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#52 Jan 17 2012 at 12:00 PM Rating: Excellent
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Name the dragon Andrewryan and the city Rapture. I'm sure nothing could go wrong from there.
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#53 Feb 02 2012 at 5:02 PM Rating: Excellent
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http://www.thinkgeek.com/geektoys/games/deaa/?srp=20
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#54 Feb 02 2012 at 6:54 PM Rating: Excellent
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I hate those things.

Tangent, but I hat battery powered toys in general, excluding of course computers. As a kid I felt like it took all the fun and imagination out of something when it did the lighting up and noise making for me. They also tended to not be as sturdy as more traditional toys and less able to be taken apart and made into something else. Oh the horrible mutant Beast Wars I made.

Edited, Feb 2nd 2012 6:54pm by Allegory
#55 Feb 03 2012 at 3:52 PM Rating: Excellent
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cool story, bro.
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#56 Feb 03 2012 at 8:18 PM Rating: Good
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Remember that time when people liked you? Neither do I.
#57 Feb 06 2012 at 9:57 AM Rating: Excellent
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So some friends of mine who have never played D&D or any PnP RPG want to try D&D (mostly just to say they have played it). Unfortunately that might leave me to be DM unless we can find someone else in the area with more experience (which I have 0 experience being a DM). Would love some suggestions... I think they want to do it in person but I don't have any materials.
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#58 Feb 06 2012 at 1:46 PM Rating: Excellent
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You could watch The Gamers: Dorkness Rising three or four times. That's what I did and I seem to be doing okay.
#59 Feb 06 2012 at 6:39 PM Rating: Excellent
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The only main materials you need for D&D is a grid to handle battles. It's incredibly helpful to have a battlemat because it has the grid already printed onto it and you can use wet erase marker on top of it to draw objects, but even that's not needed if you don't want to invest in it.

Everything else required to play D&D is about effort. Do you remember some of the work you put into learning D&D for the first time (reading the PHB) and then all the work yo may have had to put into making your token (unless you were lazy and copied ****). It's going to be a lot of work for first time players to learn D&D.

1. So the absolute first thing you must do is make sure everyone understands the amount of time and effort they will have to put in to play D&D and that they are willing to do this. Nothing is worse than putting all the effort into creating a campaign for players who decide they are no longer interested in the game.

2. Assuming they are all enthused enough to put the effort into playing the game (and you are willing to put time into becoming the GM or finding a GM), give them the PHB and tell them to read it. It will tell them how to play the game, it will tell them about the world, it will tell them how to make characters, and it will tell them how to run combat. As a GM you should read over the DM's Guide. As a DM, there isn't a rulebook you follow, but the DM's guide is a good place for ideas and inspiration and a good place to fall back on.

3. If you decide to GM, I would suggest running a premade adventure first. I haven't looked through them at all honestly, but I could help you find one if needed. For me, the hardest part was acting out the characters. People would ask questions you don't expect and you need to be prepared to handle them spontaneously. I found running battle to be easy.
#60 Feb 07 2012 at 1:22 AM Rating: Excellent
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Allegory wrote:
The only main materials you need for D&D is a grid to handle battles. It's incredibly helpful to have a battlemat because it has the grid already printed onto it and you can use wet erase marker on top of it to draw objects, but even that's not needed if you don't want to invest in it.
While not completely necessary, there are a number of tools(free and otherwise) available online if you want to play around with customizing monsters or NPCs to fit your story.

Allegory wrote:
1. So the absolute first thing you must do is make sure everyone understands the amount of time and effort they will have to put in to play D&D and that they are willing to do this. Nothing is worse than putting all the effort into creating a campaign for players who decide they are no longer interested in the game.

2. Assuming they are all enthused enough to put the effort into playing the game (and you are willing to put time into becoming the GM or finding a GM), give them the PHB and tell them to read it. It will tell them how to play the game, it will tell them about the world, it will tell them how to make characters, and it will tell them how to run combat. As a GM you should read over the DM's Guide. As a DM, there isn't a rulebook you follow, but the DM's guide is a good place for ideas and inspiration and a good place to fall back on.
To add based on tips I've read elsewhere when getting started: Getting your players to write a backstory for their characters(1-2 pages long, doesn't need to be too much) might be a good indication of their commitment(after they've read through the PHB and whatnot). It'll also give you a lot of good fodder for fitting your campaign to your players a bit so as to draw them in more.

Allegory wrote:
For me, the hardest part was acting out the characters. People would ask questions you don't expect and you need to be prepared to handle them spontaneously.
"No battle plan survives contact with the enemy."

Funny story(or at least I think so): On one of my first adventures, I created a single encounter with an NPC in which I wrote out a dozen different reactions for various ways I thought the players might choose to interact with her, from seduction, to robbery, to simple conversation(including answers to seven or so different questions they might ask). She was the plot hook, supposed to get the players to go explore an old mansion. My players chose something so off the wall that I wasn't ready for it. I panicked and had the sheriff show up and arrest them for unpaid tax debt.
#61 Feb 07 2012 at 4:22 PM Rating: Excellent
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Rule 1 for backstories: if your player has something in their backstory but hasn't paid points (or whatever the equivalent of rightfully starting out with it is in your RPG system) for it, it's fair game to blow up, steal, or turn against them.

Think of Jack Sparrow as a roleplaying character that gave himself a pirate ship and crew in his backstory before heading out on that Isle de Muerte adventure, but didn't pay points for it.
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Sandinmygum the Stupendous wrote:
Human (?) females look ugly.
Post in /K/ where the orbital laser system is now online.
#62 Feb 08 2012 at 1:00 AM Rating: Excellent
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Note: All of the following examples are using Pathfinder gear.
Aliekber wrote:
Rule 1 for backstories: if your player has something in their backstory but hasn't paid points (or whatever the equivalent of rightfully starting out with it is in your RPG system) for it, it's fair game to blow up, steal, or turn against them.
Depends on how far they take it and just how much plot fodder they give me for it, IMO. I mean, if they're fudging the numbers on starting gold, for instance, so that they can start out with Banded Mail(250g) instead of chainmail(150g), but write a bit about how it was an heirloom from an uncle who was an adventurer, I'd be down with that. I can use the adventurer uncle as a hook for a lot of adventuring.

And even if they take it farther, perhaps starting out with a +1 sword(2000g increased cost), I might allow it without ******** with them if they're willing to forfeit the bonus XP I give as an incentive to give me a backstory. Again, so long as they give me enough plot fodder to play with.


#63 Feb 08 2012 at 10:35 AM Rating: Excellent
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I know there's been this argument before, but what are the differences between Pathfinder/3.5 and 4.0? I know Al prefers 4.0 but some of you prefer Pathfinder/3.5. Not sure which one I'd want to go with, though probably 4.0 since I've never played Pathfinder/3.5.
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#64 Feb 08 2012 at 2:37 PM Rating: Excellent
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I haven't played 4.0, so I really can't say. I'm rather enjoying Pathfinder, though the truth is that we're playing it because that's what my roommate bought the Core Rulebook for. We're planning to complete a couple campaigns before we branch into other rule systems.
#65 Feb 08 2012 at 2:40 PM Rating: Excellent
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Also, I'm a little worried about my roommate's campaign. We haven't started it yet, but it's an adventure about dealing with problems with the elements run amok and his GMPC is more or less Aang. Smiley: laugh
#66 Feb 08 2012 at 4:32 PM Rating: Excellent
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That sounds like kind of a fun class, actually Smiley: lol.
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#67 Feb 08 2012 at 7:50 PM Rating: Excellent
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For brevity, I'm going to refer to pathfinder/3.5 as just 3.5.

In my view one of the most core differences between 3.5 and 4.0 is how classes different from one another. In 4.0 all the classes follow a very similar mechanic in how they are built: everyone has at will powers, everyone has encounter powers, and everyone has dailies. Every tank has a mark, every healer has a heal, and every striker has a damage bonus. Every character will have roughly the same amount of skills (sans feats they choose), and every character is useful both in combat and out of combat.

3.5 is different in that classes are highly dissimilar to each other. For example, fighters in 3.5 don't have daily or encounter powers. Everything a fighter does in 3.5 he can do every round. However, while you can feat him up to do certain things, he doesn't have as many options as a 4.0 fighter. A 3.5 fighter is mostly the equivalent of a 4.0 who only uses basic attacks or at wills. A wizard in 3.5 is radically different than this. Wizards have spells, and all their spells are daily spells. For example, magic missile is an at will in 4.0, which a wizard can cast all day long. Magic missile in 3.5 is a daily spell that you can cast a finite number of times. It's quite possible for a 3.5 wizard to run out of spells and just have to kick/punch you. Characters are not all equally good in all realms. For example, rogues in 3.5 are often skill monkeys, who's primary role is to complete skill challenges for the party while other characters matter more in combat. Characters also do not have static relative strengths. A 3rd level fighter is pretty much flat out stronger in combat than a 3rd level wizard, but as they level up a wizard a 12th level wizard is far stronger than a 12th level fighter.

Another form of comparison that might help is that 4.0 is more like WoW and 3.5 is more like vanilla FFXI, in very specific contexst which I'll explain. Rogues in WoW at end game were a combat contributing member of the raid, they did damage just like other damage dealers did damage. Thieves in FFXI at end game were pretty much there for Treasure Hunter, their role was to jsut be present for some non-combat benefit they provided. This is akin to how thieves in 4.0 and 3.5 can differ (though 3.5 thieves dont' have to necessarily do this, it is a common occurence). Warriors in WoW aren't too unlike Mages in WoW, they have abilities with CDs that scale based on AP or SP. Warriors in FFXI are very different than Blackmages in FFXI, warriors pretty much just auto attacked while maintaining buffs while mages used spells that functioned very differently and didn't gain percentage towards WS. WoW classes tended to play early game generally like they played late game. In FFXI you had weird things like ninja tanks suddenly showing up at level 37, or certain classes suddenly becoming the new dominate DPS because they got a major ability at a certain level or new powerful WS.

4.0 is more consistent and 3.5 is less so.
#68 Feb 09 2012 at 1:52 AM Rating: Excellent
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To comment on a few differences from what Allegory's describing for 3.5 as I've seen em in Pathfinder:
Allegory wrote:
For example, rogues in 3.5 are often skill monkeys, who's primary role is to complete skill challenges for the party while other characters matter more in combat.
I'm not sure if it's because of our party's size(and thus the size of encounters), the fact that we haven't really passed level 8 or so, or because of changes in Pathfinder*, but my rogue has never felt weak in combat. It has, on occasion, taken some creative use of cover to get off some sneak attacks mid combat(by hiding and using stealth to attack from the shadows), but I always feel like I'm doing a fairly decent amount of the damage.

*It sounds like one of the big changes in PF is that more things are vulnerable to sneak attacks/crits than they were in 3.5.

Allegory wrote:
For example, magic missile is an at will in 4.0, which a wizard can cast all day long. Magic missile in 3.5 is a daily spell that you can cast a finite number of times. It's quite possible for a 3.5 wizard to run out of spells and just have to kick/punch you.
All casters in PF have a number of cantrips they can cast limitlessly. This usually includes a basic attack spell of some kind, so punching and kicking is likely not to be something they'll be doing unless the enemy happens to be immune to their attack cantrip.

Allegory wrote:
A 3rd level fighter is pretty much flat out stronger in combat than a 3rd level wizard, but as they level up a wizard a 12th level wizard is far stronger than a 12th level fighter.
While still true, as I understand it, the disparity was reduced a bit in PF.
#69 Feb 09 2012 at 1:56 AM Rating: Excellent
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Vataro wrote:
That sounds like kind of a fun class, actually Smiley: lol.
I agree. I just worry about whether he's gonna go all Mary Sue with it. Smiley: tongue
#70 Feb 09 2012 at 8:23 AM Rating: Excellent
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I don't have any direct experience with pathfinder, so pretty much I was speaking about 3.5 and hoping that what I've heard about pathfinder being essentially 3.5 held true enough.
#71 Feb 17 2012 at 1:46 AM Rating: Excellent
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Question: If I create a custom monster(in this case, a giant skeleton made of multiple tinier bones) for an encounter for level 3 players, I'm obligated to use multiples of it as a sub-boss fight later on for level 6-7 characters, right? Assuming that the necromancer who created the first one is still around, of course.

Edit: Based on the CR, I could throw 4 of them at the PCs at level 7 in order to make it a comparable difficulty fight to the original 1 at level 3.

Edit2: Let's see them try to save themselves by spamming Ponies this time! *maniacal laughter*

Edited, Feb 17th 2012 1:16am by Poldaran
#72 Feb 20 2012 at 9:30 AM Rating: Excellent
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I was bored(my coworker is over an hour late because he overslept) and reading some stuff on the Paizo boards. Ran across this and thought it was pretty interesting, particularly the post by Lvl 12 Procrastinator. Particularly because I suck at making traps.
#73 Mar 02 2012 at 3:25 PM Rating: Excellent
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Okay, how's this sound for an encounter?

PCs finally track down the lair of the Necromancer sometime after he's murdered his former master(and master of one of the PCs). They get on a flying ship to travel to his stronghold, which turns out to be an old laboratory of the dead master's former master. New session begins with them fully rested having just reached the lab.

They find the primary entrance impassable, and so have to go in through the back way, working their way through a magical vault only that PC can open, then have to cross through a trap encounter or two. They make their way to the lab, where they find the Necromancer putting the finishing touches on his creation, a massive dinosaur fossil golem with T-rex heads for hands I've been hinting at for a while. With a twist: it's made using the rules for Construct Armor. He dons the armor and the fight begins.

Phase 1:
They fight the necromancer in armor. Lesser skeletons are summoned in small waves. Nothing powerful, just a distraction. He fights guardedly, trying to protect himself from attacks.

Phase 2:
As the players weaken the armor to near breaking, the necromancer casts a spell and the armor gets teleported into a dome of some type in the ceiling(maybe one made of some kind of translucent gem). There are four gems in the ceiling. As a full round action, the necromancer activates one, expending its power to summon a wave of monsters. As the PCs deal with the monsters, the necromancer heals the golem a bit each round. He only stops the healing to activate another gem, so they have to burn down adds quickly.

If it reaches full health, go back to phase one. Otherwise, phase 3 begins as soon as the final wave is dispatched.

Phase 3:
The necromancer in dino power armor descends once again and the fight resumes at whatever HP he made it to. His AC is lower, but he's attacking more recklessly, and more powerfully.

Phase 4:
Just as the power armor dies the necromancer teleports out to a platform across the room and summons his Eidolon, a quadruped base form looking like a skeletal horse but with a twist. Just like the PC summoner Mystic Theurge's eidolon, he benefits from a trio of evolution enhancing gems I've home-brewed into the game. The final ability granted by the gems is the power to sacrifice his own life force(and entangle himself in chains) to unleash a powerful sonic attack on his foes(I'm kinda patterning that on Anima from FFX in my mind). The Necromancer then begins blowing summon spells each round to try to bring down the PCs. I'm suspecting that his PC counterpart will have to do the same while the Paladin/Holy Vindicator PC tries to bring down the Eidolon and the Necromancer himself with the GMPC companion doing whatever the other two decide is best.


So, what do you think? Any suggestions to make it more epic?
#74 Mar 02 2012 at 3:52 PM Rating: Good
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An 'escape the crumbling lair of the defeated villain' scene is always a fun thing to throw in if the characters aren't on the verge of death post-encounter.

It also offers a chance for the characters to risk their lives to stop to get more (and better) treasure on the way out, if there are locked vaults of some kind that get smashed open as the foundation cracks and the walls buckle. The party sees them on the way in, can't open them (but can detect the presence of great treasure/magic items behind the doors), and runs past the vault again on the way out, giving them a chance to go after some bonus rewards, or just to try escape with their lives.

If you want to bring this necromancer guy back for a round two afterwards, you can always go the Horcrux/Lich route, and put his now-deceased soul into one of the magic items the characters loot, allowing him to regenerate a new body/possess one of the PCs after a given amount of time.

As for the encounter itself, I can't think of anything really, other than having the dungeon begin to collapse (if you decide to go with 'escape scene') during stage 4 instead of upon the villain's defeat.
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Sandinmygum the Stupendous wrote:
Human (?) females look ugly.
Post in /K/ where the orbital laser system is now online.
#75 Mar 02 2012 at 10:37 PM Rating: Excellent
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Aliekber wrote:
If you want to bring this necromancer guy back for a round two afterwards, you can always go the Horcrux/Lich route, and put his now-deceased soul into one of the magic items the characters loot, allowing him to regenerate a new body/possess one of the PCs after a given amount of time.
He's the distraction villain. What the PCs don't know is that while he's indeed quite crazy, he's trying to prevent the true villain from achieving his goal by destroying the city to fuel an undead army to pit against the demons.

I like the idea of a collapsing building, though I'll have to work out a way to make that work.
#76 Apr 10 2012 at 1:16 AM Rating: Excellent
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Anyone ever run an investigation type adventure before? My next session is going to involve the PCs trying to figure out who is smuggling Cold Iron weapons into town(they're outlawed due to their enhanced effect on CG celestials that often visit town) after a murder of an Azata with one. I'm not so sure how to play this without walking them through each step of the bread crumb trail.

My thought was to just make a list of clues and parcel them out as they investigate a source that might rationally lead to the reveal of such clues, with the results being that no matter who they question or what they look into, they might find the clues from different sources. Like, for instance, if they question the city watch whether they've seen anything, they might find out that there's been some suspicious goings on in the warehouse district, but if they instead use their diplomacy skill to search for information from the general populace, they might find out the same thing. Or if they talk to some guards they know with some thieves' guild connections, they might find out that someone's been running an unsanctioned operation out of the warehouse district.

And how many clues do you think is appropriate? I was leaning towards a half dozen or so.
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