• D&D General 2e
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My current group would be boring as fuck if I wasn't a dick now and then. On our current dungeon we went to deliver said item back to a man and he invited us in for dinner and he was our enemy. I was like fuck this, started munching on the food, after a while the other party members foiled his guise and he started combat, all the food turned to human flesh and I got a debuff that I couldn't get any heals other than my last wind, until we have an extended rest. I proceeded to carry on eating the food since I'm a full orc and I eat humans for fucking breakfast. After we killed the guys, I saw some beds and decided to sleep in them for no reason. Then the DM tells me that the bed was cursed and I will have nightmares until I have an extended rest. I - to combat or something Oh well, it was hilarious, the rest of my group are all stiff and stick to the generic crap
It's important to fuck up every now and then, much more fun than just playing it well. And it's always fun to see a DM trying to handle PCs who are making a giant mess!
I was supposed to be DM'ing for the fourth time today but the group I'm going to be running keeps having one person unable to come so there's almost no point in playing. I'm not sure if I should just adapt it to suit the reduced amount of players or wait another week.
[QUOTE=AutomataReturns;38852013]I was supposed to be [b]DM'ing for the fourth time today[/b][/QUOTE] :suicide:
Today in the misadventures of my pathfinder group I DM for: Party sees dark room. Party casts light on arrow. Party shoots arrow into room. Arrow hits floor and snaps which dispels the light spell. I even explicitly asked if they were sure that they wanted to shoot the arrow against a stone surface at full force instead of just loosely lobbing the arrow in and letting gravity do the rest. Later on party sees a cliff Party sees defensive walls on top of cliff. Party sees arrows being shot at them from the top of said defensive walls. Party charges in. They almost died against three goblins because nobody realized that running headlong into a defensive chokepoint [B]might[/B] not be the smartest of ideas.
I let my friend fool around with the character creator program on the D&D website and maaaaan, this guy. I tell him go ahead and make yourself some characters, but don't go hogwild. This guys been wanting to play D&D for like forever, and when we first started, he ended up having to move a state away, so I let him fool around with it. I check it today to see what he made, and he's got a level 3 Dragonborn Monk, and 2 Human Hybrids, and he's got them decked out with the best gear I've ever seen a level 3 have. And his descriptions are absolutely the best part. Best part is that he's one of those guys that if you stepped in and corrected him, saying that his character was OP, he's get a prissy and throw a pissy fit if he doesn't get his way. Miss the dude, but man I'm happy I'm not playing with him.
So, I found a GM for this Star Wars Saga group, but sadly things aren't going so well. We SORT of have players, but they're barely ever responding. We'll be playing Saturdays and Sundays, evenings for people around +2 GMT (central Europe) and mornings for people around -7 GMT (U.S.). If anyone is interested, contact him on Skype, his account is kelson.g
So how does D&D over Skype work?
[QUOTE=Daevian;38879838]So how does D&D over Skype work?[/QUOTE] I would personally use skype in combination with a virtual tabletop. I use [url=http://www.socalled.org/vd/]Virtual Daivve[/url], which is a fork of [url=gametableproj.sourceforge.net]Gametable[/url] specifically made for 4e. Gametable is pretty basic but should have everything you need, it's basically an infinite whiteboard with drawing tools and built in chat and dice rolling, as well as dice macros that you can set up for powers and whatnot. Virtual Daivve has drawing tools, chat, dice rolling, macros (which are more in depth and can include attack rolls, damage, recharge, power effects, crit damage, etc.), ability scores, defenses, and HP that you can set up for each character token, you get the idea. VD isn't entirely user friendly but it's pretty powerful if you take some time to get used to it. (I know this is like the third time I've advertised for VD, please don't hurt me D:)
VD ehuehueheuheuh (I know this is like the third time i've done this joke and I still don't give no fucks.) Anyway, to answer your question, just get all the players in a group conversation and play the game like you would in real life.
So I have a few questions: My friends and I got the Red Box from Think Geek a while ago, and we've been thoroughly enjoying it. I'm DMing (although it's not so hard, since the book has plenty of details. I do improvise when I need to though). I've also been looking at 3.5/Pathfinder, although I've definitely been spoiled by the Character Creator, since I'm having a hard time clearly understanding character creation with pathfinder. But my questions are: Should I bother with/do you guys ever make them track arrows? I just find it sort of OP if my ranger friend can just fire off 2 arrows (at least) every turn, and practically never use his longsword. If he ran out in the middle of a boss fight, it'd provide for some interesting play. Question #2. I was talking with my bestest friend today (trying to test out Pathfinder. We got distracted by my puppy), and he was mentioning DM styles. So I know about the battlemap, and the big erasable ones (which I need), but do people still play without one? Just full on RPing everything? Also also, when using a battlemap (or whatever its officially called) do you let the players move themselves and whatnot, or should they be telling me what they want to do, and asking me for distances/locations/room layout, and then me moving them. I wanna try to be the best DM I can be (which probably isn't much at this point).
You don't need to track his ammunition, because that's something he's supposed to do. It's also a balancing point of being able to attack at range, so you should definitely not ignore it. People play without battle maps all the time. It's both easier and more difficult; You need to describe the scenarios very thoroughly, or there will be a great deal of confusion. As far as moving pieces, you should let them move- but make them slide the figure, not pick up and drop. That way, if they wander over a trap, you can be all like "WOAH WOAH, BEETCH. Roll reflex."
[QUOTE=Oliolio;38886382]You don't need to track his ammunition, because that's something he's supposed to do. It's also a balancing point of being able to attack at range, so you should definitely not ignore it. People play without battle maps all the time. It's both easier and more difficult; You need to describe the scenarios very thoroughly, or there will be a great deal of confusion. As far as moving pieces, you should let them move- but make them slide the figure, not pick up and drop. That way, if they wander over a trap, you can be all like "WOAH WOAH, BEETCH. Roll reflex."[/QUOTE] Thanks! And as for the arrows, I didn't exactly mean I should track his arrows, but that his arrows should be tracked to begin with. Seems like most people don't bother with tracking arrows at all.
[QUOTE=That Ninja;38886644]Thanks! And as for the arrows, I didn't exactly mean I should track his arrows, but that his arrows should be tracked to begin with. Seems like most people don't bother with tracking arrows at all.[/QUOTE] Being lazy is no excuse not to track a very important resource. In a long dungeon crawl, you WILL run out of arrows, unless you equip yourself in a comically unbelievable fashion where you have three quivers strapped to each extremity.
I just texted him about the change. He's saddened. As for traps, and similar things regarding the passive perception of certain players. What if a trap is only detected by that ranger, for example (passive perception of 20, unless I'm doing it wrong), do I just tell him? How does he convey to everyone else that the trap is there? I just need to work out some finer details for gameplay. [editline]18th December 2012[/editline] What's a good number of arrows per quiver, and the weight of arrows? [editline]18th December 2012[/editline] Ooh also also (sorry for all the questions. I think most of the thread frequenters are asleep now anyway), how should I handle damage? And by that I mean the details. I love Dwarf Fortress and the combat in it, so I try to do something like that, rather than just "your sword hits the goblin. It takes 1d10+4 damage" but what's a good way to decide where a blow hits/how hard/how descriptive? I guess it's just preference and getting better, eh?
Don't use passive perception- That's for when they are being ambushed. When they are SEARCHING for traps, let them roll. If they aren't searching, you roll. If they don't succeed, don't tell them about the trap. If the DO succeed, have them roll as though they were then searching; "You have a sinking sensation ripple through your marrow, roll perception". [editline]19th December 2012[/editline] 20 arrows per quiver. I think a quiver is 5 lbs, but you can check in the players guide. How I determine damage location is dependent on the damage rolled by the die- If it's a d8, a 1 might be a nick to an extremity, a 3 might be to a shoulder or hip, a 5 would be to the core, and an 8 would be a gash to the neck, head, inner thigh, or other similarly dangerous location.
Ah okay. So then what exactly is passive perception for?
Passive perception is what you use in place of perception rolls whenever a player isn't actively searching for something. So for instance if a monster is making a stealth check to creep up behind a player and the player isn't rolling perception, you would roll that stealth check against the player's passive perception score. [editline]19th December 2012[/editline] By the rules it applies to traps and such but when players happen to have really high passive perception scores it kinda ruins the fun of traps.
[QUOTE=Salsa;38887579]Passive perception is what you use in place of perception rolls whenever a player isn't actively searching for something. So for instance if a monster is making a stealth check to creep up behind a player and the player isn't rolling perception, you would roll that stealth check against the player's passive perception score. [editline]19th December 2012[/editline] By the rules it applies to traps and such but when players happen to have really high passive perception scores it kinda ruins the fun of traps.[/QUOTE] Yeah, this. If you apply passive perception to traps they stop being interesting and start being lame speed bumps.
[QUOTE=That Ninja;38886715]I just texted him about the change. He's saddened. As for traps, and similar things regarding the passive perception of certain players. What if a trap is only detected by that ranger, for example (passive perception of 20, unless I'm doing it wrong), do I just tell him? How does he convey to everyone else that the trap is there? I just need to work out some finer details for gameplay.[/QUOTE] D&D is all about resources and tracking them. A ranger should know that if the party's headed out for a long haul he might want to save his arrows for something bigger than goblins, and that goes at least triple for casters with their limited number of spells. I'm playing in a Pathfinder game right now as a gunslinger, and managing my very expensive ammunition was a bit of a balancing act before running into some gold. And how the ranger conveys to the rest of the party that the trap is there, is up to the person playing him. Hell, he can just let the party walk right over it if he really wants to and doesn't say anything. We use a whiteboard (And recently got a nice gridded mat) and players declare how they're moving (If they're sneaking, using acrobatics, jumping etc.) and then just move themselves along. It makes it just that little bit easier on the DM since each player knows the distance thanks to the grid (Or a ruler when we played without one) and how far their character can move.
I hate traps, our DM never used traps and then in one dungeon added about 30. I think I feel into every one. Luckily my athletics is high enough that I can just backflip out
[QUOTE=Carnotite;38888735]D&D is all about resources and tracking them. A ranger should know that if the party's headed out for a long haul he might want to save his arrows for something bigger than goblins, and that goes at least triple for casters with their limited number of spells. I'm playing in a Pathfinder game right now as a gunslinger, and managing my very expensive ammunition was a bit of a balancing act before running into some gold. And how the ranger conveys to the rest of the party that the trap is there, is up to the person playing him. Hell, he can just let the party walk right over it if he really wants to and doesn't say anything. We use a whiteboard (And recently got a nice gridded mat) and players declare how they're moving (If they're sneaking, using acrobatics, jumping etc.) and then just move themselves along. It makes it just that little bit easier on the DM since each player knows the distance thanks to the grid (Or a ruler when we played without one) and how far their character can move.[/QUOTE] heh rangers caring about arrows THIS [url]http://www.myth-weavers.com/sheetview.php?sheetid=454409[/url] is how you make rangers
[QUOTE=Antary;38890297]heh rangers caring about arrows THIS [url]http://www.myth-weavers.com/sheetview.php?sheetid=454409[/url] is how you make rangers[/QUOTE] No, you make them with an interesting backstory, distinctive personality, and a definitive motivation and reason for your character to have an interest in the campaign.
[QUOTE=DiscoInferno;38890452]No, you make them with an interesting backstory, distinctive personality, and a definitive motivation and reason for your character to have an interest in the campaign.[/QUOTE] fuck that im a ranger WITH A GREATSWORD that does 2d6+12 damage AND WRECKS SHIT
[QUOTE=Antary;38890617]fuck that im a ranger WITH A GREATSWORD that does 2d6+12 damage AND WRECKS SHIT[/QUOTE] No-one will care.
[QUOTE=Antary;38890617]fuck that im a ranger WITH A GREATSWORD that does 2d6+12 damage AND WRECKS SHIT[/QUOTE] I don't really see the fun in playing something like this.
[QUOTE=elowin;38891179]I don't really see the fun in playing something like this.[/QUOTE] yeah because clearly he is a walking 2d6+12 damage dispenser he cant do anything else
[QUOTE=Antary;38891572]yeah because clearly he is a walking 2d6+12 damage dispenser he cant do anything else[/QUOTE] Being OP is boring in my opinion.
Do wizards spells in 4e work the same as in 3.5? We recently added on a friend who's played before, and he made a wizard, but he didn't get to do much before. I know that in 3.5 there's a limit to how many you can cast per day, but is one of the things 4th edition changed how wizard spells work?
There's daily spells, reset on an extended rest Encounter spells which reset per encounter and standard actions which can be used all the time.
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