RolePlay onLine RPoL Logo

, welcome to PFC - Pathfinder Community

05:45, 5th May 2024 (GMT+0)

[RULES] Ask the DMs.

Posted by The Dungeon MasterFor group 0
mofo99
player, 5 posts
Tue 2 Feb 2016
at 19:32
  • msg #26

Re: [RULES] Ask the DMs

Kegdrainer:
It might also be time to find another group to play with since you are coming to us and not your GM for a problem that you have with one of the players.

I guess it's not really as bad as all that; definitely not a problem OOC. The player is fine, just the character's personality. So I am, in fact, exactly looking for an IC solution to an IC problem.

And I have spoken with my own GM already. He said he wasn't sure how to balance such a curse. That's why I'm asking this forum for specific ideas that are balanced in your opinions. I 100% want to 'present a few options to my own GM', I'm just not sure where to start because the wording of the spell is so open-ended.
praguepride
player, 68 posts
He's proud
of Prague
Wed 3 Feb 2016
at 21:00
  • msg #27

Re: [RULES] Ask the DMs

So here is me weighing in as if this was a player in my game. Given these conditions:

quote:
You place a curse on the subject. Choose one of the following.
  • -6 decrease to an ability score (minimum 1).
  • -4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
    You may also invent your own curse, but it should be no more powerful than those described above.


I would say that this isn't an optional thing. This is a permanent "always on" effect so by that nature I would say you could punish a character by making him trip over his own tongue so he has to mumble or stutter (-6 to Charisma) or is always tripping over his own feet (-6 to Dex).

If the player is on board I think an effect that is -6 to charisma would be hilarious if RP'd right. Make him REEK of dead fish or make his voice super high pitched :P

However I would be willing to hear of underpowered curses. In that case I think that, for example, him punching himself in the face whenever you (or anyone) says a certain phrase is fine for no damage, or if you do the "Sit bow" and make him drop prone, that is in line with things. I would make it a constant effect (i.e. no limitation. You could make him sit or punch himself all day long) HOWEVER if it is not an always on effect (like my ideas with the ability scores as per RAW) I would give him a Will save every time to resist it.




To put this into practical terms, I was in a Star Wars game where I played a Hannibal Lector style medical droid. The rest of the crew was terrified of me (I would preform experimental surgeries on them while they slept...for their benefit of course) and so they rigged me with a restraining bolt when I was knocked out.

We had a lot of fun in that I would be trying to talk and they'd just turn me off and on. It was fun for a bit but one of the players took it too far and stopped me from doing ANYTHING, not just the creepy stuff they were trying to shock collar off of me. In the end we modified it so it was more like a dog collar "zap" rather then something that completely removed my ability to do anything.




That being said, something simple like "smacking yourself" would be a fun, mild curse. Mechanically I'd rule slapping yourself as a free or swift action so if it happened in combat he could still do whatever he wanted and while it technically ate up a swift action it wouldn't be a huge problem if people abused it. Making him sit on the ground or bite his tongue might be annoying if abused because that starts interfering with a player's agency.

Also a stat penalty, while severe, would again not prevent him from taking an action, just make life more difficult and THAT would be my goal as a player and a GM: to make it fun and amusing but not removing his ability to play his character.
LivingScarecrow
player, 23 posts
Wed 17 Feb 2016
at 01:05
  • msg #28

Re: [RULES] Ask the DMs

What do y'all think of the following as a moral code for a Lawful Evil character?

1. Respect authority figures as long as they have strength to rule over the weak.
2. Act with discipline.
3. Help only those who help you maintain or improve your status.
4. Punish those who challenge authority unless they are more fit to hold that authority.
austarrowsplitter
player, 5 posts
Wed 17 Feb 2016
at 01:15
  • msg #29

Re: [RULES] Ask the DMs

That could certainly work. Personally, I'm fond of Rich Burlew's work, especially his bit about Emotional Responses in characters.

http://www.giantitp.com/articl...gS9YYu9g3HZBAGE.html

It's something I try to think about in all of my characters, unless they have a reason to be coldly logical (for example, if they're undead). But emotional, possibly irrational responses are a big part of being human. Having a code like that could certainly be handy, but it could also be possible for the character to make exceptions.
Nu_Fenix
player, 3 posts
Wed 17 Feb 2016
at 19:00
  • msg #30

Re: [RULES] Ask the DMs

DMs, how do you handle Knowledge checks, especially in terms of players being given information about weaknesses, strategies, etc?

Do you wait for a player to ask for a Knowledge check when they encounter each and every enemy, or do you roll secretly and give players information based on the results of said roll?

What kind of information are you giving? Is it actual stats, descriptions, do you start with the more commonly known things about them and only give the more exotic qualities with higher results?
mofo99
player, 6 posts
Wed 17 Feb 2016
at 20:22
  • msg #31

Re: [RULES] Ask the DMs

In reply to Nu_Fenix (msg # 30):

I believe that most of the monster entries include information that can be known with an appropriate Knowledge check. Most of the low DCs will give the PCs only very common information such as type. If the PC makes a higher DC, they could know about weaknesses, strategies, etc.

Also, we do not have the GM roll secretly. In fact, we make it a Free action to make the knowledge roll, so a PC can't even do it until their turn to act (and then, only if they remember to ask for it). The GM gives a general description of what the beastie looks like but usually not much more than that until a knowledge check reveals more info. Until then, it's all a mystery.
praguepride
player, 70 posts
He's proud
of Prague
Thu 18 Feb 2016
at 00:03
  • msg #32

Re: [RULES] Ask the DMs

So just as a recap:

quote:
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.


As a general rule of thumb, if it's a "basic D&D staple" monster (i.e. orcs, goblins, skeletons...the kind of monsters that show up EVERYWHERE in EVERY SYSTEM) those I qualify as "common" monsters.

Otherwise by default I use the "uncommon" difficulty of 10+CR. If it's a singular monster, one that isn't native to the plane of existence, or if I'm pulling it out of a 3rd party book that's when I go for the "rare" difficulty of 15+CR.

In general here is how I deliver information:
Special Defenses > Special Attacks > Miscellaneous Information & Abilities
Creature Type > Subtype > Specific Creature


What that means is that if the PC rolls and gets 3 pieces of information, I start with the general creature immunities and work down to the specific creature, prioritizing defenses over attacks over "other".

So take a gelatinous cube. This is a common monster (staple of D&D) so DC is 5+CR3 = 8

For 1 piece of information I reveal all the ooze special traits (mindless, immune to precision damage, blind, immune to mind-affecting spells etc.)

For the second piece I would reveal that gelatinous cubes are immune to electricity

3 pieces = it secretes a poison that paralyzes anything it touches

4 pieces = it engulfs and digests its pray whole

5 pieces (i.e. rolled 28+) I would reveal that its acid doesn't dissolve stone.

On PBP for common monsters it's pretty moot because everyone just looks them up on the d20pfsrd so I usually am fairly creative with descriptions of my "special" monsters so they have to make knowledge checks just to even figure out WHAT they're fighting :P
Pangea
player, 9 posts
Tue 23 Feb 2016
at 19:13
  • msg #33

Re: [RULES] Ask the DMs

I let the players ask the questions they want (number of questions as per the rules, 1 if success + 1 extra per 5 over the DC).

Most ask for DR as first question,  but some like to ask the HD ; or Spec' Abilities etc..

Also, normally, if you succeed, you know "what" it is for 'free' (ie. undead, or plant, or magical beast etc. which can give some extra info' - immunity to mind affecting etc.).
LittleJumbo
player, 13 posts
Wed 24 Feb 2016
at 16:22
  • msg #34

Re: [RULES] Ask the DMs

Anyone have or know of a good/well-made Downtime calculator?

We're venturing into that area with a game and while I would love to complete the task by hand, let's be honest: Who wants to calculate Math by hand?  So, hopefully someone might know of something out there...

Thank you in advance!
praguepride
player, 72 posts
He's proud
of Prague
Thu 25 Feb 2016
at 03:00
  • msg #35

Re: [RULES] Ask the DMs

A what? Like what are you trying to figure out, how much time is spent on activities or how much gold is being spent?
LittleJumbo
player, 14 posts
Fri 26 Feb 2016
at 13:09
  • msg #36

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 35):

Yep!
I've seen a few really nicely built Kingsmaker calculators, while also playing around with the Herolabs version.  However, while those are nice - they're like the TI-85 Graphic Calculators; looking for something a little less complex...

My fear is I'll start using the TI-85 and then want to start a whole Kingsmaker campaign or incorporate it into my current game.


Thought someone might have something...
Otherwise, I'll just give the old Google a spin.
Invulnerability
player, 9 posts
Fri 26 Feb 2016
at 13:18
  • msg #37

Re: [RULES] Ask the DMs

So, specifically, you are looking for something that figures out earned and bought capital costs, and building times, and stuff like that?
LittleJumbo
player, 15 posts
Fri 26 Feb 2016
at 13:33
  • msg #38

Re: [RULES] Ask the DMs

In reply to Invulnerability (msg # 37):

Yep, but I am starting to think: Maybe just go with the Kingmakers calculator and tailor that...
Lekol
player, 8 posts
Sat 5 Mar 2016
at 04:53
  • msg #39

Re: [RULES] Ask the DMs

In a small discussion with a player, I turned down his idea, I'd like to get some other opinions.

Player (who is not a spell caster) wants to use Improved share spells ( http://www.d20pfsrd.com/feats/...mproved-share-spells ) to share potions with his AC beings you are treated as the caster when you drink it, then tried it with cloak of the hedge wizard because it says you use the spells.


Give him props it would be awsome if it was allowed.
bashful_batrean
player, 9 posts
Sat 5 Mar 2016
at 11:44
  • msg #40

Re: [RULES] Ask the DMs

In reply to Lekol (msg # 39):

I think you called it right based on the wording in the d20pfsrd definition of the feat (not spell-like abilities, 10 ranks spellcraft requisite) and the description of the cloak of the hedge wizard in the same document:
quote:
The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to useprestidigitation on command and at will...


I haven't looked at the definition/description of potion effects in the d20pfsrd, but I definitely wouldn't count potion use as casting.

Bearing in mind all the online references are truncated summaries of the data in the actual books/pdfs, some creative interpretation can occur, but sounds like a major reach to me. ;-)
bashful_batrean
player, 10 posts
Sat 5 Mar 2016
at 11:48
  • msg #41

Re: [RULES] Ask the DMs

bashful_batrean:
In reply to Lekol (msg # 39):

I think you called it right based on the wording in the d20pfsrd definition of the feat (not spell-like abilities, 10 ranks spellcraft requisite) and the description of the cloak of the hedge wizard in the same document:
quote:
The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to useprestidigitation on command and at will...


I haven't looked at the definition/description of potion effects in the d20pfsrd, but I definitely wouldn't count potion use as casting.

Bearing in mind all the online references are truncated summaries of the data in the actual books/pdfs, some creative interpretation can occur, but sounds like a major reach to me. ;-)


That being said... if it isn't PFS 'official' play, story trumps rules so if it fits and isn't completely unbalancing to the plot or other party members, then go for it!
LivingScarecrow
player, 25 posts
Thu 17 Mar 2016
at 22:14
  • msg #42

Re: [RULES] Ask the DMs

Question on Human/Non-Human stuff. The Adoptive Parentage human alternate racial trait sacrifices the bonus feat for the weapon familiarity racial trait of the selected race. Now, with elves and dwarves, that's plain and simple. My question is this: does the Tengu "Swordtrained" racial trait count, given it provides weapon proficiency?
Kegdrainer
player, 3 posts
Thu 17 Mar 2016
at 23:09
  • msg #43

Re: [RULES] Ask the DMs

No, swordtrained is not a Weapon Familiarity racial trait like the Dwarves, Gnomes, Elves, etc have.
LittleJumbo
player, 17 posts
Sat 19 Mar 2016
at 15:06
  • msg #44

Re: [RULES] Ask the DMs

In reply to Lekol (msg # 39):

Personally, I enjoy this site:
http://paizo.com/pathfinderRPG/prd/

And from there:  http://paizo.com/pathfinderRPG...mproved-share-spells
quote:
Improved Share Spells
You can share spells with those you have a magical connection with.

Prerequisites:
Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount.
Benefit: Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal companion, eidolon, familiar, or special mount). The creature must be within 5 feet of you at the time of casting to receive the benefit. The spell's duration is halved between you and your bonded creature (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your bonded creature).
If the spell or effect has a duration other than instantaneous, it stops affecting the creature if it moves farther than 5 feet away from you. It does not affect the creature again if it returns before the duration expires.
You may share spells in this fashion even if the spells normally do not affect creatures of that type.
This feat only applies to animal companions, eidolons, familiars, or special mounts gained through a class feature.


After all that:
http://paizo.com/pathfinderRPG...-of-the-hedge-wizard

Which is:
quote:
CLOAK OF THE HEDGE WIZARD
Price 2,500 gp; Aura faint, school based on cloak type ; CL 1st; Weight 1 lb.
This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.
Abjuration: at will—resistance; 1/day—endure elements, shield
Conjuration: at will—acid splash; 1/day—mage armor, unseen servant
Divination: at will—detect magic; 1/day—detect secret doors, true strike
Enchantment: at will—daze; 1/day—charm person, sleep
Evocation: at will—light; 1/day—floating disk, magic missile
Illusion: at will—ghost sound; 1/day—color spray, silent image
Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat
CONSTRUCTION REQUIREMENTS

Cost 1,125 gp
Craft Wondrous Item, prestidigitation and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak's school of magic


After all of that, I'd say: Yes, but they'd need to have the 10 ranks of Spellcraft.
Personally, your answer is completely fine - we're talking about syntax within English requiring a rather unique 'jump'.  Because the Wearer of the Cloak would-be considered: a Spell Caster.  And the argument of: Drinking the potion would-be channeled through his body.  And then, here's the jump: Utilizing any 'traits', 'flaws', and 'feats' one may have...

However, I have a hard time seeing a non-Spell Caster with 10 Ranks along with starting to call all party-members: "animal companion, eidolon, familiar, or special mount." to fulfill the second requirement of the Feat.  Then again, Warriors/Fighters are not known for their Intelligence and probably would call all party-members: animal companion, eidolon, familiar, or special mount.  Especially if they're a Dwarf...
Halfling Cannonballs, ring a bell for anyone?!?
This message was last edited by the player at 15:17, Sat 19 Mar 2016.
praguepride
player, 81 posts
He's proud
of Prague
Sun 20 Mar 2016
at 00:18
  • msg #45

Re: [RULES] Ask the DMs

To LittleJumbo's point, I would rule that a potion is not "cast" (i.e. you can't counterspell a potion) so potions would not work.

Cloak of the Hedge Wizard would not work because it grants the spell-like ability to cast the spells. Key phrases:

From Improved Share Spell:
quote:
Any non-instantaneous spell (but not any spell-like ability)</quote.

From Cloak of the Hedge Wizard
quote:
The cloak grants its wearer the ability to use a


It's kind of in the grey area but my interpretation is that magic items give you spell-like abilities, they don't allow non-casters to suddenly cast spells...

This bypasses other restrictions like magical failure from armor etc.
This message was last edited by the player at 00:19, Sun 20 Mar 2016.
LittleJumbo
player, 18 posts
Mon 21 Mar 2016
at 12:30
  • msg #46

Re: [RULES] Ask the DMs

Assuming this is the correct thread for this:
Game Design/History Question:
Recently had the opportunity to build a 'new' character and I noticed: all weapons come in all sizes...
When did this change?!?

Working on updating Udo and now I can utilize a two-handed weapon...
At size: Small!  It's awesome!  Yeah, yeah, I do less damage but this was not an option when I first built him.
austarrowsplitter
player, 7 posts
Mon 21 Mar 2016
at 12:47
  • msg #47

Re: [RULES] Ask the DMs

Depends on which edition you were playing in previously... I mean, in 3.0, it's all a matter of relative sizes. A Longsword to a human is a Greatsword to a halfling, and vice-versa. I think 3.5 made it make more sense. You CAN wield things that aren't properly made for someone your size (For example, you can wield a Greatsword sized for a Small user as a Longsword, if you're Medium sized), but you take a -2 penalty because the grips aren't properly proportioned to your hand and such.

Pathfinder, AFAIK, just kept using the same system that 3.5 did. It's one of the reasons why it's called 3.75 by some. To be honest, the biggest differences between Pathfinder and 3.5 seem to be the skill system, which eventually gets the same numbers via a different method (and one that, to me, makes more sense), and the combat maneuver system. Admittedly, I have things I do and don't like about CMB and CMD, but I honestly have yet to see any system in which special maneuvers (grappling especially) isn't a tangled mess.
praguepride
player, 83 posts
He's proud
of Prague
Mon 21 Mar 2016
at 14:33
  • msg #48

Re: [RULES] Ask the DMs

FFG's Star Wars system comes to mind. As part of your rolls you can either gain "successes" or "advantages". Successes actually mean that you hit, deal more damage etc. but advantages can be 'spent' to just straight up inflict status effects, like grappling/tripping an opponent. It's all abstracted so there isn't a huge mini-game around grappling, you just 'do' it. Then your opponent can spend their advantages to unflict those statuses :P

To little Jumbo: Yeah, it's been that way since D&D 3.5.
LittleJumbo
player, 19 posts
Mon 21 Mar 2016
at 15:58
  • msg #49

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 48):

Hmm...
There must've been something wrong within the rule-set for Hero Labs that was recently fixed.  I remember when choosing: Show only Legal Equipment Options - none of the two-handed options were available.

Not complaining, but now: Watch-out!
Wait, you're not in that game so; never mind!
austarrowsplitter
player, 8 posts
Mon 21 Mar 2016
at 16:14
  • msg #50

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 48):
Huh. I haven't played that one. The only Star Wars system I'm familiar with (and even then only vaguely) is a d6-based game.
Sign In