Holding up the line
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This reminded me of a time our rogue fell into a pit trap that had a pair of mimics down there. The first turn it was clear the rogue was going to die without some help and nobody wanted to join them in the pit of dying. Me and the other sorc looked at each other, “hey rogue, you picked improved evasion right?”, fireball o’clock
Did the rogue make it?
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I’ve always started lvl 1, I didn’t even know ppl started at higher lvls
Almost all campaigns I ran I’d have them start level 3-5 depending on what stories I wanted to tell. Pathfinder 1 the first couple levels are trash anyways and I personally felt like I didn’t have much interest with my own characters until I could see their unique abilities start to come online, so that’s where I liked to start players in my own campaigns
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Can I use my sneak attack? No? Damn. Ok does an 8 hit. What does before modifers mean?
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I am utterly perplexed as to why people keep posting this image with text that implies that we’re supposed to sympathise with the mass murdering serial rapist.
It’s ok it’s a TV show and he was just acting.
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Did the rogue make it?
They did! Improved evasion is so OP we were way less of a threat than getting Eiffel towered by mimics
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I did but then the sorcerer changed the whole situation with his bullshit!
I think this whole situation improved considerably when everyone became invisible. See? No one is around now, combat complete
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This is something I do find a bit annoying with other players I’ve played with. I can accept it if they are playing for the first time, but by level 10 you should already know what spells you took and what they do at minimum.
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Can I use my sneak attack? No? Damn. Ok does an 8 hit. What does before modifers mean?
Ouch, ow. Stop, please
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Plan your next turn before it’s your turn!
This almost never works out because by my next turn, the battlefield is completely different than what it was when I ended my previous turn.
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I think this whole situation improved considerably when everyone became invisible. See? No one is around now, combat complete
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A d20.
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A d20.
️I think it’s a d12 and then some 3rd grad math homework I didn’t do.
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That’s if you hit them. You gotta see if you hit them first.
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That’s if you hit them. You gotta see if you hit them first.
Ohhh, that’s the d20 and then uuhhhhh… proficiency then ummmmmmm. Dose 11 plus 3 plus something else hit?
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This is something I do find a bit annoying with other players I’ve played with. I can accept it if they are playing for the first time, but by level 10 you should already know what spells you took and what they do at minimum.
by level 10 you should already know what spells you took and what they do at minimum
As often as not, the control wizard is trying to figure out if they can drop the AoE template to just hit the bad guys. Blaster Casters tend to have less of a problem because every turn is “Does it have fire resistance? Yes: Magic Missile / No: Scorching Ray”
The really annoying wizards are the Summoners, because “it’s my turn so let me add another 1d4+1 turdlings to the battle field and take 6 attacks with the gumbas currently out here”.
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I did but then the sorcerer changed the whole situation with his bullshit!
sorcererDMI’ll also spot you that turn one is generally basic bitch shit.
It’s turn seven, when the wizard has gone through six prior Save or Sucks only to find out the DM has introduced another creature on which none of them work that they’re fumbling around for options.
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Unless some cataclysmic event has befallen the battlefield or a primary target or ally just died your turn should be no more than 1 minute at the longest.
I’m in a weird spot rn where I’m nostalgic for playing on roll20 because I wanted the ‘genuine experience’ of playing in person.
your turn should be no more than 1 minute at the longest
“I cast Invisibility”
“You can’t”
“Yes I can”
“No, you can’t, you’re in the Antimagic Field”
“No, I’m not. I’m on the edge of the field. Look at the table.”
“There’s still a corner of the field in the square.”
“Then I don’t stand in that corner.”
“The rules say it doesn’t matter.”
“No they don’t. It has to occupy at least 40% of the square.”
“Yes it does. Look, its right here in the DM’s guide.”
“That’s the 4.32 manual. You need to check the rules updates from 4.71”
“I’m not using 4.71 rules.”
“You referenced a 4.82 rule just a turn ago!”
“No I didn’t, that was a house rule.”
“That’s not anywhere in the house rule guide! I was just reading it before I cast my spell.”
“Well, I sent out an email two months ago.”
“GUYS! Just make a decision and move ON!”
“Okay, fine. I take a five foot step and cast Invisibility.”
“My hydra gets an AoO. I roll a 43 and deal 290 points of damage. Your wizard dies.”
“THIS IS BULLSHIT!”
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I tend to find an 2:1 or 3:1 combat/non-combat gives people a good mix of the action/adventure elements and the high drama. Combat just tends to take longer than drama, so even when you try to minimize it, you can often find yourself in a time-suck.
I also tend to feel that any “withering encounter” should resolve as soon as the players are more-or-less assured of victory (like, 2-3 turns, unless things go disastrously wrong for the players). Big center-piece boss battles can take longer, but need some kind of high drama element (exploding volcano, NPC dangling off a cliff, evil wizard powering up a death ray, etc) that (a) gives players a puzzle or drama point to resolve and (b) gives someone an opportunity to do something passionate or wacky (swinging in on a chandelier, flinging themselves on a hand grenade, asking their beau to marry them in the middle of a sword fight).
Any encounter that’s just “roll the dice, pass the turn” is a waste of everyone’s time, IMHO.
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This almost never works out because by my next turn, the battlefield is completely different than what it was when I ended my previous turn.
Your GM must be some kind of tactical genius then, seeing as how they’re playing all the monsters and probably don’t need to spend all that much time deliberating all their individual turns.
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Your GM must be some kind of tactical genius then, seeing as how they’re playing all the monsters and probably don’t need to spend all that much time deliberating all their individual turns.
It’s more the sorcerer and warlock using magics that alter the very fabric of reality.
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