My Self wrote:
Players don't like optimized enemies, because properly optimized and played enemies can force multiple resurrections, even if they ultimately lose. Also, optimized characters are often more difficult to understand than a single-class enemy with CRB feats. Plus, flavor-wise, optimized characters are usually really, really weird.
I understand. And I don't disagree.But let me at least look at wizards.
A high level wizard should be really hard to kill. Tactically, id someone has breached the "wizard keep" they should have already escaped to the secondary hideout.
My wizards tend to have multiple layers, it seems that the other side would as well.
I have not played high level PF (>10th).
But in general it seems that big boss guys in published adventures seem underpowered. How often do they take advantage of the time and paranoia to have defense in depth?
Don't know why its bugging me, but with all the postings of character builds, it seems that bad guys are never optimized.
Black Company is a series of books about magic and mercenaries from Glen Cook.There is a D20 supplement based on the series.
Some of the better writing about magic, illusion, necromancy, and evil doing the "right thing".
By the rules, I believe it depends on how much you spent on the wood.
Sending an exhibition ( that costs thousands)to the tallest mountain where there is a common pine, cost*3, as long as you take long enough to make it.
(yes its a game flaw)
Decimus Drake wrote:
So what is it exactly that this player is actually doing? Also why not become the new captain yourself? With spells such as skeleton crew, unseen crew and mending (and similar spells) you could fulfil most roles yourself so why not captain too?
The character I was playing lost his ship to an encounter in book 2. Since the "Graff Spee" went down, he decided his time as captain was over.
And the drama with player who is captain seems over.
Its all moot at this point. Character died playing in a "necromantic fog"
I still done understand player, but crisis is over.
Tiny Coffee Golem wrote:
Jayson MF Kip wrote:
Wow. lots of good material here. Thank you all.Once again, I cant tell if this is guy is really good roleplaying, or just being a bad player. He has done things that I have a hard time understanding. Not necessarily "bad wrong fun", just odd.
Talking to him in the past sometimes works. I just need a plan in case he does not listen.
Decimus Drake wrote:
I'm playing human.He's playing a 1/2 efriti type, but has not submitted a hero lab compliant character sheet.
Does not have access to flight, seems to like to shape change and charge, does not have lots of magical gear.
my character can fly, can be invis, can summon, can get him exhausted easily,
Why do you feel the need to do this? Is he particularly susceptible to Will save effects, and you are concerned that you need to protect the party should he get dominated, or something like that?
Some in game stuff, some out of game stuff.
Our "Capt" player has left hopefully he will be back.
I expect that the character to make an attempt at becoming captain or challenging character to duel.
So if necessary, would prefer to take him down quickly, dramatically so that no further challenges occur.
And it might not happen, just want to be prepared.
Sorry, assume that character wrote scrolls himself.
One last point, by strictly laying wealth gain at the hands of the GM you essentially destroy player agency, no matter how well or poorly a character succeeds or fails it won't really matter because they can expect the same amount of reward as per their quixotic faith in the wbl guidelines.
That is what I have been saying for years.Thank you
I'm dming a group that has access to a powerful spell (End of book 2). The idea of a spell jammer type ship has been suggested.
I think its a great idea, like you.
At this point they have teleport, but they have minions.
For the record.
Love the litch discussions....
In all seriousness, would they not have simulacrams like crazy?
In the past I've allowed players to have whatever magic items they could afford, and I never saw many issues with that, but I'm looking for a change. I'm about to run a homebrew-heavy campaign, in which I've done away with the ye olde magick shoppe and magic item creation completely. The gist of it is that the secrets of creating magic items were lost long ago, so shops that buy and sell magic items are dealing in scavenged antiquities. It's not that magic items are super rare per se, just that you have to make do with what you find. I'm also implementing a houserule creating two extra ring slots, that can only hold 'left hand rings of mental stats' and 'right hand rings of physical stats'. This way players feel less pressured to give up their interesting belt slot and headband slot items in favor of boring stat boosts. I've talked to my players and they seem down for it.
Your game- your rules....
But can you explain mechanically how that happened? Does this mean that all the wizards have died?
Becuase knoledge is really Freking hard to kill.
Not disagreeing at all, but with 50K cash to burn, they probably have the ability to teleport where they need to go.Just a speed bump?
Simon Legrande wrote:
Probably becuase the items are generally much more durable than normal items. they dont rot, corrode, become brittle.They tend to stick around.
SnS game, 9th level (universalist wizard). Book 3?
I have a character that is being followed by a Dexterous type in all black. Probably shadow dancer. Is able to follow through teleports (OR) is backtracking my trail.
Is there a way to detect this tracking?
It is possible rule of cool>PRD in this case.