Dain's King Maker Chronicles Discussion


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F Elf Spellbinder Conjuration (teleport) Wiz 1

I do want to act and I even said how. But perhaps I wasn't clear enough.

As there is no map i need feedback on whats happenng. I said I would be firing my bow at anyone in range who wasn't in melee. I never got feedback, so I assumed nothing fit thee criteria.

Also, I know I sound like a broken record, but I can't tell where the rounds begin and end. I would love something that clearly denotes that, such as a bolded title.

Round 1

(insert actions/setup/etc)

It will make combat so much clearer.

To make it better DM needs to say when to roll initiative. Then clearly define the rounds with the big bold tags. It will make determining actions so much easier.

Even though we have initiative orders it all happens "at the same time"

So if everyone posts their actions for round one regardless of initiative. Then at the end of the round the DM adjucates what happened in that round.

Additionally it allows clarification questions to be cleared up by the round as opposed to the way we have been doing it.


I have a few things that will help with combat immensely.

First is to start using group initiative. All good guys roll then you average, all bad guys roll then you average. Whichever team has higher all their people get to go first. either that or you have bad guys as one group, party members as one group, and if necessary good npc's as one group. Once it is that groups turn the players post in whatever order they wish within that group. For example.

Bad Guys roll average init of 15

Party rolls an average init of 13

Good npc's roll an average init of 18

All good npc's go first, then all the bad guys, then the good guys.
I have seen this used to great effect in other games to speed things up.

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Second and this is probably the most important even if you use maps, the descriptions in general but especially in combat need to be a lot more detailed. You are one of the best writers of dialogue I have ever met but there seems to be an issue with describing setting and actions for whatever reason. It is especially important during combat to have cinematic descriptions not only for the sake of understanding what is going on but also it makes it much more enjoyable. What I have done in other games that has worked well is you have two descriptions of posts for every round. What I mean is that you have a cinematic description of what you are doing at the top and underneath that in OOC you have your mechanical descriptions for example.

Arasmes shades his eyes from the glare of the molten lava churning beneath him. Stepping back from the edge he scans for a way to help. Worry for his friends winning out over his natural thoughts of self preservation, he summons his connection to the deep magics lying within to speed up the metabolic processes of his friends causing them to move with uncanny quickness and agility.

Arasmes uses a move action to move 15' away from the edge of the volcano to space K19 before casting Haste on Kae, Ariarh, Isani, Clari, Cali, and Brett.

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Another thing is that from now on in order to help with rules issues, everytime someone uses a spell, special feat, combat maneuver, skill, or special ability, they need to put a link to it in their description and this goes for everyone.

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Also we need to get back to only posting round actions during combat on the board during combat, rules questions, clarifications and the like need to be put up on the discussion thread or PM. At most on the main board should be a comment to the effect of "asked a question on the discussion thread" or "need clarification, see discussion thread"

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Also for quick combats this might help out a lot. It is an online whiteboard that people can go into in order to collaborate on an image. Basically meaning it would allow people to draw on a uploaded map to let you know where they are going and what they are doing. Not perfect but might be an option. CoSketch.com


F Elf Spellbinder Conjuration (teleport) Wiz 1

I agree with Arasmes on everything except the linking of every special power. Sure, link if it's something new, but I'm on an iPad and don't have the ability to link all the time.

As a compromise we could link all the special powers in our profiles so that if there is a question DM has an easy reference. Or bring it up in the discussion thread as mentioned.


Shaezon Silverfall wrote:

I agree with Arasmes on everything except the linking of every special power. Sure, link if it's something new, but I'm on an iPad and don't have the ability to link all the time.

As a compromise we could link all the special powers in our profiles so that if there is a question DM has an easy reference. Or bring it up in the discussion thread as mentioned.

Linking in the profile is a great idea.


Oh one more thing that would help. Start rolling passive checks behind spoilers for things like perception for us when it is applicable. Instead of asking for a perception check, just roll it behind a spoiler and tell us the results. Same could go for initiative I suppose to quicken things but definitely passive perception checks are something that we probably shouldn't be aware of anyway.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Arasmes ibn'Fayad wrote:
Oh one more thing that would help. Start rolling passive checks behind spoilers for things like perception for us when it is applicable. Instead of asking for a perception check, just roll it behind a spoiler and tell us the results. Same could go for initiative I suppose to quicken things but definitely passive perception checks are something that we probably shouldn't be aware of anyway.

True, but that's a lot of varables to keep up with. For example both mine and Misters Percep goes up by 2 if he's in arms reach.

It's a good idea, but it's a lot to keep up with.


Many of you know that by now I've been looking for a cleaner, neater, easier version of combat - something like a video game, where all the math was computed instantly, and all we had to do was just attack and have fun.

If only there was something like that - something that would put us in the Kingmaker Game - when we could fashion our own kingdom and do that - without all the pesky math...

Oh well - I guy can always dream... but wait - what's this?

Some day dreams may come...

If it works - then I am well pleased. Almost as happy as taking a strong dose of pain medicine :)


What it says on the tin; Caffiene addict 20
Dain GM wrote:

Many of you know that by now I've been looking for a cleaner, neater, easier version of combat - something like a video game, where all the math was computed instantly, and all we had to do was just attack and have fun.

If only there was something like that - something that would put us in the Kingmaker Game - when we could fashion our own kingdom and do that - without all the pesky math...

Oh well - I guy can always dream... but wait - what's this?

Some day dreams may come...

If it works - then I am well pleased. Almost as happy as taking a strong dose of pain medicine :)

Like.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain DM wrote:


Shaezon Silverfall wrote:
Thank you. I am going to doctor appointment today - at around noon - meantime - I am happy on pain pills - but writing may not be as good. Still we are nearly finished with this chapter of the adventure.

Once you guys finish combat then you have some good social RP to do for a bit - then you get back to the Capital - then you rest up, have a big parade, and level.

Then I take a bit of time to compile notes - and put them out there - then every "month" in game is a turn when you will all be building your city up.

I should add - to address Shae's earlier concern about low magic items - they will become increasingly more available - providing you guys build the buildings that you need as "prerequisites" to get them. That's pretty much my only caveat - you know; if you want a cavalry - build a stables. If you want magic weapons, build a magic shop and a weapons shop - and so on.

That's why I have been giving you guys extra BP - so you can build cool stuff, so that at the end of the "year" - you'll have what you like - not automically - you'll have to earn it by building the buildings - but you will have it, which is good times, I hope.

You will also be getting some unique "rewards" - based on your adventure path - that is - what you decide to do on Level 7 - you won't know anything about these rewards until you level - and once you do - the rewards will only help you - though perhaps not in the way you expect. They certainly won't hinder you.

Okay - need to go - medince making me a little loopy, even though I don't hurt so much. Hope Kae tosses up his answers - and when I get a chance - I'll have the Jackal guys go next.

Ry - you're free to make a Knowledge: Nature Check at this time - DC 25.

Can you tell me how many BP we/I have please? I want to make sure my records match yours.

Also, Will we effectively have the mechanical benefits of Leadership or do we need to actually take the feat? I only ask because it seems like morer-or-less a prerequisite for this particular campaign.

Also, I'lll need some help organizing things appropriately given the house rule changes. I'd appreciate some help from you (dain) optimizing things to fit your vision. Thanks in advance.


Shaezon Silverfall wrote:
Dain DM wrote:


Shaezon Silverfall wrote:
Thank you. I am going to doctor appointment today - at around noon - meantime - I am happy on pain pills - but writing may not be as good. Still we are nearly finished with this chapter of the adventure.

Once you guys finish combat then you have some good social RP to do for a bit - then you get back to the Capital - then you rest up, have a big parade, and level.

Then I take a bit of time to compile notes - and put them out there - then every "month" in game is a turn when you will all be building your city up.

I should add - to address Shae's earlier concern about low magic items - they will become increasingly more available - providing you guys build the buildings that you need as "prerequisites" to get them. That's pretty much my only caveat - you know; if you want a cavalry - build a stables. If you want magic weapons, build a magic shop and a weapons shop - and so on.

That's why I have been giving you guys extra BP - so you can build cool stuff, so that at the end of the "year" - you'll have what you like - not automically - you'll have to earn it by building the buildings - but you will have it, which is good times, I hope.

You will also be getting some unique "rewards" - based on your adventure path - that is - what you decide to do on Level 7 - you won't know anything about these rewards until you level - and once you do - the rewards will only help you - though perhaps not in the way you expect. They certainly won't hinder you.

Okay - need to go - medince making me a little loopy, even though I don't hurt so much. Hope Kae tosses up his answers - and when I get a chance - I'll have the Jackal guys go next.

Ry - you're free to make a Knowledge: Nature Check at this time - DC 25.

Can you tell me how many BP we/I have please? I want to make sure my records match yours.

Also, Will we effectively have the mechanical benefits of Leadership or do we need to actually take the feat? I only ask because it seems like...

1. I'll send a full listing of BP - but only after the book is formally done - that way, if you have a chance to pick up any extra - you can do so. Also - I should note that although I was rewarding bonus BP for extra posting, I stopped that when the combat started - my rational being that combat is mostly dice tossing, not social RP. The reward for smashing monsters is the things you find, not bonus BP.

2. Remember, no one is required to take the Leadership Feat. It grants you access to special bonuses - but if you don't want it - you can still play the game and advance without it. So no worries there.

3. The last part of the question is probably the most complex - because there's a duality there - not only what would make me happy - but make you happy, and us trying to marry the two visions together.

We'll all be doing that soon - once the book is finished - and you guys have returned home with all the news and data. At which point - as your business or barony begins to expand (as well as your capital city) - you will begin to see each "turn" a conversation on how things are developing, what can be done better, and what you would like to see happen - as well as me.

My objective with these, and any, house rules - is to make sure the players have fun, but in a new and surprising way that they may not have expected if they were simply reading the book and plotting out their entire build to fit a mold that is already written.

Anyway - much of it is already written up - but we'll be moving freely as the story progresses - and if people come up with good ideas, maybe we'll use them. And if they have an issue with a house rule - if they give a good reason, I'll probably get rid of the house rule.

So - for the first few "months" - once you hit level 7 - you'll be in a place that let's you have even more creative control over what is going on.

I hope that helps, but if not - let me know where I can lend a hand.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Cool. Thanks.


Of course - I should add - that won't happen until after you finish the chapter of the story... :)


Male commoner 1

So, trying to play a magus has brought up some issues.

I have my understanding of how a magus works based on the rules and what I've read on the forums and such. There is friction, so i'd like to get other's input here, as whatever the magus ends up being to do will likely be used on the party. So guys how do spell-combat and spellstrike work? I'd like some input...

Also, Kae Cali clari and the three beastmen all got hasted by Arasmes during the surprise round. So all of us have three/four more rounds of haste left.


waiph wrote:

So, trying to play a magus has brought up some issues.

I have my understanding of how a magus works based on the rules and what I've read on the forums and such. There is friction, so i'd like to get other's input here, as whatever the magus ends up being to do will likely be used on the party. So guys how do spell-combat and spellstrike work? I'd like some input...

Also, Kae Cali clari and the three beastmen all got hasted by Arasmes during the surprise round. So all of us have three/four more rounds of haste left.

Ah - forgot you had haste on. It's been a long week for me, accidents happen.

Well - in that case - good to know about the haste.

I've been checking the boards - it seems that (from what I've read) you can do spell combat and regular combat in one round. You can't do spell combat AND spellstrike in one round, though - unless the spell you cast in Spell Combat is a touch spell, unless it carries over from last round.

In other words -

in 1 round you can cast Haste and make your 2 attacks.
in 1 round you can cast cast haste and make one of your attacks a touch spell with spellstrike and a regular attack
in one round you already had haste cast - and you can make 2 attacks - one of them being your regular attack, the other being your touch attack - and a third one being the second attack you have for haste.

In either case - what I am 100% sure on regarding both Magus's and magic in general is that when push comes to shove there are many ways a rule can be interpreted.

Magic has the most loose definitions for such interpretations- unless I have something hard and fast/black and white - I won't know how to interpret it. I'll say "okay, that makes sense" and you guys will be happy, until my bad guys do it to you.

If I say "no - that's way too powerful" - you guys will be unhappy, and won't realize what that's like to deal with, because the bad guys won't use it on you.

Kae - I want you to be happy and enjoy your character - and that goes for everyone. But I loathe magic because it is generally too vague for my taste -and this is a very good example. So - if someone can give me hard feedback on the matter, that would be outstanding. Thank you so much - looking for how Spell Strike works and Spell Combat - and Touch attack - and the whole schmere.

FYI - there are some interesting threads on the board I've been looking at - anyone find anything else - that would be great.

Thank you!


Another quick question for all - from Ariarh -

Summon Nature's Ally - like any summoning spell - gives you a range in which the creature can be summoned.

For example - 40 feet.

If you summon the creature within 40 feet - then order it to attack something that is more then 40 feet away - if it moves out of the range of the spell - wouldn't it "poof" out of this plane of existence? Or can you - once summoning it - order it to travel as far as you like, so long as the spell lasts?

Ariarh (and I, too) would like to know - what is the answer to this question. Thank you!


F Elf Spellbinder Conjuration (teleport) Wiz 1

Once summoned it dosen't have to stay within range.


Female Aasimar Druid 7 (Noble)

Hey Guys,

Those of you who have come across the Jackal Heads before could have aided Ariarh in the check regarding them. It could have helped as it would have pushed her over the DC (she only missed it by 1). If anyone else in the party who has come across the Jackals wants to roll Knowledge, Nature, that would come in useful. There's more to these Jackal Heads and Ry can't be the only one figuring this out. Kae do you have Knowledge, Nature? I know Brett has used that check before but since he is run from the GM, I suppose he can't have Brett aiding in the check ...


Hope no one minds - I am trying to hurry the situation a bit - and I used Qwykee to do so...

Depending on what you guys do - you've just about wrapped this mystery up - now all you need to do is find out who was haunting the mysterious island...

My guess it's ol' man Weatherby!


F Elf Spellbinder Conjuration (teleport) Wiz 1

I didn't check the boards yesterday, otherwise I would have attempted to make the assistance roll.


Okay – by now you may have noticed a somewhat recurring theme in my game – and in my play style. Simply put – I don’t like magic… I don’t like magic items, magic weapons, magic armor, magic gear, spells, magic users, and so on…

Now – I love all of those things in a story – I really do – and a good RPG video game – I love them too, for lots of reasons. But I really hate them in a table top game – but I feel it is only fair to let you guys in on why that is.

It has been to my experience that (typically) a group of 6th level players would – by now – have magic weapons, armor – wands/rods/staffs – potions, rings and other miscellaneous magic sundry items. All of that can be very cool – but, it raises a problem for me, that I hope to shed some light on – and then, get some feedback on.

When players have magic in a game – inevitably – it must be balanced. Very quickly – both PC’s and NPC’s start carrying magical items around – because if you guys have it – they will too, on some level. The reverse is also true – in the last combat you faced – only two people had magical gear – the “second-in-command” – who had a +2 magical sword, and a +2 Magical Breastplate (no one bothered to check or claim them – so the girl took them, because she had no gear, and no one used “detect magic” – which I hardly fault you for at this time).

The only other person who had magical gear was the “boss” – who had a rather nasty magical staff – and that was it – and the staff was stolen by a devil. All the rest of the guys had Masterwork Quality weapons – and Feats – that was it.

Waiph has already hinted that he wants an answer to the powers of a Magus soon – because – no doubt – when I start having NPC’s who are Magus’s – they will have as many buffs as he does; except that they have a lesser Point Buy then you guys. This is still a bit intimidating – because Magic, and Magic Gear – is kind of like W.M.D – if you have a +4 sword – it is likely the enemy will have +4 armor. If you have “Haste” – they will likely have “Slow”. If you have “wand of Fireball” – they are just as likely to have “wand of Dispel Magic” – or something like that.

In short – a simple combat suddenly becomes very complex – very quickly. Instead of just rolling your “to hit and damage” – now you have to factor in extra modifiers to Hit and Damage – because you have “Enlarge” cast on you – and you need to remember temporary Hit Points – and attack Bonuses – and how they stack – even as the enemy makes their counter attack – which could easily by “reduce person” – or something equally annoying.

Meanwhile – every round you make your moves – you have to remember that not all bonuses are permanent – they only last as long a spell – or until it is forcibly dispelled – or if you move out of range – and lets’ not forget specific bonuses – like, for example: Shield Spell – which grants a Bonus to AC via “Deflection” – but not “Armor” – and does not necessarily stack with other bonuses you already have computed (much like wearing two “+2 rings of Deflection” don’t give you a +4 to Deflection, as that bonus doesn’t stack with itself – anymore then Casting Owl’s Wisdom on yourself twice doesn’t grant you twice the bonus to your Wisdom).

And while each round is computed – and all the math said and done – it is a flow that ebbs and changes every round – as the extra HP for Rage wears off for the barbarian – but kicks in for the spell Enlarge – and temporary Hit Points which keep you going are only good until you’re reduced – but how does stack if you’re raging – and if you reach Zero Hit Points and are staggered but not unconscious – can you make more then a partial move – because you have the bonus of both Rage and Enlarge Person – or does rage go away?

And while all those questions are asked – and – mostly – answered – the game grinds to a halt. And while no one wants to be “that guy” – who asks these questions and bogs down the game – it very quickly becomes very easy to be “that guy” – when it is your character who would have actually lived, if the full AC was computed, instead of only partial – because a spell – and worse if your guy would have killed the boss if the full damage for two different powers was computed properly and simultaneously – so that your full attack could do damage the way it was intended.

Where does that leave us now?

First things first – I’m not saying I cannot run high-magic games – I just feel that – in the end – it becomes dull. I have a +1 to hit, you have a +1 AC. Ha ha – I have a spell that gives me a +10 to hit – but YOU have a spell that gives you a +10 to AC… so, really – we’re kind of right where we were before – only with more numbers – and more calculations.

This is why I have shied away from high-magic games. Not only do I find it boring – but it becomes a tedious headache – where the solutions are reached either instantly – or eventually – but only after extra math and calculations have been done. However – it seems like I am in the minority.

People want magic wands – they want magic items – they want magic gear – and magic weapons – and magic armor. They want to have powers and abilities that I would think are more appropriate for a 15th level game – but they want them now – and that’s okay. I can do high- magic – but, like I said – I find it boring and believe that it quickly becomes a matter of simple magical reciprocity. You have a powerful Eidolon – I have 2 NPC Summoner’s who are your villains. You have a powerful Magus – I have 3 enemy Magus who will fight you. You have a powerful wizard – I have powerful wizards, and so on. This is fair, of course – given the fact that you have a large party – and one that is rather diverse – not to mention very high Point Buy stuff – and extra bonuses on the side as well and the enemy will not be such a large group as you saw recently.

But this is why I am putting this post out here – I don’t know if that’s what the group wants. It seems to me that if you were really up against a powerful magic user – he’d have full access to quite a host of magical gear and weapons/armor – as opposed to 1 staff – which you saw to good effect last combat. He’d have rings, and probably potions – and possibly a few wands – but he didn’t. He could have – and that would have been very hard – but as you guys didn’t have those things – neither did he.

So I guess what I’m getting at is – what kind of game are you guys looking for? If it’s a no-holds barred, gloves-off – anything goes magical rumble – okay; suit up, and put it on hot – because my bad guys will be ready for it, and packing their own stuff, too. They won’t be any more pimp then you guys – likely they’ll be less – but they will be packing. On the other hand – if that’s not the angle you’re looking for – let me know… Maybe you’re somewhere in the middle – and if so – where is it?

I’m not trying to do anything with this post but gain feedback from you guys – and find out what you want to do – and where you want to go. Let me know – and we can go from there. I want to make the game fun for everyone, and if more magical gear and powerful characters is what it takes – I will do it. If things are already too hot – let me know that too, and if you think things are good right the way they are – please tell me that one also.

Okay – I’ll be around for a while today – so I’ll be checking the boards frequently. Let me know what you think – and we’ll go from there.


F Elf Spellbinder Conjuration (teleport) Wiz 1

This sentiment is probably the reason I've felt (at least partiallyl) impotent as a character. I have a few spell, but rarely have they been particularly effective. I'm playing a straight wizard after all. WIthout magic, I'm just some reasonably smart guy.


Shaezon Silverfall wrote:
This sentiment is probably the reason I've felt (at least partiallyl) impotent as a character. I have a few spell, but rarely have they been particularly effective. I'm playing a straight wizard after all. WIthout magic, I'm just some reasonably smart guy.

Well, to be fair - you are not competing against any "straight wizards" yet - most of them are multi-class - and few are arcane casters. You are, for the most part, unique in that regard.

Now - like I said - I can let you get more acrane stuff - magical stuff, too - I am prepared for it, but I feel like that if that happens then you'll see the bad guys with it, too.

It's pretty much up to the kind of game you guys like. If you want more magical gear and powers - and that sort of thing - let me know. We'll do things more "by the book" - in terms of how much gear the enemy should have - and what powers you guys should have - and we can go from there - my personal opinion is it is kind of the same game - only with extra numbers to juggle. But, it's not just me in the game - I need to know what you guys want to do - and what you guys like, too.

Personally - I feel you undervalue yourself - you have access to a host of abilities and powers - yet most of the time I see your chief recourse is simply using your bow.

But I kind of need to know this before the opening to "chapter 3" kicks off - that is where the start of this stuff will begin - and where things really pick up. When you start book 3 - you'll either be more in keeping with what you have now, or the game will be more magical gear/goods - or somewhere in between - or somewhere less.

I am still curious to know what the party is looking for - more, less, or about the same. Let me know your preference, and we can go from there. There is a lot of stuff that will happen between now and book 3 - that will grant you access to quite a number of things - including the potential for new gear. That said - I just need more feedback - from everyone, though of course - I'll be happy for more feedback from you, too.


I am definitely in the "I'd like to have wealth appropriate to our level camp." As in by the book wealth per level. I am perfectly content with going against people with magic items and such. If we defeat them those magic items become ours and is a nice reward for a battle well fought. The issues that come up are that there are classes that get absolutely crippled without access to magical gear, mostly the martial classes. So as far as more, less, or about the same I am definitely in the more category.

As for magic and such, I'm not really going to go into that now because we've had that discussion before and you know where I stand. Suffice it to say I don't think that magic as you progress in level is just adding numbers. There is a LOT more too it than that and it is very interesting the abilities and options that open up as you level. For instance, you may not find it cool or interesting to be able to teleport between locales but I do, or to be able to change forms into a troll or giant but I do. I have fun summoning angels and creating demiplanes and dominating creatures to make them obey you and a whole host of other things. These things are fun for those of us that enjoy playing classes with magic. So I guess I am just saying that those are things that some of us enjoy.

As far as balance goes there are some things that can be done besides making clones of us. Also not every fight needs to be in perfect balance, there will be some fights we will probably have to run from and there are some fights that we should wipe the floor with the opposing group. As far as balance goes if you go by CR then you can get a pretty good idea of what is balanced for a group like ours. For example, we are more powerful than an average party in terms of stats, but underpowered in terms of gear therefore I would probably raise our average level by 1 or 2 before making an encounter. An encounter where we are evenly matched with another group in terms of power is made MUCH more difficult when we have spent several additional fights in the day and they have not. That raises the CR by a bit. It isn't a perfect system and mistakes will be made but I actually think it is a pretty good system all things considered.

As far as rules questions go, while it is true in a tabletop game things grind to a halt when a rule question is posed, that is not nearly as bad in play by post. If there is a question, it can get asked on the discussion thread or asked in a PM and that way things can progress. I am a big proponent if you don't understand something then ask...but ask with an open mind and not one with preconceived notions on how things SHOULD be. As I have said before if there are rules that need to be changed, that is perfectly fine, I don't have an issue with house ruling things as long as it is clearly stated ahead of time. All in all I am enjoying the game and am looking forward to seeing where it goes.


So - in a nutshell - I see two people who want more magic/magical gear in the game.

So far - I only see 1 person on the story thread... I'll check in a moment - things may have changed...

And again - lots can happen between books.


Ah - things did change -

More postings on the story thread. Well - that's where I'm currently working - if anyone has any thoughts or questions - please be my guest on what you want to do.


HP: 47 AC: 14 Hexblade 5

One thing to note is that while enemies with equipment will scale evenly depending on the magic items available, magic users and monsters will not. Creatures with higher CR are designed to have natural armor and DR that are balanced against expectations for wealth and magic items. It was frustrating to deal with those two Ents, that Crock and the Spider because my martial characters needed really high rolls to hit because those creatures are designed with the assumption that the characters fighting them would have weapons that granted more bonuses to hit. Monsters have higher HP/BAB and Str because they are designed to fight PC's with

I apologize for being snarkey here, but...

a powerful magus clari is not:

While the Blackblade is really nice, she gives up her lv 3 arcana for it, and takes a big hit to her arcane pool. It's a trade-off, power-wise, and a pretty even one, cause the blade gets its arcane pool that does neat things, but it's not really Better
--And the Hexcrafter archetype gives up SPELL RECALL. that ability is HUGE!!! a magus can practically spam shocking grasps and fry all kinds of encounters to devastating effect, which i am trading for a few witch hexes, and the [curse] spells. they are cool, but definately not better
--She's a Dervish Dancer, so she gets dex to hit and damage at the cost of two feats. I could have given her better stats overall had I left her with 16 str, she would have two feats (more powerful feats), better strength so she wouldn't need Muleback Chords to carry her own armor, and be able to do things like 2-hand power attack (her attack roll would go from a +7 from bab and dex to a +5, but her damage goes from +4 from dex to +7 from PA and Str) at Lv 6 the change goes from a +8 to a +5 and damage from +4 to +10. I wanted her to have a Dex focus for defenses because she is a front-line fighter and two levels behind us. Her damage is actually going to fall behind a Str magus once she hits level 6 and PA bonuses double.
--Magus Arcana like Arcane Accuracy, Poolstrike, Spell Blending, and others are really pretty impressive. Instead of taking these more optimal choices, Clari has a Blackblade, and is taking Hexes and Accursed Strike instead. I'm picking interesting stuff, but NOT the most powerful options by any means,
--The only thing that Clari really has going for her is that her weapon matches WBL expectations and slightly higher AC and Reflex saves than a Str Magus to try to make up for her lower level: meaning lower HP, saves, defensive spells, armor access...
...Long story short, Clari is by no means a POWERFUL MAGUS. She's an interesting one, but there are totally more POWERFUL options. I'm making her this way because I don't have the attention span to make a vanilla character. Seriously, I don't know if i'd be capable of playing a vanilla fighter.


Clari Miali'ahel wrote:

One thing to note is that while enemies with equipment will scale evenly depending on the magic items available, magic users and monsters will not. Creatures with higher CR are designed to have natural armor and DR that are balanced against expectations for wealth and magic items. It was frustrating to deal with those two Ents, that Crock and the Spider because my martial characters needed really high rolls to hit because those creatures are designed with the assumption that the characters fighting them would have weapons that granted more bonuses to hit. Monsters have higher HP/BAB and Str because they are designed to fight PC's with

I apologize for being snarkey here, but...
** spoiler omitted **...

No, no not snarkey at all, just honest thoughts on an issue.

My personal opinion is that magic is boring - unless it is in a video game where all the minutia as calculated in seconds - it just bogs things down - which is why a combat with 10 rounds on 20th level can literally take about ten hours to play out - and we know that is true - and that is during a table-top session when everyone is in the same room together to give each other help and advice and work as a team to answer questions. However...

Now, it seems - I'm in the minority.

Personally - I feel you guys are far more superior to the challenges you face - on an average level. I just don't think you give yourself enough credit.

For example - Shaezon had chemicals that he could have thrown on the burning sphere that was on top of the villain at the end - which would have ignited him like a torch - he didn't.

If the enemy had been "entangled" - then you could have picked most of them off with range weapons. They weren't.

If you had fought the ents and gone to high ground - you would have been able to pelt them with things while they were swinging impotently at you.

While I'm at it - I remember an adventure when I was younger in which a high level company was required to go fight a bunch of kobolds - it was supposed to be a joke - because, at the time - kobolds were the weakest monster in the game.

Yet the way the dungeons worked - with the traps and other issues the kobolds set up - the party was lucky not to be wiped out in the dungeon completely - even with full goods and gear for their level.

Sometimes tactics help more then spells, just an opinion.

And Clari - I agree with you - you are not as pimp as you could be via gear and goods - and that shall be remedied soon.

To all

When the next chapter comes out - I need to decide how powerful your goods/gear should be - part of what decides this for me now is your feedback here - which I am listening to intently and trying to put together.

When I know more what you want - then I'll put it together - and give you the gear/goods you are looking for.

Of course...

Some of you want to go in spellslinging - others want to hang back and not have to do much combat at all... That can be done - if those of you who want to do go on long fights prefer it - while others prefer social dynamic want to hang back - we can opt for a split party issue - like we had before when half the party went to the canyon for the drugs, and the other half stayed back and "politicked" - we'll see what happens, though - on that front.

That said - nothing's been totally decided - I'm just considering options, that's all.


HP: 47 AC: 14 Hexblade 5

Clari isn't non-pimp due to goods and such, she is not built with the most powerful magus class options that work regardless of gear.

She could be quite a bit more powerful as far as magi go if i built her differently, but i didn't optimize her that hardcore to make her a damage machine. I just tried to boost her defenses so she doesn't die.


Female Aasimar Druid 7 (Noble)

Neither of my characters are designed to have superior magical enhancements-- they are more balanced in terms of their "ordinary" skills and neither is designed to be powerful fighters ... so they are at a disadvantage in that sense. They are both more support players for the others -- providing magic and healing whenever they are able.


Girls - specifically Clari/Arairh/Isani

You all have less optimization then general wide angle strengths - this is okay - what I am looking for is preference.

If you prefer -

A. Keeping things low-key magic/power-wise - except for some combats or two...

B. Keeping things high-key magic/power-wise - jumping in and sink-or-swim

C. Keeping things the way they are - and let the group break split into some factions from time to time - if some of you want to go into combat that's cool - and others remain back - which is also cool - utilizing the combat thread like we did before when you guys went to get the drug shipment.

D. Or possibly some other option I've not considered - but am open to considering...

It should be noted that Brett has lots of neat powers - but all of them are fairly low-level - he makes a great second-player to nearly anyone - that was his purpose - to be back-up for the party if the primary person was out of commission. I can have fun doing that - but - what is your guys's preference?

As in - what would you like to play? And how can we make everyone's plans work for everyone?


Female Aasimar Druid 7 (Noble)

At this juncture I would rather option C ... I really do not want to be in an optimal magical power play where everything is about magic. I do not mind having magic in play but I feel a balance is necessary and provides more storyline and diversity.


Excellent! I will keep that in mind when you guys level :)

Remember -

I need to know what your preference is - title or business - also - even if you want title - you may not have enough BP/GP to claim land for a title yet... Though you may in time...

Even still - toss up some preferences here, I'll go from there...


Dain GM wrote:

Excellent! I will keep that in mind when you guys level :)

Remember -

I need to know what your preference is - title AND business - also - even if you want title - you may not have enough BP/GP to claim land for a title yet... Though you may in time...

Even still - toss up some preferences here, I'll go from there...

[ooc]My preference has been made known above lol.


Female Aasimar Druid 7 (Noble)

Ariarh would like a title. Isani may prefer running a temple or even a hospice ...


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

kae wants a title.
As clari is Kae's Cohort, or soon shall be, she doesn't get that option, correct?


Ka'etil Malas'rae wrote:

kae wants a title.

As clari is Kae's Cohort, or soon shall be, she doesn't get that option, correct?

Regarding this -

"Mr Spock - I always like to think that there are always.... possibilities...."


Arasmes ibn'Fayad wrote:
Dain GM wrote:

Excellent! I will keep that in mind when you guys level :)

Remember -

I need to know what your preference is - title AND business - also - even if you want title - you may not have enough BP/GP to claim land for a title yet... Though you may in time...

Even still - toss up some preferences here, I'll go from there...

[ooc]My preference has been made known above lol.

Wait - so your preference is wealth appropriate to your level? That is easily done... unless I am missing something...


F Elf Spellbinder Conjuration (teleport) Wiz 1

My opinion basically mirrors Arasmes's. I'd like appropriate wealth and ability to use it for "wizard tools."

If you wanted a low magic game that's fine, but I wish I had known that up front. I'd have prepared for such.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Regarding titles and such:
Shae will probably earn a title in time, but mostly he wants to set up a seat of power revolving around students of the arcane. It serves three main purposes. 1) the creation of a magic economy and 2) it will help keep a lid on spellcasting used for evil purposes 3) access to spells.


F Elf Spellbinder Conjuration (teleport) Wiz 1

just a though on magic items.

You might consider using a random generator. There are charts in the ebooks or you can use an online one. On cursory glance this one looks pretty good.

It'll save you from having to come up with every magic thing they have and possibly help correct for the individual bias' that we all have. Also, it may give you new ideas about how to play certain characters. For example how differently would the boss act between having a staff of fire vs a staff of walls or swarming insects, or whatever.

Of course use creative license to limit anything completely ludicrious. Some mook having the sword of Kas is probably a no-go, for example.


Dain GM wrote:
Arasmes ibn'Fayad wrote:
Dain GM wrote:

Excellent! I will keep that in mind when you guys level :)

Remember -

I need to know what your preference is - title AND business - also - even if you want title - you may not have enough BP/GP to claim land for a title yet... Though you may in time...

Even still - toss up some preferences here, I'll go from there...

[ooc]My preference has been made known above lol.
Wait - so your preference is wealth appropriate to your level? That is easily done... unless I am missing something...

Nope, he wants a Title AND Business. As of last talk Shae and I were combining our business venture to get it off the ground quicker between the both of us.


Shaezon Silverfall wrote:

just a though on magic items.

You might consider using a random generator. There are charts in the ebooks or you can use an online one. On cursory glance this one looks pretty good.

It'll save you from having to come up with every magic thing they have and possibly help correct for the individual bias' that we all have. Also, it may give you new ideas about how to play certain characters. For example how differently would the boss act between having a staff of fire vs a staff of walls or swarming insects, or whatever.

Of course use creative license to limit anything completely ludicrious. Some mook having the sword of Kas is probably a no-go, for example.

Well, generally - I am not a fan of random anything in the game. From the lair of a monster - to the treasure it would keep - I try to plot out the entire thing as best as I can from the get-go - for example; the enemy you faced, his staff was specifically one I picked to suit his deity and designs - though, of course - it could have also have been used by an Arcane caster.

My intention is to present wide access to magic items and gear you can get - with a few caveats built in to keep a lid on things via a reasonable checks and balance system.

Essentially - even if you have the feats and abilities to craft a particular item - you will also need access to the building in the city. This keeps players interested in the development of the city itself. So - as mentioned - if you wanted to get a magical suit of armor - you'd at least need an "armor smith" to produce a masterwork suit of armor - a wand of "Cure Light Wounds" could occur - but it would likely need to have a church to the appropriate god (I.E. - Cure Spells, as opposed to Harm spells are generally aligned to a good god, verses evil or neutral leaning - if you guys want a place to craft that gear - you'll just need the right buildings).

But don't stress overly about it - you'll have an entire "year" in game to create these buildings - at the end of the year - you'll be able to equip yourselves appropriately with the buildings you have created. You'll have BP to spend - which may ebb or flow how your city does - and it will mean that players will also have to work together a bit if they want to craft everything.

For example - you may have the Feats and Abilities to create a "Staff of the Magi" - (ah that was funny even to write... but seriously) - but you won't get to have access to it without the appropriate wizard tower and so so on - much of which will be put up soon, in a week or so - so you can see what you're interested in building.

Generally - it should coincide with things you are interested in anyway - but it will keep players thinking - do they build something that is good for the city - or good for their own personal agendas?

And, at the least - it will keep things reasonable - the staff the boss guy had was valuable - to be sure - and if anyone had claimed it - it would have helped you a lot - but it was less then 10,000 GP to buy - and probably less to craft.

However - the enemies will function the same way. You will not enter a town when they have too many powerful items for you - their city is the foundation for their wealth - if they can build it - they can have it - but that also means you can find out more about what they are likely to have by simply scouting out the city.

Ask Arasmes - he's gamed with me for a decade - and I'm confident one thing he will agree with 100% - when I write a game-world - I don't do things randomly :)

And that doesn't always help me... often times benefiting you guys more then me.

However - I do appreciate the suggestion, though.


Arasmes ibn'Fayad wrote:
Dain GM wrote:
Arasmes ibn'Fayad wrote:
Dain GM wrote:

Excellent! I will keep that in mind when you guys level :)

Remember -

I need to know what your preference is - title AND business - also - even if you want title - you may not have enough BP/GP to claim land for a title yet... Though you may in time...

Even still - toss up some preferences here, I'll go from there...

[ooc]My preference has been made known above lol.
Wait - so your preference is wealth appropriate to your level? That is easily done... unless I am missing something...
Nope, he wants a Title AND Business. As of last talk Shae and I were combining our business venture to get it off the ground quicker between the both of us.

Remember - both a business and title cost BP - you can get both, but it is likely if you WANT both - you won't have enough BP for both.

So - as I see it:

1. You can have neither until you have enough BP for both, then get both at the same time.

2. You can elect 1 of the two choices now - get it - then use the proceeds from that venture to earn the other.

3. You can pick the third option which I can't even conceive of - but you guys are very good at picking ;)

If you have to pick only one to start - and you choose "title" - you'll need a certain level of GP, BP - and a formal position on the council. A business needs less - BP and GP - and no formal title on the council - however, they gain an entirely different skill set - which you will see in time.

But, the issue with claiming a title (i.e. Baron, or some such moniker) is only true if you are given land within the nation. If you elect to scout out terrain outside the nation during the year long "down time" - in the unclaimed wilderness - you'd only need enough BP to get a "house" built there - and you can go from there.

However - it should be noted - if you built your own nation in the wilderness with only a house - and what you could afford in time - you would be independent of the nation - and though you'd have full control over your private country - you'd not have an army to back you - if an enemy decided to invade you.

So... given that - what's your choice now?


Congratulations all!

It should be noted that many games have made more then 10,000 posts - we generally surpass them in 2 capacities.

1. We have various other posting places for this game - i.e. - the combat thread, the discussion thread - and so on...

2. Most games that have over 10,000 posts - if you bother to check their inception date - you will see they started a long time ago... Our game has been around for a little less then a year...

So, just saying...

Kick ass!


Female Changeling - Osirion Cleric 4/Oracle 3

I have a question for the GM re Anaitis: I mentioned in my social rp that Isani was speaking in a steady voice but in a direct manner, meaning forthright in her speech. How does this equate to "angry" as surmised by Anaitis?


Isani Isu wrote:
I have a question for the GM re Anaitis: I mentioned in my social rp that Isani was speaking in a steady voice but in a direct manner, meaning forthright in her speech. How does this equate to "angry" as surmised by Anaitis?

She is inferring that because she is told to go away... Also - despite her flat tone and demeanor - she has had a rough time of it;

Beaten, tortured, watched her friends killed in a dark ritual that stole their soul, and now she is alone... She already feels alienated - but, also - she feels somewhat afraid... and very alone. So far - hardly anyone is interested in her, and after this event - she has no idea where she is going to go next...

She is very tense, and very nervous, and has gone through a horrible night - and you believe that may have colored her opinions.


To Ras:

I have been checking over your current BP - at this time, at the completion of the mission - you do not have enough BP to earn title - unless you created land independently of the nation.

If you still want title now - we can work on that option - but it will take some time, and some doing. Let me know your plans, by the way - and we'll go from there.


im good with going for and building the business for now. I'll pick up the title later. Shae and I need to discuss what we are going to do anyway.


Sounds good - I need to compile a series of notes - you'll all be getting the complete series - much like the "summary of book 1" in a couple of days.

Then - we go from there.

For now - you will have the chance to do what social RP you want on the way back from the island.

Basically - you'll be wrapping up any loose ends you feel are best; but aside from an occasional skill check - I expect no rolls (or very few) - mostly some questions, social RP - and what you want to do next.


Female Aasimar Druid 7 (Noble)

We still have the silver kobolds to rescue from the prison ... Will we not need to make rolls and such for that?

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