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![]() pres man wrote: Well considering the DM has admitted to not having thought things out, I don't think an assumption that he was "doing it wrong" is necessarily incorrect. A few things, as others have already pointed out, a creature of 5HD or lower will not show up when using detect spells, so the entire issue was moot from the very beginning. But I had already planned that the alignment of the attackers was lawful neutral. The only parts I hadn't really thought out completely were things like what these attackers had been doing all their lives, their actual role in the military, etc. Essentially, I didn't build out entire character histories for a few throw away NPCs. ![]()
![]() calvinNhobbes wrote:
I tend to agree, however the situation presented above is a very real and possible problem. As someone else pointed out above, sometimes it's not the GM's fault when a situation degrades to either a no win scenario or one with very few options. It's very possible that the party put themselves into that situation as well. ![]()
![]() Dabbler wrote:
There are other factors you could build into the scenario if you did in fact want to narrow it down to two options. Any rope that was on the deck of the ship has either gone overboard or is being used in some other capacity. It would take too long to get any more. The rope that's holding the mast to the ship is too taut to do anything with, etc. ![]()
![]() Benchak the Nightstalker wrote:
hehe I think you might be reading too much into it at this point. Given the options available to me, as a person (not a character) I would choose to cut the ropes. I think someone else pointed out the option a paladin would take, and that would be to cut all the ropes, save one, then tie it around yourself and cut it free from the ship and attempt to save the individual who was on the crow's nest. This saves the people on the ship and whether successful or not, you are attempting to save the drowning person as well. I won't lie, as a person, there's no way I would do the same thing as the paladin. I simply don't trust my ability to save a person and in my personal view, losing two lives (one of which being my own) is too great a risk at that point. ![]()
![]() TriOmegaZero wrote:
I'm not going to sit here and list out every single option that's possibly available to you. I was pointing out the obvious options. ![]()
![]() Benchak the Nightstalker wrote:
I don't really have a relevant opinion (when it comes to paladins). I personally believe that cutting the ropes is the "good" act because it saves the most number of lives with the least risk. ![]()
![]() What if we simply took the demon out of the equation? I was just watching Master and Commander, so some of you will recognize this scenario. Let's say that there's a ship full of people in a storm. Part of the mast broke off with the crow's nest and it fell into the sea along with the person in the crow's nest. That person is hanging on for life to the broken part of the mast, however the ropes that were attached to that part of the mast are causing a drag on the ship that is threatening to capsize it. You have the option of cutting the ropes and dooming the individual from the crow's nest or capsizing the entire ship causing many more deaths. ![]()
![]() Lord Twig wrote:
I won't lie. I hadn't really thought all of the details through. ![]()
![]() Lord Twig wrote:
Well, the party was not to be harmed. The party decided NOT to follow the assassins, aside from one member of the party who was from the province that the assassins were from and they told him that he would have to come along with them. The paladin did attempt to arrest the assassins however since the paladin was not in his home province (which they knew) and the assassins were from another province as well, they told him that he simply didn't have jurisdiction. He decided not to attack since he knew that they had a relatively high AC and would be hard to subdue without the possibility of one of his party members dying. The rest of the party went to the castle where they were confronted by the king and they gave him some information and he sent them on a mission to go retrieve a container for the artifact (little do they know, he is in fact manipulating them still) and the party member who went back to his home province was asked to rejoin the party and keep a close eye on them and the king and at the first opportunity, try to recruit the party to their side. ![]()
![]() KenderKin wrote:
Yeah, he expressed regret for not having done that. He lives in a world where morality is black and white, which is fine for him...however it doesn't really work in the world I had created and he was upset when things weren't black and white. ![]()
![]() Lord Twig wrote: In that case I may be wrong about everything except the last point. Making a character feel useless is always a mistake IMHO. I agree, and while that wasn't my intent, it did exacerbate the situation, so that was my bad. Quote: But then, what was the point of sending the Strike Force? What was their objective? Was just killing everyone around the PCs enough to prevent the Evil King from carrying out his Evil Plan? How? If the Strike Force's (or I guess now Assassins) only goal was to kill everyone with the PCs, but then let the PCs continue on to help out the Evil King, what was accomplished? To be honest, I hadn't given much thought to the backstory of the assassins, what their exact orders were, why, etc. I can easily fill that in now and make it fit into the story. However, the general idea was that their objective was exactly what they told the party. To rescue them and dispatch anyone who could identify them. As far as the Evil King, it was that the party had information that could be used to aid the Evil King and the neighboring province needed to ensure that the information did not get to the King. They were in no position to force the party to go along with them, nor would they have wanted to. They were not aware, however, that the party wasn't being held against their will. And by the time they had encountered the party (when they woke up and fought along side the guard) they were forced to kill the guard to ensure that he didn't report what happened and who was involved. They didn't realize that the party wasn't being held prisoner until it was too late. ![]()
![]() KenderKin wrote:
It's actually pretty easy. The defender did get an AoO, but they missed. The attacker killed the guard in one hit. Really, when I posted this, I didn't have all of the information. I wasn't entirely certain why he was angry. He made it clear when he said that he thought it was foolish of me to expect that the party follow the assassins after what they had just done (As a matter of fact, here's an excerpt from the followup e-mail: "What were you expecting us to do when your NPC murdered someone at my feet, just to say OK we will go with you now. No experienced GM or half way competent one would expect that to happen."). And as I explained before, I had prepared for the party to swing either direction with storyline, dialogue, and major plot points set up depending on what they decided. ![]()
![]() udalrich wrote:
Yeah, it's definitely not ideal in all situations. But you can turn the merciful off at will and still have a +1 weapon that does 2D6 to the enemy and 1D6 to you. ![]()
![]() Lord Twig wrote: To add my 2cp I think thegreatpablo made a few mistakes. Well, you seem to be making the same assumption that the player who got upset made...that I had intended for the players to see the Strike Force as good, trustworthy, or both. That wasn't my intention. I had storyline planned out for either scenario, whether the party decided to go with the Strike Force or not. ![]()
![]() I'm not playing in it anymore, but I had a dual wielding kukri crit build that used this enchant combo on each weapon, the damage output compared to the others in the party was ridiculous and I actually kind got bored when I was dealing 120-150 damage per round (at level 11ish) and they were dealing 40-50. ![]()
![]() Lathiira wrote:
One of the "cooler" aspects of using it, I suppose if you call it that, is that the damage dealt back to you (since merciful is pretty specific that all damage dealt is non-lethal) gets healed on top of lethal damage. So, if I've taken 10 points of lethal damage and 6 points of non-lethal damage, a well rolled cure light wounds would heal all 16 points of damage. ![]()
![]() Arnwyn wrote:
What? The actions or their alignment? Quote: Think you're killing despicably evil people to prevent a massive disaster? Okay, that could be reasonably non-evil... "Leave no witnesses"? Yeah... evil. So, let's say it's a politically charged climate and if there were witnesses who were able to identify the attackers and place blame on the neighboring province for it, it caused a war...then we're looking at thousands of people who could die versus just a few. Quote:
It's not a matter of me giving the player additional chances, he only gave me one and then quit the game. ![]()
![]() Michael Dean wrote:
This entire scenario was set up specifically to be morally ambiguous and force the party to take pause and assess who they should trust. It was not my intention to force or even sway the party in any particular direction. ![]()
![]() Dabbler wrote:
Thank you, this is the very core of the issue, and something I couldn't put my finger on. The player was challenging the DM rather than the character challenging his assumptions. ![]()
![]() KenderKin wrote:
Eh, this simply isn't the case. I'll give you guys a little more information regarding the situation. The person who gave the order ends up having most of the correct information. The king is in fact going to try to use the artifact to kill thousands of people and will be using the party as long as they are beneficial and then attempting to dispose of them. There were no women or children in the caravan, it was all men, and the assassins had no indication of who were combatants and who weren't. Quote:
I have no problems with paladins, and I had no intention of screwing over the paladin. As a matter of fact, the paladin had taken his first level of paladin at the start of that gaming session and I had no idea that he was going down that road when I had prepared the game. Quote:
Isn't part of the challenge of roleplaying to make your character work in a hostile world where not everything is going to go their way? It seems silly to me to sit down and plan out which characters will and will not work in a particular campaign, that strips most of the fun out of it. For the record, the player apologized and explained that his views of morality are more black and white than most and that he should have shied away from playing a lawful good character with a DM who he knew to have tendencies of putting the players into situations where the "right" choice isn't always clear. He's still not going to play, but we've put the issue behind us as friends. ![]()
![]() Hunterofthedusk wrote:
They weren't necessarily "tricked" into doing it. They were simply told that they were serving their country by doing it and that the fate of the party as well as thousands of lives (and their own province for that matter) depended on them completing their mission. ![]()
![]() TriOmegaZero wrote:
TriOmegaZero, thanks for that chart posted above. From a strict rules standpoint, this addresses the issue. Unfortunately, the damage is done. The player no longer feels that I'm competent enough to run the game and has dropped out. It's unfortunate because he's a good player. EDIT: I do have plans for his character though that involve him not ever knowing who to trust and eventually going a little crazy for it. Some day, he'll be back as a villain for the party to face. ;) ![]()
![]() seekerofshadowlight wrote:
Yes, it is the bigger issue. I think that the player was under the impression that I fully expected the party to follow the assassins blindly after the fact. However, that simply wasn't the case. The party decided not to follow the assassins, and I had planned for that and was ready with more story in that direction. ![]()
![]() A lot of good information here. I wanted to add a couple of points. 1. These "assassins" weren't assassins by trade necessarily. They were simply ordered on a special mission from their government. So this isn't something they do on a day to day basis. 2. The question isn't really whether or not the act in and of itself was evil. But merely whether or not this act (alone) would cause someone to show up as evil if detect evil was used against them. ![]()
![]() wraithstrike wrote:
Essentially, the player believed that the actions taken by the government and those hired as assassins made the alignment of the characters involved 100% evil. I disagreed and explained (out of character) that they believed they were doing what they needed to do in order to preserve thousands of lives, even if that meant killing a few people along the way. I argued that their actions put them more toward neutral and maybe even good, but in no way did it make them of the "evil alignment". ![]()
![]() Hey all, I know that many GMs and players have struggled with questions such as the one I'm about to ask for a long time, but I thought I would throw it out there again to get a feeling for what others think. Let me outline the scenario. The party was working with one kingdom and was summoned by the king to discuss an important matter. They were travelling with a caravan to the kingdom with a group of civilians and a single guard. During the night (they didn't bother to set up any watches) a small band of assassins (in name only, not the prestige class) entered the camp and killed all of the civilians in the caravan and attacked the guard. They were not able to kill the guard without alerting the party and a battle ensued. The assassins only did non-lethal damage to the party and only when they had no other choice and were focused on killing the guard. The lead assassin shouted to the party "This battle does not concern you, stand down" and the party responded by telling the assassins that they would not stand down and that the guard was part of their party. Eventually the assassin's knocked the guard unconscious and one of the party members stood over his body, to protect it. The assassin's moved in and killed the guard while he was unconscious. Now, a little bit of backstory regarding the assassins. They were employed by a neighboring kingdom. They were told and were led to believe through a lot of behind the scenes discussion (which I revealed to the players afterward through a discussion with the assassins) that the party was in grave danger. They were told that they were either being held against their will by the guard and the caravan or that they were being escorted back to the King who would execute them. The assassins were also told that the King had planned to use information that the party had to obtain an incredibly powerful artifact that could be used to destroy hundreds of thousands of lives and put him in power as the supreme ruler of the land. So, the question: Were the assassins or those who hired them evil? On one hand, killing an unarmed and unconscious man can be seen as an evil act. However, the intentions behind it were, in my opinion, good. They believed that they were working toward preventing a holocaust. The assassins themselves were following orders to a T. They were told to rescue the party, using any force necessary, and to leave no witnesses so there would be no evidence as to who was involved. So, that leaves me thinking that at minimum, the assassins were lawful neutral in their acts and those who hired them were either simply "Good" or possibly chaotic good. What are your thoughts? EDIT: I should add that one of the players firmly believed that the actions of the assassins and their government were evil with no question and that their alignment should be evil. He was playing a paladin, so I can understand from an in character perspective of being upset at killing an unconscious guard and the civilians...however he took it out of character and explained that he couldn't trust me as a GM if I was disagreed that their actions made all involved characters evil in alignment. ![]()
![]() Freddy Honeycutt wrote:
I disagree with most of this actually as long as it's within reason. If it results in having to look up rules every single combat, that can get excessive, but if it's once or twice per session, I see no problem with this. As a player, it would be INCREDIBLY disheartening to want to try to do something that I know is within the rules but be told no by the DM because we had a "no looking up rules" houserule. ![]()
![]() Kabump wrote:
PHB2. :) ![]()
![]() SmiloDan wrote: I THINK it was stated somewhere that the alchemist can brew potions of any of the extracts he knows, even ones that are usually not permitted because of the personal range/target. They're special! "Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions ofany formulae he knows (up to 3rd level), using his alchemist level as his caster level." RAW, you are correct. It does say "any". ![]()
![]() Draajen wrote:
So if this is how the extract works, which I'm perfectly fine with, it does change how ALL targeted spells work including buffs, cures, etc rendering Infusion nearly useless. Cure Light Wounds:
So the Alchemist drinks the extract which is casting the spell, then they lay their hands upon the ally who needs healing (or undead who needs killing). I guess my point is that the wording for how extracts work says that the imbiber is always the target of the spell, making an exception for Nightmare seems arbitrary. ![]()
![]() Hey all, Probably a silly question, but when crafting alchemical items (such as sunrods, tanglefoot bags, etc) do alchemists use the standard rules for item creation until they get Swift Alchemy and Instant Alchemy? So any item would take a week to craft (assuming you didn't double or triple the gold piece value)? Also, I'm a little unclear on crafting, does it require you to pay attention to the item the entire time, or are you working on it in your spare time for a week between adventuring and such? ![]()
![]() This might have been covered elsewhere, but quick question regarding Nightmare. How does this mechanic work? Does the Alchemist imbibe the Nightmare extract and then is able to "cast" it on another? Or does it assume you have Infusion and are tricking (or forcing) someone to drink it? EDIT: In other words, is the imbiber of the extract always the target? If not, then aside from self only spells, targeted spells like Cure might be broken since you could technically "cast" it on another person. This would also remove a LOT of the benefit from Infusion. EDIT 2: Replaced "potion" with "extract" where appropriate. EDIT 3: "An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking
So, that answers that. So you would have to either trick or force someone into drinking the Nightmare extract to get the proper use out of it AND have the Infusion discovery. ![]()
![]() The Fool wrote:
Ah yes, I forgot that Shield is a Shield bonus and not an armor bonus (stupid me). Good call. I tried to get some utility in there, and enlarge person isn't always the best thing (especially without infusion, yet, and having mutagens). So I'd probably replace that with Shield. ![]()
![]() The Fool wrote:
I might actually back off of the scroll/wand use, bring my charisma back down to a 7 and pump my dex to an 8 and pick up a long bow. I'll definitely look into the Grenadier feat, but if I go with a long bow, point blank shot might offer more bang for my buck. For my first level extracts, I think I took these (don't have my character in front of me): Comprehend Languages
Any suggestions here would be helpful as well. :) ![]()
![]() seekerofshadowlight wrote:
Isn't the point of a playtest to weed out the loopholes? Anyway, this ability, as it's currently worded not only applies to Mystic Theurge, but to also Arcane Archer, Arcane Trickster, and the Dragon Disciple. EDIT: Not to mention further PRCs down the road. ![]()
![]() seekerofshadowlight wrote:
The real crux is "the ability to cast 2nd level arcane spells". With the character I outlined above, do they have the ability to cast 2nd level arcane spells? Yes. ![]()
![]() seekerofshadowlight wrote:
I understand what you are saying completely, however interpreting as such isn't the same as literal RAW. ![]()
![]() seekerofshadowlight wrote:
It says "Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list." Bolded for emphasis. ![]()
![]() Curious what the thought on this is. If you take a single level of sorcerer then take several levels of Oracle, take the Lore mystery and the Arcane Archivist revelation, you meet the prereqs of Mystic Theurge. Granted, this method would severely limit your arcane spell casting, but it lets you into the Mystic Theurge prestige class by only multi-classing for a single level. Any way this could be a problem or exploited? ![]()
![]() Scipion del Ferro wrote:
Thanks for the input! Dipping into fighter isn't a bad idea. . .will see how that affects my character overall. ![]()
![]() So I'm rolling an Alchemist for a new game starting at level 1. I just rolled up this character and was curious if people had feedback for me: Race:
STR: 10
Skills:
Feat:
My goal is to focus almost primarily on bomb use, but also to be able to use wands when it's not feasible for me to use a bomb or when I'm out for the day. Anyone have any thoughts or feedback? Thanks! ![]()
![]() Cartigan wrote:
I was actually thinking about replacing combat reflexes. My GM doesn't really let enemies take AOOs if he can avoid it. So in 10 levels, I've never had the opportunity to use combat reflexes. But I have to convince him to let me retrain one feat. ![]()
![]() I ended up going the weapon finesse route to get all of the TWF feats that are only available with a high dex score, otherwise I lose out on extra attacks (each attack is an extra chance to crit). Level 5's "OPTIONAL" feat was Double Slice. Power attack is a good idea, just need to find a place to fit it in that makes sense. KaeYoss, thanks for the info. I think once I start stacking the bleeding criticals, my damage potential will sky rocket as well. :)
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