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Purple Fluffy CatBunnyGnome wrote:see fudge and begins to quiver as her eyes go all O_O and she takes a tentative step towards Nosigraises hands! look of fright!
no fudge here! just brownies and ice cream! and mostly just the uooky center brownies left anyway...
wipes the thin line of drool off her lip at the thought of center brownies

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I now declare this thread too silly and request to have it locked, lest it start contaminating more of the board.
waves bottle of "Dead Guy Ale"
sit, have a beer, enjoy the "entertainment". We're just getting to the fun part.here's where Jiggy gets the PFCBG to pull out the Decanter of Endless Glitter, set to gyser....
I think we have a table of custard pies due any time now.

Icyshadow |

Shar Tahl wrote:Killing them off does nothing to help the gaming experience.It can help make the world feel that much more real, where death is a real possibility, and adventuring is actually a very dangerous profession.
Can, but doesn't always do.
I'd say it depends on the group and the DM.
As a DM, I am fine killing player characters, though I tend to hesitate if the character is awesome.
And if they do something stupid to get themselves killed, then all the less sympathy for it. In the end, the die roll decides.

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If a player was down and out already, I would not attack them. Bad form and no real reason to do so. If they get caught in an area of attack spell, then that is just bad luck. A bad guy only attacks a threat.
On the other hand, when I am running the monsters I choose who the attacks are going to and then roll them all as attacks first and then then resolve damage. In some cases the second of the four attacks killed the PC, but how would the monster know this as it is attacking with four arms? Combat should be quick and a mortally wounded PC isn't going to drop in a millisecond and give the bad dude an opportunity to hit a new target. I have the PC's tell me who they are attacking first and then roll. Not first roll, hit, 12 damage, "Is he dead?" no, second attack, hit, dead, third attack to fighter behind him. Seems too unrealistic to me.
PC's would seldom croak if I pulled the second and third attack after the first one left them at -1. My two cents.
While I agree on the unrealistic nature of this playstyle, it's fully supported by the rules. You choose where each attack goes as you make the attack, not when you start the full-round attack action. So by RAW, a monster can easily pull attacks after a PC drops to negative hit points because you attack, resolve the attack (damage and everything else), then make the next attack.
Whether you choose to do so is, of course, entirely up to you. I'm not advocating one way or the other because things like this are always situational.
I will say that when I play a character with many attacks, I'll roll them all at once to save time even if I think a monster will drop before that. I'll just shift my remaining attacks to another monster after the first one drops; same dice rolls, just different target. If a GM doesn't like that, I'll start rolling them one at a time, but it does make things take much longer.
EDIT: Bah, I forgot this thread was a bajillion pages and responded to something early on. That'll teach me to ignore all 200+ responses and just write something!

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It's true...most of the players put their full attacks into one monster even if that monster is low on HPs and the first attack is all that is needed. It doesn't help that we (as GMs) don't always give feedback to players as to the monsters status. At tables, I give flavorful descriptions of how beat up the monster looks. When I do online games, I use generic color borders as well to give a visual, constant representation of how bad everyone is doing.
Despite these steps, players are constantly "Playing for keeps" with the bad guys unless there's a good RP reason to not kill them all off.
When deciding if a monster would kill, move to another target in the middle of a full round attack, etc. I look at the tactics first. If the tactics do not address it, I try to RP it from the bad guys stand point. If there's alignment, that plays a role. As a very general guidelines, NE/CE characters are more apt to kill to get their way than neutral/LE. Still, at times, that does leave some pretty big gray areas. I try to err on the side of the players staying alive in those situations.
If a player gets KO'd, a bad guy NPC will usually move onto the next. However, if that person gets healed, gets back up and fights again, that NPC may decide that make SURE that PC stays down next time. It seems logical enough. Because of that, I've noticed players stay down even after they are healed, trying to do bluff checks in the hopes that the NPC not notice they are breathing OK. This takes place even with players who have not run with me before, so I know it must also happen with other GMs.

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As a GM unless the tactics call for it, kicking a PC when it is down is just not fun (unless you are in "GM vs. player" mode which is the mark of a GM not interested in providing a fun and fair experience to the players). It is also far more of an emotional response and a poor tactical response unless any of the following occur:
- PC is healed and gets back up.
- PC full attacks and kills enemies rather than just dropping them and moving on.
- PCs coup d'grace.
- Animals, if they are hungry, will usually try to drag a PC off to a safe place to eat it once the PC goes down. If they are guard animals, then I'll usually have them go after another target if they drop someone.
As a player, when I encounter a GM who purposely kills a PC when there are other viable threats still around or a GM who always takes full attacks on a PC before knowing if the first attack dropped the PC; I usually try to avoid playing under that GM again. It's just not fun.
Of course, if an encounter calls for these kinds of tactics, I will comply. In the 100+ scenarios/modules I've read, I would guess I've seen these types of tactics specified maybe twice - at most a handful of times.

wraithstrike |

Some players don't like it when GM's go easy on them. I would not say it is not fun. It is more accurate to say it is not fun for everyone. Most of the players I have GM'd for do want to live, but they want to know they earned it. If I don't kill them, without a good reason not to*, I would hear about it later.
*As an example lets say I had used the first attack of a full round action to drop them, and moving away or not using the remainder of the attacks was the least tactical option since the enemy may have known the party had a cleric.
Letting someone get up so they can stab you in the back later is not tactical at all.
PS:I understand such a playstyle is not for everyone.

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goodness - didn't we kill this thread in the first 200 posts?
People are just repeating things that have been posted already, several times.
Here, I can to.
"Don't kill them, they're worth more alive!" applies to PCs, NPCs, & Monsters. MAYBE not undead... sometimes.
sigh
begins work on a new sign ... this time a horse with a flaming mane and tail .. and a purple polka-dot saddle, laying on it's side; tongue hanging out and leetle drops of blood from the wound in it's head

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+ Some players don't like it when GM's go easy on them. I would not say it is not fun. It is more accurate to say it is not fun for everyone.
That's exactly it. I've had both types of players over the years running PF. In running PFS, and having different players each time, I don't get the time or luxury of knowing exactly what kind of players they are. Plus, I want to (in the spirit of organzied play) create a fair and balanced experience regardless. That's why I have general guidelines using alignment and 'monster ai' that helps to guide such decisions. As I said, in gray area deals where it doesn't seem clear to me, I err on side of keeping people alive.
As is mentioned in one of PFS guides I got, if it's a low level/New PFS group, it's a good idea to pull punches more often. Few things can discourage a new PFS player more than having his 3rd-4th level character die and being forced to re-roll because he cannot afford res.

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It is also far more of an emotional response and a poor tactical response unless any of the following occur:
- PC is healed and gets back up.
Unfortunately, "PC is healed and gets back up" happens all too often. I had one game in 5-9 tier where the PCs had three clerics who, between Phylacteries of Positive Channeling and Fast Channel, could burst healing enough to, in one round, bring every party member from one point above dead to full health in an area of effect. Needless to say, the head NPC, on seeing this happen, gave orders to kill downed PCs immediately. Now these enemies were CN soldiers, and one of the players said "Wait a minute, that's an evil act." I said, "Living a neutral alignment is full of compromises between good and evil. If they didn't give the order to kill downed PCs, they might as well surrender the encounter right now, as they can see you guys will fully heal the whole team each round, and they can see that they have the offensive capacity to drop about one or two if they're lucky of your party members per round with sustained damage. Between Blessing of Fervor for a safe stand up from prone and the full healing, they don't even get any advantage from a knock-out at all unless they go for a kill. Meanwhile, you're whittling them down and they have no healing."
Honestly, I'm not a fan of the fact that healing brings you back to conscious immediately, specifically because it forces enemies to kill the downed PCs in situations like that. I don't like going for the kill at all (and houserule healing a bit in non-PFS games because of it), but heavy-healing parties pretty much require it for the enemies to have a chance, and roleplaying intelligent enemies, they would know this.
That being said, in this particular case most of the enemies were ranged, and they managed to embarrassingly miss the downed PCs due to the prone penalty, knock the PCs out on their last attack, only to have a cleric go next and wake them up, and a variety of other circumstances, so somehow there were no fatalities.

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CRobledo wrote:I have had characters NOT get up from unconcious, as it would lead to just dying again. Just the penalties for standing up from prone are pretty severe, unless you have monkey style or Blessing of fervor is up.Wand of Vanish - in a wrist shieth.
Still provokes so I hope you have enough HP/AC to handle that AoO coming at you.

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nosig wrote:Still provokes so I hope you have enough HP/AC to handle that AoO coming at you.CRobledo wrote:I have had characters NOT get up from unconcious, as it would lead to just dying again. Just the penalties for standing up from prone are pretty severe, unless you have monkey style or Blessing of fervor is up.Wand of Vanish - in a wrist shieth.
perhaps you are mistaken?
using a wand does not provoke an AOO. does using a spring wrist shieth? let me go check.
and standing once you are invisible does not (unless they can see invisible)

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Still provokes so I hope you have enough HP/AC to handle that AoO coming at you.
Wands don't provoke, but taking the wand out of a wrist sheathe does. I believe a Spring loaded on does not provoke, thought I am not sure.

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2 people marked this as a favorite. |
Please forgive me for coming late to this party. My thoughts on the larger issues discussed here are listed below:
As GMs in for Pathfinder Society organized play we have responsibilities:
- We need to understand the rules and recognize that at times we will make mistakes. We need to be able to accept feedback gracefully and use it rapidly.
- We need to realize that as a GM we are not out to ‘win’. We are only the facilitator of the good time that can be had by a table in this social game.
- We need to have, gain or grow our understanding of the world and its creatures. We need to learn what makes a Paizo Goblin different from a 3.5 Goblin. This adds color and depth to the world we present to our players.
- We need to have good time management skills in order to finish our games in the time that we have. For me this means having a clock in sight at all times when I know I have a hard time limit (space is closing, last slot of the convention or a player needs to leave the table at a certain time).
- As GMs our games need to reflect positively on the Pathfinder Society. A table full of people having a good time is great advertising.
- As a GM we must recognize that we are part of a local gaming community and that it is part of all of our responsibility to support and grow our communities. By building stronger gaming communities we continually raise the level of awesomeness in our area. More awesome = more players = more games = even more awesome.
- As a GM part of our goal is to recruit and retain new players. Without new players we cannot grow the hobby. If we drive people away our local PFS community will suffer and we will constantly be stuck running only low level games for a continually revolving set of players. If a first time player has a bad experience they will likely not return.
- As much as we can we should strive to be generous and inclusive and not lose focus on the fact that this game is meant to be fun.
- We also need to ensure that we don’t lose focus on the fact that we need to make sure that being a GM is something that is sustainable. For me ensuring that I am having a fun time at the table keeps GMing a sustainable thing.
- We need to reflect on our experience at each table we run and see what we can learn to make the next table better. If the last table you ran resulted in the players falling silent, leaning away from the table and only mechanically rolling dice for the last half of the game you might want to consider that the table was not having a good time. We need to learn and grow.
In my local area I have taken to giving a speech to players regularly. This speech expresses my belief that our local PFS community is a community.
Communities are made stronger by their members supporting each other. The things that kill communities are selfishness and a sense of entitlement. Communities only prosper when all members contribute to the larger group. If there is a member of the community that only takes or constantly expresses a sense of entitlement or in any other way causes damage to the community, then that person will be asked to leave the group.
I give this speech after people have been playing for a bit and well after the hook has been well set for PFS play. This lets people know that there is something that will be expected of them. It helps them realize that they will need to give back to the group that has generously given to them. It makes it easier to get new judges. It helps people realize the gift that each GM gives their table.
It is also key to realize that people can contribute to the community without having to GM a table.
GMing is not something for everyone. That fact will always remain.
Also I was the 3rd level Ninja at Dragnmoon’s 2nd running of “Rise of the Goblin Guild” if you’d like feedback on this table Dragnmoon please PM me.

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Mathwei ap Niall wrote:Wands don't provoke, but taking the wand out of a wrist sheathe does. I believe a Spring loaded on does not provoke, thought I am not sure.Still provokes so I hope you have enough HP/AC to handle that AoO coming at you.
Ah! so drawing a weapon from a normal wrist shieth would not provoke, but the wand would count as a stored item, and fall under the "Retrieve a stored item" line.
I should have said spring wrist shieth anyway (which is what I ment), otherwise you would not have the move action to stand, as drawing anything is a move action.
From a NON-spring shieth it plainly would give AOOs, as it would count as "Retrieve a stored item" (which does) and not "Draw a weapon" (which does not).
From a spring shieth?
Wrist Sheath, Spring Loaded: This item
works like a standard wrist sheath, but releasing
an item from it is an immediate action. Preparing
the sheath for this use requires cranking the
sheath’s tiny gears and springs into place (a fullround
action that provokes an attack of opportunity).
does it still count as "Retrieve a stored item"? if so it WOULD give AOOs (and would also be a move action)... so it looks like a judges call on this one. YMMV.

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Mathwei ap Niall wrote:Wands don't provoke, but taking the wand out of a wrist sheathe does. I believe a Spring loaded on does not provoke, thought I am not sure.Still provokes so I hope you have enough HP/AC to handle that AoO coming at you.
You're correct... a spring loaded deal would be a swift action that does not provoke. If you don't have the spell on the spell list, you'll want to have a high spellcraft though to make using that wand a reliable alternative since you're planning to use it in a pinch (DC 20). For some classes/characters, by the time they get +15 or so in spell craft, a good amount of the baddies of that level have reliable means to seeing invisibility. Still, it might be better than just lying on the grond using a total defense action.

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Dragnmoon wrote:You're correct... a spring loaded deal would be a swift action that does not provoke. If you don't have the spell on the spell list, you'll want to have a high spellcraft though to make using that wand a reliable alternative since you're planning to use it in a pinch (DC 20). For some classes/characters, by the time they get +15 or so in spell craft, a good amount of the baddies of that level have reliable means to seeing invisibility. Still, it might be better than just lying on the group using a total defense action.Mathwei ap Niall wrote:Wands don't provoke, but taking the wand out of a wrist sheathe does. I believe a Spring loaded on does not provoke, thought I am not sure.Still provokes so I hope you have enough HP/AC to handle that AoO coming at you.
Phillip, as you can see from the Text of the item above, it does not say that pulling the wand does NOT cause AOOs, so it would fall back to the Judges call. "Retrieve a stored item" does when it is a Move action. For some judges (perhaps Mathwei ap Niall, and Dragnmoon) it would also as a swift action.
.And the PC of mine that would use this trick has a level of wizard... so it's on his spell list. (he would use it on friends that were down in front of the badguys, to reduce Coups)

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Wow. Great story, RE! I would probably do the same given the situation. Neutral (even GOOD characters) will end up going for the kill if that appears the *only* way to get to their goal.
I would love to hear how you house rule healing in your non-pfs deals.
Even though PCs are the ones who bring healing to the party most of the time, so you would think it's a nerf to the PCs, my home game players are grateful for this houserule, as I thus have intelligent enemies avoid the kill as often as possible. After all, even if I have one more attack that I can't use anywhere else, a captive could be useful for information or a hostage exchange, and in general there's very little risk of them waking up and turning the tables.

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Nosig, I wasn't looking at the item description for the AoO ruling...but rather the spring loaded deal.
Combat Rules: Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
On the Actions in combat table...
Draw a weapon No - AoO
Retrieve a stored item - Yes
Seems pretty clear above that drawing weapon like objects that are carried within easy reach does not provoke. The spring loaded wrist sheath is about as easy reach as they come, and is what I was really looking at here in terms of meeting the condition for "easy reach" that makes the drawing of that item not provoke an AoO. Given the above, I wouldn't say that this really leaves room for GM interpretation.

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I dont think there is a swift action anywhere that provokes - even casting a quickened Spell does not provoke which would be the obvious one
You can cast a quickened spell (see the Quicken Spell metamagic feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity
if someone can find me a swift action that provokes ... I'll eat my words ...

SlimGauge |

Rogue-E, that's similar to a house-rule my current GM uses.

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Wrist Sheath: This is a sheath designed to be strapped
to your forearm and hidden under a long sleeve. The
sheath can hold one forearm-length item, such as a
dagger, dart, or wand, or up to five arrows or crossbow
bolts. As a move action, you can bend your wrist
to cause some or all of these items to drop into
your hand (provoking attacks of opportunity
as normal). You have a +2 bonus on Sleight of
Hand checks made to oppose the Perception
check of someone observing or frisking you
regarding items in the sheath. You can only
wear one wrist sheath per arm.
.
Wrist Sheath, Spring Loaded: This item
works like a standard wrist sheath, but
releasing an item from it is a swift action.
Preparing the sheath for this use requires
cranking the sheath’s tiny gears and springs
into place (a full-round action that provokes an
attack of opportunity).