@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.
Nah, it's fill in game because one player can't make it to our regular fortnightly WFRP game. But I'm not sure about two of the players because I haven't heard their plans yet.
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 :)
I've been trying to crack a Heinlein's "World as Myth" nut for a couple years, and just laid down a foundation on a lego-based town-builder rpg sorta-kinda like Towns or Dwarf Fortress.
lol, well, not to self advertise, but if you have any opinions about time travel and how to game it successfullly, check out my question ;)
I was suprised, given the purposely general nature of the question, that I didn't get a bigger response. Maybe everyone thinks it is a worse idea than I do
@Cat Just think along the lines of the Sims or any small community/house management sim. In this case each player is a minifig member of the town, and the economy is based on bricks.
lego weapons and armor and so on add damage or health, super simple stats and I'm shooting for limited or possible even no dice, certainly using the lego dice if need be.
I guess there are really not many rules laid out in any of the game systems I've looked at, so perhaps people are uncomfortable with not having a document to refer to ...
@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.
My favorite adventures are mysteries/intrigues/ and perhaps now, time travel
Perhaps. You'll have to forgive my ignorance on the issue, as I've only ever played one game.
I guess the issue is more my memorization of the rules as a DM in order to quickly resolve their desires.
I don't play frequently enough that I remember all the little details about tripping, grapping, etc in DnD v3.5 on all occasions. It really cuts into flow when I have to look them 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.
For instance, if your mission was to kill someone in New York, you could just step up to him and push him into a car. Except that Fate would intervene and cause the car to swerve.
There is a second part to that bit about fate though - since your job was to make those changes, you got pushed back through time again and have to kill this guy while there's a car crash happening.
Why can't you think about it objectively? You had goals for the course. Hopefully all of which you've achieved. Have you achieved them all, if not why not and if you did, what you used to do it.
not too bad. Suffering GM withdrawal from having to stop two of my longer term games, so looking at ways of starting a new group or two up at the moment
@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."
@somori: You know FATE pretty well, right? I think FATE's a good answer to the "absolute beginner" RPG question, but I only have experience with the Dresden Files FATE-RPG
And yeah, there is a wide range of choices, from "who do I stab?" to "how can I apply status effects to every one of these enemies and then zap all of my status effectees?"
@Cat if you use prebuilt stuff (and there is a lot of it out there for free or free with DDI) it's not too bad. Sure a lot of the time you're PCs will make mincemeat, but it will be fun
combat is incredibly slow. Rounds can take up to 45 minutes depending on the group, character construction and how well your PCs know the characters and how prepared the DM is
So they are. Especially when they are amoral walking plants. Asking a bandit "So what are you going to do after you kill your hostage?" really set the tone of that game.
@Cat we just hit paragon (L11), and 1 encounter consumes nearly a whole session for us right now. (well, we don't get started right away, and we've been ending early, but still)
I think the key way to play tactically comes down to paying attention to more resources than hit points. Resources like terrain, line of sight, available magic, traps and so on.
Yeah, I try to consider these factors when designing my encounters, but am really jeuvenile about using them to my advantage when actually running the encounter
lets see, dwarf fighter loses 1 AC and 1 HP from v2. human fighter stays the same rogue picks up 1 HP wizzy picks up 2 HP Goblin damage stays the same.
I don't think thats' worth a recalc at this point.
wizzy gets an extra round of life, rogue gets an extra round. or so (both rogue and wizard are now out of range of a single crit death from a L1 goblin)
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...
One Acronym that is probably simple is plaguing me. I mean Im a resonably tech saavy guy but Acronyms in the tech industry are so numerous I dont have time to memorized them and textspeech.
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.