Danse Macabre

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Hey, if you'll GM I'll play! I'm also relatively near to Nashville and have had trouble finding a RL game, so I've been making due with online, but it'd be nice to get back in the habit, especially with a Pathfinder game.
Toss me a reply at Iceciro(at)gmail.com so I dont forget! Hahaha.


I coup-de-grace PCs whenever it's feasible - like in the above. I don't understand this new mindset of "If I botch my save against the mob's Hold Person I'm out of the fight."
No, if you botch your save, the orc is going to behead you, if your allies can't get to him. Hold Person is Save-or-Die in the right circumstances for mobs, and it should be for players too.

It's the "one set of rules for PC combat actions, another for mob combat actions" that tends to make power-gaming prolific in my opinion. If the PCs can break the game, I will introduce mobs that do too, and thus parity will be achieved (even if I have to kill off the offending rollplayer so the roleplayers can enjoy the game.)

Besides that, it's the level of power of the enemies that truly determine heroism.

And one of the best moments in my DMing time recently was when my party, barging through a dungeon, found that Orc Sorceror who dropped the fighter cold with Color Spray (the fighter charged around the room to get to him and was nowhere near his party members.) For six straight rounds the party rogue managed to nick the nearby Orc with his crossbow and save the fighter from the Coup-De-Grace attempt, in one case hitting the AC exactly on.

The Fighter and Rogue remained really good friends for the rest of that adventure, I assure you.


Dissinger wrote:


Yeah, that's what I said.

He was asking if an undead killed the guy does it hamper, to which I answered no.

All Raise dead asks is if the body was raised as an undead minion.

Oh, I agreed with you, just giving my rules background as to why.


I'm going to say, that Raise Dead does NOT work on a character/npc turned into an undead, then destroyed.

The reason is that Ressurection specifically says it does raise someone killed by a Death Effect or turned into an undead creature and then destroyed, and the opening line of the spell is "This spell functions like Raise Dead, except..."


As a DM, I would in general follow with Iczer's thoughts on the matter - the Monk has trained to be a deadly weapon in his humanoid form, not in the form of a giant rat or bear or whatever.

To me the best ruling would be that in a form where it would make sense (another humanoid, a bipedal creature, etc) it's one thing, but getting a tiger's claws to be treated the same way you treat monk fists? No dice.

But like most things, I'd be looking at how my player rationalized it to me within the confines of the game, rather than just looking at the rules - it's one thing for him to say "This is really neat to me and I want to do it, so in my mind it happens as X" than "This is going to give me a mechanical advantage and the rules don't say I can't!".


Evil tends to play really well with Lawful Evil - they're smart enough to work with most party members and not kill them. The only class you can't make them get along with is Paladins.

I've never had an issue with my PCs playing evil characters, because there's an OOC agreement that nobody tries to sabotage the party. I've seen characters of every alignment sabotage parties for some wierd little desire to be disrupted, but that has a lot more to do with the person than the alignment.

Some people just use it as an excuse, just like they use being the rogue as an excuse. Doesn't mean you should ban them, and I personally hate every time I see such a sidebar saying "don't do it, it causes party failure" in any sort of publication. Evil characters require maturity, but they shouldn't be maligned as much as they are.