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![]() I think a lot of players develop a "shoot first and ask questions - perhaps" attitude because many monsters are evil and are written as "shoot first from ambush, fight to the death and never ask questions" and most DMs play them as written. The rules don't require this in any game but you may have to modify modules and manage player expectations before starting a game. The orc's greeting has to be "hello human, how are you today?" rather than "12+2=AC14, does that hit?" My last character (D&D 3.0, petered out 2 yrs ago) was Ari1/Ranger12/Wiz1 with total modifiers of Diplomacy 18 and Bluff 17. Between the reactions of the NPCs/Monsters and the other players she almost never got a chance to try to use them - by the time it was her turn the fight was already well under way. Do be aware, though, that this is going to be harder work emotionally for everyone. Dealing with "people" is different to bashing unimportant pixels. That is precisely why some monsters are intrinsically and irredeemably evil. That enemies can be so easily categorised is perhaps the biggest "fantasy" of the "F" in "FRPG", the biggest difference to the real world. ![]()
![]() Dire Elf wrote: But speaking of that, why do the NPCs always know about magic? I'm always disappointed to play a magic-user and every non-magic-user NPC seems to know not only that I'm casting a spell but what spell it is. I'd like to encounter some NPCs who are awed/frightened/intimidated by magic. Sometimes I would like to play in a campaign more like the middle or dark ages where EVERYONE believes magic is real but virtually NO-ONE has ever actually seen anything that is indisputably magical. It need not prevent players having magic-using PCs but would just make them more special. Of course, the GM's job would be harder as there would be fewer magic-using opponents but on the other hand, when they do turn up, you absolutely plausibly need specialists to deal with them. ![]()
![]() Otherwise, ranged weapons from long range with use of cover, good separation between people, and disappearing up alleys, through houses, dropping things from roofs, and remembering that part of the plan is to spend every other round moving while your fellows cover you (and that movement can be AWAY). Having someone hiding to hit him over the head from behind as he goes past chasing you while you run away (ready an action). Or invite him for a drink and make it a Micky Finn. ![]()
![]() GreyWolfLord wrote:
What did the sister get? : Commercial advantage. They are supplying a refined natural product and they are in competition with each other. As I understand it, elder brother is richest, sister is no. 2 and little brother is no. 3. Mother's inheritance comes from big brother's estate. It will seriously reduce his wealth and power. It is greater in value than little brother's entire estate (which is why he wants it and why big brother doesn't want to lose it). By protecting Jupiter and helping her towards her inheritance (through the nice cheap and easy expedient of just handing her over with a smile to the police when they turn up) she reduces the power of her biggest competitor, prevents the strengthening of the competitor below her, and increases the value of her own assets by putting a large resource out of production (because even if Jupiter does decide to go into the family business, which is highly unlikely, she won't be in a position to be a major competitor for a long time). No need to get into a messy fight with her siblings or the law enforcement authorities. Don't worry about grabbing other people's assets, sit back and watch the value of what you already have increase as they destroy each others'. ![]()
![]() The Indescribable wrote:
Eventually you will die of dehydration or starvation.
About Doctor StrangemeatCN Male humanoid (Orc) Adept 9 Init +2; Senses Darkvision 60 ft, Perception +4 AC 16 hp 48 Fort +5; Ref +5; Will +10 Speed 30 ft. Melee
Ranged
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8 Base Atk +4; CMB +8; CMD 20 Feats
Skills
Traits
Languages
SQ
Magic
Equipment
Background
Then the day came. The tribe's scouts spotted a group of intruders, crossing into Orc lands. They were small, pathetic creatures, fit for enslavement and consumption, so the warriors went out to take them. They did not return. Instead, the little creatures followed the warriors' trail back, and laid waste to the camp, slaughtering the young, the old, males and females alike. Tsadok tried to fight them with his magic, but one of the little things had magic to counter his. Tsadok fought as an Orc does, but he was badly injured and his people were... gone. He fled. Tsadok cowered in the first cave he could find, hiding himself from the little things and from the light of the sun, which seemed to be mocking him. More than anything, he wished he could hide from the terrible confusion that gripped him. Orcs can overcome bad memories without effort, but not Tsadok; his mind continued to be filled with terrible images and feelings. He was an Orc, his people were the strongest. How could creatures that barely reached to his hip have defeated him, ended his tribe this way?
When next an Orc saw Tsadok, he was different from who he had been before. His hair bleached pale by the terror, his face contorted in a mad, happy grin and his mouth spewing what sounded like nonsense, Tsadok was the very image of a crazed hermit. The first Orcs who saw him drove him away with thrown rocks and insults. When next outsiders came into the Holds of Belkzen, Tsadok guided them to the Orcs who had ridiculed him. There was no malice in this for him. If his people would not listen to his words, he would use other tools to beat them into shape. Nowadays, Tsadok is a minor celebrity, even a legend in the making.
Regardless who he deals with, Doctor Strangemeat is a happy, even charming fellow. He is gregarious and garrulous, more than eager to share his knowledge and sell useful equipment, no matter who comes calling. If he meets outsiders, he offers them the hand of friendship and every bit of aid they need. If Orcs approach him, he does the same, but he always tests them first. Lair
Outside the cave, the Doctor has built a stable and training ring for the megafauna his Orc customers bring to him to train. A second, smaller stable is reserved for apprentices who come to him to learn magic or martial arts. Doctor Strangemeat makes a reasonably steady living, training living, moving weapons platforms for Orc tribes, not to mention passing on the deadly Boar Style to eager young bloods.
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