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The person who asked to do that probably doesn't even know who R.A. Salvatore is. He's just a really hyper sixteen year old. I'm happy to have my group, as they play pretty crazy. It can suck at times trying to figure out a whole bunch of rolls and stats for insane tricks within a matter of thirty seconds, but I feel like it really helps me be a better GM in the long run.

And if the turns ever look like: "Free action: Cael stay back! Standard Action: I fire my arrow at the dragon. Move action: I move five feet back. End turn." I would have to quit playing and find a new group, or shoot them all in the face to save other groups the trouble.


Thanks again for answering such a simple question Grick. If I could +1 you I would, instead you can have all the Internets.


Thank you so much Grick! I see what I was doing wrong now. So when do I add the Base Attack Bonus Ranged or Base Attack bonus Melee or are those both encompassed in the regular BAB score?


Ok, so I have read the core book a few times and I still feel like I am missing something so could some one explain to me how damage and AC rolls work?

Example: My halfling PC wanted to slide between the legs of the PC infront of him, run up the back of the PC infront of the other PC and attack an earth elemental.

I had the halfling roll for Acrobatics twice, one with a DC of 15 and another with a DC of 20,(1d20+ACR twice) both of which he somehow passed. I then had the player that he ran up the back up roll a relex check with a DC of 15, once again he passed (1d20+REF save). Then I had him roll for AC. This is where I feel I am doing something wrong. I have characters roll 1d20+STR for their AC when using a melee weapon, and 1d20+DEX when using a ranged weapon. So the halfling hits and I have him roll for damage, where I have him roll 1d6+str for his sword or whatever.

Is this right? I feel like I should be using their BAB scores somewhere in all of this? Can someone please show me how I should roll for AC and damage by doing 1d6+whatever+whatever. Thanks in advance.


Thanks so far. I guess I can keep running these one-shots and just stringing them all together for right now. Ill look into getting into a game as a player so I can get a feel for things that I am missing, as everyone at the table is brand new to these types of games.


So I have played the beginner box once as a PC, and ran it twice as a GM. I'll admit the first time I ran it I made a few mistakes that I felt could have taught some really bad game habits. However, the second time I ran the Blank Fang quest all my PC's said they loved it and couldn't wait for more. That gave me the drive to keep going.

My question is in regards to running Rise of the Runelords. I have the newest edition and I must say that it is really daunting. While the beginner box and beginner brawl missions are all easy to read and laid out to run from point A-B-C, it feels like RotR is just giving me a basic idea of how to run the AP. So I want to know how do I (you) prep to run an AP of this nature? What are some good materials to have in front of me while the group plays? The most important thing to me is that my PC's have a fun time playing, everything else comes second.

Likewise, what should I tell my players before I start this? There is six of them and they have all agreed that these characters we are using now will transfer into the AP when it begins.