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    How do you fluff a character level?

    i would implement it into the backstory. make up 1-2 other characters that my PC originally adventured with and a couple adventures that led to him splitting from his original party. from time to time i would try to reference my makebelieve previous adventures. basically my idea is that while...
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    Stringing together multiple encounters

    hit points and armor class can stand for a lot of different things. for some groups, being at 10% hit points might mean that they have lost a limb and might be feeling faint from all the blood loss; while for another group being at 10% hit points might mean that the repeated strikes against the...
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    Stringing together multiple encounters

    usually we dont necessarily take the short rest = 5 minutes rule as it is written. i am more partial to the prospect of a little bit of downtime being enough for the heroes to catch a breath. but if the do something that is straining during the downtime they wont have a chance to catch a breath...
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    Items that give a bonus to Diplomacy?

    head: gem of colloquy (paragon) from AV, +3 to bluff and diplomacy, understand 2 additional languages (level 12 item) head: laurel circlet (heroic) from AV, +2 to diplomacy and insight, +1 to attack rolls with charm or illusion keyword, daily +2 power bonus to next charisma attack (level 10...
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    Need campaign ideas

    i LOVE the idea of a sudden change of scenery by use of teleportation or illusion. though in agreement with others, i wouldnt recommend completely throwing out your ongoing story or campaign. as a three-act structure, you could arrive at a natural ending point for the first act in the world they...
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    Encounters for a 2 person party

    the first thing that comes to mind is those items with powers/properties of the 'when you are hit by a critical attack' type. i can understand players not wishlisting those, because often they tend to be pretty underwhelming (compared to other items that activate much more often), but couldnt...
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    For the Love of Minis

    dont use minis since we cant afford them. though we dont use tokens either, we use mini-standins (chess pieces and the like). using various pieces of other game equipment feels more natural than using flat 2d tokens. would love to use minis though!
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    New DM, I choose you! DM Trainer Edition

    i got started with playing (and DMing from the start) with 4e, and i love how easy they have made the DMing. i have read stories of how long it takes to make monsters and how much rules knowledge it takes to adjucate higher level 3.5 games, and that kind of threw me off from starting earlier...
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    Encounters for a 2 person party

    aye i agree, especially try to avoid monsters who come out of stealth and do massive damage - in a larger party there are two counters to them, any member of the party might notice them sneaking around, or even if they do get their damage off the damage can easily be healed. in a two player...
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    DM Metagaming?

    wouldnt becoming a god allow you to resurrect your friends as if nothing had happened anyhow? unless you become an evil god and lose all sense of previous identity, in which case you are screwed anyway
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    Encounters for a 2 person party

    the first thing that comes to mind is that you could let them both run a companion character, filling out the striker and leader roles. if you dont want to go that route, when adding monsters to encounters try to imagine how their abilities might interact with the PCs. even if the encounter is 2...
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    Your Solo Encounters?

    are you looking for solo encounter as in encounter for one player, or are you looking for an ecounter with a solo?
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    Looking for ideas on Nature type skill challenges

    i would propose an overaching 'navigate the valley' challenge that is punctuated by semi-optional combat encounters, and is made dangerous by being hunted. as you said you dont like the race against the sun scenario, how about making a (green) dragon hunt them? make it clear that falling prey to...
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    Multiple saving throws at start of turn -- how do they work?

    i would agree with Kerranin, if an epic level has spent feats to be able to shrug off effects, he should be able to do it as he pleases. he can use each feat to save against a separate effect or spend all three on one effect (if he fails the first two, and if the conditions apply of course)
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    One-shot Prison-break; suggestions?

    one thing to definitely think about is what to do with the partys magic user. is he bound and gagged and in a seperate cell, so that he couldnt break out by casting spells? maybe the guards are stupid as hell and dont realise its a magic user and thus leave him free to cast spells from behind...
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    Looking for inspirational material for a viking campaing

    as an alternate source of ideas, you might want to listen to the concept album 'blood on ice' by bathory. it tells a heroic viking story which is basically a combination of ideas found in the sagas - and also makes for great listening.
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    party wants railroading

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    party wants railroading

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    party wants railroading

    thanks for the great ideas, i am trying to rewrite the next adventure by taking into account a lot of what has been said here.
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    Monster recharge rolls at the end of the turn

    to avoid that problem you could make the recharge roll always grant the ability on the monster's next turn. it would also fit the flavor of such powers taking a while to charge (end of turn 1 -> the staff begins to glow brighter and brighter -> everyone else moves -> turn 2 starts -> the staff...
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