I have not *yet* managed to burn my house down. Admittedly, this is only because I had not built a house yet when I started the forest fire. It was really just carelessness. I had just explored a giant (seriously - four hours of exploring) cave system that I got lost in. I decided to escape by opening a portal to the Nether (great idea right?) which mostly worked until six ghasts with bad attitudes showed up and started blowing up the world. I dug into the side of a hill of netherrack with two hearts left, built a portal back to the real world, and fled for my life. Unfortunately, I appeared in a cave, with no torches because "who needs torches in the nether? I've got flint and steel to set netherrack on fire!". Managed to get out using netherrack blocks on fire for light and digging my way up to the surface. It was dark and I was going to put together a crude shelter, but needed light first. And then I got a lot more light than I wanted :) I don't think I'm going back to the nether until they put in more stuff I want - I got soulsand, a bunch of netherrack (which I'm not really that interested in - I don't like the look much, though the fire is nice), and some glowstone.
Note to self: When using netherrack for light in the overworld, make sure that it is away from any wood or overhanging tree branches. Doubly-so if you are in a forest. PS: I'm sorry to all the trees, pigs, and other animals killed by a forest fire allegedly started by careless netherrack placement. PPS: Ok, maybe not for the pigs - the roast meat was excellent.
Bad dreams I've had from Minecraft: 1) The tunneling and constantly running into lava above you dream. Seriously - the first time you hit lava, it's cool. It's like "yay! I finally hit lava!". Second time it's ok, but it has lost a bit of the appeal. And then it's "*another* pool of lava?!? Seriously?!?" 2) The weeks of unending rain dream. I can't believe there was ever a time when I thought weather was a good idea - ok, it is still cool with thunder or rain when you are indoors. Outside, not so much. Outside for days on end during the rain? Really bad. 3) The dream of unending walking to get back to home. Having had to walk 4000+ blocks to get back to home, it sucks :) Get to see some nice scenery at first, not so great the fourth or fifth time you do it. 4) The "OMG this guy is unpossible" dream - the dream of the guy invading your base and dominating you with every object imaginable - not just diamond swords, but axes, shovels, dirt, wool :) 5) The unending "you were invisible/glitched/cheating" "no U" arguments that follow number 4. E-peen measurement included.
HalfOrcHeavyMetal wrote: I'm told that Lava will eventually turn to dirt if removed from the lava 'pool' over a period of time, yet I have not seen this in effect. Is this truth or yet more mis-information on the Wiki? No idea. Hopefully not, or it will ruin my idea for a lava lighting system. Come to think of it, I have seen online servers using lava lighting for areas, so it probably is not true.
Not a rule, but something to consider (I haven't done this yet but should): remap 'throw carried object' from 'Q' to something far away from the movement buttons. I've my stuff a fair amount due to being too far to the left (and opened my inventory, but that's not as bad) - luckily, I have yet to throw anything into lava, let alone something important :) I haven't really had problems with creepers yet. Spiders, on the other hand - freakin' ninjas jumping me in the morning off of my roof!
Tips: 1) Rule One: Never dig under you. You could fall into lava or a giant, underground cavern full of monsters. I probably should have posted this before Salama's mishap.
That's really all I have - I'm sure everyone else is better at this than I am. I have found iron and gold but no diamond yet - not sure when I will go looking, as I am still working on other stuff.
Thank you for the advice! Not sure if I want to mess around with lava yet... I guess I have some time to decide. Currently, I am building two walls, parallel to each other with a cleared area in the middle that (in theory) is monster free - lit with torches. Not sure how well it is working - I found one zombie in a cleared area today, so I'm not sure if there was just one area that was too dark in there or if my wall wasn't tall enough somewhere. My walls are currently two to three blocks tall - I try to make sure that they are two blocks above the surrounding terrain, but monsters might be able to jump from a block away. And they are not spider proof - I haven't run into an issue yet, but will have to make them spider proof at some point. And they are made of wooden planks, so I am going to have to do work before I mess with lava anywhere nearby. So far, I have cleared most of one mountaintop, down to a valley, and across the valley to the next mountaintop. Not sure how long my nerves are going to take this though. I know - I'm a wuss. It really hasn't been too bad - three creepers that I took out from on top of my walls (I pretty much never go down to the ground outside of extending the walls during the day). I hate trees though - they give me materials, but there is nothing as nervewracking as having to take out a bunch of trees - particularly the big ones that can take quite a while climbing to take down. Not sure at what point I will start on my more permanant wall that will hopefully look awesome - at least as a proof of concept before I spend all this time on one area.
Mikaze wrote:
No. I refuse. It's bad enough with my current unmodded version when one pops out of nowhere - I refuse to have one that actually looks scary - I will never get over the nightmares if I put that in my game. I may have gotten overly ambitious right now. I am working on building a wall around a valley, pacifying the area, and then building an artificial lake. So far, building the wall is going ok, but slow. Not sure if I am even a sixth of the way done. Doesn't help that I am doing this all as I build - I don't really have a plan until I get to the next hill. And I currently don't have a real feasible idea for how to wipe everything out in the valley once I finish the wall.
Kamelguru wrote:
And you could also arrange to meet with them the next to make sure the son got healed. You could even meet them after doing the ritual to ensure that they get healed that day (in case a cleric has an issue with just doing this for money - they should certainly perform the healing on the word of the awesome paladin who just rid the land of the uber-ridiculous vampire). Why does the healing of the child have to happen on this day and how does the paladin know it needs to happen that day?
Type2Demon wrote:
I don't want to comment on this thread really - just that this is an often used lines in American movies to show that the group saying it (usually a governmental group that operates on "gray" ground) are the bad guys in the movie, despite their claims to be good. And I don't think your criticism works for this case - no one is caring about the cultists or the guy who got the medusa pregnant, just the medusa (at least from what I can tell - I hate these threads because everything moves so fast and suddenly someone's supposition becomes what factually occurred). I can see either side and there probably is no way to tell from this thread what actually happened as far as how it was presented and how the combat went down. TriOmegaZero wrote: I agree that one drink isn't enough to claim rape. However, the training they put us through strongly recommends not engaging in intercourse when alcohol is present to avoid the situation completely. IANAL (I am not a lawyer), so everyone should get legal advice for their relevant nation, state, and/or municipal laws. Due to this, I am not going to comment on those issues at all.
Type2Demon wrote:
In my opinion, if your defense of the neutrality of an action are the stock lines in movies used to indicate that the "good guys" are bad guys in disguise, you might want to rethink your position (at least from a genre-sense).
TriOmegaZero wrote: Threads like these always make me feel I did the right thing by dropping alignment from my game. That's what I was trying to get at - it's not that I hate the alignment system, but the arguments on what each act means. Being able to debate things without needing to come to a conclusion makes gray style games better, in my opinion. My players fall firmly in the "we're always the good guys no matter what" crowd - so no taking prisoners, etc. Which is nice at times, and not nice at others. And there are never goblin women and children for their games.
mdt wrote:
I'm waiting for the "she could be sorcerer with still, silent, and eschew material feats who could wipe us out!" argument. I get the argument for the heat of the moment combat. I can even get the paranoia of dealing with one - having had a near party wipe from a bodak when it caught everyone with its gaze in one round. So I won't realy comment on this, other than saying that (in my opinion) it is a play style issue. My only other comment would be that I think that the problem with the alignment system is that there needs to be a final call on what something is, so there is no ambiguity of a character reflecting on their actions and changing their view of something. For Mikaze (and others who like the non-evil medusa argument and the dealing with medusa issue), I would recommend looking at "The Queen of Stone" book by Keith Baker. It is set in Eberron, and is the first in the Thorn of Breland series. If you are familiar with Eberron, the plot is: The Queen of Stone: The Daughters of Sora Kell demand recognition for Droaam, their fledgling kingdom of monsters. Ambassadors from the Five Nations gather at the fortress of the Great Crag to hear what their dangerous new neighbors have to say.
Thorn's mission: protect the Brelish ambassador and rescue a captured hero of the crown. It will take all of Thorn's skills to manage both without bringing war to Breland. That is, if she can prevail on the Daughters' deadly warlord.
Mikaze wrote:
Thanks for the link! I had found it an hour after posting, so now my garden works. And I've already slaughtered my first batch of pigs! And now my tree farms are working! Unfortunately, I did not get everything working before I decided that I needed to go outside for "just a bit to gather wood". Tunnel out, look around for a second, and get rushed by two creepers. Instantly killed - I only know what happened since I heard the explosions. Spawn back out in the middle of the desert, only a rough idea of how to get back to my base (I know - noob, and I hadn't gotten wool yet to make a bed. Next time, I am totally mugging every sheep I see on the first day of my game). And thirty seconds after I spawn, night falls. Oh well - at least I had time to build a pathetic hole in the sand to hide in. So how are you building an underwater base?
This game literally has me watching grass grow, in game. Seriously - I am trying to get grass to spread into my underground cave so I can start an animal pen. Hopefully this works. I swear this game hates me and gets harder with each new game. First try - well, ok, my first try sucked since I didn't know what I was doing, wasted half the day (no tutorials or research), and ended up hiding in a small dirt house (2x2x2 baby!) while listening to stuff outside trying to kill me. With no torches. The next game was nice - got a nice set up going, then I want to try something different. See virtually no bad guys and get in no fights - the closest was a skeleton archer tried to pot shot me on my front lawn. Start over - dumped in an arctic wasteland. Survive for a while, get tired of spiders (ninjas man!) and trying to build a farm. Start over again - dumped in the middle of a desert wasteland. I think to myself "self, you really didn't know how good you had it in the arctic." Hike half of the first day, get to mountains with grass and blessed trees. Hike up a mountain, dig a shelter. No time to do more than secure it with blocks - not even a door - but I am ready to mine for resources. The next morning, a creeper blows up half the structure. I survive, move over and build a more permanant house. My house is on top of a mountain (a steep mountain). It is grand central station for bad guys. Every morning, I look out and see at least one creeper waiting. My first morning there, I killed three of them. The next morning, two more. Now, I don't even go out since I have to kill so many of the things. Sigh.
TriOmegaZero wrote:
Don't you know all rangers are required to come from a small village that was wiped out by <insert first favored enemy here> before their eyes, while they were spared so that they could nurse their hunger for vengeance :) TriOmegaZero wrote:
Envisioning different characters with the same mechanic? Inconceivable! We've got 11 characters in core - one for each class :)
ruemere: These are just ideas and your milage may vary since they are trying to reconcile story with system.
You could state that V needs the symbol of the warden (and possibly the defeat of the five) as an event that changes her perception of herself and her circumstance. So instead of being controlled by her past, she now feels able to control it instead. Maybe she was always more powerful than she thought but had thought she was weak and unable to help her husband. Alternatively (and this is really unpolished and probably unhelpful), you could look at inventing a ritual to bind the authority of the badge to her - possibly based on what the Whispering Way was doing with the binding of the sheriff's spirit.
Reckless wrote:
In this thread, James Jacobs admitted that there were flaws in the trust system. Specifically, that not enough trust points were detailed to let a party reach the maximum score. Specifically in this post (my excerpt is slightly edited): James Jacobs wrote:
Not an unfixable issue or one that requires a lot of work even, but definately an issue as written in the AP.
Vigil wrote:
I disagree since the haunt descriptions in the article of pg 64 include the specific methods of destruction, which characters may or may not know. It is one thing to hide player knowledge of the exact stats of a monster but another to have to fumble around with the knowledge of the only way to destroy a monster forever. See every argument on the tarrasque in 3.5 for example. EDIT: I don't mean to be too forceful on this, but I think people should be aware of this before deciding that it is just like reading a monster stat block.
Stonesnake wrote:
Yes, the OP realizes this. The issue some have is that they do not view that as in character or that their parties will complain that the Splatter Man "took a dive" and thus detract from their enjoyments. Douglas Muir 406 wrote:
Hi, First, welcome to Pathfinder! There was some discussion on this topic this thread. There are some additional rules for haunts in the Pathfinder Reference Document: http://www.d20pfsrd.com/gamemastering/haunts I think this was the main post that would answer your questions (mainly the second point on destroying haunts): Brandon Hodge wrote:
ProfessorCirno wrote:
I still have fond memories of werewolf though. Memories of the high-rage leader of our party flipping out and cutting me in almost in half with a silver glaive during a stare-down. We were staring down since his plan was to "go there and kill the bad guys" and I objected that that was more of a goal, not a plan. That and the final battle of that campaign (after begging the storyteller to let me heal my deflated lung from the previous event) where the BBEG 5th gen vampire triple-botched on a movement check and managed to fall and stake himself on a tree root sticking out of the side of a hill. Good times - I probably wouldn't go back to that, but it was fun at the time.
BigNorseWolf wrote: Good and evil are, to me, about the harm done to others. Is the person being hurt? No, they're already dead. Peoples reaction to it is more a mater of societies conceptions about the respect owed to the dead. People kill and eat neutral creatures all the time, start wars that kill hundreds of thousands of good and neutral beings all without being EVIL.. these seem far worse than abusing a glorified sack of meat from which the soul has already departed. I would agree with this - particularly when you start getting into the magical creatures that are sentient in Pathfinder. Are you guys willing to say that all dragonshide armor makes you totally evil? I agree that this might be offputting for the GM to deal with in game play, but I wouldn't label it as evil. And if the party got a reputation for it, it would affect their interactions with everyone who cared about this societal norm and who had heard about it. Also (and this is a serious question, since I have never dealt with it in my games) - what do people do with the dead bodies of everything the party has killed?
Steven Tindall wrote:
Interesting. I have the Magic Item Compendium but haven't really looked through it too much. But, I think I prefer to just houserule :) I still play 3.5, but generally handwave it since one of my players always plays a Warlock that can detect magic at will and has a good Knowledge [Arcana] skill, plus I vastly prefer to not have to have more notes on what treasure is what. Steven Tindall wrote:
My group is similar in the not wanting to deal with morality in their escapist fantasy games, but they go the other way - they are always good, but orcs should always be evil and there should never be modules leaving you with the dreaded orc women and children to deal with.
Brandon Hodge wrote:
And I would say that if the characters don't have the knowledge skills, you might encourage them to ask the local people nearby, researching any old stories concerning the area (much as is done with the history of the prison in the AP).
Damian Magecraft wrote:
I don't know that I would go so far as to have traps that target other areas for damaging spells (it seems too much DM versus players to me, but that is just me), but you could have traps that are delayed (firing some number of rounds after they are triggered). Alternatively, you could have some traps that the players need to make sure aren't triggered - for example, traps that set off alarms alerting the enemy, traps that set off a more complex trap (spikes pop out of ceiling and it starts descending, etc), or traps that create monsters come to mind. Setting the trap off wouldn't seem like a great idea then. Still going with not having enough information to make more of a judgment on this, but that if it is bothering you, mention it to your group. EDIT: You could also have resetting traps. Sure, the party has found out that the door has a trap on it that casts dispel magic or something on them, but they still have to deactivate it to get through. Also, traps that damage or destroy the body (though they might use the pieces).
Set wrote:
There have been times that I've wanted my players to go along with something like this - particularly when the adventure has too many humanoid opponents and their wealth-by-level gets off, or they pull a 'Greyhawk' (yes, my players wanted to strip all of the stonework out of the floor of the Temple of Elemental Evil to sell). Unfortunately, they love looting too much. I have stopped making them identify gems and potions and have identified them on the spot - it was too much work trying to keep notes on what everything was from the cryptic things I would tell them when they get around to it two months in real time later ("Vials of blue liquid? *Looks at notes* Are you sure it was blue liquid? Not pink or green? *crickets* I got nothing."
All the PCs have their own initiatives (and any NPC party members), but similarly statted monsters go on the same initiative (so all goblin warriors on one roll, goblin shaman on another, wolves on a third, etc). It works fairly well except for when there are multiple of one type of enemy with an area of effect damage attack (I still remember wiping my Return to the Temple of Elemental Evil game with a group of four nightwings casting cone of cold on the whole party at the same initiative count - 60d6 really hurts).
If this is something that bothers you, why don't you talk to your players outside of the game? Tell them that this is not the style of game you want and that this is something that hurts your enjoyment. I think that would be better than a ghost or undead coming after them seeking vengeance, which could be perceived as the DM trying to "get" the players. Not that I disagree with that as a possible cool plot idea, but it is important to look at how it will be perceived and to be honest with them about how you view their actions with the NPC's body. Aliases
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