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lays out wreath for winter 2017


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Ok. The real question here is why aren't YOU naked?

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

I'm at work?


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I'm walking the dogs, past the digestive health clinic, those people are sick enough as it is.

The Exchange

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Urk. Hope you feel better soon, John. On the side note, low pressure causes all kinds of bad weather as the winds come in from high pressure zones to low pressure zone, bringing nasty storm clouds with them.


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Just a Mort wrote:
Urk. Hope you feel better soon, John. On the side note, low pressure causes all kinds of bad weather as the winds come in from high pressure zones to low pressure zone, bringing nasty storm clouds with them.

Yeah. Raining here, soon to change to snow.


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And, now, it's snowing. I guess Freehold has to use up his inventory, or his snow budget next year gets reduced.


Johnny Fencesitter wrote:

OMG! They better release the War Of The Crown Player's Guide right f+!&ing now or I'm going to start catapulting bunny rabbits!!!

Or not.

I know, right!?

... of course, we already know (for a vague value of "know") what the PC is going to be playing: Princess Eutropia (or her daughter*). Who is going to be a vigilante-gestalt-lion blade (because being gestalted with a lion blade is just kind of like the gestalt equivalent of receiving Skill Focus (craft [sand castles] and craft [erotic pies]) as bonus feats - nice to have, but nothing you're really going to win the game with).

Really, it's going to be the other characters (run by a GM: leadership feat-variant, yo) that we're going to have to look at the PG for.

:)

Also, if you really want to catapult rabbids, you might want to check out the Mario/Rabbids crossover. Seems likely to exist, there.

* Spoiler free analysis: this would be a very tricky thing, time-wise, as Eutropia has been noted as having been in politics for the last 20 years, but is clearly not a 40+ year-old-woman, and was older than her long-deceased brother, who was noted as being a teen at the time of his death - that makes him a minimum of 13, and probably puts her at least 2 years, but more like 3-5 based on the one picture of her, her baby brother, and their dad. So 15+20 = 35 (up to 38; this is on the high end, though, again, this is all just speculation based on art, which they've made numerous references to when adjucating rules in the past, sooooo, I'unno). Anyway, if she had a child in her youth, but still technically being an adult (at about 16 years old), that child could be 16 years old by the time she's 32 - with a 36-year-old projection, that lets us have two extra years for each, allowing an 18 year old starting-age for any daughter and giving-birth-age for Eutropia, with actual leeway a couple of years either way, which actually feels about right.


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Orthos wrote:
Lightsaber color

I'd love a green one, but, and let's be honest, mine would probably be bleeding red really quickly.

... or maybe I'd have a gold or blue one, 'cause, you know.

(The black saber would be unbelievably awesome.)


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John Napier 698 wrote:

Tekko 2017 Photos.

Totoro
Granny - FMA: Brotherhood
Granny and Ed - FMA: Brotherhood
Deadpool, Hellboy, and Blue Stormtrooper
Obi-wan Kenobi
Anakin Skywalker
Spartan with Gravity Hammer
Imperial Officer, Clone Trooper, and Stormtrooper
Darth Vader

This and the pics of you as Jedi are awesome, my dude! Thanks!


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You're welcome, Tac. :)


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Another point for Just a Mort's rules Lawfulness!

I'm helping out a poster on the Crimson Throne thread who can't figure out how Cinnabar was built. Yes, there are some errors in her statblock (she was mysteriously granted +2 extra damage per hit and 2 extra ranks of Fly, but meh, I've seen worse), but this person had some interesting concepts:

  • They were under the impression that you are only allowed to put in 1 skill rank per skill per level. So, for example, if you forgot to put in a point of Stealth at level 1, you could never catch up, since you're never allowed to put 2 points into Stealth in a single level.
  • They also seemed to be under the impression that you're only allowed to put ranks in your class skills.
  • So, I can see both of those as reasonable house rules. But someone taught this person that those ARE the rules, and now they're having trouble GM'ing because the house rules won't allow them to build an NPC who was built with no regards whatsoever for their house rules.

    So just like Just a Mort said: If you're going to play by house rules, give your players a list so they KNOW which rules are "house rules"!


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    Wight-fang, an undead, spirit-infested wolf.


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    +2 to Fly? Are the creature in question Small perchance?


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    Nope, Cinnabar is human.


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    Just a Mort wrote:
    Has your blacksmith had words with you for putting swords to inappropriate purposes?

    It was being employed very appropriately in defending my head against the Hungarian Mercenary, who tends to go into a frothing rage in combat.

    My blacksmith has offered to fix it, but it's had it, I think. Never mind. It's had a good innings, and I'm not much of a sabreur anyway.


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    Drejk wrote:
    +2 to Fly? Are the creature in question Small perchance?

    Nah, I have the "official" Hero Labs build (are you kidding me, Wolf's Lair? $30 per AP when the community-created stuff is free?), and it's just a couple of out-and-out mistakes.

    As you're probably well aware, every AP book is chock-full of such errors, leading to "AP errata threads" for every AP.

    Personally, I don't care for a +1 or +2 here or there, but there are some GMs who obsess over it, so since I paid for the package anyway, I'd like to help.

    Though I do think I went "Mother of Thorns" overboard again on one of the critters towards the end of Crimson Throne. But the PCs like things that do godawful amounts of damage, so let's just see what happens...


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    Pittsburgh's got a coating of snow on the grass, but the roads are clear.


    Drejk wrote:
    Wight-fang, an undead, spirit-infested wolf.

    Hah! Well-played...

    The Exchange

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    NobodysHome wrote:

    Another point for Just a Mort's rules Lawfulness!

    I'm helping out a poster on the Crimson Throne thread who can't figure out how Cinnabar was built. Yes, there are some errors in her statblock (she was mysteriously granted +2 extra damage per hit and 2 extra ranks of Fly, but meh, I've seen worse), but this person had some interesting concepts:

  • They were under the impression that you are only allowed to put in 1 skill rank per skill per level. So, for example, if you forgot to put in a point of Stealth at level 1, you could never catch up, since you're never allowed to put 2 points into Stealth in a single level.
  • They also seemed to be under the impression that you're only allowed to put ranks in your class skills.
  • So, I can see both of those as reasonable house rules. But someone taught this person that those ARE the rules, and now they're having trouble GM'ing because the house rules won't allow them to build an NPC who was built with no regards whatsoever for their house rules.

    So just like Just a Mort said: If you're going to play by house rules, give your players a list so they KNOW which rules are "house rules"!

    The one about ranks only in class skills has roots from 3.5. You need to put in 2 skill points to raise 1 rank in non class skills. Mind you I've always cursed about putting skills into UMD when it isn't on my class list. But shiny sword! Must have UMD to use! I'm not a freaking pally!


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    NobodysHome wrote:
    Drejk wrote:
    +2 to Fly? Are the creature in question Small perchance?

    Nah, I have the "official" Hero Labs build (are you kidding me, Wolf's Lair? $30 per AP when the community-created stuff is free?), and it's just a couple of out-and-out mistakes.

    As you're probably well aware, every AP book is chock-full of such errors, leading to "AP errata threads" for every AP.

    Personally, I don't care for a +1 or +2 here or there, but there are some GMs who obsess over it, so since I paid for the package anyway, I'd like to help.

    Though I do think I went "Mother of Thorns" overboard again on one of the critters towards the end of Crimson Throne. But the PCs like things that do godawful amounts of damage, so let's just see what happens...

    OK. I *think* I've resolved it:

    - All the Red Mantis assassins have Arcane Strike activated. She didn't. I turned it on and voila! The missing +2 damage.
    - She has an armor check penalty of -2. My guess is that the author assumed that the Fly spell did not suffer from armor check penalties. I found no such ruling, so I'm assuming that's an error, especially since Hero Labs agrees with me.

    Whee?


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    Just a Mort wrote:
    The one about ranks only in class skills has roots from 3.5. You need to put in 2 skill points to raise 1 rank in non class skills. Mind you I've always cursed about putting skills into UMD when it isn't on my class list. But shiny sword! Must have UMD to use! I'm not a freaking pally!

    OK. Now I'm uber-curious. Since when have you needed UMD to use a magic sword?

    The Exchange

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    My BF has asked if I was interested in a 5e game with his World of Warcraft group. Honestly I'm two minds about the whole thing. My BF is more chaotically aligned then I am. Example:He sees nothing wrong in pick pocketing an NPC for sh*ts and giggles. He's assured me he'll return whatever he pickpockets later like"Oh did you drop this?", which is a plus in my book, but still I don't go around stealing things in the first place.

    He's also asked me why I'm so into optimization and all that and believes that D&D should be a place where you get to do all kinds of cool sh*t. I will attempt cool sh*t only if there are rules saying that it is possible. So I wonder if I sit with his friends, will I just piss them and the GM, as well as myself, off?

    The Exchange

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    It's required since I'm a fighter and that sword was for Paladins only =) Not to mention those boots of the sun soul for monks only...


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    NobodysHome wrote:
    NobodysHome wrote:
    Drejk wrote:
    +2 to Fly? Are the creature in question Small perchance?

    Nah, I have the "official" Hero Labs build (are you kidding me, Wolf's Lair? $30 per AP when the community-created stuff is free?), and it's just a couple of out-and-out mistakes.

    As you're probably well aware, every AP book is chock-full of such errors, leading to "AP errata threads" for every AP.

    Personally, I don't care for a +1 or +2 here or there, but there are some GMs who obsess over it, so since I paid for the package anyway, I'd like to help.

    Though I do think I went "Mother of Thorns" overboard again on one of the critters towards the end of Crimson Throne. But the PCs like things that do godawful amounts of damage, so let's just see what happens...

    OK. I *think* I've resolved it:

    - All the Red Mantis assassins have Arcane Strike activated. She didn't. I turned it on and voila! The missing +2 damage.
    - She has an armor check penalty of -2. My guess is that the author assumed that the Fly spell did not suffer from armor check penalties. I found no such ruling, so I'm assuming that's an error, especially since Hero Labs agrees with me.

    Whee?

    Fly skill explicitly has * next to its ability score on a skill table meaning that armor check penalty definitely applies.


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    lisamarlene wrote:

    Two reasons floor naps beat toilet naps:

    1. Less awkward when someone accidentally discovers you.
    2. Your legs don't fall asleep. Nothing like waking up and then falling over when you try to stand.

    I kept wanting to find the "best" quote to go with, but this one is it. This woman knows what truth really is.

    - wood: niiiiiiiiiiice (unless rough, then, eh, if your clothes are okay, or you have a nice pet as a pillow); dirty wood floor is... crunchy and uncomfortable. I'm uncertain if a nice plank of wood on the ground still counts as sleeping on the ground, but it can make a horrible situation much nicer (though, depending on the muddiness, it's still not a good thing); pillows are nice, but often unncessary, unless it's a kind of hardwood (in which case have a head covering or pillow; arms are optional, but it's not gonna feel good, later, when it's numb and needles at the same time)

    - linoleum: actually kind of warm, 'cause it's fake

    - tile: really nice, actually, unless it's pokey and a dirty; pillow or arm (though the caveat about arms applies)

    - carpet: it's carpet... it's basically a thin, itchy bed

    - dirt: depends entirely on the quality/consistency/dustiness; "thin" or "high dust" dirt is almost certainly a no-go, as you'll just cough and sneeze endlessly; mud isn't that bad, though you're going to hate everything by the time you wake up; loam is actually really niiiiiiiiiiiiice (though you still want something for your head); clay's alright, but I prefer drier to wetter (which is otherwise just a different form of red mud). In all cases, check for creatures, first, and probably cover up well.

    - asphalt: eh, not bad, but it can smell terrible, especially if it's a place that's newly paved or that has seen extremely heavy traffic or been a place where people refuel in the past or is just made with the "wrong" (for this) mix, and that can lead to heavy nausea; that said, rubberized asphalt is amazing and I'd sleep on that, like, every day, if it were the right consistency; if it's not rubberized, a pillow (or your poor, poor, soon-to-be-sleeping arm) is necessary

    - concrete: actually warmed concrete can be amaaaaaaaazing; just be sure not to burn yourself if it's too hot, or let yourself be chilled if it's too cold

    - brick: if they're in a pile, I wouldn't recommend it; if they're neatly stacked and wide enough to support you, it's little different from concrete (though, unless the concrete was on blocks, the bricks are likely a tad pointier, suggesting slightly heavier clothing); bring a pillow or your arm

    - water: this sounds like cheating, but it's not; I'm referring to being in the water, which makes for a different kind of dirt. But listen, it's never not mud, and your head needs to be kept above the water at all times.

    - corrugated metal: it's not bad, but it could be better; again, bring a pillow, or use your arm (hope you're not prone to arm-fall-asleep)

    - <metal> springs: strong pass; unless they're properly boxed in never ends well, and isn't really "on the ground" anyway (this also applies to garbage, and any potentially-pokey metallic item, for the record, but one does as needs must)

    - gravel: eh, thick clothing covers a multitude of jabs. It's better than springs, anyway (but this would not be hard).

    - grass: delightful, unless it's the really itchy kind; tall grass tends to be the really itchy kind; the "delightful" generally applies to many plants that go into the formation of "lawns" from lily pads (or whatever those are) to grass to many weeds; that said, soft-to-hard-pass if there are sand-spurs (and if you're in Florida, there are always sand-spurs) or similar growths, depending on how dry/owchie they are

    I'm certain there are other substances, but I've forgotten about them by now.


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    @NH: Think Holy Avenger.
    In the olden days that would be really fancy as a Pala, and just a good magic sword in the hands of a non-Pala. UMD -> Emulate Class -> Emulate Pala -> Use Holy Avenger as emulated Paladin = Profit!
    This ofc quickly devolved into a discussion of what constituted a "class feature", as in is it only a component of a class or is it the class itself? (important for the above cheese).

    Edit: Aaannnddd you could still try this today as the wording for UMD is still mostly the same as 3.5. Likely it will still be a somewhat viable method as long as the "class feature" component of UMD exists, and there are magical items keyed to class or "class features".

    The Exchange

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    Now you're speaking my language Kjeldorn. *Gives an approving grin*

    It lets you use those lovely class specific items for fun and profit!


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    Just a Mort wrote:
    My BF has asked if I was interested in a 5e game with his World of Warcraft group. Honestly I'm two minds about the whole thing. My BF is more chaotically aligned then I am. Example:He sees nothing wrong in pick pocketing an NPC for sh*ts and giggles. He's assured me he'll return whatever he pickpockets later like"Oh did you drop this?", which is a plus in my book, but still I don't go around stealing things in the first place.

    Yeah, at that point I'm kind of done at that table. Random acts of evil are not fun for me.

    And somehow, "I'll return it later," never happens...

    The Exchange

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    Whoa - I didn't know people would have that strong opinions about random thievery.

    There are lovable rogues in movies, Aladin was one of them, and that chase scene that resulted after was pretty funny.

    I'm in the school of good is not nice, so I don't really expect people to go donate to orphanages and adopt puppies...

    "They may want to be affable people, but they believe that being nice does not always get things done, and that accomplishing good requires them to do harsh and cruel acts, particularly if they have to teach something. (This may be an intermittent effect, applied only when necessary; contrast Beware the Nice Ones, where such outbursts result from break-down. On the other hand, emotional trauma can coincide with the realization that nicety won't cut it.)"

    Generally the above quote.


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    I suggest that in-game morality is not the same as real-world morality.

    In the real world, slavery is evil^, thievery is evil^, and brutal violence is horrendous^.

    In the game world, slavery is evil (but is totes okay, tho), thievery is chaotic (and often good), and brutal violence is just light Tuesday morning exercise to loosen up the muscles before actually going to real work today.

    But in games I run, slaves aren't happy (unless treated very well), thievery will make people mad at you (and possibly attack you, depending), and killing is very rarely the correct "go-to" action if you're the aggressor (although you could be the "aggressive defender" if actions were taken not against your person that would be deadly towards others who don't deserve it).

    Basically morality in the real world feels very subjective (whether or not morality is subjective - I don't believe it is - is a non-issue, as individuals perceive morality in a subjective manner that won't be neatly resolved by online debate), but morality in the game world is not... but will still feel very subjective to the people who live in it, because, dang it, they like being free (usually*), keeping their stuff (usually*), and not being dead (usually*).

    * Abnormal, alien, unusual, and less-common mindsets are much more common in games than real-life.

    ^ EDIT: Believe it or not, I'm not actually making a hardline statement on actual real-world morality with this, but rather expressing the commonly-held and extremely passionate notions that most people in the Western world hold as absolute truths. I recognize, in retrospect, it looks like I'm making an absolute moral statement. I am not. And there are always, always exceptions, but... fewer than most people try to suggest.


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    Just a Mort wrote:

    Whoa - I didn't know people would have that strong opinions about random thievery.

    There are lovable rogues in movies, Aladin was one of them, and that chase scene that resulted after was pretty funny.

    So in my experience, players who delight in a little "harmless thievery" simply want to exist as bullies and tyrants in their own little fantasy universe. I've never seen a player stop at "just" thievery; it's always torturing the bad guys, cutting off body parts, gouging out eyes, and just unbelievable cruelty because "they're the bad guys". This cruelty extends to townsfolk as well. Misogyny on a scale I choose not to repeat. Acts such as, "If you cast Fireball there, you're going to catch half the village on fire."

    "Oh, well. Sucks to be them."

    "If you leave, we'll all die!"
    "Well, we need to go shop, so don't worry. We'll avenge your deaths later!"

    I spent too many years with real-life bullies to suffer to tolerate them in-game. Want to bully the NPCs? Find a table not mine.


    NobodysHome wrote:
    Just a Mort wrote:

    Whoa - I didn't know people would have that strong opinions about random thievery.

    There are lovable rogues in movies, Aladin was one of them, and that chase scene that resulted after was pretty funny.

    So in my experience, players who delight in a little "harmless thievery" simply want to exist as bullies and tyrants in their own little fantasy universe. I've never seen a player stop at "just" thievery; it's always torturing the bad guys, cutting off body parts, gouging out eyes, and just unbelievable cruelty because "they're the bad guys". This cruelty extends to townsfolk as well. "If you cast Fireball there, you're going to catch half the village on fire."

    "Oh, well. Sucks to be them."

    "If you leave, we'll all die!"
    "Well, we need to go shop, so don't worry. We'll avenge your deaths later!"

    I spent too many years with real-life bullies to suffer to tolerate them in-game. Want to bully the NPCs? Find a table not mine.

    In Harathia, the country we created in Kingmaker, in the early years, if you were convicted of resorting to assault and banditry*, you were given two options: losing two fingers on each hand and half of one foot, and one eye, forcing you to live the rest of your life** as a low-value farmer's aid (while preventing use of most weapons, and any sort of long-range weaponry).

    Unsurprisingly many chose death, and both were done as quickly and painlessly as possible (though oftentimes with pompous ceremony).

    A few years later and that stopped being a big deal. But those first few years were hard.

    * Armed robbery and assault; this differs greatly, compared to, say, pick-pocketing. Conviction rate is pretty accurate, considering mind-reading, zone of truth, discern lie, commune, and similar magic was eventually regularly employed.

    ** They got better, later, once magic was more plentiful. At the time, it was not, and we couldn't easily come up with a way to raise the dead. Hence harsh penalties to those who threatened our people.

    The Exchange

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    Elenium: The Atans offered themselves as slaves to the Tamuls as they feared that without someone to control them, they would destroy themselves.(Rightly so)

    I also do not care for random acts of thievery though on neutral characters you'd better pay me if you want a job done... I ain't doing this for free!

    Probably will go on more about this later.


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    NobodysHome wrote:
    Just a Mort wrote:
    My BF has asked if I was interested in a 5e game with his World of Warcraft group. Honestly I'm two minds about the whole thing. My BF is more chaotically aligned then I am. Example:He sees nothing wrong in pick pocketing an NPC for sh*ts and giggles. He's assured me he'll return whatever he pickpockets later like"Oh did you drop this?", which is a plus in my book, but still I don't go around stealing things in the first place.

    Yeah, at that point I'm kind of done at that table. Random acts of evil are not fun for me.

    And somehow, "I'll return it later," never happens...

    hey, just because I am chaotic doesnt mean I am not going to return something I creatively and abruptly borrow! It is an investment! And I will gladly return interest on it. Provided I find you again.


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    NobodysHome wrote:
    Just a Mort wrote:

    Whoa - I didn't know people would have that strong opinions about random thievery.

    There are lovable rogues in movies, Aladin was one of them, and that chase scene that resulted after was pretty funny.

    So in my experience, players who delight in a little "harmless thievery" simply want to exist as bullies and tyrants in their own little fantasy universe. I've never seen a player stop at "just" thievery; it's always torturing the bad guys, cutting off body parts, gouging out eyes, and just unbelievable cruelty because "they're the bad guys". This cruelty extends to townsfolk as well. Misogyny on a scale I choose not to repeat. Acts such as, "If you cast Fireball there, you're going to catch half the village on fire."

    "Oh, well. Sucks to be them."

    "If you leave, we'll all die!"
    "Well, we need to go shop, so don't worry. We'll avenge your deaths later!"

    I spent too many years with real-life bullies to suffer to tolerate them in-game. Want to bully the NPCs? Find a table not mine.

    in my games it depends on who did what to whom first. A fight breaks out, you win, and want to torture the survivors for information? Get ready to get some sketchy information that probably cant be trusted, and any who witness it are going to view you as the monsters you are- and will tell others. Break out of a mostly unjust imprisonment and get the chance to deliver some payback to the guards who cut off a knuckle of a finger of yours once a week to alleviate boredom(backstory to explain why my character had low dex)? Yeah, not really going to have a problem with that.


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    S#@$ happens in space.

    The Exchange

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    Hey! If you steal my salmon I’ll bite, claw, claw you!

    About ruling kingdoms and stuff. Eh – my characters generally won’t do that. Reason being is I believe strongly in do unto others what you want done onto you. NPCs are basically under the GM’s control. Do I like the GM telling me what to do with my characters? No.

    Why on the inverse, should I tell the GM what to do with his characters then? So between NPCs and myself there will be boundaries I won’t breach – I won’t tell them what to do. I’ll tell them at best – all the things that they shouldn’t do – in the sense it is a breach of local laws. Because if that happens, likely I, as an adventurer will be called in to clean up the mess and by the time it comes to that, things would probably have gone to a head, and it’s going to get ugly.

    So probably APs like kingmaker, or anything where you rule a country is out for me, since I have absolutely no interest in running things, finding it a hassle, and against my principles of telling NPCs what to do.

    I will confess I have tortured (in game) before. I painted a tattoo on someone’s face using acid splash. Again they tried to kill us first...

    I will also say I have thought about raising an undead army from the bodies of my slain foes to defend a town before, but since the god I worshipped did not permit that kind of thing, I gave it a pass.

    So yes, I am not a nice person.

    The Exchange

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    Now:

    If you were to get caught for banditry in a place I hold jurisdiction – the punishment will be a simple, clean, battlefield execution.


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    I actually really like games in which you set yourself up as a local part of the government, living your life, and being an impact in the world (even if your reach is relatively small). I find it interesting.

    I run that stuff for my players and like the games myself.

    For our case, it was rather strictly not "people who threaten us personally" (because, frankly, we were moderately big fish (though we knew that there were bigger ones) and we firmly decided that abusing the innocent was a major no-no. Since we couldn't be everywhere at once, and we were not gonna let bad people roll our citizens, we posted very straight forward draconian laws in the creation of our new kingdom (with specifications that all laws will be reviewed, pending further stability, and always, always, always having someone as the Counselor position to listen to the populace, even if the specific feedback isn't acted upon).

    I honestly do not mind if the GM tells me, "Uh, dudes, this is against the law, and you will get punished by the local authorities, presupposing they catch/defeat you." Similarly, we didn't mind if people challenged us or tried to tack a crack at us. We're big and we have targets painted on us.

    We are The Man even the women, now, and that means people aren't going to like it. And that's fine. We will return to those who act against us as they intended to act against us. No big.

    But we are most definitively not okay with anyone hurting our people. And we collectively decided that we would ensure that anyone who hurts them once would not get the chance again.
    As an example, we take great pains to ensure that villains who menace our country cannot ever be raised once killed, except by us. And if (or when) we do raise them, it's with very specific stipulations and limits built upon heavy negotiation and agreements with their spirit before-hand, which we take great pains to enforce. You murder an innocent, and not only do we do our best to make sure that innocent is getting better, but you're paying a steep price.

    But yeah, torture and terror isn't a reliable method of getting good information. As our "paladin" recently found out (he is not a paladin, and was not at the time, but thought of himself as such).


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    Tacticslion wrote:

    I suggest that in-game morality is not the same as real-world morality.

    In the real world, slavery is evil^, thievery is evil^, and brutal violence is horrendous^.

    In the game world, slavery is evil (but is totes okay, tho), thievery is chaotic (and often good), and brutal violence is just light Tuesday morning exercise to loosen up the muscles before actually going to real work today.

    But in games I run, slaves aren't happy (unless treated very well), thievery will make people mad at you (and possibly attack you, depending), and killing is very rarely the correct "go-to" action if you're the aggressor (although you could be the "aggressive defender" if actions were taken not against your person that would be deadly towards others who don't deserve it).

    Basically morality in the real world feels very subjective (whether or not morality is subjective - I don't believe it is - is a non-issue, as individuals perceive morality in a subjective manner that won't be neatly resolved by online debate), but morality in the game world is not... but will still feel very subjective to the people who live in it, because, dang it, they like being free (usually*), keeping their stuff (usually*), and not being dead (usually*).

    * Abnormal, alien, unusual, and less-common mindsets are much more common in games than real-life.

    ^ EDIT: Believe it or not, I'm not actually making a hardline statement on actual real-world morality with this, but rather expressing the commonly-held and extremely passionate notions that most people in the Western world hold as absolute truths. I recognize, in retrospect, it looks like I'm making an absolute moral statement. I am not. And there are always, always exceptions, but... fewer than most people try to suggest.

    Aim bicycles here:
    This is the target!

    What, did you think I was going to get political again?


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    I also strongly object to the idea that undead are or should always be inherently evil. Perhaps a specific spell or ritual is, but undead (especially mindless ones) are not, in our games.

    That said, I usually follow setting-specific rules, so if they are in a setting, they are in that game, too (though there are enough "holes" in Golarion canon to make that "rule" laughable, at best).


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    Terrinam wrote:
    Tacticslion wrote:

    I suggest that in-game morality is not the same as real-world morality.

    In the real world, slavery is evil^, thievery is evil^, and brutal violence is horrendous^.

    In the game world, slavery is evil (but is totes okay, tho), thievery is chaotic (and often good), and brutal violence is just light Tuesday morning exercise to loosen up the muscles before actually going to real work today.

    But in games I run, slaves aren't happy (unless treated very well), thievery will make people mad at you (and possibly attack you, depending), and killing is very rarely the correct "go-to" action if you're the aggressor (although you could be the "aggressive defender" if actions were taken not against your person that would be deadly towards others who don't deserve it).

    Basically morality in the real world feels very subjective (whether or not morality is subjective - I don't believe it is - is a non-issue, as individuals perceive morality in a subjective manner that won't be neatly resolved by online debate), but morality in the game world is not... but will still feel very subjective to the people who live in it, because, dang it, they like being free (usually*), keeping their stuff (usually*), and not being dead (usually*).

    * Abnormal, alien, unusual, and less-common mindsets are much more common in games than real-life.

    ^ EDIT: Believe it or not, I'm not actually making a hardline statement on actual real-world morality with this, but rather expressing the commonly-held and extremely passionate notions that most people in the Western world hold as absolute truths. I recognize, in retrospect, it looks like I'm making an absolute moral statement. I am not. And there are always, always exceptions, but... fewer than most people try to suggest.

    ** spoiler omitted **...

    Well, I was kind of hoping, as I generally appreciate your broadly nuanced and well-educated responses to most topics. But I'm more than willing to let it slide, as I know just how... sticky these things can be. XD


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    Just a Mort wrote:
    I will confess I have tortured (in game) before. I painted a tattoo on someone’s face using acid splash. Again they tried to kill us first...

    I give a pass on torturing bad guys for a purpose. Revenge, information, whatever. But as I said, in my gaming experience, with the people in my area, petty thievery leads to thuggery leads to murderhobodom leads to worse. And I no longer have any desire nor need to interact with such players; there's a LOOOOOOOOONG queue at my GMing door.

    Just a Mort wrote:
    I will also say I have thought about raising an undead army from the bodies of my slain foes to defend a town before...

    Welcome to Blackwarmville!

    EDIT: And it's yet another reason I have so much trouble with Whingey. He just delights in being mean to NPCs for no reason. I have no stomach for such things. If the bad guy was a necromancer trying to slaughter the city, have at! Revel in the torture all you want, and I'll just let it slide. If the bad guy is a random hired goon who was just trying to feed his family and you're going to cut him up because why not? I'm not happy.

    The Exchange

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    What would you do if you get a stubborn bandit that refuses to tell you where their leaders hideout is?

    What I'd do: I'd threaten to torture him and I would carry it out if he doesnt talk, to get the location on his leaders hideout. I do what I must to protect my people.

    If he talks, I'll give him a clean death. Lop off his head.

    Yours, TL?


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    We seem to like linear stories for adventures.


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    In my campaign setting, necromancy is relatively young, and most go into it to improve their bodies by transcending death in some way.

    Of course, if you mess up you could become something awful...


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    Meanwhile I have been poking on and off at running a variant Crimson Throne campaign where the party is focused on unifying and rising through the underworld as a new Thieves' Guild or similar organization. Think The Gentleman Bastards but set in Gotham.


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    Torture is always evil in my campaigns.

    I don't give a s#!! about what excuses you tell yourself, it's still evil.


    Just a Mort wrote:

    What would you do if you get a stubborn bandit that refuses to tell you where their leaders hideout is?

    What I'd do: I'd threaten to torture him and I would carry it out if he doesnt talk, to get the location on his leaders hideout. I do what I must to protect my people.

    If he talks, I'll give him a clean death. Lop off his head.

    Yours, TL?

    Depends.

    Most of the time we have a wizard^, so it's a moot point.

    ^ or something; clerics are awesome, too

    *wizard reads mind or something, look, there's a lot of options*

    PC: "Where's the bandit hide out?!"

    Idiot: "NEVER!"

    Wizard: "It's over there."

    PC: "Brave, but pointless. Later!"

    *hands over to proper authorities, or enforce local laws if we are the authorities, or otherwise ensure appropriate justice/ensure inability to harm innocents*

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