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![]() I played a healer that the DM targetted because I was bringing people back from near death to full health multiple times in multiple encounters. iirc even 'killing' the others did not really help. After a while, the enemies learned that to stop the party the healer needed to stop. I also could not attack. No benefit without penalty, after all. (Thank god for multiple encounter teleports...) As to when is it 'ok'? Mostly when tactics, or common sense for the enemy. Abandoning a party member for an extended period, usually fits (if not worse than death, which there is in pfs, like in LG). The 'not be a jerk' also is in the phb, the rule 0: Have fun (for everyone not just yourself.) As to an outsider (or other mob) killing a character when no other feasible options presented themselves (whether players hid/teleported out of sight, etc) I can see them taking a few seconds (ie: a round or two combat time) to look around to make sure the coast is clear. Dont get me wrong, it sucks having a character die, especially when playing up (or higher). But, if a group is barely able to play up, and they choose to for better mcguffins, then I probably would not go out of my way to kill/tpk, but I would take off any sense of kid gloves. I think its one thing if its a homegame, but standardized play is set up in theory for a specific level to be able to beat... (unless its an impossible APL 0 Bandit kingdoms mod...) ![]()
![]() any FF or zelda fans... Acapella... definitely worth watching... ![]()
![]() I will admit, I like the anecdotes. The hurler especially seems reminiscent of the group I play with. Our group has worked with a 'Give me a reason why it would work' type of mentality. Forcing the trip on the one guy, well, he could have given up his ready action. the mist i liked that touch, and to be fair, the attack may have been much, but if you said they saw a shape and they chose to swung... *shrug* communication has always been key, and it seems for good or ill, your group has seemed to hit a wall. I'd hate to say that you might have to go pure RAW, cause that leaves out a lot of ingenuity and interesting ideas. but at the same time, having players bicker at your rules and choices (rogue taking damage from hurl makes perfect sense.) then... ![]()
![]() Furs:
Source Advanced Player's Guide The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Survival DC 15:
Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15. Cold Weather: Cold
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. ![]()
![]() I admit, me and my group play somewhere between a 4 and 6... but, our group comes up with the oddest things to do, and sometimes it requires a quick firm answer. And dear sage Gaekub, my friend, you hit I think the best point. Not sure you want to be in my campaign i building, most of the ones i am building are not destined for a lot of greatness, but I might put you into the backstory somewhere. |