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![]() Hello. I'm currently working on a series of monster-entry PDFs that I'd like to eventually publish. Currently, I'm finishing up a few entries that are set up as follows:
With all of this, plus OGL information and such (but no cover), I have it at about 3 pages. I've seen some with higher page counts, and others with even less. My question is: From your experience as either a third-party publisher, or a purchaser of third-party content, how much content do players expect from a PDF for around $1? ![]()
![]() Yeah, the party level is 5 and the naked sequence is relatively brief. In terms of what they're fighting, they're basically fighting a couple of guards, but that combat only occurs if they're not sneaky. Basically, the idea is that the adventure opens with each member of the party waking up in a laboratory, naked and lying on surgical tables. The adventure revolves around them getting their stuff back, figuring out how they got there (none of them remember), and escaping the facility. Thanks for your feedback, everyone. ![]()
![]() Yes. I'm serious. From my understanding, the CR listing of a creature assumes a party of a 4-5 characters with gear that's standard for their level. But what if the party has been stripped of all of their armor and magical equipment , and is fighting with mundane weapons? Obviously, there should be a CR adjustment in place, but I'm curious about how much I should adjust for? The APL in this situation is 5, if that helps. ![]()
![]() I don't know if this is something that's ever been established, but is there a certain number of encounters (combats, traps, haunts, etc.) that an average-sized dungeon usually has? I imagine that it varies depending on the CR of the individual encounters, and the CR of the dungeon itself. I was just curious if, from experience, anyone came up with an "average" of # of encounters in a given dungeon. If you're a GM, is there a number that you strive for in planning out dungeons? ![]()
![]() I see it at most tables I play at. Let's say a Monk wants to jump across a thing. The Monk has a +20 to Acrobatics and the DC of the jump is 15. As a time saving measure, the GM just declares the jump a success. Is there any textual rules precedence for the "auto-success" on skill checks, or is this just a house rule? ![]()
![]() Cardinal_Malik wrote:
Is the email address at gmail.com or gmai.com? ![]()
![]() My character is investigating the scene of a grim slaughter. One of the victims still has an arrow sticking out of his head. A Heal check reveals that this particular victim has no other wounds, and that the arrow killed him outright. My question: I want my character to be able to estimate where the arrow was shot from based on the point of entry, strength of impact, etc. and follow the flight path back to where the arrow was shot from. What skill heck would I use for this? ![]()
![]() My players really wanted to use these variant rules. I told them it was an awful idea, but they insisted. I explained to them that the NPCs would utilize these rules the same way the PCs did. They laughed at the first few groin shots they pulled off. Hilarious, right? (Not really) During that same battle, however, there were siege weapons involved. An NPC was manning the ballista. One called shot to the wizard's groin. One critical hit. The players recanted their support of the called shot rules, and we played as normal from then on out. ![]()
![]() I3igAl wrote:
Explosive Runes deals force damage, not fire damage. There is, however, the issue of Spell Resistance for each individual rune blast. ![]()
![]() My pitch goes like this: "Hey. What kind of shows have you been watching lately?" I listen to them name off some shows, I'll usually hone in on the show with the most fantasy elements. "Cool. So imagine that instead of watching Game of Thrones once a week, you and your friends hung out together, each played a character in a story told by one friend, and basically write an episode of a weird fantasy show together..." If I have a d20 on hand, I'll hand it to them and ask them to improvise a concept for a fantasy-setting character "like in Lord of the Rings or something". I'll then give an opening description of the scene and tell them why the character is there and what their goals are. The person tells me what they want to do. I explain to them that, in many role-playing games, your success at doing something is determined by a dice roll with an added bonus based on how skilled your character is at doing the thing. They roll, I set an arbitrary DC in my head, and then describe to them their character's success or failure. Rinse and repeat for a few more actions. I introduce them to a simple combat encounter with a simplified version of a d20 combat system. I throw in some social encounters too, and we improvise some fun dialogue and banter together. This usually gets them interested. When I invite new players like this to a game, I usually encourage them to take a learn-as-you-go approach. Instead of them learning what they "can and can't do" from the rulebook, I like them learning through play where they ask me questions as I go. "Can I kick that goblin in the crotch?"
This helps them learn the rules as they go, while still enabling them to imagine their actions cinematically instead of strictly in terms of game mechanics. That's just my approach, anyway. ![]()
![]() Molthune and Nirmathas have some ongoing tensions at their border. There's a very nice Wiki that has this kind of stuff. ![]()
![]() "I've got less than 24 hours to get rid of this bozo...and you...are wearing...HIS MERCHANDISE!?!?!" "We dance, we kiss, we smooch, we go home. Happy? Whaddya say? Come on?" "Uh...guys? Olympus would be that way..." Hades, Hercules If we were to include television, there are some great bits from the various Venture Bros. villains, and some golden lines from Supernatural's Crowley. If it's not obvious already, I like amusing antagonists. ![]()
![]() I had a "problem character" who would steal from, lie to, and even use enchantment magic on the party. Eventually they the party got sick of it and teamed up to kill him all at once. It was a slaughter. Has that option come up? Have you just considered straight-up murdering Drizzt 254875.9? Not that I'd advocate PVP in a team-based game! (Unless it results in hilarious violence) ![]()
![]() One of the players was a Dhampir that had some homebrewed bloodlust/feeding mechanic. When in town, she'd regularly sneak out at night to some of the seedier parts of town to snack on some victims. She was careful most of the time, but eventually got sloppy and failed to properly dispose of a couple of the bodies. The next morning, the party awoke to a stern knocking at the door. The Dhampir answered it and found herself face-to-face with the city guard. "We have a few questions for you. You were seen down in Strumpet's Alley in the Red Lamp District at 0100 last night. Is this true?" "Um...yes..." "Bodies drained of their blood were also found in that alley this morning." "Uh..." "So we were hoping you'd help us track down the chupacabra that's clearly behind the attacks!" The entire party laughed and groaned. Funny joke, right? A few days later, another party member was attending to unrelated business in the same part of town. As he wanders down an alley, a creature pounces from behind some rubbish piles and attacks him. The creature? A chupacabra! It was a minor twist, but it was my favorite instance of the "turning a gag into something real" thing that I've managed to pull off. ![]()
![]() Liranys wrote: I'm building a world that has some minor time travel anomalies and half a dozen dimensions/universes all based on Fictional books that the PCs have to jump back and forth between to complete their quest. I'm still trying to figure out how I want to make it work though. I haven't started writing it yet, just an outline, because I decided I was going to use it for NaNoWriMo (the story part of it anyway) which starts tomorrow and about all you're allowed to do before hand is outline and research. In the campaign I mentioned above where they went to Earth, there were other portals and offered them glimpses to other worlds. For 90% of the campaign, they just assumed these worlds were other planets, alternate planes, or alternate universes. But they learned the truth near the end: These "other worlds" were the same world as their own; the same planet in a universe being endlessly destroyed and recreated whenever the universe reaches equilibrium (or is destroyed prematurely by some sort of cataclysm, which was also the kind of cataclysm that the party was trying to prevent) and gets reset by the gods. The magic-less Earth they had visited was the "next" universe after the end of their own. Why did the gods create a world without magic after theirs? Did something happen in their universe's future that made the gods wary of entrusting magic to mortals? The twist added a sobering sense of imminent doom to a campaign already heavy with Lovecraftian elements. I don't know what tone you're going for with your story, but it might be cool to implement the "these worlds aren't connected the way you think they are!" twist that fits the tone and theme you're trying to establish. Just an idea. ![]()
![]() Usual Suspect wrote: The other thing I find amazing is that everybody expects the paladin to be a dick after the conception and walk off having no relationship with the demi-god or the child. What? There are not parental visitation rights on Golarion? Is the demi-god going to whisk the child off the heavens and get a restraining order against the paladin? Best episode of Maury ever? ![]()
![]() A roleplaying game system is like a language. Both are things used to tell a story. You can abide strictly by the rules and conventions of that language or do some
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What matters is that the GM creates something that they enjoyed creating and that the players enjoy playing. It's important that when we come to the game table, we make our expectations known. ![]()
![]() Artemis Moonstar wrote:
This can be fun if folks don't mind the Law & Order-esque "ripped from the headlines" feel of the whole thing. I ran a session where the goblin miners of a mining town learned about unionization somehow and went on strike. Since we're talking about Pathfinder goblins, this strike was hilarious. However, the party had been hired by the mine owner to do some union-busting, which not everyone was cool with. This lead to a lengthy out-of-character debate on real-world union stuff. It was a bit of derailment, but it was cool seeing the player's real-world political values enhance the sense of investment they had in the conflict. It's going to vary from person-to-person. I enjoyed GMing that session so much (and not just because I had made custom-modified Pathfinder Battles goblin miniatures with protest signs) that it actually became a recurring subplot in the campaign. Different strokes for different folks. ![]()
![]() EntrerisShadow wrote:
I dislike people who dislike people who post in threads they don't like. But I try not to complain about it, because I also dislike people who dislike people who dislike people who post in threads they don't like. So it all balances out. :) ![]()
![]() Archpaladin Zousha wrote: The word was invented by the webcomic Perry Bible Fellowship, but didn't gain its current connotations until it was used in 4chan as a substitute for the derogatory term "Wappanese." Ah, so it's a term for folks who are really into anime and such (like, really, really into it?) I've had a couple players like that. They'll send me messages asking "I WANNA BE A CHARACTER BASED ON CONCEPT FROM (Insert Anime Here)" and include a YouTube clip. I delete those messages. ![]()
![]() Liranys wrote:
The only time I ever dumped stats was when I played an old lady. I specifically dumped her STR and DEX (with additional penalties thanks to the "old age" modifiers) so the stats could convey a sense of physical feebleness. It turned out to be a really fun character to roleplay, with the added bonus of being one of the most optimized casters I had ever built. ![]()
![]() David M Mallon wrote:
This is exactly what video I was thinking of, but my search was fruitless since I misremembered the name as "Andre the Giant". ![]()
![]() Deirdre "Dee" Sarini wrote:
I think you're in the wrong thread. The thread for Best Roleplaying/Backstory You've Ever Seen is that way! ![]()
![]() The worst campaign setting was one I GM'd over and had the PCs transported to temporarily. Even if it was only for a couple of sessions, it was of my regrets as the campaign progressed after that. It Gets Weird In Here:
The BBEG once tricked the party into going through a portal that brought them all to a almost-real-world version of Cold War-era Earth. There was no magic. At all. Any gear or ability that used magic was powerless. They were quickly captured by an MIB-esque agency and brought to an Area 51-esque facility. Turns out that the agency had been tracking similar "anomalies" that had happened before because they had resulted in the appearance of "martian invaders" (Goblins!).
The party spent two sessions bumming around a maximum-security research facility with no magic, no gear, and wearing nothing but grey prison jumpsuits. In-game, several months passed. They were subjected to all sorts of strange experiments, and were taught basic English by the illusion of big yellow feathered monster projected inside a glowing box. There was a lot of awesome roleplaying opportunities as the party met the other "aliens" who were trapped there (among them a Runelord and a Tralfamadorian). After a an epic jailbreak, and some sci-fi tomfoolery, they eventually made it back to their world to resume their adventure. I say that this was "the worst" setting I had seen was because it totally screwed over the non-roleplay-heavy characters in the party. Now their characters not only have no personality, but they had no gear or magic either. Luckily, it was only temporary, but I regret not talking to them beforehand despite the fun story/roleplaying encounters that occurred. ![]()
![]() I would say "don't like" is a bit strong for how I feel, but there are play styles and approaches that I've grown a bit wary of when recruiting for my home games. Roleplaying according to what they think the story wants them to do, rather than what one's character would do/say. This play style has characters rushing to do whatever it takes to "trigger" the next plot development or combat encounter, and treats NPCs like quest-givers and exposition spitters. Their characters will behave inconsistently depending on what they think will drive the primary narrative forward. Since I like players to immerse themselves in the environment and their relationships while the story unfolds organically, I give more pause to players with the above play style than I would others. Relying solely on one's character sheet and ignoring the environment and allies. There's a scene in Futurama where Bender is playing D&D and uses a fire spell on a body of water to create a steam cloud. While not written in the rules of the spell, this is a great example of a player looking beyond the words on a page and actually thinking intuitively about how the character and their abilities might interact with and affect the game world. Many players stop thinking in such terms when they become too immersed in the RAW minutiae of the game system. While it can be very helpful to have a very rules-knowledgeable person at the table, I find that often the difficulty of getting such players immersed outweighs that benefit. Obviously, these are just my two cents. It's not that I "don't like" such play styles or players with such styles, it's just that I've GMed enough to know what sorts of styles are compatible with my GMing style. ![]()
![]() The Genie wrote:
You've pretty much answered your own thread. Drow Nobles are a race choice that is so powerful, that the GM has to grant templates and such to everyone else to balance things out. As a GM, it's easier to say "No" to one player than it is to add more tweaks and hand-waves to balance out the other players. ![]()
![]() I actually think the lack of perfect balance is an important part of games. When you get the chance, look up the concept of "perfect imbalance". Mark Rosewater of Magic: The Gathering fame talks about a similar concept in an article he wrote called "Why We Make Bad Cards". Half of the fun of making an effective, optimized character in Pathfinder is hunting around for the right combination of classes, feats, etc. If every class, feat, ability, etc, was perfectly effective, then there would be no fun in going on that hunt. ![]()
![]() "Balance" is overrated. I actually think it's important for some combat encounters to be underwhelming in order to give the PCs a sense of confidence in their abilities. On the other side of the spectrum, combat encounters that are just the right amount of overwhelming force the players to think beyond their character sheet and look at the encounter as something more than just a game event they have to "win". Don't worry too much about perfectly balancing individual combats. Give them a series of unbalanced combats that put them on an emotional rollercoaster that zig-zags between them feeling like badasses and feeling like rugged survivors. ![]()
![]() Liranys wrote:
Indeed. I highly recommend giving it a water/dish detergent rinse and toweling it off afterwards. ![]()
![]() Liranys wrote:
You might have to let it sit for awhile after you spray it, but before you wipe the stuff off.
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