How many times can he be critted with a greatsword and survive?Kwalish Kid said:Terry Hogan doesn't have many HPs, but Hulk Hogan has tons.
How many times can he be critted with a greatsword and survive?Kwalish Kid said:Terry Hogan doesn't have many HPs, but Hulk Hogan has tons.
Mallus said:Situational rulings != rules.
(I've always found that the game runs much smoother when you make that distinction.)
That's rather silly. It's a dungeon in a game. But, I understand what you mean.Lizard said:Well, in my case, it's more, "If the bodak were alone in the dungeon, it would have killed everyone. The players, being cunning, will notice this. Thus, armed with the knowledge of what the bodak could do, I must set things up so it can't have done this -- perhaps it's contained somehow, and the PCs will inadvertantly break its imprisonment, or it will be deliberately freed." I find it's usually trivial to set up a dungeon-type environment which has all the encounters you want without having the players ask "Wait, why didn't the black pudding in room 1 eat the orc in room 2?" Because my players will ask that, and assume I have an answer, and that the answer is relevant to the plot.
As many times as is required to get people to watch Wrestlemania. Seems like a silly question to me.amethal said:How many times can he be critted with a greatsword and survive?
Majoru Oakheart said:Same thing with a black pudding eating the Orc. It's possible that the black pudding might each the Orc in the next room in a week from now or tomorrow. It's possible to Orc knows about the black pudding and purposefully avoids it. Maybe he's just been lucky and hasn't run into him yet. Maybe the black pudding only came to this cavern through a gap in the wall 2 minutes before the PCs get there.
Cool. Improvisational stuff like that is best part of RPG play.Lizard said:I basically made several quick rulings on how disarm-with-a-serrated-whip could work on a shield...
My gaming groups aren't such a big fan of 'sticking to precedent'. When I DM, I want to resolve actions quickly, while providing the players the freedom to try new, inventive, and often uproariously stupid things. I can't get bogged down thinking about how a situational ruling would work as a global rules change/addition. If it sounds cool and the other players are on board, go for it. My groups are more than willing to sacrifice a little consistency for the freedom to try actions not covered in the rules, and weprefer speed/ease of play over strict rules fidelity. Which isn't to say we don't get needlessly bogged down, we're only human (except shilsen, of course)....establishing a precedent the players will rightfully expect me to stick to.
Lizard said:That 4e should have said "Players should begin at third level, allowing for a lot of variety and multiclassing options; first and second level should be use for modeling weaker NPCs or if the players desire a challenge. The game presumes a third level starting point for players." Then balanced the game around it.
Perhaps this has been answered already; I thought this had been addressed earlier in the thread. There's no such thing as "a first-level commoner" in 4E D&D. And as a matter of fact, when I was running an adventure on a ship recently, I DID make the majority of the crew minions (which among other things meant that when trouble started, the PCs had to work hard to save them - because they would go down if attacked by the villains). NPCs don't rely on the same rules as PCs. If you want to make an NPC who's identical to a first-level PC, go right ahead. But that's not a requirement or an expectation.Lizard said:Real Problem: First-level play has many issues.
Good Solution: Don't start at first level.
Bad Solution: Make "first the new third", which makes the weakest commoner still unbearably bad-ass. (Unless commoners in 3e are Minions, and explode when the cats attack them.)
amethal said:How many times can he be critted with a greatsword and survive?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.