Green Slaad

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I can see certain bans being appropriate if they do not fit the GM's campaign.

There are a significant number of GM's who will not allow gunslingers as they don't want firearms in their campaign. In the same vein, there are those who feel that psionics belong in a campaign with lasers and lightsabers and not one with dragons and wizards.

It's even reasonable to ban Ninja's and Samurai if your campaign is supposed to be (for example) a "viking" setting in the frozen north and the character does not fit the campaign.


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HarbinNick wrote:

-I'm aware of the obvious flame-bait, troll-ish, nature of my post, but give me a moment. I'm not including the obvious Bad DM who lacks experience, or who has social skills of a lama, or simply new to being the DM. I would certainly believe that almost all of us were Very Bad DM's the first few times we gamed.

-Secondly, I'm not saying I'm a good DM or a great DM, but I'm damn sure, from observations and the mouth of others (that I wasn't invested with emotionally or otherwise) that I'm not a bad DM
-So what am I talking about? I'm talking about Bad DMs. Bad DMs are people who
1)Have super DNPC save the day, and they are usually Mary Sue-Gary Stu
2)Who play favorites who party members, Holy Avenger for you, leather armor that is cursed for YOU!
3) Railroad to hell (spells with no saves, prisons with no keys, diseases with no cure)
-I'm going to go out on an extreme and suggest that these people aren't actually bad DM's, but rather they are, actually bad people. They are bullies, they are willfully ignorant, and they have no interest in being better, either as a DM or as human beings.
-Even more extreme I would argue this DM's are in fact playing the game for the sole reason to stroke their fragile ego, engage in dominating anti-social, and otherwise be "kick sand in people's faces".
-My solution is simple, to anybody who is playing with such a DM, No the problem isn't you. You are in an abusive relationship. Get out now, don't let the door hit you on the way out, just EXIT! Life is far too short to think that these excuses of human beings are the hobby. They aren't, they are disgusting human beings, and we'd be better off if they were not present at game stores at all. Unfortunately, they have money, often too much money, and so are valuable clients of any company.
-Now my question is simple, do I go to far? Are Bad DM's simply incompetent, or is there a level of malevolence as I suggest? What do you think?

Yes,they are all EVIL! They spend all of their off time plotting to kill your character and steal your Doritos while you go to the bathroom. Those players that the DM does good things for, they are the DM's henchmen!

They are just helping the evil DM set you up for failure! They take great glee in knowing that this is really your campaign,not the DM's that they are ruining and not playing the right way.
I bet they are reading your post right now and laughing an evil laugh as they plot new ways to torment you.
You have to do something NOW, or the terrorists will win!


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blackbloodtroll wrote:


It's not all about the DPR. It's not all about sneak attack.

You can put the high horse back in the stable.

That was my hobby horse, my high horse is much bigger.

blackbloodtroll wrote:

The Rogue sucks at all positions that it is supposed to fill.

It has no clear role.

Everything it does, some other class does better.

Well, that is a bold claim. but you have not proven it yet.

What do you have to back it up?

Also a characters "role" is whatever the player wants it to be. That's why its called a role playing game.


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If you are playing a rogue, you should NEVER engage in a fair fight if you can avoid it.

If any enemy mage has a component pouch, steal it.

If a barbarian roars in your face, kick him in the junk and run (Improved dirty tricks, kids)

If an enemy is busy with the party fighter, flank 'em then stab him in the back (the enemy not the fighter).

Don't be afraid to fight defensively until you have your shot.

Don't let enemies box you in. Keep moving, dodging and tumbling out of the way. (mobility is a great feat).

You are a hit and run specialist not a tank. Withdraw, change opponents, or catch others off guard. If you can't get a flank, "aid another" is a good option.

Feinting in combat is your friend because it opens up a chance for sneak attack.

If you can cast spells or reliably use a magic wand, then touch spells are great! A sneak attack with shocking grasp does brutal damage.


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I'm seriously considering converting I1 Dwellers of the Forbidden City to Pathfinder (with Serpent folk in place of the Yuan-Ti)....but here is the twist...
I want to take the lost city out of the jungle, slap a 1000 ft. ceiling on it and place it firmly in the Darklands.
Just think about it! It has serpentmen, an Aboleth, Mongrelmen and other beasties that would fit well in the Darklands.

What I need to know is if someone has already done some of the conversion work on this module on their own. It would save me a lot of effort.

I'm also looking for any ideas or opinions on how to make this work.


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"All right evildoers! Knock off all that evil!"

"Did you think you could hide your villainy from ME?"

"There can be no darkness within the light!"

"My god has a strict policy against evil...I AM THAT POLICY!"


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294)Panicked horses pulling a driverless cart filled with barrels of beer goes speeding down the street.

295)Roll DC 10 perception check or step in horse poop.

296) An arrow narrowly misses hitting a PC. It has a scrap of paper tied to it with the PC's name on it with XOXOX and hearts drawn on it.


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Of course Barbarians are unbalanced, they have serious rage issues. Perhaps if they put a few points in anger management....


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The only thing you owe you party is to play your character the way you want to.
Try to find a good niche in the party dynamic and help compensate for the weak points of the other characters.

Too many players get lost in the CRPG mentality and try to build a party like they are preparing for a raid on an MMORPG.
There are hundreds of roles to play beyond "Tank, Healer, DPR and Device Disarmer".
It's not your job as a player to limit your character options to fit the adventure, It's the GM's job to make the adventure fit the existing party, even if that means working in a chance to for that guy who took Craft: painting to shine once in a while, then so be it.


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Thats spot on Bruunwald!

If you want to keep a horror atmosphere, you have to play a few mind games with your players.

1: Mess with them a little to cause some paranoia.
Do things like say: "Hey Bill, make a perception check! You got a 25? Ok, you don't see anything unusual." (the roll does not really matter but don't tell them that, let them guess what they might have missed)

2: Use vivid descriptions and minor events to inspire fear.
"You thought you saw something move out of the corner of your eye but when you turn to look, it is gone."

3: Use scary but harmless events to build up the fear.
"In the long torchlit corridor, you notice that the torch at the far end of the hall winks out, then another and another as if they were candles snuffed out by a giant invisible hand. The darkness creeps towards you step by step as they go out....what do you do?"

4: Twist perceptions with the bizzare:
"The sound of the crying infant is coming from the closet. As you throw open the door to find the baby, you come face to face with a grinning demon with large fish like eyes and teeth like foot long needles. It lets out a wail like a hungry infant and grabs for your throat"

5: NEVER let them see the monster until the finale. Let them see the "results" of the monster.

"The inkeeper's wife takes your coins and shows you to your room for the night. She tells you that they don't usually get visitor this late at night, but your party (and your gold) are certainly welcome. She tells you to make your self at home and clean up with the fresh water in the basin then bids you all good night. "Don't let the candles burn too long! she says as she closes the door on her way out." <Party does whatever..talks about what to do tomorrow, cleans up etc.> About ten minutes later... "You notice a trickle of red fluid running under the door...BLOOD! You throw the door open to reveal the body of your hostess lying on floor. Her head is...missing. Her hand clutches the coins that you gave her minutes ago. The inn is as quiet as a tomb."

Thats how horror works.


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Here is the skinny,

I'm preparing an upcoming campaign and a few players are interested in play the classic lawful good paladin.
So I'm encouraging them to pick an appropriate Golarion Deity..No Problem there...

But I mentioned that Paladin's should have a code of honor that they follow, then gave them a basic code as aguideline for their characters.
The players feel that the code is too restrictive and makes their character unplayable. I just don't see it.
Here is the code I drafted (Drawn heavily from the code of knighthood from "The Song of Roland" and Authrian legend.

1: Place your god above all else and maintain his temple.
You are to be a shining example of your god's philosophy.
Obey his words and enforce his will. Have faith at all times and encourage it in others.

2: Serve Your order with Valor and Faith.
Serve your order and trust that they will also support and guide you.

3: Protect the weak and the defenseless.
You must show the qualities of mercy and charity. Widows, orphans and the frail are all worthy to receive your aid and support.

4: Refrain from the wanton giving of offense.
Insults and bragging are beneath your station and hurt your honor. Cleanliness and hygiene are also very important. You should behave as a gentleman at all times.

5: Live by honor and for glory.
Do nothing to besmirch your honor. Seek glory whenever possible.

6: Despise monetary reward.
Accept no monetary reward for actions done in the name of your god or for your honor. Encourage those who offer to seek out your temple/order and donate to them or to charity.

7: Fight for the welfare of all.
Place the good of the people above yourself.

8: Obey those placed in authority.
Follow the laws of the land and those in charge as long as it does not contradict the temple doctrine.

9: Guard the honor of your fellows.
Help protect the honor of fellow paladins and knights. Do nothing that would place an undue mark on that honor.

10: Eschew unfairness, meanness & deceit.
Cruelty, injustice and lying are all tools of evil. You will have nothing of them. Fairness, kindness and the truth will always prevail. Speak the truth at all times.

11: Persevere to the end.
Always finish any endeavor you start. Never give up.

12: Never refuse a challenge from an equal.
Honor demands that you answer all fair challenges.

13: Never turn your back on a foe.
Bring the fight to a just conclusion, be it victory, death, defeat or surrender.

14: Honor a worthy opponent.
Do not dishonor or abuse an opponent who has honorably yielded or surrendered. Do not steal his possessions or show cruelty. Do not stay idle if others do these things. Keep the virtue of justice in mind at all times.

Do you see any problems with this?
Can you suggest any revisions or improvements if so?