This is a conversion of the famous "Einstein Riddle" converted for fantasy RPG stuff. Took my group almost an hour to figure it out, so I thought I would share. Answer posted tomorrow! Einstein said only 2% of the population could solve it. *shameless troll* ==================================================== There are 5 wizards sitting in a row who wear five different colored cloaks. Each wizard is a different race. The five wizards drink a certain type of beverage, smoke a certain type of plant, and have a different familiar. No wizard has the same familar, smokes the same plant, or drinks the same beverage. A sixth wizard wants to sit with them, but wants to be safe. The question is: Who owns the scorpion familiar? The Dwarf wears a red cloak
The wizard with the green cloak is on the left of the wizard with the white cloak.
The wizard with the yellow cloak smokes tobacco.
The wizard who smokes saliva sits next to the one who has a toad as a familiar.
The gnome smokes cloves.
Good luck! :)
Or it could be the DM is creative, and making sure that his players can't just rattle off the usual tricks to win? I myself recently considered making spells such as resist energy have additional damage types, namely divine (against flame strike, blade barrier, etc) as well as force (magic missile and disintegrate). Perhaps the treant had some stoneskin variant spell on it from a crazed druid? Things don't have to go by standard rules, as long as there is consistency. And as a DM and player of 25+ years, I can tell you from experience that good DMs have surprises for experienced players, especially ones who know the stats of monsters well.
We usually play 3 to 4 hours, once a week. Goes great. Just finished a campaign that got players to 12th level and it was 34 sessions long. EPIC story and it was all sessions under 4 hours. Just in case you are bored and need a morning read you can
Nothing wrong with short sessions as long as people pay attention and continue to show up week after week!
Question for the math people: Say we took the list of items that make most christmas trees (cloak of resistance, stat items, amulet of natural armor, etc) and made the max bonus +2 for all of them. Would this break the game? I see some advantages for this, twofold: 1) Player difficulty will increase, which is ok in many campaigns since players have so many options / classes / rules / etc 2) People who can cast stat spells or AC spells might actually have to use those spells. Gamebreaking? Or just making it a little less xmas-treeish and more challenging?
Weirdo wrote:
This.
I have the players make two blind rolls at the beginning of every "important" NPC interaction - Diplomacy and Sense Motive. The player can always substitute Bluff or Intimidate for Diplomacy. Next I quietly make the same rolls for the NPC, especially Bluff. During the RP, I send whispers to some players who got high enough to see through the bluff or who think the NPC might be lying, send some false ones to people who rolled a 1. I RP the NPC's attitude based on the player rolls (usually majority response) and give the players comments that reflect the rolls. The players aren't forced into RP, but their rolls influence the way the RP goes and how the NPC will react. Works great, and my players actually use those skills!
I found this system in these forums a while ago, it works well. Determine Awareness: Perception (one roll for group, highest mod) vs DC 20 (PCs are travelling fast), 15 (PCs at normal travel), 10 (PCs travelling slowly) or Stealth of enemies (use lowest modifier). Do the same for enemies in the other direction. Determine Max Distance:
Desert: 6d6 x10 feet Plains 6d6 x40 feet Mountains: 4d10 x10 feet Hills:
Rain/Snow ½ range The difference in the check x5 feet gives the distance they are aware / see the other group. Example:
Awareness Orcs: The orcs get a Perception roll of 19 and the PCs are travelling normal speed, so they beat the DC of 15. The difference is 4 (19 - 15) so the orcs see the PCs at a distance of 20 feet. Had the orcs gotten a higher roll, a 29 for instance, then they would have seen the PCs at up to 70 feet. Encounter Distance: They are in a heavy forest, and get a max distance result of 50 feet. With their high roll above with a range of 70 feet, the distance would be reduced to 50, as that is the max distance rolled. This gives you awareness and distance, although it is a tiny bit confusing and tedious at times.
Chess Pwn wrote:
Maybe Knowledge (Geography)? As a DM I would love to hear if this would be a good use for it, that's what we use in our game.
BigDTBone wrote:
A 7th level spell that gives a few castings of a 9th level spell without the 25k component. Come on . . . really?!?
I have been so inspired by the many posts of some players looking to explore exploits I just added this rule to my house rule list: For any rule that is questionable because of wording or omission of detail (RAW vs RAI) then assume the more restrictive rule applies. Rules are taken RAI by this DM, never RAW. As an earlier poster indicated, DMs need to stand up to players a little more when dealing with these wording discussions.
keyafay wrote:
I have them on my website for my players, great resource!!
You could also limit permanency overuse by different limits. For example, the spell is 8th level in my game, and people can use it for any spell in the game (just about, no list). Oh, and:
I am planning on adding a few new feats to my game and wanted to make sure they were not already out there in some other form, ie a feat I don't know about or another class feature / monster ability. Any of these already represented? Do you recommend more prerequisites? =-=-=-=-=-=- Spell Power Select one school of spells. You cast that school of spells with greater than normal power. Prerequisites: Int 13, Spell Focus.
=-=-=-=-=-=-= Intellectual Tactician Your quick responses are based on your fast mind rather than your quick reflexes. Prerequisites: 13 Int
=-=-=-=-=-=-=- Dispelling Mastery Your spells related to dispelling magic are more effective. Prerequisites: Spell Focus (abjuration)
=-=-=-=-=-=-=- Dispelling Resistance Your spells are harder to dispel. Prerequisites: Spell Focus (abjuration)
=-=-=-=-=-=-=- Reactive Counterspell You are able to counterspell spellcasters more quickly. Prerequisites: Improved Initiative, Counterspell, SPellcraft 12 ranks
=-=-=-=-=-=-=-= Also, since my players can go to 25th level rather than 20th, I was thinking of making Great Fortitude, Lightning Reflexes, and Iron Will be +2 to saves, +3 at 18th level and higher. I figure it might help even out saves at those higher levels. Thanks ahead for your replies! Replies that use other feats, spells, or powers as examples are even more appreciated.
I have almost always DMed, and each time I start a new campaign I have taken the PCs to 20th (or 25th once). I usually kept a good hold on gold and magical items so the high level play didn't become too unbalanced too often. We had once group play through the giants / demonweb pits series which was all high level and crazy. I can also let the players have world-changing campaign endings since each campaign is set in a parallel reality. They can save the world every time lol
Saigo Takamori wrote: The paladin restriction shouldn't be droped.it's the main drawback for beiing a Paladin, and nearly all their habilities are alignement based. If you want to make a "fighter of the god", the warpriest would be a better choice. Changes this in my rules, excellent suggestion. Does just what I wanted.
+1 glosz :) Quote: Actually quite the opposite. The last campaign I played in had an Arcane Gnome Beguiler who overclocked his INT. The poor monsters we encountered barely stood a chance against his glitterdust and deep slumber spells. Our DM had to crank up the defences to overcome his high DCs. Exactly. Having to turn up all the critters because of a caster with insane DCs isn't really fun for the other players.
glosz wrote:
Just a note, in my house rules that CHA is much more a force of personality. It encompases force of personality. Monsters use it in all the Bestiary books for save DCs. One of the ugliest monsters, the Medusa, has a CHA 15 and her gaze is based off of CHA.
A good point on using this only for full casters. Still, if a class only has 4 or 6 spell levels, like ranger for example, then the ability score that governs what the highest spell level available doesn't need to be a 19 by 20th level, but rather 14 or 16. thus, in my mind it seemed not to matter as much but perhaps it is worth a second look. Thanks!
No no. Players can merely use the option from 5th edition from casting, or cast Vancian style. Their choice, merely an option for any spellcasters. In my custom setting 5th edition casting is how I imagined casting, but I didn't want to take anything away from people who enjoyed the old system so both can be used.
Great post glosz. I liked this: Primary goals:
As I work so much and try to spend about 4 hours of prep per 4 hour session, it makes total sense to me. In fact, only recently did I start allowing all the core Paizo books, when we started it was Core Rulebook and Advanced Player Guide only to keep things simple. I saw a few of my house rules in there, such as divine spell tomes. Great stuff to ponder, thanks so much glosz!
Well, I can see a few people disagree with some of the rules, and that's ok, that's why there are different games and different DMs. I will have to respectfully disagree with Cyrad and leave it at that, as a back and forth over the spirit of the rules I posted isn't exactly what I had in mind lol. Still, some points to think about. What I was looking for was suggestions like Saigo's on removing the different aligned paladins since warpriest fits the bill. Out of curiousity, what house rules do you other DMs use? Race or class restrictions? Feat restrictions? Or do some of you allow just about anything and then some?
Cost of everything is not doubled, to be sure. Things are up to 2x cost, and those are just non-disposable magical items, masterwork, alchemy, etc. They are more expensive in some areas of the world, while normal price in big cities, hence why it says "up to 2x". We had 2 new players join and they were at the same level as everyone else after 2 levels of play, and at the time it seemed to integrate everyone well. So far, no one has even wanted to play a strange race. It has been my experience that those people often (but not always) want to play a very specific build that often doesn't mesh with RP, ie a munchkin build, etc. Quote: I'd do what I've seen a friend do under a GM with similar rules: when his character died (to something incredibly stupid on the GM's part, frankly), he got up to walk from the table... until the GM provided a Convenient Retcon and said no, they were only mostly dead. Playing online helps solve that issue. If a player died and was going to walk from the table, I would wish him well and send him on his way, as a player who decided to leave over the death of a PC or rules regarding death isn't a good match for me or my group. Understand, I am not playing with my friends from high school with old friends, I play online on Roll20, and when I was getting new players into my campaign I could see from the backgrounds and PC ideas that some people created that they simply wanted to play a hack-n-slash or powergame, and the subsequent house rules got rid of those players early.
Good stuff to think about. The 5 level rule is partially about RP and partially about munchkin builds, its true. As a DM I have had many issues with players trying to get bonuses from a class they didn't even RP, let alone had a good reason to take. The low score thing isn't "enforced" like you might think, its a guideline. And my players are all very cool and agreeable to it as well. Some didn't take anything lower than a 10, and the ones that did put it into RP now and then. I haven't ever suddenly given someone a penalty for doing something OOC. Rather, the rule combined with talking with players prevented issues. I have had to play with many PCs over the years, I ran my first DnD game back in the 1980s. Talking with every player about the same type of things over and over got old, I suppose. Now, when a player joins the group, all that is done before we begin. Been smooth sailing ever since, especially online with Roll20 since there are so many players to pick from. I will settle back and ponder any more suggestions people have. I would love to hear from DMs on their perspective :) |