| w01fe01 |
so we are doing gestalt, and as many knows that can get a bit complicated. on top of that i made a fairly rediculously complicated character.
ape shaman/master of many styles+sacred mountain+hungry ghost+qinggong
I found my DM unused to a character that was constantly changing its stats (mainly AC) and getting to attack when it wasnt his turn.
Now to be fair he was a player before this, then we took our existing characters and simply added his campaign to it. hes a great DM, makes a challenge for us but i feel like im annoying him.
DM: whats yoru ac?
me: 21 right now
later
DM: i hit you
me: sorry my AC is 25 now
dm: ok next person
me: no wait, i get to attack back now, "reference snake fang and combat reflexes"
DM: oh ok
later
DM: aha hit ya!
me: my ac is 27 so you know
DM: i thought it was 25!
me: "explains sacred mountain"
DM: oh damnit
me: and now i can attack back
etc, etc
I felt like i was annoying him honestly. any helps on this? im prepared to explain everything my character does and illustrate ways around his defense, but its a large group and its a new system.
Weirdo
|
First, talk to your GM. Ask if you actually are annoying him and whether he has any ideas for how you can help.
If your GM doesn't know about / understand all your defensive abilities, definitely explain them. If he does know but just finds them hard to keep track of in combat...
If the GM announces what attacks the monsters are making before rolling them ("The goblin attacks you..." *roll* "...and hits") then announcing your AC during the roll may be enough for the first problem.
Alternatively, get an index card or whiteboard or something of that nature to update your AC on, and then position it so that the GM can see it easily when they roll to attack you.
For the out-of-turn attacks, making a short reminder list of the circumstances in which you get these attacks and making that available might be helpful. If it's just Snake Fang, a note on the above AC indicator reading: "If missed, can AoO" could be enough. Otherwise you might need to keep verbally reminding your GM.
| LankyOgre |
I would use a little card or table tent that has your AC on it, so that you can display your AC at all times. Also, if any styles are active, you can write them on the card. I think some of the annoyance or friction may also be if your DM isn't quite sure when/why you change. Not that I'm suggesting you are doing it, but I could see;
DM: Whats your AC?
You: 21
DM: Okay, 22 I hit.
You: Now its 25.
DM thinks, when did that happen, are you just telling me that?
Edit: and Ninja'd
| w01fe01 |
ya, main thing is it goes up by 4 when i use crane style, and up by another 2 if i end in the same square i started. so it tends to change, plus we have some neck pieces giving us protection vs evil, and on top of that my saves can vary about as much depending on what im saving against lol.
its taken me a while and constant thinking about it to even know as much as i do about my character. probably made worse because it was a retrained character from the ground up given that we started with just core rule book and have since then gotten most of the books.
the card thing may be a good idea. ill talk it over with him next time i see him.
redcelt32
|
| 1 person marked this as a favorite. |
From a GM's perspective:
I have a rule as GM - if I can't make sense or figure out something about your character, it is your responsibility to make it so I can. I am not a new GM and I am a fairly smart guy, so it really comes down to simplifying a complex ruleset and the player being responsible for communicating this proactively, not after the fact. If you can't do that, you have to play a different character. This puts the onus on the player to come up with a way that helps me make sense of his character.
For instance, the first inquisitor character we had used the same notecards mentioned earlier and put one on the board with name and bonuses written on it for each judgment he used. This was because in a 9 player group, I couldn't keep track of what each one did, so when he announced the name of the judgment, it did not compute.
We have a rule by understanding that if you cast a buff or do something that creates a condition (like haste) for party members, you have to put a card on the table with the name and bonuses on it so everyone can remember and be reminded. Nothing is more annoying than a PC forgetting about a Bless spell or bard song and wanting to go back and confirm the crit or have their miss hit when we have gone thru 3 more players since his turn.
Sometimes, we just nerf stuff to help keep it simple and keep the game flowing. For instance, Blessing of Fervor, each person can pick a different bonus each round. We simplified to say, when the spell is cast, you pick the effect for the duration. Yes it weakens the spell, but it saves my sanity as GM and hence does not get banned from the table.
TL;DR- Save your GM's sanity, use notecards or walk thru the different bonuses with him and where they come from either before or after the game, when you have his undivided attention. Once he can grasp the different ones in his mind, it should make him less frustrated.