• D&D General v3
    11,241 replies, posted
Listen, if we can wait a month, I can get us a fucking fighter jet with the level of rep I have.
Right, DMing a 4e one-off I wrote about a Duergar Stronghold I loosely based on a dragon lair I liked in the Draconomicon and my players seem to be really enjoying it, which is good. I too am enjoying this more than a prepublished adventure and want to write some more lengthy stuff, maybe a loosely tied together campaign of adventures for over summer. Any thoughts/suggestions for a newbie to this stuff? I've been reading the stuff in the DMG and the Dungeon Magazines which is helpful, but the more the merrier :v:
[QUOTE=Saint Jimmy;40631771]Right, DMing a 4e one-off I wrote about a Duergar Stronghold I loosely based on a dragon lair I liked in the Draconomicon and my players seem to be really enjoying it, which is good. I too am enjoying this more than a prepublished adventure and want to write some more lengthy stuff, maybe a loosely tied together campaign of adventures for over summer. Any thoughts/suggestions for a newbie to this stuff? I've been reading the stuff in the DMG and the Dungeon Magazines which is helpful, but the more the merrier :v:[/QUOTE] If you look up Chris Perkins' vidoes on YouTube, you'll get a lot of good stuff from him. He DM'd a game with the Robot Chicken guys, another one with Larry Elmore, R.A. Salvatore, and Ed Greenwood, and there's a few other videos too. Also the [url=http://www.wizards.com/dnd/podcasts.aspx]Penny Arcade podcasts[/url]. And since you're playing 4e, if you can find a pdf of the Dungeon Master's Guide 2, that also has a chock load of good stuff in it too, especially in the form of advice
Youtube counter monkey, you won't be disappointed
Spoony is the man.
I don't agree with everything he says but he's pmuch the best source for D&D stuff.
His methods can sometimes turn regular games into killer games if there's no group chemistry, if you ask me. He even talks about that happening to players in his games sometimes.
[QUOTE=croguy;40644115]His methods can sometimes turn regular games into killer games if there's no group chemistry, if you ask me. He even talks about that happening to players in his games sometimes.[/QUOTE] Not sure whether 'killer' in this sentence is good or bad.
[QUOTE=croguy;40644115]His methods can sometimes turn regular games into killer games if there's no group chemistry, if you ask me. He even talks about that happening to players in his games sometimes.[/QUOTE] I don't see Spoony as someone you would watch for "how can I be just like this DM", but rather as a source of inspiration and for cautionary tales about DM'ing and how to avoid unwanted scenarios. It's also nice to just have someone talk about their experiences with a wide variety of PnP since he's played so many variants.
One of these days, I want to play in a campaign with my Guntank that will let me use a double barreled shotgun. I really want to have 14 shots go off in a turn.
OK, guys, I need some help finishing a puzzle idea for my Pathfinder game. Basic gist: four chambers, themed after each of the four classical elements. In each, there is a key to the door to the next, but it's kept away somehow by some sort of puzzle. They can get around the puzzle, but doing so will break open an elemental summon gem, making them fight the appropriate elemental (and with a team that just hit second level, a CR3 elemental is going to be a bit of a rough fight). The water room and air room I've figured out already. In the water room, the key will be floating at the top of a 20ft water jet, coming from a pipe with the elemental gem mounted on it. They can freeze the jet with Ray of Frost, letting the key drop, or they can just beat on the pipe until it's deflected enough for the key to fall as well, but that will break the gem and trigger a fight. The air room will be much the same, except using a powerful gust of air instead of water. The jet is weak enough for a simple Mage Hand or thrown grappling hook+rope to pull the key down, but they could also just break the gem again and fight an air elemental. For fire and earth, I have ideas, but I'm not sure they'll work. Fire, the obvious thing is to put it in a roaring gas flame, but how to turn it off? I suppose I could just have them jump in and grab it (one has a gem that eliminates 10pts of damage from the first fire, acid or frost damage taken that day), but that feels clumsy. Ray of Frost might work, but I already used that as a solution in a much better way, I think. Should I just make the puzzle with no solution, and see what they come up with? Earth, I was thinking to somehow have it in a tree, with the solution being "burn it down". But I can't think of a plausible way for the gem to be broken by cutting the tree, but not break by burning it. An alternate idea, more in keeping with the "earth" part, is to have it buried a few feet below the ground. But that seems a bit counter-intuitive, if every prior one was "up" and this one is "down". Or do you think proper hinting could make it work? Ie. lay out every chamber identically, but in this one have the elemental gem on a small pedestal where the key should be, with the key buried just below it?
I got something drawn of one of my recurring characters~ Although it's kind of furry since she's a gnoll but I'm going to post it anyway. [t]https://dl.dropboxusercontent.com/u/5636656/furfaggotry/Nerts%204%20SMALL.png[/t]
Woo. Starting a campaign with my friends soon. Gonna be the first time in years since I played. Gonna be a gnome wizard specializing in air/lightning magic this time, instead of a human cleric. I'm pretty much using one of my old character designs for it though. It's not [i]exactly[/i] designed as a gnome, more of a short, cartoonish humanoid, but he fits the description for gnomes the best. [t]https://dl.dropboxusercontent.com/u/67144542/Drawings/revamped.png[/t]
[QUOTE=gman003-main;40646034]OK, guys, I need some help finishing a puzzle idea for my Pathfinder game. Basic gist: four chambers, themed after each of the four classical elements. In each, there is a key to the door to the next, but it's kept away somehow by some sort of puzzle. They can get around the puzzle, but doing so will break open an elemental summon gem, making them fight the appropriate elemental (and with a team that just hit second level, a CR3 elemental is going to be a bit of a rough fight). The water room and air room I've figured out already. In the water room, the key will be floating at the top of a 20ft water jet, coming from a pipe with the elemental gem mounted on it. They can freeze the jet with Ray of Frost, letting the key drop, or they can just beat on the pipe until it's deflected enough for the key to fall as well, but that will break the gem and trigger a fight. The air room will be much the same, except using a powerful gust of air instead of water. The jet is weak enough for a simple Mage Hand or thrown grappling hook+rope to pull the key down, but they could also just break the gem again and fight an air elemental. For fire and earth, I have ideas, but I'm not sure they'll work. Fire, the obvious thing is to put it in a roaring gas flame, but how to turn it off? I suppose I could just have them jump in and grab it (one has a gem that eliminates 10pts of damage from the first fire, acid or frost damage taken that day), but that feels clumsy. Ray of Frost might work, but I already used that as a solution in a much better way, I think. Should I just make the puzzle with no solution, and see what they come up with? Earth, I was thinking to somehow have it in a tree, with the solution being "burn it down". But I can't think of a plausible way for the gem to be broken by cutting the tree, but not break by burning it. An alternate idea, more in keeping with the "earth" part, is to have it buried a few feet below the ground. But that seems a bit counter-intuitive, if every prior one was "up" and this one is "down". Or do you think proper hinting could make it work? Ie. lay out every chamber identically, but in this one have the elemental gem on a small pedestal where the key should be, with the key buried just below it?[/QUOTE] I wouldn't make the Fire puzzle [I]require[/I] taking damage to solve, it lacks consistency with the others (why make that one gem/key require that when it could have been done with all of them?).
[QUOTE=Axznma;40647250]I wouldn't make the Fire puzzle [I]require[/I] taking damage to solve, it lacks consistency with the others (why make that one gem/key require that when it could have been done with all of them?).[/QUOTE] Yes, that was one of the main reasons I don't like that option as a puzzle solution. Hmm... maybe have the fire room after the water room, and let them just carry water in and dump it on the flames? Kind of lacks elegance, but it might work... Besides, they're a very combat-focused group (I've thrown CR3 encounters at them and they handled them). I give them maybe two minutes of trying to solve the puzzle before someone says "fuck it, roll initiative, I'm smashing it".
[img]http://i.imgur.com/parDNvJ.png[/img] sneak peak of our first DH session, or "How I learned to shut up and babysit these psychopaths" yes that's blood and grey matter
Rear no longer has reason to criticize my shitty corpse drawing. [editline]14th May 2013[/editline] Speaking of which, if you're not one of those who has been graced with the wonder of my shitty maps, here's what I'm talking about. [img]http://puu.sh/2TJHd.jpg[/img] i m the greetist artest
Our first session pretty much consisted of us going into a bar and pretty much yelling a code phrase for our contact letting everyone know we're agents for someone, shooting a guy in the head for cooperating with us, and allowing four ganger bodies to rain down on the streets below.
[QUOTE=gman003-main;40647344]Yes, that was one of the main reasons I don't like that option as a puzzle solution. Hmm... maybe have the fire room after the water room, and let them just carry water in and dump it on the flames? Kind of lacks elegance, but it might work... Besides, they're a very combat-focused group (I've thrown CR3 encounters at them and they handled them). I give them maybe two minutes of trying to solve the puzzle before someone says "fuck it, roll initiative, I'm smashing it".[/QUOTE] Put them in a [url=https://en.wikipedia.org/wiki/Tesseract]tesseract[/url] shaped dungeon.
[img]http://25.media.tumblr.com/96f293df5ab043bc515eb4809ed538da/tumblr_mkzvw3mKiD1qa70eyo1_500.jpg[/img] I could go on about the exalted game I played last year or I could just say that this pretty much sums up our beach episode session
[QUOTE=gman003-main;40646034]OK, guys, I need some help finishing a puzzle idea for my Pathfinder game. Basic gist: four chambers, themed after each of the four classical elements. In each, there is a key to the door to the next, but it's kept away somehow by some sort of puzzle. They can get around the puzzle, but doing so will break open an elemental summon gem, making them fight the appropriate elemental (and with a team that just hit second level, a CR3 elemental is going to be a bit of a rough fight). The water room and air room I've figured out already. In the water room, the key will be floating at the top of a 20ft water jet, coming from a pipe with the elemental gem mounted on it. They can freeze the jet with Ray of Frost, letting the key drop, or they can just beat on the pipe until it's deflected enough for the key to fall as well, but that will break the gem and trigger a fight. The air room will be much the same, except using a powerful gust of air instead of water. The jet is weak enough for a simple Mage Hand or thrown grappling hook+rope to pull the key down, but they could also just break the gem again and fight an air elemental. For fire and earth, I have ideas, but I'm not sure they'll work. Fire, the obvious thing is to put it in a roaring gas flame, but how to turn it off? I suppose I could just have them jump in and grab it (one has a gem that eliminates 10pts of damage from the first fire, acid or frost damage taken that day), but that feels clumsy. Ray of Frost might work, but I already used that as a solution in a much better way, I think. Should I just make the puzzle with no solution, and see what they come up with? Earth, I was thinking to somehow have it in a tree, with the solution being "burn it down". But I can't think of a plausible way for the gem to be broken by cutting the tree, but not break by burning it. An alternate idea, more in keeping with the "earth" part, is to have it buried a few feet below the ground. But that seems a bit counter-intuitive, if every prior one was "up" and this one is "down". Or do you think proper hinting could make it work? Ie. lay out every chamber identically, but in this one have the elemental gem on a small pedestal where the key should be, with the key buried just below it?[/QUOTE] Make sure the doors aren't wood, though. I had a lot of fun charging through the doors with my barbarian.
[QUOTE=Asgard;40650679]Make sure the doors aren't wood, though. I had a lot of fun charging through the doors with my barbarian.[/QUOTE] That's always fun, when the rogue's messing around with lockpicks and screwdrivers, put your 16+ strength score to use by smashing whatever's in the way.
So Dark Heresy was last night, my first ever attempt to run a game of anything and I have to say I think it could have gone a lot worse. I learned a lot of about structuring a mission, what to prepare ahead of time and what I think I can reasonably improvise on spot and I think next time I'll be a little better at handling group dynamics. In regards to what actually happened, the Acolytes wound up potentially blinding someone, pissing off an entire Gang, announcing their code phrase to everyone, shooting their best source of information, inventing a street gang that doesn't exist with the worst name imagineable (Bluebirds rule!), attempting to lie to the Adeptus Arbites inside of a precinct house, attempting to soothe the pain of the machine spirit in a rusted Elevatus, scaring some Junkies witless, trying to steal the murder weapon from a crime scene "because I want two guns", getting shot at, lamenting the death of a TV during said gunfight, causing mass disturbances by raining corpses down onto a street and getting an innocent man and his shop burned to the ground. It's going to be a hell of a debrief.
[QUOTE=RearAdmiral;40651265]So Dark Heresy was last night, my first ever attempt to run a game of anything and I have to say I think it could have gone a lot worse. I learned a lot of about structuring a mission, what to prepare ahead of time and what I think I can reasonably improvise on spot and I think next time I'll be a little better at handling group dynamics. In regards to what actually happened, the Acolytes wound up potentially blinding someone, pissing off an entire Gang, announcing their code phrase to everyone, shooting their best source of information, inventing a street gang that doesn't exist with the worst name imagineable (Bluebirds rule!), attempting to lie to the Adeptus Arbites inside of a precinct house, attempting to soothe the pain of the machine spirit in a rusted Elevatus, scaring some Junkies witless, trying to steal the murder weapon from a crime scene "because I want two guns", getting shot at, causing mass disturbances by raining corpses down onto a street and getting an innocent man and his shop burned to the ground. It's going to be a hell of a debrief.[/QUOTE] Sounds like a beginning level Dark Heresy adventure alright.
It'll be interesting to see what happens if they keep up the wanton destruction and murder when in Imperial High Society or something, or if they ever get involved in internal Inquisitorial politics. [editline]15th May 2013[/editline] And by "interesting" I mean I'm dreading it, as it'll probably end badly for the Acolytes.
[QUOTE=RearAdmiral;40651422]It'll be interesting to see what happens if they keep up the wanton destruction and murder when in Imperial High Society or something, or if they ever get involved in internal Inquisitorial politics. [editline]15th May 2013[/editline] And by "interesting" I mean I'm dreading it, as it'll probably end badly for the Acolytes.[/QUOTE] You should have seen our party's successful conquests in the name of the Emperor. Blowing up an entire decrepit cathedral to kill a small cult. Accidentally drawing a small army of murder servitors to an Arbites precinct. Turning an industrial compound into a crater because of some Dark Eldar. Fun times.
[QUOTE=Géza!;40651450]You should have seen our party's successful conquests in the name of the Emperor. Blowing up an entire decrepit cathedral to kill a small cult. Accidentally drawing a small army of murder servitors to an Arbites precinct. Turning an industrial compound into a crater because of some Dark Eldar. Fun times.[/QUOTE] Nooooo you're giving them ideas
[QUOTE=RearAdmiral;40651471]Nooooo you're giving them ideas[/QUOTE] There were all sorts of things, those are the first few missions. They also blew up an entire apartment complex by accident, summoned a Demonhost by accident, fought a Tyranid Warrior in a gladiatorial arena and won, fought the same Warrior in the middle of a Sump Trench (and won) and threw a grenade in the middle of a 3 by 3 metre square room. They also stole a delivery truck and raced it down a motorway, spilling recaf beans all over the road on the way to pointing a gun at a simple dock worker and breaking a massive industrial elevator. They also cut a Demonhost in half in one-slash with a basic sword.
Reading people's stories about DH you really have to wonder as to what kind of person the Inquisition recruits to go on these missions.
"The buildings might be gone, but so is the heresy" -every dark heresy player ever
Sorry, you need to Log In to post a reply to this thread.