Has anyone ever actually used the settlement modifiers (Corruption, Crime, Economy, Law, Lore, Society) as modifiers for the various skills? (Okay, I'm in Underbridge in Magnimar, so suddenly all thieves are +6 to pickpocket me, although I'm +6 better at detecting lies and +4 better at hiding in an alley and +1 better at making money, but if I walk 5 minutes to Dockway I've suddenly got +7 to making money, and +6 to gathering information, but -2 to intimidating someone into acting friendly....)
Quite a few years ago, I dreamed that I was walking home across a soccer field where a big lawnmower was working. The lawnmower blade hit a sprinkler, broke off, flew across the field and cut my foot off. The whole thing didn't feel at all like a dream - it hurt just like I'd imagine it would hurt, there was no sense of unreality at all. After a minute or so laying there screaming in the dream trying to stop the blood spraying from my leg, in real life my wife woke me up.
I hadn't been screaming, but I had been making some sort of noise. I was also shaking, covered in sweat, dizzy, sort of sick to my stomach, pretty much like I'd be if I were seriously injured in real life. I was worried I'd throw up, staggered towards the bathroom, and passed out before I made it through the door. My head bounced off of the sink as I fell, and my face slammed onto the bathroom scale on the floor- my forehead and cheek had scrapes shaped like the tread of the scale for days afterwards.
I am sure an unattached body part still counts as missing. If I cut someone's finger off and make it so it touches their hand I don't think they would count it as "not missing".
Some would disagree.
Sean K. Reynolds wrote:
Raise dead will fix dismemberment and decapitation as long as you have all the significant pieces on hand when you cast the spell.
If you were a player arguing for brain-swapping via raise dead and the GM didn't agree with you, I'd say you wouldn't have a valid rules based argument in your favor. However, since it sounds like you're the GM, it's your game. If it doesn't bother the players, have fun, run with it, be prepared for shenanigans.
In D&D 3.0, they were explicitly NPC classes.
3.0 DMG wrote:
Followers can be warriors, experts, or commoners. The leader can generally choose their race and classes. A leader attracts followers whose alignment are within one step of his own.
That part was removed in 3.5, and wasn't added back in with Pathfinder. So, up to the GM.
Hope everyone has fun. If it seems like it's a little out of hand, with 9 players, you might find one willing to switch from 'player' to 'co-GM/minion wrangler', who could help run some of your monsters in combat. It also brings the ratio from an unusual 9-1 to the usual 4-2.
You might already realize, but one of the problems with groups like that is that to challenge them you need to either throw more monsters than usual at them, which can bog down combat even more, or send extra-powerful monsters at them. The problem with the extra-powerful is that while the group combined may take them down, the monster is strong enough to disable or flat out kill whichever character it goes after fairly effortlessly.
Of course, you could most of the time just not bump the difficulty much or at all, and let the characters basically stomp all over their opposition except on rare occasions. It's not the usual modern game model, but if everyone (including you) is having fun, there's nothing wrong with it. (Maybe save the super big combats for special weekend games or something?)
Hooray for running games!
Quark Blast wrote:
Man, too many people get Conan wrong. Several occasions he abandoned a huge treasure in favor of rescuing some damsel who was only in danger because she ignored his advice. And about his reading ability...
Robert E. Howard, The Servants of Bit Yakin wrote:
Yes, yes I do, it's called losing in a game. It's alright to lose and deal with loss. You don't change the rules of Monopoly because someone might lose. You play with grown ups who can handle losing and continue to play/play another round.
Usually when some facet of a game is adjusted for someone who just lost, it's to make it easier for that person, not harder.
Sure, I'll help out the collection! I live in Saint Petersburg, Russia. I moved here a few years ago from Eugene, OR, United States.
Someone may find it interesting to know what the RPG options are here. There's no Russian-language version of Pathfinder, or most versions of D&D. However, there are translations of Savage Worlds and Deadlands, FATE Accelerated edition, Trail of Cthulhu, and D&D 4E.
EDIT: Shoutout to Goddity from the Aerican Empire. I like your national anthem.
I've been trying to put together some rules with more flavorful magic item crafting. Here's what I've got:
Basically, part of an encounter's treasure will usually be given as components that can be used to craft magic items. The exceptions are mostly creatures that, if they don't have any class levels, are below CR3. Creatures that are below CR1 don't provide any useful components. Other creatures provide components as follows:
CR 1-2 foes give misc components worth 10gp
Then you look at the power levels of magic items from Ultimate Equipment - least minor, lesser minor, greater minor, lesser and greater moderate, lesser and greater major (for permanent magic items).
Least minor items (basically, those costing under 1000gp) don't have any special construction requirements. Lesser minor items require at least one special component from a creature of minimum CR3, and which seems thematically appropriate.
More powerful items require more components: greater minor items require 2 components, from creatures of at least CR6. Lesser and greater moderate items need 3 or 4 components, from CR9 or CR12 creatures, respectively, and lesser and greater major items need 5 or 6 components, from CR15+ or CR18+ creatures.
For an Elixir of Dragon Breath, for example, clearly it should be from something with a breath weapon, or possibly from some sort of elemental creature, or maybe a poisonous creature for green dragon breath. Just something that makes sense. For, say a stone of alarm, maybe you need the heart from a caryatid column, a formian worker, or an iron cobra construct or some other creature noted for it guardian abilities. Probably the creature used influences the flavor of the item in some way. Maybe for the alarm stone you could even use the heart of a mummy that was guarding a tomb, but that item would have quite a different flavor than one crafted from a caryatid column.
On the other hand, a component from a pegasus could be used for an item granting flight, or perception, or detecting alignment, or for defeating or defending against good or evil aligned creatures, and the ooze from a gelatinous cube could be used in an item causing acid damage, causing paralyzation, or protecting from electricity. (looking at their respective abilities and natures)
For a more complex example, maybe Plate Armor of the Deep (greater moderate item, needing 4 components) could use the shell and blood from a shipwrecker crab, together with shards from an iron golem and leather from the cured hide of a froghemoth.
The value of the components can be directly used for the crafting cost of magic items - if you have 2 components from a CR6 creature, than you only need to spend or acquire another 800gp of misc. components in order to have what you need to craft a +2 cloak of resistance. They can also be bought and sold like trade goods or art objects - generally at full value, with no significant loss to buyer or seller (or however you choose to have your economy work).
The settlement base value limit should also apply, so you can't buy a necessary component for a lesser moderate item anywhere smaller than a small town, and for major items you'll need to shop in at least a large town.
Psh, houses aren't any more overpowered than warriors. Seriously. Figure out how much that house costs. Let's say a kitchen, a sitting room, a sewing room, and a lavatory/bathroom on the first floor, four bedrooms on the second, and use the top floor for storage. Going by the prices in Ultimate Campaign, that's 1200 for the bedrooms, 480 for the storage, and 1190 for all the stuff on the first floor. But since you specified stone walls, that probably counts as fortified, so that's another 300gp per room, for a total of 6470gp for the whole house.
Now, a team of 3rd level elite guards only costs 170gp. For the cost of that house, you could get 38 teams of 5 guards - that's 190 people! Assuming they have a Constitution of 12 or more and use their favored class bonus for hit points, each one has 22 hit points, so against the house you've got a total of 4180 hit points, not much less than its 4750, and they're wearing hardness 10 banded mail, with serious advantages in mobility and offense. :)
One of my groups used a rule where you rolled 3d6 instead of taking 10. It meant that you didn't jump straight from '50% chance of failure' to 'never fail', and that you didn't lose the fun of rolling dice just because you wanted a better chance to succeed. Also, it meant that even if you did fail a roll, you would almost never fail by 5 or more, which matters a lot for things like climbing and balancing.
A flame drake is only CR 5, and size large. It would probably work well, and you'd still have room in a high-CR encounter to include a few minion-y types to prevent the problem that happens when you have one big boss, he gets one or two actions, but the rest of the party has four times that many actions due to outnumbering him, and wipes him out with no problem. Maybe a couple small fire elementals. If you threw in fire mephits, they might end up being more annoying and/or harder to kill than the fire drake.
If you're stuck on a one-big-boss encounter, throw the 'giant'-sized template on the drake, or put the 'half-dragon'(red) template on any one of the following monsters:
Cloaker, Megaraptor, Hieracosphinx, Manticore, Emperor Cobra
I'm acquainted with a guy who ran a horror one-shot at a convention. He did something quite clever, but if any of your prospective players read it, it would ruin the effect, so I'll...
put it here.:
He got an accomplice to join the game along with the players. In the first half-hour of the game, he killed the accomplice's character, and then 'made' the accomplice (who was in on the plan) leave the game and go home. Utterly shocked the rest of the players, and made them way more nervous about the rest of the adventure, thinking that at any moment they might die and have to leave. Of course, it was all for effect, he didn't plan on anyone else dying, and apparently everyone else had a spooky but fun time.
In a recent campaign, all of the characters had been petrified at various times and places in the past. Their 'statues', among others, had been collected by a wizard who liked collecting petrified things. Then there was a magical mishap, and they were all un-petrified at the same time.
I really liked the background feats from 'Curse of the Crimson Throne', where all of the PCs have a grudge against a local crime boss and team up to take him out.
Of course, talking with your players is always good, and finding out if they have some way they'd like to know one another, if they want you to take the lead, or what. The FATE rpg has as a part of character generation a section where you write a brief, vague story from your past, and then two more sections where two other players include themselves in that story in some way, so everybody all has some reason for knowing everyone else.
Around the summer of 2011, my wife and I really wanted to play through a classic dungeon adventure. We'd played plenty of D&D 3.5 (mostly home-brewed adventures), two Star Wars campaigns set about halfway between the KOTOR games and the prequel movies (using the BESM system), some Shadowrun, some Deadlands, and it was time for some hack and slashing.
However, since we didn't have to script the games any more, it seemed like we would have a lot more prep time available, and we went a little crazy and decided to handpaint the battle mats for the entire adventure, starting with the moathouse, and continuing on fast enough to keep up with the pace of the adventure.
We used most of the monsters as-is with their pathfinder stats, rebuilding some with templates or whatever to scale them for the party's level, and built the NPCs as close as we could to the ones in the book and still be decently challenging. When we finished, the party was five 8th level characters, one PC death, and with two players having dropped out and two new ones dropped in to fill the gap. Most of the PCs had the wealth of 13th level characters, and there were almost a dozen NPCs, mostly staying at our camp to guard the huge pile of loot.
We're hoping to sell them, partly because we spent a lot of money on paint, brushes, and masking tape while making them, but partly because we think using them was great fun and wanted to spread it around. It was what we'd wanted to be able to do when we were teenagers but didn't have the ability to manage. If anyone knows somewhere besides here that would be good to publicize them, let me know.
The creature taking Imp. Nat. Weapon chooses one of the creature's natural attack forms to improve. So, the half-orc's bite improves. When the half orc shape changes into a hippo, the hippo's bite attack replaces the half orc's bite, so the feat doesn't apply any more. Strong jaw and vital strike still work though.
If the characters are all from the same town, they may have been friends for years before the campaign starts.
One of my recent campaigns started with all of the characters getting de-petrified in a 'statue gallery' together. They'd all been petrified at different times and places, and then had been discovered and/or purchased by an unscrupulous collector.
Most adventurer types would happily attend if invited to a interesting party by a prestigious noble who was serving free booze, just have them supply a reason why they might be invited and seat them all near each other.
"Command word activation means that a character speaks the word and the item activates." Therefore, if the activator can't speak, they can't use a command word. A command word item could probably be activated by, say, a parrot or something that had been trained to speak, but speaking indicates the use of spoken language, so only creatures with spoken language ability would be able to use command words.