• D&D General v3
    11,241 replies, posted
The GM decides that anyway. Pazio and anyone else can fuck off if the GM wants to be play grimdark Pathfinder or rainbow land Pathfinder. I use Pazio's universe as a base framework for my campaign to avoid spending years fleshing out fruitless backgrounds and making gaming systems from scratch; the specifics are entirely my decision and mine alone.
honestly if i was dming i would probably go with the actual meaning of android just because the last thing i want is people rolling a race that's just socially awkward humans who dont need to eat if you're gonna be a robot atleast do it proudly, off the whack characters like robots or beastfolk or shit like that are PRIME for roleplay, in a game where you can be anything, why be boring?
[QUOTE=Funktastic Dog;43910972]So basically, androids don't get emotions and social functions like other humans, to a fault. Pretty much a perfect fit for anyone [url=http://en.wikipedia.org/wiki/Autism]playing a roleplaying game[/url].[/QUOTE] Way to stereotype.
Personal opinion but if I wanted to be a robot-like character in Pathfinder I would just go Warforged. [t]http://static1.wikia.nocookie.net/__cb20130210000660/forgottenrealms/images/d/d8/WarforgedJuggernautPath.jpg[/t] Fuck yeah
Warforged Juggernaut is an insanely strong class too. Also, my Juggernaut called Crush. [img_thumb]http://i.imgur.com/BXap39r.jpg[/img_thumb]
[QUOTE=Axznma;43913912]Personal opinion but if I wanted to be a robot-like character in Pathfinder I would just go Warforged. [t]http://static1.wikia.nocookie.net/__cb20130210000660/forgottenrealms/images/d/d8/WarforgedJuggernautPath.jpg[/t] Fuck yeah[/QUOTE] That picture will forevermore remind me of the typo in the 4e Eberron Player's Guide for the Juggernaut, since the typo carried over from 3.5. "Our of my way, fleshbags!"
This pathfinder combat is so silly no less than 4 weapons have been dropped GM confirmed for coating entire campaign world is butter
[QUOTE=SiberysTranq;43914544]This pathfinder combat is so silly no less than 4 weapons have been dropped GM confirmed for coating entire campaign world is butter[/QUOTE] Is he doing the "roll natural 1, you drop your weapon" deal? Blah, I hate that. I try to make failure interesting at the very least when that happens, Pathfinder or otherwise. Or otherwise not just make it "you drop your weapon".
[QUOTE=LiquidNazgul;43914671]Is he doing the "roll natural 1, you drop your weapon" deal? Blah, I hate that. I try to make failure interesting at the very least when that happens, Pathfinder or otherwise. Or otherwise not just make it "you drop your weapon".[/QUOTE] Especially when there's so many ways to fail. Weapon breaks. Injuring yourself. Hitting terrain (causing a rockslide, slashing a tapestry, etc.). Tripping over your own feet. Provoking AoO. Hitting the wrong target. Having your pants fall down in battle. Accidentally activating a special attack. Just dropping your weapon seems like a wasted opportunity for the GM.
[QUOTE=LiquidNazgul;43914671]Is he doing the "roll natural 1, you drop your weapon" deal? Blah, I hate that. I try to make failure interesting at the very least when that happens, Pathfinder or otherwise. Or otherwise not just make it "you drop your weapon".[/QUOTE] I just started playing normal D&D 3.5 with some friends and the GM follows a natural 1 is a spectacular failure (something outlandishly awesome and terrible happens), and 2-3 is failure with weapon drop or getting stuck or something, 4 and above is normal failure. (we roll hit chance with a d20, I'm new and have no idea if that's common or not.)
[QUOTE=draugur;43914759]I just started playing normal D&D 3.5 with some friends and the GM follows a natural 1 is a spectacular failure (something outlandishly awesome and terrible happens), and 2-3 is failure with weapon drop or getting stuck or something, 4 and above is normal failure. (we roll hit chance with a d20, I'm new and have no idea if that's common or not.)[/QUOTE] Whoah, that's like... 1/5th chance to fuck up. Goddamn hard mode right there.
that's not a cool amount of fuck up
[QUOTE=gman003-main;43914751]Hitting terrain (causing a rockslide, slashing a tapestry, etc.).[/QUOTE] That reminds me of a story I heard from a friend yonks ago. The party was walking through a snowy mountain range when they were ambushed. The archer of the group rolled a 1, the DM describing it as 'you sneeze as you unleash your arrow, firing it entirely in the wrong direction'. Since it was the guy's second session or so, he decided to be nice and offered him a chance at saving it but only if he rolled an 18 or higher. Which he did. Said arrow proceeded to dislodge a few rocks, causing a gigantic avalanche that wiped the entire ambushing party. That DM swiftly learned not to pull shit like that again.
It's actually pretty fun, plus he added a custom training/feat/whatever so you only have natural failures for 1 and 2. However, both 1 and 2 become spectacular failures, anything above is just a normal failure though. He also lets us reroll if we get a natural failure above 2 (so 3) , if the second roll + modifiers - 1 passes the hit check, we get to hit, if not, then you get the failure. [editline]14th February 2014[/editline] [QUOTE=lintz;43914975]that's not a cool amount of fuck up[/QUOTE] It kinda blew at first because it was a lot to learn being my first time, but it has been pretty fun, he's generally fair about it and even failure does give us some useful situations now and then. Our wizard missed an orc with his staff and ended up hitting a secret switch, causing part of the ceiling to fall on the orc, stunning the orc and giving us enough time to come to his aid. However, the wizard also ended up lighting the deck of a boat on fire once too..
[QUOTE=draugur;43914759]I just started playing normal D&D 3.5 with some friends and the GM follows a natural 1 is a spectacular failure (something outlandishly awesome and terrible happens), and 2-3 is failure with weapon drop or getting stuck or something, 4 and above is normal failure.[/QUOTE] So wait, 1 = spectacular failure, 2-3 = major failure, 4-20 = run-of-the-mill ordinary failure? What a hardass DM
[t]http://puu.sh/6WJbn.jpg[/t] The Exalted map at the moment. Took a picture of it since I'm going to clear it tomorrow once the session starts.
God Emperor, I forgot how ridiculously fun the Dark Heresy critical damage system is.
One of my players has died 3 times in one dungeon -- we will call him Player 1. His last death was the result of fleeing from a demonic horror through a narrow passageway in a hallway, whereupon another player stated "[I]There's nothing of interest here, I already scouted it out; but at least we seemed to have lost the monster[/I]" more or less. So what does Player 1 do? [I]Immediately[/I] walks back through the passageway and into the hallway that [U]one round ago[/U] had a vicious monster in it. Player 1 showed no surprise when the rest of the party elected not to join him. Player 1 bumbled into the hallway and was quite obviously spotted by the creature that didn't even have time to [I]leave[/I] yet. He died 2 rounds later after running into a dead end. I just don't know what to do with this guy. He doesn't suicide his characters, I know that much for sure. He's just not taking the mechanics seriously or something. Myself and the other players sat together for an hour and a half after the session ended just discussing what mind-frame someone would have to be to do what he did. [editline]15th February 2014[/editline] On another note, I was whipping together a map and remembered why I was such a shitty Hammer map maker: [img]http://i.imgur.com/GpBcqfM.png[/img] The red boxes represent what the players will actually see (unless they want to get creative and decide not to go through the front door; which now reminds me I need to make another way to get in if they choose to). The rest of it is simply because I have to complete the details, even if no one will ever see them.
You say shitty, I say dedicated and prepared.
what happens if they [I]somehow[/I] break through the dungeon walls? now you're prepared for that possibility.
All walls are load bearing walls and whole place crumbles if one is destroyed.
[QUOTE=lintz;43921755]what happens if they [I]somehow[/I] break through the dungeon walls? now you're prepared for that possibility.[/QUOTE] right here is the number one reason not to try and prepare everything ahead of time, especially maps.
And that is exactly why I never have anything prepared at all! :v: Just ask my players. I go in to a game with nought but the very vaguest of outlines on what will happen and come out with something coherent. Most of the time.
I try to take the middle road: have some material prepared because I'm not a believer in 100% sandbox games and have at least a semi-linear plot, but also prepare for players inevitably doing things you will not expect at all and adapt accordingly without having to say "no" outright.
[QUOTE=LiquidNazgul;43922943]I try to take the middle road: have some material prepared because I'm not a believer in 100% sandbox games and have at least a semi-linear plot, but also prepare for players inevitably doing things you will not expect at all and adapt accordingly without having to say "no" outright.[/QUOTE] This is how to do it. [editline]15th February 2014[/editline] 100% approved by rearadmiral
i cast light on my hair in dungeon world now my character is an anime
nah man thats LAME you gotta have a wide open world but for each major region the players go to, have a bullet point list of potential branching paths! If the players decide they want to go down their own path, after the first session they try, start doing bullet point ideas of what could potentially come from it/lead to it
[img]http://puu.sh/6XmSM.png[/img] This is my plot outline for Exalted. There are multiple instances of "They do something I didn't expect" among all those bullet points. [editline]15th February 2014[/editline] And I'm still scared this won't even cover an entire session worth of stuff. The rest is all stored in my brain.
[QUOTE=lintz;43921755]what happens if they [I]somehow[/I] break through the dungeon walls? now you're prepared for that possibility.[/QUOTE] I could just say they see the forest beyond and call it a day (or create more of the map on the spot, as we stick to VTT's). But that seems cheap and I feel like I've slighted my group when I do it. [QUOTE=elowin;43921962]right here is the number one reason not to try and prepare everything ahead of time, especially maps.[/QUOTE] Players can always ruin prep that's true. But my group plays a virtual world version of Pathfinder, simulations and realism (not in the non-magic way) out the ass. I have to prepare everything because in the world those things would already exist. I've been rolling economic checks and Kingdom territory controls/political environments for parts of the map I don't suspect the party will venture to for another year. Their characters exist [I]in[/I] the world -- the world doesn't exist [I]for[/I] them. That's the best way to sum it up. This does have the benefit of my players being somewhat predictable because they roleplay their characters as if living people in another world; I don't have to worry about them jumping across a chasm instead of taking the bridge because any sane person that values their life would opt for the bridge first. Unless their character is not sane, of course. Or they're a Wizard. Damn spellcasters. It's not for everyone, but my group likes it and I enjoy what I do. That's all that matters in the end, regardless of how you get there.
Here's how I do it, introduction, a couple of events, enemy stats. That's it, the players will do the rest. [editline]15th February 2014[/editline] Most major thing to remember, always end with a good, defined end point, try for a cliffhanger, but don't leave the players unresolved. Do: have the big bad steal the macguffin at the end of the session. Don't: Leave the players in the middle of a short dungeon.
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