Zen79 wrote:
This is an excellent point. I wish the original DMG had a section broken down into level specific things a GM would have to deal with players being able to do. Even if it wasn't comprehensive it would have been a help when learning to GM instead of going along and thinking "I have this under wraps" and then the PCs bust out a move and you go "holy $#*t you can do that?!?!?"
Gray wrote:
Quoted for emphasis. The major problem I have ever seen in any game is a cleric who doesn't give to coppers what his god actually is or does only that they give them cool powers. So any player who can come up with an impressive layout for a god should be encouraged and allowed to pursue their new deity. However, like it was said earlier, if it seems like it is all an attempt to make ubergod of destroy everything then I'd nix it. On the surface with what you posted it seems like she is really interested in rping this cleric.
Normally you would make an Acrobatics check to move out of a threatened square without taking an AoO. I see no reason why you couldn't do the same while prone, possibly with a penalty. Or for that matter I don't see why you couldn't allow an Acrobatics check to stand up and avoid AoO. I'd rule it DC15 + Opponent's BAB + 4 penalty for being prone for either. Also, with the +2 to DC for each opponent after the first. Mobility feat applies.
Turin the Mad wrote:
So if it likes you it tries to convince you to eat healthy and if it has an opposed alignment it tries to kill you slowly with high cholesterol and blood pressure?
Arakhor wrote: Spontaneous but limited cantrips/orisons is probably the best idea all round: it doesn't upset game balance, grants a lot of flexibility and people aren't running around constantly spamming Mending, Detect Magic or Create Water at will. How about a number of times per day equal to your level + relevant ability modifier?
Ok, admittedly I haven't read most of the thread so I don't know exactly where the discussion stands, but here is an idea. While I think 4th edition is pretty much useless it did provide one interesting thing, it specifically divides up Low, Middle and High level play. Perhaps there is some way to incorporate that into PFRPG or even just some consensus for a house rule that as you advance into each level of play the formulas used to calculate the X slow down so that you get the diminishing returns. Off the top of my head, levels 1-7 progress normally, then at 8-14 all of the stuff that was progressing at the "good" rate progresses at the same rate as the "middle" and then after 15 they all progress at the "poor" rate. This way those who start out progressing hard and fast slow down as they approach a level of diminishing returns but they still end up better then those who started worse off then them.
Thanael wrote:
Possibly tie the shadow dancer's shadow jump ability (distance and frequency of use) to ranks in perform.
Shadow Jump: Move equivalent action
Increased movement in shadows/darkness. Add a concealment ability similar to Blur/Displacement. Either always active in shadows or only usable in shadows. Add Invisibility, and Mirror Image Ability x times/day. Only usable in shadows. Possibly spider climb in shadows/darkness. Improved Ability scores in Darkness/Shadows. (Dex/Con/Cha) Improved Saves in Shadows. Bonus to hit/AC in shadows/darkness. Ability to see through magical Darkness. |