Support Your Local Dungeon Keeper.   Posted by DungeonKeeper.Group: 0
DungeonKeeper
 GM, 18 posts
Sun 6 Mar 2016
at 04:03
Support Your Local Dungeon Keeper
A thread to post questions and honest, but polite criticisms of the dungeon master. After all, Your Opinion Matters. And seriously, my job is to create an environment for everyone to have a great time without feeling minimalized or ineffective. To facility the interactive story that YOU, yes, YOU the players are in nearly .. 80% control of. :-)

So the questions about the gold formula and the Traits and Disadvantages would have gone here if this thead had existed today.
DungeonKeeper
 GM, 48 posts
Wed 23 Mar 2016
at 03:39
Support Your Local Dungeon Keeper
Posting Styles

So, typically here is how game posting will work. The DM will post a "move" post, describing the results of any actions that were attempted by the players since the last "move" post. I tend to wait until one of two things have happened: 1. everyone has posted something (all players have a post after my post), or 2. it has been more than 48 hours since my post and I need to keep the game moving, or 3. some other reason makes me have to break the 48 hour rule, like conflicting actions declared, or something that needs an immediate response.

I sometimes use NPC characters to post as so you can get a visual on what they look like and it feels less like "DM" telling you crap.

I put out of character information in ORANGE so game mechanics are easily ignored (because people naturally do not want to look at the hideous color of orange).

If I am posting a lot of exposition with a little bit of dialogue I will make the dialogue stand out with a separate color. If the post is almost entirely dialogue I don't do that.

I use maps as embedded images during combats sometimes. Not always. Sometimes I will mark up the map with counters as to where combatants are after each turn, especially in large combats with lots of participants. I used to host those off site and link to them but it looks like RPOL now supports better image hosting potential for combat maps.
DungeonKeeper
 GM, 96 posts
Sun 10 Apr 2016
at 21:47
Grapple Question
This is how I interpret the Pathfinder grapple rules, if you think this is wrong lets discuss.

1. On the round you start doing the grapple, you make a touch attack. If the opponent has a ready melee weapon (or some feat that allows AOO while unarmed) and unused attacks of opportunity, they get to make the AOO against you. If the AOO succeeds, your grapple attempt fails even if your touch attack worked.

2. On the same round, if your touch attack succeeds, you get to make an Opposed Grapple Check. This is where you roll your Combat Maneuver Bonus against the opponent's Combat Maneuver Defense. On the first round if this succeeds, you and your opponent both have
the "grappled" status, and you get to do unarmed Damage (see below).

3. On each subsequent round you wish to continue to grapple, you must make an Opposed Grapple Check, and the defender is at a -5 situation bonus for this roll (non-stacking). If you succeed on this check, you can do one of thee things: Move (with the grappled opponent) at half your speed, Do Unarmed Damage (see below), or Pin (there is no additional check, it's
just a choice you can do).

Pinning - this gives the opponent the "Pinned" status while the grappler still has the "Grappled" status (the pinned ones are far more penalizing). This causes significant penalties to the person being pinned and allows the grappler to do more damage with certain kinds of grappling weaponry (and a lot of optional feats kick in when the opponent is pinned).

Grapple Damage:
you can do squeezing unarmed damage equal to an unarmed attack you would normally get for unarmed. You may CHOOSE for this to be killing damage or subdual (non-lethal) damage. The main difference is that non-lethal damage heals much faster (hours vs days), but in terms of the actual combat itself, it's essentially the same effect, once they go to 0 with any combination of lethal or non-lethal damage they are unconscious, and if they take lethal damage after going to zero they can be killed.

Attacking a Grappled Character:
For melee attacks against a grappled character, it is easier to hit them, and there is no chance to hit your friendly person involved in the grapple. Grappled characters may be a bit harder to hit than pinned ones (their penalty to AC is less severe).

Shooting or Throwing into a Melee:
If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character (which includes a grapple situation), you take a 4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) A pinned character is considered "otherwise immobilized" and so you do not take a penalty to shoot at either the grappler or grapplee if one of them is pinned, in fact their AC is effectively lowered.




CONDITIONS (details of Grappled vs. Pinned)

Grappled (this status is given to both grappler and graplee if grapple is successful)

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a 4 penalty to Dexterity. A grappled creature takes a 2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.


Pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional 4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.



Any thoughts on this? Does it sound like I am interpreting this right?