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I may be misremembering; I just remember that he referenced Glitterdust and Haste, but I thought the determination of usefulness was the other way around... Perhaps the argument was that extra attacks were worthless because fights never last more than two rounds anyway? I only skimmed it, after all...

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I may be misremembering; I just remember that he referenced Glitterdust and Haste, but I thought the determination of usefulness was the other way around... Perhaps the argument was that extra attacks were worthless because fights never last more than two rounds anyway? I only skimmed it, after all...
Yeah, I think that's what he was saying.

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We must really suck then.
I don't recall a 2 round fight in any game here, mine or Aubrey's.Of course, we have....uh....like.....topography...innocent bystanders....stuff in the way........
sometimes factories filled with machinery and walkways.....
Obviously we are full of fail.
It's strange, I feel like I'm having fun with those fights, apparently I'm not.

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It was like a month and a half; I don't know how long it was in game. It was long though.
Yeah, I'm not sure, it might have been up around the twenty + rounds mark. I know we had round/level duration spells expiring mid fight, and there was a lot of time spent not fighting the bad guys but trying to save each other from the machinery, or simply traversing that huge room.
Good battle that one.
(It shouldn't have taken us that long though as we should have all been flying and / or wearing boots of striding and springing by that level ...)

dungeonmaster heathy |

Kinda duskbladish. It can fight with a sword, cast with the other hand; has to make a combat casting check and take minuses to do so.
She's kinda squishy; d8 h.p.'s, but the greater invis makes it a gnarly threat I thought.
She had to back off there, pop a fireball; you guys kinda outnumber the s&$! outta just lil ole her though. (well, and the mummies and troll....)

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It was like a month and a half; I don't know how long it was in game. It was long though.
Well, long enough for a series of round/level spells to run out.
See, the thing I don't get about save or suck spells is 1) what if they save? and 2) since the rest of the party is doing hp damage, surely it therefore is useful to the party if the wizard is too, rather than him playing a different game? But what do we know: we haven't studied the game, we've just played it. Sure they thave their place, but they strike me aesthetically as a bit anticlimactic and if it fails, you probably haven't contributed anything to the fight. Meanwhile, Runzyl grapples you.... (Man, that ruined that medusa wizard's day.)

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dungeonmaster heathy wrote:It was like a month and a half; I don't know how long it was in game. It was long though.Yeah, I'm not sure, it might have been up around the twenty + rounds mark. I know we had round/level duration spells expiring mid fight, and there was a lot of time spent not fighting the bad guys but trying to save each other from the machinery, or simply traversing that huge room.
Good battle that one.
I went back and counted it out... Ezreal knocked out Karile's secretary on the 21st round with... wait for it... Magic missile!

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Mothman wrote:I went back and counted it out... Ezreal knocked out Karile's secretary on the 21st round with... wait for it... Magic missile!dungeonmaster heathy wrote:It was like a month and a half; I don't know how long it was in game. It was long though.Yeah, I'm not sure, it might have been up around the twenty + rounds mark. I know we had round/level duration spells expiring mid fight, and there was a lot of time spent not fighting the bad guys but trying to save each other from the machinery, or simply traversing that huge room.
Good battle that one.
Ha!

Kruelaid |

I'm thinking Stig would win, but it would be close. Runzyl's Spring Attack schtick is hard to counter, and he's faster than Stig. But once Stig lands a few blows...
The thing about Stig is if he lands a crit it's really ugly. Two... god.
Three would put a dragon on the ropes (and kill himself twice over).

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Here's one for you.
I think I really like 4E.
I'm quite a big 4e fan - I think it's great for DMs as prep is just sooooo easy, especially if you have the WotC applications on your computer. I guess PF is quite tactical and detailed, whereas 4e is more knock-about fun. What's your view? (And Heathy, Vatters and Raggy, since you are playing it in my Kingmaker campaign?)

Kruelaid |

Kruelaid wrote:I'm quite a big 4e fan - I think it's great for DMs as prep is just sooooo easy, especially if you have the WotC applications on your computer. I guess PF is quite tactical and detailed, whereas 4e is more knock-about fun. What's your view? (And Heathy, Vatters and Raggy, since you are playing it in my Kingmaker campaign?)Here's one for you.
I think I really like 4E.
I haven't even played, just read the rules that came in a few weeks back (PH and Sark Sun Campaign).
It seems like a pretty easy game to play with good movement in combat. As a wargamer from way back it seems like there's some great fun to be had.

dungeonmaster heathy |

UGH! what a day....
flat tire, it's dark, first thing in morning, it's cold,
crappy piece of s~*$ scissors jack starts bending,
got my wife to drive me to work cos I needed to be there and I needed a new jack....
owell it's handled.
NOW to get some building done, and level Hudak...

dungeonmaster heathy |

Kruelaid wrote:I'm quite a big 4e fan - I think it's great for DMs as prep is just sooooo easy, especially if you have the WotC applications on your computer. I guess PF is quite tactical and detailed, whereas 4e is more knock-about fun. What's your view? (And Heathy, Vatters and Raggy, since you are playing it in my Kingmaker campaign?)Here's one for you.
I think I really like 4E.
I like it okay.
I haven't felt constrained by it or anything.I have much to learn, though, and not nearly enough time.

Patrick Curtin |

Meh. I'm sure 4e is a wonderful system. I just don't want to get into buying any other system at the moment. I have my 3e stuff, and it is all still useable. I stopped White Wolf after they went nWoD, I never collected GURPS or Rolemaster. I never did Warhammer.
All excellent rules systems, I am sure, but I just don't have the time or money. Plus I like stories. And Paizo comes up with some real good ones. I guess I could retrofit 4e onto a PF chassis, but why bother? I hate rules anyway, I suck at math and character builds remind me of my Algebra II class.

Kruelaid |

dungeonmaster heathy wrote:
It's handled; I'm just really sore now.
That scissors jack really sucked.Yeah, I've had that happen to me before too!
Stoopid tinfoil scissor jacks!Whatever happened to the good ol days? When car jacks, (And cars!) Were made of REAL metal!?!?!?
;P
Ah yes. Before the US moved their manufacturing base to China.

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dot
Oh, and "those of you who liked Elektra, X-Men III and Howard The Duck, leave now." Bwahaha! It's too bad the Thin Lizzy clip seems to be permanently gone.

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There used to be a bunch of them on Youtube, but the studio the produced Untergang (which, BTW, is an absolutely amazing movie) demanded that they'd be taken down for copyright infringement. Seems like the mashups are slowly seeping back.
They are somewhat variable, though. My fave is the one where Hitler loses it when he's told Phil Lynott is dead. Unfortunately it seems to be gone.

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Guys, I’ve got some questions for the Planescape enthusiasts amongst us, also open to suggestions from the gallery.
In a game that I sporadically GM for one of my RL groups, the party has had reason to quickly leave the Prime Material Plane to avoid some powerful enemies who have been scrying on them. At the end of last session they planeshifted to Concordant Opposition (the Outlands), and we are going to pick up there next session. The plan is they want to go somewhere where they can do a bit of shopping (sell some gear and buy some pertinent to their next destination, which will be a deep layer of the Abyss). They have access to planeshift but not teleport, but planeshift will only get them to the top layer of a plane, so to get to their destination they will need to either get to the top layer of the Abyss and work their way down from there, or find the correct forked rod keyed to the layer they are going to.
They have been advised to either find a gatetown or get to Sigil to shop. I am leaving the destination up to them, but have ruled that they have planeshifted to the Outlands somewhere in the vicinity of the chaotic gatetowns (they had no real target destination when they shifted), so the nearest town will be either Glorium, Xaos, Bedlam or Plague-Mort.
For the next session I plan for them to have a few encounters on their overland journey through the Outlands, get to a town and do some shopping, and either find their forked rod, or get to the top layer of the Abyss.
I don’t own any Planescape material (and don’t plan to buy any) but I and some of my players have played Planescape, so want to give the session that sort of feel. As such, I have a few questions.
What should the Outlands look like? What colour is the sky, the water, the trees? What sort of geographical features should the PCs encounter that will differentiate this place from a Prime world?
How easy would it be, using Gather Information or divinations, to find a Door to Sigil in the Outlands (I don’t think you can planeshift to Sigil, right)?
Does anyone know where I can find a good description of any of the gatetowns I mentioned above?
Where are the portals located in the gatetowns? Are they normally controlled / guarded? Hidden?

dungeonmaster heathy |

I'll try to field some of this; I have a feeling that Pat is better armed though.
Portals to Sigil, essentially, are pretty much up to the dungeonmaster. It's essentially a convenient way for the d.m. to control WHERE the action goes in the multiverse.
You CAN'T get to Sigil any other way BUT a portal. It's in the outlands, but it's a massive ring in the sky with the city itsself on the inner rim of the ring. Sorta like a ringed space station.
Glorium is a viking town on a seacoast or some such; I think there's a big gate to Ysgard there. Essentially, these gate towns are somewhat unstable places in the Outlands that are on the verge of going over to the plane in question, and have the same type of vibe as the plane in question.
The Planescape boxed set has some brief descriptions of the Gate towns.
I gotta look at the material to come up with more.