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Messages - b100d_arrowz

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General D&D Discussion / Re: D&D stereotypes you can't stand
« on: December 10, 2012, 03:05:59 PM »
Eesh. There are other threads to argue the connotations of alignments.

Anyways, this is more of a notion I can't stand rather than a stereotype I can't stand: that any mechanic has fluff baggage. What I mean is that a paladin must follow a deity, a rogue must be a sneaky backstabber who was raised in alleys, and all fighters are ex-military men. I hate it when DMs limit feats because "you couldn't have possibly been trained to do that with your backstory." Most of all, I hate when someone says, "I am [insert alignment], so I can't go/help/fight/etc. because a person of my alignment just wouldn't do that.

RP COMES BEFORE ALL ELSE BUT RAW.

I'm so glad my party finally figured this out... several times in the past they had attacked an NPC just because their alignment was evil even though the NPC had done nothing overtly threatening to the party (which did coincidentally make for awesome RP afterwards when they got arrested). I was so proud of them when they let the Evil Wizard who beat them to an artifact go free after he warned them of a demon summoning by teh cult of Rovagug [super evil destruction rage god who birthed the Tarrasque in Pathfinder] so he [the wizard] could go on fighting the BBEG of the campaign. They are finally learning  :cool Of course finally having another player who prizes RP more then almost anything else [while still being quite effective in combat] has helped them along that road tremendously.


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D&D 3.5 and Pathfinder / Re: I need Ooze. Lots of Ooze.
« on: December 06, 2012, 10:19:01 AM »
Conflagration ooze. Nothing says racial hide bonus +8 like a big ball of fire!
(click to show/hide)

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General D&D Discussion / Re: Dumb Characters, Roleplay, and Immersion
« on: November 12, 2012, 03:26:22 PM »
I've had to deal with this with several of my players... For example in the last session they were fighting a dragon that wa having fun burrowing around underground and then popping up and showering them with it's breath weapon and full attack. Instead of trying to think of a strategy to prevent this, the party's gunslinger decided it would be an absolutely brilliant idea to run on the dragon's treasure pile and start stealing shit  :banghead So naturally he got grabbed, pulled under ground, and eaten...


Another time I had a player show up late to a session, so I told him his character runs up to the tower was investigating a few minutes after they got there. Quick note on this character, he is blind so I had given him the scent ability to make him not be completely incompetent. So he knows very clearly the party has descended through a trap door to go investigate the dungeon under the tower. There is an older scent trail up the stairs in the middle of the room. So naturally he goes up those instead of following the party. He notices there is a door they clearly have no been thorugh up there... doesn't see the trap [woooo for natural ones as a rogue], and gets pretty fucked up by the trap. Seeing there was a good reason not to eb up there, he goes after the rest of the party. Finally! I think, now the party has it's trapbai... trap finder. Instead of following the party though, which he can clearly do with his scent ability and keen ears, he decides it would be brilliant to go the opposite way. Which leads to teh dungeon boss... which was a wizard... with a wand of dominate. Yes that was the end of that character.


With my group now I began to give a small amount of roleplay exp to reward those that were actually engaging in it (with us doing our sessions over skype/roll20 some felt they would be better served only fighting and never tlaking), and this has exploded into our time between sessions being filled with interparty roleplay in our skype group. Which was fine at the start, it led to the characters actually talking to one another about their backstory, and building rapport between them in their fight against our BBEG... however now it has degenerated into a few characters maneuvering to get their character's together in bed and doing little to nothnig in advancement of the plot. We just had the DC syndrome surface in the party's loot distribution, in party they decided on a system where they each get a free non-weapon and non-armor magic item per loot division, and the order of picking rotates so everyone gets a shot at having first pick and such. However in this last drop, since it was a dragon's hoard, there was a single item worth far more then the rest (amulet of nat armor +4, next highest cost magic item was 6k). Now this item is perfect for almost everyone, for who doesn't want natural armor? It went unclaimed until the end of the loot order, because they knew that they would have much lower priority in the loot distribution next time, if they got a turn (dependent on the value of the next loot drop)... foolish players  :banghead

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D&D 3.5 and Pathfinder / Question on Invisible Spell
« on: November 12, 2012, 03:13:38 PM »
Like many enterprising super-wizards and party-killers out there, Invisible Spell is one of my favorite metamagic feats, and I've used it for all kinds of tremendous fun, invisible prismatic sphere's surrounding the BBEG, throwing silent, stilled, invisible spells at the party to push them over the edge of sanity [doing that with glitterdust was particularly fun] , summoning invisible monsters, and so forth. However one thing that I haven't yet touched with Invisible Spell is polymorph, or any of the other shape changing spells. My question is, would using Invisible Spell, which states it changes the spell so that it carries no visual manifestation, make you invisible until the normal discharges, or would it hide the effects of the spell, leaving you seemingly unchanged.

For a direct example, let's say Jim, Joe, and Bob are plucky heroes storming the lair of Barnibus the Bad. Barnibus has a pet Ankheg, advanced to 8HD, normally an easy enough foe to vanquish. However right as the plucky heroes are bursting in, Barnibus casts an invisible polymorph spell on his pet, transforming it into a 8 headed hydra! A significantly more dangerous foe indeed. Would our plucky heroes still see only the Ankheg in their path, or would nothing be standing in their vision?

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Min/Max 3.x / Re: [3.P] Hellknight optimization
« on: November 05, 2012, 11:51:57 AM »
The Hellknight Prestige class's flavor did call out to me :) I'll send some thoughts over once I'm no longer at school/in meetings today :)

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General D&D Discussion / Re: First time DM - Pathfinder
« on: November 05, 2012, 11:49:10 AM »
The best thing is obviously to talk to the players before the campaign and ask the more advanced or better min/maxers to play down to the level of the beginners, unless they need them to be awesome. One of my players is /really/ good at that, he purposefully plays his character's power down and lets the new players take action and lead, until they need to be saved.


But since it seems that the campaign is currently going on, I have the following suggestions, which I think have been suggested. Make the encounters multiple creatures, suited for each party member. Cater more traps to the rogue(s). Drop big hints on what they are doing wrong. Make combat situations that the new players cannot defeat unless they use the correct (simple) strategy [flanking, using correct type of spell, introduction to combat maneuvers, etc]. Expose the newer/lesser optimizing players slowly to the realm of strategy in and out of combat.

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Haven't read through the entire thread yet, but wonderful idea!

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Oslecamo's Improved Monster Classes / Re: Hydra
« on: November 02, 2012, 01:11:01 AM »
Should be earth or air subtype instead

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D&D 3.5 and Pathfinder / Re: What do you usually ban in your games?
« on: October 22, 2012, 11:53:38 AM »
When I first started I fell into the trap of "Teh Tatooed Monk is teh OP and breaks teh game  :blush" However after building a semi competent fighter for their first encounter... not so much  :D Now my players and I have an agreement, anything they want to use I have available to me. So they avoid any true game breaking mechanics to prevent the BBEG from getting comparable game shattering power.

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Gaming Advice / Re: I'm a noob DM and I need a DM coach.
« on: October 15, 2012, 01:24:59 PM »
Bring on the questions like the innumerable Orcish hordes of Saruman

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Legends of the Heroes / Re: Do you have an "Appendix N"?
« on: October 08, 2012, 03:33:10 PM »
My personal repository of extra knowledge:

Dresden Files
Godspeaker Trilogy
Legend of the Five Rings (Yes I know they have a d20 implementation for it now, and a well fleshed d10 system, but I first started pulling ideas before I saw those, and I like my ideas better :D)
Starcraft
Fallout series
Real world mythos

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General D&D Discussion / Re: How long are your campaigns?
« on: October 05, 2012, 10:04:31 AM »
The campaigns (and the campaigns of other DM's I played with in college) usually ran for either 6 months or a year, depending on how ambitious we were. Once a week meetings, starting at 1 or 3 and ending up near 20, with one unplanned voyage into ye black abyss of Epic levels and Godhood. From what I've seen in comparing to a few other groups, our sessions are a bit longer then normal (usually at least 8 hours), which led to accelerated leveling progression (plus the players just flat out like combat dungeon crawling)

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Min/Max 3.x / Re: So, telepathy...
« on: September 26, 2012, 01:07:38 PM »
An amusing thought I've always had would be to have a telepathic NPC/Enemy/BBEG use telepathy to poke around in character's heads whilst they sleep, prolonged intimidate type thing, or attempt to condition them to fear him/be subservient/eat only goat's cheese or so forth.

Something like a long term Pavlovian conditioning

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Min/Max 3.x / Re: Fun Core 3 Build Ideas
« on: September 26, 2012, 12:13:20 PM »
*shrug* Use science! I played a character that crafted molotov cocktails (taking the idea from alchemist fire to make an actual explosion as opposed to low damage napalm). Remember what is burnable. Invent the field of magnetic study. Use lightning rods to redirect storm energy. Grease all the things, especially for sexually humorous situations (if appropriate for the party construction) or for fun combat things other then making people fall on their ass (disarming especially)... and if the DM lets Grease be flammable :D (I can never remember if it's official that grease isnt flammable or just a house rule that always gets put in). Heat/Chill metal on jewelry. 

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D&D 3.5 and Pathfinder / Re: Maxing out the fun in a bland encounter
« on: September 26, 2012, 11:41:50 AM »
Even though it is simple to avoid in many cases, I love oozes and gelatinous cubes :D

One of the ways I've had fun surprising players is have the environment itself be an enemy, and yes this includes natural creatures in it :p I had dire elk try to bull rush the party off a cliff, a pit trap which contained quicksand instead of it's regular X-ft drop, magnetic rocks (also fun with magnetic armor :D) with a variable reflex DC to avoid having the weapon (metal ones of course) being stuck to it depending on the strength of the field/player level, storms and natural disasters can be fun on occasion.

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Gaming Advice / Re: 15th - 20th Level Campaigns
« on: September 26, 2012, 11:28:28 AM »
The biggest thing I've done with high level characters is to craft the challenges to suit their talents, with the occasional enemy which counters their common tactic(s) to force critical thinking. The biggest thing is to keep the encounter levels around what your party can deal with. With sub-optimizers don't throw Balors dropping blasphemy at will out there, that's an instant defeat. But likewise throwing mindless brutes isn't a solution either.

Some of my favorite tactics include:
Superior Invisibility (when the party has access to true seeing, whether or not they choose to prepare it) on enemies
Greater emphasis on the combat maneuvers, especially all non-grapple ones, since most players don't think of ways to not deal with them.
Battlefield control, make the party fight what could be a relatively simple encounter on a featureless plane on a battlefield of the enemies choosing, throw rivers of lava, mounds of rough terrain, large cover on the side of the enemies, rubble for telekinesis etc

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What a lovely concept  :D Once I'm at a place not at work I'll dig up some of the zerg creations that I've made, those things were very exciting... and kinda deadly :D

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D&D 3.5 and Pathfinder / Re: Perpetually Useful Wondrous Items?
« on: August 01, 2012, 02:31:05 AM »
The magic item I (and the rest of my party) used in my first 3.5 campaign was a bottle of air. No joke. Our rogue used it when we gassed the room he was fighting tigers in, we used it while fighting modified Iron Golems with a lingering breath weapon, poison gas traps were a particular favorite of the DM, an underwater dungeon, both the finding of it and the scrambling around within, one time we had a near TPK and our one surviving member got transported to the elemental plane of water, etc.

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D&D 3.5 and Pathfinder / Re: Breaking into Epic Mages
« on: April 27, 2012, 07:01:20 PM »
Quote
Are 3.5 Epic Spells good?  Or am I better off branching into prestige classes?
Depends, are you the only one casting them? Or will you have (arbitrarily high number of solars, bound casters, leadership followers etc) lower the spellcraft DC? By that level you should easily have several thousand followers without any severe optimization, so thats several thousand off the DC even if they only contribute a first level spell. Make the spells permanent (or of arbitrarily long duration), you are invincible, surrounded by fields doing arbitrarily high damage at will, etc. I did this as an example for a friend who thought his half celestial/half fiend monk/splatbook prestige classes was invincible (couldnt do shit damage wise, but had an AC of several hundred, and ridiculously superbuffed saves). There are plenty of ways to supermax skill checks (item familiar, items that grant skill focus, epic skill focus, etc) to get you to be able to cast halfway decent epic spells, mayhaps not the game breakers  :( but solid enough.

Your best bet would be to first PrC out the ass in the regular 20 levels (so that you get the best saves, since above level 20 its a +1 epic bonus every other level), and then metamagic the living balls out of everything. Figure out your top 2 or 3 spells, and take arcane thesis, incantrix, etc, as well as perhaps the automatic application, and definitely the multiple quickened spells.

Get yourself permanently polymorphed into a Beholder and beholder mage, get some UR-Priest, etc. The options are pretty damn limitless.

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General D&D Discussion / Re: Whimsical Dungeons!
« on: April 17, 2012, 11:26:44 AM »
For me it depends on what the party is invading. For example if they are storming a castle, there is definitely going to be an ordered layout, wih mess hall, actual bedrooms, storage space, and few mechanical traps, but many prepared ambush points. If the party is raiding a tomb that will be trapped to th teeth. Invading the wizards tower well they are dead but hey:) anything goes there.

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