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![]() White people can experience racism too. I'm white and from the south. Fortunately didn't spend enough of my time there as a youth to pick it up but I was on the receiving end of it going to middle school in HI (try "Kill Haole Day"). When I moved back to the south (Alabama) in 8th grade I wanted nothing to do with the whites who were engaging in racism...but I sometimes found myself on the receiving end of racist treatment from blacks. Even so, the majority of blacks and whites got along pretty well. The worst of both sides did not prevail. The whole thing is silly. There are so many *legitimate* reasons we can discriminate against each other (like who plays Pathfinder versus D&D!) there's no need to stick to silly micro-fractional genetic differences. :) ![]()
![]() A minor addition: the rigger PC rolled a 20 perception as lookout on her first day on the job. I figured I'd foreshadow the whole Harrigan/Cheliax thing and told her she saw a fat Chelish merchant riding low in the water. She called it in but the captain decided not to go after it. "The crew's not ready!" was his excuse but the PCs on deck could tell some of the officers weren't exactly happy about letting it get away. I know it's not RAW but, in general, I've been having something interesting happen when they either get a 20 or a 1 on job skill rolls. I'm pre-rolling jobs, Kroop's status, etc. and having the players make one pre-roll each for their PCs. We're just focusing on whatever ship's action they're attempting unless they roll very well or poorly...in which case we play out a scene involving their jobs.
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![]() Sounds as if the OPs problems have been solved. As a GM familiars/ACs are hands-off territory unless the player starts using them as meat shields or something. I have players that use these for mostly RP effect and I have no need to target them unfairly. Favorite swords, giant bear damage-dealing animal companions, etc. are open to attack, because they get stuck into the face of the bad guys a lot...but mice in the pocket or kittens hiding behind legs get left alone in my games. Trikk: Try to be less of a jerk, eh? Insulting someone else's hobby on a hobby board is less than cool...
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![]() We just started this final book on Sunday. Our party consists of three 16th-level characters (Kyra, Merisiel, and a wizard) and three 10th-level characters from another adventure (dwarf crossbow master, human inquisitor, and dwarf fighter) who are there at the behest of a dragon playing the 'game' and hoping to win with the loot from Xin-Shalast (the culmination of another adventure we've been playing). Kyra and Merisiel are the only ones that have been with the party from the start. Titus Scarnetti, indebted to Kyra for saving his family (and some incriminating documents) during "Fortress", agreed to bankroll the expedition in exchange for a 10% cut...and, with Titus, that *is* the 'friends and family' offer! The group ported to a town in the foothills (I surmised there must be a 'last-chance' mining supply town) and spent 2 1/2 days hiking up the Kazaron to the Vekker's cabin. No encounters, though they did come across some Yeti footprints. Snow started lightly the first day and ramped up from there. That was the result of a pretty cool sequence of rolls on the random weather tables...by the time they got to the cabin they were thinking they might want to hole up there for a couple of days until the weather let up. They changed their minds when they learned more about the Vekkers history and how the same series of events led to the 'Vekker Party' incident played out by the haunts. The group's Shoanti guide (oddly named "Aldo") stayed on watch in the downstairs watch room while the rest of the crew progressively tripped the haunts in the cabin. Unknown to them he went outside to look around and fell victim to the tree...and provided a great hook to the final big haunt (they thought it was him banging on the door). We finished up with Silas' plea to return his brother's body in exchange for information on how to reach Xin-Shalast. Next week is the body recovery/wendigo seige. Some failed saves have them a tiny bit worried about madness and falling into the same trap as the Vekker party...so the reconciliation scene and wendigo attack should be pretty interesting. Hopefully we'll have enough time to do that and make it to the ice fens. BTW, I've pre-rolled encounters for the trip. The first one I rolled was an adult white. Looking forward to rolling under 15% on the encounter dice so I can try to fit that in. May not result in combat but I maybe want it to do a high fly-over patrol sort of thing and scare them a little. Merisiel rolls crazy high stealth but some of the others are less fortunate so it'll make them scramble a bit...especially Kyra, who's flying on a rug with the only slow dwarf.
Edit: I'll add that Kyra and Merisiel were both granted title and land (the farms vacated by the ghoul plague in "Skinsaw") after the events in "Hook Mountain". Kyra has formed a cult...erm community...devoted to Sarenrae that is farming and taking in strays (including the goblin child rescued from Thistletop and the 'goldfish people' from the fountains in Runeforge). They're working on a book of the history of Thassilon, in conjunction with Quink. Meresiel has started a vinyard and general party site, devoted to all forms of gluttony and debauchery. Some day I anticipate the two towns will go to war... Final Edit: One of the 'goldfish people' was actually a wizard's cat familiar that was baleful polymorphed...failed his fort save but not his will. Imagine being a cat in a goldfish's body for millennia, surrounded by real goldfish. Oh, the pain... ![]()
![]() "GURPS looks awesome, I have been aware of it for like 10 years, but never run/played anything in that system... What're the big differences between 3E and 4E GURPS? What is the biggest draw for GURPS in the type of campaign I am planning on running? What are the dice requirements?" There aren't a whole lot of differences between 3E and 4E. The fundamentals are the same but they've cleaned up a lot of stuff and made play a little more streamlined. I don't know the details because I never really played 3E (though I had a few books) but have read others' mostly positive feedback on the SJG forum. I'd say the biggest draw is that it's pretty much an open toolset. Creating a zombie in GURPS (if you can't find one somewhere on the net or in a book) is relatively easy because any creature is made the same way characters are. You can customize your base zombie easily: lost an arm? Just add the one-armed disadvantage. The basic set has all of the basic guns and equipment you need and, if you want more just get High Tech and hand out Desert Eagles and MP5s. If you want to follow up with Zombies in Space you can do that too...with the basic book or maybe some of the goodies in Ultra Tech. The good news is that many of the pre-4E books work fine with 4E, with minor changes. Dice are easy: just D6. You need 3 for basic tests, maybe more for damage rolls. The basic mechanic is to roll under your skill or attribute. For instance, a HT (health) test works similar to a Fort save in D&D - roll to resist a poison, say. If you've got an HT of 11 you need to roll less than 11 to make it. Same with skills and such. There are modifiers, of course. One problem I'll point out in GURPS is the ability to get severely 'lost in the weeds': if you get too precious about tallying up the points of every NPC and monster and such I think you'll end up wasting some time. I've had to overcome my basic nature on this front and focus on the most important items in order to run GURPS in a freeflow manner. You certainly *could* be anal-retentive with the system and run a very simulationist game...but I think it's a bit more fun (especially for zombies) if you keep it looser. We played a session last night and I'll say that it's a real friggin' bear to make headshots on zombies. It's fine when there are one or two (take a round to brace and aim and make a called shot) but when there's a group advancing on you the panic sets in really quickly and your shots start going pretty wild. Hey, just like the movies! ;) Our characters were staff on the maiden voyage of a new cruise ship when the zombieapocalypse went down. We didn't even know what was happening because it coincided with a terrorist attack/insurance scam. We realized the deal as we were getting the last people off of the boat as zombies filled the deck and an unpiloted Coast Guard cutter (crew zombified and milling on the deck) plowed into the side of the ship finishing her (and a lot of the lifeboats) off. We spent a week afloat and just made landfall to find out that the epidemic seems to be worldwide. Now we're about to have to deal with a biker gang that has taken up residence in what we thought would be our new temporary safe house.
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![]() Do you *need* special class features to make your cleric interesting and worth playing? In my Runelords game the most interesting character is (easily) the cleric of Sarenrae...thanks solely to the player's efforts to create a memorable and valuable part of the game we're playing. She's not the biggest damage-dealer or best spellcaster by any means but she's pulled the party's bacon from the fire more than once. Oh. And she doesn't have Selective Channel (though I think she's picking it up this level) which was actually really fun once at Ft. Rannick when they the whole party really needed healing and the big bad Kreeg guy was only a few points below zero. That was a great WTF scene! I get what you guys are saying about mechanics and mechanics are certainly important (it's a game with rules, after all) but IMO mechanics aren't everything. A creative, engaged player can bring value to the game running a dungsweeper...an unimaginative roll-player can make the most mechanically interesting character class and turn it into a mobile, drudgy damage-dealing (or spell-casting or back-stabbing) vending machine that doesn't add anything to the game but raw performance.
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