View Profile: Imaculata - D&D, Pathfinder, and RPGs at Morrus' Unofficial Tabletop RPG News
Tab Content
  • Imaculata's Avatar
    Today, 03:09 PM
    Asmodeus 20 Baalzebul 20 Baphomet 20 Demogorgon 20 Dispater 20 Fierna 20 Fraz-Urb'Luu 16 Geyron 20 Glasya 20 Graz'zt 21
    18 replies | 196 view(s)
    0 XP
  • iserith's Avatar
    Saturday, 16th June, 2018, 07:46 PM
    I will add hit points to set a particular monster apart from others of its kind, but generally if I want to increase the difficulty of a challenge, I'm going to add more monsters or terrain that benefits the existing monsters in some way. Technically, if you add terrain or other features of the environment that could benefit (or hinder) the monsters or the PCs, should they choose to interact with...
    24 replies | 589 view(s)
    0 XP
  • iserith's Avatar
    Saturday, 16th June, 2018, 07:08 AM
    My overall point is that it's not a meaningful choice to pick between two essentially opaque options, even if that's a common thing at many tables in my experience.
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Saturday, 16th June, 2018, 04:39 AM
    It's definitely a common choice in D&D. The issue is that it's still not a meaningful choice unless you have some idea of what's down the turn and what's straight ahead or otherwise where they lead. Otherwise the choice may as well be random. This is a good place for the DM to foreshadow: straight ahead, there's a metallic ringing like a hammer on an anvil and, to the right, the horrible stench...
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Friday, 15th June, 2018, 10:56 PM
    Yep, which circles right back to my very first post in this thread. :D
    85 replies | 2368 view(s)
    0 XP
  • iserith's Avatar
    Friday, 15th June, 2018, 05:29 PM
    Yes, I don't recommend an ability check or set DC for Working Together in D&D 5e all the time, but when it makes sense to have the helper roll, a reduced DC for just helping out sounds reasonable.
    85 replies | 2368 view(s)
    0 XP
  • iserith's Avatar
    Friday, 15th June, 2018, 04:48 PM
    I got the DC wrong, but I mentioned this here.
    85 replies | 2368 view(s)
    0 XP
  • iserith's Avatar
    Friday, 15th June, 2018, 03:58 PM
    I fully support holding players accountable to their prescribed role in the game: describing what they want to do in a reasonably specific manner. Sometimes, what they want to do isn't actually helpful though. It's up to the DM to decide if their approach to the goal of Working Together is sufficient to grant advantage to the lead character's ability check. This is in line with both the rules...
    85 replies | 2368 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 09:26 PM
    I'm less concerned about "immersion breaking" with the MP jokes as much as the references themselves are just quite stale. Like get some new material already, nerds.
    62 replies | 2162 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 08:27 PM
    I went with Social, Co-Op, Fantasy, and Tactical. We're coming together socially to enjoy each other's company and tell archetypal fantasy stories together by playing in the framework of a strategic and tactical game.
    23 replies | 698 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 04:51 PM
    My house rules on Inspiration: The Case for Inspiration. Inspiration, in my experience , is highly underutilized in most games and this house rule solves some of the issues for why that is. Otherwise, I use the rules as is with some amount of interpretation for Activities While Traveling and passive checks. I will at times use variant rules in the PHB or DMG (such as encumbrance) for specific...
    34 replies | 1027 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 04:43 PM
    My suspension of disbelief can't be broken in a fantasy game. I've got room in my head for all manner of silliness.
    62 replies | 2162 view(s)
    6 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 03:26 PM
    Do you have a source for disarming a trap taking an action?
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 03:16 PM
    I view them as tasks different enough from each other to warrant separate tasks. Aside from that, the more options that are on the table for the PCs, the more they have to think about how they want to divide up their labor and how much time they want to spend on it. I'm testing it now in actual play so I'll keep an eye on what you suggest and see if it might work better. So far the current system...
    58 replies | 1356 view(s)
    2 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 02:32 PM
    That seems a bit granular to me, such that I don't want to have to worry about it. I'd rather just assume the map is always of good quality.
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 02:31 PM
    Still can't PM you and I don't want to post it publicly.
    85 replies | 2368 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 02:30 PM
    It's on page 181 under "Time." Only the thief subclass of rogue can disarm a trap as a bonus action. All the other rogues are out of luck. What is the "1 round thing from the skills section?"
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 06:05 AM
    Good catch on the time to check for traps on a door. I set that at 10 minutes in my Sunless Citadel game along with a number of other common dungeoneering tasks so that the PCs can all get more or less one thing done in a given 10-minutes stretch. At the end of it, I make a wandering monster check.
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 05:58 AM
    A slow pace in the dungeon (which is what you want to be at if you want to stealth around or try to find traps) has characters moving 200 feet in 1 minute. There is no rule for how long it takes to check for traps or disable them traps so far as I know, except that a thief can disarm a trap as a bonus action. (Correct me if I'm wrong.) Edit: Checking for traps, at least on a door, takes 1...
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 05:20 AM
    Do you mean if the DM doesn't map or the players don't map? I guess a proficient character is just that good. In tonight's game, the bugbear fighter with cartographer's tools drew a map of an off-road path from the village of Jerkwater to the Sunless Citadel while Tracking to help mitigate the chance of a random encounter. They wanted to avoid trouble on the way to the dungeon so they...
    62 replies | 1550 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 14th June, 2018, 03:53 AM
    I hear you. What I do is run a lot of one-shots and then from those pickup groups invite players I like to join regular games. I have a FANTASTIC group as a result.
    37 replies | 760 view(s)
    0 XP
  • Quickleaf's Avatar
    Wednesday, 13th June, 2018, 11:42 PM
    Havenít run the Tomb of Nine Gods yet, but my read was there were two problematic traps: the mirror ďalternate dimensionĒ Tomb (on Gears of Hate level IIRC) & Wongoís Tomb which can deal a ton of force damage seemingly arbitrarily. For the former, I plan to explicitly send PCs into Ethereal & afford them an opportunity to interact with Sewn Sisters (rather than making it a time sink). For the...
    3 replies | 818 view(s)
    1 XP
  • iserith's Avatar
    Wednesday, 13th June, 2018, 06:17 PM
    There was a thread on this recently. I use Roll20 for my games, both online and in-person, so the map is generally up on the screen and revealed as the players move their tokens around. Dynamic lighting is great because the players will only see what their characters can see. I think mapping has fallen out of mainstream practice, in part, because the reason for mapping "back in the day" was...
    62 replies | 1550 view(s)
    2 XP
  • iserith's Avatar
    Wednesday, 13th June, 2018, 05:08 PM
    I think the reason players are always quick with "I'm helping" is because there's no cost or risk to it. Adding restrictions to whether they can help or putting it behind an ability check doesn't necessarily solve the problem (if it's seen as a problem, that is) of players being quick with "I'm helping" because there's still no cost or risk to it. The specific requirements of Working Together...
    85 replies | 2368 view(s)
    2 XP
  • iserith's Avatar
    Wednesday, 13th June, 2018, 02:21 PM
    The way I set things up is actually a defense against games being called off due to scheduling issues. If the DM can play, there's a game, so I never have to deal with the heartbreak of putting together an adventure and then having the game delayed because of a lack of quorum. In the Sunless Citadel game I'm running tonight, I have 5 regulars and 3 alternates. One of the regulars had to drop last...
    37 replies | 760 view(s)
    1 XP
  • Imaculata's Avatar
    Wednesday, 13th June, 2018, 11:05 AM
    In my group each player controls only one character, but I do allow them to control the combat actions of npc cohorts.
    37 replies | 760 view(s)
    0 XP
  • iserith's Avatar
    Wednesday, 13th June, 2018, 01:55 AM
    I run my game with a player pool. So while there are only 5 seats per session that I run, there are usually double that many players in the pool. Each of those characters typically have a character and a backup character. So for a given game, I might have up to 20 PCs floating in and out. Generally there's a fairly strong A-team of regulars and a number of lower-level adventures that rotate in...
    37 replies | 760 view(s)
    3 XP
  • iserith's Avatar
    Tuesday, 12th June, 2018, 07:10 PM
    Assuming you're in a situation where a check is actually warranted (uncertain outcome AND meaningful consequence of failure) and attempting the task again is possible, in many cases I would say that if someone wants to retry, he or she is going to have to come up with a materially different approach to the goal than the character who failed. Further attempts simply fail outright. That stops the...
    85 replies | 2368 view(s)
    0 XP
  • iserith's Avatar
    Tuesday, 12th June, 2018, 05:58 PM
    I choked on a Funyun once. Mountain Dew sorted it out.
    14 replies | 486 view(s)
    0 XP
  • iserith's Avatar
    Tuesday, 12th June, 2018, 03:56 PM
    I'll be running Sunless Citadel shortly from Yawning Portal. In that adventure, I'm taking a page from the past and doing a formal exploration phase in the dungeon. Exploration has rounds, somewhat like combat but a bit looser in terms of order of resolution. These rounds represent 10 minutes of activity on the part of the PCs in a given area (about 1000 square feet). At the end of the 10...
    85 replies | 2368 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 12th June, 2018, 02:27 PM
    I once ran an adventure where the players had to go back in time to save the biggest douche bag in the world, because the fate of the world depended on it. That was fun. And then they accidentally caused a paradox that caused clones of themselves to spill into their own timeline. Fun times. But my best time travel adventure was a Call of Cthulhu campaign I once ran: The story took place in...
    25 replies | 555 view(s)
    1 XP
  • Imaculata's Avatar
    Tuesday, 12th June, 2018, 11:45 AM
    Fantastic work. Solid plot, not predictable, good monster variety, and the scenario takes into account multiple choices that the players may explore. I also really like the twist of the city returning to its actual decayed state once the illusion is lifted. I think a map of the city may be useful, and maybe the temple itself could use some height differences. Especially for rooms in which...
    2 replies | 278 view(s)
    0 XP
  • Imaculata's Avatar
    Tuesday, 12th June, 2018, 11:12 AM
    Last Sunday I had to describe a funeral scene to my players, after several npc's had died in a massive naval battle. We run a pirate campaign, and a ship needs a crew. So most of the crew is going to be npc's, and they all have names and a personality. At the conclusion of the battle, I felt that it would be unrealistic if no one on 'their' side died. So I randomly rolled for a number of...
    14 replies | 486 view(s)
    5 XP
  • iserith's Avatar
    Tuesday, 12th June, 2018, 04:42 AM
    The Help action is for combat; Working Together is for non-combat situations. There are two restrictions on Working Together: (1) A character can only provide help if the task is one he or she could attempt alone and (2) A character can help only when two or more individuals working together would actually be helpful, which the DM of course determines. The standard rules for adjudicating...
    85 replies | 2368 view(s)
    11 XP
  • Imaculata's Avatar
    Monday, 11th June, 2018, 04:30 PM
    This thread inspired me to throw some unexpected twists into last sunday's fight, which was now taking two sessions. It was getting a bit of a slog, with most of the main threats already defeated (or almost defeated), and just a ton of minions to clean out. So I shook it up a bit, raised the stakes, and added some extra tension with a looming environmental hazard. To expand a bit more on the...
    31 replies | 983 view(s)
    1 XP
  • iserith's Avatar
    Monday, 11th June, 2018, 03:40 PM
    The question is whether this addition to the adventure will be fun for everyone and help create an exciting, memorable story. I could see it being quite frustrating for some players and lead to a lot of going in circles.
    6 replies | 246 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 11th June, 2018, 03:39 PM
    I think this is a difficult problem that all DM's have to deal with eventually. In my opinion, there are three ways to approach this: If the player is deliberately constantly splitting up, then discussing it outside the game would be a way to go. Explain to him that it is a team game, and that if they try to stick together, the game is a lot easier for you to run. It also isn't very enjoyable...
    26 replies | 735 view(s)
    0 XP
  • iserith's Avatar
    Monday, 11th June, 2018, 03:26 PM
    Conjure animals (or conjure anything) is like casting a slow spell... on the game itself. As noted already - hypnotic pattern.
    24 replies | 1119 view(s)
    0 XP
  • iserith's Avatar
    Monday, 11th June, 2018, 03:13 PM
    This is a good example of why wanting particular outcomes for the emergent story can be problematic. The DM sets the scene. The players do stuff. The outcome is what we all play to find out. Putting one's thumb too heavily on the scale of the outcome risks creating undesirable complications.
    40 replies | 997 view(s)
    3 XP
  • iserith's Avatar
    Monday, 11th June, 2018, 02:24 PM
    Telegraph and foreshadow this threat well in advance. It should not in my view be a surprise to the players when the spell is cast on them. That gives them the opportunity to think about how they want to possibly counter or avoid it when the time comes. The easiest way to try to deal with it is spending Inspiration on their saving throws to have a better chance of success, but they may come up...
    40 replies | 997 view(s)
    2 XP
  • Imaculata's Avatar
    Monday, 11th June, 2018, 11:54 AM
    Looks impressive, but the visuals never convince me that I am looking at something real. And that really takes you out of it.
    3 replies | 209 view(s)
    0 XP
  • Imaculata's Avatar
    Saturday, 9th June, 2018, 09:35 AM
    I've had a foe snatch an arrow out of mid air once as a consequence of a critical failure by the players. It made the opponent pretty intimidating. But what I also do is set up various stages of the fight, that change the player's priorities. Rather than having only one opponent to beat up on, maybe they also have to stop reinforcements from coming in. Having multiple goals appear during the...
    31 replies | 983 view(s)
    1 XP
  • Quickleaf's Avatar
    Saturday, 9th June, 2018, 12:09 AM
    Yes. I've been in a similar situation as a DM several times. What worked for me is to narrate failed rolls in increasingly interesting/tense ways & to describe the cause of missed attack as something external to the PC. I've noticed this minimizes player frustration/exhaustion. It also gives the players something to build off of and potentially exploit. Here's an example, using your scenario:...
    31 replies | 983 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 8th June, 2018, 04:17 PM
    If the players are on the ropes during a boss fight, yet they are having fun, then I think you are doing it right. Just because the players are having bad luck, does not mean the DM should go soft on them. This is a dragon after all, and dragons are supposed to be scary. Instead of thinking of ways to make the fight easier on them, I would think of ways to make the fight even more desperate....
    31 replies | 983 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 8th June, 2018, 03:37 PM
    We do the good old fade to black, but bedroom stuff IS allowed. We just don't want to feel like voyeurs while one player plays it out. On a side note, I do have some gay characters (npc's) in my current campaign, but it's not their defining character trait.
    566 replies | 16850 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 8th June, 2018, 03:27 PM
    Seconded. I always need bandits, guards, thugs, evil spellcasters, cultists. And how about some modern mini's as well? Also, a box of pre-painted dungeon furniture minis.
    32 replies | 968 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 8th June, 2018, 10:15 AM
    I've had a very conservative bishop npc in my campaign insult women in general. But then again, he was meant to be an unlikable guy. And the goal of the situation was for the players to deal with the prejudice and hidden agendas of the various npc's in that social situation. So, I don't think it's entirely off limits. But context matters.
    566 replies | 16850 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 7th June, 2018, 11:18 PM
    Same here. We didn't like player mapping long before GPS and smart phones. And with current game mechanics I just don't think it's necessary.
    33 replies | 968 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 7th June, 2018, 08:55 PM
    I have a terrible sense of direction. It's gotten to the point where my car just lets out an exasperated sigh when I screw up following its explicit driving directions.
    33 replies | 968 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 7th June, 2018, 07:51 PM
    I think this made more sense in an edition without passive Perception, Activities While Traveling, and ability checks. The players' map was part of trying to figure out where all the hidden stuff was in the dungeon. With current DM skills like telegraphing and the aforementioned mechanics, I can't see mapping as you describe as a good use of table time unless the players just really like doing...
    33 replies | 968 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 7th June, 2018, 04:39 PM
    Haha, you're brave to put the dragon in melee range! :) It sounds like in some ways the PCs were not being particularly tactical. When the dice go the wrong way, my expectation is that players will shift tactics to start getting advantage or bonuses to the rolls (Inspiration, bardic inspiration, bless, Help action, etc.). So that's something maybe the group could work on. With white dragons...
    31 replies | 983 view(s)
    1 XP
  • iserith's Avatar
    Thursday, 7th June, 2018, 03:16 PM
    Typically, a challenge is perceived as a "slog" when the outcome is basically known but you're just rolling it out and it's taking forever. At best you're testing to see how many spell slots get used and how many hit points the PCs have at the end. Those stakes tend to be fairly uninteresting and becomes doubly so when it takes a long time to get an outcome. Dragon fights tend to benefit from...
    31 replies | 983 view(s)
    5 XP
  • Imaculata's Avatar
    Thursday, 7th June, 2018, 11:58 AM
    I bet that when many of us first started with D&D, we were all pretty disorganized, messy and not well informed about the game's rules. And yet it didn't stop us from having fun.
    37 replies | 1048 view(s)
    2 XP
  • Imaculata's Avatar
    Thursday, 7th June, 2018, 11:56 AM
    Ideas and understanding of gender change over time, as does society as a whole. It only stands to reason that various media, and their representation of gender, change with it. This is regardless of whether some gamers/citizens understand the changes in gender perception, or are willing to understand them.
    566 replies | 16850 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 7th June, 2018, 07:58 AM
    Of course a DM needs a little bit of all of these. But if I were to choose based on what a lot of DM's tend to be bad at, I would say adaptability. You can be the best storyteller and world builder in the universe, but if you can't adapt to the actions of your players, and to sudden changes to the story based on their actions, then your players may not enjoy the story/world as much. A lot of...
    37 replies | 1048 view(s)
    0 XP
  • Imaculata's Avatar
    Thursday, 7th June, 2018, 07:53 AM
    I like to think that it is also part of bringing the game into the current century. I think it is a pretty good idea to update the game in its representation of gender as we understand it today. Are trans-elves the way to do it though? I'm probably the wrong person to ask, because I hate elves with a fiery passion. But sure, if you're going to pick any D&D race, then I'd say elves are the best...
    566 replies | 16850 view(s)
    0 XP
  • iserith's Avatar
    Wednesday, 6th June, 2018, 11:38 PM
    I don't think it's a great argument either. It strikes me as thinking it's cool to have a Harry Potter-esque adventurer and then coming up with a reason after the fact and a somewhat weak one at that. No reason is needed in my view other than the player thinks it will be fun and help contribute to an exciting, memorable tale. It doesn't need any other justification in my opinion and there are...
    68 replies | 2083 view(s)
    1 XP
  • iserith's Avatar
    Wednesday, 6th June, 2018, 06:32 PM
    I would add consistency as a good DM trait and that works on several levels, including the quality of prep, how the game is run, and how rulings are made. Of your list, I think communication ability is the most important with reliability and adaptability being up there as well.
    37 replies | 1048 view(s)
    1 XP
  • iserith's Avatar
    Wednesday, 6th June, 2018, 04:38 PM
    I don't see any need to play this out, especially since the outcome is already known. It can just be established as the party's backstory.
    68 replies | 2083 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 6th June, 2018, 04:12 PM
    Yeah, I think a lot of settings try to be just as inclusive as possible to every race ever introduced in D&D. But that doesn't always make for a very compelling or convincing world. Many of these flavor races are never really integrated in the world. And I feel that it is unfair to expect the DM's to figure out a way to integrate all those races, when the setting itself doesn't. And I...
    27 replies | 801 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 6th June, 2018, 06:57 AM
    Yep, I know that feeling. But if I notice their eyes wandering towards any electronics, I'll just switch the spotlight to them.
    56 replies | 2250 view(s)
    0 XP
  • Imaculata's Avatar
    Wednesday, 6th June, 2018, 06:51 AM
    I think a lot of these difficult questions could be prevented if you just eliminate elves from your game entirely. :D
    566 replies | 16850 view(s)
    0 XP
  • iserith's Avatar
    Tuesday, 5th June, 2018, 06:40 PM
    That mirrors my experience as well. I run a lot of pickup games, especially for other DMs, and they are almost always surprised that I don't normally use feats in my games. When I explain that it's an optional rule they act like it's the first time they've ever heard that. To a man or woman, they all played D&D 3.Xe and/or 4e.
    348 replies | 10354 view(s)
    0 XP
  • iserith's Avatar
    Tuesday, 5th June, 2018, 02:44 AM
    I would say it's relevant to my experience with the feat in actual play and player feedback regarding it.
    348 replies | 10354 view(s)
    0 XP
  • iserith's Avatar
    Tuesday, 5th June, 2018, 02:21 AM
    I would never make that argument and haven't done so here.
    348 replies | 10354 view(s)
    0 XP
  • iserith's Avatar
    Monday, 4th June, 2018, 08:56 PM
    Here I agree with Ned Stark on everything before the word "but" not counting.
    68 replies | 2083 view(s)
    0 XP
  • iserith's Avatar
    Monday, 4th June, 2018, 08:40 PM
    I would say "Yes." Moreover, I would say "Yes... and here's why the NPCs specifically recruited this kid..." then figure out something that makes sense and is awesome. It's really very easy once you stop thinking of reasons to say "No."
    68 replies | 2083 view(s)
    17 XP
  • Quickleaf's Avatar
    Monday, 4th June, 2018, 05:42 PM
    Apologies folks! Youíre right, Oahu isnít being hit like Big Island, at most we have some ďvogĒ (volcanic ash in air affecting air quality). Honestly the tariffs are just as big of a deal as the new volcanic activity for Hawaiiís building industry. Iím just struggling to attain a work/life/school balance, so the delay is entirely on my end. Sorry to keep everyone waiting.
    874 replies | 38485 view(s)
    0 XP
  • iserith's Avatar
    Monday, 4th June, 2018, 05:40 PM
    I think it's perfectly reasonable behavior to try to be the best as something - anything worth doing is worth doing well and all that. To that end, a leveling system and the ability to optimize basically mirrors life. That is, the opportunity to be a little better than you were yesterday and, hopefully, the best you can be in one or more areas. This is something that's easily relatable in my...
    32 replies | 1055 view(s)
    1 XP
  • Quickleaf's Avatar
    Monday, 4th June, 2018, 05:27 PM
    From what I can tell based on their website alone, $449 seems to be a lot of markup for what you get. Unless the adventure book itself is of different binding/paper quality/length, thatís $50. The sample map shows pregenerated black gridlines that donít quite track to the actual subtler gridlines created for the map. Past battle map packs, when sold separately, ran for ~$20. Maybe $25 is a...
    15 replies | 1161 view(s)
    5 XP
  • Imaculata's Avatar
    Monday, 4th June, 2018, 02:35 PM
    Hate: Deck of many things. Nothing good comes from this deck. It is like one big party-destroying, player killing, campaign disrupting deck of instant misery. And you'd think you have an equal chance of drawing a good card, as you would drawing a bad card. But you would be wrong. Because the laws of math will always conspire against you, and you will draw The Void as your very first card. ...
    48 replies | 1704 view(s)
    2 XP
  • Imaculata's Avatar
    Monday, 4th June, 2018, 11:44 AM
    Did anyone say "Life... find a way" yet?
    566 replies | 16850 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 4th June, 2018, 11:43 AM
    Shady Dragon Inn (B/X)-- 9 Encyclopedia Magica (2e)--22 Creative Campaigning (2e)--21 Campaign Sourcebook and Catacomb Guide (2e)--19 Arms and Equipment Guide (2e)--10 Complete Guide to Villains (2e)--14 Arms and Equipment Guide (3e)-- 6 Magic Item Compendium (3e)--11 Volo's Guide to Monsters (5e)--18
    340 replies | 6746 view(s)
    0 XP
  • Imaculata's Avatar
    Monday, 4th June, 2018, 11:41 AM
    I would have the medusa still be there, but this time the party is warned of the medusa by an npc, who advises that they sneak past the medusa at night. You still have all the suspense of the medusa, and you get to confront your players with the statues of their previous characters. Will they attempt to free their previous characters of the curse? Maybe they seek the help of someone who can...
    46 replies | 1777 view(s)
    0 XP
  • iserith's Avatar
    Sunday, 3rd June, 2018, 04:51 PM
    I randomly generate treasure the moment the PCs find it, so its uncommon for an NPC or monster to be wielding a specific magic item in my games.
    33 replies | 875 view(s)
    0 XP
  • iserith's Avatar
    Saturday, 2nd June, 2018, 06:41 PM
    Yeah, in my games, treasure is generally a reward for success in exploration challenges. You get XP for combat and social interaction challenges. If you want to get paid, you have to do something other than kill stuff.
    33 replies | 875 view(s)
    0 XP
  • iserith's Avatar
    Friday, 1st June, 2018, 09:37 PM
    I don't have the option to send you a PM. I sent a friend request to see if that allows for a subsequent PM. Probably one of the settings you opted out of.
    58 replies | 1356 view(s)
    0 XP
  • iserith's Avatar
    Friday, 1st June, 2018, 08:32 PM
    That's just me being somewhat pedantic in using the same terminology in the rules so that my rulings have the slight whiff of being official. :D I'll PM you the draft of my Exploration Phase handout so you can see my full thinking on it.
    58 replies | 1356 view(s)
    1 XP
  • iserith's Avatar
    Friday, 1st June, 2018, 08:13 PM
    I'll think about the 5-minute round. I like 10 minutes and how it aligns with the wandering monster check frequency - it's a bit less fiddly. And I need that since I drink when I DM. I'll try both when I run Sunless Citadel and report back. How I have it now, you're either "Traveling" (moving around the dungeon doing Activities While Traveling resolved by passive checks) or "Exploring" (as I...
    58 replies | 1356 view(s)
    2 XP
  • iserith's Avatar
    Friday, 1st June, 2018, 07:09 PM
    As an aside, I'm getting ready to run Sunless Citadel while another DM is on summer hiatus. I'm using it as an opportunity to test out a few ideas including a more structured Exploration Phase. Taking a page from the Olden Days, Exploration will take place more or less in rounds of 10 minutes long at the end of which is a wandering monster check. This automatically puts stakes on the line for...
    58 replies | 1356 view(s)
    1 XP
  • iserith's Avatar
    Friday, 1st June, 2018, 05:54 PM
    I voted "in almost every combat encounter." I view hit points as a currency I can spend to do cool things. If I have to take an OA to do something awesome, that's fine by me. Same thing with my monsters when I DM.
    42 replies | 1677 view(s)
    4 XP
  • iserith's Avatar
    Friday, 1st June, 2018, 05:44 PM
    Basically all you need do is award the same XP as a combat of the same difficulty, but only if there was a meaningful risk of failure. Just gut-check the difficulty level based on the number of tasks with uncertain outcomes you might reasonably expect and finite resources that might be expended to succeed. You might also think about skewing XP based on what you want to incentivize the players...
    33 replies | 875 view(s)
    7 XP
  • Imaculata's Avatar
    Friday, 1st June, 2018, 04:30 PM
    I don't agree that this much work is needed to make a poison needle trap interesting. A DM could for example simplify it to two simple options, such as "risk picking the lock" or "destroy the lock". Well that's my objection to your point, I don't agree that it needs to be complex.
    58 replies | 1356 view(s)
    0 XP
  • iserith's Avatar
    Friday, 1st June, 2018, 02:43 PM
    I would say the Intelligence (Investigation) check, to the extent one is necessary, is to reveal only that the trap goes off unless a particular key is used and to essentially "unlock" the ability to disable it with tools. That is the relevant, actionable information the players need. How tumblers work and the like is somewhat superfluous in my view. Prior to the Intelligence (Investigation)...
    58 replies | 1356 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 1st June, 2018, 09:11 AM
    This is where I think the DM should provide the players with all the info they need to make an informed decision. Usually what I do, is assume that the PC has some inherent knowledge about traps (if they are playing a Rogue) that the player himself might not have. And so I consider it my job as a DM to tell the player what their character knows about traps and about locks. The player is not...
    58 replies | 1356 view(s)
    0 XP
  • Imaculata's Avatar
    Friday, 1st June, 2018, 08:01 AM
    Exactly. This is why I think it might be useful for traps in adventure modules to have an actual explanation how the trap works. And here is where I'm going to disagree with one of the things Iserith said: I don't think it is irrelevant at all. I think that having a basic understanding of how locks work, or how a trap works, can result in better play. I feel this is what the investigation...
    58 replies | 1356 view(s)
    1 XP
  • Imaculata's Avatar
    Friday, 1st June, 2018, 07:51 AM
    Shady Dragon Inn (B/X)-- 10 Rogue's Gallery (1e)--7 Encyclopedia Magica (2e)--22 Creative Campaigning (2e)--21 Campaign Sourcebook and Catacomb Guide (2e)--19 Arms and Equipment Guide (2e)--15 Complete Guide to Villains (2e)--15 Arms and Equipment Guide (3e)--17 Magic Item Compendium (3e)--20 Volo's Guide to Monsters (5e)--18
    340 replies | 6746 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 31st May, 2018, 08:48 PM
    In the Before Times, usually the person stuck being the mapper was the guy who was in the bathroom when the DM asked who would be mapper and the rest of us said "Not it!"
    33 replies | 968 view(s)
    0 XP
  • iserith's Avatar
    Thursday, 31st May, 2018, 08:38 PM
    It was Marshal Heeling, actually.
    72 replies | 2198 view(s)
    0 XP
More Activity
About Imaculata

Basic Information

Date of Birth
July 17, 1981 (36)
About Imaculata
Introduction:
Game Designer and Level Designer
Location:
The Emerald Coast
Disable sharing sidebar?:
No
Sex:
Male
Age Group:
31-40
My Game Details

Details of games currently playing and games being sought.

Country:
Netherlands

Statistics


Total Posts
Total Posts
1,672
Posts Per Day
1.66
Last Post
Survivor Blood War- THERE CAN BE ONLY ONE! Today 03:09 PM

Currency

Gold Pieces
11
General Information
Last Activity
Today 04:01 PM
Join Date
Thursday, 17th September, 2015
Product Reviews & Ratings
Reviews Written
0

4 Friends

  1. AaronOfBarbaria AaronOfBarbaria is offline

    Member

    AaronOfBarbaria
  2. Bawylie Bawylie is offline

    Member

    Bawylie
  3. iserith iserith is online now

    Member

    iserith
  4. Quickleaf Quickleaf is offline

    Community Supporter

    Quickleaf
Showing Friends 1 to 4 of 4
My Game Details
Country:
Netherlands
Page 1 of 6 123456 LastLast

Monday, 18th June, 2018


Friday, 15th June, 2018


Thursday, 14th June, 2018


Wednesday, 13th June, 2018


Tuesday, 12th June, 2018



Page 1 of 6 123456 LastLast
Page 1 of 3 123 LastLast

Tuesday, 29th May, 2018

  • 02:34 PM - iserith mentioned Imaculata in post Poison needle traps
    It just looks badly worded to me, perhaps an editing error, so it's up to you how it will ultimately function. It seems like the goal here is to set up a challenge of (1) finding the proper key or (2) disabling the trap then picking the lock. Anyone going straight to picking the lock is going to have a nasty surprise. That's how I'd handle it, anyway. I would also be sure to telegraph the existence of the trap in some way so that it isn't a "gotcha." @Imaculata: A passive check does not imply that the character is being passive. "Passive" refers to their being no roll, not that the character isn't performing a task. In fact, the rules state that such checks resolve a character performing a task repeatedly. Whether the DM uses a passive Investigation check to resolve this situation depends on what, specifically, the player described the character as doing.
  • 02:12 PM - Li Shenron mentioned Imaculata in post Poison needle traps
    A poisoned needle is hidden within a treasure chestís lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trapís presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thievesí tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. Imaculata, how can you say the wording is "pretty clear"? :) It's not even clear whether the description here is for the trap only excluding the lock or if it is for trap and lock together. (CASE 1) If you assume the description is complete for the whole thing, then it sounds like you need only one check with thieves' tools for both disarming the trap and opening the lock, provided you first detect the trap. In this case the last sentence "Unsuccessfully attempting to pick the lock triggers the trap" suggests both checks are merged into one. If you instead don't detect the traps (your Investigation fails or you didn't ever think about it), you automatically trigger the trap, before you finish your lockpicking. After that, since the trap doesn't reset, you can continue without further danger, but you still need to make the DC15 lockpicking check. In this case the last sentence "Unsuccessfully attempting to pick the lock triggers the trap" is irrelevant because the trap is already spr...

Wednesday, 16th May, 2018

  • 01:48 PM - Coroc mentioned Imaculata in post Timelines in your Setting
    Imaculata The Thing with ancient Scenarios in the official Settings (FR Netheril, DL Ishtar, Eberron Giants vs Dragons, Greyhawk Twin Cataclysm, DS everything up till present :) ) is that it gives instant and believable Explanation for a lot of stuff: - Ruins aka dungeons - Unusual (powerful) Magic - Unusual Technology - Rifts (temporal, dimensional) - Forgotten cults - Ancient Villains rising again (not necessarily undead) etc. etc. It is not thought to be a fictionary history lesson in the first place but rather to consturct those bullets

Saturday, 21st April, 2018

  • 06:54 AM - pemerton mentioned Imaculata in post Why Worldbuilding is Bad
    ...the cabal called Jabal? It was established by way of an action declaration by the same player. How do we know that there are catacombs? Same answer. Why did I, as GM, describe the bazaar in Hardby as including a peddler trying to sell an angel feather? Because the same player had authored a Belief for his PC that said PC wouldn't leave Hardby without an item useful for confronting his balrog-possessed brother. Why did I, as GM, establish the feather as cursed? Because the player declared an attempt by his PC to read its aura, which failed - so the aura he read wasn't what he was hoping for! Why did I, as GM, establish that Jabal lives in a tower? Because the same player had authored an instict for his PC, cast Falconskin if I fall, and so it seemed appropriate to introduce a high place into the action. Etc. I think it is quite obvious that this is a different way of establishing setting, and a different approach to the role of setting in framing and in adjudication, from what Imaculata describes. Whether you want to label it "no myth", or "the standard narrativistic model" or simply "story now" doesn't seem that big a deal. (Strangely, the main poster who seems to want to argue this point has me blocked. Hence my lack of reply to that particular poster.)

Wednesday, 18th April, 2018

  • 12:41 PM - Coroc mentioned Imaculata in post Game of thrones setting
    Imaculata You mean Background in this case? And yes GoT is eventually better suited for roleplaying the politics than for recreating its epic combats, which are btw almost always mass combat Scenarios, there rarely are fights in Group size. Also there are not many nonhuman adversaries aka Monsters. Many combats are also very Environment specific, be it on ships, on the wall, sieges etc. there are few Special rules in 5th Edition so far to cover this..

Tuesday, 17th April, 2018

  • 12:21 PM - Hussar mentioned Imaculata in post Diagonal area of spells
    ...ategies are possible with magic. Sometimes my players come up with really weird ideas. "Can I use the Create Water spell, and then have my ally freeze it in mid air with a cold spell, to create a wall of ice?". "Sure" , I would reply, "What is the size of the area of water that the spell can produce?". I like that my players try to think outside what is literally written in the book, and be more creative. I WANT them to be this creative. And I try to be just as creative as them with my monsters, and how they use magic against the players. For me, it's needlessly mickey mouse. And, again, this is a proud nail thing for me, so, it's not entirely rational. :D But, think about it. You need to hit a point 50 feet away from you that is exactly 20 feet away from point A and 25 feet from point B. And the wizard can do it EVERY time. We don't allow fighters to do that. But, as soon as it's maaaaaaagic, then it's perfectly fine? Bugs me far more than it really should. Thing is, Imaculata, I'd agree with the idea of weird ideas. That's groovy. But, playing silly buggers because the grid creates pixelated circles, or "rotating" the cube so that it becomes a pin point smart spell just rubs me very much the wrong way.

Thursday, 12th April, 2018

  • 05:26 PM - pemerton mentioned Imaculata in post Why Worldbuilding is Bad
    The problem is in these threads this extreme is presented as why worldbuilding is bad but when presented with extremes on the other side of the spectrum (no worldbuilding) we get posters who then proceed to argue that either it doesn't happen that way in their game or we are arguing against their style in bad faith. This is certainly not accurate in relation to my posts. I've spelled out in some detail (mostly in replies to Imaculata) what I want in a RPG - for instance, that I want stuff like religous doctrine, dispositions of NPCs, details of what might be found where, etc to come out in the play of the game, rather than to be decided in advance of play by meta-level negotiation among the game participants. That's a reason why worldbuilding is "bad" for me (other than the sort of "high level" stuff I've talked about, like giving names to places and setting out some basic history to hang the genre tropes on). And this reason has nothing to do with whether someone is a good or bad GM. I'm talking about techniques for RPGing, not GM skill or good faith.

Tuesday, 16th January, 2018

  • 05:38 PM - Coroc mentioned Imaculata in post Oriental Adventures 5e: How would you do it?
    Yea now i did read Imaculata 's link - People cmon! It is about context!!! I would never call a present person of asian heritage an oriental. But medieval oriental adventures that is a total different thing. In fact if we stay with the official product line they took place in Kara Tur not in Orientalistan. Now that the Name Kara Tur is established you might use it, but still how does someone not familar with that FR sidekick campaign check out that he gets a ninja, samurai and dervish style campaign by the product name?
  • 11:00 AM - Sadras mentioned Imaculata in post The Best Movie About RPGs in 2018 (So Far)
    D&D thrives precisely because we're a part of it, and the meta-narrative of the players (not the characters) makes it so much more fun. For me, Jumanji demonstrated that the concept can definitely work. Agree very much with you and Imaculata on this. A little Stranger Things-type-style maybe needed with kids playing at a table and the audience gets sucked into the shared-fantasy, otherwise it becomes just another fantasy movie.

Friday, 12th January, 2018


Thursday, 11th January, 2018

  • 11:14 AM - delericho mentioned Imaculata in post A simple, system-neutral encumbrance system incorporating weight and bulk
    Yep, I'm afraid I agree with Imaculata - almost every encumbrance system I've seen adds much more complexity than it gives benefit. Eventually, I came to the conclusion that the best system is probably "you can carry ten things", where a 'thing' is a weapon, set of armour, potion, pouch of money, or whatever - basically, anything important enough for you to worry about whether the PC has it or not. And then don't sweat the small stuff, like mundane clothes, scabbards, etc.

Wednesday, 27th December, 2017

  • 04:46 PM - SkidAce mentioned Imaculata in post Need Advice from USA troops working in war zones.
    Depending on his specialty and ops tempo, best bet is as Imaculata said. Bring a bag of dice. And pdfs. Maybe core book if it fits in personal gear. Word of caution, again based on specialty and ops, the focus in a combat zone may preclude that type of gaming. Other times its fine when you have downtime. He really needs to scout the area, ask someone who has been there, and get a feel for it before showing up.

Sunday, 3rd December, 2017


Friday, 1st December, 2017

  • 04:50 PM - akr71 mentioned Imaculata in post An endless stream of random encounters
    I liked @Imaculata's volcanic environment ones so much, I thought I'd try my hand at some terrain based ones. Here are some arid and rocky environment ones Dry stream bed Travelling through an arid environment, this dry stream bed is easily the best way to make good time. It is hard packed sand with a few small boulders and small ponds that are easily avoided. The banks of the river and the surrounding area are rocky, rough terrain - perhaps the dry river is at the base of a gully leading into the foothills. For every hour travelling, roll a d8 - on a 1 it starts to rain (or determine the weather however you normally would). The rain is not a big deal at first - a stream starts to form, the adventurers get wet - DC 10 Athletics to stay on your feet. If they continue to travel on the river bed, bad things are about to happen as the rain flows down the rocky landscape out of the foothills. The stream becomes a river again before long - DC 20 Athletics to stay on your feet, or DC 15 to swim upstream...

Tuesday, 21st November, 2017

  • 03:03 PM - akr71 mentioned Imaculata in post An endless stream of random encounters
    @Imaculata I am totally using The Curious Bard in my next session. Hopefully, some fame will take the sting out of the near TPK last night ;) The Knight's Bridge The party arrives at a swift stream with steep, deep banks. A sturdy narrow bridge made of felled trees seems to be the only nearby crossing. Standing in the middle of the bridge is a human in plate armor, leaning on a great sword. As the party approaches, the Knight stands at attention, readying the weapon "Who approaches this bridge and what is your business!" the knight bellows. When/if the party answers, the knight replies "Are you challenging me?" If the answer is no, the knight moves aside and lets them pass, if the answer is yes, the knight approaches, weapon raised. "One on one combat, no interference. The first to fall is the new guardian of the bridge." Indeed, if the challenger falls to the knight, they are bound to the bridge until they fall in combat to another challenger.

Tuesday, 7th November, 2017


Friday, 22nd September, 2017

  • 03:20 PM - robus mentioned Imaculata in post Illusionist in a Theater: Help Me Design a Fun Combat
    Imaculata - your imaginings for this encounter are amazing to behold. When I read theater, I went straight for the mundane - curtains dropping, battling up in the stage rigging, in other words: typical stuff. You've taken it to a whole new awesome level. I'm hoping WotC calls you in to consult on their next adventure! ;)

Thursday, 21st September, 2017

  • 08:56 PM - dave2008 mentioned Imaculata in post Survivor Legendary Monsters: EVIL DRAGONS WIN!
    Aboleth 22 Adult/Ancient Chromatic (Evil) Dragon 23 Adult/Ancient Metallic (Good) Dragon 7 +2 = 9. Beholder 26 Death Tyrant 22 Demilich 12 -1 = 11. Dracolich 23 Elder Brain 19 Kraken 24 Lich 23 Mummy Lord 19 Vampire 16 Imaculata - this is the correction from your 2x vote (after Ed's vote). Does this look correct?

Saturday, 9th September, 2017

  • 12:43 AM - Quickleaf mentioned Imaculata in post The Warrior
    But is, like 'Fighter is about movement,' not mechanically supported in any edition. Though, there were specific fighter builds in 3e & 4e that could do quite a bit of dancing around, not to mention mounted combat builds... :shrug: But, I get that your experiences were quite specific in that regard. Comparing the jump spell and Champion, you'd think it was 5th ;) But seriously, that's a good point. There is room in the concept of "warrior" for quite a bit of leeway in interpretation that goes above and beyond what D&D has covered. Sure. And there is a certain type of fighter – a Musketeer / Dread Pirate Roberts type – who fits that highly mobile model very well. But the execution of whatever movement mechanic Imaculata was imagining would need to be meaningfully differentiated from the Rogue class in a way that feels "fighter-y." How about an ability that allows you to leap over an enemy, as part of your attack? What I'm thinking of is that the warrior can do cool athletic tricks during combat, to end up behind an enemy. I'm trying to think of an ability that is simple to understand, and genuinely cool to do. I imagine that the warrior is the hero in a fantasy epic. The brave hero in a movie, who does an amazing move that takes down an enemy. Such a skill would also become more potent at higher levels, when you get more attacks. Because flipping over the head of an enemy, puts you in the enemy's back, to make another attack. And you can put whatever limitations on that as you feel appropriate, such as only once per round, or only once per fight.. or only creatures of the same size category as you. I thought about this one a bit further. Another way of rephrasing this in a way that makes sense with...

Friday, 18th August, 2017

  • 01:08 PM - akr71 mentioned Imaculata in post An endless stream of random encounters
    Imaculata thanks! I'm very happy to see this thread resurrected and have thought of doing so myself recently. I have just started planning a sandbox campaign for my players for when we finish what we are currently working on. Once I have some free time (LOL), I might try and organize these by environment/setting for easier use. Tiny Tricksters While traveling through the forest, some strange, but harmless things happen. After stopping for a drink or a rest, one of the party trips - their boots have been tied together. Someone gets hit in the head by a pine cone - the trajectory seems doesn't seem like it fell from a tree, but was thrown. The party might hear the occasional giggle, or see branches of an evergreen tree move suddenly. They are being tailed by a troop of pixies and their harmless pranks are to distract the characters while the pixies' Detect Thoughts ability is used to determine the nature and friendliness of the adventurers. If they are deemed worthy, the pixies may show...


Page 1 of 3 123 LastLast
No results to display...
Page 1 of 42 1234567891011 ... LastLast

Friday, 8th June, 2018

  • 07:02 PM - Ralif Redhammer quoted Imaculata in post Player Bad Luck (Nearly) Ruins Boss Fight, News at Eleven
    They were outright told by an NPC that all the previous adventurers had died, so they ought to have had an inkling. And I did mention that Arauthator goes back a ways in the lore, at the very least to a Dragon magazine article in the mid-nineties. I donít mind putting the PCs through the wringer now and then, but I like it to be honestly tough, not just because they all somehow had bad luck at the same time. but I would also drop enough clues leading up to the fight that this isn't going to be a walk in the park.
  • 03:43 PM - Sunseeker quoted Imaculata in post Will you make transsexual Elves canon in your games ?
    ...We just don't want to feel like voyeurs while one player plays it out. Reminds me of that episode of "Community". Oh internet, you never disappoint: https://www.youtube.com/watch?v=ODgu_-rR1X8
  • 03:37 PM - Istbor quoted Imaculata in post Most Needed Minis
    Seconded. I always need bandits, guards, thugs, evil spellcasters, cultists. And how about some modern mini's as well? Also, a box of pre-painted dungeon furniture minis. Dude. I could totally get behind some dungeon/general interior decor minis. Putting crates and barrels in an interior space I don't know what to do with gets old. :p Especially because my players will ALWAYS ask what is in those things... and I want to be like, "Nothing... but you do find a label slapped onto the barrel with the words 'Homefill' on it."
  • 12:17 PM - Lylandra quoted Imaculata in post Will you make transsexual Elves canon in your games ?
    I've had a very conservative bishop npc in my campaign insult women in general. But then again, he was meant to be an unlikable guy. And the goal of the situation was for the players to deal with the prejudice and hidden agendas of the various npc's in that social situation. So, I don't think it's entirely off limits. But context matters. I agree. Combating and dealing with prejudices ingame can be fun if everyone is on board. Same as dealing with ideologies and means of government- we once had a PC with a noble background who didn't think that democracy could work at all and that it would doom the society he lived in. Despite the fact that their noble houses just ended a near-fatal war a few years ago. I'd rather direct prejudices etc. at everyone (not necessarily all at once), depending on the circumstances. Not just at PCs belonging to one kind of group.
  • 10:33 AM - Sadras quoted Imaculata in post Will you make transsexual Elves canon in your games ?
    I've had a very conservative bishop npc in my campaign insult women in general. But then again, he was meant to be an unlikable guy. And the goal of the situation was for the players to deal with the prejudice and hidden agendas of the various npc's in that social situation. So, I don't think it's entirely off limits. But context matters. True. The only time I have used prejudice outside of such similar example is if the PCs are in a foreign land or among foreigners who might view specific races as distrustful (and there is a PC playing such race) or if the role of woman in the specific culture engaged with is very different to the PCs (and there is a female PC present). EDIT: In the latter example, I turned it slightly into a positive in that one of the men of that particular culture developed a fascination with the female-warrior PC. Some humourous moments developed between her male retainer and the individual. The player liked the exchange, and was saddened/annoyed when her 'doe-eyed' barb...
  • 07:07 AM - Saelorn quoted Imaculata in post Here's The Pathfinder 2nd Edition Skill List!
    Well, some changes would be nice. I don't see why we need to be stuck to these same skills after so many iterations of the game.Of the problems with PF1E that would need to be changed, I don't think the selection of skills would rate very highly for anyone. The major problems with the skill system were just that Perception was mandatory, that you needed to maximize your ranks in any skill you cared about (in order to stay viable with level-appropriate challenges), and that some classes simply didn't get very many skill points. All of those issues are being addressed in the playtest.
  • 06:07 AM - prosfilaes quoted Imaculata in post Here's The Pathfinder 2nd Edition Skill List!
    Maybe it's just me, but I'm a little bit disappointed. It feels like they just took the basic 3rd edition skills and renamed some of them. There's hardly anything new. Are third edition (and by extension Pathfinder) so stuck in their core skill set? When something works, why change it? Innovation for innovation's sake is not what people expect from the second edition of Pathfinder, or really the second edition of any game.

Thursday, 7th June, 2018

  • 08:39 PM - Lanefan quoted Imaculata in post Player Responsibility for the GM's Fun??
    Yep, I know that feeling. But if I notice their eyes wandering towards any electronics, I'll just switch the spotlight to them.Not quite so simple in my game, where I've put a lot of the rules*, spell write-ups*, maps, etc. online - it's easier for each person to have a tablet or phone to access this stuff than to have several people competing for the single paper copy. * - most or all of which have been partly or completely rewritten from the original book versions meaning the PH has become largely redundant.
  • 01:41 PM - Aldarc quoted Imaculata in post Here's The Pathfinder 2nd Edition Skill List!
    Maybe it's just me, but I'm a little bit disappointed. It feels like they just took the basic 3rd edition skills and renamed some of them. There's hardly anything new. Are third edition (and by extension Pathfinder) so stuck in their core skill set?What more were you expecting?
  • 12:21 PM - Lychee of the Exch. quoted Imaculata in post Will you make transsexual Elves canon in your games ?
    Ideas and understanding of gender change over time, as does society as a whole. Generally true. It only stands to reason that various media, and their representation of gender, change with it. Agreed. This is regardless of whether some gamers/citizens understand the changes in gender perception, or are willing to understand them. Untrue. Any sufficiently affirmative citizen, as a part of society, shapes the consensus - or lack of ? - of that society. Society changing is the people in society changing. To elaborate: I don't subscribe to the view (not saying it's your view, Imaculata) that society changes because of an exogenous element - perhaps called "progress" - that makes it change. To be clear: if a sufficient number of persons reject "gender identity", in the rpg medium or in society at large, as a valid concept, then this concept will not be prevalent. Perhaps it seems to you that this concept is already prevalent in the USA, but I would then advise you to distinguish between the entertainment industry and the mass media and the society as a whole. Discussion and the assertion of one's own point of view (what I'm trying to do here) is a better way to attain (or to strive to) consensus between citizens than stealthy (or not so-stealthy) injections of one's political and social leaning into various artistic medium (e.g. RPGs), such injections being presented as "It's just the way it is.", or "It's just the way it will be - soon !" or "It's the one and only good way it should be."
  • 12:16 PM - Zardnaar quoted Imaculata in post Will you make transsexual Elves canon in your games ?
    Ideas and understanding of gender change over time, as does society as a whole. It only stands to reason that various media, and their representation of gender, change with it. This is regardless of whether some gamers/citizens understand the changes in gender perception, or are willing to understand them. That is perfectly understandable, but a few elites try to force the change and that encounters blowback and you get things like the 2016 election.If things happen organically most of the time I think you would have a better outcome. When you try and force change bad things usually happen (WW1, USA civil war, Bolsheviks etc). There are also other issues brought up that are reasonable to talk about without being branded abigot- public restrooms, trans males competing in female sports. There are some practicalproblems associated with various issues even if you agree with the guts of what people aresaying. I have DMed for members of the LBQT community no issue going back to the 90's but none of...
  • 09:22 AM - Lychee of the Exch. quoted Imaculata in post Will you make transsexual Elves canon in your games ?
    I like to think that it is also part of bringing the game into the current century. I think it is a pretty good idea to update the game in its representation of gender as we understand it today. Not all of us gamers, and otherwise citizens, understand gender as you do today. There's a diminishing consensus (in the USA at least) about the way we understand gender - or, as I prefer to say - sexual identity and the various roles society ascribes to it.
  • 04:33 AM - Sunseeker quoted Imaculata in post Player Responsibility for the GM's Fun??
    Yep, I know that feeling. But if I notice their eyes wandering towards any electronics, I'll just switch the spotlight to them. As an experienced multitasker, I love throwing this back at them by making no eye contact and then demonstrate that I am paying attention and acutely aware of what is going on. Declare my actions appropriately, then return to my phone. :p

Monday, 4th June, 2018

  • 05:21 PM - Gradine quoted Imaculata in post Will you make transsexual Elves canon in your games ?
    Did anyone say "Life... find a way" yet? That quote is missing the trademark Goldblum "uh"!
  • 03:50 PM - Ralif Redhammer quoted Imaculata in post Love/Hate - Magic Items!
    Cosigned, a thousand times. https://www.youtube.com/watch?v=OPgJwxb73Js Hate: Deck of many things. Nothing good comes from this deck. It is like one big party-destroying, player killing, campaign disrupting deck of instant misery. And you'd think you have an equal chance of drawing a good card, as you would drawing a bad card. But you would be wrong. Because the laws of math will always conspire against you, and you will draw The Void as your very first card.

Friday, 1st June, 2018

  • 04:45 PM - Ristamar quoted Imaculata in post Poison needle traps
    I don't agree that this much work is needed to make a poison needle trap interesting. A DM could for example simplify it to two simple options, such as "risk picking the lock" or "destroy the lock". My mistake. Perhaps I made a false inference to your point earlier regarding the required knowledge of how the lock operates, assuming you were applying that knowledge in a manner significant to the methodology and relative game mechanics required to disarm it. If the exact operation of the lock doesn't affect the mechanics, I agree with iserith. The workings of the tumblers are largely superfluous.
  • 03:47 PM - Ristamar quoted Imaculata in post Poison needle traps
    This is where I think the DM should provide the players with all the info they need to make an informed decision. Usually what I do, is assume that the PC has some inherent knowledge about traps (if they are playing a Rogue) that the player himself might not have. And so I consider it my job as a DM to tell the player what their character knows about traps and about locks. The player is not required to know these things, but the DM should know how the trap works. I believe a DM should also consider the time required to create and complete a trap encounter relative to the knowledge and game interests of his players. How much "fun" is the trap and is it worth the time and effort? Taking a basic lock/poison needle trap and crafting it into a puzzle-like encounter assumes: The DM has a firm understanding of the inner workings of the lock. The DM can clearly explain the inner workings of the lock to his players. The DM has created a set of game mechanics based on the interaction of th...
  • 02:43 PM - iserith quoted Imaculata in post Poison needle traps
    I don't think it is irrelevant at all. I think that having a basic understanding of how locks work, or how a trap works, can result in better play. I feel this is what the investigation check is for: To determine that there is a trap, but also how it works. The DM provides the information about the lock and the trap. I also think many adventure modules fail to properly explain how a trap works exactly, and I think it is important that the DM is able to relay this information to the players. I think it's relevant insofar as it could allow the GM to justify to a player why the trap was sprung even though they succeeded at their lockpicking check. I would say the Intelligence (Investigation) check, to the extent one is necessary, is to reveal only that the trap goes off unless a particular key is used and to essentially "unlock" the ability to disable it with tools. That is the relevant, actionable information the players need. How tumblers work and the like is somewhat superfluous in my view. P...

Thursday, 31st May, 2018

  • 08:03 PM - Skyscraper quoted Imaculata in post Poison needle traps
    That's not how lockpicking works. When you pick a lock, you try to push all of the drums in the lock until it opens, without being able to see the drums. You are basically relying on feeling, not on sight. If a lock was specifically designed in a way that there are drums that actually trigger an internal mechanism instead, then lockpicks would totally trigger it by accident (and such locks exist by the way!). Because how would a Rogue know what drums to push? This is a fair point.
  • 07:01 PM - Satyrn quoted Imaculata in post Poison needle traps
    That's not how lockpicking works. When you pick a lock, you try to push all of the drums in the lock until it opens, without being able to see the drums. You are basically relying on feeling, not on sight. If a lock was specifically designed in a way that there are drums that actually trigger an internal mechanism instead, then lockpicks would totally trigger it by accident (and such locks exist by the way!). Because how would a Rogue know what drums to push? Aye. Or the proper key might have a protrusion on it, so when it's inserted in the lock it presses against a button that prevents the trap from springing. So, when someone uses a skeleton key or lockpicks to open it, they're not bypassing the trap. Now, this also goes back to what you said earlier in the thread about how the character going about disarming the trap or opening up the chest should affect the result. If the trap works like I just said, it should be readily disabled by jamming the bypass-button down, perhaps with a drop of S...


Page 1 of 42 1234567891011 ... LastLast

1 Badges

Fan Badges
WotC Evacuee
Item purchased at Saturday, 19th September, 2015 09:52 AM
I survived the closing of WotC's forums and made it safely here!
Item purchased at Saturday, 19th September, 2015 09:52 AM

Imaculata's Downloads

  Filename Total Downloads Rating Files Uploaded Last Updated

Most Recent Favorite Generators/Tables

View All Favorites