Lurker in Light

tenshinoshi's page

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So I have been working on a campaign, but I have found myself a bit stuck. I have the story outlined, and a clear picture of what I want to accomplish with the campaign. So after years of playing I am getting tired of the players encounter x amount of monsters and have to kill them to get to the next part pattern which a lot of adventures seem to have. I wish to make the campaign more of a survival against the environment, as well as avoiding encounters with superior opponents.

I really want to make the adventure feel more like an action-adventure game. Focusing more on skill challenges. The thing is, I do not have experience with designing such an adventure, and do not know of any good examples or resources that would help me either.

So I am asking if anyone knows of adventures, or resources which would help me.


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I am starting to think that some players just confuse evil and chaotic at times. I always have thought the alignments as this good equals selfless evil equals selfish. While Lawful means that a person has a ridged moral code, and chaotic means that they have a flexible one. Yet I encounter too many people that play Chaotic anything as selfish characters that only occasionally do good things, while doing terrible things at the same time. Either that or they play self-serving characters that have to be the one in charge, or the party has to listen to first.

I really am starting to see that really it's a problem with the people I used to play with mainly. Having a good group that you enjoy gaming with really helps bring together a party. If you enjoy gaming with people it does not matter the alignment you play. I would venture that you could even do a good anti-hero, or evil campaign with the right group of people, because if they mesh well then they would be more concerned with having fun together, then having fun themselves despite everyone else.


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I don't really know why I am posing this, but I was wondering is anyone other then me gets tired of GMing a party of chaotic characters, or even playing with a character in a party of chaotic characters.

I was playing in a game with a bit of a pirate/swashbuckling theme, and the party was primarily chaotic. It really burnt me out playing in that game. People all really wanted to do separate things, and really there seemed to be no real party cohesion. It did not help that the GM's story was a little weak, and really had too many subplots distracting from the main story.

The thing is as a GM too, I hate chaotic characters. People seem to use the alignment to justify screwing around. And it's not even things that are interesting, sometimes it is just a deliberate attempt to throw a monkey wrench into things. I don't know why people play like this. It's like they like poking the other players trying to get a rise out them, but I can tell that if they are, they are doing it subconsciously. I think that it might just be a bad habit that they developed.

Maybe it is just the people I played with.


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Please read the full feat before condemning it as broken.

Quickened Spell-like Ability:

Quicken Spell-Like Ability (Monster)

This creature can use one of its spell-like abilities with next to no effort.

Prerequisite: Spell-like ability at CL 10th or higher.

Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see Table: Quickened Spell-Like Abilities.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

You have to first be able to cast the SLA at a CL 10. Then it has to duplicate a spell, so all those class SLA which have no spell analogies are out. Then you have to be at a level equal to twice the spell level +4. So the drow's Darkness you can only get Quickened once per day when you hit level 10.

BTW. The feats for Drow, that makes them a noble drow as they take them are much more powerful then this combo.