Boggard

Ksorkrax's page

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Must-have skills are redundant (I'd even remove Perception as a skill)


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Xum wrote:


Mate, they SHOULD have a problem IN CHARACTER with a guy that does nothing when they are on the brink of death.... wouldn't you!? That's all I'm saying.

I would even laugh outside of the table, seriously, wouldn't get pissed with that guy, but in character I would be all over him for leting his friends die, for sure.

Yeah, the characters have a problem too but it's core lies outside. Different styles are meeting and this is a problem between the players.

"Get pissed" is a little harsh, it's just a problem, but one that could prohibit playing together. (yeah, that's sad but it is how it is)
cp wrote:


You can even give the guy 25 xp for role playing, or 75 if he really does a good job.

Otherwise, he will soon start getting the hint.

I still don't get why he has to get that hint. Can't you just tell him?

See, the problem is, if your method works what have you done? You manipulated him in acting according to your biding. Behavioristic conditioning. Don't treat humans like that.

Treantmonk wrote:


If we are discussing "Roleplaying vs Optimization", we might as well be discussing "Mustaches vs Roleplaying" as it makes about the same amount of sense.

Basically I agree but remember that there is a difference between logic semantics and how they are used.

Usually when someone talks about Roleplayers or Optimizers, he means people who are extremely focused on RP or Optimizing, neglecting the other thing - it's a figure of speech.
There are people out there who do one thing exclusively and you need a word for them. Also they most likely define the categories (I mean, it's basically the same everywhere where you can find any sort of category, say "jocks" and "thugs" and "geeks", most people do not fit exclusively in one of these categories still they make some sort of sense)


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Rolling them behind the screen is when players should not know the result, for example: "is this water edible or is that black mushroom a dead giveaway that it is poisoned?" *rollingbehindscreen* "you think it's edible."

if you need to fudge you should think about introducing a hero point system instead


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Hopefully you're playing with grown-ups - which means, it's not your role to educate them. It's the same like DMs who look for tricks to bash munchkins - if the DM (or someone else) has a problem with anyone (in this context, a minor problem: "you don't RP well"), he should talk directly to the person.
Players are not to be educated and especially they are no dogs of pavlov (exp triggers good role playing)
In some other systems (I grew up with The Dark Eye and in TDE 4e, levels are only a measure), level differencies aren't that big of a deal, in d20 only one level difference can be quite important (especially at low levels) and if the characters are at different levels, there'll be bad mood at the table

Ringtail wrote:
I just don't give out XP. Players level their characters when I tell them to.

+1


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Point is, there is a huge difference between "optimal builds" you post on the forums and builds you actually use - for example, most of my chars have at least 10 int, in 20 pt build it's quite rare for me to sack a stat.
Same goes with "munchkin builds" using loopholes - posted on forums, they are kind of fun (as is this idea of 300 peasant readying handing over a pole to create a highspeed canon out of them ^^)

Also, done for a short time I imagine playing a munchkin party quite funny (same as playing the character of my forum name - Ksorkrax, the Klingon Ex-Jedi Space Pirate, Corsair of the Padischah Empire)


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The druid language is a secret one, so it's quite common for a player class to be somewhat of a secret society ("occult" in it's true meaning) which means that it could be that the alchemists just don't tell people their secrets.

As for bombs, especially if you talk about the medieval moslems, naptha (greek fire) compares quite nicely


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http://www.headinjurytheater.com/article73.htm


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Make sure to seperate free fall from fall in atmosphere.
At high speeds, the viscosity of air becomes a great factor, limiting the acceleration. (if you have wings or some kind of parasol, the viscosity becomes strong quite early)