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So it's been a little while since I've been able to run, and I could use some ideas to make it particularly fun and engaging.
Party must hunt a beast within the forest. How do I make the hunt work mechanically, continuous skill checks? What are the penalties for failure and how to keep the hunt exciting before they corner the beast? Party finds the relic but must defend it from undead and a necromancer boss. How to make a boss fight like this particularly interesting, any tricks? Party is betrayed by an NPC they found (actually a lycanthrope) at some point, perhaps during one of these other events? Anyone have any particular fun ideas they like to use; encounters, combats, skill checks etc?
So I started a campaign a few with a number of friends a couple months ago-
We all agreed to play Saturday evenings 2-3 timesaver month, as rich couldn't play weekdays and Mirch couldn't play Sundays.
A few sessions passed, and then scheduling issues arose- every weekend something came up for one person or another, I was reluctant to run without anyone.
I am very reluctant to make such a move, booting Mitch because he's less active feels like a selfish move, and could also annoy Drew. I emrrg Has anyone built with the issue of making game sessions happen? Scheduling as the GM sucks.
A Reign of Winter game's coming up, and I thought a Viking would fit in well.
The Shield Master line seems pretty effective, whereas Death or Glory is just an awesomely thematic feat. Something more appealing, but I imagine harder to work, would be a Viking/Paladin. How well would these classes work together, synergistically?
Do you use ambience music, fog machines?
How do you make your players get really into the game, make them think about it when they're not playing, give them the itch to play again? We're probably all familiar with the 'remember that Fun is #1' idea, and it's important to remember, but any advice or tips to remember when you're behind the screen would be great.
I loved Arcanum. It's still one of my favorite RPGs after BG2, and I loved the conflict between steampunk technology and magic... not just in the culture, but there was an actual mechanic in the game that caused the presence of strong/advanced technology or persons of technology to interfere with magic(k) and vice-versa. I'm going to start a campaign soon, and was hoping to get some ideas on how to work in this conflict mechanics-wise. Chance to fail in the presence of powerful machinery/magic? Chance to critically fail? What would effect it, the level of characters, ranks in spellcraft etc? Gunslingers would be the biggest technology-buffs followed by Alchemists.
Is in-combat healing really necessary for a player to handle, or can the party easily coast through on simply out-of-combat healing, say with wands or potions? Is a 'healer' character actually hampering the group, even if he can be, say, a secondary front-line character (classic cleric)? For context, my friend is running a Legacy of Fire adventure path game this week; it's myself, him, another friend, and three people we're unfamiliar with.
I'm playing the Legacy of Fire adventure path soon, all I know about it is that it's Arabian-themed and features a good number of evil creatures. I was considering a martial artist to deal with much of the DR that's found (plus the Archetype flat-out cool), but just today I saw the Champion of Irori. Monk+Paladin, and their altered code is interesting (wish I could stay LN but LG will have to do).
Does anyone have recommendations on a build? They seem to specialize in enemies surrounding them for crazy smite cleaves/whirlwinds, I'm not sure if this will be good considering monks low AC, or if the situations will even arise in the Adventure Path. Qinggong Monk is an obvious Archetype pick here, what others? Consider that many of the Champion's attacks rely on Standard actions, so I imagine something that trades out Flurry might be a good swap.
I'm trying out Monk in an upcoming Path of Fire game, 20 point buy, and am looking at either Qinggong/Master of Many Styles or Martial Artist/Master of Many Styles (I'm aware that one of the latter's abilities conflict, but it's a straightforward fix with GM approval). How integral are the Ki abilities to a monk' effectiveness?
Thoughts on which I should go with and why?
I'm trying out Monk in an upcoming Path of Fire game, 20 point buy, and am looking at either Qinggong/Master of Many Styles or Martial Artist/Master of Many Styles (I'm aware that one of the latter's abilities conflict, but it's a straightforward fix with GM approval). How integral are the Ki abilities to a monk' effectiveness?
Thoughts on which I should go with and why?
If my mount and I have Broken Wing Gambit, and I have Mounted Combat, wouldn't this be a great combination? The mount can use the Gambit, if the opponent attacks the mount I get the attack of opportunity on it. I can then use Mounted Combat to try to negate the hit. Am I missing anything or did I accidentally put together a good combination? |