PFS 06-10 Tier 1-2 The Wounded Wisp SESSION ID 189   START DATE 10-06 Event ID 236 Discussion


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Grand Lodge

Female Sylph (1.0Ranger) | HP10/10 | AC15; TAC13; FF12 | F1; R6; W1 | CMB0; CMD14|SPD 35 |ATK: Longbow +5 (1d8) Ranger (falconer) 1

it wouldn't let me change it through my paizo account. it said "that username is already in use in the messageboards." i will just try to remember to change it but you might see me post as dlaffoon (I have the same avatar picture)

Grand Lodge

Male Human Hunter 1 | hp 11 | AC 14 T 12 FF 12 | CMD 14 | F +4 R +4 W +2 | Spd 30' | Init +2 | KnGeo +5, KnNat +8, Perc +6, SensM +2 |
GM Emmjay from gameplay wrote:
The chasm is far enough across that jumping would be foolish at best, and deep enough that a fall would hurt, but probably not kill, anyone.

So the map with the 2.5-foot gap at either end is incorrect? How far is the jump then ('foolish' for a lame halfling oracle in full plate might be child's play for an enlarge ifrit acrobat with Running and Dash)? How long are the balance boards? Is there anything else that is different? Inquiring minds and all that.

Grand Lodge

03-01 Frostfur Captives

How about, because I want to, and feel like it as GM to add a sense of dread for falling, always have the first person to try to jump fail? You all got cocky in the Wisp talking to other NPC's thinking that this would be an easy run, this dispels you of that myth that this 'fetch' scenario is anything but. Instead of making a stink out of it, enjoy the event. You know, because as GM I have that authority. And, because you, at best, will take 1d6 damage, and unless you are really lucky, won't get knocked out. As an Evergreen scenario, GM's have been given a bit of latitude on how they are run, even offered different paths and choices. I am making one....

How about, you don't like it? Quit.

Grand Lodge

Male Human Hunter 1 | hp 11 | AC 14 T 12 FF 12 | CMD 14 | F +4 R +4 W +2 | Spd 30' | Init +2 | KnGeo +5, KnNat +8, Perc +6, SensM +2 |

Crikey:
Okay, I deserve some of that for being facetious, but if you want to run this adventure for Pathfinder Society credit you do need to use the maps provided and run the game as mechanically written. There are some pretty clear rules for jumping over things.

Grand Lodge

Male Human Hunter 1 | hp 11 | AC 14 T 12 FF 12 | CMD 14 | F +4 R +4 W +2 | Spd 30' | Init +2 | KnGeo +5, KnNat +8, Perc +6, SensM +2 |

Well then I guess you are removing me because (spoilers!)....:
GM Emmjay wrote:

First off, in the scenario it isn't even refereed to as a 'gap' in a jump sense. Jumping across isn't even given as an option, no DC, no nothing. It is listed as a TRAP, and has trap rules listed.

So, drop it at this point. Bring up any further complaint about this group and how I am running a scenario, I will remove you from the group.

I don't have any complaints about the group. I have an honest complaint about this ruling.

Ierwin was specifically not taking the 'jury-rigged walkway'. And not because of Player knowledge. Ierwin, scamp that he is, jumps around a lot--often on the backs of crocodiles. And even if he had triggered the 'trap' the boards would have snapped (no reset, I own this module too).

The gap is just a feature on the map that has rules attached to it, like trees that provide cover, stairs that are difficult terrain, chairs that could be used as improvised weapons and so on. The rules are usually not listed for these items either, yet folks know they can climb a big enough tree and get cover from hiding behind it. This is just a narrow gap. Heroes jump those all the time. It is not a wall.

I don't want to argue about this, it detracts from my time and fun, and makes folks shift in their seats uncomfortably, and beyond that--it is only 5 hp, but if every ruling is going to be like this, and not grounded in actual rules, I would rather not stay.

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