SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

When the offhand comment becomes Fiat

Started by cranebump, April 05, 2017, 12:56:33 PM

Previous topic - Next topic

Omega

Index cards for spells.

or my personal favourite, Poketmod type spellbooks. A single pocketmod booklet will make an 8 page book counting cover and back. You can bind them together into an ever growing spellbook.

Or any given little blank notebook hardbound or not.

cranebump

#76
Quote from: Headless;956806So your problem is by fiat you allowed the players to make charcters more "gamey" with feats and such than you want to deal with?  

Can you have a version of "the talk" with them?  Change systems? Make a no rule books at the table rule?  Hard for a wisard but if you print their spell book, the can flip through a limted number of spells instead of the whole players hand book.

And if you don't like meat shield monsters just have them run or give up after they start losing.  If the are getting whittled they keep fighting, they are big and strong after all.  But if they take a couple of big hits with out answering they bail.

You summed it up right there. We can definitely do some things to shorten our "lookup" time. I had forgotten until last night that I bought the Cleric/Wizard spell cards, and have them stowed away somewhere. That will help.

I run monsters much in the way you suggest -- intelligent ones won't stick around to be hacked to bits.

I like your idea of "no rule books," especially since most of what we need to know is on the sheet (most). I can inform them that it is their responsibility to know how their characters run before they show up. So, if they miss out on one of their kewl powerz, it is on them.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

cranebump

Quote from: Omega;956824Index cards for spells.

or my personal favourite, Poketmod type spellbooks. A single pocketmod booklet will make an 8 page book counting cover and back. You can bind them together into an ever growing spellbook.

Or any given little blank notebook hardbound or not.

Good idea. There are also some e-resources that allow looking up on the phone. I think the best thing for this situation is to tell them to be ready to go on their turn, and allow the use of devices for quick reference, off turn, or if the whole table has a question that I cannot easily answer or make a ruling for.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Omega

Quote from: cranebump;956896Good idea. There are also some e-resources that allow looking up on the phone. I think the best thing for this situation is to tell them to be ready to go on their turn, and allow the use of devices for quick reference, off turn, or if the whole table has a question that I cannot easily answer or make a ruling for.

One thing I do is warn the player to have their stuff prepped by their turn. "You have all that time to prepare. DO NOT WAIT TO START PREPPING!" (Unless the player happens to be handicapped and literally has to pay attention.) As allways there are moments where you can.

Christopher Brady

The closest thing I've had that happen, was when I had an ancient graveyard suddenly get up and attack the PC's.  To which the PC's linked the setting's ancient Chaos War to it, and decided that was why they had never seen an actual graveyard in any of the previous villages/towns they saw/went int (Actually, they either never checked if there was one, or I forgot to mention it.)

And so, it came to pass that the modern villager cremated their dead, to prevent the chaos seeped land to bring back loved ones as zombies and stuff.  It was an off hand thing, that became lore and a setting feature.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

cranebump

#80
Quote from: Christopher Brady;956939The closest thing I've had that happen, was when I had an ancient graveyard suddenly get up and attack the PC's.  To which the PC's linked the setting's ancient Chaos War to it, and decided that was why they had never seen an actual graveyard in any of the previous villages/towns they saw/went int (Actually, they either never checked if there was one, or I forgot to mention it.)

And so, it came to pass that the modern villager cremated their dead, to prevent the chaos seeped land to bring back loved ones as zombies and stuff.  It was an off hand thing, that became lore and a setting feature.

That is always a cool thing when something like that happens.

Per my previous reportage, I did contact the players via message and put out the word about, "know your character; have some resources on hand to quickly check things; keep it off turn as much as possible." I also made sure they knew that I have to adhere to those stipulations, as well.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

RPGPundit

I've never had much of a problem with Divination spells, but I can also certainly respect a GM saying NO to them, partially or completely. The main thing is to be consistent about it; if you do have divination, in my experience the dumbest thing you can do is to keep having 'special situations' ("oh... yeah, well in THIS dungeon divination magic doesn't work!" or "The wizard has anti-divination wards in his tower.. huh? Oh no, YOU can't have that, it's something special").
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Omega

But a prepped villain may actually warrant special situations. The trick as usual is to not overdo it.

A smart villain might set up their base overtop some anti-magic zone. Curses can spread null zones to X spell or a whole type. Gods can just up and deny whole swaths of spells. Various anti-dectection/scrying items exist too. You just dont want to keep using these gags to the point that the spell/s become effectively non-existent. At that point you might as well have just come clean and said "no".

Gronan of Simmerya

In Original D&D, the "Magic Research Rules" appeared before the spell list.

This was not an accident.

"Huh?  My ROCK TO MUD spell doesn't work on the evil wizard's castle?  Why not?"

"No, it doesn't.  Interesting, isn't it?"
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

Christopher Brady

I don't like switching rules around on my players, it tends to destroy trust which frankly is not fun when you have your players second guessing you rather than playing the adventure.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]