Kolazi wrote: I've had problems with this player not listening to the situation and not picking up on hints i.e. "You hear dogs barking" or "The voices stop when you started digging, do you want to keep digging?" and "He seems afraid of you". Now he knows that there are consequences and this death had an unintended effect of showing some of the less enthusiastic players that success is not always a given and there's no Deus Ex Machina always ready to swoop in and save the party. If my DM killed off one of the other players, I'd probably quit the game and run as fast as I could. However, if I stuck it out I'd VERY enthusiastic about listening to my DM. So, if your players don't quit on you I'm sure they will listen attentively.
Soulkeeper,
I know time is an issue for you so if your two groups have entirely different players, I'd say run the same adventure path for both groups so you only have to prepare once.
Set wrote:
More good stuff, thanks Set. So now a list of goals may look something like: 1) Destroy those using poison, disease, or trickery to win battles instead of strength of arms. This also includes those who create or distribute those methods for others.2) Foment war whenever possible, especially between natural rivals. 3) Hunt down and kill anyone who attacks sentient non-combatants. 4) Hunt down deserters (but not necessarily kill them) to ANY cause - good or evil, lawful or chaotic. 5) Challenge enemy champions to one-on-one combat. 6) Defend villages and non-warriors from invaders. 7) Watch over duels to ensure fair trial by combat. 8) Protect tombs of honorable warriors and hunt down those who violate such tombs. 9) Rescue captured warriors who fought bravely before being defeated. The Gorumskagat (Gorum's holy "book") is a collection of 7 heroic poems..it looks like so far I have 9 items so not quite a perfect match up as far as 1 poem per 'goal', but when I first start wracking my brain nothing much came to mind and I'd rather have too many ideas than not enough.
So what exactly would be the goals of an Inquisitor of Gorum? "Grim and determined, the inquisitor roots out enemies of
Some things I pulled from Gods & Magic about Gorum:
So an Inquisitor of Gorum would:
What else would an Inquisitor of Gorum do? I'm thinking maybe hunt down those who attack non-combatant sentient beings. Although this can be construed as 'good' by protecting the weak, it's actually punishment to the cowardly beings who prey on others who pose no threat to the attackers. Gorum sees glory in steel hacking through your enemies, not in cutting up near-defenseless sentient beings for dinner. Any other ideas? Am I on the right track?
I'm very happy with Fantasy Grounds and not interested in another VTT at the present time. You can run a Pathfinder RPG game with Fantasy Grounds currently, but it doesn't have the spells and monster stats embedded in the game (it does for 3.5 and many other games, but not Pathfinder) which would make GMing and playing a game that much easier. With official Pathfinder Support, spells & monsters could be statted up and released and perhaps I could even purchase a FG version of the great Adventure Paths Paizo puts out to make my life as a GM even easier.
WhiteWolf wrote: During a scenario the question came up as to whether kneeling would be a free action or a movement action. Many of us considered it to be a free action but the DM ruled it as a move action. The rule book (p.195) only mentions kneeling once stating you receive a +2 to AC. I am wondering what your thoughts are on this since the rules do not specify. You receive a +2 bonus to AC against ranged attacks, but a -2 penalty a gainst melee attacks. I rule kneeling is a free action, but standing up from a kneeling position is a move action.
aeglos wrote:
Here in the US we have a backwards thinking in that violence seems to be ok, but anything to do with sexual relations is not.
I've compiled a skeleton set of rules to help run a game in a setting where magic items aren't as readily available as assumed by standard D&D. I'm looking for feeback and comments about balance and playablility of these rules. In my game I'm going to combine these rules with a boost to skills and a wound/vitality point system, but those rules aren't listed here since I wanted the feedback on just the low magic portion of the rules: Ability Score Increases/Enhancement bonuses:
Magical items that give enhancement bonuses to stats are limited to +2.
Example of Stat Increasing Item:
Note: The total stat values for 20th level characters should look similar to the actual 3.5 rules, except not involving as many stat increasing items. For a character using option 1), the prime stat will be +12 higher than the starting stat, while other stats are at +5 (or +7 with a magic item) above starting. A typical D&D character will have +5 from level increases for their prime stat and +6 from a magic item, leaving them at +11. Other stats are likely to have +4 or +6 bonuses due to magic items, depending on importance. Armor bonuses due to Natural Armor and Deflection:
Note: This one is pretty simple, the +5 Natural Armor and +5 Deflection bonuses get replaced by a dodge bonus of +10 by 20th level for every character. Armor
Example Armor: Masterwork Breastplate would provide +6 AC and DR of 3/-. If Enchanted it would provide +7AC and DR of 4/- and cost 5,000gp more. Finally, if Heavy Fortification was added (a +5 ‘bonus’) it would cost 35,000gp additional gp. Finally, a character with a +11 BAB (granting 2 extra attacks in a full round attack) would gain an additional +2 competence bonus to AC while using the armor bringing the AC bonus to +9, but leaving the DR at 4/-. Note: The rules on armor are more complicated, but allow a character wearing mundane normal or masterwork armor to still gain a comparable AC. For a character that can attain a +16 or better BAB, the armor bonus winds up the same as the 3.5 rules assuming the armor is Masterwork and Enchanted. Weapons:
Note: These weapon alternate rules provide characters with about the same bonus to hit as the 3.5 rules, but wind up adding some damage. A character with a +20 BAB with an Enchanted Adamantine weapon will have a +4 to hit and do +10 damage (compared to the +5/+5 that a +5 weapon provides with the 3.5 rules). This extra damage is mitigated somewhat by the inherent DR armor and natural armor provides. Saves
Note: By 20th level a characters good saves will be +17, while bad saves will be +13. Multi-classing will give bonuses somewhere between +13 and +17. A standard 3.5 rules character will have +12 good saves (enchanced to +17 with a cloak of resistance +5) and +11 bad saves. Using these alternate rules the bad saves are slightly enhanced compared to the base rules, but overall are close to standard 3.5 rules. Summary for bonuses tied to BAB:
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