| Post/Author/DateTime | Post |
|---|---|
| Caligula04-12-07, 05:30 PM | Being a good DM is tough. Hungry adventurers want to kill all your monsters, destroy your favorite bad-guy's complex, and just run riot. How can we stop these cocky players? Sit down and give this a thougth! As Sweden's toughest DM I am here to answer your questions and give you support in the battle with overconfident players! Give it to me baby, and I'll answer you ASAP! Just as soon as the big-chested blond leaves my bed.... :cool: |
| Hokanu04-13-07, 01:27 PM | Hi In an adventure we had recently a big discussion about what a rogue can disarm and what not. Can a rogue use Disable Device to Disable an alarm spell? |
| Caligula04-14-07, 02:17 PM | Hi In an adventure we had recently a big discussion about what a rogue can disarm and what not. Can a rogue use Disable Device to Disable an alarm spell? No, Disable Device is used against mechanical apparatus. The spell "Alarm" needs Dispel Magic to be suppressed (if permanent) or dispelled. |
| Zarith04-14-07, 07:55 PM | No, Disable Device is used against mechanical apparatus. The spell "Alarm" needs Dispel Magic to be suppressed (if permanent) or dispelled. While I agree with the answer, it might be a little misleading since some magical traps can be disabled. From the SRD (Disable Device): Restriction: Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it. The spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which Disable Device checks do not succeed. See the individual spell descriptions for details. However- From the Official FAQ: Is the alarm spell a trap, and if so can a rogue disable it? No and no. Unfortunately, the rules don’t clearly define a category of spells that qualify as traps, so we must rely on individual spell descriptions to adjudicate this question. Despite the alarm spell’s similarity to glyph of warding— they’re both long-lasting defensive spells used to protect an area—the spell description for alarm doesn’t contain any details about how to disable it, nor is it listed in the Disable Device skill description as a spell that creates a disarmable trap (PHB 72). Thus, we must conclude that the alarm spell should not be treated as a trap and cannot be disarmed with Disable Device. |
| AQuebman04-16-07, 12:57 PM | If im a tough enough DM, How long will it take before I can have the large chested blonde? |
| Caligula04-16-07, 03:33 PM | If im a tough enough DM, How long will it take before I can have the large chested blonde? Not long at all! Most girls that I have taken home to my "dungeon" have been mightily impressed by the fact that I'm a Dungeon Master. Especially those leaning toward the S&M taste.... Being a DM comes with great responsibility, so be careful to not adminster to much punishment to your players, both those at the gaming table, and those in bed with you. Fairness and integrity are important at all times! ;) |
| druidicdragonhunter_21404-16-07, 09:53 PM | It only took me 13-14 months to catch my large chested brunette wife. Caligula's right, integrity and fairness is very important, as are the black fuzzy handcuffs.:D :D :D :D :D |
| Hokanu04-17-07, 09:46 AM | I find it a bit disturbing that a mere 1 level spell can hold of a rogue. Without getting a scroll with Dispel Magic, he has no chance getting past this stupid level 1 spell. |
| Caligula04-17-07, 11:39 AM | I find it a bit disturbing that a mere 1 level spell can hold of a rogue. Without getting a scroll with Dispel Magic, he has no chance getting past this stupid level 1 spell. You have a point, but also remember that the D&D system is built so that even powerful foes tend to have an "Achilles heal" - that is a weak point that you can use against them. Having your PC study the opponents strengths and weaknesses is essential before going to combat. "The Devil is in the Detail"! Sun Tzu's book "The Art of War" highlights that preparedness will be decisive in the outcome of combat. |
| monai7504-18-07, 02:51 PM | I am a M myself. And I have been told by several other player that they enjoy my style of play and imagination. I will not brag any further, but It has been said to me that I am the best DM they have ever been in a campaign with. Why then, Does every two moths or so, these same players want to make new characters?! Saying that they are bored with their current character, and they have a great new idea for a new one! Then they make a new PC, play them for a while then the same thing happens all over again. What am I to do?! I must not be that good of a DM if they are getting tired of their characters that fast! How can I make the campaign better for longterm character use? I do have lost of inter-character plot, and lots of personalized stuff in the campaign to keep their characters busy and involved..........what am I doing wrong?! |
| Caligula04-18-07, 04:07 PM | I am a M myself. And I have been told by several other player that they enjoy my style of play and imagination. I will not brag any further, but It has been said to me that I am the best DM they have ever been in a campaign with. Why then, Does every two moths or so, these same players want to make new characters?! Saying that they are bored with their current character, and they have a great new idea for a new one! Then they make a new PC, play them for a while then the same thing happens all over again. What am I to do?! I must not be that good of a DM if they are getting tired of their characters that fast! How can I make the campaign better for longterm character use? I do have lost of inter-character plot, and lots of personalized stuff in the campaign to keep their characters busy and involved..........what am I doing wrong?! First of all you are not doing anything wrong at all! There are hardly any "wrongs" or "rights" in this context. Actually, I would go as far as saying that you are a great DM since your players come back and want to try new things and new experiences in your campaign! :) The D&D 3.5 system with is rich source of classes and prestige classes is hard to resist for any player! Heck, my players have several PCs that they adore and feel for at the same time! I don't think you should limit it. What you could do, and what I do in my campaign, is to limit the use of PCs during a specific adventure. For instance, if you set out with the Red Hand of Doom campaign, make it clear to the players that they must only chose one PC for the duration of the adventure. That actually creates even more excitement as the players now are faced with "line-up" tactics. My players can spend days if not weeks discussing which constellation of heroes to use for a certain adventure. Instead of countering the players enthusiasm, try to use it and expand it in your campaign! And most important, be happy that you have such a group of motivated players! Good luck! :) |
| toriel04-18-07, 04:45 PM | I don't want to steal your thunder in your thread Caligula but I'd like to make a suggestion to monai75: You could let your players each create multiple characters that are part of the same group. Each player could only play 1 character in an adventure, but you could have them select which one to play after they get the hook for it. This way, they could choose, either the one they want to play most at that time or the one they think would be most suitable for the upcoming adventure (from the knowledge they get of course). This might bring them to stick with those 3-4 characters for a longer time and possibly create interesting interactions between them. |
| Gerry05-03-07, 08:57 AM | Slight spoiler - I'm adding MMIV spawn to RHoD I'm reading thru my MMIV so as to have new surprises for my players in RHoD. Many many of the spawn breath weapons state things like: Reflex DC 19 half. The save DC is Constitution based. What does that mean? A PC's Reflex save includes their Dex Mod. Am I supposed to replace the Dex Mod with the PCs CON mod? (What a pain!) OR, does it mean if I change the creatures stats (advancing it or something), as the creatures CON bonus changes, the DC changes? OR : something else I haven't thought of? Any light you can shed would be appreciated. Gerry |
| Gerry05-03-07, 09:02 AM | In various posts, I've seen neat things like "Spoiler" buttons , that when pressed display the spoiler text. This strikes me as useful. Yet when I'm typing this post I don't really see anything that looks like it would do that. So how does one make such a button? Second, how does one make a link inside their text? I've added URLs to my postings easily enough, but it would be nicer if the link was displayed as the word "here". Gerry :confused: |
| Sunai_Retsinis05-03-07, 09:49 AM | Hi Gerry, I may have some answers here The save DC: it is based on Constitution. If you increase the CON of a dragonspawn, the save DC itself will increase proportionally. To understand the way you can format you posts, go to the forum FAQ search option next to the logout button at the top of the page. search for the terms: vB codes You will find it right there. Good luck Sunai |
| Gerry05-03-07, 10:03 AM | Hi Gerry, I may have some answers here The save DC: it is based on Constitution. If you increase the CON of a dragonspawn, the save DC itself will increase proportionally. Good luck Sunai Thanks. Does it change by the amount that the CON changes, or by the amount that the con BONUS changes? Gerry |
| Caligula05-03-07, 10:15 AM | Slight spoiler - I'm adding MMIV spawn to RHoD I'm reading thru my MMIV so as to have new surprises for my players in RHoD. Many many of the spawn breath weapons state things like: Reflex DC 19 half. The save DC is Constitution based. What does that mean? A PC's Reflex save includes their Dex Mod. Am I supposed to replace the Dex Mod with the PCs CON mod? (What a pain!) OR, does it mean if I change the creatures stats (advancing it or something), as the creatures CON bonus changes, the DC changes? OR : something else I haven't thought of? Any light you can shed would be appreciated. Gerry That the save is Con-based means that if the Spawn for some reason manages to increase his Con, for example with scroll of Bear's Endurance, the DC for the save increases. If he raises his Con by 4, the DC increases by 2, etc. Reflex save for half, means that if the PC succeed with his Reflex save in realtion to the DC, he only takes half damage. Please note that the special ability "Evasion" may reduce this damage even further. |
| Gerry05-08-07, 08:18 PM | Okay, here's a heck of a combo for you. DMG II introduced Spirit Magic. One of the spirits can act as a Spell Battery, in that a spell cast into it by one of the group can be "re-cast" by each of the group. The spell is set by the donater, but the variable stuff, aim points etc are set at casting time by the individual pulling it up from the Spirit, albeit the one limit seems to be CL=3 (we're at the second tier of benefits). So what happens if "Faith Healing" (Spell Compendium) is the spell cast into the "Spell Battery"? It cures the recipient of 8+CL (max 5) If, and only if, the recipient worships the same diety as the caster. Does the spell work for each party member as if it was from that member's diety? Or does it work as if from the original cleric? I can argue either way from a role-playing point of view: - the original cleric's diety is the source of the healing, therefore it's gotta be the original caster's diety - the spirit involved somehow grants the individual member the ability to cast the same spell as is in the battery, and thus it is the final individual's diety that is providing the curing..... Finally, the statistical analysis: - the current stock spell in the battery is CMW, for 2d8+3 cureing. Expected value is 12 hp, with a range of 5-19 possible. Casteable upon anyone, no restrictions. that is, if the original cleric is down, the fighter, rogue, or wizard can come over and cast his personal CMW onto the cleric and get him back up. - faith Healing would be 8+3 for 11 hp, a constant, no variance for all the good and bad reasons thereof. Further, only like-minded individuals can be recipients. For my party that means each person could only Faith Heal themselves. However, its better than carrying a CLW potion, and faster (no digging out the potion bottle) (Huh, the casting restrictions make this obvious: continue using CMW over Faith Healing, just for tactical flexibility. Nevermind the chances of rolling only 5-10 hp curing). However, I invite other people's thoughts or comments on this. Especially regarding which diety is to be used when another person casts it out of their battery. Gerry ps. Is it just me, or should every CLW potion in ANY bad-guy army (eg RHoD forces) be replaced with a Faith Healing Potion JUST to ensure the enemy doesn't use it, nevermind the guaranteed 9 hp curing vs 2-9 hp variable curing? ghs2 |
| Gerry05-08-07, 08:24 PM | So, how do we get CUSTOM avatars into our email? ACK! I mean, how do we get them into our POSTINGS? In the control panel we can pull up pre-defined ones, but I can't find any way to load a custom one. Any suggestions? Is it possible? Gerry |