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46

Yes, that was fine. You're their GM, not their mommy. A lot of this comes down to the kind of game you all play. Statements like "dice rolls should never kill a character" or "you should never have hidden enemies" are total BS. Those are valid agreed-upon social contract items for your group, but they are not generally true statements. Players in my ...


43

There's no such thing as senseless violence, according to the one who commits it. Characters who kill or torture without at least an internal justification are crazy, not evil. You don't have a reason to kill people in the party or at random, so you don't. This doesn't make you nonevil. Also remember that just because you're Evil doesn't mean you're a ...


43

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (PH 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack succeeds ...


42

It's Just Your Time... They don't really have a choice but to pass on eventually. As the rules say... You cannot resurrect someone who has died of old age. So, yes: they have no reason to not live a very long, long life for whatever race they are and ripen to the oldest age possible. A human emperor could rule for over 100 years, defying every ...


41

Yes! if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act. The rules then go on to explicitly mention the possibility of healing thyself: Unless your activity increased your hit points, you are now at −1 hit points, and you’re dying.


40

Well first off, to answer your question about magic item limits, a character in 3.5e is limited to two magic rings. Found here: http://www.d20srd.org/srd/magicItems/rings.htm in the very first paragraph. Second, AC bonuses do not stack unless they are different types of bonuses (armor, deflection, shield, etc.) or state that they stack. Usually, you cannot ...


37

It's d20 + attack bonus vs. AC, not just d20 vs. AC. For example, the basic ogre in the Monster Manual makes attacks at +8. So that ogre can hit AC 20 on a 12 or higher. Rolling a "natural 20" (i.e. the die itself comes up 20) is a hit regardless of AC, so opponents have at least a 5% chance of inflicting some damage on you. (Damage tends to scale with ...


35

You should avoid telling the players current/total hp values. The same is true for AC, save values, and attack bonuses of the monsters. It breaks immersion (suspension of disbelief) and also gives the players a large advantage. Instead, describe the state of the monster. You can use the adjectives such as minor, major, serious, severe, critical, & ...


34

It’s a problem but perhaps not as bad as “ECL 5” suggests You are probably more powerful than a 1st-level character should be. You are not, however, as powerful as a 5th-level character can be, or even should be. Moreover, even as a 1st-level character, Wyrmling White Dragons have some glaring weaknesses that don’t seem appropriate. ...


33

This question is very much about personal preference; therefore there isn't going to be a "right answer" or "solution." Here are my reasons for still playing: AD&D 1e is the last edition where a player's skill during the game mattered more than their skill during the character creation process (if we ignore some of the changes introduced by Unearthed ...


32

Step 1: Talk to them If this is bothering you, bring it up at the table. Just explain that you'd like to finish describing the scene and they're cutting you off. Maybe you can work it out without having to do anything else. Remember that your goal as a GM is for the players to have fun, but you should be having fun too. If you're not having fun because of ...


32

The simplest method is to simply go along with brutal consequences: if they don't wait to see what you describe, then they crash into it headlong. This can be both effective and hilarious when used judiciously. But it does require some care: you don't want to use it when the consequences will be lethal, because that just isn't fun for anyone involved. You ...


30

Yes, because confirmation has the same modifiers as attack (all pluses and minuses). As written in SRD: ...you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made.


28

The SRD is very much on your side as a Fighter/Bard if you're wearing light armour: Bards can wear light armor without incurring any arcane spell failure chance for their bard spells. And with heavier armour it's got your back too – it's explicit that you only suffer an Arcane Spell Failure chance with spells that have somatic components: If the ...


28

Houserule out the "Control" aspect from the spell. The problem with the spell isn't so much that it calls in powerful monsters, in my experience. It's that it instantly gives you powerful but obedient slaves. Calling in a Solar or similarly powerful creature isn't something I would like to cut from my D&D experience. What I would like to cut out is ...


28

While the DM Can Do Anything, You Can Also Walk Away The DM can simply declare that rocks fall and everyone dies. The DM can have bolts from the sky strike unruly PCs (a technique suggested--correct me, Comments, if I'm wrong--in AD&D's Dungeon Master's Guide). Certainly, this also includes deleting from the game's reality some equipment. The DM can do ...


28

No, you didn't. Roleplaying as an activity has a default "fog of war", where players are not necessarily informed of things that their PCs wouldn't know. This is true regardless of whether it's a mystery investigation or a fight. What the players don't know could kill them. In this case, failing to anticipate threats did get one of them killed, and it ...


27

Security is always a function of risk mitigation. Specifically, it must cost less to secure the goods than the total value of the goods, and make accessing the goods a cost higher than the total value of the goods. What compounds this problem is that you're talking about doing this in a game that is designed to let "good guys" penetrate the defenses of "bad ...


27

Here's a really easy approach. Remove alignment for mortals. Keep alignment subtypes for planar beings. How do you tell which is which? That's easy. Any creature with an alignment subtype in its type line still has alignment. Any creature without one is functionally unaligned. Additionally, consider adding alignment types for undead. This'll keep a few ...


26

The Barbarian is known to be a more powerful class than the Swashbuckler. The Barbarian is a so-called "Tier 4" class, the Swashbuckler a "Tier 5" class (see the Tier System for Classes). Parts of the definitions of the involved tiers are "Capable of doing one thing quite well" (Tier 4) and "Capable of doing only one thing, and not necessarily all that ...


25

An air elemental is not just air. It is a corporeal creature type and as such it has a "body" that can be disrupted by normal weapons. Elemental traits from the back of the monster manual include only "immunity to poison, sleep effects, paralysis, and stunning" and "Not subject to critical hits or flanking", so its perceptions and body are not like a ...


25

You need to focus on the fact that no matter how much optimizing or tweaking you do, a Monk is simply not great at straight-up combat. Monks are good at doing crazy stuff. Monks should not be slugging it out rolling boring attacks, they should be looking for non-standard actions. A good monk will have lots of ranks in things like Jump and Tumble, and can ...


25

Yes. The spell greater invisibility says its effect is just like the spell invisibility. The spell invisibility says it makes you invisible, the condition. The condition "invisible" says to see the ability "invisible". Note that each step along a chain like this may introduce changes. For example, if any details of a spell contradict the details of the ...


25

"items picked up disappear if tucked into the clothing or pouches worn by the creature." – Invisibility, d20srd Based on the above, I'd say stuff put into the box arguably becomes invisible. A pouch is a container. A box is a container. Stuff put into an invisible container disappear. Sure, the RAW says in the quote above that the container is ...


25

I think you're overestimating the difference between a 15 year old and an adult. Human rogues, according to Table: Random Starting Ages, could be as young as 16. That extra year shouldn't make that much difference. You could easily explain that the character is gifted enough to start his career as an adventurer a year or two early.


25

You might want to give a look at this article and its explanation, especially the part relative to tier 1 classes. Should the links ever go down, it's the famous tier system for 3.5 classes, with the explanation of why each class is in its tier and a detailed explanation of tier 1, where the cleric belongs. Tier 1: Capable of doing absolutely ...


24

There's no easy way to tell how long an adventure will last. Sometimes they'll run through several adventures' worth of material in an evening, and sometimes they'll spend forever on what you thought was a minor task. Some reasons why material can take less time than you expect: The party thinks of a solution you didn't think of. Maybe you assumed the ...


24

Making the Astral Plane a High-level Destination The Astral Plane is already a mid-level destination. The chart Astral Plane Encounters (DMG 154) lists the minimum Astral Plane encounter as EL 8 with 1 noble djinn (MM 114-5) (perhaps accompanied and captured--so it can grant wishes--by some insignificant-to-the-EL githyanki who lost their mid-level ...


23

A creature knows when it makes a successful saving throw against a spell. A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. (Source) In addition, a creature can identify a spell after having rolled a saving throw against a spell ...


23

You can't heal a wound with magic in an AMF, because magic does not work there. However, cure wounds is an instantaneous spell that modifies the recipient creating a new, stable condition, like when you punch some clay: Even if you're no more punching it, the clay retains the new form. So, if a creature that has been healed by magic enters an AMF, there's ...



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