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Old 07-19-2012, 11:56 AM   Top  -  End  -  #91
TraceHyde
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Default Re: Light of Amber - Series One

Sorry for banging on about the maths so much. I'm pretty obnoxious when it comes to maths.

My character is a pretty good as a striker. At least ever since I read that Mistbreakers use their blasts as strikes - literacy for the win. So if I'm going in for a big fight, I can shift around my enhancements (if I read costume points right) to put two points in Oversized, on a hit I'll do damage equal to 2d8 base damage+6d6 'strike'+double charisma+2 (enhancement)+ 6 oversized + 4 weapon focus, for a total of 2d8+6d6+22, average 52 damage - 46 without oversized (as it is now). So that's pretty cool. And it'll only further skyrocket next level - another increase to my base damage, and to my charisma modifier, and to my costume points... In fact from my projections, my potential as a striker will only go up from here. Isn't that lovely? My only reason for not already taking Oversized for my 'Device', which is to say unarmed strikes, is because it would be kind of a weird image unless I was Monkey D. Luffy and thus casually stretching body all the time whenever I attack. Anyway, yeah, I'm your frontline fighter, no doubt about that. Good HP, good AC, good to-hit, good standard damage and pretty good 'special occasion' damage, so if you want to shift around your character some out don't have to worry too much about being obligated to be a striker. Though now that I've worked out my maths-based frustrations a bit, your character's melee build is perfectly fine with me as is.
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Old 07-19-2012, 12:06 PM   Top  -  End  -  #92
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Default Re: Light of Amber - Series One

So looking at the Druid Animal Companion and Construct templates it looks like there's alot more options than I initially realized. For the purposes of this battle I'm just going to stat my companion using the normal construct template but I'd be interested in the Clockwork Creature and the Lifespark Construct templates (Lifespark partially under the assumption that I won't have to wind clockwork up and to make it intelligent). Not to mention it would be useful to have the kitty assist me from time to time when crafting.
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Old 07-19-2012, 12:07 PM   Top  -  End  -  #93
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Default Re: Light of Amber - Series One

Quote:
Originally Posted by userpay View Post
So stated up my tiger last night and it was only this morning when I was getting ready to reply that I realized that I used 3.5 instead of Pathfinder.

Derp.

Anyway bit longer and my post will go in.
Don't worry about it. System mix-ups are annoying like that, but they happen.

Looking forward to Temeka's reaction
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Old 07-19-2012, 12:14 PM   Top  -  End  -  #94
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Default Re: Light of Amber - Series One

Quote:
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So looking at the Druid Animal Companion and Construct templates it looks like there's alot more options than I initially realized. For the purposes of this battle I'm just going to stat my companion using the normal construct template but I'd be interested in the Clockwork Creature and the Lifespark Construct templates (Lifespark partially under the assumption that I won't have to wind clockwork up and to make it intelligent). Not to mention it would be useful to have the kitty assist me from time to time when crafting.
Hmm...Clockwork is fine - and remember you can give the key to Chisaki and have her keep herself running. Lifespark...I'm a little more wary of.

Go with Clockwork for now. I'll get back to you on Lifespark.
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I was wondering how long that would take.

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Old 07-19-2012, 12:18 PM   Top  -  End  -  #95
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Default Re: Light of Amber - Series One

Well even if we don't do Lifespark could we say that due to Magical Girls effect she doesn't need to be wound up? Then again if Chisaki can wind herself up that helps a lot...
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Old 07-19-2012, 12:30 PM   Top  -  End  -  #96
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Default Re: Light of Amber - Series One

Just ran a quick mental calculation. By level 20, if we get that far, with no limit form or blasts or anything, I'll be capable of dealing an average of 65 damage per hit, and 6 hits per full attack. And that's even without gestalt! I'll be unstoppable! If ever there was a reason to go that high
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Old 07-19-2012, 12:36 PM   Top  -  End  -  #97
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Just ran a quick mental calculation. By level 20, if we get that far, with no limit form or blasts or anything, I'll be capable of dealing an average of 65 damage per hit, and 6 hits per full attack. And that's even without gestalt! I'll be unstoppable! If ever there was a reason to go that high
Heh. Hehehe.

Sounds fun.
Plotting DM is plotting.
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Old 07-19-2012, 12:42 PM   Top  -  End  -  #98
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Default Re: Light of Amber - Series One

Yea... Now that I'm starting to add in the Clockwork Creature template this is getting a little scary so I'd have to agree that Lifespark on top of this might be a little much. I'd still like to see if Chisaki can be intelligent (Clockwork Creature actually has a penalty to int) and autowinds even without the key though. I'd also like to point out that it might be a good idea to either drop hardness from Clockwork Creature or turn it into a progression as well.
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Old 07-19-2012, 12:53 PM   Top  -  End  -  #99
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Default Re: Light of Amber - Series One

After the first time a sorcerer casually wipes the entire party out with a casting of Dominate Person, you learn the importance of having strikers and tanks have much better will saves than they do in Core. Sadly, unlike most of you, I won't be getting my charisma to will saves against such things (instead I'll get it against illusions, which is pretty cool I guess) so I'll have to invent some liability in Umiko at greater levels lest her ability to deal more damage than any of you will likely have in hit points proves to be quite fatal. Perhaps soem sort of talisman for other members of the party to use - if two or more of the party thinks I've been compromised, they'll speak a command word and I'll go straight to sleep, no save. Any good? I won't be needing such a thing for a while though, but if we're ever up against some big enchanter-type villain it might be good to invent after our characters have evaluated the threat. They'll likely move to control whoever is the biggest physical threat, both to pose more risk to everyone else and to protect themselves, and who also has probably the lowest will save against compulsion - i.e. me.
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Old 07-19-2012, 12:59 PM   Top  -  End  -  #100
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Default Re: Light of Amber - Series One

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Yea... Now that I'm starting to add in the Clockwork Creature template this is getting a little scary so I'd have to agree that Lifespark on top of this might be a little much. I'd still like to see if Chisaki can be intelligent (Clockwork Creature actually has a penalty to int) and autowinds even without the key though. I'd also like to point out that it might be a good idea to either drop hardness from Clockwork Creature or turn it into a progression as well.
1 point of hardness for every 2 HD to a maximum of 10.

Lose one of the energy resistances.

Lose the Windup Key special quality.

Ignore the ability modifiers of the template and instead allocate 8 bonus attribute points in sets of two between any of Chisaki's stats

Gain the following special ability:

Thousand Blossoms (Ex/Su)

The base creature has been fitted with a remarkably advanced camouflage system. The creature may switch forms between its standard form and that of any small creature that shares its basic type (felines go to cats, canines go to dogs, etc.). The transformation itself is a supernatural ability that requires a full round action to complete, but once completed is an actual physical change.

The base creature may also use the Thousand Blossom system to disguise its mechanical nature by creating a field of energy around it to mimic the appearance and feel of the creature it has disguised itself as. Realising that the field is a fake requires a DC 50 touch-based Perception check. This is not a illusion effect and as such is unaffected by True Sight or any other form of magical detection.

Any damage taken by the base creature whilst using the Thousand Blossoms field instantly collapses it if the total damage taken in that round exceeds the Intelligence score of the base creature.
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Damn you Snowfire. I cried.

Last edited by Snowfire : 07-19-2012 at 01:01 PM.
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Old 07-19-2012, 01:12 PM   Top  -  End  -  #101
userpay
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Default Re: Light of Amber - Series One

Excellent! Thank you very much!

So now he have a semi-striker grappler stealther in the form of Chisaki. Pity the sheets don't include an option for quadrupeds for calcing weight loads. Also, now that Chisaki is int 4 and thus intelligent does she auto know the languages Temeka knows, only common, or has to learn all of them? Relevant entry from Clockwork Creature.
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Old 07-19-2012, 01:18 PM   Top  -  End  -  #102
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Excellent! Thank you very much!

So now he have a semi-striker grappler stealther in the form of Chisaki. Pity the sheets don't include an option for quadrupeds for calcing weight loads. Also, now that Chisaki is int 4 and thus intelligent does she auto know the languages Temeka knows, only common, or has to learn all of them? Relevant entry from Clockwork Creature.
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She knows all of your languages. She's a clever kitty
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Damn you Snowfire. I cried.
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Old 07-19-2012, 01:21 PM   Top  -  End  -  #103
userpay
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Default Re: Light of Amber - Series One

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She knows all of your languages. She's a clever kitty
A little to clever now I'm willing to bet . Btw feel free to npc Chisaki if you wish to either get something across or do something funny, being a cat shes gotta do stuff I don't expect at least occasionally.
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Old 07-19-2012, 01:23 PM   Top  -  End  -  #104
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A little to clever now I'm willing to bet . Btw feel free to npc Chisaki if you wish to either get something across or do something funny, being a cat shes gotta do stuff I don't expect at least occasionally.
Well, you saw that cleverness in the intro-PM. Expect more of that sort of thing. Never anything too dangerous, but she's going to be mischievous as all hells
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I was wondering how long that would take.

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Old 07-19-2012, 01:49 PM   Top  -  End  -  #105
Serafina
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Default Re: Light of Amber - Series One

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Originally Posted by TraceHyde View Post
Just ran a quick mental calculation. By level 20, if we get that far, with no limit form or blasts or anything, I'll be capable of dealing an average of 65 damage per hit, and 6 hits per full attack. And that's even without gestalt! I'll be unstoppable! If ever there was a reason to go that high
Well, if you want Unstoppable, i'll have +42/34/36 saves at level 20, and +50 against Mind-affecting. In addition to Mettle and Evasion, and about 350 HP with an AC of 55, 20% concealment and 50% fortification.

I'll lag behind in the damage department though, only doing about 650 damage on a full attack against an AC of 50 (with Smite Evil no less).

That's with Gestalt though. And i really need to find a good way to put that into actually PROTECTING my party members - right now i'll just be very tough.

Right now i am considering taking the Sacred Shield Paladin Archetype (half damage against everyone but me), but i'm kinda relying on the Oath of Vengeance for having enough Smite Evils, and they're not compatible, sadly.
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Old 07-19-2012, 01:56 PM   Top  -  End  -  #106
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Default Re: Light of Amber - Series One

And here's that bite damage since I messed that roll up, put the spoiler tag in the wrong spot.
(2d6+8)[16]
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Old 07-19-2012, 01:58 PM   Top  -  End  -  #107
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Default Re: Light of Amber - Series One

Aaand init since I completely forgot about that to.
(1d20+4)[10]
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Old 07-19-2012, 02:14 PM   Top  -  End  -  #108
Snowfire
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No, if you're going to go unstoppable, you go with 7d8+168d6+518 damage per round (1137 average, most of it untyped) capable of being done out of the floor whilst maintaining effective 'invisibility' through a hide check so high that you can - by RAW - hide in the middle of an empty square at high noon and not be seen. And that's before you stack in the fact that you have all the benefits of being incorporeal with none of the downsides, can deflect any ranged attack that needs a roll to hit, have a 25% chance to scramble the casting of any non-silent spell cast within 120' (no save), always act in your own surprise round at the start of combat and can both hide and full attack in that round before vanishing into the ground or a wall and - if that wasn't enough - are immune to all forms of detection other than - possibly - Mind/Lifesight.

Sorry, just thought that I'd throw that out there. That character was a level 24 gestalt. 3.5 Gestalt. With the compression of skills in PF, I shudder to think what she'd have been able to do on that front.

Yes, at level 20 you can do massive amounts of damage. So can the enemy. There are more important things than damage

Just saying.

And huzzah! We have posts from everyone.

Response will be up shortly. And I need to roll initiative for these things...
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Damn you Snowfire. I cried.
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Old 07-19-2012, 02:25 PM   Top  -  End  -  #109
Serafina
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Default Re: Light of Amber - Series One

In other words, Gestalt is scary.
And i still need to figure out a way to play a defender. I have the Divine Defender Archetype, but a measily +1 to AC and Saves is horrid for a Standard Action. Sacred Shield is much better, but i'd be reduced to using that once per day instead of smiting evil way more often. So i'm kinda open for suggestions.
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Old 07-19-2012, 02:42 PM   Top  -  End  -  #110
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Default Re: Light of Amber - Series One

Sweet. Everyone's taken their pseudo-surprise round. I think I won initiative, didn't I?
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Old 07-19-2012, 02:46 PM   Top  -  End  -  #111
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Nope, we're tied at 21 thanks to me getting +9 to my initative.
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Old 07-19-2012, 02:47 PM   Top  -  End  -  #112
TraceHyde
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Default Re: Light of Amber - Series One

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In other words, Gestalt is scary.
And i still need to figure out a way to play a defender. I have the Divine Defender Archetype, but a measily +1 to AC and Saves is horrid for a Standard Action. Sacred Shield is much better, but i'd be reduced to using that once per day instead of smiting evil way more often. So i'm kinda open for suggestions.
Well, if you have the feats for it, and you probably don't, there's a 3 feat chain that leads to 'In Harm's Way' - allowing you to take hits for your adjacent allies. The sad thing is in core, being nearly as efficient at defending as one can be at attacking is pretty hard just with the way teh game is envisioned, and I guess the idea that stopping enemy attacks was a bit meta. I think there was a fighter archetype that allowed one to interfere iwth adjacent opponents though, and there's always Duelist if you use that sort of weapon, which I don't think you do... Really, tanking is something that's pretty hard to set up if you focus on defending your allies directly. Probably teh best method is to just make yourself a target - make yourself a major nuisance and a threat, and a favourably attacked one at that. Charge into battle first, cause too much damage for the enemy to ignore, allow them to surround you for flanking bonuses and build yourself to withstand their attacks - a round spent attacking you is a round they aren't attacking your mates, after all.

Edit: Well, if we're tied, shall you go first or should I?

Tangent: Running the numbers again, by level 20 I should be able to take out a Tarrasque myself in 1 round with a little luck. If I gestalt in Fighter or something, that's pretty definitive.
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Old 07-19-2012, 03:03 PM   Top  -  End  -  #113
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Default Re: Light of Amber - Series One

Thanks, that's something to consider, even tough 3 feats is very expensive.
I'd still prefer Sacred Shield because its actually proactive.

And since i have the higher Inintiative-modifier (as i said, +9) i technically go first. But i'm likely to spend that on moving and readying an action to defend the non-combatants, so i don't really care.
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Old 07-19-2012, 03:18 PM   Top  -  End  -  #114
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Default Re: Light of Amber - Series One

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Response will be up shortly. And I need to roll initiative for these things...
Just a thought, but I'd suggest using group initiative. If you aren't familiar with it, it's a method for speeding things up in play by post, where you have all enemies act on one initiative slot. On the first round (not counting the surprise round), any players who got higher than that act first in any order, then the monsters act, then you merge the players who rolled higher with those who rolled lower, and have them all act together in any order (much like we did for our first posts). This helps to cut down on the whole, players waiting to post due to being on lower initiative than someone who isn't able to post at the moment (such as due to work, school, etc.), then when that person finally posts, you end up waiting for the person waiting on them since they now are busy with such a thing.

Other ways to help speed things up are for you to just roll all the initiative at the start of combat, or rolling saves against abilities being used on the players when they are used on them rather than waiting for the players to do it themselves.

Also, Serafina provided you could get one of them approved, here are two homebrew classes designed around the idea of protecting others rather than dealing massive damage. As for balance level, I'm not overly familiar with the first, and the second is debatable (personally I'm of the mind it's fine, but there is some debate in the thread, and in gestalt it can get rather nasty).

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Old 07-19-2012, 03:24 PM   Top  -  End  -  #115
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Well the Grace-Gift would certainly be awesome, even tough i'd break with my self-imposed "Magical Girl and Pathfinder-only" limit. Still, i am interested in it, so i hereby ask whether the class would be allowed for Gestalt.

Or just plain taking Combat Reflexes and basing it of Charisma, that'd already open up a LOT of options as a Magical Girl IMO. Because i'd most likely just dip Grace-Gift for that, Charisma to AC and Saves (thought that doesn't stack with Paladin) and Bonus Feats anyway).
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Last edited by Serafina : 07-19-2012 at 03:40 PM.
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Old 07-19-2012, 03:37 PM   Top  -  End  -  #116
Snowfire
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Default Re: Light of Amber - Series One

Group initiative was already something I was planning on using, but forget to put in. The Neverwere go after Daina (seriously, +6 to initiative and you give me a roll of 7! Stupid d20...)

Anyways...

After I post, Cymoril, Umiko and Daina can post. Then I post. Then Makoto and Temeka. I don't really mind about the order you all post in, just keep yourselves in those two groups for this encounter.

And if players are ok with it, I will roll saves for them against most spells/abilities used on them. It really will speed things up here.


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Well the Grace-Gift would certainly be awesome, even tough i'd break with my self-imposed "Magical Girl and Pathfinder-only" limit. Still, i am interested in it, so i hereby ask whether the class would be allowed for Gestalt.

Or just plain taking Combat Reflexes and basing it of Charisma, that'd already open up a LOT of options as a Magical Girl IMO.
I'll have a look at Grace-Gift.

Or I could just allow that second option...
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I was wondering how long that would take.

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Last edited by Snowfire : 07-19-2012 at 03:38 PM.
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Old 07-19-2012, 03:45 PM   Top  -  End  -  #117
Serafina
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Default Re: Light of Amber - Series One

Sure, feel free to roll for anything reactive, including my readied actions, attacks of opportunity and such. I don't believe in lucky dice anyway, so just having someone else rolling is just fine.
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Pathfinder Races and Templates - Warforged, Half-Dragons and more without LA
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Old 07-19-2012, 03:53 PM   Top  -  End  -  #118
Owrtho
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Default Re: Light of Amber - Series One

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Originally Posted by Snowfire View Post
And if players are ok with it, I will roll saves for them against most spells/abilities used on them. It really will speed things up here.
Well, having suggested it, you can be sure I have no problem with it.

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Old 07-19-2012, 04:11 PM   Top  -  End  -  #119
TraceHyde
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Default Re: Light of Amber - Series One

I don't really mind a DM rolling my saves for me - especially will saves. Hell, I do th eopposite most of the time for jollies. If my players are too comfortable, I'll randomly ask them to all roll will saves, just to keep them on their toes, whereas if they get hit by an actual effect, I'll roll in secret and maybe casually sneak them a note saying 'by the way, I'm in control of your character now' right before the rogue backstabs the cleric.
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Old 07-19-2012, 04:13 PM   Top  -  End  -  #120
Snowfire
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Default Re: Light of Amber - Series One

Ok, that's a majority. Unless Selinia or Userpay have something really against it, I'll roll saves for you.

And response post is made.

Serafina, Trace, Owrtho, the floor is yours


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Originally Posted by TraceHyde View Post
Hell, I do the opposite most of the time for jollies. If my players are too comfortable, I'll randomly ask them to all roll will saves, just to keep them on their toes, whereas if they get hit by an actual effect, I'll roll in secret and maybe casually sneak them a note saying 'by the way, I'm in control of your character now' right before the rogue backstabs the cleric.
Screwing with players is something I might take a bit too much pleasure from. Then again, if you aren't making them scream for mercy, you're doing it wrong
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I was wondering how long that would take.

Ok guys, thread's over, Snowfire won.
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Damn you Snowfire. I cried.

Last edited by Snowfire : 07-19-2012 at 04:15 PM.
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