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Rezdave wrote:
Hmmm...I think any sort of path should give you a plus, relative to open "barren" ground. Hiking on almost any trail is easier than open ground, unless it's a hardpacked desert playa. Even the uneveness of rock is harder on the feet than a roadway. I think walking I 70 would be as easy as an open plain. Maybe the Ground Cover section should only apply under the Trackless part, with greater penalties? And then elevation is tough, because you usually don't climb straight up a mountain, but switchback, so your effective distance might only be a few miles, but your feet have covered a lot more. ![]()
Wiglaf wrote: 4, I’ve had issues with the lack of usefulness of the shield. It seems like people take it simply for the one or two point increase to AC but then ignore it. I’m working on a way to make a shield more of an active defense. My main idea is that a character could take a feat which will allow them to sacrifice the shield bonus to AC and instead make a Shield Block roll against their opponent’s attack roll. If they roll equal to or higher then their opponent’s attack roll then their shield takes the damage instead. This is where the shield hardness and hit points table comes in handy, as well as the option for making different kinds of shields. The mechanic for the roll would look just like an attack roll; BAB+Str+Feats+Masterwork or Magic=Total Shield Block Bonus. Interesting... Our house rule is called "Take it on the Buckler" though it can be used with any shield. If an attack roll succeeds, but succeeds by an amount equal to or less than the shield's bonus to AC, the character can opt to "take it on the buckler". Meaning the shield takes the damage (using its hardness and hp (but always takes a minimum of 1 hp damage). If the shields hp are exceeded it is destroyed. I suppose you could apply this as an option to any attack that succeeds. And add that if the damage was greater than the shield's hp, the excess is applied to the PC. "The orc's rusty axe shatters the wooden shield and only bites into your shoulder rather than shearing it off." ![]()
Kurocyn wrote:
Eh. Not a big deal for me. I see it as the equivalent as looking off a big cliff and saying to myself, "I could jump off this and get hurt, or get really really hurt, but I don't think I'll die." Which, thank god, I've never experienced without already having a rope tied around me. As others have stated, the hp system is perhaps the least believable (*cough* realistic) system in the game, this is just a play on that. They're okay losing xd6 hp, next time I'll make the cliff even higher! ![]()
SterlingEdge wrote:
That's a pretty good definition, but most of your examples aren't metagaming. They simply players not following what you want them to do. SterlingEdge wrote:
You post offering help, but maybe you need to be open to accepting help. I believe a DM should follow the first rule of Improv: Don't deny. A player tells me what they are doing, not the result. I let them attempt to do it. SterlingEdge wrote:
I don't understand this. SterlingEdge wrote:
Who's metagaming here? Not the PC. The PC is using information he knows from buying cheese in two different locales to try to make a profit. Play on. You're the one talking about rolling characters. Ugh. SterlingEdge wrote:
I think this has been discussed enough on this thread. I do draw out my explanation a little when a player takes 20, mostly though just on the rogue who's terrible at opening locks and then only a little to make a point. SterlingEdge wrote:
Again with the DM metagame response. How about: DM: "Okay. As you stick the tindertwig on the slippery area of the floor, your defenses are lowered and the Kobold takes a swing. You feel the bite of his spear (take 3 hp damage). Depsite your best efforts the slippery area does not light. The Kobold jabs you again and hits you in your shoulder (take 4 hp damage). What do you want to do now?" SterlingEdge wrote:
This is the metagaming I have a problem with. I would ask them to give me an in-game reason why they're casting a spell if they said this out loud, but it's usually not a problem because I also fake roll all night long. Mostly because I like rolling. SterlingEdge wrote:
Borderline. I've considered taking the die rolls away from the players but discarded it. Die rolling is fun. I don't buy that a PC would know he failed to see something, but I don't think this affects the game very much. After all if there's no time penalty (approaching monsters) who cares? He could be taking 20 anyway. "You don't find any traps" is no different than "You don't think you find any traps" in my games. SterlingEdge wrote:
Again, I hate to take die rolls away from the players. Let 'em find someone else to appraise if they want. The value may or may not change depending on my mood. It might even go down with a higher appraise, regardless of the value I had assigned to it before the PC found it. But I won't SAY that to the players. SterlingEdge wrote:
Well, I'm sure your players love you. Make them roll play. They have to Spot the rogue. Roll a Sense Motive. If no go, the PC will have to give me a good motivation for wanting to move over there. SterlingEdge wrote:
DM: "Ok. Roll a reflex save." I do that whether there's something in the YYY or not. SterlingEdge wrote:
Don't deny. Don't metagame yourself, out loud. Meta behind the screen all you want.Expect the same from my players. ![]()
Kurocyn wrote:
Both do the same thing, reduce the range penalty in half. So you end up with a range penalty of -.5 and in the tradition of rounding non-integers down, you've got a range penalty of -1. ![]()
Kobold Cleaver wrote: This is kind of off-topic, but has anyone else thought that you should be able to have vermin as familiars? I have. My DM and I worked out an agreement on a new 5th level Druid that had a spider familiar. She was a specialized summoner and I forget the details, but I gave up a spell slot or two to allow the Tiny spider enlarge to Large or from Large back to Tiny on command so many times per day. Never thought of riding it. ![]()
Thanks guys I will take all the considerations into account. I had already decided to start the adventure at a bar (what adventures don't start there) but I like the idea of retreiving an bottomless keg! I'm thinking of restricting class choice to Fighter, Barbarian, Sorcerer, Ranger and Rogue and dropping the Small races, to 'simple' things up. Thought? ![]()
This was a corrolary question in another thread, but it never got answered. So...do movement penalties stack if they're not of the same "type? Namely, does the 1/2 movement penalty of an entanglement (from a tanglefoot bag or a net say) stack with the 1/2 movement from getting stuck with a harpoon (which doesn't give a "type" for the penalty)? ![]()
I was going to jump in on the other "intro" thread, but I figured the issues are different. I've been playing in a regular group for about 5 or 6 years now. The group has dwindled from the original 7 to 4 and the main DM is leaving for a few months (in the middle of the STAP). I've run a few nights as a DM with a pre-built (Kingsholm) and am pretty comfy as a screen monkey. I've got a set of non-gamer friends, rugby players to drink a truth potion, who used to tease me a bit when I told them what I was doing on a Saturday night, but that teasing has turned into genuine interest and there's 3 that want in. I think I'll start it up in a few weeks, but I'm not sure where to begin. I've said I want a 4 session minimum commitment and at least 1 of the other 2.5 players is in too. Any suggestions on a mini adventure that will hook a few guys with no experience in 4 sesssions? I figure the first night would be character build (organic, who doesn't love rolling dice?) and then a little fight to get the blood up, but I don't know where to really start or a story arc that will only last a few sessions (but with the possibility of more...). Any ideas? ![]()
Dragnmoon wrote:
Can you tell me where to find this in the books? ![]()
One of our party members used Hunter's Mercy for the first time last night and the DM was not happy. The ranger, with his +4 composite longbow fired an arrow with a cold iron head at a jacked red cap in the cliffs near on Ft. Blackwell during the STAP. Even though he was using multishot and the red cap had cover, the ranger argued he had an automatic hit and crit threat. Spoiler:
Hunter's Mercy Transmutation Level: Rgr 1 Components: S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round Your eyes glow red, but you see the world as normal except when you look at your target. A small glowing dot reveals the creature's weakest point. This transmutation makes a bow strike true. Your first hit with a bow (not including crossbows) in the next round is automatically a critical hit. If you don't hit in the round following the casting of this spell, the effect is wasted.
The DM thought the spell was broken, the ranger (obviously) argued for it. It was the heat of battle of a long night, so the DM let it go though he said no to the multishot. What do you guys think? If DMing would you allow this spell? If an archer ranger would you NOT take it? ![]()
1) PCs using magic items when they don't know what they do is a door the DM should step through. Add some cursed items and that practice will end. 2) We have a house rule that you can take Identify as a skill. Can't use untrained, class skill for magic users. Can't remember the DC modifier but it's roughly = 10+ spell level + DM's choice, no retry. ![]()
I'm saying his IQ is around 70-75, based on my understanding of IQ distribution. I like the idea of the Cleric still being able to sound out words, so he can still use scrolls, but not be able to understand much of what he reads. He's an excellent roleplayer so I think he'll take to this. The party can't leave the Cleric, he's got an 18 Charisma and so they really really like him. ![]()
I've got a human cleric who has a 5 Intelligence and I'm not sure how many skill ranks he gets at first level and at each subsequent level. Does the human benefit of extra skill points get added on before or after giving the minimum of 4 at start and 1 at each levelling up? Cleric gets (2+Int Mod)
And at each level up does he get 1 or 2? Thanks,
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