[QUOTE=elowin;41591260]Premades are more taboo than crack for me.
although some people would say that it doesn't really seem like crack is all that taboo to me[/QUOTE]
And now, Click-Clack the intelligent spider makes total sense.
(He had 8 monocles.)
[QUOTE=Rents;41590332]Premade ones are good for getting the hang of DMing, but taking off the training wheels and making a game exactly the way you and the players want is best, if you can pull it off.[/QUOTE]
Using that analogy of training wheels, my first game went as well as putting a toddler on a full-sized motorcycle. On a busy street.
It went about as well as expected.
[QUOTE=Aperture fan;41592042]Using that analogy of training wheels, my first game went as well as putting a toddler on a full-sized motorcycle. On a busy street.
It went about as well as expected.[/QUOTE]
So, very well?
[QUOTE=MeltingData;41592475]So, very well?[/QUOTE]
I'd generously call it "not [I]complete[/I] and utter shit."
[t]http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG28b.jpg[/t]
Bodaks are spooky motherfuckers
[QUOTE=DarkMonkey;41611555][t]http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG28b.jpg[/t]
Bodaks are spooky motherfuckers[/QUOTE]
i remember the first dnd campaign i was ever in had these guys
our sorc or something enchanted a pebble and bored a hole in its head with it
Had another session of my AD&D campaign and I ran them through their first dungeon.
It went quite well and they seemed to enjoy it, but I'm still not really sure how to handle traps and secret doors. We don't use miniatures and a battle map, so I just describe rooms and corridors to them, and I feel like I need to hint at traps and secret doors rather than just expect them to be rolling 'find/remove traps' checks the whole time (which would suck), however mentioning specific details makes it fairly obvious something isn't as it seems.
The alternative is to put a lot of work into describing each and every room, but I don't have the time for that, and I imagine they wouldn't want to hear exactly how many different shades of mould there are on the walls every time they go through a door.
The easiest way to keep up suspense without it turning into a paranoid rollfest is the occasional red herring. drop a hint for no reason; they'll go crazy when it turns out to not actually be a trap.
And then, maybe just once and have it not be super dangerous thing, spring a trap with no warning at all. Even if you just did both of those once it could potentially be enough to cause interesting and careful play.
[QUOTE=dirty harry;41614000]Had another session of my AD&D campaign and I ran them through their first dungeon.
It went quite well and they seemed to enjoy it, but I'm still not really sure how to handle traps and secret doors. We don't use miniatures and a battle map, so I just describe rooms and corridors to them, and I feel like I need to hint at traps and secret doors rather than just expect them to be rolling 'find/remove traps' checks the whole time (which would suck), however mentioning specific details makes it fairly obvious something isn't as it seems.
The alternative is to put a lot of work into describing each and every room, but I don't have the time for that, and I imagine they wouldn't want to hear exactly how many different shades of mould there are on the walls every time they go through a door.[/QUOTE]
I utilize hidden/passsive perception (rolls) for secrets, and that works great imho.
[QUOTE=Asgard;41614142]I utilize hidden/passsive perception (rolls) for secrets, and that works great imho.[/QUOTE]
This or have each player have a passive perception. Downside is that the same players with high perception will be finding everything.
[QUOTE=Newbienice99;41615210]This or have each player have a passive perception. Downside is that the same players with high perception will be finding everything.[/QUOTE]
Well that happens anyways.
I have a macro set up for my campaign now and I've done a few test rolls with it; the same 2-3 people keep being the only ones with rolls above whatever I decide to set as a DC for that thing.
As a DM, player paranoia is the best feeling.
[QUOTE=Rents;41615668]As a DM, player paranoia is the best feeling.[/QUOTE]
This.
Sometimes I roll dice just to make them nervous. And because rolling dice is fun. But mostly just to make them think. "Was that a perception check? Was that for me? Did I fail? Or was it something else?"
Sometimes I call out for someone to make a random roll, wait for the result, then continue on like nothing happened. It's when you do it so flawlessly that they start whispering theories and strategies to each other over nothing that you get the warm fuzzy feeling in your evil DM heart. :v:
Game will not be canceled today, though it may start late as a result of me still being awake when it starts in like five hours.
[QUOTE=Oliolio;41622735]Game will not be canceled today, though it may start late as a result of me still being awake when it starts in like five hours.[/QUOTE]
not canceled for once?
it is a miracle
[QUOTE=Rents;41615668]As a DM, player paranoia is the best feeling.[/QUOTE]
Illusions are very good for that.
I had my players spend roughly two-three hours trying to plan out a way to get past a big ass robot dragon thing which was standing between them and treasure.
Needless to say many tears were shed when they found out it was but an illusion.
[QUOTE=elowin;41622913]not canceled for once?
it is a miracle
Illusions are very good for that.
I had my players spend roughly two-three hours trying to plan out a way to get past a big ass robot dragon thing which was standing between them and treasure.
Needless to say many tears were shed when they found out it was but an illusion.[/QUOTE]
A clever Illusionist is the most powerful character in the game... under the right circumstances, and with a willing DM. A well though out illusion is worth hundreds of fireballs if applied cleverly. It's too bad all the games I ever played had casters who only ever wanted to be damage dealing spellflingers.
Anyways, is anyone up for a 2E campaign? I could DM I suppose, but I'd rather play given the chance. Busy days for me are Wednesday, Friday, and Saturday, other than that I would be free basically any time of the day.
[QUOTE=Chronische;41623775]A well though out illusion is worth hundreds of fireballs if applied cleverly.[/QUOTE]
If everyone fails their will saves, yes
[QUOTE=HALP Cat;41623784]If everyone fails their will saves, yes[/QUOTE]
If you make it believable, I don't think you MAKE a will save. It's the act of disbelieving something as being impossible or just not right that causes the will save, so something completely believable wouldn't automatically cause a check I wouldn't think. Otherwise, are you constantly making willpower checks on whether your friend is maybe an illusory double? To check if the floor is still there? I think not! Just like a thief (non epic at least) isn't always checking for traps. It would be silly.
I love illusions
Illusions nearly made one of my players up and leave on the spot I revealed it
They're second only to bringing up an old character the PC's wronged in terms of hilarious paranoia value you get from them
[QUOTE=elowin;41622913]Illusions are very good for that.
I had my players spend roughly two-three hours trying to plan out a way to get past a big ass robot dragon thing which was standing between them and treasure.
Needless to say many tears were shed when they found out it was but an illusion.[/QUOTE]
And it wasn't until we shot what was effectively a rocket launcher at it and it took no damage that we realized we hadn't even rolled initiative for the encounter yet.
[QUOTE=Chronische;41623820]If you make it believable, I don't think you MAKE a will save. It's the act of disbelieving something as being impossible or just not right that causes the will save, so something completely believable wouldn't automatically cause a check I wouldn't think. Otherwise, are you constantly making willpower checks on whether your friend is maybe an illusory double? To check if the floor is still there? I think not! Just like a thief (non epic at least) isn't always checking for traps. It would be silly.[/QUOTE]
If I roleplay my character well enough as a skeptic, does he get to make at-will will saves to check for illusions? And if he's also a powerful enough caster, can him succeeding will saves to check if things are illusions when they're [i]actually real[/i] displace the real things and suddenly have them replaced with illusions?
Best form of insanity: Accidental teleportation and double creation of your compatriots, occurring because you believe strongly enough they're illusory already
[QUOTE=Chronische;41623820]If you make it believable, I don't think you MAKE a will save. It's the act of disbelieving something as being impossible or just not right that causes the will save, so something completely believable wouldn't automatically cause a check I wouldn't think. Otherwise, are you constantly making willpower checks on whether your friend is maybe an illusory double? To check if the floor is still there? I think not! Just like a thief (non epic at least) isn't always checking for traps. It would be silly.[/QUOTE]
In 3.5 rules atleast, I believe you make a will save the first time you see an illusion, no matter how real it may seem.
You can get the save DC really ridiculously high if you focus on illusion magic though.
In the end though it's up the to DM.
[QUOTE=elowin;41624367]In 3.5 rules atleast, I believe you make a will save the first time you see an illusion, no matter how real it may seem.
You can get the save DC really ridiculously high if you focus on illusion magic though.
In the end though it's up the to DM.[/QUOTE]
From d20srd:
[quote]Saving Throws and Illusions (Disbelief)
Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.[/quote]
[QUOTE=Codename 47;41624903]From d20srd:[/QUOTE]
Eh, close enough.
Is Greg Bilsland an important D&D person? I went to World RPG Fest on my city and he was there, listened to some of his presentations and he felt pretty confident about D&D stuff. Also got some sticker swag from him.
[editline]28th July 2013[/editline]
Also he answered lots of questions, but the majority of them he just said he couldn't "go any deeper than that"
Anyone want to run a Fallout PnP game? Preferably text-based.
I've been playing Fallout New Vegas again and it's just getting me hooked on the whole idea.
If you're having trouble thinking up the setting and what-not, I can give you some thoughts that I already came up with.
[QUOTE=elowin;41624929]Eh, close enough.[/QUOTE]
Well, it's a major difference between "You see a wall!" *roll* "Wait, except you, Joharia the monk, you see the illusion of a wall", and "You see a wall!".
[QUOTE=GlebGuy;41628616] Preferably text-based.
.[/QUOTE]
As opposed to......
[QUOTE=GlebGuy;41628616]Anyone want to run a Fallout PnP game? Preferably text-based.
I've been playing Fallout New Vegas again and it's just getting me hooked on the whole idea.
If you're having trouble thinking up the setting and what-not, I can give you some thoughts that I already came up with.[/QUOTE]
No one really cares to host them but you could always gm your own.
[editline]28th July 2013[/editline]
There are people on the Fallout Megathread who would be willing to join and such.
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