Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - IlPazzo

Pages: [1] 2 3 4 5
1
Gaming Advice / Concentration and being tripped
« on: October 16, 2019, 06:53:53 AM »
Hi guys,
it's been a very long while since my last game, so I don't remember rules properly.

What kind of concentration DC does a successful trip attempt imposes to keep spellcasting? Is it ruled anywhere what kind of motion (vigorous, violent, extraordinarily violent) it is?

Also, on a related note, how do you resolve multiple sources of distraction that happen at the same time, such as a trip followed by an improved trip attack? Or even being damaged under bad weather, for low level games?

Do you make separate rolls, or is there some rule to add to the DC? Just plain old +2 DC for unfavourable condition?


Can't find anything on the rules compendium.

2
First of, thank you very much for taking time in giving such extended help.

Quote
Was the encounter with the walls and summons balanced, or relatively so, as a combat encounter for the PCs to fight while the NPC got away?
If so, did the players seem to enjoy that encounter?
If not, did they seem frustrated about the NPC getting away, or about anything else?
It was not balanced at all, but they were in a favourable situation in terms of being able to flee. And they did enjoy the encounter, so much that what was supposed to be a side story is now gonna be a major part of the campaign.
(also, the NPC did not get away, It prevented the party from reaching him)

Quote
In what ways did you communicate to the players that attracting attention in the enemy fortress was suicidal? Did you assume it was self-evident? In general, how do you communicate when an enemy is too much for the party to handle?
Regardless of the fortress as a whole, did you communicate the same in the specific instance of the players attacking an enemy, or ask if they were sure?
This particular time, I did not communicate it in any way. But they had an extremely evident chance to study their enemy, something they used to do. I did expect them to take it.
In general, I tend to communicate this sort of things with either abundancy of enemies or by having them gather information about what the enemy is capable of well before facing him.

I'm gonna number the following ones for they are many.
Quote
1-Is it possible the players figured they could subdue this particular enemy without raising a general alarm?
2-Have the players ever been in a similar situation before, and did they act differently?
3-Did you have a plan for what would happen if the players were spotted, if they behaved as you expected?
4-If so, why did you not apply it to the situation where they attacked someone in the fortress?
5-If not, why not?
1-I wouldn't say so, but it's not impossible. Particularly, the glass cannon may think he can oneshot people.
2-Kind of, and yes. Two times in similar situations, but more in the open intead of inside a building, they holded their action until they were sure about the enemy numbers and apparent abilities
3-Yes, they could hide in many places or be captured and then get some form of help.
4 and 5- As I said, I take fault in not sticking with what I had planned. I kind of derped out, it was bad DMing. I am making sure that will not happen again, but that's on me. The point of this thread is "how do I let them know that behaviour is stupid", mostly.

Quote
6-How common is it for the players to face relatively balanced combat encounters versus situations where they have to avoid combat or flee?
7-How do you handle avoiding combat or fleeing, mechanically? Do you make an effort to make these situations into "encounters" in their own right?
8-How long have you been running sessions for this group?
9-Is this the group's usual playstyle, or a departure from the norm?
10-Before starting the game, did you talk to the players about the tone of the game, what behavior would be expected, and how you would handle dangerous situations and character death?
11-Is it possible that the players are communicating they would like to face more combat encounters they don't have to flee or avoid?
6-most fights are balanced. Occasionally, a fight might be too easy or too hard.
7-when they face someone too strong I always try to have a way out. Maybe they are in narrow corridors and one of them has some form of BFC, maybe the opponent is more interested in doing something else immediately, maybe they happen to be with a convient "red shirt" NPC and it gets caught before them, basically giving them an extra round to react.
8-only a couple of months, but I've been a player in the same group for over a year.
9-in the previous campaign, it was usually me, or another player now off the group, who prevented doing anything without a plan. With the common formation, it's mostly the previous DM who leads the group. His playstyle doesn't seem very consistent, but in sessions with more roleplaying involved everthing went well.
10-no. Do you think it's a good idea to be explicit about this?
11-I don't think so, there have been many balanced fights.





Also,
Teach them what it means to fear.
Yeah, pretty much.


3
Hi guys
I don't have much experience as a DM and I'm having trouble with my current group
Basically, they have the tendency to attack enemies face-to-face even when they have the chance to observe them first. It's like they expect encounters to be balanced.
The thing is, they didn't use to play like this, so it's not a long time bad habit, they just picked it up.
This happened in the last two sessions.

Two sessions ago, they attacked and NPC that they knew was much too strong for them, but that made sense because they were mad angry at him and attempted an assassination plan - I had the NPC set them away with summons and walls, believing the summons would be enough to kill the attackers (so they could run away). That was not a problem.

Last session is when the real trouble happened. They had the chance to infiltrate a fortress-dungeon and spy on the enemy. As soon as they spotted an enemy, they faced him without a plan. This ruined the session completely, it was such a stupid plan that I was taken by surprise and ended up having the enemy flee for no apparent reason. The party then proceded exploring the dungeon like it was supposed to be easy. Had I sticked to what the dungeon was supposed to be, TPK would have happened.

It was definitely my mistake not to punish them, and I regret it. However, I come searching for advice.
The obvious punishment for this kind of behaviour is not nerfing the enemy and just let one or two of them die. But is there any other thing I can do in this kind of situations?

The party is a three-men composed of a glass cannon, a tank and an archer, all level 7 and not very optimized.
Rigth now they joined the army and are therefore expecting a quest pretty much on the line of "do this thing you have no backstory of", so I can have them face pretty much any kind of situation. Do you think a mission where they are commanded not to get spotted is enough, or should they meet a much stronger enemy once again?

4
1)No he can't, it's the same bonus from the same source and it doesn't stack if not so explicitely ruled.

2)I think it already applies to each, and it would even apply to divine classes. You only take it once, you get +1 caster level on both sorcerer and wizard spell.

5
D&D 3.5 and Pathfinder / Ranged factotum tips
« on: February 19, 2017, 10:43:42 AM »
Hi all,

one of my players wants to play a ranged factotum. He's mostly thinking of going archery OR dual wand wielder.
The problem is he's not a very expert player and is having trouble producing something that doesn't look weak to him.

So I'm looking into building a couple quick sample characters to show him what can be done, can I get your help please?

Rules are
-no settings
-up to one flaw, one trait
-any race is ok
-variants, prestige bard/paladin/ranger and even generic classes are ok
-he absolutely wants a factotum, but it's for the jack-of-all-trades feel, not the mechanics.
-...and we're starting at level 5
-extra: the wand wielder (but really anyone) is of course allowed crafting. Not really a ruling.

It's a 3 men party, the other guys being a tank/power attacker and a wu jen/cloistered cleric blaster with a flavourful, low-op build. So power level doesn't need to be impressive.


I don't need extended build, just starting points, like so:

simple skillmonkey archer:
human feat rogue 2/factotum 3, eventually getting to factotum 8
archery is feat heavy as I understand, but a flaw, human and feat rogue 2 should fix that issue
eventually get knowledge devotion as a damage and hit booster
pro:
it's pretty easy to build and play, straight to the point of what he wants
con:
medium BAB on both classes hurts
possibly not opening the road for PRCs?

6
D&D 3.5 and Pathfinder / Re: Anything for doing melee in an AoE style?
« on: February 09, 2017, 12:54:54 PM »
Like hitting everything you move past or whatever.
trumple
but that's not what you're looking for, I guess


There are several manouvers that act similar to a whirlwind or affect an area. I have nothing to do right now so I'll try to build a list (with little formatting) in case you want to write a mini-handbook.

Desert Wind
This schoold has a lot of AoE, but most are more resembling of spells than melee attacks
(click to show/hide)
Devoted Spirit
6: Rallying Strike - strike an opponent, heal allies in a burst (3d6+IL, max +15)
7: Castigating Strike - strike an opponent with different alignment from yours, cause an AoE centered on him (8d6 to him, 5d6 to others, -2 to hit for one minute on a failed save)
Iron Heart
1: Steel Wind - make two attacks against different foes you threaten
4: Mithral Tornado - make one melee attack against each adjacent foe with an extra +2 to hit
7: Scything Blade - if you hit on your first melee attack, get a free melee attack against a different foe you threaten
8:
Adamantine Hurricane - as Mithral Tornado, but two attacks per foe at +4 bonus
Lightning Throw - attack a 30' line, deal an extra 12d6
Setting Sun
6: Ballista Throw - trip foe, throw him 60' away and deal 6d6 damage to each creature on hit's trajectory
Stone Dragon
5: Mountain Avalanche - trample for 2d6+1.5*STR
8: Earthstrike Quake - knock prone every creature in a 20' burst

I think I missed a couple. I only read the short description to get the list, then checked effect with full description.


Quote
methods of gaining a full attack action without using a fullround action?
First things coming to my mind are pounce and ways to get more than one charge per round, e.g. Restricted Activity clause, page 27 of rules compendium, + a swift action that grants an extra standard, the sudden leap dirty trick, et cetera.

7
D&D 3.5 and Pathfinder / Re: Is glibness overkill?
« on: January 16, 2017, 12:58:47 PM »
Since we're already completely off topic, I'd point out that the triskelion (wirth a gorgoneion in its center) is also the symbol of my home region in Italy, Sicily, since pretty much all of known history.
Coincidence?

8
D&D 3.5 and Pathfinder / Re: Is glibness overkill?
« on: January 14, 2017, 07:26:02 PM »
Look, IRL you cannot convince someone of just anything, and it's not a matter of how convincing you are.
If you wanted to convince me that I am, dunno, Soro, it would take much more than a crazy high bluff check. It would take elaborate planification, weeks if not months of those crazy high bluff checks. It would take acting, putting me in some kind of truman show.

To me, the point of glibness is that you can convince anyone that you are absolutely honest in what you say. That doesn't mean the BBEG is gonna trust you if you told him he's good, he would just believe you are really convinced of that.

In a world with magic, that's strong and possibly unbalanced, but it's concievable. There are detect thoughts and similar, as a counterpart to crazy high bluff bonuses.

9
D&D 3.5 and Pathfinder / Re: Basic question on resting
« on: January 07, 2017, 05:15:38 AM »
Spells per day are explicitly per day.
This limit only applies to casting, however, so your wizard can rest and prepare spells again to change what spells she has prepared, as many times per day as she wants.

Additionally, Recent Casting Limit: any spells cast within the last 8 hours count against daily limit.

The most common exception to these general rules is Heward's fortifying bedroll, which still has you obey the recent casting limit rules and can only be used once every 48 hours per character.

10
D&D 3.5 and Pathfinder / Re: Clarification on 2 weapon fighting..
« on: October 21, 2016, 02:44:47 PM »
Yes

I can't search the exact quote right now, but there's a rule of "you can never make more than one attack as a standard action" (of course specific>general, but two weapon fighting doesn't say you get the second attack as part of a standard action attack)

11
Min/Max 3.x / Re: Planning on reworking the paladin handbook
« on: October 21, 2016, 08:58:59 AM »
I find the names fitting, but if we really wanna get autistic with them I'd like a set of four names originated from the same language instead of two latin, one english and one german :P

I think combinations should be mentioned and can be named, but referring to them with specific names trough the guide could be confusing, unless in places like a title where using both names doesn't make the text unnecessarily heavy, e.g.
(click to show/hide)


Also, I do find the breakdown useful both from a character building and roleplay perspective: it makes the former simpler and the latter more defined.

12
D&D 3.5 and Pathfinder / Re: Ranking classes melee capability
« on: October 09, 2016, 10:00:29 AM »
That scoring system is overly complex buddy, you're on your own.
Anyway, if you want to do this kind of benchmark you could try checking optimization by the numbers (google it), to get a better idea of what the typical encounter for a given level might be.
After all, there is not much point in facing a melee monster in melee.

13
What are the two levels of Crusader for?
He needs two levels of non-bard to get a CL difference of 3 (practiced spellcaster included), so he can get full progression on the sublime chord side.
Being his an example, crusader is fine. Also, crusader is a dip for many bards because of a feat giving you (IIRC) swift action bardic music while on a stance of the proper school, or something along the line of this.

Edit - 16:50
Now that I think about it, he doesn't need it. Going Bard 10/Sublime Chord 1 with practiced spellcaster on the Bard, at level 11 he would have CL 11 for both classes, allowing him to choose what class to apply the caster level increase of Ultimate Magus 1; choosing Sublime Chord, he would now have CL 12 for both classes, so he will be able to choose again at 4th level, the same happens and so he can choose at 7th-level too.
Is this wrong?

It doesn't seem so, unless you go back to sublime chord and realize that applying ultimate magus to bard and sublime chord gives you +2CL for the sublime chord at each level with double progression. In that case, 2 levels of crusader won't do much anyway.
I'd need to read everything again to be sure this is how it works.
I'm away from books, so I'm just gonna wait for SorO to satisfy his need to correct people  :P

edit 2 - sublime chord adds class level from another class, not caster level, so yeah... no double time, so the cut period is wrong.
And yeah, I could have realized that just by reading soro's comment again XD

14
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 24, 2016, 07:33:14 AM »
If your dungeons are trivialized by short range teleports, then your dungeons are the problem, not short range teleports. If you don't know the layout, short range teleports can't trivialize anything but "Here is a special locked door made of force that can never be broken or opened without the green key" which is just terrible design anyway. If they do know the layout, then teleports can maybe do slightly more, but they had to do something to get the layout, and even with the layout you can build your dungeon to not be trivialized just by having thick walls in some locations.
Quite close to what I told him, thanks.

15
D&D 3.5 and Pathfinder / Re: Is Warlock broken?
« on: September 23, 2016, 04:27:15 AM »
Kinda OT, but definitely less than "errata are part of the rule" and I don't wanna start a thread for this.
A somewhat uneperienced friend of mine, now DMing a game, asked me advice on how to deal with, quote, troublesome at-will warlock invocations. He specifically mentioned Flee The Scene making his dungeons trivial. I gave him my two cents on the topic, but I was curious about what your advice would be.

16
Min/Max 3.x / Re: "Specalist" in each school of magic?
« on: September 15, 2016, 05:57:50 AM »
Also worth mentioning is the Master Specialist PrC, which, as its name implies, focuses your specialization on a school. I don't remember much of anything beyond that about the class.

It's neat in that it has very low entry requirements (it's supposed to be taken at level 4th), then it gives greater spell focus (your school), skill focus (spellcraft), a couple caster level increases and some free spells on your spellbook. The major point of the class are the minor, moderate and major school esoterica at levels 4, 7 and 10, wich are abilities that boost your school's spells or are related to the theme of each school. Most are good, some are not.
e.g.
abjuration: bonus on dispel, mettle for all saves against spells only (when you have an abj active) and 3/day cast abjurations with a range of personal or emanations centered on yourself as touch spell with a target of one creature
evocation: bonus on concentration when casting evocations, energy resistance (while an evocation is in effect) and 3/day on a failed save targets of your evocation take half again the damage they took from your spell one round later.

17
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: August 26, 2016, 05:11:09 AM »
Sorry for the off topic, but this has been bugging me since the thread on infinite spells per day by chemus: why is it that you (Soro) refer to versatile spellcaster as "VA"?

18
D&D 3.5 and Pathfinder / Re: theorycrafting realization.
« on: July 30, 2016, 08:31:10 AM »
Many things have racial restrictions, so no, it's totally false.
e.g. Eternal Blade, racial substitution levels...

19
D&D 3.5 and Pathfinder / Re: Racial Hit Dice and their worth
« on: July 07, 2016, 04:06:21 AM »
I don't think that's fair to say, unless you have data that I don't.  Despite being a "variant rule", I've (anecdotally) seen far more games that allow LA buyoff than allow level-draining your RHD.  The former is explicitly working as intended, the latter is... not.

Ah, sorry! That's not what I meant. I never have been in a game where one even proposed level-draining RHD and I don't think it would have been allowed. I also think we can all probably agree it's not something that many groups would allow.

But in my personal experience, I only met one group using LA buyoff. One time, when they were also allowing any dragon magazine content to try and make a very high power campaign.
Then again, in my area many people play core-only because they think it's more balanced, and expecially less favorable to casters  :banghead

20
D&D 3.5 and Pathfinder / Re: How to make a lightning mage...
« on: July 03, 2016, 04:30:54 AM »
Evocation is not bad per se, it's more a party building meta thing.
The reasoning is something like: the fighter can deal damage too but he's not gonna teleport.

Pages: [1] 2 3 4 5