Saturday, November 14, 2009
Team work and skill mechanics
Well crew I wrote down some notes from last Wednesday, and thought I'd share some of those thoughts. Think of these as suggestions, and what separates average role players in Pathfinder, and great role players in Pathfinder.
1. How to work as a team. I think it goes with out saying that the only way to accomplish much in any RPG is to have characters use their strengths when needed and weaknesses hidden behind the PC who has those strengths. Simple example is when some crazy ass guy with an axe and tons of HP comes charging at you, the people with the lowest AC try to stay behind the tank or off-tank.
I mention this because, characters that are not very tank worthy are tanking, like in the case of Flidder basing stone giants when the muscle bound Elf named Sabellion is already tanking him. This threatened Flidder's life, and was not necessary. However there are other examples of this, I do not want to single out Crimwinkle. Ergo when people are researching lore on just about anything, think of aiding Crimwinkle's rolls, not competing with him. Also when there is a knowlege that no one has but Crimwinkle, don't berate him because he has not rolled a dice yet, in game ask him and maybe the DM won't have to pull out his hair because no one understands something, but the walking library of a bard has not been asked.
Again these are examples. What I really think is separating you from being an adventuring party, and an unstoppable force of might and magic, is the fact that people for whatever reasons are butting heads and not working together. As corny as that sounds, you need to know this. The module I am using for you guys is higher level than you are, and many of the challenges will require team cohesiveness. Everyone will have their time to shine, and creating in-fighting and bickering may easily cost you your PC's livelihood.
Lastly, on this subject, continuing to argue and bicker as players, not PC's, causes the DM a lot of stress. Stress causes the DM to be angry. When the DM gets very angry, strange and horrible things happen to the party. Remember that little trip to the Astral plane? That is just a small taste of what is to happen, because remember the DM has feelings too. I am not one to threaten
BUT
The full attack of a Ancient White Dragon is
+31 bite = 2d8+16 19-20 x2 25
+30 claw = 2d6+11 20 x2 18
+30 claw = 2d6+11 20 x2 18
+25 wing = 1d8+5 20 x2 9.5
+25 wing = 1d8+5 20 x2 9.5
+25 tail slap = 2d6+16 20 x2 23
Average damage is 103 a turn with melee attacks,
Breath Weapon of Ancient White Dragon is
20d4 cold damage in 50' cone
Average damage is 50 cold
That is what happens on a role of 1 and 2 on a D6, 3-6 are worse.
2. On to the second matter, how to use skills. It seems perhaps silly that I might want to re-educate you on the use of skills, but I believe we have all grown lazy, and in doing so the DM has started initiating roles for you.
Example, Nicodmus robs a house and finds a mystical orb. The DM then describes the orb.
Normally the DM will say, "roll an appraise, or roll a knowledge."
What should happen, Nicodemus will say, "Hmmm this orb is interesting, is it worth anything? (I want to roll an appraise)"
Normally me helping the party know what rolls to make is kind of like training wheels. Sabellion is still relatively new to the game, Crimwinkle has not played much in well structure campaigns, and Nicodemus and Maive are smart enough to let the DM dictate how rolls are done because it makes things easier. The impetus is upon the PC's to initiate skill checks. The exception is when the PC's ask the DM what type of knowlege would be appropriate or asking what rolls should be done for trying to backflip off a ledge. In these matters still, the PC's are asking not being told.
Secondly is the matter of rolling the check.
The bad way "DM: You see a cave with many sparkling crystals. Maieve: I roll a search."
The good way "DM: You see a cave with many sparkling crystals. Maieve: I want to see is the crystals are glowing from within, or are receiving light from another source. I roll search. DM: because of your training in the arcane arts you may also roll an Knowlege arcana."
You see in the good example not only does the PC tell me why they are making the roll, but also what they are trying to do specifically. This lets the DM know what other rolls are necessary as well as making skills more than just throwing a d20 at a table and hoping the DM strings you along.
"You see a series of pulleys and ropes that are strung to a vertical shaft" The next person who says, "I roll knowledge engineering" will add a point to the DM aggro timer. The correct thing to say is, "I know a little about engineering, I want to discern the purpose of this device." Will likely take away a point from the DM aggro timer.
3. What is the DM aggro timer? Think of it as an inverse awesome point. When they are cashed in, I roll dice. When I roll dice you have unfriendly visitors. If I have a lot of aggro points, the visitor is the angel of death. (see above picture)
As usual play hard, play well. ~ Your friendly (though occasionally annoyed) DM
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