Potions and Crazyness

Ok, don't be insulted by the term rules lawyer. Remember, some terms are connotative; in my original gaming group, a rules-lawyer was someone that hid behind the rules to do something unfairly, not someone who made sure rules were enforced fairly. For example, if the Jump skill never made provisions for weight, *my* rules-lawyer would insist that because the books don't mention any penalties due to encumbrance, he could jump a 50-foot chasm while carrying his mount. But I will put this down to 'oversensitivity' and let it go. : )

As to the 12-year-old statement, I'm glad you had such a pleasant experience with a 13-year-old in an RPG. I'm fully aware that such rarities do exist. I will give you an analogy: if you survive a nasty storm at sea in a small boat unscathed, will you then consider the dangers of stormy seas vastly overrated? I don't think so. I stand by my 12-year-old comment. : )

Finally, get a grip! It's obvious what I meant; perhaps I may need to apologize for the rules-lawyer one--depends on how many people decide to flame me, I suppose; maybe I'm the exception here. But I meant no general offense--I was targetting the player that GM was describing. I wouldn't let him even imagine he could play in my campaigns.

Have fun!
 

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IndyPendant said:
As to the 12-year-old statement, I'm glad you had such a pleasant experience with a 13-year-old in an RPG. I'm fully aware that such rarities do exist. I will give you an analogy: if you survive a nasty storm at sea in a small boat unscathed, will you then consider the dangers of stormy seas vastly overrated? I don't think so. I stand by my 12-year-old comment. : )

I would chalk that up to not having paid attention to things like weather reports, etc. It's one thing to acknowledge that young players tend to also be inexperienced players. Even to acknowledge that inexperienced players tend to be ... not the best of players.

However, the same does not follow in reverse; just because a player is less than optimal -- or even, to be blunt, absolute CRAP -- it does not follow that they must be inexperienced (plenty of veteran gamers are also crap gamers). And just because a gamer is inexperienced, it does not follow that they must be young (I've personally introduced 50-year-olds to D&D, folks who'd never played anything closer to an RPG than the original Legend of Zelda, in fact).

Therefor, just because someone is a horrid gamer, it does not follow that they are young.

I was targetting the player that GM was describing. I wouldn't let him even imagine he could play in my campaigns.

Exactly the wrong answer, IMO. How do bad players learn to be good, if they're never allowed into the good players' games?

How do young players learn to be good players, if they're only allowed to play with other kids ... and those same bad players?

Gamers learn to play from those they play with. That thirteen year old I mentioned was so good, not because of some huge, amazing talent.

Rather, he learned from older, usually-more-experienced gamers. Thathelped him grow through and past the stereotypical teenaged-male "more power is more fun" stage in very short order.

Good gaming is learned, not born into people.

Have fun!

Better -- teach someone ELSE how to have fun! :)
 

For example, if the Jump skill never made provisions for weight, *my* rules-lawyer would insist that because the books don't mention any penalties due to encumbrance, he could jump a 50-foot chasm while carrying his mount.

Well, the average weight of a horse is in the 1000-1200lb range. So unless his Strength is in the 27-29+ range, he's considered "overloaded", and can only move 5' per round as a Full-Round action, which would preclude jumping a 50' chasm...

If he's strong enough that it's only a heavy load, he takes a -6 check penalty, and his speed is reduced, which also affects his Jump distance.

It's not actually a provision within the Jump skill, but it's a follow-on effect.

-Hyp.
 

Hypersmurf said:
Well, the average weight of a horse is in the 1000-1200lb range. So unless his Strength is in the 27-29+ range, he's considered "overloaded", and can only move 5' per round as a Full-Round action, which would preclude jumping a 50' chasm...

Unless, of course, he thinks he can make a DC100 to pull it off as a Standing Jump. No ... wait ... um, if he's carrying his horse, he cannot grab the far end (both his hands are definitely full), so it'd have to be a 55' standing jump, so DC 110.

Frankly, if he can make that DC ... I say, more power to him. More power, and a facefull of horse urine (because that kind of stunt WILL scare the p--- out of the horse).
 

Unless, of course, he thinks he can make a DC100 to pull it off as a Standing Jump. No ... wait ... um, if he's carrying his horse, he cannot grab the far end (both his hands are definitely full), so it'd have to be a 55' standing jump, so DC 110.

Wouldn't the jump still take over a minute to complete, though? You can't travel more than your speed - if you jump further than your speed, you are still "in the air" at the end of round one, and complete your jump in round two. Or round 11, in this case.

-Hyp.
 

Hypersmurf said:
Wouldn't the jump still take over a minute to complete, though? You can't travel more than your speed - if you jump further than your speed, you are still "in the air" at the end of round one, and complete your jump in round two. Or round 11, in this case.

-Hyp.

Not if ALL he did was move (then it'd take 30 seconds, as he could get 10' in a round).

However, I've never 100% liked the way they handled movement-vs-jump distance. Jumping inherently tends to be faster, in terms of feet-per-second, than actual movement.

So, in the case above ... if he somehow managed (without enough strength not to be so badly encumbered, anyway) to make the DC 110 roll, I'd say it took two full-round actions to complete.

After all, either we're talking mighty magics, epic level characters, or an OBSCENE series of open-ended rolls, for that entire concern to even come into play.
 


Please help me here...have game tonight...pointing me to existing rules would be cool but not necessary.
3.5 PH, page 141, Move Action, Retrieve a stored item, Provokes an AoO. So he retrieves a potion from his belt pouch or backpack provoking an AoO if anyone threatens him, then he drinks the potion as a standard action provoking another AoO if anyone threatens him. Make sure you have a fighter-type close with combat reflexes. :D

The bandoleer is from the FRCS. It does not allow one to retrieve items as a free action. The potion belts from the FRCS, however, do allow potions to be retrieved as a free action, but only once per round. A potion belt holds 6 potions, costs 1gp, and weighs 1 pound. A masterwork potion belt holds 10 potions, costs 60gp, and weighs 1 pound. I guess your guy needs 3 masterwork potion belts and a regular one. :D

If you don't want him to buy 33 potions with his starting gold, just tell him that there is a limit of 5 or 10 potions. It would be a bad idea to screw him in game when you did not limit his spending in the first place.
 

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