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Risharc Moonblood's page
RPG Superstar 9 Season Star Voter. 17 posts. No reviews. No lists. No wishlists.
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So how long until someone does a Mass Effect campaign using this system? Will that be possible?

Goddity wrote: Aniuś the Talewise wrote: GM: roll fortitude save!
Me: "Ah! Fortitude Save is my middle name!" (since I have a high fortitude save)
*rolls a nat 1* I once made the near fatal mistake of announcing that because my fort save was so ridiculously high, I was immune to poison and nothing bad would happen if I ate the object we were sure was poisoned, but might have been blessed or buff me or something. We have a rule in our group: never announce the target number you have to hit to succeed. Or, really, announce anything that can give the GM ideas.
Hoping to resurrect this thread (unless it's moved elsewhere, I'll check after this post), so here's one from a homebrew I ran recently, a ghost campaign set in a fantasy steampunk homebrew world.
Gamer 1: "So my body is gone and I'm stuck as a ghost, what can I do?"
Gamer 2: "We put you in a soul gem and stick you into my motorcycle!"
Note: both real life and in-game females in an in-game lesbian relationship. Also, the sentient motorcycle's half-sister is a sentient cannon.
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Gonna start from #209 and hope it's correct.
Adventurers' choice of music has nothing to do with medieval music of the time.
thomas gock wrote: I have a question about using drugs in PF. Every drug does a form of ability damage, which takes 1 day to heal 1 point.
My question is, how to addicts live, like at all?
Addicts use drugs everyday, sometimes multiple times a day. If a drug does more than 1 point of ability damage, wouldn't the drug addict die after a few days 'cause their ability score would eventually drop below zero.
Is there a cap for ability damage taken from drug use, or is my addict character just going to die shortly after I make him?
That depends whether you're going by fantasy or realism with your character. I am no expert by any means, but addicts in the real world live with doing drugs every day of their lives (and some, if they decide to go clean, have to been weaned off the drugs or they will die; I would call for a Fort save in that instance), so you might have to house rule it.
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Aniuś the Talewise wrote: Risharc Moonblood wrote: Aniuś the Talewise wrote: One of our PC's decided, for some reason, to do a Swim check to identify cocaine.
It's become a running gag in our group ever since.
Wait, was he swimming in the stuff? I've seen some goofy logic in my time, but nothing along those lines.
Then again, this is coming from the same guy who used a jetpack to kill a Dark Jedi in the Star Wars D6 system. nope! There was only enough cocaine to fill a hidden compartment in a watch.
Also that's pretty epic. So I'm trying to wrap my head around his logic now. I might blue screen by the end of the night.
My character wasn't even Force-sensitive, he was just a Twi'lek bounty hunter. He had lost his weapons and was too close to run from the Dark Jedi, so I look at my GM and ask "How easy is it to replace jetpacks?"
Long story short, the Dark Jedi is now dust over Tatoonie and he survived a 120 foot drop.
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Aniuś the Talewise wrote: One of our PC's decided, for some reason, to do a Swim check to identify cocaine.
It's become a running gag in our group ever since.
Wait, was he swimming in the stuff? I've seen some goofy logic in my time, but nothing along those lines.
Then again, this is coming from the same guy who used a jetpack to kill a Dark Jedi in the Star Wars D6 system.
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Kobold Cleaver wrote: 208.
AntiDjinn wrote: In cases where the DM mentions elimination breaks it puts the party on immediate alert of a "caught with pants down" ambush.
DM: "So you are a few yards into the woods, answering the call of nature, and out of sight of the rest of the party"
Player" Wait, no! I bring them all with me. We always go in a group and watch each other."
DM: "Really? Hasn't been mentioned before."
Player: "Guys, get over here. I am doing off camera stuff and the camera is not cutting away. And the background music sounds like it is speeding up!"
That reminds me of a scene from Banjo-Tooie.
"Banjo: There doesn't seem to be any threat here."
"Kazooie: Oh yes there is. The music's changed."
Not sure if it's just my fiancé and myself or if it happens to everyone, but here goes.
138. "Guys, I just had a new idea for a homebrew campaign!"
139. "Guys, I just had a new idea for a character!" (this applies whether I'm playing or making a new NPC).
140. Pull out the Critical Hit and Critical Fumble decks (the Hit deck actually killed one of my fiancé's characters).
DM_Blake wrote: Risharc Moonblood wrote: I was thinking plateau-like spires where he could jump on them and attack from there. The good news is he could easily jump 60' with an average roll. The bad news is he won't go more than 60' away from his gate unless the GM takes liberties with the word "willingly".
Besides, fliers could easily be hundreds of feet high and rain down death and destruction on poor old ground-bound Cerberus and never take a scratch from him. Or the Gate could move with Cerberus. That sounds incredibly silly, but it might actually work, especially if Hell is an ever-changing location.

DM_Blake wrote: Risharc Moonblood wrote: All valid points, to be sure. Hmm...I'll answer your question with a question then: how would Cerberus be able to use the environment to his advantage? Cerberus has no advantage. He's a land-bound creature with limited capability to operate at any decent range (aside from his howl).
He is meant to be fought in a cavern where these are not disadvantages. Fighting him in an open plain where his gate can be seen from far away means he's fodder for a mid-level wizard (probably panicked for a few rounds then comes back, airborne, and destroys the puppy from above).
Putting him in a cavern (literally or figuratively using prismatic walls or other battlefield control magic) is about the only simple way to give him an environmental advantage that might let him live past the second round. Well, that explains the boss fight in Kingdom Hearts II now...
At any rate, if he's that limited, then it seems there aren't many good ways to negate those advantages aside from what is listed here. I was thinking plateau-like spires where he could jump on them and attack from there.
Gurior wrote: Risharc Moonblood wrote: Why not give Cerberus an ability that obscures his own body, making him more difficult to hit with ranged attacks? Or something that makes him resistant to ranged attacks? Just a couple of ideas: you don't necessarily need to change the environment. I Kind of have a bad habit of always trying to compensate monster's weaknesses by giving them additional powers, despite the fact that I think that A challenging environment provides a more interesting encounter than a "buffed" monster.
Plus, I think the players might take it a bit personal if I protect Big C. specifically against ranged attacks. All valid points, to be sure. Hmm...I'll answer your question with a question then: how would Cerberus be able to use the environment to his advantage? That goes for the PCs as well. The environment is its own character in this scenario, it seems, so I would treat it as such. But that's just me.

Glide is an alternate racial trait for Tengus, last I checked. It replaces Gifted Linguist, but if this player isn't worried about languages, that shouldn't be an issue.
Here's a link.
Here's another link.
He could also take the Tengu Wings feat, though that won't be until 5th level.
Here's yet another link.
ohako wrote: two levels of alchemist dip, that and a feat net you two vestigial arms. you probably only need one, but two looks cooler
the rules say the arms don't give you any more attacks or actions than you already had. so fine. you can TWF with light crossbows no problem, it's just that firing one-handed nets you a -4 to the attack. the extra arms negate the -4 penalty, and help with reloading.
you also get +Dex mutagen, which might be nice, and a few cool extracts, which is also nice. another feat buys you 'explosive missile', something you can use to load alchemist bombs onto crossbow bolts (though it's a standard action, not awesome)
I might make this build myself, come to think of it. Wonder how much the GM will hate it if I make it with a standard gunslinger. Or perhaps with a mount. Possibilities are endless.
Why not give Cerberus an ability that obscures his own body, making him more difficult to hit with ranged attacks? Or something that makes him resistant to ranged attacks? Just a couple of ideas: you don't necessarily need to change the environment.
Hey people.
I could use a hand, just some advice on doing this. I have an idea for a homebrew campaign where the PCs start out dead and trapped in the Underworld (this is set in a homebrew world). I was wondering if it would be a wise decision to convert the D&D 3.0 Ghostwalk book to Pathfinder rules or if I should use a different book.
The black raven wrote: Golden rule of RPGSS : thou shall not suffer an ambiguity to live.
This is one of my early remarks on most potential items I review. Everything should be clearly expressed, nothing should be left implied.
So, basically, this contest is knowing how to do "creative technical writing", which sounds like an oxymoron.
Tothric wrote: I'm reviving this from the depths. That's what's going on with this post. Hopefully, others will find it useful.
Any first-timers, any vets, feel free to add any lessons you've learned to this Thread.
I Provide links to other useful sites or information you find as well.
Example: Game Design Advice
This is my first time posting on the forums, though I've lurked here for quite a while now. I'm glad to see this revived.
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