1. From Stott Stewart a. Ok I’ve you talk about this several times. But what is the ten commandments of gaming?(sic) i. Lord Flagoon’s response. Grammar aside this is a great question. Because what are the Ten Commandments of gaming? Are they the manifestation of years of gaming and roll playing? Are they the collaborations between three gamers who have all seen one, if not all, of these guidelines of basic descent human interaction broken at their prospective game table? Are they rules cast in stone brought to me by the Lord of gaming to help establish my own religion? Too the first two questions the answer is “Yes.” The last one the answer is “Maybe” only if you are willing to see me as a prophet, because Lord Flagoon is not below getting free money from people wanting to believe that he will bring them to the promised land of gaming Nirvana. (When it comes to sacrilege I’m all in.) But seriously the 10 commandments are nothing more than a list of behaviors that we believe will help assist you and your gaming group into doing what Joe asks of you every week, “Get more from your games,” because that is what gaming is about getting all the entertainment, social interaction, bragging rights, and the fun and entertaining story’s that help create long lasting friendships that will strive throughout the years. But if all you are asking for is a listing of them look no further than the following link for all your curiosities will be quenched. http://www.dungeoncrawlersradio.com/ten-commandments.html 2. From Dane Harrison a. Hey this is Dane from the Dallas gaming group. We use to email you a while back and we have ran into a small snag and are looking for advice. We are running a Ravenloft game and my players are stuck in a church that is in the middle of a graveyard. Now one of the players took something they shouldn't have in a previous excursion. Now this magical item has created a problem for the players because it is an artifact of evil and has awoken all of the dead in the cemetery to attack the players to free it from their bonds. The rogue that stole it does not know that it is magical nor do the other players. The object is masking itself so that it will not be destroyed. So the players are stuck in this old run down church it night time and there are thousands of zombies marching in to kill them. How do I save them or at least make it so they don't forever hate me! i. So… Your rouge stole something that is biting everyone in the ass. Typical rouges. Other than giving them hints that this particular item is the cause of their grief, there isn’t much you can do. As the Commandments say “Respect the Consequences of your actions.” Like going into the Underdark without any night vision abilities; when you’re in Ravenloft taking any item has the chance of being of a maligned force (I would be more surprised to find a holy item in that cursed place). If you do choose to go this route, give them a fight to end all fights. Imation the end of Halo Reach, they are held up in a church with the horde at their doors, death is imminent, but they are brave warriors ready to die in victorious battle! Another epic fight comes to mind. Like I said this is going to be a fight and they may not come out unharmed, if memory serves me rite someone very powerful didn’t survive Moria. You can give them a fighting chance if they are the clever bunch and you can leave them some make-shift traps that they can drop on the heads of the zombies. Another idea comes to mind that the magical item starts communicating to the rouge and tried to take over his body. Or the artifact attracts the, more powerful, creature that’s controlling the undead mass. If there is something I have said again and again is. “Make them earn it.” You can help, but only slightly, never have the Deus ex machine come down and make everything alright. The players will remember the fight you brought them and how they succeeded or failed. They won’t remember the king’s garrison riding up to the doors and say. “There you go. We took them all out for you. Now on to the next step in your quests you little scamps.” Then pat them on the bum send them on their marry way. That sort of hand holding I would only wish to see in a Modern Shooter. If you want to go the hand hold rout give the players a chance to break the hold and try to stand on their own. As the DM you are the story teller and the facilitator of the characters that your players are portraying. Hope this helped. On to the next. 3) Max Cranston a) Hey guys this is kind of a character creation question. I am wanting to know what is the best way to create a fun character that is flawed. I have always played the tank in the group that is designed to soak up damage and I want to try something new and unique. Any ideas? i) So you want to up your gaming experience and play a fully flushed out character instead of a human meat shield? AWESOME!!! When it comes to creating a flawed character the sky is the limit. If you want to play a foppish warrior that is a bore to be around or is a complete @$ hole but everyone has to work with him because, like you said, is a damage sponge; go ahead. If your scrapping for ideas try here’s a list of some characters I thought of while weighting this: (1) mute Warrior (You would have to be completely silent and have a good story for this) (2) Bard with a sex addition (3) Anything with an addiction (sometimes the vices will be a hindrance or a godsend who knows) (4) A mage who suffers from hallucinations (5) A character with severe agoraphobia (6) A odd obsession with cats, the color purple, and has a stalker ex girl/boyfriend (7) Kleptomania (but isn’t a rouge or kinder) (8) Monk So these are but a few examples to try. Think of any sort of quark and figure how you would roll play it. The biggest rule is not to be afraid if it doesn’t work. Start our small and slowly start trying to break your comfort zones. Hope this helps.
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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 Calvin MacDonald Comment Gentlemen and the lovely Firebird. I first want to say thank you for putting on such a great show. I've been listening t for the last year and I have to say you have had an amazing line up of guests! I'll be honest I don't get to see to many of the guest you've have on the show over here in Perth, Scotland. So with that said greetings from across the pond! And I'd like to know where Lord Flagoon has a plot oh land and when he plans to come across the pond and have a pint with us! And now for my gaming question. One of my players wants to play an unarmed fighter. What I need to know is; do spiked gauntlets count as weapons or as armor for the purposes of enchanting? I hope you can help me out and Lord Flagoon we'll always have a pint wait'n for yah! Gamer Forger Response: This one was easy. When you gotta have spikes on them fisteses, DCR says: Spiked gauntlets make you armed even when you aren't holding a weapon. When enchanting spiked gauntlets, they count as weapons, not armor. Enchant accordingly. Gamer Forge Listener Email: Name Jack Reynolds Comment My question is quick and simple. Could an undead in 3.5e D&D such as a skeleton benefit from wearing magic items like rings of protection? Gamer Forge Response: We don't always give our skeletons magic items, but when we do: Sure. Rings of Protection count as a deflection bonus, thus can stack with different bonuses that a skeleton or other undead may have. The only similar bonuses that stack are "dodge" bonuses. So a deflection bonus stacks with a natural armor bonus, which stacks with a luck bonus, etc., to calculate an Armor Class. Stay armored, my friends. Gamer Forge Listener Email: Name Steven Rostenberg Comment Can a Rogue (D&D 3.5) use sneak attack on both the first and second attack? I know this seems like a question you can simply Google but the answers vary and my clan is under the impression that I can only use it on my first attack (once per round) and not on my second attack. From Googling, I've understood that as long as the monster / enemy is flat-footed, flanked or caught off-guard, I can apply sneak attack on both my first and second attack in a round. Is this correct? Is it normal if the clan simply decides that that gives me an unfair advantage in combat and gives me only one sneak attack per round? Gamer Forger Response: Sneaky, sneaky! When getting your sneak on, DCR says: 1. If for some reason you get multiple attacks, you get to apply the sneak attack bonus damage to each successful hit. Here's the justification: sneaky types (typically) aren't gonna be wielding the large weapons and (usually) don't have access to powers and special abilities that enhance their normal damage output. They're just not built that way. But they have to get an edge somehow. With that being said... 2. Full-round actions. Multiple attacks can only be taken as part of a full-round action, meaning if you move or do anything else during your turn, then you only get the one attack. A lot of what a sneaky type does, is move and juke and jive around the battlefield, so getting multiple attacks in a round is usually out of the question. If for some reason, your sneaky type manages to stay still and have an enemy back up into him/her, well, then that means you don't have to move, and can take multiple attacks, dealing full sneak attack damage on each successful hit. It sounds like a lot of work, but that's part of getting the most out of your sneaky type. 3. Know your role. "Rogues" aren't really known for carrying the giant swords and battle axes. It's just not their bag, baby. Besides, "rogues" should be focusing their efforts into filling in the gaps that might be missing within the party. Every adventuring group needs a resident pimp. Just saying. Gamer Forge Listener Email: Name Raz Dragon Comment Okay so I really need you help because my last game session didn't end up so well and I am just not sure what to do here? Let me explain what happened. My player which I will call Steven rolls to attack during a big encounter that progresses the story and he, rolls a 1. Next round, rolls a 1. Round after that, rolls a 1. Fourth round, rolls a 2. I'm serious this really happened all night his rolls were never higher than a 6 or 5 and he was going back and forth between two different dice too. It just so happened that this whole encounter had outrageously unlikely rolls and all the players seeing more low single digits than they had any right to, while I ended up rolling four d20s all at once for an area attack and getting four 20s. At some point or another, all the role-playing in the world doesn't save you when the dice are just not in your favour. What is a DM to do in such situations where players are getting frustrated at the dice and, as a result, are getting upset with the game? Gamer Forge Response: Lastly, when things are looking grim for the group, DCR says: 1. It's just a game, and a game can be put on pause. It's cool to take a break, get a breather, grab a drink, make a corner-store run, something. Everybody, and I do mean everybody, has a bad night of dice rolling. That's what happens when you play with probability. Law of Averages says you will encounter times like this. Oh, well. No matter how awesome you have yourself set up to be, you will fail every once in a while. The only piece of advice regarding this would be : "cope with it". You will not be awesome 100% of the time. 2. Beware of escalation. It may be tempting to offset a bad night of rolling by permanently enhancing the characters with magic or other means. Don't do it! There is no substitute for probability. Part of playing the game is rolling the die and risking not winning that night. To cheat probability like that is to miss the point of playing a game, period. 3. So everyone ended up dying? Is that really the end of the world? DM's take a lot of time to come up with cool stuff to happen each week, and it stinks when it gets shelved due to a TPK (total party kill). There's no reason bits of what you had planned can't just be transplanted into a new story. Don't let a bad night of rolling wreck your whole experience of Dungeon Mastering, or playing an RPG in general. *Bonus XP: To get a good grasp of what it means to be part of a team, try watching episodes of Leverage. Each member of the team has a distinct, specialized role and each one of them is specialized to the point that they are the only ones who can do it. Sure, what they do is usually illegal. Okay, almost all the time it's illegal. Point being, a "rogue" should be able to fill roles within a group that aren't being covered, and do it well enough that they won't be replaced anytime soon. That's one of many things that make a good team. Each member contributes in a unique way, and goals are achieved due in no small part to that unique help. Size totally does matter! Not that way. Get your minds out of the gutter. This week, we tackled the conundrum of "just how many players does it take to run a game?". Not as easy a question as you'd think. When it comes to getting the proportions right, DCR says: 1. Balance. The scope and magnitude of your adventures should be proportionate to the size of the group. Don't make the mistake of coming up with an epic-sized adventure before you find out that only three players will be attending. Sort out exactly how many will be playing before you lay the ground work for the stories. Small groups can be overwhelmed by the scope of the events unfolding around them. Likewise, large groups can be bored to tears if the scope is too small. Also, especially for smaller groups of 2 to 4, focus your storytelling on the character and how the develop over the long term rather than a string of events climaxing in a grand battle. On the other end of the spectrum: players, don't worry about whether or not your party has a "healer" or "tank" until after the players have been established. The idea is to not limit your choices. But truly, a party can be comprised of any mixture of archetypes and be successful so long as your DM/GM/storyteller/referee/whatever can manage who is doing what in the group. Fights are always exciting when driving a story forward. 2. Groups can be rather large, but we say six to eight people is pretty darn large for a group. Any more than that, and you risk losing players' agendas in the mix. Nobody likes putting effort into creating a fun backstory and then it gets ignored. BOO FOR THAT! If whomever is running your game is comfortable with ten or more, then who are we to argue. But just because you know 20 gamers, doesn't mean you have to have 20 people in your game. Factor in you preferred mode of storytelling when deciding who to invite. Remember players: you are not obligated to participate in a game if you feel uncomfortable with the number of players. Exercise your freedom if you don't want to be in a large group. Gaming is not a chore, nor is it an iron-clad commitment. It is just a game. 3. When running for four or more people, keep in mind that more doesn't necessarily mean merrier. Whatever happens, keep the action moving! Experienced players should be leading by example and know what spells they have at the ready and what sorts of abilities they have at their disposal so that when prompted, they can resolve their attacks or actions quickly and efficiently. Experienced players who are indecisive or constantly look up stats or abilities in books, or in other ways stall the action should be passed over and allowed to resolve their actions at a later time. Adventure waits for no adventurer! We're pretty sure that Sauron didn't wait for Frodo and company to look up what they wanted to multiclass into when they gained enough XP. Bonus XP: For even the smallest groups, splitting thing up to keep the plot moving is perfectly acceptable. Safety isn't always in numbers. Proper teamwork can overcome almost any problem. This also promotes inter-party relations and builds a higher sense of cohesion. Even the most epic characters in literature aren't powerful because of how many attacks they have. They become epic because of what they learn from the people they know. In the end, it doesn't matter how many players are participating, just that they are participating and having fun; the ultimate goal of any good game. Gamer Forge Listener Email:
Name: Targ of Malboone Comments: I am starting up a new group and playing for the first time. Any hints or suggestion on how to do character creation quickly? We are running 3.5. Gamer Forge Response: To speed things up, DCR says: 1. Use the pre-generated score arrays. The D&D fourth edition core rulebook gives a listing of scores that, when used, put everyone on the same level playing field. This also takes a step out of the process of generating ability scores and now all the players have to do is assign those scores as they see fit. Also, the 3.5 handbook assigns starting equipment packages to the classes, USE THEM. Let characters shop later. You've got a game to play! 2. Time limit. Give them a set amount of time to finish characters, or at least be ready to play with characters and stick by it. You say 20 minutes, the game starts in 20 minutes. You mean business and so should they. Veteran players should be able to finish in 20 minutes. Which brings us to... 3. Let 'em try on some shoes. Certain things don't need to be filled in to start the game. Final skill point allocation, feats, and even spells can be cemented once the new players have had a chance to see exactly what does what. Let 'em play once and see how the mechanics work and what more than can do, then by the next session, have them cement their final statistics. Also, vitals, such as height, weight, hair color, and favorite color don't need to be written in to start. Give a little leeway on that. In the end, its not what's written on the paper, its how the players describe it. |
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