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#41 | |
Join Date: Jun 2022
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And I'd advise the GM to never allow Sadism on a PC, unless they are supposed to be evil. Just tell your GM to make an account here and float questions directly. We can get them up to speed on how to keep the game simple without wildly skewing things like making all the Mooks have HP 5 and Fragile. (A better way for that particular encounter is to just make them unarmored, poorly armed, HP 10, and just rest assured that the murder-hobo dwarf was going to kill someone... if not several someone's and a party member to boot.) |
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#42 | |
Join Date: Feb 2008
Location: The Athens of America
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Bad Temper to get him started. Berserk to keep him from stopping. Bloodlust to ensure that 'enemies' get put down hard and permanent. Its like Riggs from the first Lethal Weapon...'ever meet anyone you didn't kill?'
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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#43 | |||||
Join Date: May 2022
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#44 |
Join Date: Jun 2006
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Incidentally this might be another place you should mention a rule to the GM. One of the advantages to Diplomacy vs. other influence skills is that screwing it up doesn't automatically lead to a Bad reaction (p.B359) (and even then Bad isn't normally bad [enough] to guarantee a fight against an obviously superior oppenent like a bunch of fully armed PCs vs a group of farmers p.B560). Yeah the point here is to have a fight to teach the mechanics, so predetermined reaction might come into play, but in a more normal situation, you really should have gotten a normal reaction roll after screwing up your Diplomacy check and taken the better of the two results. That should have avoided a fight on a roll of 10 (or possibly 7) or better - maybe better given that paladins often have some traits that give reaction bonuses.
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-- MA Lloyd |
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Tags |
holding back, mechanics, paladin, pull punches, pull your punches, subduing a foe, tactics |
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