Azi, Gandareva

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Titanic 2

Director/Central character and you could tell. It was so wrong :P


Something that bugs me about the "lower the XP" argument is that OK, let's say you reduce the XP in this case for the river one-shot thing.

Your players take their time crossing the difficult terrain, engage and attack the monster making no use of the bullrush-river tactic...what now? They get less XP for not knowing you wanted them to bullrush the drider into a river?

I like the way the monk used his class abilities to maximum potential - the way players should ^_^


This guy is GOOD! My paladin would've eaten the entrails in front of them like a delicacy before standing up, beating his chest and yelling "Who's next, that was delicious!"

Seriously though, if you have to ask "Is it evil" then it's safe to assume that it is. I'm also in the camp of "One act doesn't change your alignment unless it violates everything you've ever stood for and your future MUST change because you are about to be pursued by the forces you once aligned with." At which point, a GM should tell his character to turn the sheet over and roll up a new character for a new campaign involving the repurcussions of his previous character.

Whatever works in your game at the end of the day.

P.S. my paladin is awesome :P


Spanky the Leprechaun wrote:
Ah! So it is an actual real live rumor instead of some juvenile April Fool's joke. whew

Yup, this rumor's a live one, caught in the wild a mere 5 days ago. Until official clarification from the publishers in question, it will maintain its status of "Wild, unverified and blatantly provocative"


Spanky the Leprechaun wrote:

Thanks CJ for reminding me it's April Fool's. In my defense, I work 40 during the week and did 7 yesterday and 5 today on call, so.....

GOOD JOB GOWKING ME, YOU RIPE TARTS!!!

Bahaha, it'd be amusing if it was. However, the article was posted on March 28, so I doubt it's April Fools.


Kthulhu wrote:
The difference is that it's already his money. If Microsoft or Sony want him to give that money to them, they should actively try to cater to what he wants. He is entitled to the money that he has earned. Microsoft and Sony are only entitled to whatever he is willing to pay to them for a product/service that they provide for him.

The response I originally wrote and deleted included those words - the context existed in my head lol, glad someone was on the same wavelength.

As for the unfair, inaccurate and aggressive accusation about my spending habits - I spend $1000's each year on games, most of which I don't play. In the past 3 years I have purchased 2 Xbox 360's (I gave my first one away), roughly 80 Xbox games (probably more) and my Steam games list is sitting at around 130 games. I've never pirated a game or music I want, and I try find ways to support the developer as much as possible. Best part? I never play most of the games as I have a full-time job and play MMO's mostly, so actually "Getting the most bang for my buck" is not correct.

:/

There's not enough "ur mom's" in my response, I must be getting old :(


Say it ain't so :(

I frequently buy pre-owned games for my younger siblings (by 15 years :P) and mainly that's because it's affordable. I'm not interested in the games I buy them at all - kids games like Lego Star Wars and Spyro/Mario type adventure games, but although I want them to have fun I have a budget. Pre-owned gives them more fun and costs me less.

I, for one, will be spending less on games if M$ and $ony go ahead with what's being put forward in this thread.


After I suffered a great deal of culture shock and learned the language and felt my way around...

Paladin of Sarenrae. I'd slaughter all the undead in the world. Twice. I'd have a team of Clerics following me around - the only spells they'd know would be "Atonement" for whenever I slew a "Good" or "Neutral" undead.

I'd probably introduce Pathfinder for those long nights around a campfire, using our world as the setting :P


I hope they don't.

Players form ring around quest giver, no more quest giver \o/

Griefers will grief.


Human fighter. Extra +2 to a stat AND an extra 2 feats. I think.


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My problem is the secrecy.

Forget everything else, wanting to hide this from the other players? That's where I would take issue. In my group we're mature players nowadays and we were discussing last time we met how we were going to bring back PVP because it CAN add to role-play and we as PLAYERS can act co-operatively while our CHARACTERS can struggle with each other to a reasonable degree.

However, if I ever thought up a concept that involved taking control away from a player I would immediately raise that with the whole group and see how they took it. Discuss it, hear everyone's opinions. They may think of circumstances or have a character concept that would not fit. Personally I would cautiously agree to play with your character, but at the first hint of megalomania it would be over. I would also design a character in co-operation with you to purposely force conflict - after all, if you don't get to use your concept there's no use in playing it.

I did play a druid once that I "hid" from the CHARACTERS, but the players knew I was a druid.


BigNorseWolf wrote:

Gasoline requires billions of years of dead critters to build up.

How old is your planet where the gods created everything?

Doo dee doo.

Unless, of course, you have a different worldview and some research at your disposal.

There's at least 5 examples there of gasoline forming very quickly, well under a decade - and that's by CSIRO, Australia's national research facility.

Arguing realism in a game with magic shooting out of fingertips is also pointless.


Don't forget, once you get leadership and get your cohorts to carry around a catapult/trebuchet you'll have a long-range sneak attack - based on the Perception rules you'll probably get a few shots in even after taking the -20 to hide after a shot (see Sniping).

Before anyone takes me seriously...I would just make a rogue and use a talent for the firearm proficiency like rat_bastard suggests.


The druid should be looking at nature for his inspiration, not technology. This would mean finding/taming a large bird - heck, that's a whole new quest of its own. I'm thinking a large bird with a spell "Mass Reduce Person"...

However, I say whatever the druid wants to do is up to the druid. If the GM decides against it he needs to tell the druid that animals are beginning to shun him and his nature spells aren't working as intended. Get another druid to show up and destroy his project :P

Haters gonna hate, but players are the ultimate deciders of THEIR character - it's the GM's role to ensure that the world reacts to those decisions :> WITH EXTREME PREJUDIIIIIIIIICE!!!


I'd stay exactly like I am, just to be different >_>


My character?

As above - he would NOT tell anyone he had infinite money.
It would attract too much negative attention, and his good deeds require non-interference.
[Space for list]

  • First, he would gradually build an orphanage in every town and hire staff to look after the children.
  • Second, he would hire overseers to visit each orphanage once a week to ensure the orphanages were being looked after properly.
  • Third, he would hire supervisors to watch the overseers to make sure they were watching the orphanages properly.
  • Fourth, he would hire managers to watch the supervisors.
  • Fifth, he would hire an entire church of diviners to keep an eye on everyone.
  • Sixth, he would build a college of wizards so he could scry on any orphanage at any time, and teleport there at will.
  • Seventh, he would lay the smackdown on anyone caught misbehaving in any of his orphanages.

Once he was satisfied that the orphanages were sufficiently policed, he would rinse and repeat, this time with poorhouses. Then nursing homes. You get the picture.

I think with infinite wealth comes infinite responsibility so it would require no great stretch to say that his god would probably allow him to be reincarnated forever so that the balance of power never shifted.

I'd also tell the GM that character was now an NPC and I was rolling a new one, as I don't want to play Orphanage Sim 2012. Paladins ftw.


Howie23 wrote:

mage hand: Target one nonmagical, unattended object weighing up to 5 lbs.

But, if it works for your view of the game, go for it. I'm assuming the mage hand was for manipulating the decanters. Unfortunately, there are two of them, they are magical, and they are attended. If I've misunderstood how it's being used, happy to hear what other creativity you're talking about

OUTSIDE the box, put the decanters on a light board and manipulate the board :D

Or is the board still attended?

Our GM is dead afraid of magical items, but we often use their flavour as bonuses to our intimidate/diplomacy (Celestial Armor flavors most people to start at friendly for us etc).


Nephril wrote:
what tumble skill..... did paizo give us tumble back in addition to acrobatics. because i have seen the dc to use acrobatics to not provoke aos and it is equal to each opponents cmd. this is not a low dc and any character with significant physical stats or a deflection bonus. if you want to avoid aos you need to use spring attack and look at...

Used the wrong word for it. Actually the DC is only equal to the one opponents CMD + 5 to move through his square at half speed while not encumbered. My latest ninja build has +22 Acrobatics at level 8 - pretty much auto-succeeds. I also had a fighter who did this with +17 acrobatics. When you need mobility it's a great skill, but it could be viewed as a little restrictive - clerics wouldn't take it, but then they also can be front line in-your-face damage types. Ninjas...we're allergic to pain, it hurts us.


Sangalor wrote:


Then your healing focused cleric would use his other spells for good use, as I described above. He does not lose his spellcasting power - or combat prowess - just because he specializes by choosing appropriate feats, traits, equipment and skills, does he?
Or do your healing focused clerics fill all their spell slots with "cure" spells even though they can cast them spontaneously? ;-P

I think I got confused somewhere. Once you've got combat prowess and feats/traits/etc you're not a healbot any more. You're a god of war or the parties best ally - a direct channel to the gods.

Healbots - the way wraithstrike describes them - are not fun to play for me, but as Xexyz points out, some people would like that. Personally I do enjoy playing the character who can heal as well - it's like "My strengths make you stronger, so by our powers combined, CAPTAIN PLA..." er, wrong universe, same concept.

I think, in essence, I'm only still debating this because someone infered that having a healer in the party was unnecessary unless you were a tactical moron. I'm saying that it doesn't matter if you're a tactical genius, a DM/GM will still twist things to damage you so you better have a healer in the party because non-magical healing is broken.

Xexyz wrote:
Ok, so you've avoided taking any damage, but you haven't inflicted any damage in return. Might as well not even count as a round of combat.

You haven't met our fighter! Anyway, yes it's a rough example and we don't often go toe-to-toe with single enemies and they don't always target the fighter. Hey, did you know how much blood a rogue's body contains on average? Buckets, man, buckets!


Ravingdork wrote:

Some of you guys just won't rest until you've had the chance to successfully vilify me, will you?

What exactly in any of my statements honestly leads you to believe that it was my intention to kill everyone and have them instead sit about and listen to my "story hour" about pet NPCs?

First, I think you're creative and definitely got skills. Your games do sound interesting and are very likely fun to play 99% of the time.

And now... :/

Ravingdork wrote:
I feel like they should be punished for their behavior.

You did originally ask about punishing the players for bombing illusions. That was a bit whack, don't you think? You want to punish them for what, if not for not following story time?

You also failed to mention originally the players had already offered to surrender one or two of themselves in exchange, and you attempted to get them to throw their weapons into a chasm (if a GM said that I'd never expect to find those weapons again).

*scratches head*

Also, children.

Anyway, it's your game so provided all your players keep having fun then who cares what a forum on the internet thinks imo.


Sangalor wrote:

Funny writing :-D

However, this would not be the regular case in our games. Were it my game, you quickly find that armor won't help you against maneuvers, touch spells, traps and more. I would let this work once or twice, but PCs should not feel untouchable.

Did you just say "Touch spells"? :P

At what point do you then draw the line before making AC irrelevant? I know it's a balancing act and I shouldn't have inferred that all fights would be damage-less. Just that at early levels it's generally quite common (YMMV!) for monsters to miss so a heal focused cleric is a bit like a fish out of water at those levels.

All I was saying is there are rounds in combat where a healing cleric does nothing. Let's say the enemy rolls snake eyes on their damage. My cleric would look at the rogues puppy eyes and snicker "You call that damage??? 'Tis but a scratch!"


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wraithstrike wrote:
Note: By dedicated healer/healbot I mean someone who builds the entire character primary around healing.

I do think some people are missing that point a little bit. If your party needs a "healbot" it should be a GM PC, coz it would bore the hell out of a player :P

"Hi guys, I'm your new party member Jack. I'm great at healing, like seriously great. I'm so great last time anyone died within a mile of me they auto-resurrected. Then there was this one time me and a buddy were swallowed whole and I healed for three days straight before they came to rescue us! Did I mention the time we had a healing contest and I overhealed my volunteer and he turned into a beam of pure positive energy?"

"What? Weapons? Pffft, I'm a pacifist. Did I mention I heal?"

First round: fighter fights defensively against BBEG and minions, none of them hit.

Cleric: Does nothing.

Second round: rogue aids fighter giving bonus to AC, no damage

Cleric: Does nothing.

...

Cleric: THIS SUCKS, TAKE DAMAGE GUYS!

Party: Hell no, THAT's why I wear armor!


Think tripping through a beehive into a bucket of tar, rolling downhill, running into a flour barrel, breaking through the blacksmith's shop and ending up in the forge.

For less cartoon in your game, charge is broken into two parts - the movement and the attack. They're treated separately in the rules, probably for reasons like this. The move part would occur but the attack would hit nothing. Essentially, kudos to the spellcaster for thinking ahead and preparing.

On readied actions:

D20PFSRD wrote:
If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

On charging:

Movement During a Charge:

D20PFSRD wrote:
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

Attacking During a Charge:

D20PFSRD wrote:
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.


This boils down to definition of "Healbot" and also the group playstyle.

I'll never play in our group without a "heal" class. If it looks like our group won't have a healer I immediately change whatever I was about to play into a healer. With a large mace. And Strength. And buffs. And a decent breastplate.

They call me a healbot. I call myself an unkillable war machine.

Clerics, druids and paladins are all "Healers" - would you call them "healbots"?


Abraham spalding wrote:
Make your enemies charge you instead -- doing so causes them to take a penalty on their AC and only get a single swing (generally). You get to respond with a full attack against their lowered AC. If you had charged they would get a full attack against your lower AC and all you got was a single hit... that's a poor trade.

That's called using your head - never looked at it like that before but it's very true. Charging has been dropping out of our game recently unless the enemies are a long way away, then it's kind of useful, especially for gnomes.


Theos Imarion wrote:
Do you have a way of getting players to work with me so we can do better together, usually most people go after their own target unless theirs a big guy we want to take out first. I have tried before to get my allies to coordinate but they have not. As a druid tank should me and my companion focus on one target and move only after it's down?

Back when we first started playing we just did the "Enemies come at you in straight line, resolve biggest muscles." That was fine right up to the point where we were a little sick of the "I have big muscles and can take a beating, rawr" and the GM said "Ok guys, how about I do intelligent combat?" So we started the game and BAM, we needed teamwork to get through the situations.

TL;DR - what wraithstrike said

Our group is different to others and YMMV, but we never focus a target unless it's a BBEG, we've normally got two people capable of in-your-face combat and they'll try get as close to as many enemies as possible to draw fire / create attacks of opportunity. Our off-sider rogue/ninja/TWF fighter/druid sets up the flanking etc.

Oh, you may want to check the Acrobatics skill for the "Tumble" usage - allows you to pass through opponents squares without taking AoO's for a fairly low DC. This may let you set up the flanking opportunities.

(As always, bear in mind other players tend to like their characters and won't generally walk into danger for you. Take the initiative and roleplay the tough guy - if they are cowards show them up.)

What's your group makeup? The people on this forum can point out the max benefits for each class working with other classes.


In PF due to the Attack of Opportunity mechanic, hit and run doesn't work because you're giving your opponent free attacks when you run. Your best option is perhaps Spring Attack (see below) but you have to be level 4 minimum on a full BAB class - so level 6 on Druid methinks

Effectively you can "flavour" a hit and run character by taking 3 ranks in Acrobatics and using "Fight defensively" for a total +3 to your AC (off the top of my head, someone will blast me if I'm wrong) - but you take a hit to your attack rolls (EDIT: -4). In my group we'd roleplay this as "You're dancing around almost out of reach but with a lucky swing they could get you."

Spring Attack

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Allies working together more:
Aid Another = give a player +2 on their attack/AC by rolling a successful attack roll againt a DC of ten

Flanking - give a +2 attack roll bonus to allies/yourself with creatures in between you

Teamwork feats - have a look in the APG or D20PFSRD - there are some decent options there for playing with a buddy.

5-foot-step - this is essentially a "no-action" that lets you move 5 feet in a round during your turn with no Attacks of Opportunity - you can use it to move around allies or threaten squares to protect squishies etc.

Standing and letting the enemy come to you (provided they're melee) with readied actions etc (on your turn ready an action with specified parameters "If he comes at me I take a swing") - this lets your archers fire without the "Firing into melee" penalty

I could go on, but that's sort of a sample on how my group works our strategy.


Danqna's Guide on Optimization:

NOTE: Your race must be Pony

1. Pick a trick, a single trick, any trick.

2. Place that trick on your character sheet in the description section.

3. Maximise the stat that allows you to use that trick all day every day in the right situation. Dump every other stat to increase this single stat.

4. Choose feats which enhance this stat, if you cannot find a feat search harder - someone has already tried what you're doing and a 3rd party will have written and published a feat for it.

5. Put skills into anything that could reasonably be expected to help towards creating situations favourable to your one trick.

6. Join a circus.

(Note that any time the GM creates a situation where you cannot use your one trick you MUST MUST MUST complain and whine about meta-gaming to break your character.)

On a serious note, you'll find that a little AC and Con go a long way towards surviving. Also, tactics. However, if you'd rather just depend on your character then yeah, what are you playing?


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Yeah...right.

Then we'd have the wizard player registering an account on these boards and whining "We have a lawful stupid paladin in our group, he's soooooo dumb" and we'd have another opportunity for a wonderful alignment thread.

In my head I'm reading another thread as I read this one. It's a thread where a paladin is complaining about how a GM set him up to lose his power.

"My GM gave me an impossible situation and it's not exactly fair. I can't rescue the children by any means, and if I do nothing they die, if I do something they die. Then our wizard throws a spell and the GM rules I lose my powers."

By the way, I already know the counter-arguments that there was a lot they could do, although personally I would have walked away from the encounter (with children involved, I probably would have walked away from the game.)


TriOmegaZero wrote:
I don't doubt that the player rolled those stats, I have seen it happen. With the vast number of characters generated over the years, it is inevitable.

I WATCHED a player roll nothing less than 16's, including an 18 on 4d6 drop lowest. Funny part was she hadn't decided what to play and thought rolling would give her an idea. The dice gods can be cruel.

(Of course, it went on to generate a wee bit of tension as one of the other players rolled pretty badly and rightly suggested there was something wrong with the "roll for stats" idea.)


One of my character concepts involved jumping on the enemies head/shoulders and shooting arrows into them.

The GM ruled it was impossible by the rules, but let me "say" I was on its head for a -4 penalty to my attack rolls while standing in the square next to it.

We were both a bit, "well damn that sucks" about it but them's the rules.


Ravingdork wrote:
Paegin wasn't stupid. Had they surrendered, Paegin likely would have had them throw their weapons and obvious magical gear into the chasm.

*GASP* You'd take away their gear???

RIOT! RIOT! RIOT!

No wonder they fireballed children.

I also totally agree with Bruunwald. Unless, of course, you ARE their daddy. In-game response is fine, but if you're metagaming to "punish" someone, then it's not really a co-operative game any more is it? Uh, unless your players are into "co-operative punishment" >_> There's other words for that ;D


I picked LG but that site reckoned I was LN. I can see how that would work, I'm no avatar of righteousness. Good bit of fun :>


BBEG = Big Bad Evil Guy
OP = Original Poster (thread author)
MILF = Maiden In Locked Fortress


My bro is very happy with his Samsung Galaxy Tab - he's had it for about a year and uses it for work and some strategy games as well as a GPS, havent' heard any complaints.

The below link doesn't match his exactly but it's the newer model:

http://www.samsung.com/global/microsite/galaxytab/10.1/index.html

Things you REALLY need to watch when buying a tab are:

If you get to demo one, open the browser and navigate here to Paizo forums and check the white on the screen. Imagine yourself staring at that white for hours. Will it burn out your eye sockets?

Check what buttons it uses, and how many. Given how much you need to press those buttons it's important that they feel very sturdy and like they'll last for a few years.

Check the power cable connection - you don't want to be shelling out $50 per cable when it breaks, a standard USB cable would be best.

If the device has independent internet connections check online for reviews about connection range / dropouts etc.

Weight - definitely don't get anything heavier than an iPad 2 - when you're trying to read for sustained periods it can get pretty darn heavy. My iPad 2 is almost too heavy.

Camera - do NOT settle for anything less than 5MP unless you intend to never use it, the camera on the iPad 2 is frikkin useless.

Battery life. I shouldn't have to mention it but I will. Anything less than 8 to 10 hours is a pain in the butt. I had HP Ipaq's years ago and having to charge them every day was a pain. Even the iPhone is a bit like that. My iPad? I might charge it once a week if its lucky - and that's with about 2 hours a day usage.


*is somewhat glad to see he's not completely off the wall and others play the same way*

Bull's Strength seemed a bit OP to me when you can just gather around the cleric and everyone gets a +4 enhancement bonus for a single cast.


This is something that's been biting at me for a while now. I've never used it myself because I haven't played a caster the last two campaigns.

So, the rules state: http://www.d20pfsrd.com/magic

D20PFSRD wrote:

Touch

You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

One interpretation: You can cast a touch spell (say, Cure Light Wounds) with everyone standing around you (up to six people) and for a single casting of Cure Light Wounds you heal all six people. Effectively that makes this a 6d8+caster level heal spell at first level.

The way I've always played has been that to cure a person you have to cast the spell - so in the same example I would have used up six spell slots to cast that many. I do realise I might have played it wrong.

How does it actually work? I'd prefer the former over the latter, that's for sure! Is it dependent on the spell?


Would you immediately apply a penalty to their number of channels if they had a temporary CHA decrease but not apply a bonus for a temporary CHA increase?

I could see an argument if the penalty/bonus didn't apply until your next spell preparation, but if it takes immediate effect on a decrease it should take immediate effect on an increase.


I went and did a quick search and this topic has come up a lot - they all end with the conclusion that being pinned does not make one helpless.

Now I have the moral dilemma on whether or not to tell my group...which has a monk...and we regularly coup de grace pinned foes... :P

Doo dee doo.


Where are the rules that you can act and react? You can make your grapple check on your turn to break from being pinned, but as far as being able to make AoO's etc you're unable to act/react.

D20PFSRD wrote:
A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.


D20PFSRD wrote:
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy.

Pinned = "held", no?


Urban dictionary reckons: Jerks are selfish, manipulative bastards

Are you a selfish, manip...?

We had a similar circumstance occur with lycanthropy - a party of good characters with a CN character getting lycanthropy. My paladin wouldn't stand for it in character, and it gave a character a significant power advantage so we convinced the GM it was a very bad idea and he retconned it. The player didn't like it, but frankly it was that or one day a smite evil on a werewolf and next morning we can't find the rogue anywhere. Worse for me, a coup de grace while my paladin slept. Once those factors were shown, she was happy enough to let it go iirc.

However, I KNOW I'm a jerk so take that as you will.


Ashiel wrote:
Finally, all of the undead that are created by create undead or create greater undead are sentient and unless magically compelled can continue to adventure with their fellow comrades even after death. Now you're basically the undead guy in the party, like the sand-lich from Clash of the Titans. Anyone remember the almost pitiful look on Medusa's face when she tried...

He was, quite literally, the bomb ^_____^

Kudos for referencing my favourite movie of all time, I had to comment. XD

On topic, our GM would disallow this as a PC on the basis that it would provide too much power to one player, regardless of the rules :P


Reasons why GM's shouldn't follow the AP to the letter:

a) denies creativity on both player and GM (may as well play a video game)
b) roleplay can become forced when some players roleplay would not fit with the story line (like a rogue who's nightly expeditions normally take him somewhere that the AP specifies X happens one night. A GM could, out of consideration for the player, move the event's time or place to an area to allow the RP to continue without killing the rogue)
c) removes need for NPC interaction since the AP will continue regardless
d) removes all replayability in a module
e) turns from being a role playing game to a P&P stat duel
f) Makes most player interaction meaningless (or deadly!)
g) Isn't fun for me and doesn't fit the reason why I play in a role playing group - YMMV
h) How will you learn to fear your GM if he never varies from the "safe" script?

Reasons why GM's should follow the AP to the letter:

a) I'm good at building OP characters which break aspects of the combat system
b) Assuming a good AP design normal players are supposed to be able to complete it with a reasonable level of skill
c) No preparation or deviation means anyone can run it at any point
d) It's easier than tweaking and remembering the various other plot points that result
e) A new GM with new players can learn to play in a somewhat safe environment

Yes, some of the points overlap but I thought I'd give a bit of a list in case the OP wants to use some ideas to reason with his player, and also raise some counter-arguments that someone like myself might use.


If your GM (like mine) says "Don't read the adventure modules, I'm running X so if you see anything on forums etc just ignore it" then that has become one of the rules of your social contract between you and your GM.

If your GM says "Hey have you read X yet? It's a great story, you're gonna love it. Your character will definitely want to read page Y" then reading the module is fine.

If some guy on the internet says "You cheating slug!" because you read the book, then...well, it's the Internet.

...

You cheating slug ;P


Yes, once they have put this into the game I would put forward the next step:

Defensive Mechanic:
Escape Death: Grovelling and Pleading for Mercy


Not really "worst" or bad, but once I found out my paladin had disease immunity and high saves against poison I decided he could eat anything and proceeded to take meat from "everything". Yes, everything. If it moved and had edible parts (and wasn't human) I nommed it.

So, we'd come across a dire boar and owned it, then I convinced the other party members to drag half of it back to camp and dragged the other half myself - GM ruled 1000 pounds of bacon (I admit I wished I actually WAS my paladin when he said that xD).

A day or two later we were out and got attacked by demons, and our rogue died so we carried her back to camp and my paladin (at level 3) said to the GM, "He's going to put her on the altar and pray until either she's rezzed or he gets a message from his god" (He was wanting a reason not to kill his wife's character permanently too :P)

So the paladin's god rocks up and says "Well, I'll rez her as a once off, but in exchange I want 1000 pounds of bacon." I rolled diplomacy and the god settled for 500...SCORE! However, he also made me promise not to take more than I could eat in the future :(

Our rogue would say I was the worst - we were in a dungeon and I grappled her out of a doorway to get between her and her targets. They had crossbows and I was protecting her by becoming the target, but she was sooooooo pissed xD Looking back I'd never force a player to move without their consent OOC, but hey, the things we learn.


*wanders off to run this feat by his GM*

My gnome ninja with a keen wakizashi...


I just want to confirm before my GM comes at me with a battleaxe, but does this mean the player I pass the critical to "automatically" gets a critical IF he makes a successful attack before my next turn?

OR

Does this mean he critically CONFIRMS next time he makes a critical hit?

This is probably "any" ally who hits next, not one I can specify - damn.

What if I hold my action, does that still count as my turn?

Would my rogue lose Sneak Attack to do this or is that "normal" damage?

Quote:

You can forgo a critical hit in order to pass it on to an ally.

Prerequisite: Combat Expertise.

Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.


What? This is great business practice - hold onto money as long as possible, foreclose on houses you don't own, and when questioned stay quiet as long as you can while holding on to the money.

Investors should be proud ;P

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