One of the biggest problems I have with the online games has been the people on it. I am looking to avoid the immature crowd, and tired of people who are disrespectful, racist, or in general rather unpleasant attitude. I tend to be a bit quiet until I have something specific to say. I do have access to several VOIP options (Vent, Mumble, G+, TeamSpeak, Raidcall, Skype). If you want a voice-call to see how the fit is, please message me and I'll join up. I am West Coast, so would likely be on evenings in that time zone.
Banecrow wrote: How do people play magic armor when going to hybrid form? I know a lot of people play magic armor as "magically" sizing itself for small or lage players. Do you do the same thing for changing to hybrid form? What about when in animal form? Main reason I am asking is this situation is very likely to come up sometime soon in my game once the players get to the point where they are fighting the lycanthropes so I am looking for suggestions ahead of time so I can work it into the game. Magic armor tends to resize for most purposes. Officially, Hybrid form does not "absorb" worn items, while the beast form does. Thus, you lose armor bonuses while in beast form, but retain them while in hybrid. Your call if the player loses bonuses from items such as rings, belts, necklaces and other items that could be worn by an animal. Whatever your decision, make sure it is made clear to players beforehand.
Been running a Pathfinder game in an older Paizo product that I had laying around (Shackled City Campaign). The players have reached level 3, are running through Chapter 2, and just finished the were-rat encounter. Unfortunately, two of the four characters got hit with bites (and failed the accompanying Fort saves), so lycanthropy will be rearing its ugly head. The official rules are a little light on the specifics of affliction, and wanted to get some feedback and insight on how to "officially" run this. 1) Cures.
No real mention of methods to remove lycanthropy after the 3 days have passed, although Wish would likely do it, and other high-level spells should be possible. 2) Character options.
And if I figure Level Buy-offs, is that two buy-offs, or just one? I am assuming it is the template, not the DireRat level that could be bought off, since the DireRat comes with a HD.
My view on casters, saves, SR, and balancing spells:
SR tends to be close enough to the character's level that you usually need to roll around a 10 to defeat the SR of a creature that is an equal CR to your level. This is definitely not good odds IF you are targeting a creature that is close to your CR. Yes, the mass-damage spells (fireball, cone of cold) tend to be of reduced effectiveness in higher levels, but you have to look at it in a slightly different manner. You don't use those spells against 1-2 BBEGs, you use them against mass numbers of lower-level mooks, who have lower saves, lower SR, and resistances that you can overpower. On the other hand, if you are against a single enemy, single-target damage spells (Orb of Force) tend to be ranged touch-attacks and ignore SR/Saves. Single-target spells of the type SoD/SoS -should- give SR/Saves, since if they hit every time, the game becomes about who has the highest initiative. This balances out the fact that the Big Stupid Fighter is less useful against mass numbers of mooks, but would work better against a single BBEG, as long as he has adequate magic support. The fighter's version of "Save or Die" is (usually) a big, pointy object, and although it can have its own problems (AC and DR), it can definitely ignore the saves and SR problems mages have to deal with. If the casters do their job right, the fighter -doesn't- have a problem with the AC or DR. Casters -can- be walking artillery platforms, but at that point they are one-man parties (with meatshield), and don't work as effectively. The game as is does work well to encourage teamwork. It doesn't -mandate- the teamwork, just means the party is less effective overall if you don't work together.
The reason I mentioned a DC of 20, is that the base DC of any maneuver is 15+opposing CMB.
Just wanted to avoid the issue of someone rapid-throwing chickens or some other silly "willing object" at opponents. Worse is the idea of someone deciding to just "grapple-throw" these inanimate tiny objects (daggers). The other idea of the "thrown halfling" is just make it an "aid another" action on a jump check. Add your Str bonus to their jump check. Completely ignore grapple and throwing if it is a willing (and assisting) creature. Someone previously mentioned the "why bother throwing someone" bit alongside arguments for throws to deal massive damage at some point. I suggested the "fort save or be stunned" as an alternative to the throw itself doing more damage.
Read through most of the thread. There are a few issues to consider in the "throw" rules.
Easiest item to address is the "effectiveness". We want distance, damage, possibly an effect (other than damage).
Next is "reasonable":
Simplicity of use:
Finally, regarding throwing "willing" targets: (PRG p150) "If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds." To determine the distance of a willing or inanimate object, it should be "Opposed DC = 20 + Size modifier", which prevents silly things like picking up a willing iron golem and throwing it without some sort of effort. |