Shik's page

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As the DM it is your call which rulebooks to allow or not. Paizo is just giving players the options to do things, not mandating it. I certainly don't use rules from all the books.

If a player wants something outside of the material I have allowed, I usually look at it and see if/how much it will break my game and allow/disallow it based on that. My players are generally cool with this method.

That being said, a site like d20pfsrd makes complete on-the-fly rules knowledge a little less relevant. Is there a monster feat/spell I don't know? It takes < 15 seconds to look it up.


Deran Castillian wrote:

Hero Lab is not as interactive as what you describe, but it is very powerful as a Character Sheet. You can apply conditions and spell adjustments really easily. It also has an extensive database for pathfinder. It is also editable.

The only thing that it lacks is the interactive functionality you describe. The wizard casts a spell, and it apply's that to the fighter. Now, d20pro does that very well, it is a virtual desktop but it has the ability to apply effects that others cast. It just not as powerful as a character sheet as Hero Lab.

Regarding hero lab and d20pro: Do they run on mobile platforms?

Splitter wrote:
I would pay for this, probably like 5 dollars for it, but I am thinking of that as an app style program that every person at the table would buy. It would be nice to have the DM have a collated sheet of skills from the party that they could roll in secret as well, and a note sending function to secretly pass messages all with in the setting. It sounds like a more interactive version of the Pathfinder Toolkit app for android. And a way to get everyone uploaded from their device instead of one person having load everything. Sounds pretty awesome though.

Exactly. An gameplay support app that everyone has is precisely what I am thinking. I also like your suggestions. If this happen, I will definitely get those in there.


Man, I didn't think it was that terrible of an idea....


Maybe you guys can help me. I have an idea for an RPG assistance tool that has been floating in my head for a while. I program professionally so I have been considering making it, but wanted to get some info opinions first.

My idea is to have a room that the players and GM can join when they play. Each individual will have a screen that I have been thinking of as an interactive character sheet. The main advantage this program will offer is the ability to apply effects to other players in your room. For example, the wizard casts enlarge person on the warrior. Rather than the extra work required to recalculate various stats and damages, everything auto updates. HP, strength, weapon damage, power attack damage. It all is automatic. Ideally, this would work for all spells and conditions.

I am also toying with the idea of a built in item database with the ability to add your own custom items to it. This should make assigning loot and equipping items to your PC a piece of cake.

I have a lot more ideas for the interaction, but the central theme is to reduce the tedium and clerical work by automating as much as possible.

So, without further ado, I request your input.

First of all, is there anything like this that already exists? If so, could it be better?

Second, how many of you use phones, tablets, laptops, or desktop PCs as part of your gaming?

Third, is this something you would pay for (assuming quality)? If so, how much?

Also, if you like the idea, let me know what kind of other features you would be interested to see.


Would it be possible for me to get a copy as well?

e-mail:
shikkaka@gmail.com

many thanks.


Swordmaster Sid wrote:
Hey! Just asking is there a premade sequel to BlackFangs Doungeon from the beginerbox. Is there a Ruins of Raven's Watch adventure premade? Thankyou!

There might be one somewhere, but I would strongly encourage you to try and make your own using the tips provided in the beginner book. I did that and I had almost as much fun making it as I did GMing it.

It is really rewarding to craft a story that your players enjoy.


Landon Winkler wrote:

If you're worried Xanesha won't be powerful enough, I'd suggest buffing something other then her AC.

Landon

I very much agree with this. It is high enough already. I don't like it when my players feel like true strike is the only viable option.


Githzilla wrote:
My guess is Shik is taking some of the original Xanesha abilities and thinking the new Xanesha has them, since it looks like Mage Armor is on the original version (but not the Anniversary edition).

After running this encounter over the weekend, I realized I did exactly this. lol.

M0bious wrote:
So after all this time..is Xanesha (AE) difficult enough? Without bull rushing at her tactics and the like?? I am asking because my party will probably reach at her tower next time and i am still wondering how to play her...They are not really good in tactics but they got high ability scores and that increased their survivability so far..

I believe she still is. Even without the absurdly high AC. She still does some pretty decent damage and the impaler of thorns can apply a pretty dangerous effect. The Medusa's Mask is also really effective.

The only reason my players managed to defeat her without too much damage to themselves is due to an enlarged paladin who made some epic hits...


Githzilla wrote:
Since the detail on her AC in her stat block has +1 from armor, you can assume mage armor is NOT included yet. My guess is if she casts mage armor it boosts her AC to 28.

An excellent point. Many thanks.


I know Xanesha has been the topic of much conversation but I am having difficulty tracking down the info I need and it is further complicated by the differences between the anniversary edition and the original.

In the anniversary edition (which I am running) "before combat" buffs are typically stated to be included in the stat blocks. This is not the case for Xanesha. She already has a 25 AC so throwing just mage armor would bump that up to 29.

Does anyone know if it is included or not? Would it be wise to just assume all Bosses have their pre-combat spell buffs in their stat blocks already?

Thanks!


I am a relatively new GM and am having trouble deciding how to let my players approach purchasing items.

How do other GMs determine what stores have what goods (dice rolls, similar to determining loot drops)? What if a player wants something a store doesn't have? Can they custom order (a player has suggested this) or do they just have to wait (which, if inventory is determined by dice roll, could be forever)?

I want players to have fun gearing the way they wants, but I don't want to start an amazon.com ordering service in game...

Any tips, links, or advice greatly appreciated.


Gluttony wrote:


I'd say well done to your players for the strategy, personally. Nothing wrong with creative thinking.

That was my thinking as well. I am actually kind of sad it didn't come up. I am generally pretty liberal at allowing anything that is awesome/creative as long as it is not expressly forbidden by the rules.


I started Running RotR with my group recently and they just took down Erylium yesterday. One of my players had the idea of using Mage Hand to snatch her returning dagger after it is thrown since it doesn't return to her until her next turn.

I wasn't aware of anything preventing this so I decided to allow it (they ended up not doing it anyway, haha). I wanted to check and see if this was allowed though and if so, how you guys would handle it. I was thinking some kind of opposed skill check....

Thanks.