David C Smith wrote:
Actually it's PFS, so misused houserules are objectively not within his rights.
Are you against acting between that bunching of mooks though? In all my years of playing I've never heard of denying a character a delayed turn because of grouped initiatives.
walter mcwilliams wrote:
Reading these posts is crazy! How do GM's who perpetrate this type of insanity keep players in their groups!
It's like being a healer in an MMO. He can be a complete idiot, but you need a healer so what else are you going to do?
If you live in a small city, it may be a choice between a bad GM or no gaming at all. I realized at one point that no gaming at all was better, as I was getting soured on the hobby.
The only solution was to start GMing myself, and I ended up liking it.
How do you guys justify traps in corridors guards walk down reguarly?
Lock out lever, just like in an industrial setting. If you're walking/working by dangerous equipment you throw the lever and deactivate the trap. When the patrol is clear it gets thrown back on, trap activates.
I can tell you when I was landscaping for 5-6 years I was much stronger without weightlifting than I am now, having an office job and hitting the gym every day.
There's no replacement for a hard working life of exercising 12 hours a day when it comes to strength and endurance. The only thing holding people back in the "medieval" age would have been nutrition. Otherwise I'd easily estimate the average guy's strength would be 1.5x today's.
I'd just make feinting way easier. Make it a swift class ability you can use once per enemy or something. It can get better as levels go higher.
Then it's something your character is actively doing to set up a sneak attack, you're in full control.
It won't work against everything, but nothing should.
Even the pit entrance to the test is randomized. Flight works for some, others fall to their death immediately. Teleporting might be blocked or it might not be, mundane ropes might work, you won't find out until you're safe or you're dead.
It's a neat thought process, but actually running a group through it would be pure DM handwaving.
I just finished this series like..yesterday. I was wondering how to go about making a setting out of it.
What kinds of things were done in that game if you don't mind me asking?
While I hate players meta-gaming knowledge/perception based on the numbers on the dice, I think this would just lead to a lot of confusion.
The only solution I've found for that stuff is to have knowledges rolled, but not tell them what kind it is. I keep a tally of their bonuses and apply them accordingly. So they might know they failed, but they can't be like "Oh well it was a lizard and knowledge:arcana, so obviously it was.."
EDIT: forgot how I actually did it
If you're first level thats an average lock. If you're 10th level thats some insanely calibrated clockworth deathtrap with mercury switches.
So your players never see an evolution of their skills?
A lock is a lock, why would the lock to the governor's mansion suddenly be some epic contraption just because my character went up a few levels?
I should be able to come back to a lock like that and pass it with no effort because that's how far my character has advanced his skills. I've obviously made it a point to pump lockpicking..what's wrong with being able to pick tough locks easily?
Eh, I like the minis for combat. The rest of the game is all done through imagination, so I'm all right with combat being a bit of a change of pace. You can only BS so much flavor into combat in the first place, I find it more interesting as a tactical board game.
Still get to use my imagination to solve literally everything in a dungeon, town or wilderness aside from combat.
Have them fight some weakish salamanders on a shifting/exploding lava field or something, while the red dragon looks on in judgement, or does a couple weak fly-by breaths to mess with the players. Then if they beat his salamanders he grants them the item? It's still fire themed and could be pretty fun.
It's kind of hard to shoehorn a red dragon into a low level campaign, either you ruin the dragon by making him a joke, or the dragon instantly kills everyone.
Unless you want to pull a Demons Souls and have them run around avoiding the dragon until they can reach a magical ballista or something.
Honestly I'd ban tieflings because every tiefling I've seen played is invariably one of two characters.
"Like I'm a tiefling..but I'm good cause I'm trying to deny/fix/ignore my demonic heritage! Isn't that awesome?"
or just the stereotypical grim-dark badass
It gets tiresome.
Pretty sure he was just making stuff up as he went along and had no idea. He was not willing to listen to complaints. It was one session and I could type an essay on it. This was the last PUG I played in.
Hence, why I've resigned myself to GMing 100% of the time.
Zilfrel Findadur wrote:
One question, and why he wouldn't be able to do Sneak Attack with Splash weapons? as long as a i know, if you throw an acid bottle in the eye, hurts more than in the leg.
You're trying to do precision damage with an item that is specifically designed to NOT do precision damage.
A couple questions:
The wiki gives a few details about the test, saying it is actually a dungeon crawl to the centre of Absolom, wherein lies the Starstone, and that the dungeon entails monsters, puzzles and traps. It starts by trying to cross the bottomless pit into the Starstone Cathedral without a bridge (no big deal), but I can't find any info on what comes after. Is there a source of information for this?
Secondly, if you were to design such a dungeon that rewards you with divinity, what would you include? It must be extremely tough if only 3 people have done it, but I'm not sure if any of them were very high level when taking the test..
If I'm mistaken, let me know.
Yeah that's the other thing, I'm not sure eX lends itself to long spanning campaigns. I wouldn't want to play the same e6 character for 2 years, because after awhile feats can only do so much. But it's a great idea for a bunch of mid-length campaigns that insert new characters and lore into the world through the actions of your characters, since hitting level 6 almost assures that you'll be famous and a major shaker with a little effort.