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![]() DM_aka_Dudemeister wrote:
Ow man, these houserules rocks! This gives me hope for the vigor/wounds system, thank you for taking the time to write this! ![]()
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Delthyn wrote:
What prime moral law are you talking about? Religion or civil law? In the second paragrahp you are talking about moral relativism, which is generally immoral. We can however gain some sort of understanding why people would do such actions (bad or good). But doesn't make it moral. There are no such thing as a absolute morality, but it is easy to argue why lying and murdering is wrong, even biologically arguments for it. Why is cursing wrong? Isn't the whole concept of cursing that you give words powers, a meaning beyond a sound? Do women deserve more respect than men? Isn't that sexist? There is a standard, the civil law. Are you hinting that we should follow a deity, this smells like religious morality preaching, but I might be wrong. Common decency? Be specific. "Argue against that if you will, but it's the truth", ehh, what? Why would write something if you aren't going to listen to other arguments? I agree with you on the 2nd last paragraph, way too many paladin clones, there are many ways to roleplay a paladin. But I wouldn't point out indviduality as the reason why, maybe hypothetical morality situation doesn't just have one right or wrong answer. As a GM, I would give the paladin a warning after doing something that would be a immoral, unless it's hororific beyond belief. ![]()
![]() Hey guys! I have this monk in my group that I am GMing, and I am not sure what weaknesses I can exploit in combat. He is currently level 4 and has a lot of experience with playing the monk class.
- Deflect arrows, self explanatory, but if I am lucky, and hit him with a ranged attack, he will deflect it. (naturally the enemies would start attacking other targets)
Despite this, I have gotten lucky with a few rolls, and he is the only that have become unconscious in the group. Is the only option to make him face big monsters that crit high, such as ogres? I am not interested in killing off his character, just so that I can easily create encounters that challenges everyone in the group. And he is the hardest one to figure out for me, since I am an unexperienced GM. Thanks again Paizo Community! edit: He has requested to houserule slow fall to have the same effect as feather fall, would you say that would be too OP in your opinion? ![]()
![]() Hello "the great community" that is Paizo. I am sort of a moderate experienced GM who needs help balancing out a level 3 adventure I have made. The quest for the party is to question and investigate a dwarf paladin who claims to have been able convert undead creatures to warrior of light. The order claims he has been dwelling in evil magic (the party will discover that he has merely been able to hyptonosize/control them).
The combat encounters are as follow: The party will travel down a deep mountain with some mining carts (hanging, not wheels), during this travel, they will need to make split second decisions on which path they need to take, if they are lucky they will end up in a small room above the first room of the dungeon, this room has a small treasure chest. I like to have a d100 table for magic items. During all this traveling, they will encounter other mining carts about 20 feet away for the most part, (not sure what monsters to put here) and they will get fired at by the monsters, the mining cart gives partial cover at best, so they can either hide and wait them out, or try to shoot them down. There are no monsters in the first room, it is shaped like a half plus, sort of. It will contain some markings that will reveal to the party that this place is a mite lair. (their quest is about the end of the tunnel). The first door leads to a curvy cave like corridor, which are quite smelly, and its hard to travel through. The party does not know that if they spend too much time in this room, they will get sickened.
The next room is quite big, it is is very similar to DM crafts creation in this video. With similar strategy as he mentions at the end of the video. http://www.youtube.com/watch?v=JJLeo9pZ-Z0 How many monsters should I add? Should I try to somewhat force the party to realize that they might have to run? The next room is a corridor leading to the main quest, the tower for a dwarf paladin. It's 3 floors, medium size. I am not sure how I should create this encounter. Should I add some traps? Should it be two encounters? Are there any puzzle encounters you would recommend? Thanks for the future answers! |