| Arcasus |
I’m running the ROTRL adventure path modified(expanded the skinsaw murders) and we are getting a new player. He wants to play a half orc fighter that thinks he is a rogue. For example he walks up to a door to lock pick it but with his strength he just break the lock off and says to the party” no one heard that we are fine” . He’s big into role play and not worried about combat too much. My concern is once we get to the giants I know combat is going to be a bit harder. Does anyone have any ideas of how to make this build viable for combat but still fun for him to role play ? He will be level 7 and he mentioned wanting to use a one handed weapon. I’ve looked at the sword and board builds but I’m not sure that’s the route he wants.
I’ve been looking at a falchion for his weapon and feats such as power attack, weapons focus, weapon focus & greater , improved critical and maybe deadly stroke. Traits toothy and fey thoughts.
Arc
Syries
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I agree. I think slayer would be perfect for him. More skill points and just as much ability in melee as a fighter. It’s not super optimal but to go with a rogue-ish theme mixed with brute he can take the twf ranger combat style feats as slayer talents. And he would get trapfinding too. You can definitely flavor “picking locks” as twisting the handle off with a disable device check. That’s the best part of fantasy games.
| JiaYou |
| 1 person marked this as a favorite. |
If you give him the Chain Fighter alternate racial trait, he gets EWP spiked chain. Then Chain Mastery+Dance of Chains, he's got a one-handed weapon that can be used at reach. You could roleplay the chain constantly dragging on the ground while he's skulking around a hideout or dungeon.
"I don't know how they knew we were coming!!!"
| Arachnofiend |
This reminds me of a story I read once about a guy who did a similar thing. He just pumped his charisma as high as he could and rolled Intimidate for his "stealth" checks: any time someone spotted him, he'd give them the evil eye and say "you do not see me".
YMMV if this would continue to be funny over the course of an entire adventure path, but it's an amusing thought.
| Slim Jim |
| 2 people marked this as a favorite. |
Slim Jim wrote:Haha that’s so evil XD XDQuote:For example he walks up to a door to lock pick it but with his strength he just break the lock off and says to the party” no one heard that we are fine” .Don't coddle this. Roll his horrible Stealth check to alert every monster in the dungeon.
"My guy deliberately does stupid stuff because I think it's funny!" is a mentality that's tolerable for a little while, but it's a bad habit that needs to broken:
GM: "The rotted door explodes in a cloud of splinters and the lock you were crowbarring goes flying into the room and smashes into old shards of pottery. For a moment, there's silence, then you hear a single howl, then a few growls from farther away, then drums in the deep. Yes, let's go with that: 'drums in the deep'. Boom-boom-boom...."
(Everything goes Khazad-dûm pear-shaped three rounds after that, and skedaddling or TPK are the two and only two immediately apparent diametric options. Sometimes you go down the well. and sometimes the well barfs all over you because you're dumb,)
GM: "Show of hands for TPK? ...Ah hah. Anyway, you manage to shoot-and-run like hell for what seems like hours and only barely get away, and with nothing to show for it save wounded pride. Everyone is thoroughly fatigued by the time you make it to the nearest town, and the spellcasters are down to only 2nd-level spells."
PCs: "Wait, but...."
GM: "....you'd like to camp in the woods and give your hundreds of pursuers a chance to catch up and ambush you in the middle of a moonless night?"
PCs: 0_o
GM: "Very well then, after reaching a collective decision not to be eaten, you survive 'til morning...." (segue into different adventure hooks for the session)
| Arachnofiend |
| 2 people marked this as a favorite. |
Ryze Kuja wrote:Slim Jim wrote:Haha that’s so evil XD XDQuote:For example he walks up to a door to lock pick it but with his strength he just break the lock off and says to the party” no one heard that we are fine” .Don't coddle this. Roll his horrible Stealth check to alert every monster in the dungeon."My guy deliberately does stupid stuff because I think it's funny!" is a mentality that's tolerable for a little while, but it's a bad habit that needs to broken:
GM: "The rotted door explodes in a cloud of splinters and the lock you were crowbarring goes flying into the room and smashes into old shards of pottery. For a moment, there's silence, then you hear a single howl, then a few growls from farther away, then drums in the deep. Yes, let's go with that: 'drums in the deep'. Boom-boom-boom...."
(Everything goes Khazad-dûm pear-shaped three rounds after that, and skedaddling or TPK are the two and only two immediately apparent diametric options. Sometimes you go down the well. and sometimes the well barfs all over you because you're dumb,)
GM: "Show of hands for TPK? ...Ah hah. Anyway, you manage to shoot-and-run like hell for what seems like hours and only barely get away, and with nothing to show for it save wounded pride. Everyone is thoroughly fatigued by the time you make it to the nearest town, and the spellcasters are down to only 2nd-level spells."
PCs: "Wait, but...."
GM: "....you'd like to camp in the woods and give your hundreds of pursuers a chance to catch up and ambush you in the middle of a moonless night?"
PCs: 0_o
GM: "Very well then, after reaching a collective decision not to be eaten, you survive 'til morning...." (segue into different adventure hooks for the session)
Or alternatively, if the GM isn't an absolute douche, they speak with the player prior to the campaign beginning about feeling like this gag will get old quickly and to consider something else.
| Slim Jim |
| 2 people marked this as a favorite. |
Or alternatively, if the GM isn't an absolute douche, they speak with the player prior to the campaign beginning about feeling like this gag will get old quickly and to consider something else.
It's either D&D or it's cheeseball. Cheeseball doesn't have consequences, D&D does. So, I would argue it's better to play it out at least once than to take a player aside to insist that his funny play style is impractical or unwanted just because you said so. --It doesn't have to be as embellished as I described in my last post; you just move thirty minis onto the map, with successive mass waves of bigger and badder behind (having a little fun as big monsters start slaughtering little ones in front who are blocking them), and the PCs clue in fast and leave (I'd be careful not to outright kill anybody during such a "demonstration"). IRL game-play, this will take much less time and be less stressful than dragging a player aside and berating them over nogoodwrongthink.
Experienced GMs nip silliness in the bud reflexively with "Are you really sure you want to that?" -- that universal warning that everyone comes to recognize by rote, and it's what the player should hear before his PC does as described in the OP. "Are you really sure you want to that?" delivered over the table prompts your other players to suddenly perk up and initiate dissuasive arguments of their own, leaving you, the GM, in the clear as a neutral arbiter of in-game reality.
| Tarik Blackhands |
In the sense there's consequences to actions?
I mean, the whole ruthlessly murderous GM is thankfully an artifact of classic DnD at this point but on the other hand just letting the players get away with anything because its funny/might hurt their feelings otherwise isn't much of a better paradigm in my mind.
Do a stupid thing, get a stupid result. The palace guards don't just call the rogue who randomly crossbowed the king mid quest briefing a lovable scamp and pat him on the back after all.
Sure effectively booting open the door isn't that level of dumb, but the bare minimum consequence of "this might alert the local baddies" doesn't seem that beyond the pale and yeah, if you do that in the Mines of Moria, don't be shocked if you alert the Balrog and his goblin army.
| Dave Justus |
| 3 people marked this as a favorite. |
There are lots of ways to play. Any of them can be fun. I even enjoy the classic murderous GM games from time to time.
Playing one way with a group that prefers a different style is usually not successful. If the group prefers a serious tactical game, a new player bringing a clown to the party is unlikely to be successful, possibly destroying the game or even friendships.
When a new player joins, it is his responsibility as a player to create a character that will work with the other characters and that the other characters would want to have in the party. It is the GMs job to make sure the player understands what sort of game it is, and what will work. With a reasonable level of maturity by all involved this should be relatively painless.
Making a character that they 'want' is of course good, but if that character wouldn't fit with the party or the way the group wants to play, then the needs of the many outweigh the needs of the few.
| Derklord |
| 3 people marked this as a favorite. |
In the sense there's consequences to actions?
Do a stupid thing, get a stupid result.
The problem is that it's not a "Do a stupid thing, get a stupid result." situation, but rather a "only after playing for a while do you experience that your entire 'character concept' will get your character removed from the party".
Because unless the other players are not roleplaying at all, after the second time the Fighter does that, the party will say "you don't get to touch a lock every again", and the 'character concept' immediately stops working.
Something oft-forgotten by followers of extremish roleplaying is that you're playing a member of an adventuring party. If you're incompetent, unable to work in a team, or mortally afraid of something an adventurer has to face often, you are not actually roleplaying well, because your character is a caricature (which is why I put the scare quotes around 'character concept').
He wants to play a half orc fighter that thinks he is a rogue.
rogue (plural rogues)
1. A scoundrel, rascal or unprincipled, deceitful, and unreliable person.2. A mischievous scamp.
3. A vagrant.
I don't see anything incompatible with "fighter".
Or does the player wants a Fighter that thinks himself a Rogue? If that's the case, "He’s big into role play" cannot be true, because he's focussing on a purely mechanical out-of-universe thing. The class has nothing to do with the (non-game-term) character type, and the Rogue class is indeed a bad choice to play a rogue.
If the player's interested in a strength based pure martial who's good at skills, that can be done. Even as a Fighter, although I presume that as usual, the player only thinks that he needs to play that class to fulfill his character concept, even though a different class may be a much better fit.
If the player wants to play a braggadocious idiot who constantly endangers the party due to his arrogance, you should veto that, because it's extremely likely to ruin everyone's fun.
| Tarik Blackhands |
| 1 person marked this as a favorite. |
Tarik Blackhands wrote:In the sense there's consequences to actions?
Do a stupid thing, get a stupid result.
The problem is that it's not a "Do a stupid thing, get a stupid result." situation, but rather a "only after playing for a while do you experience that your entire 'character concept' will get your character removed from the party".
Because unless the other players are not roleplaying at all, after the second time the Fighter does that, the party will say "you don't get to touch a lock every again", and the 'character concept' immediately stops working.
Something oft-forgotten by followers of extremish roleplaying is that you're playing a member of an adventuring party. If you're incompetent, unable to work in a team, or mortally afraid of something an adventurer has to face often, you are not actually roleplaying well, because your character is a caricature (which is why I put the scare quotes around 'character concept').
Eh, it's not utterly impossible for the party to keep such a "locksmith" around without immediately exiling his rear, chief being there isn't anyone with disable device ranks (or knock) and so the Big Dumb Barbarian Special is all they got. Or it only gets whipped out for those doors that are getting a SWAT style breach and clear.
(For the record I'm in general agreement that gag characters like this tend to have very little staying power before the gimmick gets old in general but that's neither here nor there and ultimately group dependent)
| Lucy_Valentine |
| 1 person marked this as a favorite. |
Why not talk it over with all your players together? Maybe offer to set up a couple of "lucky escapes" while the party talk things over with the new guy IC and explain that he isn't allowed to open any more doors?
I mean, does he want to roleplay a liability who gets everyone killed, or does he want to roleplay a guy who doesn't know what he's doing and needs to learn on the job? Because the latter seems like it could be fun for other players, and the former seems less so, but ultimately that's for them to say.
| Meirril |
Quote:For example he walks up to a door to lock pick it but with his strength he just break the lock off and says to the party” no one heard that we are fine” .Don't coddle this. Roll his horrible Stealth check to alert every monster in the dungeon.
So some orc + crowbar + hammer is louder than Firearms? I'm all for pulling more than one encounter at a time, but no need to be a drama queen because someone isn't doing it the 'right' way.
Especially since that stealth check gets a +1 for every 10' and if the walls are 5' thick you shouldn't hear anything through them. And a closed dungeon door is going to give what kind of modifier? +5? +10? There are reasons monsters don't react to normal combat in the next room over.
| Meirril |
| 2 people marked this as a favorite. |
It is also possible that our orc 'rogue' will impove his gear over time and learn a little finesse. Like buying a set of adamantine carving tools and picking up Engineering. Now he doesn't bother with locks, he attacks hinges and carves holes around locks to avoid them. It takes longer but he's effectively just busting holes in things to avoid locks and traps. If he runs into a adamantine vault door, he'll probably try to carve a hole through the vault wall instead of the door. Or is the entire vault made of adamantine?
Considering there is an entire Alchemist build that specializes in busting locks with acid, and a Gunslinger deed to shoot locks, this isn't exactly outside of the rules at all.
| ekibus |
Wow this sorta side tracked huh? Anyways this is a copy and paste from a previous post for a sword and shield slayer. Personally I liked the suggestion that he uses disable device to break the lock and gear would help. Slayer is still a nice idea so he could becoming more roguish instead of just thinking he is.
My way would be: (Assuming human) Traits reactionary and shield -trained
Level 1: Improved shield bash and power attack. Mainly you do not have two weapon fighting yet so power attack is nice to have at level 1 (I know goes against what others are saying but humor me)
Level 2: Ranger combat: Two weapon fighting
Level 3: shield Focus
Level 4: Tough call you get a slayer talent could go combat trick but I
would probably wait and get trap finding
Level 5: Is kind of misc to me..Accomplished sneak attack or Iron will
Level 6: Ranger combat and shield master..if you put the favored bonus towards a extra slayer talent take combat trick and then Stumbling Shield.