Hello all just a quick question, how long in real time do you give players to move in combat ?
Hi all probably a fairly silly question but how much do you trust the GM to be totally fair !
Hi all just read this on an old D&D forum and thought it was worth a read
A scroll might require special parchment and a different formula of ink for each spell effect. Weapons might require rare metals, powdered gems forged into the metal, or the blood or skins of creatures to be specially affected by the weapon. These items should be difficult to obtain, and the spell caster will often have to adventure to acquire them, for there are no magic shops.
I think some of you missed the point of my post at no point did I say that's not how you play the game !
Hmmmm what can I say that won't be censored?
Yep your making total sense to me it's how I run all my games, sadly it's not really something you could put into an adventure path as there are just to meny possibilities to cover .
Well said vidmaster7.
Hi all just a quick rant but after I had been looking at few post I just have to say .
Hi I've only scanned most of this thread but seems to me that from what's been said your player expect to be able to over come every combat as you've never really challenged them and have become overconfident in there abilities.
Ok arrowslits are ment to be used when an enemy is at range , if they can get right up to the wall then they can hide from view and not be targeted.
I think that the main difference is play style , and certain types of system help with one style more than another.
It was 1981 on my summer break from school
Welcome to the world of Role Playing
Hi all sorry I've not been about for a while but life has got in the way of gaming (not that I'm complaining when the slice of life is my third son).
Well loads of good stuff thanks ladies and Gent's
I think the roll player Vs role player argument is over blown
I think Kthulhu makes a good point in older systems there where less rule options so to make your character different you had to use good role playing to make them unique
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I apologize in advance for any mistakes and bad grammar. English is not my first language. Making called shots Any attack that deals damage can be made a called shot attack. You take penalty on your attack roll depending on which part of enemy body you wish to target. If attack hits and deals damage target of a called shot must make a Fortitude saving throw with DC equal to 5+Damage Dealt or suffer the effects of a called shot. Effects of a called shot unless otherwise noted persist until debilitated creature gets special treatment with a Heal skill or becomes subject to Regenerate spell or similar effect. DC for a Heal check equals to DC of Fortitude save of a called shot. Range and Reach, Critical Hits and Critical Threats, Automatic Hits, Cover: Ignore this rules. Concealment: You can't make called shots against targets that have total concealment. Miss chances for concealment do not go up because of the called shots. Damage Reduction: Reduces damage as normal thus making Fortitude save easier. No other special effects. Immunity:Immunity to critical hits does not protect from called shots as long as target of a called shot possesses distinguishable body parts that can be targeted. Regeneration: Creatures with regeneration ability can remove effects of a single called shot as a free action once per round instead of healing Hit Points damage. Saving Throws: No longer relevant. Stacking, Touch Attacks: As per PFSRD.
Called shot locations Head (-4)
Arm (-2) Leg (-2) Wings (-2) Scarring(-4)
Head On a failed save target of this called shot becomes Stunned for 1 round and Dazzled until healed. On a successful save target becomes Dazzled for 1 round. Ear On a failed save target of this called shot becomes Staggered for 1 round. Note every ear or similar body part utilised for hearing on which target failed save against a called shot. Ears on which saves were failed no longer impose Staggered condition on a creature on further called shots. If target failed saves on half or more of her ears she takes -4 on all sound-based Perception checks. If target failed saves on all of her ears she is Deafened until at least one of her ears is healed. Each ear must be healed separately with Heal skill. Eye On a failed save target of this called shot becomes Dazzled for 1 round. Note every eye or similar body part utilised for sight on which target failed save against a called shot. Eyes on which saves were failed no longer impose Dazzled condition on a creature on further called shots. If target failed saves on half or more of her eyes she takes -4 on all sight-based Perception checks. If target failed saves on all of her eyes she is Blinded until at least one of her eyes is healed. Each eye must be healed separately with Heal skill. Neck, Mouth, Jaw You can also target any other body part that is used in some way for speaking at the same penalty. On a failed save target of this called shot loses ability to speak until healed and can make only some low garbled noises. Arm You can also target any other limb with the same effect and at the same penalty. On a failed save all d20 rolls (attacks, skill and ability checks, etc.) that use this limb suffer -2 penalty. If save was failed by 10 or more penalty is -4 instead. Additionally if target of called shot failed saving throw and tries to cast a spell with somatic components using debilitated arm/limb it must make a Concentration check with DC 10 + Damage Dealt by a Called Shot + Spell level or lose spell. If creature uses not one but multiple limbs debilitated by a called shot for single task apply highest penalty. Each arm/limb must be healed separately with Heal skill. Leg Special: Fortitude save DC for this called shot is equal to Damage Dealt by attack. Note every leg on which target failed save against a called shot. If target failed saves on half or more of her legs she considers any terrain as difficult. If target failed saves on all of her legs she falls prone and can't get up until at least half of her legs will be healed. Targets land speed becomes 5 ft. and can't take any actions that involve legs until at least one of her legs is healed. Each leg must be healed separately with Heal skill. Wings On a failed save target takes -5 penalty to all Fly checks. Note every wing on which target failed save against a called shot. If target failed saves on half or more of her wings she takes -20 penalty to all Fly checks. If target failed saves on all of her wings she loses ability to fly. Each wing must be healed separately with Heal skill. Scarring On a failed save target gets persistent scar. You can target any body part to leave a scar. You can also choose a form for that scar - letter Z, D or any other simple geometric form. Each scar must be healed separately with Heal skill. |