Laurel

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Why not just make a house rule where a single roll is enough to cover say a room, a corridor or a hallway?, that's what I tend to do.

'I search the room carefully for traps' should really be a enough imo. The game is full of micromanagement as it is. Doors not included, of course.


My group has been drooling at Dwarven Forge forever now, and has come to the conclusion it's too expensive be bought in such quantities to make as flexible and all compassing as we'd need it to be. We've also looked at Hirst Arts but none of us simply have the time to build all sets needed, brick by brick.

So I'm wondering, is there any dungeon set out there for us? I've been looking around the web but haven't found anything suitable so far.

We need it to be very flexible without having to spend a fortune on a ton of parts. If the GM has a map of a cave/room/whatever in his adventure, he need to be able to construct it in a relatively true-to-map fashion.

If anyone know of any functional and flexible 2d battlemaps, I'd also be grateful!


Thanks a lot everyone!


Thanks, a bit clearer now. But I have a follow up question:)

Just so I'm sure I got this right...

a +2 keen weapon would have a

CL of 10
Base price of 18000 (+1 base price for keen, +2 for +2 bonus = +3, 3x3=9 and according to table 15-29 multiply that with 2000, wich would end up on 18000gp)
Cost to create 9K

...right?


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Various topics discuss this at length, but none of them have so far answered my questions.

I have a problem calculating CL on magic items that's not in the PCR. When it's only +X items, it has a defined rule for it, but when it has abilities, I can find nothing in the rules answering this.

Do I handle the base price modifier that comes with each item ability, like I would with a +2 weapon (multiply the +2 by 3)?

For example, a keen weapon has a base price modifier of +1, would that mean the CL is upped by 3?

Second question I have is how to add up CL on items with many abilities. What would, for instance, the CL of a +2 keen, vicious weapon be?

Grateful for answers!


A problem with making the effects of critical hits more severe and/or add in additional effects (like in your system) is that it imbalances weapons/builds that are built around frequently making critical hits.

However, my group missed the unpredictability of a more elaborate crits and fumbles so we made this simple rule regarding critical hits.

Handle critical hits normally, but add one d20 unmodified die-roll:

1-17 Apply critical hit normally.
18 Overwhelming critical: add an extra multiplier to your critical hit.
19 Devastating critical: all die rolls in your critical hit are maximized.
20 Destroying critical: your target is instantly killed.

The side effect of this is the extra die-roll, but it adds the tickling effect that anything can kill anything, with a bit of luck. It does increase the efficiency of weapons/builds with frequent crits, but imo negligible.


Rasias wrote:

The Problem is, that you call them stupid!

The best thing to do is to like your dice.

That's hippie-talk. Take a good look at it, ladies and gents, and learn from it, 'cause this kid's luck won't last. "Liking" you dice is like dressing up little dogs. It's humiliating to all parties and it's sad to behold. Drooling over it, cuttling it or put it in fancy little bags won't make no difference. It understands a steady hand, respect and loyalty, nothing else.


Doodpants wrote:

Had a good gaming session today. At one point, I needed to cast a spell while adjacent to an enemy, so I chose to cast defensively, which meant making a concentration check. To succeed in the check, I just needed to roll a 5 or higher on the die.

Now, I was about to say "Okay, I just need to roll a 5 or higher", and then roll the die. However, usually when I make such a proclamation, the die decides to thwart me, rolling just a little bit lower than what I need. I knew that such a statement would all but guarantee a roll of 4 or 3. And my die had been acting particularly troublesome today, so I knew it was out to get me.

So I decided to trick it. I said, in a loud clear voice, "Okay, I just need to roll a 10 or higher." Then I rolled the die. It came up... 7. Success! Take that, stupid die!

Now that's just silly. As if the die could hear you? However, as any veteran dice-roller know, there are a number of basic rules you need to adhere and respect if you want the die to roll your way in game:

1. Never borrow another man's dice. Actually, never touch another man's dice at all! And therefore it goes without saying...

2. Never lend your dice to anyone, or let anyone touch your dice. Not even family.

3. Never change dice because of bad rolls. Loyalty is A & O when it comes to successful die-rolling. If a die lets you down for several years... perhaps it's time to reconsider this rule but changing dice should NEVER be done lightly!

4. Never purchase dice from a so called "dice-bin". Dice need to be unmolested from factory to owner.

For the distinguished gamer there are many more rules, but these simple rules are an absolute must, for any self respecting gamer.


legallytired wrote:

I'm currently running Kingmaker and I'm not sure how I'll be taking on this problem with ration management.

__
Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
__

The average travel day is 8 hours, so dedicating half of your speed for 8 hours lets you feed a certain number of people for a day.

I would guess that dedicating your full overland speed to hunting and foraging for 4 hours would result in the same amount of food.. you can adjust accordingly with aid another and all that.

As for the game you caught, I prefer to leave that in the hands of the players.. they will have to fight that boar/elf however..but rabbits and stuff like that is just a given.

The skill doesn't specify how exactly the player obtain food and I always assume it's hunting/foraging. When the player is ding which, I don't see no point in specifying. The DC:s seem very low on mid-high level, which i.e. makes the environment less of a factor, which I think is a pity. The DC is mainly taking into account the skill of the hunter, so I usually modify it based on how hard it is to hunt in that particular area.


I'm generally happy with it, but the separated fields for weapons seem a bit waste of space. Thinking about it, my group have a separate sheet to determine magic items slots on the body, which I imagine could be incorporated into the character sheet.

Ah yes, I also loath 10+ pages sheets. I want it all to fit into maximum 2 pages, preferably one!