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I suffer from HCSS... in ink.
I just prefer pen.
Usually my characters take the form of a note book, and when I rewrite the character for a new level I take the last blank page, fold it and put the new updated sheet after that.
I've considered converting them to ascii extended and hexadecimal but it seemed like it might be overkill.
I have had GM's before that didn't allow debuffs to work like the should. For some reason no matter how much debuffing was applied it never seemed to have an affect.
Did these players have that sort of conditioning in the past?
Also (and again) all the debuff and battle field control in the world will not kill the enemy. At the end of the day you still have to but lead in the target. As why delay and waste resources on stuff that is still going to lead you to simply killing the enemy?
If you want them to use less than lethal tactics you need to have your foes use and expect the appropriate responses from those tactics.
For example I have had my NPCs disarm PCs before and expected them to surrender then (typically this would be guards that weren't really wanting to kill and were willing to let the PCs simply walk away if they would). If an NPC had been hit with stinking cloud and it worked on the majority of them they would surrender, and so forth.
Showing that these sorts of effects can have the response the players desire can help cause them to use them more often.
Multiple sources over multiple time periods. The idea of using shields as walls is nothing new, dating back to the Greeks, Egyptians and moving up through the more recent years with the riot shield.
The tower shield as it is presented in the game is more an amalgamation of the idea of a large shield you can hide behind than it is sourced from any single historical shield.
Energy Drain is a specific thing in pathfinder. All death ward does is protect you from energy drain and negative energy.
So It will stop you from taking a negative level from a vampire's attack or from a succubus. It will not help against strength damage or strength drain unless the effect is from something that specifically calls out that it is negative energy or death magic.
Please note the last line -- this spell does not protect against other sorts of attacks, even if those attacks might be lethal.
Yeah dragons tend to be more like cats -- get them past that initial spot and they are probably going to be alright.
I agree with everyone else on the formatting though. My main concern with that is:
1. Are the proper fields in the proper places?
The correct use of bold or italics are good, but as said above by others I'm not going to kill someone over BBC code unless I have to.
Though in the "mental points" of one over the other if I'm having trouble and your item is fully and correctly formatted and the other person's isn't you probably just got the pass.
On grammar and the rules:
It's less of if I like the mechanics or think your use is balanced and more of, "does this person get how these specific mechanics are used, and is the use of this item going to require more paperwork than it is worth?"
If you say, "If the victim passes a reflex save with a DC of 12 the damage is halved" compared to "A reflex save (DC 12) halves the damage" tells me the same thing. I might like the second one better but hey I know the first person also understands the rules. The grammar and formatting of such phrases matter, but not as importantly as being sure to include all the needed information.
Jeff Lee wrote:
Yeah the extremely short aren't 'better' it's just the really long ones aren't either.
There have been some really nice long ones, but I yeah, I don't need a full wall and description of how the item is supposed to be made, or a break down on what it is called in a specific culture of a specific world.
I mean if it's a single line and quick I don't mind it but get to the item.
The "sweet spot" on text seems to be between 120~180 words. Though of course some are longer and some are shorter.
And the point that I fought so much at first, everything is relative.
How long is it? I've noticed an inverse relationship between length and awesomeness this year. Also the longer it is the more formatting issues I've noticed.
Is the formatting close? Alright formatting is super important but this is the internet and things happen. I'm not going to fail someone just for an HTML screw up.
Does the item work? Cool ideas are alright but if your item shows you have no clue how the base mechanics of the game work you are a pass -- we've had too much of that stuff happen already in the hobby.
Is the item well written? I'm not an English major but if your spelling makes me winch, and your grammar is atrocious you are going to get a pass.
Is the item made correctly? If you have a sword of magic missile and it requires grease to make it I'm going to be confused.
Is the item flat out cool? If so you can get a pass on some of the above.
Yeah that's why I did wyverns for my dragonish write up. Going with a full blown dragon considering the age categories and so on was just too much for what I wanted to write.
And interesting thought though would be if different dragons matured at different rates than other dragons did. For example if white dragons 'matured' quicker than say gold dragons.
Well it may not technically qualify but:
I had a room that had a teleportation circle on the floor that linked to the ceiling both of which are cloaked in a deeper darkness spell. The room itself is round and about 5 stories in total with no floors. Boulders are constantly falling from the ceiling to the floor and of course teleporting back to the top of the room and continuing to fall. There are doors out of the room at various heights. Each "floor" is actually a 5 x 5 foot Wall of Force trap set to creatures stepping on that 5x5 section. These "floor traps" are set in horizontal intervals ten feet from each other vertically. Once a creature step to the next square the wall of force that was acting as the floor in the last square disappears (until someone else steps into that square.
Inanimate objects do not set off the floor sections but they can be set off from below, and the teleportation effect is only from floor to ceiling. At the outside of each door is a 3 foot radius metal ring. If you set the ring before stepping on a new floor section you can cause the wall of force to form around the ring allowing people to pass through it to the floor above or below the on you are currently on. A successful disable device can stop a wall of force floor tile from appearing as well if you have the trapfinding class ability.
Of course you have to dodge the falling rocks and any attacks of enemy creatures in the room.
If you want dexed based you might want to consider the sword cane still.
It can be finessed which means you can use slashing grace with it, which you can't do with a short sword. Of course you lose out on the crits but it can still be inspired.
So Dex to damage or higher crit range. Of course if you get an agile inspired short sword then forget the sword cane.
Depends on if you want to spend gold of a feat, and how early you want that damage.
Rapier is still a better choice though (due to all of the above and the crit range).
Ms. Pleiades wrote:
There are two:
Teleport Sense is better for avoiding ambushes, and teleport tactician is better for stopping them from getting away (also the more expensive of the two).
Not ignoring still looking, I have plenty of links to posts about it, I'm looking for the actual study. It was on the Fark geek tap last week or the week before.
Ms. Pleiades wrote:
The tax is not too onerous, skill points mostly, range is a bit of an issue, it is a constant ability so that is nice. A gm can kill anything so that is really a non-argument.
Rolling methods always matter of course,and I have no doubt the study will be and will continue to be contentious.
Agreed -- I was only talking to the initial point of jerks and what they get. There has been many a jerk die in the line of duty and thereby had their questionable qualities overlooked when they really shouldn't have been.
The idea that people deserve to die just because they are jerks is completely outrageous.
No it really isn't. Everyone is going to die over something -- the fact you (generic sense, not you specifically Big) constantly cause grief and it finally catches up to them isn't tragic. It's a better reason to die than simply being in the wrong place and someone not liking the way you look (Zimmerman I am looking at you).
You piss off enough people and eventually it's going to come back and bite you. People forget that humans are social creatures, if you don't play in the society eventually the herd (or pack) will cull you or something else will.
The idea that cops killing innocent people should be less outrageous because they were jerks is frankly nauseating.
However this I agree with. Cops shouldn't just kill people because they are jerks.
However like anything else just being a jerk shouldn't protect you from things either, and if all you do is be a jerk all I can do is shrug when it finally gets back to you.
A lot of these sorts of people cause their own deaths or problems more often than not (again not that we should "darwin police" as much as the idea doesn't quite appall me as much it should).
Which is actually kind of understandable -- after all it's one thing to sit here all and talk about how it would be accomplished...
it's another thing entirely to actually spend years of your life trying to do it and not mess it up.
Add to this the complexity of not really having a full grasp on the physiology, psychology, and initial culture of the creatures in question plus the worker's own cultural bias and unspoken assumptions and it's hairy. I mean just look at some of the various issues we have had on this planet with just one species... now you got how many and the other such baggage we have plus the rest of the pathfinder world too?
While I'm all about it and think it's great I also realize that the success rates are not likely to be phenomenal especially when first starting up.
Bad planning by the GM makes bombs more powerful. They are supernatural and therefore don't have to worry about spell resistance, and they target touch ac. With the availability of the discovery that lets them throw more than one in a round an alchemist can nova pretty hard -- once or twice a day.
After a bomb nova the alchemist still isn't done because he still has his mutagen and extracts to fall back on.
These two things can easily be overlooked at early levels and take a GM by surprise when they come into play.
I typically go by the definition of where the energy is supposed to come from as the defining characteristic with "what it can do" being secondary.
Magic is inherently not of this realm by every reading of it I have come across. This is not to say it isn't 'natural' is a cosmic sense but that it's non-physical, non-mental. You can be a mental giant and not use magic. You can be top form physically and not have magic -- it's tied intrinsically to an outside source metaphysically speaking (this would be why you call down the corners and such in most magical traditions).
Psychic is by definition of the mind, and of a personal nature.
Ki is of the world and is life itself -- you have life and therefore with training can access it but that training is going to include physical and mental rigor because life is both so to speak.
I agree that these are called multiple names in different cases but while names are important (a keypoint in magic in fact) most traditions break down on those lines (that I have seen).
Can't two hand a dagger.
Ooooh, now I see the sarcasm slashie...
No I meant more in the same sense people were talking about alchemy earlier different.
Psychics claim that what they are doing is more tied into either an over-conscious or through exploration of their own mind. That it's an inherent step in evolution or something natural to the human mind that can augment human interaction with the world through use of the mind's power. It's powers tend to stay in line with "common" science -- you have to have a 'line of power' the energy to exert and the means of activation. You should theoretically be able to use telekinesis in space but it's not really going to be "easier" since you are moving the same mass. In effect the spoon is real, but your interaction with it isn't physical.
Ki comes from development of the total self (more akin to alchemy than alchemy is to magic really) and allows transcendence over the universe not through "mastery" of the universe but through the growth of your own energy. Transcendence isn't a matter of changing the world around but instead changing how you interact with the world. All the world is still the same you just have a better control over your own reactions/responses to it. With enough mastery over self you can begin to feel and understand the follow of ki through other things but this does not let you change the 'truth' of the object -- but instead simply understand how to best interact with it.
Magic is a linking with powers beyond this realm. Through the use of the principles of influence, sympathy and transference (to name but three) the use of these external energies are brought to effect the mundane. This does not actually require "personal growth" but instead greater underestanding of those energies and the ability to pull them through. However these energies are easiest to use through indirect means. Throwing a fireball would be truly impressive as it represents a very... 'vulgar' expression of magic -- the sheer amount and control over the energies would be astounding. However to set up influence with a place have it express a sympathy with fire and then use transference of that sympathy to cause... "a series of unfortunate events" to cause a place to burn down would be easier. However magic is more fraught since the use of outside energies can bring the attention of outside beings, and magic itself tends to cause the user to be bound by the same laws that are used to invoke magic -- hence the care in regards to black magic and the admonition of the rule of three.
Some literary examples include Full Metal Alchemist (brotherhood), a certain magical index, a certain scientific railgun, blue exorcist to pop a couple of anime off the top of my head. I'll have more later but I have to do some quick checking to make sure I name the right books.
One key thing to remember about general metaphysical studies is that you really can't lump all systems into the same pot and call it even. While several traditions do lend themselves to one of the three above if you look at how each does things I think you'll find a trend where the above break out is the 'baseline' that most forms build out of (speaking only in generalities).
Metaphysically speaking they aren't. Same with Ki -- they are different sources developed in different ways and used completely differently for different effects.
Artemis Moonstar wrote:
I aware but the "object lesson" of the stories was such. The practice of alchemy was largely allegorical.
Isn't that one of the oft repeated lessons of the philosopher's stone story though?
Yeah you can do it but by the time you realize how to you don't want to any more and you realize the price is much more than it's worth.
Charon's Little Helper wrote:
I'll be honest, even in a breastplate and spaulders not made or fitted to me I have pretty good range of motion.
Noh Masuku wrote:
You know I remember seeing pictures of some device they had to lower knights onto their horses that were in full plate it was so heavy and awkward...makes you wonder how many times they fell off! And good lord there is that little line on page 169 of the rule book...you would think they could at least put some of these really important ones in BOLD! Thanks for pointing that out...just when you think you know all the rules, sigh...
I have never seen any actual evidence for the crane thing. I've heard it a couple of times but generally only from folks that don't know any better (no offense, not knowing something is a normal part of life).
1. Some people are just jerks that want to have power so they can "use" it.
2. Working in a crappy field where you get to see the dregs of society day in and day out leads not just to burn out but to something even worse -- cynicism. That point where you just can't believe good of people. This leads to assumptions outside of what the actual circumstances might lead a reasonable person to think.
3. The pay isn't great. Don't get me wrong it's not minimum wage. But when you are supposed to be one of the upstanding (and kept to a higher standard) and people regularly treat you like crap and you get paid crap too... it's just not a good situation.
4. An "Us versus Them" attitude. On both sides of the divide. Dehumanization is a huge problem for people as a whole.
5. An easy solution and oversimplification of the outcome of using that 'easy solution'.
6. A lack of clear and direct leadership with outcomes for the force and individuals being directly tied to the actions of the individuals in question.
Basically it's all the things military forces do their damnest to inoculate themselves from.
I'm not saying the police are a military force -- they are not. However any workforce can suffer from the same issues.
So wait, how many people here actually like magitek / blending magic and science together?
I'm down with it in general. I don't think you see much technomancy but that doesn't mean you can't have technological things that have magic put onto them. For example a magic gun, or a good luck cellphone, or a cellphone that can call other cellphones even when it is (or the target handset is) in an area with no reception.
The thing people forget is magic can have the same effect but be arrive through different means -- the principle of sympathy is huge and is only one of several ways this works. For example I could use bat guano as a spell component for a fireball since it's explosive, or I could use a torch since it's actual fire, or I could use ash since it's invocative of a fire -- especially if the ash is from an explosion itself (in which case not only the fire but calling on the memory of the explosive event to recreate it).
I would suggest that while the pathfinder system tends toward a more simple system it still allows (and expects this) for the same in that every caster has a different means of casting each spell, and that the same spell can be different levels, with different components and different sources (arcane versus divine).
Further more if magic was science then the casting of a sleep spell would work or not every time which is not the case.
honestly an even cursory study of metaphysical principles would quickly dispel the idea that magic and science are in the same sphere of influence (another major magical principle) at all.
Oh, coins will still be the primary form of income. There's a reason we still use money and why every culture has developed some form of it.
In general coin is going to be the bulk of trading done even in an agricultural setting. However you will still see the "chickens for doctor bills" routine too.
I don't think people realize how warped our monetary systems became with the industrial revolution or how we are still not finished working out the kinks of that little happening.
Sorry been a bit busy:
I agree that the "untrained" bit could probably go the way of the dodo at this point -- there really isn't much point to it and I think allowing profession to be untrained wouldn't be a bad idea.
Personally in my games I have reorganized the skills some and the entirety of the "craft, profession, appraise" skills are covered under the new skill of "Trade(type)" -- so if you have "Trade(blacksmith)" you can forge stuff, make a living doing so and can appraise goods that a blacksmith would deal with.
Actually I really like the new downtime rules with the crafting and trade goods because I agree that straight coin is probably not how most the world runs... but coin does move and isn't that strange of an item to see.
1. 5 gold for 52 weeks is 260 gold a year.
Really I covered this on the first page of this entire thesis.
I'm uncertain why you are doubling that for the year, and helping is covered under "aid other" -- which would just be 1 extra gold per check (+2 on the check).
Again I assumed (as mentioned in earlier pages) that any such wealth being brought in by the children would be going to providing for their own "starting equipment" as it were -- the house, tools, and so on for their own family and life once they are an adult.
Also schooling isn't actually as odd or rare as a lot of people want to assume it was during most of history -- and schooling can easily eat up half or more of children's time.
Honestly the "kids labor all the time" was more of an effect of the debtor's prisons and industrial revolution and such than an actual historical norm of the human condition (really picked up in the mid/late 1800's to early 1900's when we started to get some start of sanity back). As that's actually fairly recent history it is of course something we assume has "always been the way history was" -- it's psychological hiccup in our nature.
Most apprenticeships started around 10 or 14 and continued from there, and yes children have had a part to play in labor, but it has usually been phased in -- not full blown work.
Have you taught a child to bake a cake? The first several (and I mean several) times it's going to take much longer than it normally would. After some time it might get back to your 'average' time before you taught the child. Eventually the help of the kid might help you save some time, but even then you are still going to need to keep an eye on everything they do because, well, kids will be kids.
Also as a parent, and young man of the 'modern' era I think you sell ourselves and our youth short.
But that's a subject for another thread.
Alright so I normally don't recommend this but...
Magus/Alchemist(vivisectionist) might be a decent choice. You'll be armored and you options from the alchemist to help you buff. Lots of skills and you can actually fight. If you stick with half-elf you can go with a sawtooth saber as an exotic weapon. That and slashing grace will mean you can put up respectable damage with the weapon.
If not an archaeologist bard and ninja combination would be very nice too.
It's not systematic. I can do cast a spell twice and then not be able to again. I can cast a spell someone else can do the exact same motions and not get the same result. I can cast a spell more or less often than someone else. I can cast the spell multiple times in the same environment and not get the same result each time.
It's semi-repeatable, and it's pseudo-systematic but it's not fully repeatable and again it's not actually natural (hence why it's not labeled extraordinary instead of one of the magical choices).
It might be a fact of life but that doesn't mean it's actually covered by science.
Could science fine out why things happen differently with magic at different times -- possibly, after all science is a process -- but it would take much more information and study than we have now.