Sajan Gadadvara

Maplehoof's page

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I'd allow it. I think it's clever.


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I can only imagine how many times this question has been asked before. It seems like a biggie. I apologize in advance if I missed some big thread on this topic.

When GMing, do you prefer to use premade adventures, or make your own stuff up? Or, what combination of both do you use (if applicable)?

I, personally, have always made my own stuff up from scratch. I never even fathomed getting a module or adventure path until I went on here and saw how many GMs did just that.


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I recall my players wanting to combine Create Water and Ray of Frost to freeze water over an enemy's head to crush him. One would cast Create Water, and the other would ready an action to cast Ray of Frost when the water appeared. I allowed it, and I allowed the victim a Reflex save (using the higher spell save DC of the water-producer or the freezer) to avoid the damage (1d6 bludgeoning). Honestly, it was a pretty creative way to combine cantrips/orisons, and it seems balanced that two 0th-level spells would combine to make a 1d6 with one roll to avoid damage, compared to 2d3 with two rolls to avoid damage (from, say, two rays of frost).