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Old School : Tucker's Kobolds and Trained Jellies
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<blockquote data-quote="pemerton" data-source="post: 5841212" data-attributes="member: 42582"><p>I think keywords are very important here - the fireball does [fire] damage, the charm does [psychic] or [thunder] damage, etc - but I agree with you that sometimes the keywords leave things a bit unclear (as in your hypothetical).</p><p></p><p>I think the Pact Hag is one of the trickier creatures I've used in this respect. The fiction associated with some of its powers is fairly obscure. But I also think that robust GMing can help a bit, and I think the rulebooks could do more to encourage it. For example, in a skill challenge with a Pact Hag, I responded to a failed check by the fighter (Diplomacy or Intimidate, can't remember which) by having the Hag respond with some sort of instruction, and the PC complying - he stepped onto the hidden trapdoor, which the Hag then opened by pulling the secret lever. Having established what the Hag can do in the out-of-combat context made subsequent RPing involving the Hag, and the eventual combat with her, easier to adjudicate.</p><p></p><p>A different sort of example that came up recently was when the tieflling paladin was on fire (10 OG fire damage) and wanted to use this to drive back the hobgoblins he was fighting (a 13th level swarm hobgoblin phalanx). In return for granting combat advantage, I let him make a skill check (Intimidate, from memory) to add fire damage to his ordinary khopesh damage.</p><p></p><p>For the sorts of reasons you give, I tend to treat martial marking as a purely metagame condition.</p><p></p><p>Agreed. I think there could be better support for GMs also, on how to incorpoate powers and other effects into action resolution.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5841212, member: 42582"] I think keywords are very important here - the fireball does [fire] damage, the charm does [psychic] or [thunder] damage, etc - but I agree with you that sometimes the keywords leave things a bit unclear (as in your hypothetical). I think the Pact Hag is one of the trickier creatures I've used in this respect. The fiction associated with some of its powers is fairly obscure. But I also think that robust GMing can help a bit, and I think the rulebooks could do more to encourage it. For example, in a skill challenge with a Pact Hag, I responded to a failed check by the fighter (Diplomacy or Intimidate, can't remember which) by having the Hag respond with some sort of instruction, and the PC complying - he stepped onto the hidden trapdoor, which the Hag then opened by pulling the secret lever. Having established what the Hag can do in the out-of-combat context made subsequent RPing involving the Hag, and the eventual combat with her, easier to adjudicate. A different sort of example that came up recently was when the tieflling paladin was on fire (10 OG fire damage) and wanted to use this to drive back the hobgoblins he was fighting (a 13th level swarm hobgoblin phalanx). In return for granting combat advantage, I let him make a skill check (Intimidate, from memory) to add fire damage to his ordinary khopesh damage. For the sorts of reasons you give, I tend to treat martial marking as a purely metagame condition. Agreed. I think there could be better support for GMs also, on how to incorpoate powers and other effects into action resolution. [/QUOTE]
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