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LastKingDown's page
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I am currently running a similar "Low Magic" "Zombie apocolypes (but not with zombies)", Run-and-Gun campaign, but I did overlook the idea of the party crafting their own magic items. My party approached me with this idea first, knowing that Low Magic (in my mind), mean very little magic, in the way of casters, and/or magic items. I thought about it for a little while (the time before the next session), and told them that they could craft anything from the typical lists of crafting magic items, but I would be adding special materials to the list (ie, quests of sorts), so that they would legitimately have to "TRY" and craft things, instead of an basic DC check that resulted in magic items. I also told them if they wanted to trade their crafting feats for other feats, and crafting skills for other skills, they are more than welcome to, as I neglected to mention this prior.
They all seemed very accepting of this, as we were all on the same page when it came to keeping the campaign "Low Magic".
As I DM, I basically explained things using Lord of the Rings as an example . . . Crafting things is VERY hard, and that is why there is so little magic items in the game. I told them that their characters, and the items that they crafted will be similar to items in LoTR that are handed down through generations, as they are that rare. We all came to an agreement in the end.
This really isn't "advice", so much as it is my own personal experience with the same issue, that was resolved.
TTFN
--LKD
I didn't think so, but it must be... Hmmm.
Well, thank you for you help. :)
Hey, again -
I seem to recall a spell/item/effect that was basically the lesser version of Speak with Dead. Basically what I'm remembering is once the corpse was effected by the spell, it would speak the last words it spoke before it died, or reveal the last moments before it's death? Does anyone know what I'm thinking of? I cannot find it anywhere, and am wondering if I'm crazy.
Thanks a bunch,
-LKD
Hey there.
Alright - The title pretty much says it, but the long version is...
I am running a heavy role-play, custom campaign with a WIDE variety of "important" NPCs that the players are interacting with on semi-regular basis, ranging from the shop owners who all have backgrounds/personalities, and families, to city officials with likewise back-story, servants, employees, ect. Not everyone has a background, and all that, but my list of individuals is increasing, and I want to keep it that way, I feel like it's adding a great deal of depth, and flavor. I know who they all are in my head, but that seems unfair to the players, and allows room for error.
Additionally, I have a pretty diverse list of monsters in the area/world, and seeing as I'm running a "sand-box" game, where players can go wherever they wish, how would you keep track of monsters?
Any advice would be appreciated, but I'm mostly curious how other DMs handle a heavy load of NPCs.
Thanks a ton,
-LKD
The player is reacting ingame the same way he is acting out of game. Im jut going to ignore the out of game nonsense, and address the ingame issues his character is bring to the group.
I don't mind the fact that were against the DM, or that he even has a favorite, but that he's allowin his favorite to challenge the group in/out of game.. This other player has become DM #2. By RP I merely meant to stop being buddy, buddy to this monsterous player/DM that's traveling with our group. The othe players are mildly bothered this, but not enough to say anything. So I'm gonna just deal with it, and not get in the way of everyone else's fun.
It just feels like its us 3 against the DM, and his favorite, but your right.. Perhaps we can jut RP it that way...

Hey, Folks - Me again! Hurrah!
So, I find myself in an unusual position. I'm playing a game with 3 other players, and a DM. 2 of the players, and I get alon really well, often help each other, praise each other, ect; However, the 3rd player although a nice guy he is always tryin to outplay, outshine, or otherwise combat the rest of the group (Including the DM) in, and out of game. He often plays the role of Rule Nazi, arguing with the DM on what can be done, always in his favor, and usually against the players. He also has a habit of looking for loopholes that he can get around to quite frankly screw over the DM and his story, or the plays in, and out of game. As if this wasnt enough it seems that the DM caters to this player, letting him bend the rules in his favor, while being firm with the rules when it comes to the rest of the party.
I'm not sure if the fact that us three work well together annoys the DM, or if the 3rd player just complains enough that the DM gives in, or what, but it's getting silly now.. He's allowing player 3 to alter things mechanically, and story-wise while telling us 3 that we cannot. I was told I usually outshine the other members, and that he doesn't like people screwing with his story... I do not know how to proceed. It also seems that if any/all of us brought up this issue it would make future sessions very uncomfortable, and create a wedge between he DM and I, while makin he 3 member feel like he's unwanted.. /sigh. It's exhausting. I've been playing with this DM sense the beginning, an font want to quit because of one manipulative play who thinks he's better than everyone else l.
What do you think I should do? Is keeping quiet and learning to deal with it probably the best option? Should I confront he 3rd player? I honestly don't think he /knows/ he's doing it, I think he just naturally thinks hes smarter the rest of us, an deserves more.
I don't mind letting go homebrews, or arguments, but we should all be forced to let go these things, or am I the one that's jelous?
Thank you all for your input, everyone!
Your Googly Eyed Potato Friend
LastKingDown
After all my himming and hawing it turns out my DM changed his mind, saying I tend to outshine other players anyways, and have to go the 100% legit rout, so no homebrew. I guess he doesn't want players coming to him every session with "changes" for their characters, which I guess is understandable.. So maybe I'll go full witch with 1 level in a class that gives armor/weapon training, take The Arcane Armor feat (forget what it's called) that allows me to ignore ASP for a minor action, and call it good.. I'll just play my Wytch (the Y looks more masculine to me haha) as a semi melee character, or something. Thanks again for your very fine help :)
I really like your crowbar recommendation, Beej - I /may/ just play a Witch, as I have not done so before - Im just skeptical to get stuck into a boring hex routine or something, as Im aiming for level 20.. Im likely overthinking the entire situation. Thanks again for your guys' great recommendations! I may aim for the Druid19/Witch1 rout, or just go full Witch.. I hadn't thought of looking at Magus before.. Witch/Magus may be right up my ally..
I looked at the Hierophant, and could seriously see myself becoming a powerhouse, which may, or may not be the best thing. Im gonna throw all these ideas in front of my DM and let him choose, so at least if things get wacky I can tell him its his fault :P (j/k)!
Thank again, you guys are great, I never expected such an explosion of aid from these forums - COOKIES FOR EVERYONE, and I love you all so much I'll even give you all the double cookies with the icecream inside :O
Thanks for the quick responses! In glad you all know where I'm trying to go with this. I definitely checkout the hyrophant. I'll talk to my DM about what I can tweak. Id u agree a witch without hexes is just a sad wizard, and I don't want to forgo hexes so much, as downplay their roll.. Would you all think that trading Wild Shape for select Witch hexes would be over powered? I really liked the walking hut one lol! Or maybe I'll just try Witch, I just usually enjoy playing the hardier classes, and squishy ones tend to lead to a Me rerolling anyways :p

Hello all!
I would like to say I'll get to the meat of the situation, but this could be rather lengthy...
Im starting in a campaign in a couple weeks with 3 other players, and its out first time with Pathfinder, although most of us (including me) are veteran gamers.
Im trying to find exactly what I want (who isnt?) as we'll be trying to take these characters to level 20+
I saw the Witch class and really liked the "idea" of it, although I didnt really care for the Hex mechanic as much, and I think more liked what it represented than what it actually was. Sense then I've been pouring over books, and forums, and I think I've come close to what I want to play...
I really think that Druid is where I need to begin.
I was really hoping you fine folks had some ideas to make my Druid more Witchy...
My DM is pretty lenient when it comes to homebrew when it doesnt tweak with a class to simply make it overpowered, and is even more lenient if he feels your character might mildly cripple himself for RP purposes, granting other boons usually.
Im thinking of ways to trade Wildshape, or other Druid features for witch abilities/spells? Or maybe something totally homebrewed? I know it sounds crazy, but Im mostly just brainstorming.
Any ideas? Druid/Witch, Witch/Druid?
A dark hero, using something less that good to thwart his enemies. Perhaps overly violent, overly cruel, but he justifies himself by only targeting evil people.. Catching my drift? Pickin' up what Im puttin' down? I hope so, cause I keep confusing myself.
Some features I really enjoy. Light Armor, 3/4 BAB, Utility spells, Strange spells (Beguiling Gift +poisoned food/unholy water/ect LOVE IT)..
Anyway, thanks in advance for any ideas you all have.
Ask any questions you have!
Your Poo-Brained Friend,
LastKingDown
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