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Topics - Flawless P

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General Chaos / Happy Hangover Day
« on: January 01, 2012, 12:35:30 PM »
Except for Tom cause he doesn't drink.

What'd everyone do? Ringing in the new year was intense this year, rent to bed at 4 am.

RPGs / House Rules
« on: November 11, 2011, 02:46:49 PM »
I know that there have been a lot of conversation about house rules in the past, such as Ross' Ravenloft punching maniac and all, but I just wanted a place for us to all discuss what house rules we use in games and why... I can start off the list with my short list of 11 House Rules that started off unspoken and ended up becoming official when I wrote them up...

These are for DnD 3.5

House Rules

1. Diagonal Movement is no more expensive than normal movement.

2. Dodge is added to AC as a flat +1 Bonus, any class features or feats that depend on your dodge target still require you to choose one character.

3. If you gain a permanent increase to intelligence through attribute points or wish/manuals you retroactively gain skill points in the same manner as constitution. Temporary Intelligence boosts or boosts from magic items do not qualify for retroactive skill point increase.

4. Critical Hits and Critical Misses defer to a critical hit and miss chart. A critical miss is not just an automatic miss it can and usually will come with some kind of detriment to your character.(Unless I'm running the game then you just automatically miss. SEE: My Rant on Why Critical Fumbles make no sense.)

5. Magic Weapons and Armor do not have to have a minimum of a +1 enhancement before receiving other named enhancements (such as keen).

6. Free actions still exist and can be taken at any time; they do not count against your total of swift or immediate actions for the turn. Such instances include talking (to a limit), and quick draw.

7. XP by and large means nothing. Gaining levels is subject to DM approval, regardless of how many enemies you've killed.

8. You do not roll to confirm a critical hit. If you threaten a critical and would normally strike the target then the attack is a critical hit. Natural 20's always hit and also auto confirm. Feats that assist you in confirming critical hits are not accessible. If you want a feat that requires one of the affected feats talk to the DM so he can come up with a new prerequisite.

9. A Paladins Detect Evil can be used as a free action. Rounds of concentration still take place but it can be activated and maintained as desired. Any time a new creature enters the area of effect you must wait 3 rounds to learn if they are evil or not. I.E. No 2nd round detecting presence of evil when only the one creature is new. This comes with the caveat that the DM will not tell you when someone you are talking too is evil regardless of if you say "I leave it on all the time." However if you request to check their alignment he will then let you know if you have detected anything.

10. Most spells with an xp or high gold cost have those requirements removed subject to DM's approval/discretion.

11. Spell casters who must prepare their spells in advance can take an hour of uninterrupted mediation to swap out the unused spells they have prepared for the day for new one's.

I'd love to hear others.

RPGs / Let's talk GURPS for a moment
« on: September 06, 2011, 12:56:20 PM »
I have recently buckled down to learn this mammoth of a system. I've learned much and come far, but, I have little practical experiance to draw on.

Would anyone like to give me accounts of their own experiences? I have listened to all 6 GURPS Modern League games and so any more info would be welcome.

As Ross said, "HAY GUYS HAVE YOU SEEN THIS THING, Is a way of life."

So yeah lets start sharing the awesome.

We're Alive


I'm giving a shout out to Necrotizing Fasciitis

RPGs / Fantasy Combat Training
« on: June 09, 2011, 01:10:20 AM »
A friend of mine dies all the time, he always seems to make poor decisions that end in his characters death, whether it comes from not retreating when at low HP or not taking tactically sound actions like cover.

Our usual game master runs combat more organically, you have to think outside the box to be effective and trading blows with whatever happens to be around is usually not a very good idea. He rewards innovative uses for spells, and tactics are a must.

So I am planning some scenarios that force him to think about what is around him and take into account more than just his hp and the opponents AC.

So far I have  one where he is equipped with 2 necklaces of fireball and the opponent is a Sorcerer. It will be his initiative. If he doesn't take the opportunity to ditch the necklaces there the Sorc is going to fireball him and set off all the beads. 

Any ideas for some good lessons in tactics that would force him to pay attention to all the options? He wants to play more tactfully and I hope between all of you and my own ideas we can train him up good.

RPGs / Time of Judgement
« on: April 25, 2011, 03:41:01 PM »
I now submit to you all that now is a time of judgement for all that you hold dear in gaming, judge your friends and yourself in hopes that you can get advice here on how to better yourself/them.

I have a few regular players and two of them were arguing, they had decided to let it out and tell each other what they do not like about the other persons gaming habits, after about 20 minutes of them going back in forth calling each other assholes, I in my ever present GM mindset stood up and said "Hey guess what YOU'RE ALL ASSHOLES, I am your DM believe me not a single one of you is free from fault." Then I told them what about them is annoying, luckily I am fairly diplomatic so I didn't have a mutiny on my hands but everyone kinda stopped arguing and started some inner contemplation.

Of my group we have as follows.

First, one of my players gets bored with the scene if it isn't about him and them tries to steer everything in a direction that entertains him. He has improved greatly since he started gaming but it is his ever present struggle.

Second, We have the introvert who is so afraid of getting yelled at for doing something wrong that he rarely if ever takes an action other than "Attack" "Move" "Item" "Magic"

Third, This player gets distracted easily and is prone to side chatter, but only if someone else starts it. Otherwise, he is a model player.

Fourth, Makes incredibly anti-social characters and then takes it personally when the other players don't like his ideas. His major flaw is that he takes everything personally, which I think he even took me telling him that as an offense.

Fifth Must be the party face, always the first to talk and last to shut up. He will interrupt others to make sure that he is the primary talker of the scene.

Myself - As a player I am very fluid and I don't go out of the way to call attention to myself, I spend so much time trying to be versatile that I end up not very good at a lot of things. Instead of great at like 2 things.

I enjoyed making these judgments and I am glad my players still want to play, and I daresay since telling them they have all made great strides to improve upon these things.

So come forth with more judgments! Also any comments on how in game I can help curb these players impulses would be nice.

PS yes i stole the thread title from the RPPR episode of the same name.

General Chaos / Your Highness
« on: April 08, 2011, 07:38:40 PM »
Just saw Your Highness and well it was pretty damn funny.

There is one scene where all I thought of was Tom's Minotaur story.

Enough Said.

General Chaos / St. Patty's Day
« on: March 09, 2011, 11:38:35 PM »
Anyone have any St. Patty's day plans and/or traditions?

RPGs / Your Character Type
« on: January 25, 2011, 12:47:17 AM »
I was listening to "EPISODE 31: BE A TEAM PLAYER" and I thought about what kind of player I am or if I have a favored character type. I came to the conclusion that I agree with Ross, I really enjoy Jack-of-All-Trades types, but more than that I have this nagging obsession with player morphic types, I like shapechangers. In D&D my favorite character is a Master of Many Forms, I am going to be playing a Doppelganger soon as well. In Mutants and Masterminds the Shapeshift power makes me go crazy with awesome ideas....

So yeah how about you guys, do you have a favored character type?

RPGs / Scenes you'd like to emulate.
« on: January 10, 2011, 09:51:10 PM »
<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>

Go to 7 Minutes 18 Seconds and Watch till 7 Minutes 42 Seconds.

I couldn't find a shorter clip but I want to do that as a PC someday I don't even care that I am stealing shamelessly it would be awesome.

RPGs / EXP Free is the way to be...
« on: December 28, 2010, 02:02:12 PM »
I run D&D and I just just say...

Hey you guys go ahead and gain a level!

I like it, it stops people from starting fights just for the XP and they like it because, well, last time I gave them 2 levels.

Does anyone else do this or am I a freak?

General Chaos / Topic. It's what's for dinner.
« on: November 10, 2010, 04:32:10 PM »
You know what to do.

Warning: The following is a rant and grammer has little to no place here.

GODAMNITT I am so fucking pissed off right now, I spent the better part of my lunch break waiting in line to put air in my god damn fucking piece of shit tire because it was almost flat, I put air in the fucker and go into carls jr to eat my lunch, to come out to....a motherfucking FLAT TIRE!!!! So I call work and tell them I am gonna be late because I need to put on my spare. I open my trunk toss some stuff into the back seat so I can get to the spare, lift the cardboard cover and snap, the cardboard cover under the trunk lining breaks into two huge chunks.

Whatever its fine its not that important and way I think as I pull out the rest of donut and the jack ect ect.

Woo fucking hoo it takes 10 minutes to jack the damn car up because whoever made my jack is a fucking imbecile. Now I have my tire ready, and the god damn bolts are air ratcheted to the car. SO I spent for fucking ever trying to pry the damn things off, to no avail. I drive on my flat across the parking lot fill the shit with air again and drive back to work, low and behold i get into the parking lot and its flat AGAIN.(As I knew it would be.)


Woo hoo I feel a smidgen better.

RPGs / RPPR Character Cameos
« on: November 03, 2010, 07:31:33 PM »
I am running a game pretty shortly, and the premise is that the Heroes are on a "transitional" plane, one that everyone goes to while asleep, unlike the astral plane this is more of a giant subconscious reality, the idea is that the players are the only people who remember coming here and that it spans the multiverse.

Problem is I am having trouble coming up with interesting NPC's for them to meet, especially since I want these people to be more heroic types, time has no meaning here so anyone could meet, only thing I am avoiding is established characters from fiction.

What I would like from you guys is to have you post character names, and concepts. Maybe a little back-story, and character quirks things like that.

tl;dr Anyone want to have their characters make a cameo in my game?

RPGs / What do you guys think?
« on: October 20, 2010, 05:20:36 PM »
This is a very short adventure that I wrote for introducing players to the game mechanics while starting off a 1-shot/campaign starter.

Starting out

The adventure starts with the party on the road into town. They are stopped by a group of Goblins (3-4 depending on party size, plus a spot check DC 15 to see the 2 goblins in the tree off to the right with bows ready) who will Bluff them to convince the PC's that they are surronded. They will demand payment of 2 gp per adventure as a "toll". The goblins in the trees will only attack if the given the signal or the PC's become hostile.
In order to act during the surprise round each character must make a DC 12 Sense Motive check to recognize the signal. Any character who makes it rolls initiative as normal, failure means they must wait till the second round to act.
I recommend giving at least one of the goblins class level(s) for a little extra challenge. If you decide to go with this I would use a Goblin Rogue stats as follows

Str 12
Dex 16
Con 12
Int 12
Wis 10
Cha 12
Atk Dagger +4 1d3+1 (1d6 Sneak Attack)
Feat Weapon Finesse

As combat is likely(lets face it players don't like to be threatened) the goblins will NOT stand and fight to the death if two or more go down they will run. At this point wether or not the players chase them down is not all that relevant, what is relevant is the pile of loot behind the goblins tree. Giving out around 15 gp per character should be sufficent. They also have a Masterwork Longsword with an offcial looking crest on the hilt sitting next to a helmet with the same crest. DC 10 Knowledge Local or Int check reveals that it belongs to the town guard of the town you are heading towards.

The adventure then finds itself heading back down the road, Upon arrival to the town the PC's are free to roam about.
If the PC's go to any public meeting place ask for a Listen Check and upon success let them know that the goblins they just encountered have been bleeding the town dry, and are in fact part of a larger faction of theives living in a forest cave, and that a small group of guards were sent out to handle it but they have not returned.(Even if none of this is learned there are bounty posters for the highway bandits that the PC's encountered)

Either of those things should urge the players to meet with the town guard, who pay the bounty of 100 gp to the group, plus another 50 if the helmet and sword are returned.

The guards numbers are low after sending out the strike team and they cannot spare anyone else, they ask the PC's if they are interested in a little mercenary work. The players should head out at their earliest convinence, most likely in the morning. If they want to head out that night, one of the guards could be helpful and mention Goblins can see in the dark, which could put some of the PC's at a disadvantage. At any rate the PC's will have to go through the forest to find the cave. It is not very well hidden and there is a pile of torches leaning up against the front of the cave. Also, note that there should be 2 Goblins following at a healthy distance DC 22 to Spot(and only if they ask to check). If one of the PC's grab for a torch a choking/blinding dust trap goes off in a burst centered on the torches. any player within 5 ft. is subject to the trap. DC 14 Fortitude save to avoid being Blinded for 1d4+1 rounds and Dazed for half as long, on a success they are only Dazed for 1 round.

Blind: The character cannot see. He takes a 2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a 4 penalty on Search Checks and on most Strength and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot Checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

If any of the PC's fail their save the two goblins strike! Hoping to catch the affected PC(s) off guard with arrow attacks from behind their trees. After the goblins are taken out the PC's should continue into the cave, where a trip wire trap is waiting for them Search DC is only 12 on this one DC 14 Reflex Save to avoid being tripped and taking 1d4 damage. If the none of the PC's triggered the dust trap the Goblins take their chance to strike now. The cave ends pretty quickly, coming to a makeshift door blocking the way, the door looks like it came off of a wagon. DC 10 Listen check will allow the PC's to hear a female voice screaming at the goblins. She is livid with them for killing the town guardsmen and with how many innocent people have been killed. She should also express to them(while they grovel and beg for forgiveness) that she doesn't do things the same way he brother does and that she believes that while it is easier to kill people for what you need she won't stoop down to her brothers level.
Any PC's who attempt sense motive should know that she sounds like she believes what she is saying. If the PC's bust in she will initially be hostile, she will cast Shield on herself and should already have Mage Armor up.

These stats should be used for her brother as well. except instead of sheild he uses shocking grasp.
Sorceror 2/ Rogue 1 HP 17

AC 20

Str 12
Dex 14
Con 14
Int  16
Wis 14
Cha 18

Spells Known
Mage Armor

Wand of Magic Missle 5 charges left

Dagger  +2 1d4+1 (Sneak Attack 1d6)
Handcrossbow +2 1d4 damage

Weapon Finesse

Her brother is actually in the room hiding out watching his sister run his little theives den, he knows she cannot be trusted for very long and her interactions with the PC's prove that she is willing to sell him. She is not evil, but her brother is very evil, he will attack the PC's while the goblins in the room join him. The encounter shouldnt take too many rounds he has low hp and is out actioned. If you feel like the combat is a bit too easy you could bring goblins in from behind the pc's to try to flank them, but with level 1 characters there is a fine line beteween challenging combat and TPK.

After the PC's defeat her brother she thanks them for her freedom from the family business and offers to help them take everything back to town, while turning herself in. Gold pieces and a few potions/scrolls should also be available in the treasure looted from the cave if the PC's decide to keep the spoils.

Well there it is, the fastest game session I've ever written.
What do you all think?

RPGs / Suggestions for my First attempt at 4th ed?
« on: October 18, 2010, 07:54:16 PM »
Keep on Shadowfell

Yes or No?

(I will be running it not playing it.)

If no care to throw out a suggestion?

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