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Messages - Throg

#1
Login: Throg
Discord ID: Throg
DM Name: DM Vengence

Timezone: Central US Time

Availability: EST: Evenings & All Day on Weekends.  Though I can do weekday afternoons sometime.

Preferred number of Players: Moderate to large. I have run quests for up to 10 people, which is my limit, as it can be easy to miss player interactions with that many.  5-8 is my comfort zone.  I can do minor events for less players depending on stakes and such as a case-by-case basis.

Preferred Length of Quest: 3-4 hours per session. I like to run connected plot, so expect several parts unless an ADHOK type event.

Thematic Styles and Specialties: Hunt type events.  Evil/Underdark.  Vampires.  High/Epic-level challenges. Bizarre Events. Prophecies, riddles, mysteries. Personal Quests.  Silly/Goofy Events.  Classic Fantasy.

Wishes to Avoid:
Nature plots.  Political plots. Celestial centered plots.  World Altering Plots

Miscellaneous Notes:
I am not a Forgotten Realms lore guy; in fact, I only have a basic knowledge of the lore and often must ask others on that aspect.  What I run tends to avoid lore when possible or be very basic and limited with discussing it.

I will answer any questions I can at any time if I can, when on as a DM, in Discord or Player.  So, feel free to ask me anytime and if I can help I will or point you in the right direction.  I am pretty good at multitasking, but if I am in the middle of combat... I may not respond until after that is done.  😊

Event/Quest Rules:
Touchon.  Diceprivate.  Quest Chat.  Warn me before you roll anything.

Swapping Items for Roll: Amulets, Rings or putting on a Helm/Hood do not need to be approved, you can do it as you wish, just throw a little message that you did.  Anything else require approval first. No Random Stripping!!!!

No need to hold at every transition for me, unless there is a "Hold Here" Flag.  If you see one, hold there and wait for the description before doing anything. 

PnP Spells are fine, just ask me about it first before just saying you use it.

Summons: Please don't summon anything except a Mord Sword in combat.  If your character is a summoner, let me know a head of time so we can talk about it and come up with something that will not ruin your build or break the combat that was set up.

Storyline Death: Adhoks no.  Events: Yes.  Mechanical death will only unless the whole group dies.

Traps and Lock: If I don't tell you that it is mechanical, assume it is not.  On the occasion where the trap is deadly and could kill you if you get hit by it and you have an immunity, I don't know about that would protect you. Let me know and I will adjust as needed.  Like if it is a fire trap and you are immune to fire, you'll be fine.  I am very forgiving and will accommodate where I can, but when I make my decision, it is what it is.  For example: you miss a reflex roll of a trap and have improved evasion so you would only take half damage from the falling rocks.  Sure, great... half of 9,999.00 is 4,999.50.  You dodged half of the falling rocks, but you are still dead!

Perma-death: Usually not on the table unless you either request it or your character does something incredibly stupid like hugging a sphere of destruction or a 10th level halfling bard calling a 2-Ton Ancient Red Dragon a rat with wings.

Rolling a 1 or 20: 20s will always be a success with me and I will try to come up with a crazy explanation why a character that shouldn't be able to do what they just di, somehow managed it.  A roll of a 1, however, is different as I think a 5% of failing is too much, but there should always be a chance of failing or else why bother playing if you have no chance of failing.  So, I tested out a way to do it that was well received so I will go with that.  So, if you roll a 1, you then "confirm" the critical failure by rolling another time like you would confirm a critical hit.  If you roll a 1-3 a second time, it is a critical failure.  If not, you do not critically fail and succeed, to which I will tray and narrate a fun way as to how your character pulled success out of sure defeat!

Rolling with Advantage/Disadvantage: I will do this on rare occasion if it is warranted.  If you make a lie and roll bluff: a- "I'm not going home" straight bluff roll.  B- "We wanted to borrow that reindeer so we can use it to beat your hated rival and will not only return it after, but if we win you will get the prize as well.  I only want the prestige of winning the race."  Such a well concocted lie that also speaks to the marks wants... you roll twice and take the better of the two rolls.  You try and intimidate the guard into ignoring you standing on the corner: straight intimidate roll.  You try and intimidate the guard into letting you into the queen's palace in front of their captain: roll twice and take the worse roll!   

Automatic Failures: You try to intimidate a paladin to step aside and let you kill that crying baby.  Not happening even with a 20!  The paladin is going to stab you!

Reoccurring NPCs: Jake "The Flim Flam Man"
#2
Foxmagic forever!
#3
aliirielle Avatar
I think there are a few other Divine Seekers, (My Vivienne is!)
I will say, I've run into the same issue, Sacred Stealth does absolutely nothing for Vivienne at this point. I've considered dropping the class but I love the flavor of it too much.
I know nothing about balancing or anything but from my angle your suggestion sounds good!
I considered dropping the class too.  heh
#4
Hi! I will put this here as it's the only place I think it could go.

Now, I perfectly and fully understand, and agree, that there is some "selfishness" in this suggestion since as far as I know, I am the only one that used this PrC, but I was thinking how an ability is pretty useless and me being the OCD person I am, OCDed a thought of a way to make it not useless.  heh

It is the ability: Sacred Stealth: +10 to Hide and Move Silently for 1 hour + 1 hour/cha mod 3/day.  The ability counts toward the skill cap, so it becomes useless when you get items that add the +50, which is pretty easy to do as I learned when I gathered them.  The obvious solution would be to remove it and add Bonus Feats: Epic Skill Focus: Hide & Epic Skill Focus: Move Silently, as it would do the same thing, but honestly that seems too much as its two epic feats at first level of a PrC as well as the ability is a 3xDay use.

So, my thought/suggestion would be to change it to Bonus Feats: Skill Focus: Hide & Skill Focus: Move Silently instead of the 3xDay ability.  This way it only adds +3, rather than +10, to Hide & Move Silently to balance out the change, but doesn't make the ability useless as the +3 to each won't be subject to the skill cap of +50.  Honestly, I am not sure how easy of a change this would be too.

I know it is kind of anticlimactic of a suggestion, but I thought I would bring it up.  :)

Thoughts?

And as always, thank you for all you do!

Throg


#5
I might be interested as well depending on some of the specifics on the "merchant" side of things.  :)
#6
I admit I also am a bit confused about it too now.  (But I confuse easily.  :D ) As I originally though the rule was simply... Don't hold an item for someone who can't carry it yet.  IE: level 20 holding a gold item for someone until they are level 18 and can take it.  As well as don't drop it with your Character A and pick it up with your Character B.  But you can sell it to vender with Character A and buy it with Character B.  Which I assumed is okay because (a lot of the times) how is someone supposed to know if an item they want to buy was sold by another one of their characters a few hours earlier.

But I have also seen a few discord messages that say there is more to it.  Specifically, the don't give an item to another player's character if their other character was in the dungeon run with you.  So. for example: The Drow do a Gnoll Run... At the end of the run Nyloth collects all the loot and sells the "vender fodder", but among them is a set of Extreme Paranoia (I actually have I think 4 sets of them as I type this on Nyloth now).  He keeps it because it is a very popular set that people want.  (I do this with any popular gear: cloaks, rings, boots, etc)   Two or three months down the road "Simon" meets a new character (that wasn't even made at the time I got the Extreme Paranoia as well as was with Nyloth on another character) who just made level 15 and is looking for an Extreme Paranoia.  If I sell/trade/give etc said armor, did we break the rules and will get flagged by the muling scripts?  If so, how could this type of RP be done as I have no idea how to keep track of what piece of equipment I have in my bags was received by who or if they were with me in the dungeon with another character when I got it.  :)
#7
It was amazing!  Thank you all that made this happen.
#8
I wanted to thank all the Admins for everything you all do.  :)  I don't Admins get to hear thanks as often as they should, so.... THANK YOU!!!!!
#9
*raises hand*  I might be interested in some experiments.  :)  PMed you already.