Tiny Coffee Golem |
The situation is that I've got some enthuasric players who are new to Pathfinder. I came up with this idea to give them certain booms/rewards for good role playing or just whenever I fee like it. Basically I want to give them some one time use abilities on index cards that teach them about certain mechanics. Ideally it should have a clever name to increase the incidents memorability and incorporate some game mechanic to teach them about. So far I have two, but would like to invite the community to brainstorm more. Keep in mind these are one time use "powers" and as such they can be a little powerful, but not ridiculous.
1) Armor of plot: plus or minus 10 to any dice roll. Can be used as an immediate action
- opens a discussion about round mechanics
2) Clever Girl: +2d6 sneak attack. Must be a valid target for sneak attacks.
- opens discussion for what is and is not a valid target
Name ideas without mechanics yet:
- smoke on the horizon - perhaps something about distance penalties
- ''tis but a scratch - discussion about HP being an abstract idea
-can I eat that? - survival and food maybe?
Redblade8 |
Ohh, something about the differences between spells, SLA, and supernatural abilities. Maybe a singe round antimagic field?
Before going full-on antimagic field, I'd consider providing a hefty bonus to spells & SLAs (but not supernatural abilities). "Watch the breath," or somesuch.
How about a boon that lets you more rapidly draw/stow an object? I was trying to coe up with a good Waco Kid (Blazing Saddles) reference for that one, but I'm stumped.
Sagiso |
Honestly, the idea is kinda interesting, but if the players are new I personally think it would be better to just let them learn by playing the classes that utilize the mechanics or playing alongside classes that uses them. Stopping play to discuss mechanics in the middle of a game because someone wanted to play a card might end up acting as a deterrent against using those cards in the future simply because of the game-halting property.
If you want them to see sneak attack in action and none of them have it, put a rogue NPC alongside them for a few sessions, same with other classes. Then they'll get a better and more consistent appreciation for what those classes can do and how the abilities and mechanics works.
Tiny Coffee Golem |
Honestly, the idea is kinda interesting, but if the players are new I personally think it would be better to just let them learn by playing the classes that utilize the mechanics or playing alongside classes that uses them. Stopping play to discuss mechanics in the middle of a game because someone wanted to play a card might end up acting as a deterrent against using those cards in the future simply because of the game-halting property.
If you want them to see sneak attack in action and none of them have it, put a rogue NPC alongside them for a few sessions, same with other classes. Then they'll get a better and more consistent appreciation for what those classes can do and how the abilities and mechanics works.
I'm actually going to do both. The cards are as much a reward for good role playing, as opposed to just roll playing, as they are a teaching tool. Plus the card mechanic can take effect then we'll talk about the details after combat or when they earn the card, not during the combat round.
Tiny Coffee Golem |
Tiny Coffee Golem wrote:Ohh, something about the differences between spells, SLA, and supernatural abilities. Maybe a singe round antimagic field?Before going full-on antimagic field, I'd consider providing a hefty bonus to spells & SLAs (but not supernatural abilities). "Watch the breath," or somesuch.
How about a boon that lets you more rapidly draw/stow an object? I was trying to coe up with a good Waco Kid (Blazing Saddles) reference for that one, but I'm stumped.
6) Excuse me while I whip this out: one use of quick draw feat
- drawing a weapon as a move action etc discussionP.s. This group will appreciate the risqué humor of the name.
Regarding SLA: maybe spell resistance X for one round?
Sagiso |
Alright, since we've gotten that out of the way I'm gonna roll up my sleeves and (according to my play groups) do what I do best. Namely terrible puns.
"Just roll with it"
Add a numerical bonus to tumbling to get through an enemy's space.
"SHUT UP! I'm trying to impose zen!"
For your concentration check needs, though there's a bunch of different things that can affect concentration so like grapple you might need more than one card for that.
The card for grappling would be at least a A4 format page big, so yeah, you're going to need to staple something to that one. Maybe make a few cards relevant to the mechanic like escaping a grapple, maintaining it and the oddity about your opponent still being able to attack when you're grappling... I've honestly never really gotten the hang of that mechanic myself.
"Out of sight, out of mind?"
A card about concealment perhaps? You could make a variety depending on if it's partial or total cover. Not to mention miss chances from blur or invisibility.
"The beebee gun"
Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time.
"In over your head"
The deadliest thing in D&D/PF is without a question mundane water. Here's a one-time use of water breathing. Learn to fear the element. Not respect it. FEAR it.
Tiny Coffee Golem |
I do love puns and movie references. You've given me some ideas.
7) You're damaging my calm: +5 concentration check bonus when taking damage
8) Shut up Im trying to impose Zen: +5 concentration check bonus when a spell is interrupted
9) Just roll with it: uncanny dodge as a 4th level rogue
10) fear the abyss: hold breath an extra 5 rounds longer than normal
Tiny Coffee Golem |
"These boots were made for walking"
Woodland stride for a (few) round(s) to deal with difficult terrain."Good thing you're not a paladin"
Lessening fall damage/landing prone because of it.
I like this. You're inspiring some good ideas. Hope you don't mind if I make them my own.
12) dance with the devil: ignore difficult terrain for one round
13) good thing you're not a paladin: treat all faking damage as if a 1 was rolled on all damage dice
14) dance with the devil: one free 5' step when actively engaged in melee
15) sniper sniper: ignore one ranged weapon Incriment
PossibleCabbage |
I use a variant of the Death Flag rule from Ryan Stoughton's "Raising the Stakes".
Which is to say that player characters are normally immune to death; upon being reduced to 0 HP they are knocked out of the fight but will recover with treatment afterwards. However, players have a pool of hero points they can use for a variety of things (rerolls, extra actions, etc.) The points are given at the start of a session.
If a player feels their character is in a life or death situation, they can "raise the death flag"- which instantly gives them 6 hero points, but makes them eligible for death in the conventional way until they lower the flag by repaying those 6 hero points.
Tiny Coffee Golem |
I use a variant of the Death Flag rule from Ryan Stoughton's "Raising the Stakes".
Which is to say that player characters are normally immune to death; upon being reduced to 0 HP they are knocked out of the fight but will recover with treatment afterwards. However, players have a pool of hero points they can use for a variety of things (rerolls, extra actions, etc.) The points are given at the start of a session.
If a player feels their character is in a life or death situation, they can "raise the death flag"- which instantly gives them 6 hero points, but makes them eligible for death in the conventional way until they lower the flag by repaying those 6 hero points.
Kinda neat for a house rule. It gave me an idea for the cards idea.
19) merely a flesh wound: when a player would otherwise die they instead stabilize at -5 HP
Tiny Coffee Golem |
NO.
If the card that deals with swarms isn't, "They're huge and they're sting-crazy!", then this entire project is pointless. :)
""The beebee gun"
Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time."I haven't figured out how to quantify a swarm card yet. I'm open to ideas.
Smallfoot |
""The beebee gun"
Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time."I haven't figured out how to quantify a swarm card yet. I'm open to ideas.
Offense - a version of Vomit Swarm
Defense - melee weapons damage swarm or one-shot Burning Hands. Or if you want to go very light, the PC "discovers" an Alchemist Fire in his pack.
Tiny Coffee Golem |
Tiny Coffee Golem wrote:
""The beebee gun"
Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time."I haven't figured out how to quantify a swarm card yet. I'm open to ideas.
Offense - a version of Vomit Swarm
Defense - melee weapons damage swarm or one-shot Burning Hands. Or if you want to go very light, the PC "discovers" an Alchemist Fire in his pack.
I'm trying to avoid blatant displays of magic. I'd like these things to seem like they just got extraordinarily lucky from the PCs perspective. I try to only use magic spells for the mechanic.
Pizza Lord |
I know you want luck and circumstance, but here's a few with blatant magic too, in case anyone else reading your Thread needs ideas.
"We're/You're gonna need a bigger boat." - Enlarge person or mass, enlarge person on party.
"I attack the darkness!" - Magic missile CL 5.
"Hello darkness, my old friend." - Darkness
"Say 'hello' to my little friend!" - Summon monster, one rather large monster, like a bull, buffalo, or elephant.
"Khaaaaaan!" - +10 to Bluff checks for lies and cons.
"Shaken... not stirred" - Cause fear or intimidate check +5 to demoralize.
"I know kung-fu." - Improved Unarmed Strike for 1 round or magic fang if they have IUS.
"There can be only one." - Automatically confirm critical or deal 1d6 electrical damage per crit multiplier after hitting.
Matt2VK |
I'm a ninja! - +10 Stealth check when hiding behind cover.
Take that! - +2 to hit with a OA when a creature moves through a square you threaten.
Duck! - Do not suffer the -4 penalty with a ranged attack while shooting a target in melee. You still suffer the -4 penalty if you are blocked from being able to target all four of your targets corners of the square he's in.
Pizza Lord |
"Inconceivable!" - +5 on an Int-based check or re-roll a natural 1 or any poison save.
"I'm on the Brute Squad." - Unarmed damage increases by one size category and you count as one size larger for combat maneuvers when it would benefit you for 1 minute.
"I am the Dread Pirate Roberts!" - +5 circumstance bonus on Disguise and Intimidate for 1 minute and a successful demoralize causes opponents to flee as though frightened.
"My name is [PC name here]. You killed my father. Prepare to die." - Gain benefit of Die Hard feat and 10 temporary hit points for 1 minute.
"As you wish." - +5 on next Charisma-based check against the opposite sex.
Tiny Coffee Golem |
"Inconceivable!" - +5 on an Int-based check or re-roll a natural 1 or any poison save.
"I'm on the Brute Squad." - Unarmed damage increases by one size category and you count as one size larger for combat maneuvers when it would benefit you for 1 minute.
"I am the Dread Pirate Roberts!" - +5 circumstance bonus on Disguise and Intimidate for 1 minute and a successful demoralize causes opponents to flee as though frightened.
"My name is [PC name here]. You killed my father. Prepare to die." - Gain benefit of Die Hard feat and 10 temporary hit points for 1 minute.
"As you wish." - +5 on next Charisma-based check against the opposite sex.
I love all of these.
Pizza Lord |
"Boards... don't hit back." - +2 damage with wooden weapons for 1 minute.
"Wax on. Wax off." - +1 deflection bonus for 1 minute.
(Japanese accent) "This [taps heart] say you brave. This [taps medal] ... say you lucky." - +2 luck bonus vs morale effects.
"Sweep the leg." - swift action trip attempt.
"If it bleeds... we can kill it." - Cause bleed 2 on next successful attack this round.
"Klatu! Berata! Nuh_hic[cough-cough_cough]. There! I said the words!" - +5 to next Use Magic Device for command word items.
roguerouge |
If you want to do something like this, Plot Cards and Background Cards are products that allow you to do it and have a lot of flavor, as the player has to describe what they're proposing and you as a GM can decide if it fits the narrative or if you want to tweak it. It's less mechanical and allows for a sense of collaboration on narrative within reason and the Background Cards build character (example: a jailed paladin can access disable device skill by playing a card, but now has to describe what in his past gave him the training to use that skill).