simetradon's page

Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Sovereign Court

I use the heck out of MapTool, and utilize it for both a Pathfinder and Star Wars game I run, along with Skype. I enjoy the ability to make custom tokens with the TokenTool add-on (I've created a few hundred), and I've made custom "states" (on fire, poisoned, etc.) and effect templates with paint programs and incorporated them.

The ability to make objects that block line-of-sight, and to alter visibility are perhaps some of the greatest capacities.

As for the maps... I generally make them myself via the programs "paint" and "drag and drop" features, long before I need them. Right now I'm sitting on about a hundred different maps I've constructed.

Sovereign Court

Color me with trepidation.

Sovereign Court

I expect one PC death every 10 game sessions. Thus far my current group (http://the-black-chronicles.blogspot.com/) hasn't lost anyone yet, but they've been fortunate.

Sovereign Court

Lavode de'Morcaine wrote:
Kolokotroni wrote:
Is there a reason you exclude 3rd party material as not 'legal'? ...
Group already agreed to this

Yeah, the game I run is also Pathfinder canon only material, no 3rd party stuff.

You can read more about it here: http://the-black-chronicles.blogspot.com/

Sovereign Court

"Roleplaying Points"
Represented by markers, tokens or item cards (my preference), each "Point" can be traded for one of the following:
- Reroll of a single d20 roll
- Automatic confirmation of a single Critical Hit.
- Cancellation of a Critical Fumble.
- A "Plot Hint"
- Maximize a single dice of damage (i.e. a d8 automatically does 8 damage)

Hand out no more than half your player-base in such points per game session, and only do it for when they do something In-Character that merits a reward. This minor bit of mechanical benefits will persuade them to change their ways. It may take a few sessions, but you will definitely see the problem players improve. Plus, the benefits are both minor and temporary so that they won't have negative impact on your chronicle, but they do provide "flashy" bonuses that make players enjoy using them.

>>Shameless Plug: check out more info on my ongoing Campaign at http://the-black-chronicles.blogspot.com/

Sovereign Court

Currently in a group going through RotR, consisting of the following:
2nd level Ranger/1st Fighter - Archer type
2nd level Ranger/1st Fighter - Two-Weapon spec
2nd level Fighter/1st level Wizard - Two-Weapon spec
3rd level Rogue
3rd level Cleric - armed with a Longspear
2nd level Barbarian/1st level Druid

We had convinced the Cleric some time ago to use the Longspear for the reach, and she sits on the second line, stabbing/healing, and I don't think she's taken a hit since. Our archer also rarely gets hit. So, yes, range is it's own benefit, as there are generally 3 people on the front line, with the Rogue jumping in for some Sneak Attack goodness.

We managed to take down the guy riding the gecko primarily because someone hit the gecko, the rider lost his Ride check, and the gecko turned to flee, and Attacks of Opportunity from the Barbarian and the Cleric did 30+ damage to the rider...

However, we had to go after the imp/cleric that could turn invisible twice... the first time, the fear spell removed the front line from the fight, and the first Wizard was killed with a Cause Moderate Wounds (I rerolled the Fighter/Wizard). Btw, I hate that imp.

Sovereign Court

I can see valid reasons why not to teleport around as much, even in melee. If you teleport into the midst of a bunch of opponents, whom do you think they are going to immediately turn their attention on? How many of them are going to be able to Flank you, and get Sneak Attack damage?

Teleporting through walls/doors: how sure are you that what's on the other side is stable footing, not a pool of deep water/lava/acid, a pit, or simply a bear trap. Especially if it's your last jump for the day, and you're almost out of spells, you jump past a door and fall through a concealed pit trap filled with sharpened stakes covered in poison...

Sovereign Court

I see the Combat Maneuvers as being a viable alternative against someone with high AC, whom you are having difficulties with hitting.

Two 1st level Fighters, both with 16 Strength (+3 CMB) and 16 Dex (+3 AC), wearing Breastplates (+5 AC) and carrying Heavy Steel Shields (+2 AC).

Hitting either would require a roll of 16, with Weapon Focus would make it 15.

However, to use a Combat Maneuver would only require a roll of 15. Improved Disarm/Sunder/Trip would make it a roll of 13, add Weapon Focus for 12. Certain weapons (Spiked Chain, Flails, etc.) could drop that Disarm to a roll of 10.

If an opponent attempts to stand from Prone (having been Tripped) or attempts to pick up an object (having been Disarmed), they provoke Attacks of Opportunity. Everyone whom is within melee range and has AoO left gets a free attack on the individual.

So, in a one-vs-one fight, the above Fighter with Weapon Focus (Flail), Improved Disarm and a Flail has a 50% chance of disarming his opponent, and only a 25% of hitting him. He uses a Disarm maneuver to disarm his opponent, and then gets an Attack of Opportunity when his opponent spends his Move action to pick up the weapon, or if his opponent attempts to attack him unarmed.

Now, it gets better when you have several party members also engaging this opponent. He gets disarmed, and either he can pick up his dropped weapon, provoking an AoO from every character around him, or he can surrender.

Sure, a locked gauntlet will protect against a Disarm attack... however it takes an entire round to attach a weapon to a locked gauntlet and provokes AoO. Sure, an enemy can walk around all day with their weapon locked in place, but whom would really do that other than a guard on sentry duty, or a soldier about to enter a battlefield?

In my opinion, Combat Maneuvers are just as powerful, if not more powerful, than simply attacking someone, and are very valid as a combat option.

Sovereign Court

That's my understanding as well, and since I'm currently working on 3 projects for Mad Scotsman Games, and having the OGL ripped out from under me would definitely be a problem. I've heard from other sources (a few other message boards) that once granted, the OGL can't be retracted.

As I see 4E, and the policies that WotC has implemented with it, I see that they may have had some problems with 3.x and the OGL allowing for so many people to basically "improve upon the original design". I saw 3.x and the OGL as two things;
1. Allowed numerous smaller publishers to get into the game and have meaningful sales figures of their products, since it was all largely compatible with a plethora of other settings and resources.
2. Caused several older companies to go under or go through massive change to their own product lines to make it OGL compatible. It also caused some stasis, as if it wasn't 3.x or White Wolf, it had a lower chance of leaving the shelves.

Now that 4th Edition doesn't have a free OGL option, we see many companies either sticking with 3.x (such as Pathfinder), or launching their own game systems. Some of the older players, whom were perturbed at 3.x less than a decade ago, are downright anti-4E. Some have even gone looking for other game systems, swearing off anything produced by WotC.