And just for you, who (might not) read any and all my posts: Hellsteel, Part Two: In the very same CoT campaign, we were involved in a sort of rescue mission to save some goblins (which my all-dwarven wizard was totally against) from a hobgoblin slaver.
Before entering an abandoned manor that turned up to be the hobgoblin's HQ, we find "Golarion's more dexterous bugbear", who managed to get (and hit) 6 AoOs at the party (one for each member), who had recently come out from a nearby sewer. Then inside de house, we encounter at the 2nd floor with a Enlarged bugbear with a greatsword (the GM is very fond of that weapon, nearly all the NPC had one) and after insulting the dwarf's mother combat ensues... Then again, my dwarf spent his first round looking around the room we were fighting at and gathering as many details as possible. The GM proceeded to describe in detail the room as well as the attitude and equipment (visible) of the bugbear. On the next round, my dwarf proceeded to cast "Shatter" over the bugbear's non-magical greatsword, leaving him unarmed. Then the bugbear drew a dagger hidden in his boot (no AoO there) and continued to fight ... only to suffer from my second "Shatter" prepared for the day. With his remaining HPs, the bugbear used the Retreat action to reach the far wall of the room... and pull a Large stick of metal (he described it like some sort of construction tool) that was hung there, resuming the fight.
It was Hellsteel: If you aren't evil, you cannot see it. But can you guess who had inscribed and prepared a Shatter scroll? Two rounds later, the bugbear with the Hellsteel stick was no more. >:)
Hama wrote: I have a gift of playing with complete douchebags... Then, how about this? Non plus ultra:
In a D&D 3.5 campaign, the whole goal was to stop the BBEG from achieving godhood. He was so powerful at the time that he already becomes a metaphysical being, and his body became his "avatar".
Thus, the campaign was played in two fronts:
The main problem is, both (body and spirit) must be destroyed "at the same time" to prevent the BBEG's resurrection.
After a gruesome battle, the party beat the would-be god... only to be rewarded with a cinematic that goes around the lines of: "Oh, you have defeated me!!! So... this is defeat... and with this newfound knowledge, now I know everything!!!" Thus, achieving godhood and proceeding to kill/enslave the PCs. The next half hour was a detailed description of the newborn god returning to the Material Plane and destroying everything the PCs could care of. I've never have seen/read something more awful than that.
DM_aka_Dudemeister wrote:
I'm still looking for a game where I can punch Cthulhu right in his ugly, Zoidberg-like face with a space Jaeger. >:)
Okay, I think I got this. Look at this. This is the description of the Summoner's "life link" ability: PRD wrote: Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. And this is a FAQ regarding a similar issue of that is being discused here: FAQ wrote:
Then, we have that the CRB says that delaying "is not an action", just like that "life link" ability, with the only difference that you can only anounce you are going to delay in your turn. In other words, you can delay while held.
I agree with you in that a falling character delaying to avoid death is kinda silly. But. As I have said before, falling and poison falls into the same category: things that happen, you wanted or not. The ST to avoid poison damage is not conscious, is your body reacting to it without you even notice; with the falling, well... if your PC could consciously cancel gravity at will, you wouldn't be falling in the first place, would you? OTOH, the saving throws (after the first one) against Hold Person are a different thing. They are voluntary and not reactionary, so you could choose to wait to another moment to try to break free of the spell. In that sense, delay is a valid option for a held character, PC or NPC.
I've DM'd a D&D 3.5 campaign which permanent state was around .60 and .75 Hendersons. The reason? The players acted like they got a weird roulette in their heads, and they roll it every round. An example:
In combat:
-DM (me): "Okay, so it's your turn. Do you see that the fighter has fallen and the ranger is surrounded. What do you do?"
And in a brief oWoD campaign I tried to run, my players reached the 1.7 in the Henderson Scale of Plot Derailment, with a major breach in the Masquerade and some collateral damage. It was so strange, because it was a PvP that ended in TPK... without me moving a single finger. :S
I think that, from a RaW perspective, there wasn't anything wrong with your call. Hold Person doesn't affect the target's mind and only prevents him/her for doing physical actions, so he/she can delay since it is considered a "No Action". Nonetheless, I think that was a wrong move anyways. Unless they share some kind of mental link (Thelepathic Link, thelepathy or other weird ability) or have been prepping for the fight/know each other for a waaay long time (which I think not), there was no way the paralyzed duplicate could know the duplicate bard's spell selection.
25. First experience with RPGs was with AD&D. I can't say much about the system, since it was like three sessions before the group dissolves and all I did at the time was rolling a d20 half the time I wanted my PC to do something, but as a social experience it was awesome. I had fun. Eventually I changed to D&D 3.5 (not 3.0 games). The first group which I played with was full of "veterans" of roleplaying, people who was smart but without being smart-asses or stepping into Jerkland for that matter. It didn't last long though :( When I entered into college, I met again with 3.5 and after a year or two, I dared to GM. I was fascinated with the GM power to create a story unlike any other: a story that changed with every chapter, with every step... it was like a book that no matter how many times you read it, it will always bring a different ending! With my new role as GM, I've made new friends and delve into new games (D&D wasn't the only one!?) like oWoD and Matrix RPG. Also I GMed my first (and only, so far) long-term campaign... good times. Beyond that, I've played with my college group oWoD(Vampire), D&D 3.5 (Dragonlance and Homebrews), nWoD(Basic, Vampire, and Mage), Pathfinder and DCA (Mutants & Masterminds 3e). Sadly enough, RL has kept me away from GMing and mostly from playing (the reason I've came to this boards in the first place) due lack of time. As far as books I grew up a great variety of literature, from Homer's "Illiad" to John Grisham's "The Pelican Brief" and Isaac Asimov's "Foundation", who is still among my favorites. I've read Tolkien, Stephen King's "The Dark Tower" series, historical drama, western, comics and a little of manga. I read pretty much anything that falls in my hands :P I like to play games that revolves around adventure and wonder, with a deep context. I can enjoy immersive roleplaying and also almost comical hack-and-slashing, and most of what lies in between. Most of all, I like the feeling of accomplishment that comes with character progression (one of the reasons why I hate Warhammer) and lots of options for character customization. I don't like games like Warhammer or Call of Cthulhu. D&D 4e is... a good game on its own but definetly it's NOT D&D, and for D&D Next I don't have much hope. I'd rather say "Next!". I've never been attracted to My Little Pony in any of its incarnations. It's my first time interacting with the gaming community at large, but is... confusing, to say the least, that so many people who play Pathfinder seems to like it. The community's response to "Ponyfinder" was scary...
I took a look at the Mythender Core Rulebook and I can tell you that is a very good game indeed. Anyway, here are my conclusions:
In any case, I invite you to download it (after all, ITS FREE!) from the author's webpage. Its a great game, and if you don't like it after reading it, you haven't lost anything (at least, the same that you could loose watching bad TV).
I think you should take a look on Traveller. It's pretty open and well oriented to the space opera theme. If you want to know what is this about:
Here, take a look at the Wikipedia Article:
Traveller It's pretty fun. Also, I highly recommend the character creation chapter.
Liz Courts wrote:
My first moved thread... sniff... sniff... I'm so proud...
That one is really silly, but here we go: In 3.5: Player A: (before an encounter, look to the ranger and said in character) "Look at that beast, it's huge!"
It's pretty dumb, but at the time everyone laugh. Another one I just remember: After their first dungeon crawl, where almost get totally beaten by a group of 4 kobolds (the legendary "4 kobolds encounter"), they finally made it to the exit. Suddenly, the Monk becomes serious and tell the rest of the party: Monk:"If anyone EVER ask about this day, you will say that were OGRES that lived in that cave, do you understand me? That will be our first dark secret."
Rynjin wrote:
And in that case, not just ruined the fun of the GM, but of everyone at the table.
Hi everyone! So, this thread is to know just that: Who was the weirdest character you've seen at your table. Not only yours, but the weirdest character you've seen at your table. Like any good thread opener, let me start: In a Jade Regent AP that I've been playing (with the same PCs we went through Council of Thieves and was a blast) we got what we call a "multiethnic and multicultural paladin". He was a gnome paladin of Iomedae (mostly a human goddess), who was later reincarnated as a semi-orc and fights using an elven curved blade. What about you? |