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Simple request.

These are the relevant parts of the PF 1e Duergar stat block for my query:

DUERGAR
-------
LE medium humanoid (dwarf)

AC 17

Melee warhammer +3 (1d8+1/x3)
Ranged light crossbow +0 (1d8/19-20)

Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4

Could someone please modify the above so as to show the effect that an Enlarge Person spell would have, just to help me understand how it works.

Thanks in advance.


I have a combat set up. A fighter and a thief versus 3 xvarts. Your supposed to declare your actions before you roll initiative, so we do. We roll initiative, players roll 9, xvarts roll 7. Fighter has a longsword so his speed factor adds 5, thief is using a short bow so adds 7, xvarts have short swords so add 3.
Initiative Order and declared actions:
Xvart 1: Init: 10 Charging Fighter
Xvart 2: Init: 10 Charging Thief
Xvart 3: Init: 10 Charging Fighter
Fighter: Init: 14 Charging Xvart 1
Thief: Init: 16 fires at Xvart 2
I have 2 questions:
Since the Thief already decided that she was firing at Xvart 2, but the Xvart is now in melee range (because he acted first) how do I handle that? Does she still fire but with a penalty or can she switch to a melee weapon?
Also with the Rate of Fire being 2 shots per round, does she take the first shot before all other combatants act, or does she take the second shot at the end of the Initiative order (ie immediately after her first shot)?


The Pathfinder rules were written with an assumed party size in mind, 4-5 PCs. Does anybody if/how many PCs were assumed in AD&D 1st Edition? It would be useful to know in scaling down the random encounter tables.


Are the ability scores themselves actually used for anything in the game? Other than to tell you what your modifiers and bonus spells are.

For example, if you didn't write your ability scores on your character sheet and just wrote your ability modifier down, would that make a difference to the game.

Odd question but just a thought I had last night.


Can anyone suggest any random dungeon generators they know of to me. I'm specifically looking for ones which use dice and you generate them as you go.

I don't want a computer one that you generate before-hand like Donjon etc.

I have the one from Warhammer Quest, the one from Advanced Heroquest and the one from the 1st Ed. DMG.

Can anyone think of any others?


Could anyone please give me a step-by-step guide as to how the Luck Blade (page 474) comes to 142,960 GP.

I'm trying to understand the crafting, but can't get my head around it.


On page 297 of the Bestiary it gives rules for adding class levels to monsters. 'Step 3: Determining CR' says that adding a class level generally adds 1 to the creatures CR.

I've just been comparing monsters between this book and the 3.5 MM and see that a hobgoblin has a CR 1/2 in both books but is massively more powerful in PF - higher ability scores and more HP.

It looks like they've taken the MM stats, added the ability score modifiers from Step 2 (page 297 Bestiary) and given the hobgoblin a class level in fighter.

Shouldn't Hobgoblin be a CR 1 creature in this book? (1/2 + 1 class level)

I just ran a mock combat between 4 PCs and 4 Hobgoblins, where the PCs were slaughtered. And, as a comparison of another CR 1/2 creature, ran the same characters through a combat with 4 zombies, which they won although one PC fell.

Just wondering would it be a good idea to add 1 CR level to each monster with class levels in the Bestiary?


Can anyone suggest any books/websites/pdf (anything) that gives ideas for stuff that can happen when in an urban environment. I'm not just talking about being set upon by bandits/thieves etc., I want both positive and negative events, things that would happen in everyday life if your player lived in that village/town/city etc, some just for flavor and some that might have an impact on the character.


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This is a simple way to generate a random characters ability scores using dice and tables, see what you think:

Step 1: Roll a d4, d8, d12, and d20

Gender (d4 result)

1-2 = Male
3-4 = Female

Race (d8 result)

1 = Dwarf
2 = Halfling
3 = Elf
4 = Human
5 = Gnome
6 = Half-orc
7 = Half-elf
8 = Roll d8 again

Class (d12 result)

1 = Barbarian: STR - CON - DEX - WIS - INT - CHA
2 = Bard: CHA - DEX - INT - CON - STR - WIS
3 = Cleric: WIS - CON - CHA - STR - DEX - INT
4 = Druid: WIS - CON - DEX - STR - INT - CHA
5 = Fighter: STR - DEX - CON - INT - WIS - CHA
6 = Monk: WIS - STR - DEX - CON - INT - CHA
7 = Paladin: STR - CHA - CON - DEX - WIS - INT
8 = Ranger: STR - DEX - CON - WIS - INT - CHA
9 = Rogue: DEX - CON - INT - STR - WIS - CHA
10 = Sorcerer: CHA - DEX - CON - INT - WIS - STR
11 = Wizard: INT - CON - DEX - WIS - CHA - STR
12 = Roll d12 again

Write the ability scores down, in the order presented in the table above, on a piece of paper for your generated class.

Example wrote:

I roll (d4: 1), (d8: 6), (d12: 4)

Results: Male, Half-orc, Druid
INT
CON
DEX
WIS
STR
CHA

Ability Importance (d20 result)

1-7 = 1,2,3
8-11 = 1,3,2
12-15 = 2,1,3
16-17 = 3,1,2
18-19 = 3,1,2
20 = 3,2,1

Step 2: Write the numbers generated by the d20 result next to the abilities in the order they're written. Roll the d20 again, and do the same for the next 3 abilities

Example wrote:

I roll (d20: 14)

INT (2)
CON (1)
DEX (3)

Then I re-roll d20 and get 11:
WIS (1)
STR (3)
CHA (2)

Step 3: Roll a d40 and consult this table:

1 = 18 / 13 / 11. Cost: 21; Remaining: -6
2 = 18 / 12 / 12. Cost: 21; Remaining: -6
3 = 17 / 15 / 11. Cost: 21; Remaining: -6
4 = 17 / 14 / 13. Cost: 21; Remaining: -6
5 = 16 / 16 / 11. Cost: 21; Remaining: -6
6 = 15 / 15 / 15. Cost: 21; Remaining: -6
7 = 18 / 13 / 10. Cost: 20; Remaining: -5
8 = 18 / 12 / 11. Cost: 20; Remaining: -5
9 = 17 / 15 / 10. Cost: 20; Remaining: -5
10 = 17 / 14 / 12. Cost: 20; Remaining: -5
11 = 16 / 16 / 10. Cost: 20; Remaining: -5
12 = 16 / 15 / 13. Cost: 20; Remaining: -5
13 = 16 / 14 / 14. Cost: 20; Remaining: -5
14 = 18 / 12 / 10. Cost: 19; Remaining: -4
15 = 18 / 11 / 11. Cost: 19; Remaining: -4
16 = 17 / 14 / 11. Cost: 19; Remaining: -4
17 = 17 / 13 / 13. Cost: 19; Remaining: -4
18 = 16 / 15 / 12. Cost: 19; Remaining: -4
19 = 15 / 15 / 14. Cost: 19; Remaining: -4
20 = 18 / 11 / 10. Cost: 18; Remaining: -3
21 = 17 / 14 / 10. Cost: 18; Remaining: -3
22 = 17 / 13 / 12. Cost: 18; Remaining: -3
23 = 16 / 15 / 11. Cost: 18; Remaining: -3
24 = 16 / 14 / 13. Cost: 18; Remaining: -3
25 = 18 / 10 / 10. Cost: 17; Remaining: -2
26 = 17 / 13 / 11. Cost: 17; Remaining: -2
27 = 17 / 12 / 12. Cost: 17; Remaining: -2
28 = 16 / 15 / 10. Cost: 17; Remaining: -2
29 = 16 / 14 / 12. Cost: 17; Remaining: -2
30 = 15 / 14 / 14. Cost: 17; Remaining: -2
31 = 17 / 13 / 10. Cost: 16; Remaining: -1
32 = 17 / 12 / 11. Cost: 16; Remaining: -1
33 = 16 / 14 / 11. Cost: 16; Remaining: -1
34 = 16 / 13 / 13. Cost: 16; Remaining: -1
35 = 17 / 12 / 10. Cost: 15; Remaining: 0
36 = 17 / 11 / 11. Cost: 15; Remaining: 0
37 = 16 / 14 / 10. Cost: 15; Remaining: 0
38 = 16 / 13 / 12. Cost: 15; Remaining: 0
39 = 15 / 14 / 13. Cost: 15; Remaining: 0
40 = 14 / 14 / 14. Cost: 15; Remaining: 0

The scores generated go in the order decided by your first d20 roll. With the "Standard Fantasy" option you have 15 points to spend, the following example's result would cost 19 points, meaning you have a remaining budget of -4 points.

Example wrote:

I roll (d40: 16)

Results: 17 / 14 / 11. Cost: 19; Remaining: -4
INT (2) - 14
CON (1) - 17
DEX (3) - 11

Step 4: Consult the next table and roll an appropriate die to generate the final 3 ability scores in the same way as Step 3.

Remaining Budget: 0 (d6)

1 = 13 / 9 / 8. Cost: 0; Remaining: 0
2 = 12 / 10 / 8. Cost: 0; Remaining: 0
3 = 12 / 9 / 9. Cost: 0; Remaining: 0
4 = 11 / 11 / 8. Cost: 0; Remaining: 0
5 = 11 / 10 / 9. Cost: 0; Remaining: 0
6 = 10 / 10 / 10. Cost: 0; Remaining: 0

Remaining Budget: -1 (d5)

1 = 13 / 8 / 8. Cost: -1; Remaining: 0
2 = 12 / 9 / 8. Cost: -1; Remaining: 0
3 = 11 / 10 / 8. Cost: -1; Remaining: 0
4 = 11 / 9 / 9. Cost: -1; Remaining: 0
5 = 10 / 10 / 9. Cost: -1; Remaining: 0

Remaining Budget: -2 (d4)

1 = 12 / 8 / 8. Cost: -2; Remaining: 0
2 = 11 / 9 / 8. Cost: -2; Remaining: 0
3 = 10 / 10 / 8. Cost: -2; Remaining: 0
4 = 10 / 9 / 9. Cost: -2; Remaining: 0

Remaining Budget: -3 (d3)

1 = 11 / 8 / 8. Cost: -3; Remaining: 0
2 = 10 / 9 / 8. Cost: -3; Remaining: 0
3 = 9 / 9 / 9. Cost: -3; Remaining: 0

Remaining Budget: -4 (d2)

1 = 10 / 8 / 8. Cost: -4; Remaining: 0
2 = 9 / 9 / 8. Cost: -4; Remaining: 0

Remaining Budget: -5

9 / 8 / 8. Cost: -5; Remaining: 0

Remaining Budget: -6

8 / 8 / 8. Cost: -6; Remaining: 0

Example wrote:

With a remaining budget of -4 I roll a d2 and get a 2

Results: 9 / 9 / 8. Cost: -4; Remaining: 0
WIS (1) - 9
STR (3) - 8
CHA (2) - 9

So the final generated character is:

Male half-orc druid

STR: 8
DEX: 11
CON: 17
INT: 14
WIS: 9
CHA: 9

You need to add racial adjustments and develop the character from here. Hopefully useful for quickly creating characters.


If a PC can keep re-trying a Disable Device check to pick a lock. What's the point of having locked doors?

In my view there has to be a risk and reward to each obstacle:
Example
Stuck Doors - Risk: Noise (wandering monsters); Reward: Progress
Trapped Door - Risk: Triggering the trap; Reward: Progress
Locked Door - Risk: ???Hand-warts from re-rolling d20???; Reward: Progress

I can see the point of stuck doors - they may provoke a wandering monster of some sort - and trapped doors, but not locked doors. It seems that all they do is slow the game down.

If you have a rogue with a decent bonus, pretty much all doors will be opened with enough checks.

I was thinking of giving XP rewards for picking locks but that just seems like free XP if they can keep re-rolling.

Any advice?


Just need a bit of advice please.

A group of 5 PCs all 1st level, come across an "Epic encounter".

This could be:
1 CR 4 monster OR
2 CR 2 monsters OR
3 CR 1 monster OR
6 CR 1/2 monsters OR
12 CR 1/4 monsters OR
24 CR 1/8 monsters etc...

Obviously, more monsters means more chances for them to kill the PCs.

What is a good maximum number of monsters to use for one encounter?


I will quote a section from the Kobold stat block to help with my question:

Monstrous Manual (Kobold entry) wrote:
DAMAGE/ATTACK: 1-4 or 1-6 (by weapon)

AND

Monstrous Manual (Kobold entry) wrote:

Combat: ...They often hurl javelins and spears...

...Kobold war bands are armed with spiked clubs, axes, javelins, short swords, and spears.

This leaves me with three options:

a) Do I have to choose a weapon from their combat entry that does either 1d4 or 1d6 damage?
-OR-
b) Are they three separate entries, saying they do either 1-4, 1-6 or other damage by weapon type?
If "b" is correct what is the 1-4 or 1-6 damage caused by? Unarmed attacks?
-OR-
c) Am I way out?

Hoped I've worded this question alright.

I want to determine which weapon each monster is using (if any) so that players can loot their weapons if they want to. Does anyone do this or is it a waste of time?


Can someone confirm if this is correct for me please:

Quench wrote:

Mages can cast ANY Wizard spells.

Specialist Wizards can cast any Wizard spells EXCEPT for those in the opposition school.

Just want to make sure I'm getting it right.

Thanks

Q


Can anyone tell me if a Thief can use a shield in AD&D2E? And, if poss, give me a page number to find the rule. I have a feeling they can't but I can't find the rule for toffee!!

Thanks in advance :D


Hope it's OK to ask this here.

Can anyone tell me what's the difference, rules-wise, between the BX D&D and the BECMI D&D?

I know BECMI goes all the way up to Immortal level, but are the BX rules exactly the same as the first two BECMI books? Just written in a different format?


Hello,

Maybe someone can help me, I'm a little confused on the pricing of masterwork arrows.

In the rules it says 6 gp is added to the price of a single unit of ammunition. In the equipment list it shows "Arrows (20); Cost: 1 gp"

So, the cost of one single arrow should be 5 copper pieces, which in turn should make the cost of one single masterwork arrow 6 gp, 5 cp.

Is this correct?

The reason I ask is that in the 3.5 PHB it says:

3.5 PHB wrote:
...a set of 10 masterwork arrows costs 70 gp.

Which would mean one masterwork arrow costs 7 gp.

So, which is the correct price?

6 gp, 5 cp?
OR
7 gp?

Thanks in advance.


1 person marked this as FAQ candidate.

Wonder if anyone can help me? I'm a bit confused with the costs for creating magic items. How much would a +3 flaming burst longsword cost? The way I see it is:

mwk longsword = 315gp
base price (+6) = 72,000gp (magic(+3),mwk(+1),flaming burst(+2))
magical supplies = 36,000gp (1/2 base price)
total = 108,315gp
Is this correct???

If it is correct then I'm even more confused because the Flame Tongue weapon on page 473, which is a +1 flaming burst longsword costs 20,715gp. Whereas doing it the way I've done it above would be:

mwk longsword = 315gp
base price (+4) = 32,000gp (magic(+1),mwk(+1),flaming burst(+2))
magic supplies = 16,000gp (1/2 base price)
total = 48,315gp???

Am I doing it right and the Flame Tongue is just a "special" price. Or am I completely wrong?? Please help me, any clarification would be much appreciated. Thanks in advance.