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#76
Role Playing Discussion / Re: Holy Symbols
May 03, 2006, 02:43:16 PM
But of course!  I posted a small example of what you can do with Holy Symbols, there are many many ways you can turn something as simple as a pendant around the neck of a cleric into something grand or depraved.  I never see anybody do anything with their holy symbols as anything but a mere focus for power.

A primitive tribe worshipping a woodland deity may not have access to precious metals, but could instead use blessed ink (with a spell similiar to bless water) to create tattoo's in the flesh of their priests, the more potent the priest becomes, the more detailed the tattoo's get until the priest is one living holy symbol.

Simple little things like this can become great roleplay hooks and focal points for adventures.  After all, a cleric in DnD is VERY limited on what spells he/she can cast without their divine focus.
#77
On the note of the Dathkandra site.

Unfortunately the programmers of exodus are busy people and we have quite a few broken links, and no access to fix them.  This also includes alot of the Contacts emails where you type in your email to whomever and try to send.  I think mine is the only one that works. 

Anyways, if you have issues with creating a character on Dathkandra, you can email me J_SpencerST@yahoo.com or you can get ahold of Phaeton as he's another DM on Dathkandra.  And i or he can attempt to walk you through the process.  Also we have a brand new FAQ for going through and creating a character.  We've also been promised a new character creation generator by the owner of exodus, Joshua is also a busy man though so it may take awhile for us to get it.  The guide to creating a character on the Dathkandra chat can be found here:  http://homepages.ihug.co.nz/~phaeton/khoras/dathkandra/chargen-guide.html

We've gone through an overhaul of DM's in the last 2 years, but now we've finally got a great DM team that knows what it's doing.  If you dont see any DM's online, dont be too worried...after all..we have lives too, but we will be around.

Not trying to steal the thunder of the thread maker either, i just wanted to address the issues with not being able to make PC's on Dathkandra.

Spence
#78
Of course of course...i took a break from statting them as i was getting frustrated, mostly with myself as i wasnt getting a feel for them anymore.  Once i get back to it i'll plow through the books and start putting up as many more as i can, hopefully all, before i get frustrated again :)

#79
Role Playing Discussion / Holy Symbols
May 03, 2006, 01:19:59 PM
In most standard games, holy symbols for priests are merely a focus to draw power on, and even a lowly starting priest/cleric can manage to start off with a better than average holy symbol.  This is fine if you're not planning on structuring the temples/clergies of your campaign too much.  But if you are planning to create a strong structure and heirarchy, then you might want to reconsider allowing PC's needing them to even buy them.  Instead, use a structured system to enhance the roleplay aspect.

I'll use classic DnD as an example.

1rst - 2nd level:  PC starts off with a free Wooden Holy Symbol for their deity.  They are considered novices in the church and their holy symbol reflects on this.

3rd-4th level:  The PC now gains a holy symbol made from stone or a cheap metal.  They are acolytes in their church.

5th-6th level:  The PC now gains a silver holy symbol and are considered more than an acolyte, they are given more responsibilities that have further meaning than meager tasks.

7th-8th level:  The PC is given a Silver Holy symbol with a gem or two indicating higher status within the church.

9th-10th level:  The PC is given a solid gold holy symbol and is considered a ranking member of the church, being saught out occasionally for advice.

11th-12th level:  The PC is given a solid gold holy symbol with two or three gems, and is saught out more often for advice, and given greater tasks and responsibilities (such as trying to recruit new worshippers, or turn evil doers from the darkness to the light or vice versa)

13th-15th level:  The PC is given a holy symbol made of a rare metal and is one of the highest ranking members of the church.

16th level +:  The PC is given a holy symbol made from the rarest of metals, imbedded with several gems, he/she is now officially a greater power in the church and may leave the heirarchy to start a new church someplace else if so desired.

This system makes it so that a PC never has to spend anything on a holy symbol, and always has one.  However as they become more powerful, their holy symbols become more valueable, making them targets of theives.  This can make for interesting side-plots as they try to recover their holy symbol, and sometimes have to buy it back from a merchant who purchased it from a thief.
#80
That's very interesting stuff...i'm going to have to recommend this particular thread to the rest of the Dathkandra team.
#81
Miscellaneous / Re: Member Levels
May 03, 2006, 12:36:26 PM
I think it has to do with how many posts you have.  But i could be wrong...
#82
Announcements and News / Re: Secret in Asylum
May 03, 2006, 12:35:36 PM
That's cool hehe *pictures the entire thing in his mind*  Just Awesome hehehe.
#83
It would seem to me that the city would maintain that, via magic or some other means to keep the sea water out....or it could be that they've designed it just so...so that when water comes in from the sea, it flushes the sewer system clean at high tide or something similar.

I'd be more inclined to lean towards the second response i've given...designed so high tide flushes all the crap away ;-)
#84
BE DESCRIPTIVE AT ALL TIMES!!!!

As i've stated before, i've been GMing for several years, mostly online, but for Table Top as well.  I've been privvy to watching many Game Masters come and go, some good, some great, some not so good.  There is one thing that seperates a Great Game Master from a good or mediocre one.  Description.  You dont have to describe every little detail of a ten mile long wall, that would take forever.  But being descriptive when you set up a scene is an absolute must.

Example 1:

You're in a seedy tavern with old chairs and tables.  There's alot of shady looking individuals in the tavern, the bartender seems to be quite busy serving up many drinks.

Example 2: 

You've just walked into the Black Myrtak.  From the outside you could tell this was a run down, low-life attraction.  Inside the building is crowded and loud.  Sailors, possibley pirates drink and laugh, telling lewd jokes and stories.  A few steps further in and you're pushing past the staff of the Myrtak, they're running busily trying to keep up with the demands, all wear nervous smiles in this crowd of seedy individuals.  They try to please so as not to suffer the consequences.  A single table in the center of the Tavern is empty and seemingly waiting for you.  As you approach it you notice it's cheaply made and has been hastily repaired several times.

Now, which example describes the seedy tavern better?  Keep in mind you dont need to lord over every single detail, but when it's appropriate, putting an effort into a good description will greatly enhance yours and your players gaming experience.

Now, with the above example, the 2nd description would be one from a good GM.  But what seperates a good GM from a great GM?  Description in the face of adversity.  Also known as combat description.

Example 1:

Tordek, the orc attacks you and hits you for 10 points of damage.

Example 2:

A large orc squares off against Tordek, his muscles ripple with each movement.  With a surprising burst of speed the orc slams his axe into Tordek's shoulder producing a sickening crunch and slight spray of blood.  The pain is bearable, but you know you've been hit (Tordek you've taken 10 points of damage).

All too often i've seen GM's running by the first example.  They dont put any effort into making the combat descriptive.  It doesnt need to be glorious, nor does it need to be long winded.  But a good, short description of each event as it happens goes a very long way to making gaming sessions fun and memorable.  It also serves to make combat less boring, if your players are bored then you're not doing your job correctly.   ;)

Having props is a good way to show your players what you're describing, but the key is in describing it.  You can have a poor storyline and poor planning, but if you can describe things well enough your players will still remember.  Now..obviously you're going to want to have a good storyline and good planning, then it's fun all around.  But when you start planning, you might want to think about some descriptives on cue cards to aid you in your GMing as well.
#85
Gaming Tales / Re: Player Deaths
May 03, 2006, 11:08:14 AM
I wish i had an interesting real PC death story to tell...but i do have an amusing story none-the-less.

A player on Dathkandra and I were the only two on at the time (It was late night most people are sleeping around then).  And he's playing one of the chat's badasses, one of the more powerful melee PC's we have.  He tells me he'd like to fight a Khoras Dragon in an out of character style fight.

Well, we havent put stats to Khoras dragons and we never will, they're just too powerful for PC's to manage.  But i agree to it, i tell him i'll let him fight a younger one.  So i dig out Monster Manual 2, flip to page 125 and set the book in front of me.  All the information on a CR 26 Hellfire Wyrm sitting right in front of me.

I tell him i'll give him a fighting chance by allowing it on open ground and the dragon not in the air.  He wins initative and charges, bringing his Ogre Sized greatsword (yeah he takes the -4 penalty for it) around at the dragon, the blade bounces off of it's hide.  The dragon wakes up and looks around.  The PC starts going "Oh shit oh shit, this is a YOUNG dragon?"  I reply "Yes, this is a young dragon, in fact you can see the egg shell it hatched from a few months ago several feet away"

The dragon turns and breathes it's fire on him, i managed to roll 10 14 times for it's breath weapon.  140 damage, he's raging and has 141 hitpoints.  He decides to turn and run giving the Dragon an Attack of Opportunity.  The bite lands and i dont even bother rolling damage.

He replies after a few minutes "So that's what David meant when he said Khoras Dragons were not to be messed with.  And that was a baby!"

I havent had anybody ask to hunt a dragon ever, and no more people asking to fight one in OOC combat either.

For those that dont understand the point of OOC Combat, i'll fill you in.  Alot of people like to see how their melee PC's size up against other Melee PC's, by doing OOC Combat, players teach each other new tricks, give tips and practice combat so in a chat environment, combat ends up running faster, which is a good thing, get the combat done and over with so the RP can continue.  I'm all for people having their OOC duels and mock combat, just because it helps people understand the combat rules better.  When i get new players i try to stage a few OOC duels with them to help them understand combat so they arent holding things up in actual adventures. 

Combat isnt the only part of the game, i know this, but we dont want to spend hours on end of real time just to get through a half a dozen combat rounds either.  The thing i've noticed, those who do mock combat or OOC duels most often, are the ones who, in actual adventures, have their actions typed up, and all their die rolls taken care of so when it comes to their turn, they just hit enter and they're ready for the next round, those that dont are usually asking questions and holding things up because they arent as proficient with it.

So here's another DM tip, at least for online GMing:  When you get new players who dont have a very good grasp of the mechanics of the game, run them through some mock combat to get them familiar with it.  The more familiar they are with it, the faster combat will roll in your adventures and the faster you can get back to the roleplay.
#86
Gaming Tales / Re: Phen and the Goblins...
May 03, 2006, 10:38:31 AM
Goblins...those are fun to use...

I was playing a half orc barbarian named Wrath, a friend of mine was playing a Halfling Monk (i dont remember the other names sorry, but my friend always played halfling monks).  For some reason he thought it was a good thing to use the Half Orc as a Mount.  Well, Wrath didnt mind the Halfling hitching a ride in his backpack too much, he was light and didnt have much gear. 

As we navigated the dungeon we encountered many goblin traps and a few goblin patrols, as Wrath was peeking through a door he ended up with a javelin that hit him in the face, it didnt just hit him in the face, it went through one cheek and came out the other, doing minimal damage but leaving nasty scars that Wrath would think were cool later.

Eventually we made our way into the lower depths of the dungeon and we came across the family of goblins.  Females and Children.  One of the females was actually a combatant, but was hesitant to fight due to all the children around.  Our halfling monk friend decides to take advantage of this female Goblin that's now tied up and goes to cope a feel.  Being a smart goblin female and knowing how her evil goblin bretheren were she'd decked herself out in traps.  As the halfling stuck his hand down her shirt we all heard a loud *SNAP*  The halfling pulled his arm away...but no hand.  She had a "booby trap" for unwanted visitors to her cleavage.

Our DM had this planned since our halfling player was notorious for these little stunts. 

Later on in that same dungeon we found a water way.  It was like a river inside the dungeon, but man made.  We were looking for a way to cross this river safely when our halfling friend decided he was just going to jump it.  He got himself a running start and ran towards the edge...tripped over a chunk of rock and went head first into the drink.  But this wasnt a normal river...electricity was coursing through it making it too dangerous to swim it (we knew this too, our cleric tried to have a drink).  So we watched as he sunk down towards the bottom, jolting this way and that, though paralyzed. 

Nobody knew what to do, then my int 4, Wis 16 half orc Barbarian got an idea.  He pulled out his rope and grappling hook and went Halfling Fishing.  First two tries i missed, on the third try Wrath managed to get it to work, unfortunately not in a way our Halfling buddy would like.  He was literally caught like a fish, with the grappling hook coming up through his jaw.  But Wrath did save his puny little behind.

Finally our party mage cast a cone of cold on the water making ice, and using rope wrapped around our boots we made it across the now frozen river.  On the other side was a magic altar.  Written on the altar in a language only our Mage knew were instructions, lay a weapon on the altar and it gains a random enchantment.  He read this aloud to us....being all for more powerful weapons Wrath put his double axe up on the altar *POOF*  Firey Burst on one end, Icey Burst on the other.  Nifty cool.  Cleric puts his up there *POOF*  Mace of Disruption.  Awesome.  Fighter puts his up *POOF*  Sword of Beserking (DM just tells our fighter when he goes into combat he can Rage like my character, not the rest of it, so the curse is unknown to us).  Halfling Monk puts his quarterstaff up there *POOF* Shock on both end.

Well it's the end of the night, the Halfling has 10 hitpoints left out of 60, we decided we should set up camp in the dungeon.  We had seen a place that was easily defensible earlier so we start back, Hafling riding in my characters backpack again.  As we walk down the hallway the halfling decides Wrath isnt going fast enough for him, he pulls out his quarterstaff and decides to use it like a cattleprod on Wrath. 

Now...anybody that's ever played a decent half orc barbarian knows....Cattle Prods dont really hurt a Half Orc...it just pisses them off.  Wrath yanks his backpack off with the halfling still in it and starts whirling it over his head.  The halfling thinks this is fun and lets off with a "Weeeeeeeeeeeeeeeeeeeee".  Then it stops as Wrath slams the backpack hard against the cold dungeon wall.  Our DM rules the damage as Subdual...fortunately because the 50 damage i did would have killed the halfling.

#87
Good stuff hehehe

Here's one i'll try to share from the point of view of a most unfortunate PC that wasnt mine.

Krusk(i cant remember the actual PC name, Krusk works though) made his way into a tavern.  It was nearly empty, and very late at night.  Inside there were but three people awake.  A halfling with strange tattoo's on his face, a human woman holding a one handed axe, and the Bartender nearly asleep on the bartop.  Having no money, nor inclination to pay for food and ale with his own money, Krusk looked at the two patrons.  The halfling was covered in thick furs and was so pale...he must be ill.  The human woman was, well a human woman.  Krusk made his way towards the table, whipping his cloak out he snagged up his battle axe and sneered. "Gimme all joo's munee's an me's lets joo's goes"  The human woman looked up at the half orc and rolled her eyes, the halfling looked up at him and giggled...yes he giggled finding the half orc funny.  Infuriated Krusk raised his axe in a threatening manner.  That's when the Halfling took the one handed axe from the human woman....the axe wasnt hers, it was HIS. 

The Halfling threw his furs to the side, he was huge for a halfling, if it wasnt for his much smaller frame, the halfling could pass for a beardless dwarf.  Krusk hesitated a moment, but then thought "He's sick, nothing that pale can not be sick."  So he initiated combat thinking the halfling an easy mark.  As combat started, Lyle, as that was the halflings name, started to shake, quiver and growl.  Sweat poured profusely from every pore in his body even as the halfling started to eminate an intense cold.  The sweat froze over sheeting the little man in ice, then he attacked.  The halfling was big by halfling standards, but he was a halfling and was quick and agile like nothing the half orc had ever seen.  One...two...three chops with the axe and Krusk was on his knee's howling in pain, Krusk tried to swing back angrily, but the Halfling ducked and dodged, then three more bursts of pain, Krusk saw stars...then darkness as the flat of the axe hit him in the head one last time.

Later in his jail cell, Krusk thought about what happened and he came to the conclusion that when Halflings get sick, they get stronger, not weaker.  Next time he'd have to pick on a healthy Halfling.

Krusk:  8th level Half Orc Barbarian, 100 hitpoints, +1 Icey Burst Battleaxe

Lyle:  9th level Halfling Barbarian, 1rst level Frost Rager(From the Frostburn Suppliment), 145 hitpoints, -2 AC penalty while raging, +4 natural armor bonus while raging, immune to cold.  +2 small sized Greataxe

Tia: 9th level Human Barbarian, 2nd level Fighter, Shatterspike and Improved Sunder to make use of it, +3 Mithral Fullplate, never had to lift a finger.

Moral of the Story:  Dont assume all halflings are rogues.  Especially when said halfling is played by me ;-)
#88
Just a lack of good news these last 2 months  ;)
#89
Some poisons are so toxic the body cant fight them off, even a drop introduced into the blood stream (for injury induced poisons/venoms) can be fatal.  But not always.  If somebody has a strong enough metabolism (Dwarves spring to mind, they're very hardy) they can fight off the poison and eventually recover.  The body produces a means to fight the toxin.

If the body is already used to fighting toxins (via Mithridatization or what have you) the means will already be there, and often already working.  IF done correctly it will make one more resiliant to toxins, if it is not however it can be fatal.  Mithridatization is risky business, even for those experienced with it.

For gaming purposes i'd suggest a requirement in knowledge skills and medical skills (Knowledge: Nature and Heal for DnD, Science and Medicine for WoD, etc etc) before somebody can even try to do this without outright causing injury or death to themselves or others.
#90
Hmm...

I dont see DnD as "class-based" nor are each of the classes a given template.  With the availability of multiclassing and ability to take ranks in any skill you want there is no longer any set templates.  And yeah 3.5 DnD has synergy bonuses, 5 ranks in say Knowledge: Nature gives you a +2 Synergy to Survival in above ground natural terrain, and 5 ranks in handle animal gives a +2 synergy bonus to Ride checks..

With the plethora of feats and skill choices, you can have an entire party of the same class, but still have very different and even unique characters. 

One Fighter may be all strength and little brains, wielding a two handed sword to cut a bloody swathe through whatever stands in his way, while another is quick and intelligence, focusing on finesse and his own brains to defeat his opponent.  One Wizard may be a potent Evoker, casting fireballs and lightning bolts on every group of enemies in sight, while an Illusionist forces his opponents to fight another army that isnt even there.

In my opinion there's only one class in DnD that's hard to make unique and that's the Sorceror...they dont get many spells at all, though they get to use them more often.  They dont get bonus feats, generally have a low intelligence and not much to spend into their skills.  This means most of them have 3 skills to get from their list, and they're already spoken for.


I may just be biased to DnD but i only see two classes that need fixing to make it a nice balance between skills and classes, Sorcerors and Clerics need a better modifier for skills, 4+int or even 6...2+int means all clerics and Sorcs end up choosing the same skill layout because they are both classes that need to sacrifice some intelligence for their primary caster stat.

I have an orc fighter/barb on a chat and he's not widely known as a combatant at all.  He's huge, more muscled than most of the combat mongers..but the thing he's known for is his craft, Tattooing.  I dunno...guess it just might be a difference in perspective, or the difference between TT and online...