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We beat the undead Cyclops sorcerer last night without any party deaths (two cases of permanent paralysis, though), finished off (by me) with a mighty Dwarven waraxe crit.

I'll tell you what, though - rings of Freedom of Movement are absolutely invaluable.


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captain yesterday wrote:
They're now saying we're getting 6-12 inches of snow starting late tonight through Wednesday afternoon.

sobs


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captain yesterday wrote:
They're now saying we're getting 6-12 inches of snow starting late tonight through Wednesday afternoon.

And it's all you. We're getting rain, sleet, and maybe flurries from that system. Honestly, I'd prefer the 6-12" of snow. That would redeem this winter.

Scarab Sages

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Vidmaster7 wrote:
Alright I'm saying hi but I will not be trying to read the 3000+ comments to get caught up. no offense but ain't nobody got time for that.

Hi vidmaster!


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Hi, Vid!


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Limeylongears wrote:

We beat the undead Cyclops sorcerer last night without any party deaths (two cases of permanent paralysis, though), finished off (by me) with a mighty Dwarven waraxe crit.

I'll tell you what, though - rings of Freedom of Movement are absolutely invaluable.

Freedom of movement is incredible when it comes into play. Really frustrates my players when I have the villains use it, and I only use it against them about 2-3 times per year. They remember those 2-3 times per year.


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Yo Vid!

Scarab Sages

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Still so much slime...


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Woran wrote:
Still so much slime...

I've been fighting a virus for over 2 weeks now. So much coughing. So much. I went through 2 boxes of decongestant and an entire Rx of tassilon pearls. That's awfully close to Thassilon. Thassilonian pearls would definitely have cured me.


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Vanykrye wrote:
Woran wrote:
Still so much slime...
I've been fighting a virus for over 2 weeks now. So much coughing. So much. I went through 2 boxes of decongestant and an entire Rx of tassilon pearls. That's awfully close to Thassilon. Thassilonian pearls would definitely have cured me.

Not if they're from a Calistrian cleric.


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gran rey de los mono wrote:
Vanykrye wrote:
Woran wrote:
Still so much slime...
I've been fighting a virus for over 2 weeks now. So much coughing. So much. I went through 2 boxes of decongestant and an entire Rx of tassilon pearls. That's awfully close to Thassilon. Thassilonian pearls would definitely have cured me.
Not if they're from a Calistrian cleric.

That's at least still a 50/50 shot. Unless my ex-wife is involved. Then it definitely won't kill me.


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Trivia question for long-time D&D players: Has there ever been a version of D&D where wizards simply out-and-out couldn't cast from their opposition schools?

I ask because in the Pathfinder rules it's just harder, but not all that hard (2 spell slots instead of 1), yet in yet another AP GM thread, one of the posters wrote, "This wizard has Necromancy as an opposed school, so she couldn't possibly have cast that spell. You messed up, noob!"
To which the author invariably replies, "Oh, she had enough resources to pay someone else to cast it."

And my immediate reaction is, "NO!!!! Teach the complainer the darned rules!"

So, Googling it, I don't find any official references to being unable to cast from opposed schools, it just looks like a commonly-accepted house rule.

But as you all know, I quit D&D way back before there even were schools of magic, and didn't come back until D&D 4.0/Pathfinder, so I could easily have missed something.

EDIT: Ah, Wikipedia says it came along in AD&D, 2nd edition (past my time), but doesn't reveal when that restriction was relaxed (whether it was 3.0, 3.5, or Pathfinder).
EDIT 2: Ah, it was indeed a change made by Paizo for Pathfinder, explaining why so many people are confused by it.

Grand Lodge

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Vanykrye wrote:
Limeylongears wrote:

We beat the undead Cyclops sorcerer last night without any party deaths (two cases of permanent paralysis, though), finished off (by me) with a mighty Dwarven waraxe crit.

I'll tell you what, though - rings of Freedom of Movement are absolutely invaluable.

Freedom of movement is incredible when it comes into play. Really frustrates my players when I have the villains use it, and I only use it against them about 2-3 times per year. They remember those 2-3 times per year.

This is why Dispel Magic is so useful. Turns off those pesky buffs and lets the party get to business.


NobodysHome wrote:

Trivia question for long-time D&D players: Has there ever been a version of D&D where wizards simply out-and-out couldn't cast from their opposition schools?

I ask because in the Pathfinder rules it's just harder, but not all that hard (2 spell slots instead of 1), yet in yet another AP GM thread, one of the posters wrote, "This wizard has Necromancy as an opposed school, so she couldn't possibly have cast that spell. You messed up, noob!"
To which the author invariably replies, "Oh, she had enough resources to pay someone else to cast it."

And my immediate reaction is, "NO!!!! Teach the complainer the darned rules!"

So, Googling it, I don't find any official references to being unable to cast from opposed schools, it just looks like a commonly-accepted house rule.

But as you all know, I quit D&D way back before there even were schools of magic, and didn't come back until D&D 4.0/Pathfinder, so I could easily have missed something.

EDIT: Ah, Wikipedia says it came along in AD&D, 2nd edition (past my time), but doesn't reveal when that restriction was relaxed (whether it was 3.0, 3.5, or Pathfinder).
EDIT 2: Ah, it was indeed a change made by Paizo for Pathfinder, explaining why so many people are confused by it.

Yeah. In 3e/3.5 they weren't really able to cast opposed schools, though there were still ways to get around it, even then - at least by 3.5 there was at least one feat, and I feel like there was a PrC, but it's been a hot minute since I was fully involved with all of 3.5's stuff and I don't know for sure anymore.


Limeylongears wrote:

We beat the undead Cyclops sorcerer last night without any party deaths (two cases of permanent paralysis, though), finished off (by me) with a mighty Dwarven waraxe crit.

I'll tell you what, though - rings of Freedom of Movement are absolutely invaluable.

Limeylongears wrote:

We beat the undead Cyclops sorcerer last night without any party deaths (two cases of permanent paralysis, though), finished off (by me) with a mighty Dwarven waraxe crit.

I'll tell you what, though - rings of Freedom of Movement are absolutely invaluable.

So nice, you posted twice!

*throws a blanket over the elf*

Also, I remember that fight! (Edit: presupposing it's the one I am thinking of!) It was fun!


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NobodysHome wrote:

Trivia question for long-time D&D players: Has there ever been a version of D&D where wizards simply out-and-out couldn't cast from their opposition schools?

I ask because in the Pathfinder rules it's just harder, but not all that hard (2 spell slots instead of 1), yet in yet another AP GM thread, one of the posters wrote, "This wizard has Necromancy as an opposed school, so she couldn't possibly have cast that spell. You messed up, noob!"
To which the author invariably replies, "Oh, she had enough resources to pay someone else to cast it."

And my immediate reaction is, "NO!!!! Teach the complainer the darned rules!"

So, Googling it, I don't find any official references to being unable to cast from opposed schools, it just looks like a commonly-accepted house rule.

But as you all know, I quit D&D way back before there even were schools of magic, and didn't come back until D&D 4.0/Pathfinder, so I could easily have missed something.

EDIT: Ah, Wikipedia says it came along in AD&D, 2nd edition (past my time), but doesn't reveal when that restriction was relaxed (whether it was 3.0, 3.5, or Pathfinder).
EDIT 2: Ah, it was indeed a change made by Paizo for Pathfinder, explaining why so many people are confused by it.

It gets even weirder, there is also the Thassilonian specialist wizard archetype where they get even more extra spells because they can't have access to opposition schools at all.


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Freedom of Movement or Freedom of... Nudement.

You decide.


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There is now great uncertainty as to the path of the storm, it could hit us directly, resulting in several inches of heavy wet snow. Or (more likely now) it could track further south and east in which case we'll get a couple inches of snow and Milwaukee will get a foot of snow.


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captain yesterday wrote:
There is now great uncertainty as to the path of the storm, it could hit us directly, resulting in several inches of heavy wet snow. Or (more likely now) it could track further south and east in which case we'll get a couple inches of snow and Milwaukee will get a foot of snow.

SNOW HOGS!


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CY hit the nail on the head:
Inner Sea Magic declaring that all of a sudden the Thassilonians couldn't use their opposition schools was published in July of 2011.
Curse of the Lady's Light was published in September of 2012.

So of course the author was expected to be aware of the latest rule changes and wasn't.

Which is another reason I prefer companies that focus on expanding their campaign settings and published adventures, rather than new rule sets: You inevitably run into conflicts when running older modules.

Ah, well, the poster was "right", but I'm not blaming the author one bit for it.


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I am pretty sure that Rise of the Runelords had the Thassilonian opposition school restriction. It was part of the reasoning as to why Karzough could not cast wish - it was conjuration and part of his opposition school.

But maybe that was a revision in the anniversary edition (and I don't feel like looking up when it came out relative to 2011/2012).


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Nylarthotep wrote:

I am pretty sure that Rise of the Runelords had the Thassilonian opposition school restriction. It was part of the reasoning as to why Karzough could not cast wish - it was conjuration and part of his opposition school.

But maybe that was a revision in the anniversary edition (and I don't feel like looking up when it came out relative to 2011/2012).

Yes, you are correct.


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I'm not sure which came first, Inner Sea Magic or Rise of the Runelords anniversary hardcover, but it's in both.

It's also been published in the Adventurer's Guide in the hardcover line too, but I don't have it so I can't confirm that.


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captain yesterday wrote:

At any rate, I'm a bit stumped as to what kind of character I should make for Extinction Curse (2nd edition).

So far we have an animal companion ranger and acrobat monk.

Logic dictates I make a cleric, because no one else will, but I've never been a big fan of logic.

Clearly you need to make a psychic then.


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Vanykrye wrote:
captain yesterday wrote:

At any rate, I'm a bit stumped as to what kind of character I should make for Extinction Curse (2nd edition).

So far we have an animal companion ranger and acrobat monk.

Logic dictates I make a cleric, because no one else will, but I've never been a big fan of logic.

Clearly you need to make a psychic then.

I tried to get them to play 1st edition for this reason but they're set on being in a circus.


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My relief is here. Have a good day, everyone.


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captain yesterday wrote:
Nylarthotep wrote:

I am pretty sure that Rise of the Runelords had the Thassilonian opposition school restriction. It was part of the reasoning as to why Karzough could not cast wish - it was conjuration and part of his opposition school.

But maybe that was a revision in the anniversary edition (and I don't feel like looking up when it came out relative to 2011/2012).

Yes, you are correct.

The original RotRL was written for D&D 3.5, so had that restriction.

In the anniversary edition, not only can Karzoug cast Wish, but he has two of them prepared for the fight, and they're written into his tactics.

EDIT: Wish is a "Universal School" spell in Pathfinder, bypassing the restriction. The appendix of the AE does indeed have the Thasillonian Magic section with the restrictions.

EDIT 2: I saw your deleted post, but it was correct for both versions: Karzoug's opposition schools were Enchantment and Illusion, so Wish was indeed in his allowed repertoire even in 3.5.

Old stuff is fun!


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Yes, looking at the original book 6, it looks like the final combat is a very different layout. But I don't see any illusion or enchantment spells on his list.

Now I am curious when it became "Thassilonian specialization"

Looks like Inner Sea Magic per NH earlier post. July 2011. A year before RotR AE.

Eh. Interesting diversion. Back to work.


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I know this might be a weird question for me to ask, but how does one incorporate mud into a circus trick (every circus trick has at least one trait, one of the traits listed is Earth (Occultism): The trick involves the use of mud, earth, or stone.


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I've heard of very restrictive codelines before, but this is amazing:

"Dear Families,

The musical this year requires an app that only works on MacBook laptops with both OS Sierra (10.12) or above and 2-4 GB space for the program (MainStage 3) and the patch downloads."

I can see the "OS xxx or above" requirement. I can see the 2-4 GB requirement. But, "It must be a MacBook"? Really?


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captain yesterday wrote:
Vanykrye wrote:
captain yesterday wrote:

At any rate, I'm a bit stumped as to what kind of character I should make for Extinction Curse (2nd edition).

So far we have an animal companion ranger and acrobat monk.

Logic dictates I make a cleric, because no one else will, but I've never been a big fan of logic.

Clearly you need to make a psychic then.
I tried to get them to play 1st edition for this reason but they're set on being in a circus.

Make them fight an evil version of themselves.


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captain yesterday wrote:
I know this might be a weird question for me to ask, but how does one incorporate mud into a circus trick (every circus trick has at least one trait, one of the traits listed is Earth (Occultism): The trick involves the use of mud, earth, or stone.

(1) Clown makeup make of mutable mud so the clown can emulate famous celebrities, similar to Alter Self but only the face.

(2) Knife thrower hurls balls of mud that coalesce into knives in flight.
(3) Mud wrestling with Freehold as the referee.


EDIT: hah! Ninja’d!

captain yesterday wrote:
I know this might be a weird question for me to ask, but how does one incorporate mud into a circus trick (every circus trick has at least one trait, one of the traits listed is Earth (Occultism): The trick involves the use of mud, earth, or stone.

Juggling rocks or boulders

Obstacle course of stone (possibly have an animal do it, possibly have it on fire or something - still earth/rock)

Have the choppy box stage magician thing but it’s a stone sarcophagus

Clown-based mud wrestling (or normal mud wrestling, but that seems unlikely)

Tricks with burrowing creatures (especially if dangerous; but probably less dangerous than normal, like miniature land sharks or whatever instead of lions)

High wire with no net - straight toward good ol’ terra firma

That’s sort of stuff. That’s all I’ve got for now, but I’ll try to think of other stuff later.


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Oh, almost forgot: AT&T Update: After two weeks of not even showing up half the time that they have the parking closed off, they added the latter half of this week as well.

So yep, so far parking's been closed on roughly 80% of the road for 12 days, and they've shown up to work on 4 of those days, but 3 of those were only half days.


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Now, after reading a throwaway line about alternate versions of popular characters mixed with not so popular ones, I want to see FAWTLs mixed with mid level(which we can all agree is the best kind of level) super/anti(no deadpool, sorry Captain Yesterday) heroes(maybe the occasional supervillain).


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NobodysHome wrote:
captain yesterday wrote:
I know this might be a weird question for me to ask, but how does one incorporate mud into a circus trick (every circus trick has at least one trait, one of the traits listed is Earth (Occultism): The trick involves the use of mud, earth, or stone.

(1) Clown makeup make of mutable mud so the clown can emulate famous celebrities, similar to Alter Self but only the face.

(2) Knife thrower hurls balls of mud that coalesce into knives in flight.
(3) Mud wrestling with Freehold as the referee.

I really like this.


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I think Sharoth + Beast would be EXCELLENT.


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Freehold DM wrote:
Now, after reading a throwaway line about alternate versions of popular characters mixed with not so popular ones, I want to see FAWTLs mixed with mid level(which we can all agree is the best kind of level) super/anti(no deadpool, sorry Captain Yesterday) heroes(maybe the occasional supervillain).

I don't really know enough comics to weigh in, and I'm kind of afraid to see what you do with me.


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Freehold DM wrote:
Now, after reading a throwaway line about alternate versions of popular characters mixed with not so popular ones, I want to see FAWTLs mixed with mid level(which we can all agree is the best kind of level) super/anti(no deadpool, sorry Captain Yesterday) heroes(maybe the occasional supervillain).

That's okay, I don't have to be Deadpool, as luck would have it I happen to have 3 Green Lantern t-shirts.


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At fourth level I can have two traits, maybe earth and injury (gotta make a saving throw or get injured).

A comedy routine where everyone in the audience gets a free rock under their seat before the show and every show starts with a joke about some Tian guy.


Freehold DM wrote:
I think Sharoth + Beast would be EXCELLENT.

You’re clearly Marvel’s Hercules.

(Or, wait, is it Samson? One of them. Whichever; you know: the one with the headgear.)

EDIT: Hercules! Brb more links

EDIT: and now for the reasoning; alternatively, of course, you could be Tony Stark. Warning - those links lead to tvtropes; also are about lewdity (though, of course, tvtropes has little in the way of potentially offensive imagery)


2 people marked this as a favorite.
NobodysHome wrote:

Trivia question for long-time D&D players: Has there ever been a version of D&D where wizards simply out-and-out couldn't cast from their opposition schools?

I ask because in the Pathfinder rules it's just harder, but not all that hard (2 spell slots instead of 1), yet in yet another AP GM thread, one of the posters wrote, "This wizard has Necromancy as an opposed school, so she couldn't possibly have cast that spell. You messed up, noob!"
To which the author invariably replies, "Oh, she had enough resources to pay someone else to cast it."

And my immediate reaction is, "NO!!!! Teach the complainer the darned rules!"

So, Googling it, I don't find any official references to being unable to cast from opposed schools, it just looks like a commonly-accepted house rule.

But as you all know, I quit D&D way back before there even were schools of magic, and didn't come back until D&D 4.0/Pathfinder, so I could easily have missed something.

EDIT: Ah, Wikipedia says it came along in AD&D, 2nd edition (past my time), but doesn't reveal when that restriction was relaxed (whether it was 3.0, 3.5, or Pathfinder).
EDIT 2: Ah, it was indeed a change made by Paizo for Pathfinder, explaining why so many people are confused by it.

In 3rd and 3.5 editions specialists were much more rare than in Pathfinder, because you actually lost access to either specific schools or a choice of schools (depending on edition) in return getting one extra slot for spells from your favored school of each level. You didn't get much else, so really, making a specialist was only reasonable if you went after a specific character idea and really wanted those extra spells or you were restricted by the setting (like in Dragonlance, where your order limited you access to schools anyway), or you specifically planned to avoid or compensate for the schools missing.

Pathfinder gave wizards specialization-based abilities making specialists much more desirable.

IIRC, 1st edition of (A)D&D had magic user and illusionists who had their own spell lists (though with a lot of overlap).


captain yesterday wrote:

At fourth level I can have two traits, maybe earth and injury (gotta make a saving throw or get injured).

A comedy routine where everyone in the audience gets a free rock under their seat before the show and every show starts with a joke about some Tian guy.

Do a musical comedy routine where you lie down on a number of stones, then spin fast enough to move while singing. Call it, “rock and roll.”


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NobodysHome wrote:

CY hit the nail on the head:

Inner Sea Magic declaring that all of a sudden the Thassilonians couldn't use their opposition schools was published in July of 2011.
Curse of the Lady's Light was published in September of 2012.

So of course the author was expected to be aware of the latest rule changes and wasn't.

Which is another reason I prefer companies that focus on expanding their campaign settings and published adventures, rather than new rule sets: You inevitably run into conflicts when running older modules.

Ah, well, the poster was "right", but I'm not blaming the author one bit for it.

Except the rule is not a general Thassilonian magic rule, but merely an ability of a specific wizard archetype. So if the character in question was not Thassilonian specialist then everything is ok. The adventures tend to focus on main books archetypes most of the time anyway.

*takes away NobodysHome's old man's cane*


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NobodysHome wrote:
EDIT: Wish is a "Universal School" spell in Pathfinder, bypassing the restriction. The appendix of the AE does indeed have the Thasillonian Magic section with the restrictions.

It was universal spell in 3.5 already, precisely to avoid cutting off specialists from using it.


Nylarthotep wrote:
Back to work.

Ooh! Free range great old one!

*checks off square on the FaWtL bingo card*

Oh! Uh! I mean! “Hi!” Yes! That’s much more important than any bingo card!

(For real, though: glad to see you!)


Tacticslion wrote:
Freehold DM wrote:
I think Sharoth + Beast would be EXCELLENT.

You’re clearly Marvel’s Hercules.

(Or, wait, is it Samson? One of them. Whichever; you know: the one with the headgear.)

EDIT: Hercules! Brb more links

EDIT: and now for the reasoning; alternatively, of course, you could be Tony Stark. Warning - those links lead to tvtropes; also are about lewdity (though, of course, tvtropes has little in the way of potentially offensive imagery)

Who, me? Or Sharoth?


Limeylongears wrote:

Freedom of Movement or Freedom of... Nudement.

You decide.

Well, it does make you invisible.


Freehold DM wrote:
Tacticslion wrote:
Freehold DM wrote:
I think Sharoth + Beast would be EXCELLENT.

You’re clearly Marvel’s Hercules.

(Or, wait, is it Samson? One of them. Whichever; you know: the one with the headgear.)

EDIT: Hercules! Brb more links

EDIT: and now for the reasoning; alternatively, of course, you could be Tony Stark. Warning - those links lead to tvtropes; also are about lewdity (though, of course, tvtropes has little in the way of potentially offensive imagery)

Who, me? Or Sharoth?

I mean you! That is, Freehold! I was letting your choice as Beast stand (Hank is awesome, so I approve).


Scintillae wrote:
Freehold DM wrote:
Now, after reading a throwaway line about alternate versions of popular characters mixed with not so popular ones, I want to see FAWTLs mixed with mid level(which we can all agree is the best kind of level) super/anti(no deadpool, sorry Captain Yesterday) heroes(maybe the occasional supervillain).
I don't really know enough comics to weigh in, and I'm kind of afraid to see what you do with me.

I’ll vote you’re Jubilation Lee. You’re short and seem likely to be the kind of person to wear a yellow trench coat for fun; also you are associated with school, but don’t seem like a Banshee or Emma Frost sort.

EDIT: there are a lot of other people associated with the school, but I stopped at the two teachers and the one who had jokes about her being short (including opening a door that others couldn’t because it was made by dwarves and she has a similar center of balance because she’s short)

Also she brings color into peoples’ lives (like a Rainbow of colors; just like your students)... often while exploding them (just like your students!). And that’s just the kind of irony that seems to be on brand. Also she was pretty joke-heavy and that segues well with puns.

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