Freehold DM |
One of my first experiences with the game: GM shifted my good-aligned PC towards evil for trying to spare the lives of goblin noncombatants, because apparently that was siding with evil.
Yeah, it was the novels that kept me in the hobby early on...
I've had the exact opposite happen, where we were considered evil for killing goblins that had attacked us instead of scaring them off like the DM wanted us to.
Freehold DM |
Not-Pathfinder related again.
In my Mobile Suit Gundam Roleplay I had spent a lot of credits (mission currency) on making a custom Lightwave Barrier Harpoon system that turned my shield emitters into blades (because LWBs can pass through other LWBs but nothing else goes through them) - canonically the exact same thing was done in a manga and was my inspiration.
When I tried to use them in my next fight the GM ruled that LWBs could not penetrate Phase Shift or Anti-Beam armor (the terminology is not important, the important thing is that most typical weapons in the verse can penetrate one but not the other, and ALL Mobile Suits have one or the other) which effectively made them useless. I was then forced to pay additional credits to give my LWB Harpoon system Beam emitters that could damage Phase Shift armor.
Total. BS.
tl;dr I made a custom magic weapon that the DM said was as useful as a wet noodle vs everything else and made me spend more gold to make it an even more special custom magic weapon to work.
This game is relevant to my interests...
Phneri |
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All of these in the same game. Same session, because I did not come back to another.
Relatively high-level 3.5 campaign. I'm required to make a +2 LA race character because "nothing else is around." 10th level tanky cleric it is.
First combat, I roll a natural one on my second attack and out comes a fumble deck. No confirmation, nat 1 = something bad. Yes you still have to confirm crits. I wind up injuring a muscle and losing my mobility. I don't have a spell to fix it.
As a cleric.
Spot checks are called for. Other players look on in horror as I roll my high check (cleric). As it turns out this GM uses the roll as a modifier on a d100 table to see "what monster you get" from the perception check. At least three of these are rolled per session. You must fight your own monster.
Oh, and because I had rolled up a new character and used WBL I was the only martial character with a magic weapon. We had a fighter and a barbarian.
That about covers it.
DrDeth |
5 people marked this as a favorite. |
Zhayne wrote:The use of Critical Fumbles is universally, no, omniversally a bad GM call.Different strokes for different folks. I have waaaaaaaaaaaaaay too much fun with it in my games to ever remove it.
I have fun watching Three Stooges movies too, but I don't want my FRPG to mimic that.
Wrong John Silver |
Okay, so here's the whole story with my group's critical fumble tables:
1. They require confirmation.
2. They do not result in HP damage--only temporary status effects.
3. We also have critical hit tables, which may result in extra effects above and beyond a standard critical hit, and never less than a standard critical.
4. The people who came up with the system are forever asking each other how each line works.
Malachi Silverclaw |
1 person marked this as a favorite. |
Our group uses the critical hits and fumbles cards. Confirmation for fumbles uses full BAB, regardless of which iteration of the attack you rolled the natural 1 on.
We're yet to have any issues with it. Yet.
If you use that, you should only risk a fumble on a nat 1 on the very first attack of a full attack; nat 1s on subsequent attacks in the same turn (including AoOs) should not risk a fumble. That makes it less stupid, because otherwise the better you are the more likely you are to fumble, simply because you get more attacks, and that's nonsense.
To make it fair, each time a spell is cast (the first one cast if you cast more than one in the same round) roll a d20: if it's a nat 1, roll a concentration check to confirm the fumble (failed check confirms the fumble).
It makes zero sense that mundane combat can result in logic-defying results, yet messing with Forces Man Was Not Meant To Know is perfectly without risk.
I'd still be happier without fumbles.
I'm actually in a campaign with a noob DM right now. He loves hit crit and fumble decks. To his credit he gives you a choice whether or not to draw a card from the crit deck, if you do then you risk fumbling when you roll a 1, but if you don't then you don't. And I don't.
Freehold DM |
2 people marked this as a favorite. |
Freehold DM wrote:I have fun watching Three Stooges movies too, but I don't want my FRPG to mimic that.Zhayne wrote:The use of Critical Fumbles is universally, no, omniversally a bad GM call.Different strokes for different folks. I have waaaaaaaaaaaaaay too much fun with it in my games to ever remove it.
If the players in every game I have ever run or been in did not cheer and demand out and out ridiculous things every time the DM rolled a 1, I might change my tune. Until that happens, I'm using the critical hit deck for both PCs and NPCs.
TittoPaolo210 |
Some more from my GM.
1) There is always one and only way to solve a given situation. If you don't do as he planned AND roll high, you will fail no matter what.
2) A few times, when he misinterpreted what the party decided to do and started describing things that were planned for another course of action (like choosing a door over another). When it became clear he misunderstood:
"Well, you instead do the thing you wanted to avoid, this time."
No reason given. It also happened for things said to NPCs because it was not clear to players who they were or what they were doing (while the characters should have known).
- Every time something is happening for story reasons, you stand by side and watch, you can't interrupt it. No time, resources, spells, builds, Wish or Miracles will give you a single chance to do anything, and if they do, they're guaranteed (like, a 110% cover insurance) to backfire on you creating an even worse situation.
No amount of good things you do will create anything good unless it's the end of the campaign.
FuelDrop |
Some more from my GM.
1) There is always one and only way to solve a given situation. If you don't do as he planned AND roll high, you will fail no matter what.
2) A few times, when he misinterpreted what the party decided to do and started describing things that were planned for another course of action (like choosing a door over another). When it became clear he misunderstood:
"Well, you instead do the thing you wanted to avoid, this time."
No reason given. It also happened for things said to NPCs because it was not clear to players who they were or what they were doing (while the characters should have known).
- Every time something is happening for story reasons, you stand by side and watch, you can't interrupt it. No time, resources, spells, builds, Wish or Miracles will give you a single chance to do anything, and if they do, they're guaranteed (like, a 110% cover insurance) to backfire on you creating an even worse situation.
No amount of good things you do will create anything good unless it's the end of the campaign.
I recently walked out of a campaign for this exact reason, along with the entire story focusing on the GMPC.
The GM in question has said I walked because I was a bad roleplaying rules lawyer who just didn't get it. Draw your own conclusions.
TittoPaolo210 |
TittoPaolo210 wrote:Some more from my GM.
1) There is always one and only way to solve a given situation. If you don't do as he planned AND roll high, you will fail no matter what.
2) A few times, when he misinterpreted what the party decided to do and started describing things that were planned for another course of action (like choosing a door over another). When it became clear he misunderstood:
"Well, you instead do the thing you wanted to avoid, this time."
No reason given. It also happened for things said to NPCs because it was not clear to players who they were or what they were doing (while the characters should have known).
- Every time something is happening for story reasons, you stand by side and watch, you can't interrupt it. No time, resources, spells, builds, Wish or Miracles will give you a single chance to do anything, and if they do, they're guaranteed (like, a 110% cover insurance) to backfire on you creating an even worse situation.
No amount of good things you do will create anything good unless it's the end of the campaign.
I recently walked out of a campaign for this exact reason, along with the entire story focusing on the GMPC.
The GM in question has said I walked because I was a bad roleplaying rules lawyer who just didn't get it. Draw your own conclusions.
I feel for you, bro. At least my GM is pretty good at setting very likeable stories and NPCs (which rarely steal the spotlight), so when you have no other choice but to play with him, there's something good to get other than frustration.
Malachi Silverclaw |
The same 2nd ed DM who had the strange ideas about invisibility also had this:-
Our magic-user is flying (using a Forgotten Realms spell that gives him ethereal wings) and it is dispelled. As per the rules, he takes 1d6 damage per 10 feet fallen. Anything wrong so far?
The DM says that the Mage now has a broken leg, and can't move under his own power.
I'm okay with fluff, but no, this is crunch in more than one way. His leg is broken by DM fiat, and healing the damage won't work, it has to be by the 7th level regenerate cleric spell, which no-one has.
The DM, on a whim, cripples the Mage because of a 30-foot fall, ignoring some rules and making up others, all out of sheer badness, out of the blue.
doc the grey |
1 person marked this as a favorite. |
DrDeth wrote:If the players in every game I have ever run or been in did not cheer and demand out and out ridiculous things every time the DM rolled a 1, I might change my tune. Until that happens, I'm using the critical hit deck for both PCs and NPCs.Freehold DM wrote:I have fun watching Three Stooges movies too, but I don't want my FRPG to mimic that.Zhayne wrote:The use of Critical Fumbles is universally, no, omniversally a bad GM call.Different strokes for different folks. I have waaaaaaaaaaaaaay too much fun with it in my games to ever remove it.
Lol I feel you man. Now to be fair in my home games there isn't so much demanding but there is much cheering when the ogre who was driving their asses into the ground like john henry with rail spikes suddenly bricks his roll. Honestly I've always loved them as just a way to make fights continue to feel deadly and unpredictable as you climb the level ladder that is sort of out of everyone's control. That being said if it helps people we handle ours like this.
Crit fumbles are something you have to confirm. You succeed on the second roll you just miss.
On critical hits after you confirm crit you roll d%. You have a 5% chance per point of threat range to get to draw a crit card. If you have a high multiplier you get to draw an extra effect for each point over x2 you have in your multiplier assuming you roll the right number on the d%. So if I crit with a rapier I have a 15% chance of getting a critical effect while with a greataxe I only have a 5% chance but if I roll that number I get to draw 2 critical effects instead of 1.
Ymmv but my party has had a blast with it. Also you could also try a variant of the percentiles rule in addition to the confirmation roll for fumbles if you want to try to reduce their prevalence.
Jaelithe |
The same 2nd ed DM who had the strange ideas about invisibility also had this:-
Our magic-user is flying (using a Forgotten Realms spell that gives him ethereal wings) and it is dispelled. As per the rules, he takes 1d6 damage per 10 feet fallen. Anything wrong so far?
The DM says that the Mage now has a broken leg, and can't move under his own power.
I'm okay with fluff, but no, this is crunch in more than one way. His leg is broken by DM fiat, and healing the damage won't work, it has to be by the 7th level regenerate cleric spell, which no-one has.
The DM, on a whim, cripples the Mage because of a 30-foot fall, ignoring some rules and making up others, all out of sheer badness, out of the blue.
If a DM is going to summarily allow broken legs, then he or she should also acknowledge that the players might come up with a cool end around the strict rules solution, like a splint or cast, praying for a new spell like Knit Bones or some such.
If you get the sense that the decree is made that you might be railroaded, it's a bit of BS. If instead said DM enjoys both throwing curveballs and allowing the players to do the same, just enjoy and roll with the changes.
Jaelithe |
I've had bad experiences with GMs that like fumbles.
Fumbling, to me, should occur with far less frequency than does a critical hit ... but it should, on occasion, occur, especially at low levels. I'm not much for a 13th level paladin or 9th level barbarian dropping her sword at a critical juncture ... but a 1st level paladin, 2nd level aristocrat or even 4th level commoner might indeed do just that.
But if NPCs never seem to fumble while PCs do ... that's a load of BS.
pennywit |
1 person marked this as a favorite. |
A GM who was so into Tolkien that he enforced its bits mechanically.
If a dwarf was in the presence of alcohol, he had to make saves of increasing difficulty, or else drink until he passed out (or the alcohol ran out).
A halfling away from home had to make saves of increasing difficulty, or go running back to their home regardless of the situation.
And the kicker ... since elves were a 'wise, elder race', you had to make a save or you would believe literally anything an elf told you, even if it contradicted your own experiences, knowledge or senses. If an elf told you the sky was plaid, and you blew the save, you would think something had been wrong with your eyes since birth.
Actually, these sound like excellent rules for TOON.
TriOmegaZero |
1 person marked this as a favorite. |
Fumbling, to me, should occur with far less frequency than does a critical hit ... but it should, on occasion, occur, especially at low levels.
I enjoy natural 1's being an auto-miss, and that suffices for my need of 'fumbles'. I don't feel any urge to make things worse for characters than that.
Fromper |
Jaelithe wrote:Fumbling, to me, should occur with far less frequency than does a critical hit ... but it should, on occasion, occur, especially at low levels.I enjoy natural 1's being an auto-miss, and that suffices for my need of 'fumbles'. I don't feel any urge to make things worse for characters than that.
Agreed.
Also, I've got to say that crit rules are the one thing I think 4th edition did better. 4e just had a rule that any natural 20 on an attack roll automatically did max damage. No multipliers or extra damage for the crit, not rolling to confirm, no variable crit ranges, and no ton of crit feats that sound cool, but you can't take them until you're so high level that the campaign's ending anyway. But also, no criting and then rolling snake eyes on you doubled damage rolls, because the nat 20 means you automagically do max damage, based on what your normal damage roll would be. Simple and effective in giving a bonus for the 20.
PathlessBeth |
Jaelithe wrote:Fumbling, to me, should occur with far less frequency than does a critical hit ... but it should, on occasion, occur, especially at low levels.I enjoy natural 1's being an auto-miss, and that suffices for my need of 'fumbles'. I don't feel any urge to make things worse for characters than that.
I'm sort of the opposite: I like having different levels of success or failure beyond the strictly binary all-or-nothing, and having both critical misses and critical hits provides that...
but I want success to be determined more by skill than by luck. I don't like the "natural 1 is an automatic failure" rule, because it is entirely luck-based. No matter how good you are, you always have the same minimum chance of failing.For 3e/PF though I stopped using fumbles because the method I used for fumbles involved more record-keeping than I wanted to do during combat. There were ways I could adjust it to reduce record-keeping, but they would all have had side-effects that I didn't like.
Lincoln Hills |
Max damage doesn't seem so good if your normal roll is 1d4+25.
Yeah, but in 4E you tended to add more damage dice to reflect a higher-level attack (static bonuses were a thing but generally didn't go up as fast.) They felt their customers wanted to roll more dice, and in that regard at least, I think they were on to something...
Malachi Silverclaw |
Malachi Silverclaw wrote:Max damage doesn't seem so good if your normal roll is 1d4+25.Yeah, but in 4E you tended to add more damage dice to reflect a higher-level attack (static bonuses were a thing but generally didn't go up as fast.) They felt their customers wanted to roll more dice, and in that regard at least, I think they were on to something...
In 4e, crits were max damage, but magic weapons did an extra d6 per plus on a crit. So a mundane weapon just did max, which for 1d4+25 (ave 27.5) was a massive 29.
I'd much rather be rolling 2d4+50 for my crit, even if I roll snake eyes!
Te'Shen |
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In a OWoD game we played a pack of werewolves. There are five auspices/jobs: ragabash/scout, theurge/shaman, philodox/judge, galliard/bard, and ahroun/fighter.
I played a judge off and on across several games. To be fair, it was my first character for White Wolf games. Any time he suggested "Hey, that's not really something a werewolf should be doing" he'd get in trouble.
In one instance, the DMPC guide took it on herself to be acting pack leader though she'd done nothing to earn the position, then took part in a ritual kill without making the appropriate sacrifices. The judge told her she was in the wrong, and she beat up the judge, no rolls allowed. The judge went to the local tribe for whom we were performing the ritual hunt, and his pack mates backed his story that she'd violated hierarchy, etiquette, and blasphemed a bit. What did the elders decide? TRIAL BY COMBAT!
In this system, it's an Attribute + Ability roll to determine successes. In a one on one duel, the judge was not allowed to use his Attributes, cutting his dice pools by more than half. The storyteller's reason? Well, in a duel the fighter is too close for your dexterity to play a roll in striking or dodging. I don't believe the DMPC had any such reduction of dice.
I hate DMPCs with a vengeance. Of course, I tend to think DMPC = Railroad now.
On a side note...
lemeres wrote:shouldn't we all live by the luck of the dice?We should indeed, my friend. We should indeed.
Dice Gods Salesman... I call bias. ;)
Jaelithe |
TriOmegaZero wrote:Jaelithe wrote:Fumbling, to me, should occur with far less frequency than does a critical hit ... but it should, on occasion, occur, especially at low levels.I enjoy natural 1's being an auto-miss, and that suffices for my need of 'fumbles'. I don't feel any urge to make things worse for characters than that.Agreed.
Also, I've got to say that crit rules are the one thing I think 4th edition did better. 4e just had a rule that any natural 20 on an attack roll automatically did max damage. No multipliers or extra damage for the crit, not rolling to confirm, no variable crit ranges, and no ton of crit feats that sound cool, but you can't take them until you're so high level that the campaign's ending anyway. But also, no criting and then rolling snake eyes on you doubled damage rolls, because the nat 20 means you automagically do max damage, based on what your normal damage roll would be. Simple and effective in giving a bonus for the 20.
So what you're saying, functionally, is that characters never fumble. In a word ... ridiculous.
FuelDrop |
In a OWoD game we played a pack of werewolves. There are five auspices/jobs: ragabash/scout, theurge/shaman, philodox/judge, galliard/bard, and ahroun/fighter.
I played a judge off and on across several games. To be fair, it was my first character for White Wolf games. Any time he suggested "Hey, that's not really something a werewolf should be doing" he'd get in trouble.
In one instance, the DMPC guide took it on herself to be acting pack leader though she'd done nothing to earn the position, then took part in a ritual kill without making the appropriate sacrifices. The judge told her she was in the wrong, and she beat up the judge, no rolls allowed. The judge went to the local tribe for whom we were performing the ritual hunt, and his pack mates backed his story that she'd violated hierarchy, etiquette, and blasphemed a bit. What did the elders decide? TRIAL BY COMBAT!
In this system, it's an Attribute + Ability roll to determine successes. In a one on one duel, the judge was not allowed to use his Attributes, cutting his dice pools by more than half. The storyteller's reason? Well, in a duel the fighter is too close for your dexterity to play a roll in striking or dodging. I don't believe the DMPC had any such reduction of dice.
I hate DMPCs with a vengeance. Of course, I tend to think DMPC = Railroad now.
You know, tell that GM from me that he needs to work out who the story is about. If the answer isn't 'The Players', then why the hell should we give a damn about his story?
Also, been there done that. Once played a game where we got to 9th level and the best item in the party was a masterworked sword. My blaster sorcerer blew most of his spells per day on Greater Magic Weapon spells so that the fighters could hurt the bad guys.
The kicker? The epic level GMPC who turned up to bail us out of every fight we were out of our depth with (because we were so ludicrously under equipped we couldn't even afford horses) had a literal tower full of magic items of all levels which were stockpiled so that the elves could use them in the event of war, in spite of us having to work for them for no pay because reasons in order to avert said war. Those magic items might have been useful to us in doing that, just saying...
On a side note: Why are elves so common on this list? What is it about them that makes people think they'll make a "Perfect" character? Damn arrogant pointy ears!
Jaelithe |
5 people marked this as a favorite. |
Well, that was clear as mud. Do the shnozzberries taste like shnozzberries?
Droll as always, TOZ ... and almost clever, too! :P
"Oompa Loompa, doopity do,
I've got another answer for you.
"Look up the words, you'll see what they mean.
'That's too much trouble,' you say? Oh, keen.
"A miss is a simple failure to hit.
A fumble, instead, has you crying, 'Oh, $h|+!'"
Joking aside, the understood-in-context textbook definition of "fumble" as used in D&D is "to mishandle in a bungling or awkward way." (That's from Miriam-Webster.) It's not just a matter of degree.
Again, I'm agreed that fumbles should be happening far less often than critical hits—multiple sessions could go by without one, especially once you're into middle levels—but they should remain at least a possibility, because the chance of spectacular failure is vastly more interesting and engrossing than, "I swing. Meh. I miss." BO-ring.
And NPCs should run the risk as well.
I wouldn't mind encouraging my players to themselves describe the manner in which the fumble plays out—assuming they're not such straitlaced egomaniacs that the very idea of their precious character failing in noteworthy fashion is off-putting. Hell, if a player says, "Gee, we're in a critical situation, here. Could we dispense with the fumbles, because it's not dramatically appropriate?" I'll likely say, "Very good, then. Carry on."
It's for flavor, not to beat players up.
TriOmegaZero |
2 people marked this as a favorite. |
It's for flavor, not to beat players up.
Which is quite subjective and won't be the same from your table to mine.
I don't call for fumbles in the same way I don't call for roleplaying each daily meal.
If the session calls for roleplaying out a certain meal, I will.
And if the session calls for a dramatic fumble, I will.
For everything else, a fumble being an auto miss works well enough.
Feral |
I recently recalled another one of my favorites.
We’re in a dungeon and the party cleric gets hit with a fear effect. She’s going to flee in a panic but I use my turn to grapple her and hold her down.
DM: Okay. Cleric, roll a wisdom check. If you fail, you take sanity damage.
Cleric: Huh. Why? And since when are we using any sort of sanity rules?
DM: You’re magically panicked and someone is keeping you from running. You’re going to take sanity damage.
Cleric: …
Me: I guess I let her go…
Same stellar DM as the batvalanche.
Te'Shen |
1 person marked this as a favorite. |
You know, tell that GM from me that he needs to work out who the story is about. If the answer isn't 'The Players', then why the hell should we give a damn about his story?
So much this. Thank you, FuelDrop. I really think that quite a few storytellers I've had would rather write. That way silly players can't clutter their narrative. :)
On a side note: Why are elves so common on this list? What is it about them that makes people think they'll make a "Perfect" character? Damn arrogant pointy ears!
But... I thought the fantasy Vulcans were so thoroughly convinced of their awesomeness that they'd just logic everyone into agreeing. If all else fails, they nerve pinch and modify memory...
MagusJanus |
5 people marked this as a favorite. |
And here's a new one...
Current GM is taking a bit of a break due to a business trip. He secured a replacement.
The replacement is an aspiring PFS GM who wants us to try an AP via strict PFS rules. An AP. With people whose solution to a BBEG having a horde of minions is to hunt down a lich, cast the lich's phylactery into the Positive Energy Plane, and then blackmail the lich into building an undead army for them. A group currently planning to defeat the BBEG by trapping him inside a bag of holding with an uncorked decanter of endless water. A group where "orbital weapon" and "barbarian" are synonyms.
That poor, poor GM... He's so young! So naive! We're going to break him...
Freehold DM |
I translated that into a houserule that for every 20 you rolled on a crit (to hit and confirm rolls) you maxed one damage die.
So no snake eyes unless it was only a threat and not an auto hit.
Interesting, but my players would riot. I give out XP for crits and fumbles both survived and incurred while using the cards.
Freehold DM |
In a OWoD game we played a pack of werewolves. There are five auspices/jobs: ragabash/scout, theurge/shaman, philodox/judge, galliard/bard, and ahroun/fighter.
I played a judge off and on across several games. To be fair, it was my first character for White Wolf games. Any time he suggested "Hey, that's not really something a werewolf should be doing" he'd get in trouble.
In one instance, the DMPC guide took it on herself to be acting pack leader though she'd done nothing to earn the position, then took part in a ritual kill without making the appropriate sacrifices. The judge told her she was in the wrong, and she beat up the judge, no rolls allowed. The judge went to the local tribe for whom we were performing the ritual hunt, and his pack mates backed his story that she'd violated hierarchy, etiquette, and blasphemed a bit. What did the elders decide? TRIAL BY COMBAT!
In this system, it's an Attribute + Ability roll to determine successes. In a one on one duel, the judge was not allowed to use his Attributes, cutting his dice pools by more than half. The storyteller's reason? Well, in a duel the fighter is too close for your dexterity to play a roll in striking or dodging. I don't believe the DMPC had any such reduction of dice.
I hate DMPCs with a vengeance. Of course, I tend to think DMPC = Railroad now.
On a side note...
Dice Gods Salesman wrote:Dice Gods Salesman... I call bias. ;)lemeres wrote:shouldn't we all live by the luck of the dice?We should indeed, my friend. We should indeed.
LOVE OWOD WEREWOLF!!!!!!!
I'm familiar with similar rules for Dexterity in close combat for some OWOD games because of the intersection of player/rule stupidity in some places. Not accusing you of anything, but that might be why.
Freehold DM |
1 person marked this as a favorite. |
Jaelithe wrote:Fumbling, to me, should occur with far less frequency than does a critical hit ... but it should, on occasion, occur, especially at low levels.I enjoy natural 1's being an auto-miss, and that suffices for my need of 'fumbles'. I don't feel any urge to make things worse for characters than that.
*yawn*
Jaelithe |
TriOmegaZero wrote:*yawn*Jaelithe wrote:Fumbling, to me, should occur with far less frequency than does a critical hit ... but it should, on occasion, occur, especially at low levels.I enjoy natural 1's being an auto-miss, and that suffices for my need of 'fumbles'. I don't feel any urge to make things worse for characters than that.
Always good to step in for no purpose other than to be obnoxious.
Nicely done.
MagusJanus |
I really don't think it a good idea to "break" someone who is willing to GM. It is a really good way to ruin it for the person and that's another potential GM gone.
We're a highly-creative group that wouldn't even recognize thinking within the box if you showed it to us. GMs for our group are used to planning out only a few sessions of their campaign and then winging at least half of it because of the things we come up with.
PFS is a system where altering the AP really is discouraged, which generally has a set sequence of events, and where having to make up most of a campaign because the players did something you never even thought possible for people to come up with is most definitely not allowed.
So, yeah, we're going to break him. And not because we're trying to, but because our play style is so different from the style PFS is designed for.
Te'Shen |
LOVE OWOD WEREWOLF!!!!!!!
AWESOME!
...though we played more vampire than werewolf and more werewolf than mage, though I usually wanted that trend reversed.
We also had one storyteller who turned almost all vampire games into Vampions... to be fair, it was before we discovered Aberrant... or even Street Fighter.
I'm familiar with similar rules for Dexterity in close combat for some OWOD games because of the intersection of player/rule stupidity in some places. Not accusing you of anything, but that might be why.
I've got a decent chunk of books spread over a few editions, though I can't keep the editions straight anymore. If you mean the World of Darkness: Combat book... I don't think we had access to that one, and we never really wound up using it when we did. But please, point me in the direction where those crunchy bits are, if you would be so kind. I would like to educate myself.
Aranna |
6 people marked this as a favorite. |
Hmmm so many bad rulings so little time...
I have one: GM Sexist(GMS) once had me captured by orcs. Ok no fight to save myself, no chance to do anything, just captured by orcs... the dialog was something like
GMS- While you are shopping for a replacement shield a group of orcs surrounds you and captures you.
Me- Wait?! What?! I fight back and call for the guards.
GMS- NO. They knock you out cold when you start to call out.
Me- What?! You didn't even roll! I haven't even been...
GMS- I SAID NO. You are taken away from the city to the orcish compound.
Me- And the guards at the city gates just let them drag me off?
GMS- They just assume you are some drunken prostitute.
Me- In PLATE armor?!
GMS- I don't care what you are wearing. Now are you going to stop interrupting the story and let me finish?!
Me- ... {stunned silence}
Other players- laughing or shifting uncomfortably.
---
Later he refused to let me pick the lock of my shackles with a makeshift lock pick because "You have to wait to be rescued by the others."
---
Bad rulings:
1- No chance to notice a bunch of orcs closing in around me.
2- No chance to resist being grappled and pinned.
3- No initiative needed.
4- No need to roll to knock me out.
5- No chance to take a free action (call out).
6- No chance anyone in town would have stopped or questioned a bunch of orcs dragging off an unconcious human girl.
7- No challenge by the guards about the blatant abduction going on right at the gates.
8- People in his world assume Plate armor is what prostitutes wear.
9- Women trained in picking locks forget this skill as long as someone is coming to rescue them.
oh and 10- Women somehow have a paranormal ability to sense when people are coming to rescue them.
Adjule |
3 people marked this as a favorite. |
Adjule wrote:I really don't think it a good idea to "break" someone who is willing to GM. It is a really good way to ruin it for the person and that's another potential GM gone.We're a highly-creative group that wouldn't even recognize thinking within the box if you showed it to us. GMs for our group are used to planning out only a few sessions of their campaign and then winging at least half of it because of the things we come up with.
PFS is a system where altering the AP really is discouraged, which generally has a set sequence of events, and where having to make up most of a campaign because the players did something you never even thought possible for people to come up with is most definitely not allowed.
So, yeah, we're going to break him. And not because we're trying to, but because our play style is so different from the style PFS is designed for.
Then might I suggest you just put the game on hiatus until your GM is back from his business trip, or one of you step up to the GM plate and take on the responsibility of running a game instead of "breaking" some poor shmuck who has the displeasure of GMing for people who can't seem to reign themselves in for a new guy?
Might help in keeping the game alive, as well as not obliterating the GMing spark in another person.
Rysky |
1 person marked this as a favorite. |
Hmmm so many bad rulings so little time...
I have one: GM Sexist(GMS) once had me captured by orcs. Ok no fight to save myself, no chance to do anything, just captured by orcs... the dialog was something like
GMS- While you are shopping for a replacement shield a group of orcs surrounds you and captures you.
Me- Wait?! What?! I fight back and call for the guards.
GMS- NO. They knock you out cold when you start to call out.
Me- What?! You didn't even roll! I haven't even been...
GMS- I SAID NO. You are taken away from the city to the orcish compound.
Me- And the guards at the city gates just let them drag me off?
GMS- They just assume you are some drunken prostitute.
Me- In PLATE armor?!
GMS- I don't care what you are wearing. Now are you going to stop interrupting the story and let me finish?!
Me- ... {stunned silence}
Other players- laughing or shifting uncomfortably.
---
Later he refused to let me pick the lock of my shackles with a makeshift lock pick because "You have to wait to be rescued by the others."
---
Bad rulings:
1- No chance to notice a bunch of orcs closing in around me.
2- No chance to resist being grappled and pinned.
3- No initiative needed.
4- No need to roll to knock me out.
5- No chance to take a free action (call out).
6- No chance anyone in town would have stopped or questioned a bunch of orcs dragging off an unconcious human girl.
7- No challenge by the guards about the blatant abduction going on right at the gates.
8- People in his world assume Plate armor is what prostitutes wear.
9- Women trained in picking locks forget this skill as long as someone is coming to rescue them.oh and 10- Women somehow have a paranormal ability to sense when people are coming to rescue them.
Mental images of prostitutes in plate now occupying my mind aside, I assume you didn't game with this GM for long?
MagusJanus |
MagusJanus wrote:Adjule wrote:I really don't think it a good idea to "break" someone who is willing to GM. It is a really good way to ruin it for the person and that's another potential GM gone.We're a highly-creative group that wouldn't even recognize thinking within the box if you showed it to us. GMs for our group are used to planning out only a few sessions of their campaign and then winging at least half of it because of the things we come up with.
PFS is a system where altering the AP really is discouraged, which generally has a set sequence of events, and where having to make up most of a campaign because the players did something you never even thought possible for people to come up with is most definitely not allowed.
So, yeah, we're going to break him. And not because we're trying to, but because our play style is so different from the style PFS is designed for.
Then might I suggest you just put the game on hiatus until your GM is back from his business trip, or one of you step up to the GM plate and take on the responsibility of running a game instead of "breaking" some poor shmuck who has the displeasure of GMing for people who can't seem to reign themselves in for a new guy?
Might help in keeping the game alive, as well as not obliterating the GMing spark in another person.
We rotate GMing among group members and normally never let new people GM at first. Not until they've gotten used to the insanity. The GM headed out of town knows this, and in fact helped set the standards up.
I also already emailed the PFS-wannabe. He insists he can handle it and revealed he's been GMing since 4E. That's how I know how young and naive he is.
So what we have is two GMs making bad calls. So the rest of the group is willing to let it happen.
Aranna |
3 people marked this as a favorite. |
Aranna wrote:Mental images of prostitutes in plate now occupying my mind aside, I assume you didn't game with this GM for long?Hmmm so many bad rulings so little time...
I have one: GM Sexist(GMS) once had me captured by orcs. Ok no fight to save myself, no chance to do anything, just captured by orcs... the dialog was something like
GMS- While you are shopping for a replacement shield a group of orcs surrounds you and captures you.
Me- Wait?! What?! I fight back and call for the guards.
GMS- NO. They knock you out cold when you start to call out.
Me- What?! You didn't even roll! I haven't even been...
GMS- I SAID NO. You are taken away from the city to the orcish compound.
Me- And the guards at the city gates just let them drag me off?
GMS- They just assume you are some drunken prostitute.
Me- In PLATE armor?!
GMS- I don't care what you are wearing. Now are you going to stop interrupting the story and let me finish?!
Me- ... {stunned silence}
Other players- laughing or shifting uncomfortably.
---
Later he refused to let me pick the lock of my shackles with a makeshift lock pick because "You have to wait to be rescued by the others."
---
Bad rulings:
1- No chance to notice a bunch of orcs closing in around me.
2- No chance to resist being grappled and pinned.
3- No initiative needed.
4- No need to roll to knock me out.
5- No chance to take a free action (call out).
6- No chance anyone in town would have stopped or questioned a bunch of orcs dragging off an unconcious human girl.
7- No challenge by the guards about the blatant abduction going on right at the gates.
8- People in his world assume Plate armor is what prostitutes wear.
9- Women trained in picking locks forget this skill as long as someone is coming to rescue them.oh and 10- Women somehow have a paranormal ability to sense when people are coming to rescue them.
Yes and no. This guy had an amazing creativity. And he did get justice in a very poetic sense. I didn't stop after that game but I did quit later along with several others.
Oh and the justice? He ended up marrying a woman who controls his whole life and refuses to let him game, spend more than a few hours a week with friends, or drink ANY alcohol.