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![]() I just want to thank Crystal Frasier in particular for being a constant voice speaking out on what it is to be a trans person. If you don't know anyone trans, it is so much easier to be afraid of it or confused by it, and to let that one fact define an entire person to you. If I had not been reading what she wrote, I doubt I would have been prepared for when one of the players in my pathfinder group let us know she was transgender. Instead I was able to give her a big hug and tell her book 6 of the AP we were running was written by Crystal, a trans woman. So to Crystal, and everyone else who speaks about what they are going through, thank you also for helping cis people know what is going on for you and by extension being better friends to the trans people they come across in their lives. ![]()
![]() Crystal Frasier wrote:
I skimmed the book very briefly, saw the gallivix, showed it to my pathfinder group, and the discussion has already been worth the price of admission. Particularly with my fox loving chicken raising friend. ![]()
![]() The first session I was running of a home brew campaign setting, the party's night lookout botched his perception and was knocked out by bandits. So he was off to the side, munching on the pretzels while everyone else got through the ambush. Once they brought him back, he joked about having a near death experience of eating pretzels. We ran with it ever since. In that setting there isn't a light at the end of the tunnel, there is an empty waiting room with a bowl of pretzels. Pretzels appear over the gates to cemeteries, with both of the end points pointing up, implying a life that begins and ends well. If they were pointing down, how people usually orient them, that is a bad and necromantic sign. The salt on pretzels is meant to indicate a preserved, long life. Adding peanut butter or chocolate implies a full, flavorful life. We just kept building on the lore for years, and the players knew they were in for a tough fight if I brought a bag of pretzels to the game. That meant I expected someone to die. I eventually put that world on the back burner, started trying out adventure paths to learn new tricks and styles, but the occasional pretzel joke remained. However, by popular demand, I just restarted working in that world, and I think I may need to go get a big bag of pretzels to bring next session, for old times sake. ![]()
![]() Drejk wrote:
Judging by how few posts this thread has gotten since then, almost everybody? ![]()
![]() Sending - because sometimes getting a message to someone on basically any plane right now is important.
(honorable mention: endure elements, prestidigitation: because for someone actually living in the world,personal 24 hour air conditioner and unlimited soap and food seasoning would be just about the best thing ever) ![]()
![]() Here is one more DM trick that has worked well with my players. Have problems come to the players, not players got to the problems. This is related to the above suggestion of keeping time frames tight, but with the added aspect of you do not know what you are getting into in advance. A lot of the issues with caster disparity come from a mindset and playstyle of being prepared for everything, the same sort of person who would only play control decks in magic the gathering. Force the players to react not act and you are reliant on what you can do vs the unknown. It is not a sure thing, I have had skillmonkey ROGUES be the dominant force in a campaign because of the ready for everything mentality. Other than that, consider adding a "spotlight" mechanic to the game. Either an arbitrary "let everyone solve one problem before someone solves a third one" or a smart opponent who learns who the party problem solver is and focuses more effort on nerfing that party member the more they solve things. I do like the "slow down spellcasting" idea listed above, although have had trouble actually implementing it with players because of how different it feels from normal for the players. It fell by the wayside in a campaign with too many other house rule experiments going on at once. ![]()
![]() Archetypes - These work great for making class tweaks that really let players match what they wanted in their head, and can give GMs the tools they need to make an awesome but narrow specialist NPC Everyone gets a toy every level - no boring level ups and more toys. and especially: Adventure Paths! - without these I would have given up GMing years ago. I just do not have the time to plan out whole worlds anymore, and don't have more experienced GMs in the area to learn more about adventure design from EDIT: oh, and one more thing, the overheard thread ;-) When the people making a game seem like, you know, PEOPLE, it is much easier to part with my monies for their stuff. ![]()
![]() I would say that while magic CAN be studied scientifically, that does not mean it is being done. Just because magic is a natural force does not mean people are applying what we would recognize as scientific method to it, sharing that knowledge, peer reviewing, etc. It is more like a trade secret kept within specific guilds and schools for the most part, making it far easier for the tricks to the system to be lost, or used without truly being understood. Things like concrete or methods of steel forging STILL haven't caught up to some ancient methods that were lost in the real world because they were guarded as trade secrets and died out. Put another way, science can be seen as the method of learning, not the thing it studies. The thing is always true, if we know about it and have documented it or not, and what most people think of a science is the act of understanding and documenting the forces of nature. ![]()
![]() derpdidruid wrote: I believe this is what he's speaking of initiative is a dex based skill check so yep it would apply. Looks like inititive is an DEX ability check to me. Unfortunately, those still apply when you are non-proficent. Good catch. ![]()
![]() Dragonchess Player wrote: *oversight pointed out* Ok, updated/corrected [I just KNEW someone would find a goof once it was too late to edit, sorry] lvl 1
lvl 3
lvl 5
lvl 7
lvl 9
lvl 11
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![]() For anyone's benefit, when the various focus powers become available, since I kept getting annoyed having to scroll to the end of the entry to see when I could get things: lvl 1
lvl 3
lvl 5
lvl 7
lvl 9
lvl 11
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![]() I am currently running Runelords for seven players, and one of them has been amusing the group by sharing a summary from the eyes of his dim-witted barbarian...who is convinced he is a wizard due to a trait that lets him cast prestidigitation once a day, and announces spell names with every mundane action he takes. While I have asked my players to stay off the Runelords forums to avoid spoilers, everyone loved the idea of sharing these with the world. Quick character summary: Grognard the Arcane: CG male half-orc invulnerable rager barbarian
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![]() James Jacobs wrote:
Hey, how did you know I picked up the Jade Regents PDFs for background reading after starting a Runelords campaign? Follow up question: How much are you allowed to tell us about what would motivate someone to want to read the Mummy's Mask AP if they are not particularly interested in Egyptian mythology/monsters? ![]()
![]() Just started myself, and aside from town square, I have mainly been looking around online free map sites for good wilderness random encounter maps. There are some fan-made versions of the General store, house for monster-in-the-closet, and the Rusty Dragon Inn floating around out there as well, which came in handy. http://rpgmapshare.com/?q=search/gallery/Runelords
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![]() Summary: Elven Dream-Trap CR of the encounter: n/a (just set level-appropriate save DCs) Type of encounter: Mini game/RP Background: A party of adventures is trying to find a hidden elven city... Encounter: While searching for a hidden elven city, the party camps out within sight of an ruined spire. All non-elves in the party who sleep at any point do not wake up on their own, and cannot be awakend with damage or other normal means. They all experience a vivid collective dream. Elves in the party can see the collective dream when they close their eyes, but remain awake, as do any other characters immune to magical sleep. Elves are always considered lucid dreamers (see below). This trap was placed by the hidden elves, taking advantage of their sleep immunity, to cause any who seek them to sleep until they starve to death or are eaten by wild animals while they sleep. There are several ways to awaken the sleeping characters. A remove curse effect can wake a single person. Moving the sleeping body far enough away that it is no longer in line of sight to the ruin will also allow them to wake normal. Stone and distance will block the ruin's "sight", but wood, cloth, etc. will not. The main way to awaken, however, is with multiple successive will saves. The first save should be relatively easy for the level of the characters, and allow them to recognize they are in a dream, making them lucid dreamers. A save can be made any time the dream does something unusual or unnatural. Once they are having a lucid dream, they can make additional will saves at the same DC to try and control what is happening in the dream. Once they do so, however, or once they start interacting with the dream again, they get re-immersed and are no longer lucid dreamers unlesss they make an additional save. If multiple players try to move the dream in conflicting directions, make it an opposed will save to see who controls the direction of the dream. Once they are aware they are dreaming, they can also attempt to make a will save to force themselves awake. This should be a reasonably difficult DC for their level. Comment: Before running this, have all the players answer a few questions for their characters (what is something your character fears, who is someone outside the party your character trusts, what is something your character loves, etc). Use these to craft some of the dream sequences, mad-libs style, bouncing and blurring the facets of different characters answers. If one character loves nature and another beer, make a beer waterfall. if one character loves cats and another fears dragons, make an ominous dragon-shadow approaching the group turn out to be a cute, cuddly tiny dragon-kitten. The goal here is to give the players a bit of a playground, particularly with the lucid dreamers shaping the world, and hopefully revealing a bit more of themselves to the rest of the party in the process, possibly more than they would like. Try and let the players have fun and go wild, so that some or all of them may not want to wake up. Having an elf or two in the party is a big plus, allowing them to see their friends sleeping well past noon and lost in a dreamworld. This gives them a chance to trying to manipulate the dream to encourage people to wake themselves up, and also adds another dimension of RP. It also makes sure that the party is unlikely to remain completely trapped. When I ran this with my group, the elven druid who saved the party was thanked with a punch to the face for waking an ally enjoying the beer waterfall, and lead to an extended philosophical discussion between their characters about the nature of fantasies, dreams, and insubstantial pleasures. ![]()
![]() Technically my campaign hasn't started yet, but as my players were putting together their characters, one character established that he talked a friend into taking the hagfish challenge when the arrived in town, because he wanted the silver. Greed point to the fast talker. One of the locals saw the companion try and fail, and took the challenge "to show the outsiders how it is done". Pride point. (he also failed btw) ![]()
![]() Bran Towerfall wrote:
If you want to keep it more in theme, instead of a glow cover it in fungus (or glowing fungus) that immediately covers any damage done to the door and repairs it. And the rouge should enjoy having the door actively moving his lock picks on him as fungus in the mechanism swells and shrinks. ![]()
![]() Claxon wrote:
My first instinct was that you could not substitute the unarmed strikes for combat maneuvers, but after reading over a blog post on maneuvers http://paizo.com/paizo/blog/v5748dyo5lcom?Combat-Maneuvers-and-Weapon-Speci al-Features I have started thinking it would, since it calls out "unarmed strike" as essentially just being a type of weapon, and these are (for snake style at least) still melee attacks of opportunity using that weapon (for sunder, trip and disarm, the ones that are explicitly called out as being able to apply weapon bonuses on in the blog post) I do agree that this is a fuzzy grey line, and that anyone should discuss it with their GM before counting on using it. No whining permitted if the GM says "no". ;-) EDIT: yes, I know most of the people in this thread have heard me say all this before elsewhere, that was for the benefit of any lurkers who stumble upon this in the future trying to figure this out for themselves. ![]()
![]() Azuroth wrote:
That might count as crazy fun :-) |