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Quintain wrote:
You're right I do hate that, whichever side of the GM screen I'm sitting on. I'd much rather hand wave a fair sounding compromise into existence and get back into the flow of a combat than tell a player the cool thing he wants to try wouldn't work "by raw" or pause the combat to spend ages consulting a book for grammar minutia, for example. I also much rather being allowed to for example swap out a certain sorcerer bloodline spell for a different one that more fits with the character concept I'm trying to create (and isn't pure shite). To each their own though, I'm not saying one way is objectively better than another. Maneuvermoose wrote: I like being able to bump very old threads whose topics are just as relevant today as they were when the thread was created. I honestly had to go back to the first post and check that that wasn't a snarky comment aimed in my direction haha! I'm sorry for doubting you, and I also like being able to bump old relevant threads. ![]()
Cole Deschain wrote: while someone else runs us through some L5R. You have no idea how jealous I am right now. As for what I enjoy about GMing, it depends on my mood. Sometimes I love setting up or planning out a mechanically intricate combat encounter. I love getting to try out character concepts, I always have too many to ever get to play them as a player. Other times I just don't have the energy for that, and in those instances I love when winging something pays off, like when you decide at the last second to add a character quirk to an otherwise unremarkable npc that really makes the players remember the character for months later, or when you start tangling yourself up with story threads and feeling trapped by your own spur of the moment answers and then you see that one piece of info that ties everything together and makes it all make sense. I love the post-game discussions, and hearing what parts really grabbed the players' imaginations or they found really tense. I love seeing what solutions my players come up with and how they role play their characters, and thinking out what the logical ramifications of their actions might be. ![]()
Atarlost wrote:
I just... disagree with everything you just said. Everything. That's quite rare for me. ![]()
The "boring cleric/boring wizard" mentioned by... someone... (I've just read through the entire thread at once so everyone is blending together) is kind of how I feel about all prepared casters in fairness.
I like the suggested ideas for making the choice of deity more relevant and the trimming the current spell list combined with expanding the domain granted spell lists, losing the domain slot restriction, and picking one domain choice to cast spontaneously instead of it automatically being cure/inflict (but it could still be cure/inflict with the right domains/portfolio). Also really interested in that idea of spells getting minor bonuses if they're added more than once. I agree with the person who said d6 hit points isn't particularly appealing for a class that generally can't afford to hang back as much as the wizard can (unless you make all life-saving clutch situation spells ranged, which...), it can be reflected by a poorer con score if you really want the squishiness, since realistically a d6 hp is -1 hp/lvl compared to d8, and should also be combined with a poor fort save for true wizard-squish. =P I'm now really interested in expanding domain spell lists and fiddling with deity portfolios... damn there goes my afternoon... ![]()
Set wrote:
Now this I love. Makes the environment feel alive. When running a horror-esque session I think the most important part is to be descriptive. Don't say "you encounter a troll", say "as your eyes adjust to the light you notice that the pile of soiled discarded rags on the opposite side of the room is moving. It rises up and resolves itself into the form of a hulking monstrous entity, it's eyes gleam a wicked red under the mass of knotted hair and as it raises an elongated clawed arm to strike at you a waft of foul smelling air assaults your senses". Just never name the things they encounter, and if they succeed at knowledge checks to learn more about them phrase it in such a way that you give them the necessary info without giving them the thing's name eg "you've heard tale of such creatures before, the lore seemed to indicate that the thing shied away from sources of open flame" The less game terms you can use the better. With that in mind, some things I've enjoyed using in horror themed games include:
My players were great for theorising to each other during the session, which meant that I was in a great position to play against their fears and expectations, either challenging or corroborating their past assumptions. Don't be scared to abandon what you've already laid out in favour of the story they're making up themselves as they go along, use their imaginations against them, work on your poker face and never explain the origins of anything that you don't need to. Hope it goes well =D ![]()
I tend to use poisons more than what I now assume to be the average amount (after reading some of these comments) when I GM games because I find it a good way to vary encounters, and having more than one death counter in effect is nice and memorable. It just makes it more interesting for us. So if you were playing in my game, Poison Resistance would probably be of more value than SADdening your character's ability scores. In comparison, I dislike effects that are all-or-nothing "now you don't get to take part in this encounter", like some will save effects are. So in my game you wouldn't tend to have as much "encounter ending" will saves, but they do still tend to come up for the more interesting effects. So basically, which archetype is more effective depends on the kind of game you're in, but that kind of thinking shouldn't really dictate which option you choose. Go for whichever feels right for your character concept. ![]()
You know, the more I think about it the more I think if it was me building it I'd go with a Divine / Primal Companion Hunter, and just with or without the pet as Onyxlion was saying. Trickery (deception) Domain gets you disguise self, mirror image, nondetection. It's domain powers kick ass for similarly tricksy shenanigans with an easyflank teleport and Veil. The wild empathy/animal charming powers/hide from animals to bypass guard dogs and similar, things like negate aroma to avoid being followed or protective spirit to get out of danger or maneuver around the battlefield, tracking class feature combined with bloodhound to find your mark, spells like jump and spider climb for getting in places you shouldn't, blend and chameleon stride in place of invisibility, spells that can cause poison and ability damage, as well as summoning distracting rains of frogs or monkey swarms. All potentially backed up with the versatility or damage that evolutions can bring.
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If your DM really doesn't want to deal with summons, then respect his wishes and don't use summons. They can really slow down the game, especially if it's your first time playing a caster. You've probably seen all this already but just in case. Some of my favourite spells are Spiritual Weapon/Ally, since they give you at least something to do on each of your turns, and Ally counts as a flanking buddy for your melee friends/rogues. You can even flavour them as binding a soul temporarily into service or something, if that fits the character. A guy in a thread I saw a little while ago mentioned combining those spells with the Toppling Spell metamagic, which I can't believe I never thought of and now really want to try for myself. Stacking flanking and prone bonuses for an ally would be quite nice. Doesn't work if your GM insists that it has to be wisdom that's used rather than your casting stat though. (Guy in the thread also mentioned that Blade Barrier at level 12+ would benefit from Toppling too, which is even more amazing!) Silence can be situationally really nice to have, maybe cast on something like an archer friend's arrow just before he shoots at a caster enemy to avoid the save being an issue? Much love for Bestow Curse, it's just so good. I'd go for it over blindness/deafness. Maybe ask to swap it out if you're not happy? Though admittedly range might be an issue, but you're a life oracle! You can come back from anything. Or use a Reach rod if you have the gold for it. Multitarget options are always good, so a Bouncing rod for your Hold Person or whatever as mentioned above is nice. I might have missed it, but what's the 5th level spell you chose? I have a soft spot for Boneshatter, it always does at least something and is just visually really evil/fun. Greater Command/Forbid is also a nice option for groups. ("Just walk through that blade barrier again for me, there's a good puppet") ![]()
LoreKeeper wrote:
You know, the more I think about it since reading it in the monk vs. fighter thread, the more I've started really wanting a monk/cavalier hybrid. Monk Orders could be a really neat way to choose between focusing your character on the more martial or magical aspects of the trope. ![]()
Adamantine Dragon wrote:
It's imaginative if they've never seen it before, whether or not it's been done before has nothing much to do with it. ![]()
Bill Kirsch wrote: 48. Enjoying a massage from an attractive underling. It's good to be the king. Misread that as enjoying a massacre from an attractive underling. Apologies if these were said already, memory failing.100. At a royal gala, having a grand old time. Shows how well connected he is, and how difficult it'll be to deal with him in a non-destructive good-aligned way. 101. Tending his garden. (in either pretty or deathtrap varieties) 102. Dungeon delving with his own adventuring party. ![]()
Vamptastic wrote:
Oh I completely forgot I had a fairly fun semi-lethal dwarven battle-judge of a flowing monk npc who wielded a two-handed hammer. One of the npcs I'd really enjoy bringing into a new campaign as a player. ![]()
Kolokotroni wrote: Personally I like making jack of all trades characters. I usually get pretty bored with highly specialized characters. Sometimes I think that some people who only make highly specialized characters also get pretty bored with them, and that's why they insist on playing everyone else's characters too instead of just their own. ![]()
Huh, I never read it that way before. I wouldn't really consider it an overpowered interpretation, but I don't believe it was intended to be able to be consistently used that way. Though since LoH uses are generally a nice safety net it'd be kind of cool that your charge damage increases when you're that bit more vulnerable. @Drakkiel: provided you got the devil to agree to perform the task in exchange for "all that remains of your soul" then you'd have no problem! All you need to do is find a staggeringly dumb devil. ![]()
Trainwreck wrote:
I really like the idea of rarer components yielding better results. It kind of ties into how we play polymorph spells, in that you can change into a specific individual by using a part of that specific individual as the spell component. My magus has a roll of leather with meticulously labelled vials of blood, hair, and nails he's collected over the course of the adventure for use with alter self (and curses, but that's a different story). It gives more fun options for espionage and creating a bit of chaos but also limits the spell's effectiveness since you need to harvest scales from a merfolk to be able to turn into a merfolk etc. ![]()
Oohh this is excellent news! I will always love the words of power system, though admittedly I houserule some of the things away, like that annoying spell duration bit. I'm very curious to see what fixes you implement and your word suggestions, and definitely looking forward to expansions to the system. ![]()
I had a sacred servant paladin of Shelyn with unsanctioned knowledge who'd always try to use her charms to end encounters before they devolved into fighting. She was a kitsune, in the most anime-girl style possible. Another one of my characters was a water bender, Undine quinngong monk with the Marid Style feats and hydraulic push/torrent. Was the fastest tea-maker in all the land. I homebrewed up a tengu death dealer type who could shapechange into a swarm of ravens by slightly altering the Spherewalker prestige class (basically swapping the domains for death, darkness, trickery etc and calling the swarm of butterflies a swarm of ravens). He was fun since we were testing out the mythic rules, so he required no food or drink except for the eyeballs plucked from his victim's skulls, of which he needed at least one per day. I also created a pirate golemancer who specialised in creating singing cloth golems to help him sail the seven seas, but the gm didn't like my Tim Curry impression, and didn't want me always trying to go to Zanzibar to meet the Zanzibarbarians. ![]()
I have a huge amount of love for wordcasting, and words of power really lend themselves beautifully to spontaneous casters. As soon as I get a game for him I have a kitsune sorcerer wordcaster concept all ready to go. Taking some illusion, charm and weather based spells, as well as making sure that I have one damaging spell of each spell level in an element other than electricity, and going with the.... djinni? bloodline to freely swap to lightning whenever I care to I feel that I can have huge versatility in how to deal with any given scenario. Also, in terms of character playing, I much prefer knowing a few spell descriptions really well, adapting my chosen skill set to different scenarios and coming up with off-the-wall solutions on the fly than saying I'll be back in a minute, I think I have a spell for that somewhere... *looks up rulebook to check* |