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Creative Problem Solving, Share yours

Started by Sacrosanct, October 22, 2012, 01:03:05 PM

Previous topic - Next topic

Sacrosanct

I initially posted this in this thread, which was just closed, in an attempt to try to bring it back onto the rails.  However, I can see why Brendan closed it due to the other reasons.

However, I would like to keep the conversation going.  I'm also interested in hearing creative or unconventional ways you got past challenges in game.  The ones I shared were on this post.

I think it goes without saying that please try to keep this in the context of creative ideas during game play, and not on a previous thread's pissing contest discussion.

Thanks.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Mr. GC

Quote from: jeffGross Conceptual Error.

Go reread the spell description for Silence.

Sure thing.

"Area:    20-ft.-radius emanation centered on a creature, object, or point in space"

"A burst spell affects whatever it catches in its area, even including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres."

So you see, when you close your hand you disable the Silence, and when you open your hand you enable it as your hand (or any solid object that completely encompasses it) blocks line of effect. This allows you to travel in Silence, completely ignore sound based traps such as Blasphemy and Wail of the Banshee, and then turn it off at will whenever you need to cast spells or otherwise speak simply by closing your hand (a free action).

Ordinarily Silence isn't worth using, as it mostly just shuts down your own party while enemy casters just walk out of it and cast on you anyways, but if you palm that coin like a boss, then you can use Silence to good effect in a variety of situations.
Quote from: The sound of Sacro getting SaccedA weapon with a special ability must have at least a +1 enhancement bonus.

Quote from: JRR;593157No, but it is a game with rules.  If the results of the dice are not to be accepted, why bother rolling the dice.  So you can accept the good rolls and ignore the bad?  Yeah, let\'s give everyone a trophy.

Quote from: The best quote of all time!Honestly. Go. Play. A. Larp. For. A. While.

Eventually you will realise you were a retard and sucked until you did.

Benoist

Discuss the topic of the OP. Don't get back to the shit-flinging that got the previous thread closed.

Bedrockbrendan

Please do not carry over posts from the closed thread. If you really want to discuss mechanics without all the backage of that discussion, feel free.

Edit: looks like Benoist beat me to it.

Mr. GC

Quote from: Benoist;593989Discuss the topic of the OP. Don't get back to the shit-flinging that got the previous thread closed.

I am. I mentioned a creative means of problem solving (using Silence in the manner I described), and he argued with it, saying it didn't work. I was explaining how it actually works and that it does work.

What got the thread locked was bitching about gimps and the like, which I'm not doing. He wasn't either.
Quote from: The sound of Sacro getting SaccedA weapon with a special ability must have at least a +1 enhancement bonus.

Quote from: JRR;593157No, but it is a game with rules.  If the results of the dice are not to be accepted, why bother rolling the dice.  So you can accept the good rolls and ignore the bad?  Yeah, let\'s give everyone a trophy.

Quote from: The best quote of all time!Honestly. Go. Play. A. Larp. For. A. While.

Eventually you will realise you were a retard and sucked until you did.

Justin Alexander

Tomb of Horrors: The only group I've ever seen beat the Tomb of Horrors did so by casting locate object on items they had lost in one of the teleport traps of the tomb and then using stone shape to tunnel to them. Hoisted the deadliest dungeon on its own petard.

Stowaways: An urban druid in my campaign had a customized version of the tiny hut spell that worked by creating a sanctuary within a wall. (Cast the spell, a door would open in the wall, and you could step through into the tiny hut.)

Had a scenario where the bad guys were keeping an evil artifact on a ship that stayed out at sea. The ship was periodically resupplied by a second ship. The PCs stowed away on the supply ship by opening the tiny hut in the outer hull of the ship and simply riding along with the ship.

Sinking Ships: Quickest way to sink a ship? Passwall through its hull below water level.
Note: this sig cut for personal slander and harassment by a lying tool who has been engaging in stalking me all over social media with filthy lies - RPGPundit

taustin

Quote from: Justin Alexander;594029Tomb of Horrors: The only group I've ever seen beat the Tomb of Horrors did so by casting locate object on items they had lost in one of the teleport traps of the tomb and then using stone shape to tunnel to them. Hoisted the deadliest dungeon on its own petard.

I recall going through Tegel Manor with a character that was a higher level undead than anything in the module. After about ten minutes of everything we met bowing down to me, the GM just gave me the module and "you live here now."

That wasn't clever, though. It was luck.

Silverlion

1) Convinced a Sphinx that although the answer we had to its riddle wasn't the same as the one it had, it was also AN answer to the riddle. It did say we merely had to answer it correctly, not answer it identically.

2) Not Mine: A party discovered a kolbold lair in a ruin, they were hired to clear out the menace. So they flooded the dungeon using a nearby small river, without ever entering the place. The GM (not me) hated it. I'd have awarded them the experience and more for quick thinking, then told them they now put whatever valuables the monster had are under water...:D


More later :D
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Sacrosanct

Quote from: Silverlion;5940601) Convinced a Sphinx that although the answer we had to its riddle wasn't the same as the one it had, it was also AN answer to the riddle. It did say we merely had to answer it correctly, not answer it identically.


More later :D

Ah, that reminds of a time when I was playing a bard and stumbled upon a relatively young dragon's lair.  Knowing I was all alone and would be dragon lunch, I quickly started playing to it's ego.  I showed him my musical and songwriting skills, and promised to spread his exploits (of which I was very liberal with the truth, exaggerating them all) far and wide.  I also managed to con him out of some key magic items in the process.

"Surely, oh great and powerful wyrm, I would be able to spread the tales of your greatness faster with those pair of boots of speed over there."

I held my end of the bargain, being a Ng character (which I think he detected beforehand to see if I was lying).  A few short weeks later I heard that an expedition of seasoned adventurers went and slayed the dragon, based upon my knowledge of his location I put out in my songs ;)
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Sacrosanct

Quote from: Mr. GC;593987Sure thing.

"Area:    20-ft.-radius emanation centered on a creature, object, or point in space"

"A burst spell affects whatever it catches in its area, even including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres."

So you see, when you close your hand you disable the Silence, and when you open your hand you enable it as your hand (or any solid object that completely encompasses it) blocks line of effect. This allows you to travel in Silence, completely ignore sound based traps such as Blasphemy and Wail of the Banshee, and then turn it off at will whenever you need to cast spells or otherwise speak simply by closing your hand (a free action).

Ordinarily Silence isn't worth using, as it mostly just shuts down your own party while enemy casters just walk out of it and cast on you anyways, but if you palm that coin like a boss, then you can use Silence to good effect in a variety of situations.

What book are you quoting from?
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.