Conna the Wise

Traken's page

167 posts (214 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 167 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Quote:
Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

There is no such thing as ranged flanking. There might be a feat in 3.5 that allows something like it, but I can't find one in Pathfinder.

Poisons


Bead of Force: Single-use activated (when thrown). 4*10*50 = 2000gp. Adhoc 1000gp added on for not being able to damage the sphere.

Candle of Truth: Single-use activated (when burned). 2*3*50 = 300gp. Normal duration is 3 minutes. This duration is 60minutes. Adhoc 5600gp added for duration, adhoc 3500gp removed dur to easily dispelled (candle goes out).

Elixier of Truth: Single-use activated (when drunk). 2*5*50 = 500gp. Adhoc 500gp added for duration, adhoc 500gp removed for needing to consume and additional saving throws.

Elixier of Love: Single-use activated (when drunk). 1*4*50 = 200gp. Adhoc 50gp reduction for needing to consume and randomness of effect (first person and random duration).

Basically, to make non-cookie cutter wonderous items, you need to ad-hoc a lot.


Ajaxis wrote:
Sean K Reynolds wrote:

My 4th printing Core Rulebook page 221 says SLAs can't be used to counterspell and can't be counterspelled.

My 4th printing CR page 554 says the same thing.
My 2nd printing Bestiary page 304 says the same thing.
My Bestiary 2 page 301 says the same thing.

The 1st printing Core Rulebook had this contradiction. It has since been fixed in later printings. The Bestiary/Bestiary 2 entries match to the (correct) rule in the Core Rulebook.

Thus, this FAQ-flag is "answered in errata."

Sean,

Respectfully, you're mistaken. My pdf of the 4th printing (September, 2010) CR page 554 says "Spell-like abilities can be dispelled and counterspelled as normal." The rules are still internally inconsistent; as with the prior posters, it bugs me too.

Personally I don't think you can counterspell spell-like abilities because you can't identify them without any components. I wish you could so a counterspelling build, like an APG counterspelling focused wizard, would have more viability.

Thanks,

Ajaxis

PS - Now that I have publicly pointed out your error, would it be a good time to request a Blades of Golarion article? Your Blades of Faeun is great.

Then there's an error with the PDF. My book clearly states "Spell-like abilities can be dispelled, but the [sic] cannot be counterspelled or used to counterspell."


For more of a Judo throw, you could use the reposition combat maneuver. For "pick up and throw", you would use bull rush while choosing to not follow the target.

If you want to houserule a bit, you could combine the two into a single action called "throw." Make a CMB check at -5 (reposition to any square adjacent to you). If successful, move the opponent 5ft. in any direction. For every +5 you beat the check by, move the opponent an additional 5ft.


First, read this thread: [link]

Since your human ability adjustment was in a mental ability, you'd retain that. As far as I can see, you would lose nothing from your previous state of being.

You'd gain +2 Dex and -2 Con from being an Elf. You'd also gain low-light vision and probably keen senses from better eyes and ears.

Gaining Elven Magic and Elven Immunities is questionable (to me). It depends on whether those abilities come from an innate magic in Elves or if Elves are just so exposed to magic during their lives they know how to deal with it.

Of course, the DM would have to make the final ruling but that's how I'd play it.


It's probably a copy-paste typo from Exhausted which does include moving at half speed.

:(


My personal favorite (that I've never been able to use) is the combination of hexes and isometric squares. You get the awesome hexes for moving yet straight lines for making dungeons.


JJ on this topic.

So by absolute RAW, reach diagonals are counted using the funky 1-2 system. By popular houserule and tradition, reach usually produces a square.


Hayato Ken wrote:
If i use the master Craftsman feat to create something (of course with at least one other viable item creation feat), i can find the help of an friendly or employed spellcaster, or skip the required spell with +5 on DC. But coudnt i just use a scroll or staff by use magic device, even if i need to buy that scroll?

There's not really a reason you couldn't use scrolls (or other items) to enchant an item. The problem is that it can get horribly expensive as you need to cast the spell every day the item is being enchanted.


PRD wrote:
Action: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action.

You have to make a climb check for each action. Taking two move actions each round requires 2 checks per round.

Keep in mind that if not distracted or in danger you can always Take 10 when climbing. This helps gameplay move along tremendously.


I would probably rule like Umbral Reaver if the scryer lost the opposed caster check.

If the scryer won the opposed check, I'd say they immediately know that the scry-ee has somehow detected them. This stems from a natural (to me) extension of the saving throw rules.


Majuba wrote:
Ravingdork wrote:
That makes sense, but who rolls the d20? The scroll?
Yes, the scroll does. If the scroll's player didn't make it to the game that day, you're out of luck.

That has to be the worst character to play that I've ever seen. You just sit there, all the time, waiting for someone to unfurl you and peruse your contents. You have no senses so can't even pay attention to what is happening at the table. Then, when someone finally finds a use for you, and it just so happens to be someone who can use a scroll of your nature, you finally get to contribute to the party!

Sadly, the parchment is the only thing that remains of your long life; your soul burned up in one moment of brilliance. If you were lucky, you just might have saved an adventurer.

Oh, well. Time to roll a new character. You should try a scroll of Wish next!


Rinny wrote:
So I'm looking at the Quicken Spell-Like Ability (Monster) feat in combination with a level 10 Shadowdancer's Silent Image. What are the exact limitations of "duration: concentration"? Can I divide my attention at all, moving; and/or perhaps even initiating, or simply passively continuing Stealth?

http://paizo.com/pathfinderRPG/prd/magic.html#duration

PRD wrote:
Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, causing the spell to end. See concentration.

Since concentrating is a standard action, you can continue to move, etc., including using stealth.

Rinny wrote:
If I use it at the very very end of my turn, is the image a viable target during the enemy's coming turn? If so I guess it's just standing still? I don't know, if you use up your last action casting Silent Image normally, you likewise don't really have time to move it around do you?

http://paizo.com/pathfinderRPG/prd/magic.html#figment

PRD wrote:
A figment's AC is equal to 10 + its size modifier.

Yes, a silent image is a viable target. It sort of depends on the GM, but I've always seen silent image be played that you can change the illusion at any time as long as you are still concentrating.

Rinny wrote:
And can you cast spell-like abilities without disrupting stealth? If I'm stealthed in a shadowy area then Shadow Jump to another, can I attempt to maintain my stealth there, unbroken?

http://paizo.com/pathfinderRPG/prd/magic.html#special-abilities

PRD wrote:
Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

Using a spell-like ability is completely undetectable until the magic takes effect. So there's no reason you can't remain hidden.


Ambrus wrote:
Tarantula wrote:
As long as you have a way to have 16,000 pounds pull on the rope, you can have it pull free.
Yeah, though does that end the spell? That's the big question. Is the 5-ft. rope absolutely necessary for the spell to continue functioning or is it possible to cut/burn/pull/remove the rope once the extradimensional spell is in place? I'd dearly love to know.

My fluff: The rope is the only connection between the extradimensional space and the place it is anchored. Were the rope to be removed, no one would be able to find the extradimensional space... but no one would be able to exit the extradimensional space either.

RAW: Ask your DM?


Stynkk wrote:
BigNorseWolf wrote:
Scrolls are (the) spell completion item. Spell completion items cannot have their prerequisites skipped by adding 5 to the dc. The prerequisite for the scroll is the spell you're putting on it.

Ah... well I was assuming if you can read magic and read the scroll you should be able to copy it (theoretically). But, that is not in the game rules I see.

Thanks for your input!

It helps to think of what is actually on the scroll. A scroll contains the full power of a spell but is short enough to be able to read, speak, and cast in the normal casting time. The scroll's word aren't the actual spell; they are a trigger for the spell. If you could use the scroll to copy a spell (as from a spellbook), then you would probably need to spend a few minutes to be able to read everything off the scroll to cast it.


ancientdm wrote:

I am having issues with the nat 1 on climb checks, I have players climbing 80 feet of rope, no tie offs or safety precautions. i stated that fine as long as they dont roll a 1, then it was referred to me you cant fail on a skill check by rolling a 1. I read it as its not an auto fail which means they dont automatically fall but get a chance (DM's description) to attempt to avoid falling by grabbing the rope or something similar but then if that fails they fall. Also if there is a dc attached to it then anything less than that would fail which would include a 1. Now some characters wind up with such high skill numbers that they can meet any dc presented to them, but even heroes and legends can die so a natural 1 to me IS a fail though not automatic. and that is the contention if there is no chance of failing then why present the risk?

anyone's thoughts on this or have you faced a similar problem. Old school DM

Forget the issue of whether or not a 1 is an auto-failure, why aren't your players taking 10 on this?


It is impossible to create a scroll from another scroll. Scrolls store the energy of a spell that has been cast. If you use a scroll to create another scroll, the first scroll will have been used up in the making of the second scroll.

The sorcerer actually gains no benefit from having a spellbook filled with spells they don't know. They can't prepare spells from it or use the spells it contains to craft items.

Rules: Creating Scrolls: "The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. A material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)"


azhrei_fje wrote:
M P 433 wrote:
Example, Ring of Blinking. On command, wearer "blinks" per the spell. Does he blink until he commands the ring to stop, or does he blink for a set # of rounds based on the caster level of the item (in this case 7th level, so 7 rounds)?

A more interesting item is the Hat of Disguise. It only lasts 10 minutes, so it must be constantly re-activated. Not a big deal but I warn my players that it can suddenly go out if they're not careful. In other words, it's great to put it on and use it for a few minutes, but don't expect to keep it on and have it work 24x7 unless you (the player) are prepared to continue to activate it.

Oh and btw, just how would your PC know when the ten minutes are up? You have a gold Rolex or something? ...

I don't know about that. The hat of disguise doesn't say whether it's command-activated or use-activated. My rule has been that it is use-activated so it is active as long as you have it on.


There is no official pricing: "Rod costs are difficult to determine. Refer to Table: Estimating Magic Item Gold Piece Values and use the rod prices in the rod descriptions as a guideline."

So if you want a rod that just casts a spell, you can follow the normal table. If you want the spell to use charges like a wand, it costs the same as a wand. If you want the spell to be usable X times/day, follow that formula.

A rod of restoration with 6 charges that works just like a wand costs:
4 (Spell level) * 7 (Caster level) * 750 (base) * 6/50 (limited charges) + 100*6 (material component) = 3120gp

Note that this breaks the rules a bit since wands are assumed to have 50 charges when created.


1 person marked this as a favorite.

This spell has been discussed to death in 3.5, 4e and PF. The simple answer is "It's up to your DM."


Alright, here we go.

Cure Serious Wounds . SL 3, CL 8, 1 charge
Lesser Restoration ..... SL 2, CL 8, 1 charge
Remove Blind/Deaf ...... SL 3, CL 8, 2 charges
Remove Disease ........ SL 3, CL 8, 3 charges

CSW, Remove B/D, and Remove D all have a base cost of 9600gp (LR has a base of 6400gp), making them all equally likely to be the "highest level spell" on the staff. If you put Remove D in the top spot, you can cut this cost by a third due to the 3 charges.

Math:
Remove Disease ......... 9600 * 1.00 / 3= 3200
Remove Blind/Deaf ...... 9600 * 0.75 / 2= 3600
Cure Serious Wounds . 9600 * 0.5 / 1= 4800
Lesser Restoration ..... 6400 * 0.5 / 1= 3200
-----
3200+3600+4800+3200 = 14800 * 2 = 29600gp

Edit: Clarified math a bit.


The staff of healing was created without calculating the reduction in cost due to multiple charges.

Edit: Or... it could be that and it should be Restoration instead of Lesser Restoration...

Cure Serious Wounds SL 3, CL 8
Restoration SL 4, CL 8
Remove Blind/Deaf SL 3, CL 8
Remove Disease SL 3, CL 8

Restoration: 400 * 4 * 8 = 12800
Cure Seri W: 300 * 3 * 8 = 7200
Remove B/D : 200 * 3 * 8 = 4800
Remove Dis.: 200 * 3 * 8 = 4800
12800 + 7200 + 4800 + 4800 = 29600gp


Goth Guru wrote:

So your ring of blinking has to be activated every 7 rounds? Does the cost reflect this or continuous?

The current ring of invisibility is only worthwhile to Bards and Clerics. By activating your ring you give up combat for the surprise round or just activate and move for the first full round. Not so great for the combat oriented rogue.

A ring of blinking is 27,000gp, CL 7th, SL 3rd.

Continuous would be 7(CL)*3(SL)*2000(Base)*4(round/level) = 168000gp.
Activated is 7(CL)*3(SL)*1800 = 37800gp.

So the cost of the ring of blinking is much closer to an activated object than a continuous object.


Tarantula wrote:

I disagree with your General. I would word it:

General: You provoke an AoO taking a move action to move out of a threatened square that can be made by the creature threatening it. Only a move action spend during your turn provokes this AoO.

So if I ready an action to move during your turn, that movement doesn't provoke an AoO?

I think the biggest difference we have is whether the AoO is coming from the movement that is forced from the bull rush or if the AoO is coming from the feat.

From the bull rush text: "An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless
you possess the Greater Bull Rush feat."

This makes be believe that the movement caused by a bull rush is handled under the normal movement rules.


Q1. This is up to the DM based on the materials involved. See the PRD for the official rules.

Q3. However much damage the DM wills it to be? Based off your standard thrown flash of acid (1d6), I'd say it would probably do 1d6 per round.


The fact that GBR allows an AoO on the movement doesn't change the fact that the movement only allows one opportunity.

Rule breakdown:
General: You provoke an AoO by moving out of a threatened square that can be made by the creature threatening it. The source of the movement doesn't matter, as someone pushing you still counts as you moving.

Specific 1: You do not provoke an AoO if your movement is occurring due to a Bull Rush.

Specific 2: Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent.

Specific 3: If you possess Greater Bull Rush, your enemies movement provokes an AoO, like normal. This rule eliminates Specific Rule 1.

However, there is no specific rule that eliminates or changes Specific Rule 2. Therefore, you'd only get one AoO per round in this chain.


Robert Brambley wrote:
MendedWall12 wrote:


Or, it's like saying my wife was pregnant, but I didn't like just how pregnant she was, so I went ahead and made her more pregnant.

While my wife was pregnant I never succeeded in making her more pregnant, but I did succeed in attempting many times.

Robert

I was resisting making a sex joke about that because I knew someone could do it better. I applaud you, Robert.


Isn't there a rule somewhere where you don't provoke more than one AoO from a specific person due to movement? I'd probably rule this situation to be covered under that rule, especially since Sally never actually moves.

Edit: Found it.

"" wrote:
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

I suppose you could argue that it says "more than one square" and since it is technically the same square, you would still provoke AoO's. I find that a bit silly however.


R. Doyle wrote:
*snip*

Check out Stable Characters and Recovery: "If any sort of healing cures the dying character of even 1 point of damage, he becomes stable and stops losing hit points."

You have to read all the rules. ;)


Asphesteros wrote:
Chris Mortika wrote:
Perhaps martial arts fights aren't the best way to imagine a melee between two 1st-level warriors.
Right, that's what feats and class powers are for. I got no problem at all with drunken master hopping up, swigging and cracking the spearman in the head using his combat technique. Problem is chump spearman doing it to drunken master and telling me HE must just stand and watch while spear boy struggles to his feat - physically incapable of just sweeping the leg. That offends fiction as well as real life, and is only in there out of meta combat balance considerations.

Trip the person and find someway to delay them standing up for a turn. Now you can ready an action to trip someone when they stand up. Now, not only do you get to smack them when they are getting up, you get to attempt to trip them when they finally stand up.


harmor wrote:

Example, a Rod of Restoration (with 6 charges).

Do you mean a rod capable of casting restoration 6 times? That's just a wand of restoration with 6 charges.

Rods are usually reserved for metamagic buffs or more esoteric uses (immovable rod and rod of enemy detection).


Nebulous_Mistress wrote:
Traken wrote:

http://paizo.com/paizo/messageboards/community/gaming/dnd/helpGogglesForThe DaylightSensitive

Moff Rimmer wrote:

Found in Races of the Dragon:

Sundark Goggles: The smoked lenses of these goggles block light. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity while in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can't use a gaze attack. Creatures without low-light vision or darkvision take a -2 penalty on search and spot checks. 10 gp.

There is also the "Daylight Adaptation" feat found in a number of sources (Races of Eberron and Player's guide to Faerun for starters).

I couldn't find anything similar for PFRPG.
A masterwork set of Sundark Goggles should give you a bonus to solving mysteries when put on to the strings of a The Who song.

I typically don't advocate combat between players and DMs, but I would probably have to at least throw dice at a player that did that.


http://paizo.com/paizo/messageboards/community/gaming/dnd/helpGogglesForThe DaylightSensitive

Moff Rimmer wrote:

Found in Races of the Dragon:

Sundark Goggles: The smoked lenses of these goggles block light. Sundark goggles negatte the dazzled condition experienced by a creature with light sensitivity while in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can't use a gaze attack. Creatures without low-light vision or darkvision take a -2 penalty on search and spot checks. 10 gp.

There is also the "Daylight Adaptation" feat found in a number of sources (Races of Eberron and Player's guide to Faerun for starters).

I couldn't find anything similar for PFRPG.


I like to keep adamantine weapons pretty rare to avoid issues caused by the ability to ignore an object's hardness. Outside of gamist reasons, how many "rocks that fall from the heavens" do you tend to have? It's not like your average smith is going to have a stock of adamantine on hand.


Quantum Steve wrote:
Heal specifically cures insanity and, presumably, other mental disorders as well.

No, heal specifically cures insanity, the level 7 sorcerer/wizard spell. It does not cure your general cases of insanity.

Edit: Then again, it looks like most cases of insanity are assumed to be not naturally occurring. So the distinction seems small in most cases.


ZappoHisbane wrote:
Let's say it's because I'm drinking a potion. Someone tries to trip me while I'm trying to get the potion out of your my or whatever. While I'm in the middle of grabbing for the potion, I somehow have the presence of mind to stab the other guy, with no penalty to my attack whatsoever? With a greatsword?

[nitpick] If you are using a greatsword, you'd have to remove at least one hand from the weapon to grab for the potion. That means you wouldn't be armed and thus can't take the attack of opportunity. [/nitpick]


There's absolutely nothing stopping it from happening. The incorporeal creature will enter the open bag, step into an extra-dimensional space, and the bag will be closed. The only problem will be the lack of oxygen since incorporeal creatures still have to breathe AFAICT.


Cartigan wrote:
Traken wrote:

Ah, great stories about stat-generation...

One adventure we were using the standard method (4d6 drop 1). I proceeded to roll in my usual horrible habit (7,9,10,11,11,13).

I am pretty sure that is officially a Mulligan.

How did I never notice that section?! Gah.


Ah, great stories about stat-generation...

One adventure we were using the standard method (4d6 drop 1). I proceeded to roll in my usual horrible habit (7,9,10,11,11,13).

One of the other players, known for generating excitement around the table, grabbed his dice and started rolling...

17. Many cheers were to be had.
17. A chorus of applause.
17. Jaws hit the floor.
17. And go through the floor.
17. And wrap around the earth.
13. "Awww...."

If I remember correctly, he made a pretty awesome monk after that.
---------------
I've yet to find my preferred method of stat generation. Point buy is too bland, rolling dice is too swingy, making them up is no fun. I've been playing around with doing 6+3d4 and it seems the closest to what I want. You don't get horrible scores, but it's not horribly weighted towards high scores.

I'll probably just end up stealing Blueluck's method.


mrofmist wrote:

All of your potions almost surely are destroyed.

There's a reason I always put my potions in steel vials.


Drejk wrote:
Depending upon the way of counting the 5-ft squares it is a maximum of 24 or 32 medium-sized humanoids (with 24 being more often used count). Unless they are flying in a tight 3-D sphere then counting becomes troublesome.

Only if they are all participating in combat. Outside of combat, you can shove a lot more people inside that area.


The ioun torch is made out of trash while the everburning torch is made of carved wood?

Edit: Apparently all dull grey stones are "burned out." Unless ioun torches are made from especially burned out stones.


Greg Wasson wrote:

I'm one of those with no issue with the 5' step. However, for the limiting on casters CraneWings wants to enable, I think the suggestion of all spells are a full round cast is the easiest implimentation with least rules adjustment.

Greg

That wouldn't fix the issue at hand since they could still take a five foot step. If you change them to a casting time of '1 round' it would work, but that would be horribly unforgiving to casters.

Then again, that seems to be what he wants...


This is something I never can quite get: If the game you are playing isn't fundamentally based on what your are expecting, why are you playing that game?

D&D isn't based of anything nearing the real world. D&D is a fantasy game, be it low or high fantasy. There are shades of the real world in certain aspects of the game, but that's just because it is easier to relate to something you expect.

If you wish to model reality, you'd be better off playing a game whose system is based on reality. For example, GURPS resolves combat in 1-second rounds. There isn't any of this silly "imagine you are making 5 attacks and retreating slowly" nonsense. What you do on your turn is what you do on your turn.

Just a thought.
-----------------------------------------
As for the actual topic of the thread, the following changes might work for what you're looking for.

When casting a spell when threatened, you must make a concentration check (should be easier than Defensive Casting) or lose the spell. You may avoid this check by attempting to Cast Defensively.

If you take a 5-foot step to exit a threatened square and attempt to take an action, you must make a concentration check (DC=5+CMB of previous threatener?) or fail to perform the action.

However, I would never implement this. There are already enough ways to prevent people from retreating from melee. As soon as you close to melee with a suspected caster, your very first attack should be a grapple or a trip. It doesn't even matter if you have the feats because the caster will probably not be armed. The easiest way to prevent casters from stepping away is actively removing the option to move.


Carrying Capacity is fully defined in the Additional Rules chapter. See http://paizo.com/pathfinderRPG/prd/additionalRules.html#carrying-capacity.

Typically, a creature can be used as a mount for another creature that is one size smaller than itself. It might be fair to rule that as long as the "building" is one size smaller than the creature and within the creature's weight limit, it can sufficiently carry it.

I'm not aware of anywhere that defines the size or weight of buildings.


From Flurry of Blows: "A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks."

So if a monk takes INA, he can no longer use Flurry of Blows with it. :P


Kierato wrote:
Nunchuku are traditionally wooden, can they be mithral?

"Nunchaku: A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain."

I've actually seen more metal nunchuku than wooden ones. Granted, that's a whole two...


Libraries, public or even university, might have study rooms that would work.


King of Vrock wrote:
Blueluck wrote:
I really liked Making Craft Work. It's the best 99 cents I've ever spent on a game.

+1 this is really a good ruleset that my players love.

--Vrocket Science

+1. Never felt so good about spending $0.99.


Finarin Panjoro wrote:

Karkon,

I use the example of rolling for the day because another failing of the existing skill system is that to actually climb a mountain, strictly by the rules, would take hundreds of rolls since most characters have to roll once for every 7.5 feet that they climb (1/4 speed for a speed of 30). That would require over 130 successful skill checks for 1 person to climb 1000 feet! Obviously this is easily abstracted, but you're still left with the problem of making it challenging for the skilled and possible for the unskilled.

Seems like a good time to make ample use of Take 10.

The good climbers should probably be able to take 10 over most of the mountain. They can set up pitons rigged with a rope. The rest of the party can use the rope and Take 10 on their climb checks. Once you hit an encounter on the side of the mountain, you'd probably start rolling again.

The difficult parts for the skilled climbers come from especially difficult terrain. The difficult parts for the unskilled climbers would come from creatures or just bad things happening.

Of course, that is specific to climbing a mountain...

1 to 50 of 167 << first < prev | 1 | 2 | 3 | 4 | next > last >>