Cavall wrote:
Okay lets use your sound logic. At 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. Every single class gets a feat which can be used on any feat. Seems like everyone gets crafting feats for free!!!! Yah!
DrDeth wrote:
First off. Lol. I'm sure in a contrived scenario a wizard would need help from a fighter. Secondly that's a false equivalence. I'm not sure how letting another player die in combat is the same as... "I'm busy with my own crafting so I'll stop what I'm doing. If you give me an incentive.(Incentive being paying me for the object at a heavy discount...I'm such a fiend) Otherwise you have to go purchase it from the market, the same way you would have had to if i didn't have a crafting feat."
Torbyne wrote:
Literally any class can take crafting feats. If i take crafting feats and spend my downtime making myself stuff. No one else has any right to assume I'll spend my downtime making them stuff. Everyone can get crafting feats.
Entryhazard wrote:
Sure. Because me playing a Wizard i really need that Fighter...lol Also some of you just don't seem to get it. If I'm playing a Wizard who can craft magic items. I can spend all of my feats on crafting and still contribute just as much as anyone else in the party during an adventure. I don't need to share my crafting downtime with anyone else to contribute equally. I usually do when I'm not working on my own projects. But I'll be damned if I'm going to invest in crafting and have to spend my time making shit for everyone else for nothing over making my own stuff. People that have played with me either pay what i ask or they go find it else where or they wait till I'm not making my own items. So if they want it sooner they pay more than the base cost...such a f%&!ing crime. How dare i provide a unique service at a heavily discounted price to them...
When i play a caster with crafting feats here is how it goes. Fighter: "Hey Wizard could you make me a Belt of Strength(+2)? Wizard: "Sure that will cost you 3,000 Gold. Fighter: "That's a ripoff. I'm not paying you an extra 1,000 gold. Wizard: "Okay fine. I'll spend my downtime making myself items with my crafting feat. I really want a Headband so maybe if i get time later I'll make your belt...unless I'm making something else." Fighter: "What about my Belt?" Wizard: "Go buy one for 4,000 Gold in the market or make it yourself." Fighter: "..." You see if i invest in a crafting feat. I'm planning on investing my downtime, which could be very limited base on the adventure to make the items i want with it. So my items take priority. I usually offer a small discount to stop working on my items to work on someone else's item. I mean there are plenty of entitled players floating around. So when i encounter one of them who get pissy at me wanting to benefit from my investment. I just tell them to go to the market or learn to make it themselves if they want to b+~@+.
thejeff wrote:
The only time anyone has been called a cheat or a liar is when the GM is actually doing so. If the group is okay with Fudge then it's not a lie or a cheating thing. If the group isn't okay with it and the GM does it in secret they are cheating and did lie. It's not that hard to grasp. The same is true for players. If a player is secretly altering die rolls they are cheating and lying. Why this basic fact of gameplay offends some boggles my mind. If my GM lies to my face about how the game is being run and fudges stuff they are literally lying and cheating.
Drahliana Moonrunner wrote: But they are not the same. By definition, a GM does not cheat. You may have issues with how they implement rules and mechanics, but the rules are a guide for GM's not their overlords. How about you take GMs off your pedestal for a moment. If a GM mentions to a group that they will fudge/cheat dice rolls etc before the game. Then it's fine. No issues everyone is happy. If a GM doesn't do that they are cheating. Plain and Simple. If a GM uses house rules and tells the players before the game. Then cool everyone is on the same page. No issues. If a GM doesn't tell players about house rules they are cheating. It's really not that hard.
PossibleCabbage wrote: Well, maybe there's one and only one road between city A and city B and you design and ambush to occur on that road, assuming the players would take it, but the players decide to take a boat, or hire a wizard to teleport them there, or summon monsters to create a tunnel through the earth, or something else. Are you going to have the ambushing party never show up for the remainder of the story? They might show up later if they find out where the players went. I usually have the NPCs make use of gathering information of the players if they haven't attempted subterfuge or covering their movements or make use of divination depending on the resources said NPCs had. I tend to follow the same rules i enforce on my players for my NPCs. Even if they find the players it's a different encounter now. Instead of an ambush on the road that the players avoided. It might later become a hastily attempted ambush in the city, which changes portions of the old encounter. The players avoided the ambush on the road, so now later in the city they might have an easier time escaping or getting help from the watch etc. or maybe the NPCs can't find the players if they have taken action to cover their movement (leaving the city at night under cloak of darkness, disguises, magic used to prevent divination etc.).
"Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage."
This happened during my Wrath of the Righteous game. Fallen Paladin: So in the campaign the players eventually find a succubus that is trying to be turn good with the help of Desna, Arueshalae.
One of my players was a Female Android Paladin of Ragathiel named Arken. As the campaign progressed Arken and Arueshalae formed a romance and became deeply in love. [Even going so far as to pick up the Emotion feat for an android so she could feel love.] Around the time the group entered into Nocticula's realm, the Midnight Isles, Arken forced Arueshalae to leave her side; fearing for her safety and her redemption in such a realm. This caused a spat between the lover's and Arueshalae fled in tears. Arken had Aravashnial, an elven riftwarden ally, to attempt to divine her whereabouts. He located her within Noctiucla's realm upon the isle of Alinythia. Now Alinythia was under the rule of Shamira, the Ardent Dream and Arken knew from speaking with Arueshalae that this is where she used to reside. Arken fearing for her love ventured into the Midnight Isles to find her. (At this point the group had come to an uneasy alliance with Nocticula and could move about with some degree of protection.) Minagho was a powerful lilitu demon that the player's had encountered and they had disrupted her plans and made her look foolish. In particular Arken had gone out of her way in attempting to slay the demon. Minagho barley escaped the players and followed them into the Midnight Isles. Minagho found Arueshalae and captured the succubus, trapping her in a hideout and assuming her form, before contacting Arken through messengers; telling her that they should meet alone to speak of their relationship. Arken didn't hesitate and left without telling her companions. She met with "Arueshalae", Minagho in disguise, and they conversed about what had happened. Eventually, Minagho after a small amount of bluffing and faking love while in the guise of Arueshalae, asked a simple question of Arken. "What do you wish my love?" Arken answered "I wish to be with you Arueshalae. I love you." Minagho a powerful Lilitu demon granted her Wish. Lilitu have "Profane Wishcraft" as a ability. The wish was granted and the Arueshalae appeared in front of Arken, comatose and bound. I informed Arken to make a Will save against the profane wishcraft effect and she failed, turning Arken Chaotic Evil and making her fall; losing her paladin abilities. Minagho revealed her true form and laughed at the fallen Arken. [My player at the time was flabbergasted and hadn't even considered Minagho coming for her. She wasn't mad about and thought it was a crazy twist of the knife.] Arken attempted to cut her down tears in her eyes but without her Smite and powers it was ineffectual. Minagho then hit Arken with a Dominate Monster, which she failed as well. And forced her to collect her love and return to her hideout where they would begin the process of her training in attempt to make Arken an Anti-Paladin of Baphomet. Eventually her companions found her through divination magic when she had been missing and they stormed into Minagho's lair. Arken still dominated ended up killing one of her friends before the demon and her allies were slain. It caused a lot of tension in the group and left a strain on Arken and Arueshalae.
Darksol the Painbringer wrote:
But you won't know when to use the re-roll of misfortune if you don't see what the number on the dice is. If the DM rolled a 3 in secret for the ogres attack and you have to guess as to when you use Misfortune you might end up helping the ogre. You need to see the dice in order to use Misfortune appropriately. (The ability isn't roll twice and take the lowest.)
Yeah a 50 Gold Potion of Cure Light Wounds would heal 1d8+1. Having a higher caster level would cost more. "The price of a potion is equal to the level of the spell × the creator's caster level × 50 gp. If the potion has a material component cost, it is added to the base price and cost to create. Table: Potions gives sample prices for potions created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster brewing the potion."
Nicos wrote:
Maybe you should read the definition of mystical then. Bladed Brush is literally dependent on a mystical nature. If you stop worshiping Shelyn it stops functioning...
kyrt-ryder wrote:
We get you personally don't like it. It doesn't make your opinion better or more logical. To me and others it's clear that a faith based ability/feat that requires worship and only functions for those that are faithfully clearly is more than learning a martial technique. Just because you can't wrap your mind around that doesn't make it bad or wrong or illogical.
Clearly it's more than martial training involved. My character has faith in Shelyn an i take Bladed Brush. It works. That same character later changes his faith to Desna. Bladed Brush stops being usable... How i wonder why? Also no one is forcing you or any body to use a Campaign Specific feat from a Campaign Specific book. Seriously i would understand your argument if it was part of the RPG line. But your complaining about using a Golarion based feat in a non-Golarian game.
Snowlilly wrote:
Please don't misunderstand/misrepresent what I'm saying. A Monk's Unarmed Strike is clearly treated as a natural attack for certain purposes. But that doesn't make it a Primary or Secondary Natural Attack. So as far as Power Attack is concerned, even with Dragon Style/Ferocity, a Monk would only get the -1 Attack for +2 Damage progression. Nothing you have posted proves that a Monk's Unarmed Strike is Primary or Secondary. Since it is only treated as a Natural Attack for certain purposes and isn't actually a Natural Attack with those classifications.
Jodokai wrote: The thing some of you are missing is that you use stealth while observed, but you still need to find cover before the end of your turn or your visible again. HIPS doesn't change that. No you can't. If you are observed you can't use Stealth. The only exception being a distraction (Bluff check) and still needing cover/concealment to stop being observed. "If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast." "Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow." And yes it does change that.
The actual light level has nothing to do with an observer. A torch gives off 20ft of Normal Light and 40ft of increased light; so assuming a dark room you have 20ft of Normal Light and 40ft of Dim Light. That's the Light level in the room. That doesn't change based on who is observing it. It is constant. A creature with Low-Light Vision: Vision and Light wrote: Double the effective radius of bright light, normal light, and dim light for such characters. So even with a creature with Low-Light Vision looking at a Torch, the actual Light Level is still 20ft Normal and 40ft Dim Light. Which is then modified for an observer with Low-Light Vision. The Torch doesn't suddenly provide more Light than it normally does just because a creature with Low-Light Vision is looking at it.
Darigaaz the Igniter wrote:
I think the main issue is certain classes features that give you an animal companion restrict to a certain list of creatures. Example: A Cavalier is restricted to picking " A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts."
Torbyne wrote:
If you want an Axebeak without needing GM permission you could be pick from these options. -Hunter -Druid -Brawler (Wild Child) -Inquisitor (Sacred Huntsmaster) -Ranger (Beastmaster) -Sorcerer (Wildblooded: Sylvan)
RAW wrote: 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 i suppose following your logic a Monk can't use his on fists in a Flurry of Blows? Since like you said... Snowlilly wrote: RAW: Monk unarmed strikes count as natural weapons for effects So following your logic all Monks would need Feral Combat Training. Strange.
While i agree that the intent of Kensai would be that the martial or exotic melee weapon is your "chosen" weapon, it really isn't worded very well from a RAW perspective. Even if you follow the intent it's still very possible to use a weapon with a range (Throwing Axe, Starknife, etc) and all of it's abilities would still function with a Throwing build.
MrCharisma wrote: Imagine you're the experienced player with a bunch of newbies. Would you rather be told: "You're more experienced so I'm choosing your Race & Class for you" or "You're more experienced so you have less points & you can't play a full caster, but otherwise go nuts". Both of these serve to balance the party, but the lower point buy lets the player be more creative (It also lets the experienced player show off a bit, which they'll like & will help the newer players see what can be achieved). I can't imagine that. The moment a GM tries to tell me that I in particular will be more limited than other players i simply don't play. I'd laugh at a GM that told me that.
The Sideromancer wrote:
Rules citation required on how your going to do that.
andreww wrote:
Fair enough with the crafting rules. I guess i should have a pile more gold than i gave myself then. I only mentioned it since that was part of the Balor plan. I'm just glad someone posted a Fighter build at least.
andreww wrote:
Keep in mind for wealth you don't half the cost of the items you create. You increase your starting wealth by 25% for one crafting feat or by 50% if you have more than one. Otherwise it looks pretty good. Also keep in mind in my Build for a Sorcerer the Balor's are more for fun than as a threat. The main threat is still the mindblanked, greater invisibility Sorcerer and Roc who are flying around; That and the fact a fighter has to make a Will save against DC 34 Dominate Monster and if they hit a certain threshold of HP they get hit with Power Word Blind or Stun.
Blackwaltzomega wrote:
AM BARBARIAN is what Caster parents tell their Caster children will come for them if they don't behave...the great boogeyman of the martials. Definitely the scariest martial build i can think of.
Chess Pwn wrote:
It isn't. But i literally didn't care because to me this challenge seems easy. I could have wasted money on a Vorpal weapon and still do fine. :)
Chess Pwn wrote: Why do you have the Courageous in your +4 Courageous Dueling Spiked Gauntlet? Are you really that worried about getting feared? Eh just felt like it. I mainly built it assuming he adventures and isn't just built solely for this challenge. I also fixed my Sorcerer entry to be a Human so its should be legal now.
Human Ken:
Human Sorcerer 20th Sorcerer (Wildblooded) Chaotic Neutral Medium Humanoid (Human) Senses: Darkvision (60ft) Initiative: +17 [+7 DEX, +4 Improved Initiative, +4 Dueling, +1 Luck, +1 Competence]; Moment of Prescience (+21 Initiative) = +38 Speed: 30ft HP: 192 [73+80 CON+20 Toughness+19 FCB]; False Life (15 Temp HP) AC: 42 [+6 Shield, +6 Armor, +5 Deflection, +1 Luck, +5 Natural, +1 Dodge, +7 DEX, +1 Insight]
Resistance: Fire 20 DR 10/Cold Iron Immune: Poison Fortitude +16 [+6 Base, +4 CON, +4 Resistance, +1 Competence, +1 Luck]
Attack(s): +4 Courageous Dueling Spiked Gauntlet +18/+13 melee (1d4+7/20x2) Ranged Touch Spell +18 ranged touch Sorcerer Spells (CL 21th)
Concentration +40 [+21 Caster Level, +11 CHA, +2 Tunic, +4 Combat Casting, +2 Bracers] (DC 21) 0 (Cantrips) - Detect Magic, Read Magic, Light, Ghost Sound, Arcane Mark, Mage Hand, Spark, Haunted Fey Aspect, Acid Splash (Used 2)(DC 22) 1 (9/Day) - Entangle, Charm Person, Lock Gaze, Mage Armor, True Strike, Comprehend Languages (Used 2)(DC 23) 2 (9/Day) - Hideous Laughter, Darkvision, Mirror Image, See Invisibility, False Life, Unnatural Lust (DC 24) 3 (9/Day) - Deep Slumber, Tongues, Suggestion, Hold Person, Arcane Sight (DC 25) 4 (8/Day) - Poison, Charm Monster, Terrible Remorse, Greater Invisibility, Dimension Door (DC 26) 5 (8/Day) - Tree Stride, Dominate Person, Permanency, Fickle Winds, Animal Growth (DC 27) 6 (8/Day) - Mislead, True Seeing, Greater Dispel Magic, Transformation (DC 28) 7 (8/Day) - Phase Door, Limited Wish, Power Word Blind, Spell Turning (Used 4)(DC 29) 8 (7/Day) - Irresistible Dance, Maze, Mindblank, Moment of Prescience, Power Word Stun (DC 30) 9 (7/Day) - Shapechange, Dominate Monster, Time Stop, Gate Permanency Spells (Constant) (Caster Level 21st)
Spells Active
Spell-Like Abilities (CL 20th)
STR 16, DEX 24, CON 19, INT 16, WIS 18, CHA 33
Skills: Acrobatics +29, Handle Animal +33, Fly +21, Knowledge (Arcana) +9, Knowledge (Nature) +9, Perception +31, Spellcraft +29, and Use Magic Device +24, Bluff +34 Feats: Eschew Materials, Improved Initiative, Dodge, Quicken Spell, Combat Casting, Craft Wondrous Item, Craft Magic Arms & Armor, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Spell Penetration, Boon Companion, Toughness, Defensive Combat Training, Steadfast Personality, Greater Spell Penetration Special Qualities
Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive. Fey Wings (Su): At 15th level, you can grow insect like wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level. Equipment Leather Bandolier
Masterwork Backpack
+4 Courageous Dueling Spiked Gauntlet
+5 Mithral Buckler of Determination and Fortification (Heavy)
+5 Haramaki of Improved Energy Resistance (Fire) Ring of Protection (+5) (Ring 1)
Belt of Physical Perfection (+6 DEX, +6 CON, +6 STR) (Belt) Otherworldly Kimono (Body)
Eyes of the Eagle (Eyes) Gloves of Arrow Snaring (Hands)
Jingasa of the Fortunate Soldier (Head)
Headband of Mental Prowess (+6 CHA, +6 INT) (Headband)
Amulet of Natural Armor (+5) (Neck) Tunic of Careful Casting (Chest) Spellguard Bracers (Wrist)
Stone of Good Luck (Luckstone) Tome of Leadership and Influence (+5) (Used)
Ioun Stones
2,000 Gold
Ron the Roc:
Animal Companion (Roc) Large Neutral Animal Senses: Low-Light Vision Initiative: +11 [+4 Improved Initiative, +7 DEX]; Moment of Prescience (+21 Initiative) = +32 Speed: 20ft; Fly 80ft (Average) HP: 136 [72+48 CON+16 Toughness]; False Life (15 Temp HP) AC: 39 [+23 Natural, -1 Size, +1 Dodge, +6 Armor] Resistance: Fire 10 Fortitude +13 [+10 Base, +3 CON]
Attack(s): 2 Talons +24 melee (1d6+12 plus Grab/20x2) Bite +23 melee (1d8+12/20x2) STR 26, DEX 24, CON 16, INT 2, WIS 13, CHA 11
Tricks Known: Attack (x2), Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, Work Skills: Fly +8, Perception +10, Stealth +0, Survival +4 Feats: Multiattack, Improved Initiative, Dodge, Toughness, Weapon Focus (Talon), Combat Reflexes, Improved Natural Armor (x3) Special Qualities: Link, Share Spells, Improved Evasion, Devotion Equipment
Amulet of Mighty Fists (+4 Heartseeker)
Spell Active
With Animal Growth and Transformation
+64 HP
Attack(s): 2 Talons +33 melee (1d8+18 plus Grab/20x2) Bite +32 melee (2d6+18/20x2)
As per the arena size its a 200ft radius area. So I'm 390ft away and Ron is beside me. 1st Round-Ken
1st Time Stop Round
2nd Time Stop Round
1st Round-Ron
2nd Round-Ken
2nd Round-Ron
3rd Round-Ken
4th Round-Ken
Then watch the Fighter battle the two Balor's until they or the Fighter are Dead. Eventually using Power Word Blind to disable the Fighter and Power Word Stun. If the Fighter survives have Ron charge into Fighter and attempt to Grapple. While Ken moves into range and uses Terrible Remorse, and other Enchantments to disable/humiliate Fighter (Unnatural Lust on a Roc!) Edit: Fixed the Sorcerer to be a Human and not a Kitsune.
CBDunkerson wrote: If that's the case then why EVER bother spending an action to cease concentrating? Just spend your actions on other things and the spell will automatically end. That makes it an action cost you never need to pay. Illogical! Does not compute! 'RAW' says that you can't stop concentrating... therefore the spell must continue... even though 'RAW' also says it can't. Welcome to infinite recursion. "(D) Dismissible: If the duration line ends with "(D)," you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn." Actually dismissing a Concentration spell isn't even an action.
bbangerter wrote:
Only in your opinion is it absurd. (Which it really isn't) You can't (Free Action) drop prone. But you can still (Move Action) get prone. Not really that absurd.
Shadowlords wrote:
This would be better suited in the Homebrew section of the forums and not in a Rules Question thread.
Berinor wrote: It is not black and white that FoM beats nets. It is not a grapple or pin, so the last sentence of the first paragraph doesn't apply. That's in line with the other things it does and is a reasonable way to interpret the initial "move and attack normally" and I don't see a good reason why Escape Artist is the line. It really is that black and white. PRD wrote: "This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web." It says you can move and attack normally even under the influence of magic that impedes movement. Saying a net still applies entangled on a target with FoM is literally the same as saying a Magic Missile still effects a target with Shield. If you have Freedom of Movement and get hit with a net you would ignore the Entangled condition it applies. You still have a net on you but it doesn't apply entangled.
Freedom of Movement defeats a net. Freedom of Movement wrote: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. A net causes entangle which impedes your movement and attack. Freedom of Movement prevents that effect specifically. You still have a net on you but it isn't entangling you anymore. Orfamay Quest wrote: Any conditions? I mean, the walls of my house impede movement, which is why I have doors. Can I walk through walls like a phase spider if I'm under FoM? Walls do not impede your movement. They straight up prevent movement through them. It's not the same thing.
Now without the hyperbole. Fred: Haha, Mike's Stinking Cloud nauseated that brigand and now he's puking all over the place. Nice one, Mike!
CWheezy wrote:
I've already showcased that all of those things can still be done. You keep making ridiculous claims with zero backing in the rules. Every example you've given of why this is silly is untrue. That is your issue.
Ashiel wrote:
Arguments like you are describing happen if a GM and player don't communicate. You are clearly biased on how this works. But with a simple conversation between GM and players it can be resolved and expectations can be given ahead of time to what will be considered honorable or not. It's not difficult. I've been with multiple groups that can handle it. Because we talk about what is to be expected ahead of time.
|