Gamer Forge Listener Email: Name Calvin Garcia Comment In the D&D group I play with one of the players insists that when you reach a new level you have to zero your experience. However when I checked the PHB1 there is no reference to this. PHB1 uses the term Total Experience when talking about leveling up. Which is correct? Gamer Forge Response: Say, whaaaat? DCR says: No. no, & no. Your friend is either severely misinformed, or feeding you a line. Experience points (XP), is a progressive jackpot. It would take forever to gain levels if your XP total reset each time you "ding". Hence the term, "grinding". Gamer Forge Listener Email:
Name Steven Cowan Comment When in Ravenloft, would the town in question know that the Dark Lord is indeed, say, a vampire? That he or she would be the real ruler of that Domain? For example: Barovia. Strahd has been there for a long, long, very long time. How do the villagers see him? Simply an undying ruler (if a ruler at all)? For what he is, a powerful vampire? The real ruler of Barovia? His castle… simply a haunted castle that's been there since the beginning of Barovia? Or that the Castle Ravenloft is the home of the Vampire Dark Lord? I guess it could vary from DM to DM, but I have always wondered how would you explain it. Are the people in each domain in denial, would they know by now, etc.? Gamer Forge Response: We have no witty segue into this one. DCR says: 1. What's the alternative? Maybe the citizens put up with a vampire lord because the surrounding area is at least ten times worse than in the domain of the castle. You head into the surrounding countryside and you are threatened with death all day, every day. While the land around the castle is, at the very least, protected. Thus, the villagers put up with the occasional abduction/sacrifice. 2. Again, the alternative: maybe the villagers are totally okay with their undead ruler. Maybe the town sees the need to give up one of the town's virgins to ensure the safety of the rest of the population. Who knows? Maybe the vampire offers excellent health insurance and a 401k. So where does this leave the heroes? This idea might be best left for when you're ready to throw a curve ball at your players. 3. The easiest thing to take into account would be time frame. What point on the timeline will your heroes be making their appearance. If they are early in the canon, then maybe the villagers don't know for sure what rules Castle Ravenloft. Later on, you can easily justify the townsfolk knowing more about what goes on up there. Your heroes might not be the first heroes to show up... Gamer Forge Listener Email: Name School Teacher [email protected] Comment Dear Dungeon Crawlers Radio, I work with students that have a lot of difficulty performing roles that benefit the group as a whole. Their mentality is that they all want to be the winner or at least play the most important part, and so they struggle with the fact that everyone is important and plays a role in success for the group. I am asking here because my knowledge of any kind of RPG where roles are assigned and must be performed is extremely limited. Any help would be greatly appreciated. I have 10 year-olds, usually 8-10 of them. Fantasy is fine, but probably need to stay away from demons and black magic. My initial thought that started this was an economy type rpg. What I'm really looking for is a game where the students are required to perform a role that differs from everyone else's, and if they don't perform it well (as in trying to do someone elses "job") they fail as a group. Thank you, Gamer Forge Response: Hmmmmm....DCR says: 1. Try splitting the class into groups of no more than four, then give each group a choice of character to which the group decides actions. Then, the whole class becomes a controlling interest in the party, and every important decision is made by the class and success/failure rests on the students. Pre-generated characters will most likely serve you best, but at least consider letting the groups generate a character. That way they make more decisions regarding the outcome. No, seriously. Use the link above. It's free and saves you a bunch of time. 2. This isn't tee-ball! If you enter with the mentality that failure cannot happen, for whatever reason, then you are depriving your student of the most important life lessons. Namely, coping with failure. Ideally, the students will succeed and the adventure continues. We say, make a big deal about the big decisions, and if the "character" doesn't quite succeed, make it light hearted, move on quickly, and bring the focus back to the story, not on the failure. Trust us, the students will feel it, and internalize those feelings. But they must learn to cope with the failure, not just success. 3. Don't get too mundane. Its a good opportunity to incorporate lessons on economy and the barter system. Just remember not to let mundane events become the focal point of the game. *Bonus XP: If you need a more educational reference about antagonists and how they rule, remember that during the American Revolution (you know, the one that made the United States of America), good people still supported England, even though they colonists hated being taxed like they were. Not necessarily out of loyalty, but because England was still trying to take care of it's colonies. Sure, it wasn't exactly a bang-up job, but what do you expect from an Empire that was growing too large to manage.
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Are you ready? We said.... ARE YOU READY? Good. It's time for the Gamer Forge. Gamer Forge Listener Email: Name Spork the King Comment You know maybe this one is just as simple as it sounds and I am just making it far to difficult then it really is. So let me explain my problem, you've got, let's say, an air elemental you want to kill, and it's basically made of air. How do you kill it? Simply by hitting it with any weapon seems a little bit illogical to me - it's air and you can't kill it with a nonmagical spork... Or can you? Gamer Forge Response: We put the "mental" back into "elemental". DCR says: 1. Seek alternative solutions. What sorts of things can you do to air to neutralize it? Carry a bellows as part of your standard adventuring gear. Just suck that air elemental into the bellows and throw it wherever you wish. Use Teleport Without Error to transport it directly into the freezing vacuum of space, where air doesn't exist. If you wanna go extra "meta", freeze the room to zero degrees Kelvin. Now you have the molecules frozen completely solid and the air elemental good and truly trapped. 2. Magic weapons are the more practical solution. As it is mostly incorporeal, magic weapons are needed to damage it reliably, circumventing (get it, venting? Air? Har, har!) it's damage reduction. 3. Beware shrapnel. Loose objects laying about the room become instant weapons for an air elemental, and nothing is more humiliating than getting your day ruined by a shrimp fork to the eye. Gamer Forge Listener Email:
Name Harold Johnson Comment I’m unsure how poisons work in Pathfinder. For example: black adder venom. From the frequency of the poison, am I required to make a saving throw per minute for every six minutes? Each time I fail a save, do I take 1d2 str damage? Or do I take all the strength loss once all failed rounds are finished/frequency is over? It just looks like quite a chore referencing each round for ability score drops and I am really unclear on the rules. If I succeed at rolling a saving throw, do I no longer need to check? And to remove the poison effect (strength loss) I will need to be cured through the various tools offered? Another type is this: Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. I just really cannot seem to figure out how poison works. Does this sting/sickness stack each round I fail a save? Gamer Forge Response: When picking your poison, DCR says: 1. Yep. The poison runs its course through your blood for the length of time stated on the stat block. So each minute, you make a saving throw against it. Each time you fail, you take the strength damage indicated. If you lose all your strength, then you die. If the poison says it's cured by making even one saving throw, then that's when it ends. Your body is strong enough to fight of the effects. 2. Reality check: The venom of a Black adder is <expletive deleted> deadly! The only reason you get a chance to survive it is because your character is exceptionally tough. Heroically tough. Count your blessings for being heroic. 3. The great equalizer. The benefit (or gamble) of using poisons is twofold. Success means you've crippled a stronger opponent and made him/her flush for the kill. Failure leaves you vulnerable to counterattack. More so, venom can be a cost effective way for a cutthroat to do his job. Simple venoms and toxins can be crafted from plants and animals. Rattlesnake venom and mandrake root are great starting points. *Bonus XP: To give your elementals an air of extra mystique, describe them without using the word elemental. An earth elemental could be called a "golem". An air elemental can be a "will-o-wisp". A water elemental should be depicted as King Triton in "The Little Mermaid". Make the effort to not use the clinical definition so your players can be a little more immersed into the world you've created. Besides, "elemental" as a description is lame. Lame with a capital "Twilight". Gamer Forge Listener Email: Name Sam Workman Comment Is it possible to hit an incorporeal creature with a spell that requires a melee touch attack without the use of any magical ability that allows one to make contact with incorporeal beings? Put another way, does using a melee touch attack spell grant the innate ability to hit incorporeal beings with it? The most typical example would be the use of a Cure Spell, or potentially the Lay on Hands supernatural ability, as used on incorporeal undead such as Shadows or Banshees (Undead and Incorporeal tend to go together more than any other monster type, and all undead, physical or otherwise are harmed by healing magic). Would attempting to cast a healing spell on such a creature using only your bare hands be possible? I see three possible interpretation, with two possible answers: 1) Yes, because a magic spell is being used, and all magic grants the innate ability to bypass incorporeal creatures as per its definition. 2) No, because in order deliver a spell as a melee touch attack, one must first make the touch attack, which is impossible on such a creature. The magical nature of the attack does not come into play until after the mundane contact is made. 3) Yes, because even though #2 is true, one can release the spell simply in the general vicinity of the creature (such as sticking one's hand through them and releasing it inside them) without having to strictly feel the target. The only reason this comes up is because I am concerned that the second one is correct - that such an attack is impossible because delivering such a touch attack does not count as magical until after it hits, which it never will. Gamer Forge Response: Intangibility, or tangibility? That is the question. But DCR says the answers are: 1. Incorporeal creatures are a nasty little cheat to beat magic and spells. Almost on a Turbo Tunnel level to make a creature impossible to beat. Our argument for saying that incorporeal creatures can NOT be magic-ed up would be along the lines of "you can't touch it on the shoulder, you can't deliver a touch attack." Your hands pass through the being, so touch attacks are impossible. 2. However, the flip side of the coin would be more "meta". If the being is to be considered on the material plane (or whatever plane of existence you might be on), it must have a tiny bit of tangibility, and have at least some small chance of touching it. Otherwise, how does it interact with anything? You can quantify this by giving the creature in question the bonuses to defense similar to being blind or fighting in the dark, or complete cover. The odds are very against the heroes, but the chance is still there. 3. The cool part: this opens the door to make heroes question their reality and sanity. Use this scenario sparingly. If all the enemies they face are incorporeal, then it becomes mundane and/or impossible to deal with, and you lose their interest. But once in a great while, pull out the see-thru stuff to mess with their mind. Gamer Forge Listener Email: Name Henry Stevenson Comment Can demon lords read minds in D&D 4th edition? If they cannot, would it be a stretch to say Graz'zt (a demon lord I'm depending on heavily in my campaign) can perform this feat? Gamer Forge Response: Demonic presence? You can totally handle it! When it comes to the leaders of the damned, DCR says: Sure. There's no reason they can't. Do your players know enough to question your authority? That's a trick question. It doesn't matter. If you think your demon villain would be better with telepathy, then go for it. Gamer Forge Listener Email:
Name Robert Cole Comment Does a weapon thrown with Giantkind Gloves gain weapon benefits? Giantkind Gloves possess the following power: Power (Standard Action) Strength + 2 vs. AC; ranged 6/12; you throw an object 30 lb. or less; 2d6 + Strength modifier damage. Level 14: Strength + 4 vs. AC; ranged 8/16; 50 lb. or less; 2d8 + Strength modifier damage. Level 24: Strength + 6 vs. AC; ranged 10/20; 80 lb. or less; 2d12 + Strength modifier damage. Since no standard weapon weighs over 30 lb., every weapon would be eligible for throwing using this power. When throwing a weapon with this power, does this attack benefit from other bonuses? Essentially, the questions that I think need to be answered are: •Does throwing a weapon with this power count as making an attack with that weapon? (e.g. weapon properties, magic weapon) •Is this considered "throwing a weapon" for the sake of counting as a thrown weapon attack? (e.g. class features, other passives) References The following examples are provided as a reference for what I am asking about. Weapon Proficiency This seems pretty straightforward but worth mentioning. Since the attack does not list the Weapon keyword, I do not believe it can benefit from weapon proficiency bonuses: Proficiency Bonus: Gained from proficiency with a weapon, this bonus applies to attack rolls with that weapon. An adventurer gains the proficiency bonus only when wielding the weapon and using powers that have the weapon keyword. Class Features The Seeker's Spiritbond class feature grants two different bonuses to thrown weapon attacks: You also gain a +1 bonus to attack rolls with both light thrown and heavy thrown weapons, and when you make an attack by throwing a weapon with which you have proficiency, the weapon returns to your hand after the attack. Magic Weapon Returning Would throwing a magic weapon with these gauntlets benefit from the rule that states magic weapons return? The power says ranged 6/12, which I am guessing makes it a Ranged attack- otherwise one would argue it does not provoke opportunity attacks. Any magic light thrown or heavy thrown weapon, from the lowly +1 Dagger to the +6 Dragonslayer Javelin automatically returns to the wielder's hand after a Ranged Attack with the weapon is resolved. Magic Weapon Properties For example, when throwing a Weapon of Long Range, which has the following properties: This weapon’s long range increases by 10 squares. You do not take the penalty to attack rolls for attacking at long range with this weapon. It seems the power would not benefit from the first property, but might with the second. Feats •Power Throw allows you to deal extra damage for a -2 penalty to attack rolls when making a "ranged attack with a heavy thrown weapon". •Arcing Throw: "When you use a spear as a thrown weapon, the target doesn’t gain cover from its allies." •Brutal Bludgeon: "When you hit with a club or a mace ... Reroll any damage die result of 1 until the die shows 2 or higher." Other Passives What about other passives, such as the one found on Dwarven Throwers? Gamer Forge Response: We asked for more specific, and we got it. DCR says: 1. Revan and Flagoon say yes, because it's a thrown weapon, provided you are proficient with the weapon being thrown. However... 2. Guy Named Joe believes that he is always correct. His logic is flawless. He says, "no", because when using a magic item to make an attack, the bonus for the attack are generated from the glove, not the weapon. The item being thrown is a random, non-specific item, like a dumbbell or a kettle, and not the character's specific items. Your proof is right here. *Bonus XP: For even more references to awesome demons and telepathy, check out the movie Scanners here and the movie Legend here. Both are old movies, but are totally in line with the sorts of themes involved in a fantasy epic. Yes, even Scanners, believe it or not. You gotta demonstrate just how awful a power like telepathy can be when in the hands of evil, right? Gamer Forge Listener Email: Name Hank Johnson Comment There are many instances in Pathfinder and other 3.5 based systems when you might need to reduce a monster below 1 or 1/2. For example, if I'm using a CR 1/2 monster from a 3.5 source in Pathfinder, I'm supposed to reduce it's CR by 1. So what do I do in this case? Reducing the CR by 1 using rote math would put me in negative territory. Or, for a more practical example, what if I want to include many weaker versions of a weak CR 1 enemy? I'd apply the CR -1 template, but then what would the CR be? Do I drop down to the next fractional CR? Or do I go in halve the CR? Note: I realize that this is partially a theorycraft question, since this situation only occurs at very low level encounters or in encounters with LOTS of low level enemies. However, it's been bugging me for awhile and I'd appreciate your input. 'Tanks! Gamer Forge Response: It's a lot of math, but DCR cracked the case... 1. Once a challenge rating drops below five levels under the group's rating, or five levels above, that challenge shouldn't be thrown at them. It's either far too weak, or much too strong. But we totally get that you gotta quantify the challenge somehow, for the sake of calculating experience and loot. 2. However, dropping the challenge rating to one quarter means that the only time it would be worth any experience reward is at first level. So this may be a great scenario if you want some first level characters to be involved in a large scale battle. 3. Without knowing the full context of why you're dropping the CR so low, it's hard to determine the actual answer. As far as we could figure, we answered your question. If we didn't, then our answer is "Knight Rider". That's right, "Knight Rider". Gamer Forge Listener Email: Name Michael Jacobson Comment I was poking around and looking at the Paladin and liked their lay on hands class feature. I, however, do not like the Paladin itself. So I was wondering if there were abilities one could acquire that work like Lay on Hands without being a paladin. Gamer Forge Response: I'm a paladin! And you can be, too! To get a little closer to your deity, DCR says: 1. The resource book, Defenders of the Faith, features a prestige class called a Hospatalier. It allows someone who doesn't have the Lay On Hands class feature to use it. In theory, a fighter with a high Charisma score could do it, as could a wizard or barbarian. So could David Hasselhoff in Knight Rider. Just saying. Gamer Forge Listener Email: Name Dallas Gaming Group [email protected] Comment I haven't been able to find a way to create a classic dwarven battlerager that is official. I want to build a dwarf that wears spiked armor, spiked gauntlets, spiked everything, that charges enemies, grabs them, punches, bites, and shakes violently to use my body and armor as a weapon. (I know there's an "Battlerager" fighter build, but it's unrelated to the classic dwarven battlerager.) Gamer Forge Response: These aren't the usual warm fuzzies that you want to share. These ones are gonna hurt! When you're trying to make the one-of-a-kind "Battlerager", DCR says: 1. Not really. There isn't a "class" that gives you everything to make what you're asking for. But, a fighter/monk combination could do it. Take your first four or five levels as a monk to increase your unarmed damage and speed. The next three or four levels should be taken as a fighter, to grant you access to the feats necessary to become a "Grapper" prestige class. Feats like Improved Grapple and Improved Trip will help immensely. A high Constitution will be more useful than a high Dexterity. You will be harm's way before anyone else and you need to be able to survive longer. Unless you're Knight Rider. KITT automatically survives everything. Its a rule. It ain't pretty, but that's how we got your Battlerager figured. Bonus XP: If you're still having trouble putting your adventurers into large scale battles, try looking into Warhammer Fantasy or Lord of the Rings RPG. Both of these have great suggestions for creating large, outnumbered battles. If you can't quite get the numbers to balance out and heroes are either outnumbered or overpowering, have them either driving KITT, or have them face KITT in battle. Also, it would be pretty sweet to have that snarky voice making quips in the middle of Lord of the Rings-type dialogue. You should do that. Guy Named Joe will personally bestow enough experience to level your character if you do. But you must provide proof of it happening. A 30-second video would do just fine. |
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