@Novian Construct summons? Not sure which spells you're referring to. Of course, a Druid shouldn't preparesummon nature's ally even if he'll probably use it, thanks to the spontaneous summoning feature. At low levels, Greenbound Summoning is so good it's almost broken. There's another really good SNA-specific feat, can't quite remember what it is. And Druids are really easy to optimize: take Natural Spell at 6, don't forget your class features, and go to town. Druid 20's pretty optimal
the high cheese options are Fleshraker companion/wild shape (Monster Manual III, I think?), venomfire (Serpent Kingdoms), and/or Planar Shepherd (Faiths of Eberron). There's some wacky things you can do with Acorn's of Far Travel, too.
...of course, you could go all-in on the uber cheese and build the Nasty Gentleman, but that's a really bad idea if you want the game to retain any real challenge, and/or want to be invited back to the table.
Ahh...cool. I am going to have to get my old gaming group together soon. I've just finished a stint at university for Teacher training, and now am traveling back to my hometown to start my teaching practicum ... which will put me back in contact with my gamer friends :)
@Cat It has thus far been my experience that the more rules a game has, the easier it is to play, provided they are wisely indexed. This goes against your intuition, but having a clear way to resolve issues that would otherwise been up to the GM goes a loooooong way to making a game clear.
That assumes, of course, that the rules are clear in and of themselves.
Yeah, I am torn between rules-heavy to ease the GMing and rules-light to decrease the burden on the new players I tend to attract as gamers (my nephews, interested folks who have always wanted to try, but have never played, internet folk, etc)
@Cat That's a false dichotomy. If you are shooting for a role and not roll playing game, the engine should fade into the background for your players. The faster you can come up with a way to resolve their desire, the faster the game goes and is to pick up.
@somori I disagree. If specific cases aren't presented, even if based on a core concept of rules, the GM is left to decide on their own. That might be easy, jumping over a chasm. Or it might be very hard to figure out, swimming through piles of dead gelatinous cube guts.
@Cat I dove into DMing D&D 4E without even reading the player's handbook and only half of the DM's Guide. Being able to look things up as the come, or specifically avoiding things you didn't read up on yet is entirely a viable way to get into it. Saturday will be our 9th session and we've picked up most of it as we've gone.
@mxyzplk: added what experiences I had to offer; it's hardly an ideal answer by those guidelines, but it's the best I can offer. This is kind of a weird case for those guielines, I think – after all, one can only play in an "absolute beginner" group at most once (and most don't), so I don't think we're going to get many answers that have exact experiences that match, and those that do are just going to be "well the first game I played went like this."
It's fairly common to see games (especially D&D) choose someone as the bullet-swallower - one player becomes the emulation engine on which the game runs. The bait is the ability to take charge of the game, and be the rule arbitrator, referee and otherwise master of the game. The price is a si...
If someone asks a question that is similar to but not a duplicate of a previous question you've asked, is there a way to tag it so that your question comes up as a "linked" or related question in the sidebar?
@Phill.Zitt: Monks are bad at grappling (mediocre BAB, ability score issues, no access to size increases), and typically spending that long removing a single enemy from combat is not a particularly impressive use of actions.
@Novian: the trick with Scythes is to use them to Coup de Grace; auto-crit is scary on an x4 weapon. If you don't have Martial Weapon Proficiency, you probably have bad BAB and wouldn't be very good at swinging at standing opponents anyway.