rules. You even call it "he got caught, and we fixed it immediately". Personally, as a DM, I would not like to have a player with such a behavior. Even more so, as you claim to "defend your agreement of using Pathfinder rules", while you yourself make errors regarding the rules.
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