You should add something to the skills along the lines of seduction(perhaps bluff covers this?) and slight of hand (for pick pockets). and perhaps climbing/scaling. something to pick locks. You mentioned combat. hmmm. Speed could = dodge. Strength could add to damage. If you have a weapon then perhaps strength is multiplied by that when attacking with that weapon. We should add something like accuracy which is how often you hit. We could roll speed vs accuracy and the winner does damage. we could also do it so the damage dealt is accuracy(roll) - speed(roll) + strength. For more tanky character they could possibly use strength to block but take half damage? Anyway, we need a seduction skill.
Thanks ArtlessKnave, that was very insightful. And yes, I try to keep things fun too but I really enjoy realism in these games. That's why I started this thread. I really liked the idea of a second wind! Thanks for the idea! TPK... No I didn't (no I didn't TPK (; ). I had he enemy leave. I figured out another goal that they BBEG could have and the players will encounter an upgraded version of him later on. But for now, they have no idea what he looks like so they won't even know when they encounter him haha. I'll do something so they understand who it is when they meet him again.
Ha don't worry I'm only asking for advice on this topic because in the current situation the pcs raided a keep, killed the first group of enemies, and captured the general during combat. Then they left. They also killed the BBEG's gladiator in a duel right before but did so with only 1 spell and no damage. He didn't take the killing of the gladiator in a hostile man or because he invited them to come fight the gladiator. He then offered them the chance to join him or not and they pretty much told him that they intend to kill him. That's when they raided the keep and took the general. I think 1 person got hit so far and 1 spell was used. The players are all level 5 so it's not like 1 spell is most of his spell slots for the day. Plus it was a level 1 spell do it really didn't have much impact of his total power of spells prepared for that day. They had not used any healing or any magic item uses at all that day. 2 encounter. Took one hit from a cr 1/3. Used a level 1 spell. And went to rest (and squeeze information out of the general). That's why I want the BBEG to do something to prepare cuz it's obvious to him that they're coming back. I'm not trying to "punish" them I guess, but I just want to run BBEG like he would if this was real life (real life with magic, monsters, medieval stuff... Ect...). Thank you all very much for the advice it has been truly phenomenal!
My players don't NEED to rest when do do leave to rest(usually). They just want to be able to cruise through everything. They usually fight 2 or 3 encounters that are a cr lower than the party's cr. And I prefer realism over boldozing through everything so as to get to the next part of the adventure sooner. I like that idea TPK haha. Knowing my group they'll probably call BBRG a coward for attacking the village but idc lol. Maybe he'll kill all the merchants and take all their magic items. Heheheee CUPP, I like that! I think that would be great to combine with a couple other things, like traps or ambushes. Should make for very interesting encounters :) while they're trying to break through a door a group of enemies approach from behind and attack while their cornered. Maybe then another group finishes breaking down the barrier that the pcs were trying to break through and flank! Thank you to all!
Hahaha. DM_Blake, what if you do it a third time but this time with stairs leading down to it. The dealing can be dropping some goo that make the walls in floor hard to hold onto. At the bottom of the stairs is the obvious pit. After the pcs see this trap for the third time I don't know what they'll do. But it won't matter. Once they get to the bottom the stairs will turn into a ramp and all of the pcs will fall right into the cube. DebugAMP, thanks! That's a good idea that I will defiantly use sometime. I could probably implement it inches next dungeon I do! Boomerang Nebula, that sounds look a nice idea. From everything that I've gotten so far about XP I think in my next campaign I'm going to start to use the "level up checkpoints" instead of XP. You guys all sound like you have a lot more experience than I do and this method is starting to sounds way more convenient as a DM. -Thanks to everyone who's posted so far!! It's been very helpful and encouraging :)
Ya don't worry. I'm not throwing any ideas out the window. I'm making sure to note them down because I know just because they don't apply this one time, I'm 100% sure that I will use each and every one of these idea at some point. Probably all in this one campaign! Thank you all so very much this these epic ideas! I know that the story is about the PC but I like to feel powerful at time too ;) Also one player is a Palladian with 32 AC at level 6... So I make sure to sneak in more touch attack creatures so he gets hit SOMETIMES lol
We'll see here the thing. The BBEG has magic alarm so he knows when the pcs are entering his lair and can alert his followers well before the players get very far into the dunfeon. So I don't need them to be alert for more than like 20 minutes. Since he can tell them when they need to be alert/when the players enter the cave. As for his weapon charging.... Sadly he players have already destroyed the power source. He can easily repare it if the party wasn't threatining to destroy the thing he needs power for. he can only defend one at a time you know? So right now he's pinned. I like the idea of small CR encounters and traps but I don't think that will change anything. They'll just end of leaving one encounter earlier to heal up again. Hmmmm....
Also I wasn't thinking poison spikes I was thinking a pit full of green slime haha. Ha Just A Mort that's a good idea. Warning them thaT I don't want them to leave until they've finished. They'd probably get mad haha. My group likes tons of freedom. I try to make it realistic and they want it00to be pretty much gods. I try to keep it balanced haha. They expect my campaigns to be very deadly and I'm proud of that reputation among them :) this is the first time I've actually though about how a group of intelligent monsters working together would deal with an invasion. Thanks for the advice! I think with all these ideas I could rotate between then each dungeon and it could be a different experience every time!
Haha I like the way you think FireberdGnOmE :) ha. The assassians mentioned above could easily go attack the inn. I'm kind of a douchey DM though and the place the pcs are staying is highly defendable (a small abanded keep) and I'd rather not give them the opportunity to fight on their own turf. I like the XP track because it gives the player something to look forwards too. Something they can track. So they can see their progress. It's way less exciting (in my opinion) to just say "ya... Maybe next session you can level up. Idk I haven't really decided". You know? One of the most addicting things in video games is the fact that you can track your progress via XP(usually) and I really enjoy this aspect of the game as do my players. So I'd rather not through out the XP and have "check point" like parts in the story where they can level up. I know I'm difficult haha. Everything you guys have said has really help a lot and I thank you all for them! Please keep them coming :) (if it's no bother)
So you said that the dungeons get harder as you go deeper. So now if I get them to no longer leave and rest how do I give them the resources so that they don't get wrecked at the harder part? Should I have potions lying around? Maybe some item that will restor a spell slot? the ideas that I have are basically completely random and based only on my own ideas and research I've done. You obviously have more experience than I do and I appreciate your advice so far!
Thanks for the advice!
Hey everybody, I have a question. My players are in the middle of a dungeon and once they've decided that they want to get full hp and spell slots they decide to leave to take a nice extended rest at the local inn before continuing to clear the rest of the dungeon. The enemy is intelligent and the alarm was raised. He even knows that the pcs came and left. So it only makes sense that he would prepare for the pcs to come back again. What I was thinking of doing was giving the dungeon some more creatures that could be used to set up an ambush for the players to come back. I was also thinking that the dungeon could hire some people to try and assassinate the patty before they can make it back to the dungeon. However if I were to do this it would probably give the players a huge XP advantage since eventually they would leave again and come back to find another ambush or assassian encounter. Then I was thinking that I could add 1 to the cr of the retaliation group every time the party leaves but after like 5 min of contemplation I realized that that would either end with the players either becoming super over leveled or dead... Idk which is worse. Maybe I shoud give them less story XP to make up for all these extra encounter without letting the players get over leveled for my story. I would love to (but I know I can't) give them no xp for defeating these extra encounters. I'm at a loss for how to balance this problem. I don't want it to be so unfair that the players can safely leave with no consequences and return whenever they feel like it. I might as well just give them all their spells and hp back after each fight. Sorry for the wall of text. I wanted you all to fully understand why I am struggling with this. Please help me if you can! Thanks!
Hello everyone, I am running a campaign with a player who likes to get into trouble and then take a hostage at gun point to escape (he's a gunslinger). However even with a gun in the hostage's face it still has a chance of doing 1 damage which to me seems really lame and doesn't make much sense. We are all new to using creative ways to defeat opponents but have been playing a while so we have most of the basic rules down; however, there is no rules about this that I can find.
Hello everyone, one of my characters in a campaign that I am currently running would like to use that "Godhunter - by Lost Shperes Publishing" mythic class. I was just wondering if anyone knows whether that class is balanced enough or not? i don't want him to be to powerful but also i don't want him to be under powered compared to the rest of the party which will be using mythic classes such as champion, archmage, guardian ect... Thanks for the advice! Here is a web address for the mythic class "Godhunter." http://www.d20pfsrd.com/mythic/mythic-heroes/mythic-paths---other-publisher s/godhunter
Hello everyone, I am currently running a campaign that was pre-made and it was constructed for 4 players and we are adding a 5th player. I am worried that the pre-made encounters will be under powered due to the extra player. I am also worried that if i simply add another monster to the encounter it will up the CR and be too difficult for the players. If i add an additional creature to each encounter that is the same CR of the current creatures already in the encounter, and I do that for every encounter, I'm worried that the players won't be able to finish dungeons that are meant for one run through with one run through. Also i don't want bosses to become too trivial. If a boss goes from taking 4 hits per round to 5 hits per round that will greatly shorten the battle and cause it to be less exciting and I don't want this to happen. I want to provide my players with a challenging campaign that is fun for everyone. How much should I up the CR of the encounter to balance this 5th player? for trash and for bosses. THANKS!!
The journey home is slower than the trip there however it is much safer. There are no encounters on the water back. The sky begins to darken as the sun sets. Your home just a few miles away. The men get excited when they see their home, however the sun being blocked give you all a feeling of unease, even if it's just natural causes.
For no one's eyes:
Ellie Bluff: 1d20 + 8 ⇒ (10) + 8 = 18 Heal Check/Stabilize Check: 1d20 + 0 ⇒ (6) + 0 = 61d20 + 0 ⇒ (1) + 0 = 1 I don't think he's going to last much longer! The men Club at the last remaining wolf. Hopping to beat it down before it can cause any more injury. Club: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (1) + 2 = 3
is it just me or does this thing roll like shit :P
Your bolt finds it's mark on the target and a yelp confirms that it dealt sufficient damage.
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