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<blockquote data-quote="Furn_Darkside" data-source="post: 179824" data-attributes="member: 210"><p>Salutations,</p><p></p><p></p><p></p><p>Heh, I hate being so transparent- but found it an amusing absurd suggestion at the time.</p><p></p><p></p><p></p><p>*chuckle* No, but my players have learned that over confidence in high skills will get someone killed. </p><p></p><p>The first major death in our group was a monk, blind, trying to jump over a raging/flooiding sewer line. With the circumstance penalties he racked up- he failed, and the rest of the party was already preoccupied. The monk drowned.</p><p></p><p>Anyway- my players fear genies more then dragons. heh.</p><p></p><p></p><p></p><p>You are correct about circumstance bonuses AND penalties- I use them liberally and on most skill checks. Granted, I adjust the DC with them- and describe their existance and impact while describing the result of the skill check.</p><p></p><p>The original problem with Tumble was it was a straight check versus a set DC- which gave no regards to if the creature was an agile dragon or a slow giant. It is kind of silly to make my own adjustments each time depending on the dex of the creature- which does not take into account the chance of the creature being more or less successful.</p><p></p><p>So, the reflex save works. </p><p></p><p>To be honest, it is not perfect though.</p><p></p><p>Reflex saves are to avoid something- so perhaps a straight dex check would be better. I am not sure, but so far the reflex check vs. tumble has worked well for our group.</p><p></p><p>Perhaps, in my next campeign, I will use BAB + Dex bonus vs. tumble. *shrug*</p><p></p><p></p><p></p><p>Well, lets break this down-</p><p></p><p>The extraplanar creature:</p><p>Do you run a campeign where you consider this possible?</p><p>If not, then ignore it.</p><p></p><p>If yes, then the dm needs to make some considerations-</p><p></p><p>What extraplanar powers in your campeign bother with a performance (good or otherwise)? How would the react? How might they react to the inconsistant performance level?</p><p></p><p>Personally, I would just ignore it- unless I wanted to use it to further/start a plot line.</p><p></p><p> </p><p></p><p>Nah, the halfling is able to sneak and hide. This is hardly an adventure breaker. If you want to make it more difficult, then consider the circumstances and adjust appropriately. </p><p></p><p>Also- be sure to read up on scent: DMG pg.81</p><p></p><p>People still keep dogs today to warn them of intruders- and neither Hide or Move Silently will help them out against this.</p><p></p><p> </p><p></p><p>You should make your npc's depending on their importance in your campeign. And you should consider how common these classes are in your world- are magic wielding bards common? uncommon? rare?</p><p></p><p>Should every performer be a bard? No.</p><p></p><p>Should the nemesis of the pc bard at the coming music competition be a bard? Heck- yes.</p><p></p><p>Should you min max the important npc's who have pc classes? Yes, to the same degree your players have. You build them with the same limitations as your players (such as, if your pc's are built with 32 points, then so are your important npc's).</p><p></p><p>They should have access to the same reasonable amount of magic items and contacts (though, keep in mind <strong>anything</strong> you give an npc.. the players may get their hands on).</p><p></p><p>And, as I suggested in another post, be sure to have the world react to the players and the commonality of their abilities. </p><p></p><p>Example: the halfling- are there many halflings with this ability in your world? Well, then the world would be sure to employ low level casters for Alarm spells and to have guard dogs to protect important areas. If not higher their own rogues to spot/listen for other rogues.</p><p></p><p>Always be sure to have your enemies, who escape, learn from the players</p><p></p><p>Sure, the halfling snuck up and ambushed the sorcerer once- but she escaped. And next time, the sorcerer will be sure to have alarm and faerie fire spells ready to deal with this troublesome little rogue.</p><p></p><p>Good luck!</p><p>FD</p></blockquote><p></p>
[QUOTE="Furn_Darkside, post: 179824, member: 210"] Salutations, Heh, I hate being so transparent- but found it an amusing absurd suggestion at the time. *chuckle* No, but my players have learned that over confidence in high skills will get someone killed. The first major death in our group was a monk, blind, trying to jump over a raging/flooiding sewer line. With the circumstance penalties he racked up- he failed, and the rest of the party was already preoccupied. The monk drowned. Anyway- my players fear genies more then dragons. heh. You are correct about circumstance bonuses AND penalties- I use them liberally and on most skill checks. Granted, I adjust the DC with them- and describe their existance and impact while describing the result of the skill check. The original problem with Tumble was it was a straight check versus a set DC- which gave no regards to if the creature was an agile dragon or a slow giant. It is kind of silly to make my own adjustments each time depending on the dex of the creature- which does not take into account the chance of the creature being more or less successful. So, the reflex save works. To be honest, it is not perfect though. Reflex saves are to avoid something- so perhaps a straight dex check would be better. I am not sure, but so far the reflex check vs. tumble has worked well for our group. Perhaps, in my next campeign, I will use BAB + Dex bonus vs. tumble. *shrug* Well, lets break this down- The extraplanar creature: Do you run a campeign where you consider this possible? If not, then ignore it. If yes, then the dm needs to make some considerations- What extraplanar powers in your campeign bother with a performance (good or otherwise)? How would the react? How might they react to the inconsistant performance level? Personally, I would just ignore it- unless I wanted to use it to further/start a plot line. Nah, the halfling is able to sneak and hide. This is hardly an adventure breaker. If you want to make it more difficult, then consider the circumstances and adjust appropriately. Also- be sure to read up on scent: DMG pg.81 People still keep dogs today to warn them of intruders- and neither Hide or Move Silently will help them out against this. You should make your npc's depending on their importance in your campeign. And you should consider how common these classes are in your world- are magic wielding bards common? uncommon? rare? Should every performer be a bard? No. Should the nemesis of the pc bard at the coming music competition be a bard? Heck- yes. Should you min max the important npc's who have pc classes? Yes, to the same degree your players have. You build them with the same limitations as your players (such as, if your pc's are built with 32 points, then so are your important npc's). They should have access to the same reasonable amount of magic items and contacts (though, keep in mind [B]anything[/B] you give an npc.. the players may get their hands on). And, as I suggested in another post, be sure to have the world react to the players and the commonality of their abilities. Example: the halfling- are there many halflings with this ability in your world? Well, then the world would be sure to employ low level casters for Alarm spells and to have guard dogs to protect important areas. If not higher their own rogues to spot/listen for other rogues. Always be sure to have your enemies, who escape, learn from the players Sure, the halfling snuck up and ambushed the sorcerer once- but she escaped. And next time, the sorcerer will be sure to have alarm and faerie fire spells ready to deal with this troublesome little rogue. Good luck! FD [/QUOTE]
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