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Bob Smith posted:I'm sort of worried that my campaign will be the same way - the villain has a plan, but he's not a sort of "MUAHAHAHAHA I AM EVIL SEE THIS GIRL TIED TO A RAILROAD" villain. This is exactly what the 3.5 Red Hand of Doom adventure does, and it works pretty well.
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# ¿ Jun 16, 2009 16:38 |
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# ¿ May 3, 2024 09:39 |
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Jiggity posted:Just started playing D&D 3.5ed. about 4 weeks ago, and the current GM is fine doing his thing as GM, but seems to want to PC more often. So, being interested in the opportunity, I'm about to try my hand at GM-ing in a few weeks. I have what I think is a pretty good idea for a story, and I hope they enjoy it, as much as I have had in my writing of it. A very young green dragon will be very tough but probably manageable. However, the "gold dragon assists the party against an old black dragon" won't work. A single attack from an old black dragon will most likely kill a character, and they won't even be able to hit it or beat it's SR. If you do do this, the players aren't going to be able to do anything other than watch the fight go down, so I wouldn't recommend it. Also, it seems like you might be making the gold dragon one of the worst kinds of a NPC - the far more powerful character that "helps" the party along. The problem with this is that it basically reduces the PC's to sidekicks when they should be the heroes.
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# ¿ Jun 18, 2009 03:18 |
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Send some NPCs to talk with them.
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# ¿ Aug 3, 2009 18:39 |
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Yarrbossa posted:I'm not sure if this is an appropriate thread to post this in, but I don't feel it warrants it's own thread. You want the Acolyte of the Skin PrC, from Complete Arcane.
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# ¿ Aug 11, 2009 17:48 |
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Super Waffle posted:The Shadar kai are AC 20, which isn't so bad for a boss. They just fought a hobgoblin with AC 21 and they did ok. The chainfighter only does 2d4+3 and the gloomblades 1d10+3. I think they can handle it. Have him take the Arcane Familiar feat, pick the dragonling familiar, call it a pseudodragon. If he's not an arcane class, you could let him take it anyway, and pick a different familiar that would be more useful and reskin it as a pseudodragon. Piell fucked around with this message at 15:51 on Aug 12, 2009 |
# ¿ Aug 12, 2009 15:47 |
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Fitz posted:Do you guys have any ideas for a walled town defense scenario? In my next game session, my players will be helping a town defend itself against a group of roughly 300 hobgoblins/goblins/gnolls with the occasional heavy like an ogre or troll thrown in for living siege machinery. The first part of the encounter is setting up defenses, that's a pretty straightforward skill challenge, but I didn't want the second half to be just straight combat. The town has walls surrounding it on 3/4s with a large lake at the other 1/4th. The town also has a standing constabulary as well as a rallyable militia. I could just have them fight some focused skirmishes against the heavier combatants and then just narrate the rest. But I don't want to take too much out of the hands of the players. At the very least I want to give them something out of the ordinary to work with, maybe popping magical flares to mark targets for the archers on the wall to focus on. Let them order around the militia/guards, sending them after different targets at a time, i.e. Players have: Themselves One group of guards with bows One group of guards with swords and shields A pair of wizards A trio of clerics Three groups of militia Stat each of the groups of militia/guards/etc as monsters, and each group of enemies as a single monster. Any combat between militia/guards and monsters takes place as group fights (where each group acts as a single creature, with a "boss" monsters statted as a single creature as well), and have each fight that the players do take place as a real fight as normal.
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# ¿ May 4, 2010 22:20 |
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D20 modern is a lovely system. What would work far better for what you are doing is the D20 CoC system. You'd have to get a hold of the book somehow, since there is no SRD for it. Coming up with concepts/builds is fine, but I would make it an option (i.e. "You guys can use one of these that I've created, or you can make your own") rather than force the players to use them.
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# ¿ May 8, 2010 13:01 |
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Stuntman Mike posted:I need some help getting around the 1-hour workday problem. I've got my party exploring a small-ish dungeon, and it is not realistic for them to spend 8 hours resting there - its a short crawl, but there's enough encounters that I feel they'll exhaust their spells and healing before the big bad at the end. If they do rest, it is very likely that the big bad will escape or overwhelm them in an ambush. Give them a time limit - they need to find item X before something bad happens, or bad guy Y is going to be leaving soon, so they need to get through this as fast as possible.
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# ¿ Jun 4, 2010 18:11 |
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Dedekind posted:Bit of a rambling response here, sorry. This idea works really well with the Obsidian Skill Challenge system. Each round could have a different set of skills allowed. So the first round could be getting into the building, the second round could be getting access to the king, and the third round could be convincing the king to help.
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# ¿ Jun 24, 2010 15:41 |
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csammis posted:I'm new to the idea of running skill challenges and I'm just now beginning to have faith in my improvisational out-of-combat DMing. I've been looking at the Obsidian skill challenges and it seems like a good improvement over the published rules in the DMG, I am a definite believer that X successes before 3 rounds is a good model, but for the goddamn life of me I cannot figure out what a round is supposed to consist of outside of combat For this example, I might do a prosecution (where each of them takes the stand against someone who is against them), defense (where they get to show their own reasoning for what happened), and closing arguments.
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# ¿ Jul 9, 2010 03:10 |
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Tomero_the_Great posted:Green DM here as well. I've got 5 sessions under my belt and things are going smoothly and the players love it so far. I have a few questions, one more technical than the others and probably easier to answer so we'll start with that. Don't use traps alone, that is boring. Traps should be used to spice up encounters, rather than replace them. Have a trap that creates a jet of fire across a couple squares, and have enemies and PCs avoid or knock each other into it, for example.
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# ¿ Aug 4, 2010 23:05 |
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Why are you forcing one group to lose the fight? Just run the original fights (or a somewhat weakened version.) that you had planned for each section originally. If everyone in one group goes down, have them be capture and run through their escape.
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# ¿ Aug 9, 2010 15:38 |
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Yawgmoth posted:I didn't say it makes plot hooks impossible, I said that it makes a lot of potential plot hooks impossible. Like, anything starting with "PCs are trapped in..." or "PCs need to break into..." or "PCs are cornered by..." is immediately quashed because they can't be trapped, they can teleport in and out, and it's hard to corner a group when they can make themselves instantly not there. Short range occasional line of sight teleports on one or two PC's don't make any of those impossible.
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# ¿ Mar 9, 2011 22:27 |
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Perry Mason Jar posted:Brand new to DMing and I'm wondering how I can handle an alignment difference in my party. One player, brand new to D&D mind you, had his heart set on a necromancer. I was reluctant to allow it, but he wouldn't take no for an answer. It's his first time playing and I want all my players to have fun, even if it that makes things harder on me, so I explained to him he'd need to play an evil aligned character if he wanted to cast the vast majority of his school's spells and he understood and rolled lawful evil. You can be neutral and still cast evil spells.
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# ¿ May 7, 2011 03:51 |
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Faerie Fortune posted:I'm having a bit of a...personal issue with one of my players and I'm not sure how to resolve it. For a bit of background, it's my first time DMing any RPG really and I'm a little unsure of myself in spots. Because of this, I've taken to allowing my players to goof off probably a bit more than I should. My campaign isn't super grimdark or anything but neither do I want it to be seen as some kind of joke and most of the players get that. They do silly things occasionally (some of them are actually awesome like when our Seeker decided to try and earn some money in a town by using his at-will powers to create some kind of elemental light show in a fountain to entertain the townspeople) but the rest of the time, they take it about as seriously as you can take spending your evenings pretending to be a party of adventurers. They're all pretty new to this too and we're all learning together. Always try talking first before kicking someone out. If he keeps up his poo poo, then boot him.
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# ¿ May 24, 2011 16:34 |
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Affi posted:How would you solve a situation where the PC's want to break someones arm for example, or if a NPC wants to do something similar? Skill challenge? Attack roll? When he hits 0 HP, instead of dying his arm is broken and he gives up.
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# ¿ Nov 10, 2011 19:44 |
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Baronjutter posted:I got so sick of crunchy cumbersome D&D style combat that could take an hour to resolve at times. Even a good fight would end up slightly boring and just seem to take too long. So we've gone to a more narrative based system. You should really check out a FATE based system.
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# ¿ Nov 11, 2011 07:02 |
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Mundane people can (mostly) keep up with wizards just fine. Because their top tier skills aren't taken up with casting, they can put up their dodging/attack skills at the top, and a wizard isn't going to be able to get one or maybe two points higher. The downside in combat is damage - wizards can get conviction + focus item + specialization, and strong creatures get a bonus to their damage. In this case, when Merlin and Mulder are fighting Dracula, it's best for Mulder to use his gun as a distraction or knock over a bookcase onto Dracula or whatever maneuver he can do. Maneuvers in FATE are quite strong and stacking the tags from maneuvers and FP (which Pure Mortals will have more of) is the fastest way to take out enemies.
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# ¿ Sep 20, 2012 18:00 |
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tzirean posted:On the maps topic, how do other people handle them? They're easily my least favorite part of DMing, because I play at someone else's house and we use a dry-erase mat, so I can't set up beforehand and the players get impatient if I take too long to draw. The end results are typically uninteresting or flawed maps. Is there a good way around this that I'm missing, or is it just "yeah, it sucks, but that's how it works?" Do they have a good-sized TV? Do you (or someone) have a laptop? Connect the laptop to the TV and open Maptools or the mapping application of your choice!
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# ¿ Apr 16, 2013 11:28 |
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I'm just gonna note that nothing can ruin a game faster than PC's starting to steal from each other. I'd have a talk with the players and make sure everyone's OK with it or someone is going to get pissed out of character.
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# ¿ Apr 18, 2013 09:29 |
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P.d0t posted:So, it turns out one of the PCs in my party is ~*cRaZy!*~ Is the rest of the group good with that? Then go nuts and do whatever. Is the rest of the group not fine with it? Warn them there will be real consequences for their character, and then implement them (but not in a way that fucks over the rest of the play), or ask them to play a less disruptive character or to tone their current character down.
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# ¿ Aug 20, 2013 05:22 |
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Fargo Fukes posted:I was just involved in a game a week ago with a great system for getting you involved with and attached to your characters/group. I forget what the system is called, maybe someone will recognise it? That's a Fate game of some sort.
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# ¿ Aug 23, 2013 08:52 |
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The party has angered the Swordhawks, a band of scimitar-wielding wildshape druids, by upsetting the ecological balance of the area by killing off an important link in the food chain.
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# ¿ Feb 9, 2014 15:14 |
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redherringj posted:I've been playing RPGs for 23 years, and am used to extroverted, funny people who are not intimidated by rules or playing make-believe. I'm an adult now and stuck with the people I know now who are much more reserved. Does anyone have suggestions of how to best reach out to new players, and how to encourage introverts to roleplay? What are some tips to getting new players to share the creation of a campaign? Let player share the creation of a game. Do a Dresden Files-style setting creation by having the first session of the game be a combination of character and setting creation. Have everyone come up with a few threats and setting themes right there, at the table, as a collaborative effort, and then make sure each player is tied into at least on the of things they've created.
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# ¿ Feb 19, 2014 19:58 |
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Bad Munki posted:Does 4e still suffer the same "OMG NINJA YESSSSSS" bs that 3.0 suffered with the monk class? When I was running 3.0, I had to outlaw monks entirely in my games because they were just way too overpowered, even if the player wasn't trying. Holy poo poo someone who thinks monks are overpowered. Next you're going to tell me how Warlocks were too good.
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# ¿ Feb 21, 2014 20:41 |
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Why do you have to trick them into it? Even if you manage it, if you're at all accurate they're going to notice it pretty quick I would think.
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# ¿ Mar 25, 2014 07:24 |
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Sionak posted:I have a request on behalf on my DM: he was looking for ways to make a labyrinth session more interesting. Don't. I've never seen a maze be good, because you either map out the fucker and take forever or you handwave it and it doesn't matter.
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# ¿ May 7, 2014 18:40 |
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GM's killing/kidnapping family members is why 90% of D&D characters are orphans. Don't stand for it!
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# ¿ May 29, 2014 08:03 |
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Play it on Roll20 instead, you can load up sound and music and poo poo, and it will let you easily put up images of NPC's/areas as well.
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# ¿ Jun 10, 2014 15:08 |
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If you took it as Signature gear why the gently caress were you planning to destroy it? Dude wants a rare but not overpowered gun and paid the appropriate metagame price for it, so why not let him have his fun?
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# ¿ Jun 10, 2014 23:43 |
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Xelkelvos posted:I'm in quite a predicament with my Dungeon World campaign 1. Do both - set up the dungeon quest with the arrested player, and then have the players do a jailbreak as cover (the guard captain can't just let the PC's go, after all, he has to make it look good for the higher-ups!) 2. Talk to the player, see how dead set they are on the Captain. If they're fine with switching to another Class, then fine! If they don't really want to change, well now your setting has rare airships.
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# ¿ Jun 17, 2014 05:09 |
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Bandits were horses all along
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# ¿ Jun 20, 2014 11:35 |
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No it's still bad, use Skype.
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# ¿ Oct 19, 2014 12:56 |
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Night10194 posted:What makes it bad, exactly? Sometimes you just won't be able to hear a specific person for no apparent reason, or nobody can hear you, and then you have to keep reconnecting until it fixes itself.
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# ¿ Oct 20, 2014 00:19 |
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I did that with Maptools a while back and it worked pretty good. Nowadays I'd probably use roll20 and two log ins, one as player to send to the screen and one as GM to run stuff.
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# ¿ Jan 13, 2015 05:44 |
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Dareon posted:Unfortunately, you're a little slow on that. Do it
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# ¿ Jan 11, 2016 21:41 |
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Cat Face Joe posted:However if it wouldn't be a burden to the player and the group, when the first demon attacks, make it clear that this won't stop even if they win. Now the group is invested in making sure he does his side jobs. Everything seems fine at first but slowly the side jobs become more questionable. Maybe don't drag the rest of the party into annoying sidequests connected to a player who obviously does not want to do them? I'm guessing you aren't forcing the wizard to sidequest for just the right ink for his spellbook or the fighter for just the right tutor to learn how to sword, don't force the warlock to work for his class features when nobody else has to.
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# ¿ Apr 13, 2016 19:01 |
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I'll form the head
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# ¿ Apr 23, 2018 13:02 |
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A Necklace of Fire Balls
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# ¿ Oct 5, 2018 19:19 |
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# ¿ May 3, 2024 09:39 |
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Bad Seafood posted:For games that lack a failing forward mentality, I've instituted a bad luck table for critical failures. Roll a crit fail, roll on the table. The results are heavily skewed in favor of simply "You miss/you don't do the thing you wanted to do," but there's some wiggle room allowing for more inconvenient, complicated, and occasionally hilarious outcomes. Allows for that feeling of dread without necessarily screwing you over simply because your character needs to make more rolls; you basically need to roll snake eyes for anything wacky to happen. I, too, hate people who roll more often do to character build.
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# ¿ Oct 8, 2018 18:42 |