Fnipernackle wrote:
Right, this hypothetical body builder pulled off a good death glare. Without that they are just breaking more stuff. Granted, he could probably break me too, but that doesn't mean I'm intimidated by that fact. Just being strong isn't always intimidating, maybe they seem too nice or something. it's the look combined with the display of strength that tells me that they can break me and are WILLING to go through with it.
JoeJ wrote:
I like that idea, it really isn't that hard to use. It would go something like: "RUNE NUKE"........no effect. "CHEESE SPRAY"......no effect. "SUPER SNEAK ATTACK OF DOOM"........no effect. Plot time ;)...... If we must......
EvilPaladin wrote:
So, if I'm following the conversation correctly, Cthulhu and Schodinger's Wizard will eternally battle for ever and ever, each one only actually killing clones and simulacrums, or banishing the other to another plane for a few millennia?
That's the issue with higher level play in general, most problems can be solved with either "BOOM" or "DIVINATE", while the other party members watch the magic show. It doesn't have to be like that, but it can. It's not "wrong" or "cheap" it just is. Some people enjoy it. Loopholes exist. I'm sure the game designers didn't intend to have their [pretty minor] trap spell become the bane of all existence, but it was written that way, with a very easy to exploit way to use it, so it just gets added to the numerous ways a high level wizard can literally destroy anything with minimal effort.
David knott 242 wrote:
I don't know, I'll bet one could pull off a good robot in full plate. I'd like to see that lol
aceDiamond wrote:
Maybe, but the hypothetical wizard probably has hypothetical minions [a.k.a. his fellow party members] to deal with these cultists. I love Cthulhu as much as anyone, but pathfinder is not his game. It's generally a game of smash and grab and stats mean mortality, which means you can be killed, or at least banished, very quickly. Unless he gets elevated to God status, but that's not part of this conversation.
Bandw2 wrote:
True, he definitely has Iron Will and all the other feats like that
Some people said Sam Gamgee, but I would say Frodo was more likely a commoner. Sam at least fought pretty well. Frodo only survived because of some sweet armor someone gave him and he had some powerful friends. He also would have gotten some sweet XP for solving the word puzzle to enter Moria. He did pretty much nothing on his own, but survived tons of epic stuff.
It would seem to me that the biggest problem you have is not how the player plays their paladin, but how they play in general. If they are throwing temper tantrums or pouting every time anything actually challenges their character you should talk to them about fixing that problem first. Making their paladin fall won't have any impact on them other than "DM is being a jerk and took all my powers away", Where falling is supposed to be a hugely major thing thing to happen to a paladin for doing something incredibly bad. It's usually either a last resort wake up call by their God or for someone beyond redeeming. It goes beyond the stats, but someone who doesn't care about roleplaying won't care about that.
I'm actually going to run a Halloween one shot where my current pcs are going to have a shared dream experience where they all wake up in different parts of a haunted mansion type of thing. Most pcs, in my experience, are very much on edge when alone. Modified spectral undead, some haunts, "traps" and maybe a few things that go bump in the night should keep the tension high.
I don't think he meant all magic items just the enhancement bonus ones. The barbarian in his example could probably stand to lose a point or two off of his strength belt to get some other kind of ability from it give a little more variety.
James Jacobs wrote:
I figured as much. Just thought that would be funny. Also I need to learn to spell Cthulhu.
If the players are really into the campaign thus far, and enjoy their characters, any final, campaign ending fight had better have great tpk potential or it will feel cheap and unearned. Nothing worth gaining is easy. If the tpk happens, then perhaps some greater power saves them or something like that, or it just ends with the bad guy winning, which can set up a whole new campaign if you choose.
The right music can make a bland encounter memorable and a good encounter legendary. It's not necessary but makes it better.
I've noticed that a lot of players have a hard time changing tactics dramatially after around 12 or so levels of being used to certain things working all the time. Same goes for gms too, myself included, they fall into a kind of pattern most of the time and it can get stale quickly.
I found the Colour out of space in the Carrion Crown AP was pretty nasty. Huge Incoporial ooze, flight, Disintigrating touch with vital strike, and ability drain. Sure its weak against force effects but it also has a high SR and many resistances and immunities. Also an aura of malaise that has a huge range. All at CR 10.
I hope it never happens personally. There is no way that it can be done right. There is just way too much that happpens. The Lord of the Rings was only three books long and had three long movies based on them that had tons of stuff taken out. Imagine trying to do seven movies. A tv series would have a slightly better chance to be good, but not much I just dont think there would be enough interest for a network to pick it up for that long.
I actually enjoyed most of it, not all of it, but most of it. Flagg getting killed how he did was almost enough to make me stop altogether, but, the biggest problem was that you had to read a lot of other SK novels and short stories to really understand everything right. Such as "the artist" was a character from the book Insomnia. I honestly dont think SK wanted to ever finish it. I'm also not sure I want to read this new one coming out either as I dont think its going to add too much to the overall story.
It kind of sounds like the old D&D cartoon, Lol. Escape the "real" world, discover amazing powers, and wonderous creatures.... and learn a valuable life lesson at the same time. Seriously though I would completely homebrew something like this. Maybe even tweak some of the racial personalities.
Playsvillains wrote:
I would definately give them something, maybe half, maybe less. Just because they didnt kill anything doesn't mean they didn't learn anything. It's the experience that matters I think.
I might add a couple here: Interview with the Vampire ST has a couple and if you can find it the "Nightmare Creatures" soundtrack is great but I imagine is hard to find because it is an old playstation one game.
Thats the great thing about these types of monsters and scenarios, if you are creative enough in the way they are used and described, players will still be weirded out despite what their crazy-silly stats are. At least that was the goal when I use them, to keep my players on their toes and guessing "what the heck IS that thing".
Aretas wrote:
It gets DR and SR based on HD and a little acid and electricity resistance, plus true strike once per day and an alternate form, which I believe is up to your creativity. I don't have it in front of me but I don't think the alternate form has any in-game stats, more of a flavor thing. Either way it's out of the Complete Arcane and it went with the Alienist class.
I ran a low level adventure with the Pseudonatural template fom 3.5 being put on some animals and had the group investigate the source of the mutations. That worked pretty well for a low level group, and was able to be carried on to higher levels as they dug deeper into the problem. Or if it doesn't convert well ( I have not tried it) just throw some tentacles on them or give them a strange attack form and have them act strange. |