Your DM sounds like a ponce. Didn't expect the players to break shit, What kind of stupid sack of shit doesn't think of that?
Your DM sounds like the That Guy in my group, we let him DM his own campaign, it lasted one session because I broke his entire game by following the actual rules, since he set up the entire game like a fucking video game RPG, it was really easy to just ignore all of his stupid shit and win. He ended up buttmad and quit because of that. He actually planned to kill most of us first session too because he home brewed some fast as shit, high health, insta-kill creatures and threw mounds of them at us because we ignored all his stupid video game RPG type encounter hooks and walked around an entire forest that was said to be "super fucking evil and full of deadly creatures of the night".
[QUOTE=draugur;46232931]Your DM sounds like a ponce. Didn't expect the players to break shit, What kind of stupid sack of shit doesn't think of that?[/QUOTE]
Nah he laughed it off. He was a little annoyed because he didn't see HOW we did it coming. He expected us to smash the cabinet, but not by throwing it out the window.
Also I believe it was his first time DMing. He plays every Saturday with a bunch of other guys, and wanted to try it.
Now I want to learn the game and learn how to DM because I want to make a cool world for other people to fuck up.
So I'm joining a group in real life and I've never played 3.5 before. Could someone help me make a character that's based on buffing the party / enabling them to do more things?
[QUOTE=helpiminabox;46232996]So I'm joining a group in real life and I've never played 3.5 before. Could someone help me make a character that's based on buffing the party / enabling them to do more things?[/QUOTE]
You probably want to be a cleric then, heals and buffs.
cleric is simple for buffs and heals
bard is a lot harder but potentially far more game breaking.
Bard is pretty crazy in certain situations, but cleric has better over all utility with the healing and fucking up undead.
Or be a bard with a hoard of tamed cats, cats are cheap to buy and capable of killing a level one character in a straight fight, buff them with your performance.
Plus cleric can turn undead. Like, basically you just give them the mooninite salute and the undead fuck off back to who gives a shit land.
[img]http://www.civicforums.com/forums/attachment.php?attachmentid=61694&d=1130645466[/img]
God I really hope we have a session on Friday. Got some bombshells to drop I've been waiting to do for the whole game.
Does anyone have any tips for an aspiring young DM? I've never done it before
I've also never actually played D&D before, and in retrospect starting off my D&D experience as a DM doesn't seem like an especially good idea, especially when one of my friends has actual experience in this sort of thing
just wing it
rip off your favorite movie, books, mix it up, add a dash of original material, change the names and voila - it doesn't have to be a grand literary masterpiece, it just has to be fun
might be good to actually play in a game first, tho, if only just to see how it all looks like from the players' side
I'm wondering; when you guys DM (or does your DM do this), do you just basically make your game a series of disconnected dungeons with nothing really in between? The way we did it our first game was we got the quests, and left for the dungeons. Nothing really in between, no travel or town map or anything. Just shop, quest, dungeon, shop, rest, dungeon.
Because I'm writing out a world for our sessions because I want to because I have nothing better to do, and I'm wondering if its just sort of moot because all there is is dungeons with not much in between.
You can always have random encounters on the way to elsewhere. You don't HAVE to but travel time is pretty much moot without some kind of encounter.
[QUOTE=Mr. Jelly;46235000]Does anyone have any tips for an aspiring young DM? I've never done it before
I've also never actually played D&D before, and in retrospect starting off my D&D experience as a DM doesn't seem like an especially good idea, especially when one of my friends has actual experience in this sort of thing[/QUOTE]
As a DM you're allowed (and expected) to fudge rolls for dramatic effect, as long as you're not abusing it you won't piss off your party.
[QUOTE=Mr. Jelly;46235000]Does anyone have any tips for an aspiring young DM? I've never done it before
I've also never actually played D&D before, and in retrospect starting off my D&D experience as a DM doesn't seem like an especially good idea, especially when one of my friends has actual experience in this sort of thing[/QUOTE]
That's what I had to do by necessity, I've only ever DM'd games, never been a player yet :v:
If you have a good imagination and can express yourself you should be fine
Draugur's guide to being a good GM:
1. Make shit fun, it's WAYYYYY more important that the players and you have fun than it is for them to play Dungeons and Lawyers while you all spend the entire session digging through the pile of source books to argue if they can or cannot actually fill the skull of a demon prince with sand and boogers.
2. DnD is versatile and not a video game RPG, you don't have to fucking fight every goddamn fight, and there is a whole fucking world more of shit to do than fight. You could literally have an entire campaign with no combat if you REALLY wanted.
3. Players are going to think of shit you wouldn't. They will ignore plot hooks, and they will do whatever the fuck they want. You will occasionally have to force them into places if this gets out of hand, otherwise let them do their thing. It's not a barely interactive point and click adventure on rails, they are the cause, you are the effect.
3.5. Try not to say no, instead let them make stupid decisions, it'll bite them in the ass when they realize that beheading the local priest gets them chased out of town by an angry mob of villagers.
4. Prepare skeletons. Whether this be actual skeletons, or the figurative skeletons of stories, whatever. Players aren't going to follow your campaign ideas like a step by step guide, so don't write one. Practice making shit up on the spot, it'll help things go way more fluid when they break off the main path. That is, if they even bother to follow the main path.
5. There is a balance between killing players for story purposes on occasion, bad dice rolls doing it, and you being a meta-asshole. Learn this balance, don't kill players for story purposes too much, because it's kind of a dick move. Bad dice rolls though, if it was really bogus, give them a second chance somehow, a convenient old wizard informs the party that there is a way to revive their dead friend if they get some artifact or something. Player death isn't taboo, it happens, be fair about it, fudge dice if you have to. Having the entire party roll up new characters every few sessions because they died is boring, no one likes having the thing they spent time on just get told to fuck off and be remade.
6. Make it very fucking clear what rule books are allowed in your game. Never say all of them (this is a horrible idea, because there are a lot of broken rules that combine into a shitfest if you add all the books ). On the same token, more rule books is more fun, balance is key.
7. Fudge rolls if needed, but not too often. Also the players don't need to know what you rolled. I keep important shit a secret so they don't go fudging their rolls to pass tests.
Though I've never DMed, from a player's perspective, when you give the players a cool enchanted weapon or artifact, make it do something more interesting than +1 or +2 to stats.
[QUOTE=IrishBandit;46236551]Though I've never DMed, from a player's perspective, when you give the players a cool enchanted weapon or artifact, make it do something more interesting than +1 or +2 to stats.[/QUOTE]
Like boots that make walking on anything but ice like walking on ice, except ice, which is perfectly fine.
[QUOTE=IrishBandit;46236551]Though I've never DMed, from a player's perspective, when you give the players a cool enchanted weapon or artifact, make it do something more interesting than +1 or +2 to stats.[/QUOTE]
Have it randomly take over the player and get them to kill shit randomly. Liven shit up.
[QUOTE=IrishBandit;46236551]Though I've never DMed, from a player's perspective, when you give the players a cool enchanted weapon or artifact, make it do something more interesting than +1 or +2 to stats.[/QUOTE]
Give it a backstory and a name.
Always have a name written up for an enchanted weapon. If your players are at all grateful they will want to know more.
Also, unique non-enchanted weapons and armor are just as enticing to players. I once gave one of my party a half plate of armor that (when restored) was beautifully crafted with sigils and crests all over the damn thing. The players seemed really pumped to find out more about it, and it would have kicked off an entire quest line if the games hadn't been cut short.
on the cruise i want to be the obnoxious guy who searches for traps and hidden walls at every opportunity
[editline]15th October 2014[/editline]
thats a good way to get everybody in your group to hate you
[QUOTE=doomkiwi;46236959]Give it a backstory and a name.
Always have a name written up for an enchanted weapon. If your players are at all grateful they will want to know more.
Also, unique non-enchanted weapons and armor are just as enticing to players. I once gave one of my party a half plate of armor that (when restored) was beautifully crafted with sigils and crests all over the damn thing. The players seemed really pumped to find out more about it, and it would have kicked off an entire quest line if the games hadn't been cut short.[/QUOTE]
This is one of the things I like about Exalted; it encourages this 100%. Artifacts are meant to be powerful, one-of-a-kind things(although they are sometimes mass-produced, and even then it's usually got enough of a reason to make for a good backstory), which have, in many cases, been around for decades, if not centuries, and have a lot of history as a result.
EG in one of the games I'm in I've got an obsidian-gold hauberk covered in little tiny bells(hurray for demon artifacts) that was made like 200 years prior to my guy getting it by a demon that wore to ward off the Silent Wind(aka a thing that kills you if it touches you but absolutely abhors noise) and also protect him from other shit, then that demon got killed and the armor was given to an Akuma(basically demigod who was like 'yo demon overlords I'll be your servant if you give me some powers n shit') who did a bunch of more exciting shit with it probably then eventually he died and it was given to my dude when he Exalted. And y'know what it does? Besides protecting the wearer from damage, it also gives bonuses to dexterity-based rolls as long as you dance to the music the bells make in some way while you do it, which is handy as shit when you're playing a dude who's all about staying mobile in combat. (As far as names go I didn't think one up for what it was called originally but my dude calls it Brazen Bulwark.)
[editline]14th October 2014[/editline]
They also tend to become signature gear for the user since they're generally rare and powerful.
EG I've also got a sword that's constantly giving off green smoke and shit that I don't plan on [I]ever[/I] replacing because it lets me hit shit that's immaterial.(Which is not a rare occurrence in that game specifically.)
So, I just rolled up a Tengu Monk for an online game that'll be happening on Thursday. I have 21 AC at lvl 1 so far. :v: This is Pathfinder by the way.
Any feats I should look into for them or anything? I was looking at Style feats and that kind of stuff and I'm kinda set on Dragon Style.
A good way to play player death, if you're running a more grandiose, narrative game, is once a player would die, they survive until the very end of the encounter, getting a big boost while doing so.
It's cool in a game where player death doesn't happen often, as it's more impactful.
[QUOTE=Funktastic Dog;46239601]A good way to play player death, if you're running a more grandiose, narrative game, is once a player would die, they survive until the very end of the encounter, getting a big boost while doing so.
It's cool in a game where player death doesn't happen often, as it's more impactful.[/QUOTE]
So basically what happens in Dynasty Warriors.
[QUOTE=Zernbrog;46237793]So, I just rolled up a Tengu Monk for an online game that'll be happening on Thursday. I have [B]21 AC[/B] at lvl 1 so far. :v: This is Pathfinder by the way.
Any feats I should look into for them or anything? I was looking at Style feats and that kind of stuff and I'm kinda set on Dragon Style.[/QUOTE]
How the fuck?
Even with a +5 dex bonus that's still +6 I can't figure out where it's coming from unless you've forsaken the #1 rule of monkhood and chosen to wear armor.(Even then there's no armor that gives +6 AC with a full +5 dex bonus so???)
[editline]15th October 2014[/editline]
Oh right wisdom bonus is part of the monk AC bonus thing.
So assuming you've got +5 dex and +5 wisdom(which is whack grats on the lucky rolls) then there is only +1 that I can't figure out.
[QUOTE=Rats808;46239775]How the fuck?
Even with a +5 dex bonus that's still +6 I can't figure out where it's coming from unless you've forsaken the #1 rule of monkhood and chosen to wear armor.(Even then there's no armor that gives +6 AC with a full +5 dex bonus so???)[/QUOTE]
Wismod and the dodge feat
Dodge feat okay I'm dumb.
[editline]15th October 2014[/editline]
Thanks for the ninja.
[QUOTE=DiscoInferno;46239633]So basically what happens in Dynasty Warriors.[/QUOTE]
Sooorta, its' one of the rules suggested in Deathwatch, amongst the many optional rules that are fantastic in that system.
It's cool for long term groups, because it allows a last moment of glory, and some final words after combat has ended.
[QUOTE=Funktastic Dog;46240255]Sooorta, its' one of the rules suggested in Deathwatch, amongst the many optional rules that are fantastic in that system.
It's cool for long term groups, because it allows a last moment of glory, and some final words after combat has ended.[/QUOTE]
There's nothing more satisfying than watching a player crawl slowly over to the self-destruct button for the base after the villain cheaply one-shots them - it can really save a game from feeling unfair for the players.
Last words, on the other hand, would probably be overshadowed by snarky jokes and sarcasm in any of my games since we like to mess with each other.
[QUOTE=Nitrowing;46240532]There's nothing more satisfying than watching a player crawl slowly over to the self-destruct button for the base after the villain cheaply one-shots them - it can really save a game from feeling unfair for the players.
Last words, on the other hand, would probably be overshadowed by snarky jokes and sarcasm in any of my games since we like to mess with each other.[/QUOTE]
I once had a near death experience with one of my characters. Effectively I knew he was going to live, but in character he thought he might not make it through (he was very low HP) so I RP'd it like he thought these might be his final words. So he asked one of the other characters (who was his best friend) to look after his wife and kids if he didn't make it back. Hilariously there was a side plot where his best friend was actually in love with his wife, and he didn't know.
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