PCs out of Balance - Need some Help

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"John Phillips" <jsphillips1@worldnet.att.net> wrote in message
news:cAI2e.26010$cg1.12063@bgtnsc04-news.ops.worldnet.att.net...
>
> "Jeff Goslin" wrote
> > "Matt Frisch" wrote
> >
> > > Not knowing his feats, you can't begin to make that assumption. A high
> >
> > It's not an assumption. The problem, as described by the original
poster,
> > stems directly from an extremely powerful character in comparison to the
> > others. The only way to accomplish this is either through munchkinism
or
> > min/maxing, and the original poster admitted to as much.
>
> The Only way?

Maybe I'm just not thinking of another way, but to me, if one character of
the same level as another vastly outstrips all the other characters of that
level, the only instance I've ever seen that have been in the case of an
over-magicked character or a super-game-mechanics-optimized character. I'm
pleased to learn if there are other things that can cause that, so that I
can avoid those causes as well.

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
Archived from groups: rec.games.frp.dnd (More info?)

"Will Green" <will_j_green@yXaXhXoXoX.com> wrote in message
news:iII2e.12739$ZB6.72@newssvr19.news.prodigy.com...
> Jeff Goslin wrote:
> > <firelock_ny@hotmail.com> wrote in message
> > news:1112212183.832312.102090@z14g2000cwz.googlegroups.com...
> >
> >>Had some orcs that built crenelated defenses along a ledge
> >>that was a little above the ledge on the other side of
> >>a 10ft chasm. A higher ledge that kind of looked along
> >>the length of the chasm was also crenelated. A narrow
> >
> >
> > "Crenelated"? I looked it up, but don't know what exactly it looks
like.
> > Got a visual for me?
>
> Unless I'm mistaken, the crinkly bits at the top of your typical castle.
> Looks like a square wave.

Thanks.

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
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"David Serhienko" <david.serhienko@ndsu.nodak.edu> wrote in message
news:114mnaqom9jam35@corp.supernews.com...
> GOOD IDEA. The Orc Barbarian is currently unsupervised, hanging out in
> the Player's rented townhouse. I bet he gets himself into some trouble
> in town and gets arrested. He is, after all, not, in any sense of the
> word, civilized... he's been out of the forests for all of a week.

*raises hand* How, exactly, would he get arrested? He can wipe the floor
with a vast assortment of nasty critters already, you think the town guard
is going to be able to reign him in?? Just thought you'd like to mull over
that little crink in the plan before you try to arrest him. 😉

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
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Peter Meilinger <mellnger@bu.edu> wrote:
> David Serhienko <david.serhienko@ndsu.nodak.edu> wrote:
>>Bradd W. Szonye wrote:
>>> David Serhienko <david.serhienko@ndsu.nodak.edu> wrote:
>>>
>>>>There is a significant difference in Overruling the results of a Spot
>>>>check to salvage an entire game and over-ruling the spot skill to work
>>>>only when it is convenient for me.
>>>
>>> Grrr.
>
>>You clearly disagree. Let it out, Bradd!
>
> Well, I'll let out a bit myself - instead of deliberately
> fudging/cheating to get rid of the berries, what about
> saying to the player, "Hey, I think those berries turned
> out to be way more powerful than I was expecting. I'm
> going to say they've rotted, but I wanted you to know
> why I made that decision?"

Yay!
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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"David Serhienko" <david.serhienko@ndsu.nodak.edu> wrote in message
news:114mosg13kau75@corp.supernews.com...
> > You want to have a bit more fun? Tone down the magic. It seems to me
that
> > your biggest problem is one of your own making: your 5th level
characters
> > are munchkinized to within an inch of their lives, it sounds.
>
> Respectfully disagree, but, then, definitions differ.

Well, I guess it's just a difference of style. In my game, magic is VERY
limited. In most 3E campaigns that I've heard of, the term "munchkin"
doesn't even come close to describing how prevalent magic is, from my point
of view.

For reference, the wizard in our party has one wand of magic missile(3
charges), 2 scrolls(spells too high for him to cast or transfer to spell
book), 2 potions(healing and fire resistance), a ring (protection +1) and
bracers of defense. He's 6th level. He's got the most magic in the party.
The fighter that hangs around with the party(my character for when I play
instead of DM), has 20 magical arrows +1, a ring(safety) and a potion of
extra healing, at 6th level.

All characters have magical primary weapons(+1), none have magical armor,
and they don't have enough money to buy it, either. They have enough to buy
extra healing potions, but that's about it(magic is more expensive in my
game than by the book in 3E). A few have some varied misc items, but none
are what one might refer to as "magic heavy".

So far, it's been working out splendidly. Recently, I've noticed that I
haven't been giving them enough money, so I'm going to remedy that, but
other than that, it's been working just fine.

> > unarmored mystic alive that much longer). That's pretty much it. And
our
> > guys are 6th/7th level.
>
> Low for a 3e game, in my experience.

Low for *any* game, but it's worked out quite well.

> > "Wands", plural, at 5th level? Not in my game.
>
> Wands, plural, as in a selection of three wands, all with fewer than 10
> charges).

Our wizard had two wands at one point. He sold one for a buttload of money
and bought other magic items. 😉

> > You're awfully nice to them! All that free healing magic, AND they
never
> > actually NEED their potions of extra healing? Have those NPC clerics
sit
> > out next time, watch em flail. I mean, if you're gonna give them all
that
> > magic, you might want to make em actually USE it. 😉
>
> heh.

Seriously, send that cleric on sabbatical or something. Then just sit back
and watch em squirm.

> > Necessity is the mother of invention. You want your players to actually
> > start THINKING, have them play a game or two without a token wizard to
back
> > them up. Have them play without the ubiquitous NPC cleric to bind their
> > wounds. Geez, I would have thought that would be step one. One
character
> > per player, no NPC's to fill the holes. NOW you player characters can
try
> > to get around in the world...
>
> The token wizard is my PC (pout).

But... if you're DMing, can't he just sit on the sidelines("I have research
to do *slam door in face*")?

Well, then, barring getting rid of the wizard, get rid of that token cleric.
It's a great way to force some money out of their pockets, too, if that's a
problem(they'd have to load up on Xheal potions or something).

> > "But, they NEEEEEED a cleric!"
> > Nope, give em limited numbers potions of healing, and force them to
decide
> > if a fight is worth getting into.
>
> That can be arranged. The Cleric has travelled with them out of
> friendship for a while now. But, his skills have increased to the point
> where either the party begins going on missions assigned to the Cleric
> by the Church, or say fond farewells.

Yep, at first I thought a party of our large size(at the time) needed 2
clerics, so I brought one in to augment the existing PC cleric. Bad move.
Eventually we all moved to single characters as a solution, instead of
playing multiple characters, one primary, the rest filler... We are now a
party of 5, instead of a party of 9.

> > "But, they NEEEEEED a wizard!"
> > Nope, it just makes fighting that much easier to win.
>
> The wizard is my PC. The sorceress is another player PC. I won't give
> up my chance to play once in a while with a character that I want to
> play. I can't easily just nuke the other, without being a jerk.

Well, just sideline him for the adventures you DM. No biggie.

> Since posting, I've spoken with each player individually about the game,
> and asked if they were happy and enjoying themselves, and they seem to
> be... both the Barbarians player and the Fighter's player asked if it
> would be possible to increase the frequency of sessions, so I believe
them.

Of course they enjoy it. You're reinforcing the only thing they enjoy:
more power. 😉

I'm sure this is just a style difference, but my game would probably
frustrate every single 3E player here, simply out of lack of tangible
rewards for the party's efforts(at least in comparison to what they are used
to).

> > Nah, let him do the all-orc thing, and have the party run into some
rangers
> > with a hate-on for orcs. Problem solved, new character please!
>
> Heh.

It's cruel, it's unnecessary, but gosh, you know, sometimes it's just plain
fun to kill off PC's... 😉

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
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"David Serhienko" <david.serhienko@ndsu.nodak.edu> wrote in message
news:114mp4iir80lk3f@corp.supernews.com...
> The idea of a Rust MOnster or two has occurred to me... the Barbarian
> is played as fearless... won't wait for listening at doors, etc. Just
> charges in. That big Greatsword would seem mighty tasty to a hungry
> Rust Monster.

Actually, depending on how TRULY vicious you want to be, that's just a GREAT
way to put him in his place. You set up some situation where a group of
baddies can observe the party and then plan for an assault at a chokepoint.
He charges through the door, he gets absolutely NAILED by whatever is behind
the door, that "whatever" being something that has already prepared for his
imminent arrival.

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 
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"David Serhienko" wrote
> Donald Tsang wrote:
> > David Serhienko wrote:
>
> > I suppose it's a little hard to get something with a Move of 80, though.
> >
> > How about opponents who fly?
>
> OOOO! A Wyvern would be fun! Gotta wait til Mr Wizard is outta his
> Direct Damage artillery, though for this to work out =)

Not really, just send two.


John
 
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John Phillips wrote:
> "David Serhienko" wrote
>
>>Donald Tsang wrote:
>>
>>>David Serhienko wrote:
>>
>>>I suppose it's a little hard to get something with a Move of 80, though.
>>>
>>>How about opponents who fly?
>>
>>OOOO! A Wyvern would be fun! Gotta wait til Mr Wizard is outta his
>>Direct Damage artillery, though for this to work out =)
>
>
> Not really, just send two.

In a wave =)
 
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David Serhienko wrote:
> The SRD doesn't say, but do magic metallics get a save vs
> RustMonsterization?

Yes, they do (and the SRD does say so; not sure how you missed it).
"Magic armor and weapons, and other magic items made of metal, must
succeed on a DC 17 Reflex save or be dissolved."
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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Bradd W. Szonye wrote:
> David Serhienko wrote:
>
>>The SRD doesn't say, but do magic metallics get a save vs
>>RustMonsterization?
>
>
> Yes, they do (and the SRD does say so; not sure how you missed it).
> "Magic armor and weapons, and other magic items made of metal, must
> succeed on a DC 17 Reflex save or be dissolved."

Other than suggesting that trying to be a Usenet reply machine tonight,
I can only suggest I was being stupid.

The next bit in the description is a bit strange: "Magic armor and
weapons, and other magic items made of metal, must succeed on a DC 17
Reflex save or be dissolved. The save DC is Constitution-based and
includes a +4 racial bonus."

So, a sword would get a DC17 reflex save against rusting away, with a
bonus based on the constitution of the wielder? What is the +4 racial
bonus talking about?

OH! Duh. The save is DC17, based on the magic items notional
constitution, and ALREADY includes the +4 racial bonus (for being magic).

Got it.

DWS
 
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Alien mind control rays made Bradd W. Szonye <bradd+news@szonye.com> write:
>> I think part of the problem players have is a percieved lack of
>> uniqueness to any given build ....
>
> No, it's because clerics are second-best at everything. Some folks, like
> you, see that as an advantage, while others think it's a drag.

you're thinking of bards. clerics are first best at nearly anything
they like, sometimes requiring 30 seconds to get there, until the
whingers (also known as the 'front line' in some parties) complain
about their owwies and expect you to do something about it.

--
\^\ // drow@bin.sh (CARRIER LOST) <http://www.bin.sh/>
\ // - - - - - - - - - - - - - - - - - - - - - - -
// \ X-Windows: Complex non-solutions to simple non-problems.
// \_\ -- Dude from DPAK
 
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Alien mind control rays made Bradd W. Szonye <bradd+news@szonye.com> write:
> Short version: To the anti-fudging camp, the ends do not justify the means.

to the statistical camp, you need the ends to find the means.

--
\^\ // drow@bin.sh (CARRIER LOST) <http://www.bin.sh/>
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// \ X-Windows: It could be worse... but it'll take time.
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Bradd wrote:
>> No, it's because clerics are second-best at everything. Some folks, like
>> you, see that as an advantage, while others think it's a drag.

drow wrote:
> you're thinking of bards ....

Definitely not. In AD&D1, bards were uber-characters. In AD&D2, they
were better wizards than wizards. In D&D3, they're the best by far at
social encounters and enchantment spells, but pretty poor at everything
else (except group buffing, where they can compete with the other
spellcasters at some levels). It's one of the most niche-focused classes
in the game.
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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David Serhienko <david.serhienko@ndsu.nodak.edu> wrote:
> Bradd W. Szonye wrote:
>> Keith Davies <keith.davies@kjdavies.org> wrote:
>>
>>>Hell, just trolls. Getting close to them buggers is *bad*. Instead of
>>>a flaming sword, a flaming weapon with *reach* (trolls also get reach,
>>>so this doesn't keep you completely safe, but it does prevent the AoO as
>>>you close).
>>
>>
>> Speaking of trolls: Last session, some poor planning ended up putting my
>> wife's kineticist next to a troll. That's just ugly: troll versus
>> fragile super-fire-blaster. Luckily, she managed to survive the
>> encounter.
>
> How?

Luckily! (The troll beat her up pretty badly, but it botched at least
one claw attack each round, so the PCs had just enough time to knock it
out. It also helped that one of the other PCs managed to draw its fire
in the first round, before her psion proved to be the greater threat.)
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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David Serhienko <david.serhienko@ndsu.nodak.edu> wrote:
> Seriously, though... having them get stolen feels, to me, like less of
> a handwave than having magically enchanted berries rot ....

Whereas theft seems hamfisted to me; too many poor DMs use it as an easy
way out. It's especially annoying when the DM /only/ uses it to get rid
of unwanted stuff.

Also, remember that you'll need to fiat the items into oblivion, or the
PC may try to get it back (for revenge, if nothing else). It gets even
fishier at that point.
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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Bradd W. Szonye wrote:
> David Serhienko <david.serhienko@ndsu.nodak.edu> wrote:
>
>>Seriously, though... having them get stolen feels, to me, like less of
>>a handwave than having magically enchanted berries rot ....
>
>
> Whereas theft seems hamfisted to me; too many poor DMs use it as an easy
> way out. It's especially annoying when the DM /only/ uses it to get rid
> of unwanted stuff.

Very fair. I've had their pockets picked before... They've never
succeeded in a spot check on it yet, and I've yet to fudge the attempts.
Never had anything important stolen, though... just coinage and the
occasional dagger.

I started doing it as soon as they entered the City, and I still do it
anytime they pass through open air marketplaces and a certain section of
town called Cheapside.

I was hoping they'd catch the culprits, initially, cuz they were going
to be these pitiful starving Oliver Twist types, being forced to perform
crime by an EEEeevil Fagin-type.

Maybe they'll notice someday.

> Also, remember that you'll need to fiat the items into oblivion, or the
> PC may try to get it back (for revenge, if nothing else). It gets even
> fishier at that point.

True, also. I'd just tell them that the boy who stole the berries, if
they track him down, ate them all in one go, and got violently ill. He
may even have died from it. I dunno, really, about haveing the kid die.

DWS
 
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David Serhienko wrote:
> The next bit in the [rust monster] description is a bit strange:
> "Magic armor and weapons, and other magic items made of metal, must
> succeed on a DC 17 Reflex save or be dissolved. The save DC is
> Constitution-based and includes a +4 racial bonus."

No, that's just explaining how they calculated the DC: 1/2 of the
monster's HD + Con bonus + 4 racial bonus.

> OH! Duh. The save is DC17, based on the magic items notional
> constitution, and ALREADY includes the +4 racial bonus (for being
> magic).

No.
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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Bradd W. Szonye wrote:
> David Serhienko wrote:
>
>>The next bit in the [rust monster] description is a bit strange:
>>"Magic armor and weapons, and other magic items made of metal, must
>>succeed on a DC 17 Reflex save or be dissolved. The save DC is
>>Constitution-based and includes a +4 racial bonus."
>
> No, that's just explaining how they calculated the DC: 1/2 of the
> monster's HD + Con bonus + 4 racial bonus.

That makes sense. Thanks.

DWS
 
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Alien mind control rays made Jeff Goslin <autockr@comcast.net> write:
> <laszlo_spamhole@freemail.hu> wrote in message
> news:1112213504.331695.177840@g14g2000cwa.googlegroups.com...
>>>> ...I suspect the Barbarian may fail his spot check... I'm not sure
>>>> why I get that feeling.
>>>
>>> That's the kind of DMing I can get behind. 😉
>>
>> Dear god. I hope you guys' players are aware that you've Rule Zeroed
>> the Spot skill to only work when it's convenient for you.
>
> Not all the time, just when it's remarkably convenient, and will result in
> saving the campaign from imminent meta-game destruction as players leave
> because they are nowhere near useful enough to be taking part. What's wrong
> with fudging a few rolls from time to time, for the sake of the game?

some people feel that it breaks the contract between the DM and the
players, to be a fair, honest, and impartial arbiter of the game.
personally, with all the abject contrivance and fudgery of the major
elements of the average adventure, i don't see the harm in fudging the
occassional die roll to a better end. if i can tinker with the number
of orcs the party meets to make a better encounter, i might as well
tinker with their attack rolls for the same reason, ne?

that said, i don't tend to do that. tinker with the number of orcs,
that is. swarms of thousands, always.

--
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Bradd wrote:
>> Whereas theft seems hamfisted to me; too many poor DMs use it as an easy
>> way out. It's especially annoying when the DM /only/ uses it to get rid
>> of unwanted stuff.

David Serhienko wrote:
> Very fair. I've had their pockets picked before... They've never
> succeeded in a spot check on it yet, and I've yet to fudge the
> attempts. Never had anything important stolen, though... just coinage
> and the occasional dagger.

That's less suspicious then, although I still can't really recommend it
as an item-removal technique. I prefer the "talk to the player" approach
when I screw up.
--
Bradd W. Szonye
http://www.szonye.com/bradd
 
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"David Serhienko" wrote
> Bradd W. Szonye wrote:

> > Also, remember that you'll need to fiat the items into oblivion, or the
> > PC may try to get it back (for revenge, if nothing else). It gets even
> > fishier at that point.
>
> True, also. I'd just tell them that the boy who stole the berries, if
> they track him down, ate them all in one go, and got violently ill. He
> may even have died from it. I dunno, really, about haveing the kid die.

Death is no fun. Have him eat all the berries and turn into this berserk
rage machine for a while. Then soon after the party notices him have
another big eyed waif say "Oh please sirs, don't kill him, that's my little
bother, he is only 8 years old" as the kid is throwing people and carts
around the market.


John
 
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John Phillips wrote:
> "David Serhienko" wrote
>
>>Bradd W. Szonye wrote:
>
>
>>>Also, remember that you'll need to fiat the items into oblivion, or the
>>>PC may try to get it back (for revenge, if nothing else). It gets even
>>>fishier at that point.
>>
>>True, also. I'd just tell them that the boy who stole the berries, if
>>they track him down, ate them all in one go, and got violently ill. He
>>may even have died from it. I dunno, really, about haveing the kid die.
>
>
> Death is no fun. Have him eat all the berries and turn into this berserk
> rage machine for a while. Then soon after the party notices him have
> another big eyed waif say "Oh please sirs, don't kill him, that's my little
> bother, he is only 8 years old" as the kid is throwing people and carts
> around the market.

Delightful!
 
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Alien mind control rays made David Serhienko <david.serhienko@ndsu.nodak.edu> write:
> Lots of people wanted to know what Feats the Fighter, Ranger and
> Barbarian in this little sotry have taken.
>
> Ranger - Track, Point Blank Shot, Quick Draw, Rapid Shot, Weapon
> Focus (Composite Longbow), Endurance.
>
> Fighter- Combat Reflexes, Power Attack, Cleave, Weapon Focus and
> Specialization (Longsword), Toughness.
>
> Some of those listed are Ranger abilities, rather than feat choices.
>
> I Know that the Barbarian has Cleave, which means he also has Power
> Attack, so that should be all of them.

the party finds itself defending The Big Red Button at the end of a
long, relatively narrow alcove, against a seemingly endless horde of
goblins commanded by the End Boss to go push it and Invoke Something
Terrible. the fighter, with his combat reflexes and cleave feats,
should be able to take down a lot more mooks as they try to engage and
rush past him.

the party finds itself fighting in a room where the 'floor' is an array
of regularly spaced pedestals atop the real floor. spikes fill the
space between the pedestals. a DC 10 balance check is required to move
faster than a single move per round, failure means falling prone onto
the spikes and taking 2d6 points of damage. the denizens of the room
make frequent attempts to trip the PCs onto the spikes (2d6 points of
damage is more than they can do with a weapon), but by doing so draw
numerous attacks of opportunity from the fighter. throw in some winged
creatures to make life interesting for the ranger.

the party finds itself fighting a horde of automatons built by a mad
wizard. but the automatons are rejects, each has a tag around its neck
describing its particular flaw. if a PC can read the tag in combat
(spot DC 15), he knows just where to strike it and deals +2d6 damage
against that automaton.

the party finds itself facing a group of rangers who really hate orcs,
and view the barbarian suspiciously. bonus points to the PC ranger if
he can diplomacy the party's way out of a scrum.

--
\^\ // drow@bin.sh (CARRIER LOST) <http://www.bin.sh/>
\ // - - - - - - - - - - - - - - - - - - - - - - -
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drow wrote:
> Alien mind control rays made David Serhienko <david.serhienko@ndsu.nodak.edu> write:
>
>>Lots of people wanted to know what Feats the Fighter, Ranger and
>>Barbarian in this little sotry have taken.
>>
>>Ranger - Track, Point Blank Shot, Quick Draw, Rapid Shot, Weapon
>>Focus (Composite Longbow), Endurance.
>>
>>Fighter- Combat Reflexes, Power Attack, Cleave, Weapon Focus and
>>Specialization (Longsword), Toughness.
>>
>>Some of those listed are Ranger abilities, rather than feat choices.
>>
>>I Know that the Barbarian has Cleave, which means he also has Power
>>Attack, so that should be all of them.
>
>
> the party finds itself defending The Big Red Button at the end of a
> long, relatively narrow alcove, against a seemingly endless horde of
> goblins commanded by the End Boss to go push it and Invoke Something
> Terrible. the fighter, with his combat reflexes and cleave feats,
> should be able to take down a lot more mooks as they try to engage and
> rush past him.

Advantage: Combat Reflexes (Fighter).

> the party finds itself fighting in a room where the 'floor' is an array
> of regularly spaced pedestals atop the real floor. spikes fill the
> space between the pedestals. a DC 10 balance check is required to move
> faster than a single move per round, failure means falling prone onto
> the spikes and taking 2d6 points of damage. the denizens of the room
> make frequent attempts to trip the PCs onto the spikes (2d6 points of
> damage is more than they can do with a weapon), but by doing so draw
> numerous attacks of opportunity from the fighter. throw in some winged
> creatures to make life interesting for the ranger.

Advantage: Combat Reflexes (Fighter).

> the party finds itself fighting a horde of automatons built by a mad
> wizard. but the automatons are rejects, each has a tag around its neck
> describing its particular flaw. if a PC can read the tag in combat
> (spot DC 15), he knows just where to strike it and deals +2d6 damage
> against that automaton.

Advantage: Spot Class Skill (Ranger).

> the party finds itself facing a group of rangers who really hate orcs,
> and view the barbarian suspiciously. bonus points to the PC ranger if
> he can diplomacy the party's way out of a scrum.

Advantage: Not being a Half-Orc =)

The nice thing is that, for the Barbarian, he'll still mow down enough
enemies in any of these scenarios that he'll be satisfied with the
carnage wrought, while letting the Fighter and Ranger into the Par-Tay!

Cool ideas. Thanks! Have any more?

DWS
 
Archived from groups: rec.games.frp.dnd (More info?)

Alien mind control rays made Jeff Goslin <autockr@comcast.net> write:
>> Do these characters have sound, in-character reasons to want to die
>> screaming in the mud with their entrails in a steaming pile beside them?
>
> The biggest gun is always the best gun, is that the ticket?

if your job is to kill things, then yes, the biggest you can carry
and use.

> Of course you'd have reasons for it! I'm not suggesting for example
> randomly assigning a TRIDENT to a nomadic tribesman of the northern desert
> or some such thing! Club for the seal hunting family, Spear for the family
> of proud spear carriers(or something), Axe for the guy who was a
> disillusioned lumberjack, etc etc.

greatsword for the sword-wielding barbarians of the forest. huzzah!

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