MrCharisma |
Also spells.
I'm not used to playing a full 9th level caster, but I'm playing a cleric in our Kingmaker game. Not only am I a full caster, but I have access to every spell on the list, so when someone asks: "Do you have anything you could use to help with this?" I spend half the session looking through lists of spells to see what's available.
Gyre Glenross |
Lesser restore ability damage, normal restore ability drain, grater restore negative level
Normal Restoration will restore one negative level, for 1000 gold pieces worth of diamond dust; usable once per week. Greater Restoration will restore _all_ negative levels but requires 5k diamond dust.
* * * *
MrCharisma, I'm with you on Clerical spells (Gyre just made level 11). I take Water Walking and Water Breathing anytime we're near ships, and don't otherwise.
Rennaivx |
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Concentration and spell resistance checks. Literally every time. The sorcerer in my game finally broke down and scribbled the equations on the side of her sheet because she was tired of waiting for me to dig it out every session. And I mean every session, because we're in a high-level game right now where every. single. thing has spell resistance.
Arachnofiend |
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Benefit of playing online is that I can have a half dozen tabs open ready and waiting to search for whatever I need to remember in the moment without anyone having to wait for me to flip through the book.
This is useful because if left up to my own devices I can't remember numbers of any sort. Concentration checks, condition modifiers... It all vanishes from my brain the moment it's no longer immediately important.
Taudis |
I would have ignored them but my players like the little nitpicky rules and start to really question things like when I let the Human see down the 60ft hall with just Light. They monitor their own carrying capacity, too, and consider Ant Haul a key spell. *shrugs* Not the worst problem to have.
Lighting rules are actually pretty brutal, and significantly raise the value of Darkvision and Low-Light. I don't personally like them but they really shift how the game plays out in an interesting way. Ignoring them definitely makes for a very different Pathfinder.
Taudis |
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The lighting rules aren't that bad until you realize that a human standing in a large dark room can't see a lit torch 50 feet away, much less the person holding it.
The ruling that you can't see through darkness is pretty specifically about Darkness (and its other spell/spell-like variants) and not a lack of light. Darkness interacts with non-magical light differently than darkness. The effectively blinded rule in the Vision and Light section of the CRB isn't actually blinded (thus the use of effectively) - it is likely intended to refer to your vision with regards to the area of darkness and not a lit area nearby. I know you can RAW your way to the conclusion that you can't see through/out of non-magical darkness but that doesn't always mean you should. PF breaks down pretty fast if you go RAW doggin around.
Warped Savant |
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The two that I'm the worst at:
1) Concentration/casting defensively (specifically, d20 roll + caster level + ability mod? No ability mod? I dunno... look it up. And yes, it's d20 + CL + ability mod)
2) If SLA provoke AoO (Yes, they do)
(And then other things like spells, conditions, carrying capacity, anything on a chart, etc.)
ryric RPG Superstar 2011 Top 32 |
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XP Tables, if we're not using milestone leveling. What? They aren't an easy progression like 3.X.
Rules for the APG combat maneuvers when they come up.
There are some universal monster rules I feel like I have to reread every time - whirlwind comes to mind.
Concentration DCs except for defensive casting.
A lot of the more uncommon skill check DCs, especially for PC actions not anticipated in the adventure using things like Fly or Ride.
I'm assuming "looking up monster stats" as a GM doesn't count.
Cevah |
Things like weight capacity and XP tables may need to be looked up, but only between sessions when permanent changes occur. The druid has a given capacity normally, and has several choices of size and body form. A small cheat sheet suffices to handle this. Add in the standard buffs used, and the cheat sheet gets a little longer. For XP, you only need to look it up after you just leveled.
Spells, now, that is harder. I use a spreadsheet where I rate spells as never-use or maybe-use. I then hide the never-use and have a short list. As this list also has the short form of the description, I can usually quickly scan the list.
/cevah
Gilfalas |
The Intimidate skill. That vexes me. Aggravates me. Infuriates me.
Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.
Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.
blahpers |
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DungeonmasterCal wrote:The Intimidate skill. That vexes me. Aggravates me. Infuriates me.Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.
Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.
Have pity. She has to juggle a lot more stuff than you do.
SunKing |
Gilfalas wrote:Have pity. She has to juggle a lot more stuff than you do.DungeonmasterCal wrote:The Intimidate skill. That vexes me. Aggravates me. Infuriates me.Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.
Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.
This. I’m generally in strong support of the ‘Pity the GM’ camp, especially if they a) have worked hard to prepare; and b) are doing their best to create a fun and immersive experience for everyone at the table. And in her further defence, I might even suggest that am opposed check might be more sensible and intuitive...
Not to jump on you - you’re bringing it up in good humour, I know.
Gilfalas |
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Gilfalas wrote:Have pity. She has to juggle a lot more stuff than you do.DungeonmasterCal wrote:The Intimidate skill. That vexes me. Aggravates me. Infuriates me.Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.
Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.
Oh I know. I ref for the group as well so it is not like I have 0 idea what a GM needs to do.
SunKing |
I don’t understand why an apposed roll would make sense to anyone
Being scary and being hard to scare are not to factors that correlated. I knew a very scary teacher who literally ran away from wasps in her class room.
Being powerful and understanding your opponent (hit die numbers and wisdom) are.
I don’t think you’re wrong. But I do think it’s an understandable and defensible error by a GM. And it might be cool to make it opposable...
I’d like DungeonmasterCal to fix perception and crossbows while he’s at it...