eric warren's page

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If a paladin on his mount moves (mount moves), can the paladin then dismount and get his move?

Ex: Paladin on horse travels horses full move .. Paladin dismounts and takes his move/ turn.

It seems as 2 seperate entities they should both be entitled to a move and action.

Likewise, could the paladin's mount charge and attack as its action .. and then the Paladin on its back full attack (since the paladin technically did not use a move)?


Some questions have come up for mounted combat. It is my understanding a Paladin and his warhorse both get attacks autonomously. ie: both could take a full attack side by side. This I would assume to be the same if the paladin is mounted. However does this mean the paladin on his turn could full attack and then the mount could move (for its turn)? This effectively moves the paladin from combat after he full attacks... It seems like a significant advantage.. but legal. Anyone know the official ruling on this?


My order of Dungeon magazines never arrived. I have called several times trying to get a response to resolve this issue. Please email me back so this can be corrected. thank you

Eric
[Edit: Email address redacted.]


I've been reading a lot of posts about the new PFG and like the positive press so far. I'm curious how compatible the system is to a low magic world though? In 3.5 I tended to power down the magic items found in the world. This led to spellcasters being even more overpowered in a relative way to non-casters.

I guess I'm curious if the PRG has better parity between the classes when you take magic items out of the equation as the players progress levels. Thoughts from those with some PRG play experience?


I enjoy the posts here and am curious about the other posters. I'm guessing most people are older..

Age?
Occupation?
Type of Person?
Interesting Points?
Gaming Style?
Favorite Module ever?
Most unbalanced character you ran?

I'm 38 yo male that works as a chiropractor and real estate investor. Got into gaming in 4th grade (AD&D). Kind of a middle of the path kid in school ... knew some popular kids, some tough kids, some geeky kids.

Done some cool stuff like backpacking around Europe and visiting Russia. Taught many people how to play D&D over the years and how to make the game "realistic" (no trolls randomly chilling in the tavern basement).

Early on Monty Hall campaigns were the thing, later balanced campaigns and now I've learned I no longer enjoy gaming unless its with players that like serious role-playing.

Currently I don't have the time to run a campaign but left off running Savage Tide which I feel is a really good thread.

Favorite module ever: Tomb of Horrors .. I like challenges and that one kept us biting our nails and on the edge of our seats.

In 5th grade, Elric of the Golden Blade was my character. We had books of our magic items and he had a "Golden Vorpal blade", "neckband of proof vs Vorpal Weapons", and "Magnetic Rod". lol If you remember any of these Monty Hall weapons your are old-school hard core.


I enjoy the posts here and am curious about the other posters. I'm guessing most people are older..

Age?
Occupation?
Type of Person?
Interesting Points?
Gaming Style?
Favorite Module ever?
Most unbalanced character you ran?

I'm 38 yo male that works as a chiropractor and real estate investor. Got into gaming in 4th grade (AD&D). Kind of a middle of the path kid in school ... knew some popular kids, some tough kids, some geeky kids.

Done some cool stuff like backpacking around Europe and visiting Russia. Taught many people how to play D&D over the years and how to make the game "realistic" (no trolls randomly chilling in the tavern basement).

Early on Monty Hall campaigns were the thing, later balanced campaigns and now I've learned I no longer enjoy gaming unless its with players that like serious role-playing.

Currently I don't have the time to run a campaign but left off running Savage Tide which I feel is a really good thread.

Favorite module ever: Tomb of Horrors .. I like challenges and that one kept us biting our nails and on the edge of our seats.

In 5th grade, Elric of the Golden Blade was my character. We had books of our magic items and he had a "Golden Vorpal blade", "neckband of proof vs Vorpal Weapons", and "Magnetic Rod". lol If you remember any of these Monty Hall weapons your are old-school hard core.


In campaigns I run I like to develop a world with the players that feels alive and wide-open. Nothing makes me less interested in a campaign than when I feel I'm stuck on a linear path being spoon-fed my "adventure". The process for gaming to me is very much about exploring this world that develops around the characters and their free will.

Usually my campaigns consist of multiple possible adventure paths with modules used to fill the different directions the PCs may pursue. Sometimes this can be tough to achieve when playing a pre-published campaign like Savage Tide which involves necessary steps to proceed from module to module.

In this light I would like to suggest the value of sub-stories. Before I start a new campaign each player has the option of developing a detailed history for his character based on some circumstance rolls and creativity. Those players who do so are rewarded small but signficant bonuses based upon their history ... (a skill point here or there, regional knowledge skills, heirloom weapon, etc) Once I have these historys I read them and look for inspiration for sub-plots based on the players own creation (in a sense we both start creating the world)so that every PC has a potential mini-adventure relevant to him should the character spot the hooks or follow the leads placed into the campaign. Generally, players love that their work is paying off and that their characters individuality is being expressed through the campaign and it makes the world feel much more "real".

I'm sure many experienced DMs on here already do things similar to this. For those who don't .. give it a try and watch see if your campaign world doesn't seem more alive and ineresting.


Thought 1: Broken Paladins?

I thought I'd kick this out for thought as I was reading proposed enhancements to the Paladin class. Somewhere in there as the suggestion to boost divine strike...

My current paladin is orientated to battling from his horse. Hence he has all the feats for mounted combat. He also has extra smiting as a feat. On a charge he can smite for over 100 points of damage. (lance +3, smite, STR, Power attack, triple damage, trample) (1d8+3, +10, +4, +7, x3, +6)@ 112 damage on a ride by attack that places him out of melee range.

Take into the magical nature of the world (lower as our campaign is)he still has been able to purchase flying for his mount and owns superior weaponry to the lance listed.

Now they want to increase the power of divine strike to 1d6 per level? average 2.5 more damage per level x3 = +75 more damage and ignoring DR? .. my DM will quit and rightfully so lol. My PC is already an evil/undead wrecking machine.

Rant 2:

The biggest problem in 3.5 is the overpower of spellcasters. In 3.5 lower magic worlds a sorcerer can defeat most melee characters ... in melee combat (using spells). That's ridiculous. My argument is not to boost the melee characters any more... make the spellcasters inherently weaker/vulnerable in close range.