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Ok guys I need some GMing advice. Is it grognardy of me to have an invincible NPC? The NPC in question got into combat with the PC's while running away. He took damage but I just sort of pretended to write it down so they wouldn't get suspicious that he was really important. I never even bothered to stat him up at all. Is this railroading?
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# ¿ Jul 27, 2009 03:46 |
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# ¿ Apr 27, 2024 13:46 |
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The NPC didn't take too much damage, never fought back, and teleported away once he was cornered (which was all planned). I just underestimated my PC's, he wasn't supposed to get cornered until the very last room. Thanks for the feedback.
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# ¿ Jul 27, 2009 04:07 |
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Whats a good wage for a party of 5 to guard a traveling merchant to the next town over? 100gp a piece? 200gp? A 30% discount on weapons?
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# ¿ Jul 27, 2009 22:53 |
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Ok, so lemme get this right. Under the Parcels section, theres a list of 10 items or group of items under each level. So over the course of going from level 1 to level 2, they should get everything in the list?code:
Actually, upon adding up all the treasure they've found and will find so far, all I'm missing is a level 2 magic weapon and a level 4 magic weapon. Super Waffle fucked around with this message at 23:11 on Jul 28, 2009 |
# ¿ Jul 28, 2009 23:03 |
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Thanks for the loot help, I'm starting to get a good grasp of how to build encounters. Now for another situation I want my group to be put in. They're walking through town late at night. If they make a DC 20 Perception check, they notice the spy thats been following them all night, sticking to the shadows and alley ways. When the spy realizes hes been caught, he tries to run. I'll tell the party they have enough time to for a single Standard action to try and stop the spy before he disappears. Does this sound ok?
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# ¿ Jul 29, 2009 04:02 |
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Well the way I have it set up so far is, if the party fails to notice or catch the spy, they get ambushed when they leave town the following day. If they hit the spy with an attack, he dies in one hit (I'm stating him up as a lvl 2 human minion). If they catch him, I'll give them an easy Skill Challenge to see what he knows (All of my group is new, this will be our second session). I'm thinking 4 success before 2 failures at DC 15. First is an Athletics check to pin him against a wall. If they fail, they make an Acrobatics check to catch him again as he slips away. If they make either, its a diplomacy check, an intimidate check, and a bluff check in whatever order they choose. If the party passes the check, they find out the spy was hired anonymously to find out what the Mcguffin item they're hired to protect is (the party doesn't know). He knows nothing else, and then the party can kill him/turn him into the guards. With the spy gone, they don't get ambushed until after the reach the Inn a days walk away (the Innkeeper hired the spy, hes in league with some bandits who want the Mcguffin). Everything sound ok?
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# ¿ Jul 29, 2009 17:08 |
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Well they're getting ambushed anyways, whether or not they find the spy just decides when and where. Am I being a railroady DM?
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# ¿ Jul 29, 2009 19:16 |
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ripped0ff posted:Yea, what you're doing is hardly railroady, but it does sacrifice some of your creative control over the adventure. Don't worry about the roll, just have them spot the spy automatically. I wouldn't give it away right off the bat that they're being spied on, it'll probably be more interesting for them if they're forced to decide what to do. This is a much better idea, thanks
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# ¿ Jul 30, 2009 02:05 |
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Question: Can I change a Rod into a Wand? The Warlock in my party wants a wand, but I have planned on giving him a lvl 2 Rod Of Dark Reward. Could I just make it a Wand of Dark Reward without horribly unbalancing the game in some unforeseen fashion?
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# ¿ Jul 31, 2009 00:38 |
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Thanks for all the advice you guys, its helped a lot Another question for you. How would I handle a "Trap Room", say the room before the Treasure Room. Can I do an encounter with nothing but traps? Do I roll initiative for each trap that has an initiative? What if they're all triggered traps?
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# ¿ Jul 31, 2009 16:21 |
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How can I get my players more involved in role playing their characters? We've only had two sessions, so while everyone is learning combat I've been describing their moves (You spin around in the blink of an eye and hit the kobold with both your swords), what happens when they fail a roll (You try to climb up the wall but hit your knee), etc. I had them sit around a campfire on the way back to town and told them to come up with a basic origin for their characters, and reluctantly did so only after I offered some xp for it. Should I just keep doing this?
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# ¿ Aug 3, 2009 17:54 |
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I'm wondering if this final boss battle will be too tough for my group. They're level 2, 5 members, Feylock, Battle Cleric, Paladin, Wizard, and Ranger. I'm planning on having them fight 3 level 6 Shadar Kai, 2 Gloomblades and a Chainfighter. Should I take each one down to level 5? 4?
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# ¿ Aug 12, 2009 02:05 |
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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. Another thing. One of of my players is begging me for a Pseudodragon pet. How should I handle this?
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# ¿ Aug 12, 2009 15:42 |
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Hes a paladin. I think I'll use the dragonling rules for a pseudodragon, and have him find it instead of his magic item reward for this level.
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# ¿ Aug 12, 2009 16:55 |
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How should I handle monsters that can turn invisible, then move? Should I take the model/token off the grid and keep a mental note of where it is? Or just tell them "Ok this guy is invisible"?
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# ¿ Aug 18, 2009 18:49 |
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Ok, let me make sure I have this right Shadar Kai Gloomblade uses Veil of Shadows, turns invisible and moves up to his speed. After turning invisible, and before I move, I make a stealth check for the Gloomblade, if it passes the highest Passive Perception of the party, he can move up to his speed, and I can take the model off the grid. If he fails, the party gets to see where he moved. At the start of a players next turn, he can make an active Perception check with the DC set to what I rolled for Stealth before, to see where the Gloomblade moved. If he passes, I put the model back down where he had moved to. Does all of that sound right?
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# ¿ Aug 18, 2009 20:13 |
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I make my players do that before they roll for a skill check. Takes a bit, but I can eventually coax out a sentence at least My group is straight hack-n-slash, they don't even have backgrounds for their characters. Doesn't help that the most RP-ish one left the group.
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# ¿ Aug 26, 2009 03:26 |
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One of the players in my 4th edition game wants to play a different class (Swordmage), so I gave him the option of either retiring his ranger, or killing his ranger off in a dramatic way and having him reborn as a Revenant (Swordmage). He chose the later option, but now I'm having trouble finding a way to bring him back. If it helps, they're about 1/4 through Thunderspire Mountain (finished Chamber of Eyes, coming up on Horned Hold). The upcoming fight with Murkelmor presents the opportunity to sacrifice himself in a dramatic and cinematic fashion (maybe charging him off the edge of the keep and plummeting into the chasm, open to ideas). My players are pretty hack-n-slash, so this character doesn't have any back story, history, or defined personality to work with, so this is a great opportunity to get him into the role playing side of things. How should I re-introduce him into the party?
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# ¿ Oct 6, 2009 22:38 |
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That sounds so awesome. Getting a real Penny Arcade vibe off that
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# ¿ Jul 29, 2014 23:52 |
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Hey guys, so I have a potential game group forming of new and veteran RPG players, and I want to pitch a Sci-Fi game as an alternative to D&D. I recently came across an album of space shanties that I absolutely love, and I would like to run a game that evokes the same kind of pulpy sci-fi feelings. Is there a Traveler thread? Would that system work for what I would like to do? Any recommendations?
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# ¿ Sep 10, 2014 00:53 |
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My favorite piece of unconventional loot that I gave to my players was a stuffed and mounted Mindflayer they found in a purple dragon's lair. It still radiated a latent psychic field. They ended up taking it to their airship where the Artificer in the party rigged it up as a robotic bartender.
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# ¿ Nov 24, 2014 18:21 |
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Ok so I have a surprise game of Call of Cthullu tomorrow night. I've played one game a few years ago. Can anyone give me any basic tips? I've run a few DnD games but never a horror game
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# ¿ Apr 11, 2015 04:31 |
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BlackIronHeart posted:Something I learned in part from Role Playing Public Radio (Caleb touched on this in one of their episodes but I can't remember which one. Maybe the Know Evil post mortem.) is that a horror game isn't horrific because of things, it's horrific because of ideas. Shoving a grotesque monster in front of your players won't horrify them because they'll likely immediately size it up in mechanical terms. "Oh, a squamous, eldritch horror? So, what, like 20 hitpoints then?" It's the ideas of things that really freak people out. Here's an example wrapped in some storytelling. Awesome, thanks for the advice. I have version 5.6, do you know of any Quick Reference sheets or good beginning adventures?
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# ¿ Apr 11, 2015 18:24 |
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Need some system advice. I'm in the process of setting up a work D&D group. I'm most familiar with 4th Edition, and those are the book I have. Thing is all my players are complete RPG virgins and I'm starting to think 4th may be a bit too complex. Last thing I want to do is turn them off gaming entirely with a big mess of power cards and a billion feat options. Should I look into 5th edition? Or even go backwards to AD&D?
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# ¿ Jul 29, 2015 02:29 |
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# ¿ Apr 27, 2024 13:46 |
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Can anyone give me a rundown on 13th Age vs. Dungeon World?
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# ¿ Jul 29, 2015 03:59 |