paizo.com Favorited Posts by AdAstraGamespaizo.com Favorited Posts by AdAstraGames2024-03-28T05:46:31Z2024-03-28T05:46:31ZRe: Forums: Playtest General Discussion: Starship Combat, the pre-fieldtest session zero conversationAdAstraGameshttps://paizo.com/threads/rzs43uxh?Starship-Combat-the-prefieldtest-session-zero#262023-10-13T10:13:14Z2023-08-17T17:48:00Z<div class="messageboard-quotee">Claxon wrote:</div><blockquote><br />
<br />
<p>This is my main complaint about space combat, and why my group mostly skipped space combat. The pilot is the only one with any real choice. Pretty much every other role on the ship has precisely one thing it should do based on the circumstances. And what some people can do depends a lot of what and how well the pilot does their job.</p>
<p>The science officer is going to spend most of their time rebalancing shields. The first round they'll probably do a scan to identify if the enemy has any arcs that are less armed or which shield quadrants are the weakest. Gunners are going to fire. Maybe if there's only one gunner instead of multiple you fire at will instead of shoot, but there's not much choice here. The engineer is usually going to divert, to recharge the shields. The first round of combat you might divert to increase speed. </p>
<p>A captain can spend time encouraging people, but chances are the whole ship is better off if the captain becomes an additional gunner. </p>
<p></blockquote><p>I've been trying ways to integrate space (or crewed vehicle) combat into RPGs since 1983 when I was a playtester for FASA Star Trek.
<p>You've described the crux of the problem.</p>
<p>If there's combat _on the map_ with spaceships, you're hitching dolphins to the front of your chariot.</p>
<p>If the combat on the map is interesting, the only person who gets to make meaningful choices is the pilot, everyone else is either a gunner, or waiting for something to go wrong on the ship. You're making the dolphins happy and everyone in the chariot is holding their breath or drowning.</p>
<p>If the combat on the map isn't interesting, the dolphins are flopping around on the dirt, while the people in the chariot are rocking it back and forth to make it seem like they're dodging javelins or cutting down infantry.</p>
<p>FASA Trek tried very hard to give everyone other than the captain a mini-game where they each conveyed a small amount of the tactical picture for the captain to make decisions from. This works great, exactly twice. </p>
<p>The GM is running 1-3 smaller ships, and doesn't have the "I have to understand what Bill is saying through a mouth full of cheetos" bottleneck to contend with.</p>
<p>So the first time, the GM gets a coordination advantage, the ship the PCs are on is qualitatively better, the PCs overcome the difficulties imposed by them, they win, everyone feels accomplished. Yaaaay!</p>
<p>The _second_ game, the PCs know their mini games better, and the introduced friction of "What the hell is Bill saying again?" is greatly reduced. The PCs blow up all three of the NPC ships, and...nobody feels that thrill of overcoming a challenge, a tough fight.</p>
<p>Because they all know that their PCs aren't going to die in the fight. And it being Star Trek, they're not going to have to worry about paying to have the dents pounded out of the hull, or buy replacement missiles and ruin their profit margins a'la Traveller.</p>
<p>The third game, they switch to the tactical game and try to do something similar to the first game with the players doing mini games, and...it's as much fun as changing diapers. That third game is about where Starfinder starts.</p>
<p>I have a mini game that I think comes _closer_ to a solution to this, and am perfectly willing to throw this to the Starfinder dev team. It's not something that fits the products I publish, and it's not 'big enough' to be a product of its own.</p>
<p>I've wanted to see a good fix for this problem published for 40 years...</p>Claxon wrote:This is my main complaint about space combat, and why my group mostly skipped space combat. The pilot is the only one with any real choice. Pretty much every other role on the ship has precisely one thing it should do based on the circumstances. And what some people can do depends a lot of what and how well the pilot does their job.
The science officer is going to spend most of their time rebalancing shields. The first round they'll probably do a scan to identify if the enemy...AdAstraGames2023-08-17T17:48:00ZRe: Forums: Announcements: Pathfinder Inventory Update, Q1 2023AdAstraGameshttps://paizo.com/threads/rzs43qxe?Pathfinder-Inventory-Update-Q1-2023#82023-01-28T02:13:40Z2023-01-27T05:11:45Z<p>Oh my. What a terrible problem to have.</p>
<p>Pssst. Let's see if we can get 'em sold out of the 5th printing before they land in April.</p>Oh my. What a terrible problem to have.
Pssst. Let's see if we can get 'em sold out of the 5th printing before they land in April.AdAstraGames2023-01-27T05:11:45ZRe: Forums: Product Discussion: Pathfinder Society Scenario #4-05: The Arclord Who Never WasAdAstraGameshttps://paizo.com/products/btq02dw7/discuss?Pathfinder-Society-Scenario-405-The-Arclord-Who-Never-Was#52022-10-19T10:30:06Z2022-09-14T04:54:59Z<p>Any idea what the level range of Part 2 will be? And when it might come out?</p>
<p>Got a group of PCs who definitely want to play both parts and don't want to accidentally level out of Part 2.</p>Any idea what the level range of Part 2 will be? And when it might come out?
Got a group of PCs who definitely want to play both parts and don't want to accidentally level out of Part 2.AdAstraGames2022-09-14T04:54:59ZForums: Rules Discussion: Hands of the Thaumaturge (A Discourse on Things The Developers Wish They Didn't Have To Answer)AdAstraGameshttps://paizo.com/threads/rzs43nri?Hands-of-the-Thaumaturge#12022-08-08T12:53:19Z2022-08-08T06:17:23Z<p>We start with:</p>
<div class="messageboard-quotee">Nethys Sez wrote:</div><blockquote>A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.</blockquote><p>What isn't defined (and this is the Thaumaturgic Pattern) is what you can hold and count as a free hand.
<p>In fact, the clearest definition of a Free Hand comes from the free-hand weapon trait:</p>
<div class="messageboard-quotee">Nethys Sez wrote:</div><blockquote>This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. <b>You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on.</b> You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.</blockquote><p>Now, the Thaumaturge class text for using implements says:
<div class="messageboard-quotee">Nethys Sez wrote:</div><blockquote>The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. <b>Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.</b></blockquote><p>(Note that Scroll Thaumaturgy adds "scrolls" to the list of things you can hold and not mess up Implement's Empowerment.)
<p>So:</p>
<p>If I'm <i>wearing</i> a buckler on my hand, can I wield an implement in that hand?</p>
<p>If my Regalia is the Shining Glove of The King of Pop, and I'm <i>wearing it</i>, my hand is definitely free, but does wearing the Regalia count as holding it? Can I hold the Mellow Chalice of The Dude in that hand as well?</p>
<p>Can I wear the Shining Glove of the King of Pop and wear a buckler on that hand and still get the benefit of the Shining Glove? </p>
<p>It looks like I shouldn't make the Shield Boss of the Boss my weapon implement, because I'm clearly holding the shield, and not the Shield Boss of the Boss. </p>
<p>Shields are also a case where pseudo-Talmudic scholarship exists. They have a weapon group for weapon specialization. They do a d4 when used to strike; they don't take penalties for being an improvised weapon. They're clearly not an unarmed strike.</p>
<p>Yet:</p>
<div class="messageboard-quotee">Nethys Sez wrote:</div><blockquote>A shield bash is not actually a weapon, but a maneuver in which you thrust or swing your shield to hit your foe with an impromptu attack.</blockquote><p>Which means you can't actually put a potency rune or striking rune on a shield. Nor can you use a shield without a Shield Boss or Shield Spikes a weapon implement.
<p>There is an argument that attaching a Shield Boss to a shield turns a shield into a weapon...but we're back into pseudo-Talmudic scholarship now. (Nothing says you couldn't define your shield as a regalia implement named The Shield of Hyrule, and then attach the Shield Boss of the Boss as a weapon implement to the Shield of Hyrule and have two bits of regalia in one hand that you can use to raise your AC, and spend a feat on to shield block with...)</p>
<p>Now, let's assume I multiclass into the generalized Duelist archetype.</p>
<p>For everything other than the dedication feat, it says you need to have a free hand. A free hand is not the same as an empty hand. As far as I can tell, a free hand is only tangentially defined: You are free to hold and wield other items in a free hand going by the description under "hands" and the "free-hand" trait.</p>
<p>Does holding The Hoggywarts Wand of Hairy Potts in your free hand negate the conditions for Dueling Parry and Duelist's Challenge? How about the Mellow Chalice of The Dude? </p>
<p>What if I'm <i>wearing</i> the Shining Glove of the King of Pop? If it were a spiked gauntlet, I'd be able to wear it on my free hand with no problem. Does it count here?</p>
<p>If my choice of Implement has a game-mechanical function other than being an implement (gauntlet as either regalia or free-hand weapon, shield or duelist's cape as Regalia, wayfinder as Amulet), does using it as its other game-mechanical function still work?</p>
<p>Can a Magus/Thaumaturge use the Raise a Tome feat with their Tome Implement? Does doing so <b>take it out of their hand</b> when they do so, and negate the benefits of Implement's Empowerment? Or does it return to their hand before the start of their next turn?</p>
<p><b>Were I GMing this, I'd rule as follows:</b></p>
<p>You may not, no matter how clever you think you are, use two implements used in the same hand. Thus, no Shield of Hyrule with the Shield Boss of the Boss attached to it, while you hold a Gnome Flickmace in the other hand. This seems to be a straightforward use of the "too good to be true" rule.</p>
<p>You can hold an implement in your free hand for Dueling Parry. You may not use Dueling Parry on the same turn you use that hand to use the implement in it, but it counts for Implement's Empowerment if, for whatever reason, you don't want your weapon to be one of your implements.</p>
<p>If your implement has another game mechanical function (dueling cape, shield, etc), you can use the implement or that other game mechanical function on a turn, but not both; it still counts for Implement's Empowerment.</p>We start with:
Nethys Sez wrote:A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to
...AdAstraGames2022-08-08T06:17:23ZRe: Forums/Pathfinder Second Edition: General Discussion: Witch Class - Am I Missing the Point?AdAstraGameshttps://paizo.com/threads/rzs43bap&page=5?Witch-Class-Am-I-Missing-the-Point#2282021-06-17T13:44:59Z2021-06-16T04:22:00Z<p>I've been having fun with both of my witches in PFS.</p>
<p>One's a Fervor Witch from Nidal.</p>
<p>The other is a Tengu Curse Witch with the Former Aspis Agent background.</p>
<p>There is still no witch as badly anti-synergistic as the Tempest and Flames Oracles, which read like they were designed around having access to the Primal spell list.</p>I've been having fun with both of my witches in PFS.
One's a Fervor Witch from Nidal.
The other is a Tengu Curse Witch with the Former Aspis Agent background.
There is still no witch as badly anti-synergistic as the Tempest and Flames Oracles, which read like they were designed around having access to the Primal spell list.AdAstraGames2021-06-16T04:22:00ZRe: Forums/Pathfinder Second Edition: General Discussion: Binding pact with the Midnight LordAdAstraGameshttps://paizo.com/threads/rzs43ega?Binding-pact-with-the-Midnight-Lord#92021-08-05T13:51:20Z2021-06-15T16:05:15Z<p>The deities of other countries have broken their word. Zon-Kuthon has maintained his part of the bargain for 8,000 years of recorded history.</p>
<p>When Taldans slaughtered Sarenrites, did Saranrae create a homeland for them? No, she did not.</p>
<p>When Iomedae usurped Aroden's absence, hundreds of thousands cheered.</p>
<p>And yet, Zon-Kuthon remains, protecting his Chosen People. As he has from the age of Apocalypses.</p>The deities of other countries have broken their word. Zon-Kuthon has maintained his part of the bargain for 8,000 years of recorded history.
When Taldans slaughtered Sarenrites, did Saranrae create a homeland for them? No, she did not.
When Iomedae usurped Aroden's absence, hundreds of thousands cheered.
And yet, Zon-Kuthon remains, protecting his Chosen People. As he has from the age of Apocalypses.AdAstraGames2021-06-15T16:05:15ZRe: Forums: Pathfinder Society: Adventures of GoblinkindAditu Chaturvedi (alias of AdAstraGames)https://paizo.com/threads/rzs4313b?Adventures-of-Goblinkind#102020-05-08T18:58:44Z2020-05-08T18:46:19Z<p>Neeyo wander away from whelping pens when Neeyo little! Neeyo explored rolly thing with horses! Neeyo found sack of potatoes and ate them ALL! Then nap! Then got kicked! Spent •long• time with Mister Jacobi, who only hit Neeyo when Neeyo bad! Teach Neeyo how to walk tightrope, tumble, flip!</p>
<p>Then BAD people burn down Mister Jacobi's wagon! Big longshanks, black armor! Smell •bad•. Neeyo hunt them down! Neeyo cunning goblin! Neeyo get lost. Big longshanks sneaky! Neeyo impressed! But sad. Then Neeyo see other people poke burned wagon. Start following other people, they less sneaky. They talk-talk-talk too much! Neeyo move around behind BAD longshanks and cut horses, scare them, chase away! Too-talky-longshanks •still• too talky, so Neeyo climb tree and shoot! Finally fight break out between longshanks. Neeyo helps.</p>
<p>Talky-longshanks called Pathfinders! One gives Neeyo card. Neeyo hungry and eat it. They laugh. Neeyo laugh! Neeyo says he no home, they say he can come with. Neeyo train hard with Pathfinders! Smash with tail! Shoot with bow! STAB WITH SWORD!</p>
<p>Mister Farabellos call Neeyo a smartass! Neeyo's ass not smart, Neeyo's ass is strong! </p>
<p>Neeyo clever! With Pathfinders, go to place with lots sand! Find fake Pathfinder there! We convince fake Pathfinder become real pathfinder after Neeyo taste his papers and find them same as real Pathfinder papers! Give him card, like Neeyo got! </p>
<p>Now Neeyo have •MINION!• MUAHAHAHAHAH!</p>
<p>Also have friend centipededepeedpes! Crunchy and yum!</p>
<p>[Spoiler omitted]</p>Neeyo wander away from whelping pens when Neeyo little! Neeyo explored rolly thing with horses! Neeyo found sack of potatoes and ate them ALL! Then nap! Then got kicked! Spent *long* time with Mister Jacobi, who only hit Neeyo when Neeyo bad! Teach Neeyo how to walk tightrope, tumble, flip!
Then BAD people burn down Mister Jacobi's wagon! Big longshanks, black armor! Smell *bad*. Neeyo hunt them down! Neeyo cunning goblin! Neeyo get lost. Big longshanks sneaky! Neeyo impressed! But sad. Then...Aditu Chaturvedi (alias of AdAstraGames)2020-05-08T18:46:19ZRe: Forums: Rules Questions: Ways to get non-standard AoOs?AdAstraGameshttps://paizo.com/threads/rzs42dq3?Ways-to-get-nonstandard-AoOs#22018-11-28T03:51:19Z2018-11-27T04:13:42Z<p>Step Up & Strike allows an AoO when someone 5' steps away from you. Third feat in a chain, requires BAB 6.</p>
<p>Spellbreaker allows an AoO when someone fails a concentration check while you're adjacent. Requires Fighter 10.</p>
<p>Teleport Tactician allows AoOs when someone teleports into or out of your threatened area. Requires Fighter 12.</p>
<p>I've got a fighter with all three of those; NPC casters hate him for about 12 seconds (which is about how long they live...)</p>Step Up & Strike allows an AoO when someone 5' steps away from you. Third feat in a chain, requires BAB 6.
Spellbreaker allows an AoO when someone fails a concentration check while you're adjacent. Requires Fighter 10.
Teleport Tactician allows AoOs when someone teleports into or out of your threatened area. Requires Fighter 12.
I've got a fighter with all three of those; NPC casters hate him for about 12 seconds (which is about how long they live...)AdAstraGames2018-11-27T04:13:42ZForums: Rules Questions: Assorted Starknife QuestionsAdAstraGameshttps://paizo.com/threads/rzs42d6m?Assorted-Starknife-Questions#12018-11-15T14:55:03Z2018-11-14T03:52:55Z<p>I'm building a Human Warpriest of Desna for PFS.</p>
<p>I'm weighing options.</p>
<p>Currently, the build looks like this:</p>
<p>STR 14, DEX 16, CON 14, INT 12, WIS 14, CHA 8
<br />
Weapon Focus (Starknife), Weapon Finesse, Two Weapon Fighting.
<br />
FCB is hit points at 1st, and then from 2nd to 7th, 1/6th of a combat feat.</p>
<p>At 3rd, I'm planning on taking Point Blank Shot and Precise Shot.
<br />
At 4th, +1 to DEX and buying a Blinkback Belt sometime in this level.
<br />
At 5th, I'm planning on either Weapon Specialization (Starnnife) or Quick Draw
<br />
At 6th, I'm taking the option not chosen at 5th. About 6th Level, I'll get a Red Sphere Ioun Stone for +2 to DEX (no belts of stat boostage with the Blinkback Belt)
<br />
At 7th, I'm undecided and get two feats. I'm considering Starry Grace and Two Weapon Grace. Also about this level, I should be able to afford a pair of +1 Agile Starknives.
<br />
At 8th, +1 to DEX, and if I'm not sure what to do with that extra feat at 7th, take an extra hit point, and delay it to 8th to take Improved Two Weapon Fighting.</p>
<p>Here's my questions:</p>
<p>A) Starry Grace gives DEX to Damage, and Two Weapon Grace allows two weapon fighting. Does Starry Grace's DEX to Damage apply to thrown starknives, or just used in Melee?</p>
<p>B) It seems like +12,000 GP will get me everything those two feats will give me. Is there something I'm missing?</p>
<p>C) It looks like the latter two feats of the Startoss style are incompatible with the Blinkback Belt, as the meta of the feat chain is the starknife bouncing from opponent to opponent.</p>
<p>D) Does Double Slice give me full DEX to Damage on the off-hand weapons with either Two Weapon Grace or Agile?</p>I'm building a Human Warpriest of Desna for PFS.
I'm weighing options.
Currently, the build looks like this:
STR 14, DEX 16, CON 14, INT 12, WIS 14, CHA 8
Weapon Focus (Starknife), Weapon Finesse, Two Weapon Fighting.
FCB is hit points at 1st, and then from 2nd to 7th, 1/6th of a combat feat.
At 3rd, I'm planning on taking Point Blank Shot and Precise Shot.
At 4th, +1 to DEX and buying a Blinkback Belt sometime in this level.
At 5th, I'm planning on either Weapon Specialization...AdAstraGames2018-11-14T03:52:55ZForums: Pathfinder Playtest Prerelease Discussion: Presentation of Commonly Used Math At The Table in Pathfinder -- A 2E SuggestionAdAstraGameshttps://paizo.com/threads/rzs2v113?Presentation-of-Commonly-Used-Math-At-The#12018-03-31T06:08:04Z2018-03-31T05:24:10Z<p>I've found that I can speed up combat in Pathfinder by changing the order of presentation of "die roll + modifier"</p>
<p>I've got a fighter who defaults to using Power Attack.</p>
<p>In standard PFS conventions, he hits on a 1d20+18/+13/+8 for 1d8+14 damage.</p>
<p>On my character sheets, I write +18 in one space, and write his adjusted static to hit modifiers next to it, adding any bonuses or penalties, so that the math is "done once" and can be treated as a static modifier plus a die roll, in that order.</p>
<p>So I roll 3d20 and add +18, +13, +8 to each.</p>
<p>It gets written as "18+d20/13+d20/8+d20" with the final static modifier presented <b>first</b>.</p>
<p>My damage is recorded the same way:</p>
<p>14+1d8+1d6 for Power Attacking with a flaming longsword.</p>
<p>When Vital Striking with Power Attack and using the Bane Baldric, it's:</p>
<p>16+2d8+2d6+1d6</p>
<p>On my own play, this is a modest speed increase — fractions of a second, because I'm good at head-arithmetic, and I realized, playing in my local lodge, that most people <i>aren't</i>.</p>
<p>So, out of curiosity, I listened to how other people were finger-counting, or under-their-breath counting and went "Wait, why are they repeating every single step on every single die roll?"</p>
<p>I started writing out little cards with the "add 2, now add 1, and subtract 2 and add 4 damage..." for them, so that it came down to "Take the big number, roll your die, add it."</p>
<p>And...suddenly everyone's combat rounds went from 3 minutes each to about 30 seconds each.</p>
<p>The trick here is that the human brain is _horrible_ at retaining short procedural sequences in short term memory. So batch them, put the final result as a static modifier, and then add the random number generator, to take advantage of the things the human brain is <b>good at</b>.</p>
<p>This can be enhanced with a slight redesign of the Pathfinder character sheet for second edition.</p>
<p>Make a 'tax form' — someone puts their basic static modifier down, has a place where they can write down common modifiers, and a <b>place to run the sum</b> plus the die being rolled. Then, for PF2, have a space for them to write their two iterative attacks [-5/-10] with those two boxes shaded slightly differently from each other.</p>
<p>Now, you roll 3d20, and if you're clever, they're coded from light to dark, with light matching the first attack, medium the second attack and dark the third attack.</p>
<p>If you're even kinder to your fellow players, you roll the damage dice (matching colors) at the same time...and have the static modifiers for damage written underneath the static to-hit modifiers.</p>
<p>Yes, it takes up more space on the character sheet, but paper is cheap, and time in combat is precious. :)</p>I've found that I can speed up combat in Pathfinder by changing the order of presentation of "die roll + modifier"
I've got a fighter who defaults to using Power Attack.
In standard PFS conventions, he hits on a 1d20+18/+13/+8 for 1d8+14 damage.
On my character sheets, I write +18 in one space, and write his adjusted static to hit modifiers next to it, adding any bonuses or penalties, so that the math is "done once" and can be treated as a static modifier plus a die roll, in that order.
...AdAstraGames2018-03-31T05:24:10ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Paizo Blog: First Look at the Pathfinder PlaytestAdAstraGameshttps://paizo.com/community/blog/v5748dyo5lkl9&page=8?First-Look-at-the-Pathfinder-Playtest#3972018-03-07T03:32:23Z2018-03-07T03:19:35Z<p>Having seen the changes in Pathfinder Unchained (Barbarian, Rogue-that-works, slightly overpowered Monk-that-now-works) and seen the Starfinder rules, I've been expecting this announcement for about four years, and anticipating it ever since the Starfinder playtest.</p>
<p>I think it's overdue. :)</p>
<p>Viva Paizo. Thank you for doing this. You're saving me the trouble of trying to convert Starfinder into a cleaner Pathfinder.</p>Having seen the changes in Pathfinder Unchained (Barbarian, Rogue-that-works, slightly overpowered Monk-that-now-works) and seen the Starfinder rules, I've been expecting this announcement for about four years, and anticipating it ever since the Starfinder playtest.
I think it's overdue. :)
Viva Paizo. Thank you for doing this. You're saving me the trouble of trying to convert Starfinder into a cleaner Pathfinder.AdAstraGames2018-03-07T03:19:35ZRe: Forums: Pathfinder Society: Why the hate for Shelia Heidmarch?AdAstraGameshttps://paizo.com/threads/rzs2uac5?Why-the-hate-for-Shelia-Heidmarch#352017-04-13T20:43:21Z2017-04-12T20:10:14Z<p>Because of how I played out Season 4, we always assumed that Heidmarch...</p>
<p>[Spoiler omitted]</p>Because of how I played out Season 4, we always assumed that Heidmarch...
[Spoiler omitted]AdAstraGames2017-04-12T20:10:14ZRe: Forums/Paizo: General Discussion: The logic behind the Humble Bundle and biting the hand that feeds youAdAstraGameshttps://paizo.com/threads/rzs2u4fl&page=2?The-logic-behind-the-Humble-Bundle-and-biting#932017-02-18T18:34:56Z2017-01-19T16:55:00Z<div class="messageboard-quotee">Crager Muldoon wrote:</div><blockquote> <div class="messageboard-quotee">AdAstraGames wrote:</div><blockquote><br />
<br />
I've even called up game stores and said "This customer ordered this set of products off my web site, and say they play at your store; with their permission, I'd like to ship double their order to your ship. They can pick up the stuff they ordered from me, you can talk to them about the game, and you have a free set of everything they ordered for your shelf. I'll even eat the difference in shipping."</p>
<p>I get 1 out of 12 stores taking me up on this offer.</p>
<p></blockquote><p>Your offer is incredibly generous and reasonable. It's clear that you're trying to support retailers - so why would a retailer refuse to take you up on this offer? It's ridiculous on its face for them to do so. Have any of them elaborated on why they refused?
</p>
</blockquote><p>Quite simply:
<p>A retailer is trying to vend product in a business that generates 5,000 new SKUs per month. It's NOT easy. Shelf space is at a premium and they do know their local clientele to some degree.</p>
<p>Distributors provide two valuable services to retailers:</p>
<p>They extend 30-60 days of credit depending on the timing of the order (it's usually 60 days with a pre-order...) and they provide a one-stop-shop for ordering products from multiple publishers. Tracking orders status from 400+ publishers would quickly eat time from two to four full time staffers, and distributors disintermediate that work for retailers.</p>
<p>SO:</p>
<p>From a retailer's perspective:</p>
<p>"I get a product that I don't know if I'll ever sell it; sure, it's free, but is it taking up space that something ELSE will generate more revenue from, or just have a faster rate of turn?"</p>
<p>"I get a product, it sells, I want to buy more - you're with three distributors I don't carry, and Alliance doesn't stock you. So I've got to do a special outside-my-normal-buying-routine procedure just for you? It's not worth it."</p>
<p>I'm not saying that I should be getting 12 of 12 on those. I'm surprised that it's 1 of 12; I'd've expected about 50% uptake.</p>
<p>I have...very little...sympathy for the claims that anything a publisher does will "harm the retail tier" more than the retail tier harms itself.</p>
<p>When I sell a game to a distributor, I pay full freight on the shipment, and I get 40% of MSRP. They sell it to the retailer at 50-53% of cover price. </p>
<p>The retailer has to stock it, pay for retail space and the utilities (minimum of $2000/month), and cover the expenses of (minimum) two staffers (who will, on average, cost the retailer about $1.80 for every dollar they earn.).</p>
<p>The retailer gets to put up with customers, shoplifters, and "showroomers" — I saw a guy who looked at a game on the shelf - offered with the retailer's 25$ off "New customer" discount — pull out his phone, search for the product on Amazon, and order it off Amazon.</p>
<p>And then walk out.</p>
<p>I contend that the retailer is, in large part, a community organizer. His job is to engage the customer, discover what the customer is interested in, and make the sale. Part of making the sale is "You buy it now, you get it now, and you have a place to play it here."</p>
<p>If they're just competing on price...or stocking depth...they're going to get their lunch (and spleens) eaten. A lot of retailers also sell snacks. I've been to one retailer that was right next to a Collectivo Coffee; only a wall separated the two businesses. They got their landlord to open spaces between the coffee shop and the game store, the game store moved two of their game tables (and their lending library) to the coffee shop, and both businesses try to feed customers to the other.</p>Crager Muldoon wrote:AdAstraGames wrote:
I've even called up game stores and said "This customer ordered this set of products off my web site, and say they play at your store; with their permission, I'd like to ship double their order to your ship. They can pick up the stuff they ordered from me, you can talk to them about the game, and you have a free set of everything they ordered for your shelf. I'll even eat the difference in shipping."I get 1 out of 12 stores taking me up on this
...AdAstraGames2017-01-19T16:55:00ZRe: Forums/Paizo: General Discussion: The logic behind the Humble Bundle and biting the hand that feeds youAdAstraGameshttps://paizo.com/threads/rzs2u4fl&page=2?The-logic-behind-the-Humble-Bundle-and-biting#822018-05-06T02:07:19Z2017-01-19T00:16:39Z<p>I'm a publisher. I've kept my business (which is very niche) running and paying my bills since 2004. The mean half-life for small businesses is seven years before they go under; for a game publisher it's closer to four.</p>
<p>I suspect that Erik spends more on reprinting one book than I earn in a quarter.</p>
<p>And what he said was kinder and gentler than what I'd've said. And with far less profanity.</p>
<p>I've had retailers refuse free product. I've had retailers tell me that selling direct-to-consumer was taking money from their businesses. I've had retailers tell me that putting quick start rules out was bad for their business.</p>
<p>Retailers have a three-part job.</p>
<p><span class=messageboard-bigger><b>Engage the customer
<br />
Discover what interests the customer.
<br />
Make the sale.</b></span></p>
<p>I've made my living doing sales (of my own products) at conventions. I sell to customers at conventions, they try to buy from their game store, their game store tells them I'm out of business, they buy from me directly.</p>
<p>I've even called up game stores and said "This customer ordered this set of products off my web site, and say they play at your store; with their permission, I'd like to ship double their order to your ship. They can pick up the stuff they ordered from me, you can talk to them about the game, and you have a free set of everything they ordered for your shelf. I'll even eat the difference in shipping."</p>
<p>I get 1 out of 12 stores taking me up on this offer.</p>
<p>Yeah. Thank GOD for Kickstarter.</p>
<p>And thank you, Erik, for being kinder in the face of this inanity than I could've managed to be.</p>I'm a publisher. I've kept my business (which is very niche) running and paying my bills since 2004. The mean half-life for small businesses is seven years before they go under; for a game publisher it's closer to four.
I suspect that Erik spends more on reprinting one book than I earn in a quarter.
And what he said was kinder and gentler than what I'd've said. And with far less profanity.
I've had retailers refuse free product. I've had retailers tell me that selling direct-to-consumer...AdAstraGames2017-01-19T00:16:39ZRe: Forums: Pathfinder Society: What character do you regret making?AdAstraGameshttps://paizo.com/threads/rzs2s1r7&page=3?What-character-do-you-regret-making#1502015-11-05T13:05:22Z2015-10-21T07:03:42Z<p>I have a -1 build pre APG. Negative channel battle cleric of Gorum. Fun, but low AC and few prospects for the AC getting better without major expenditure.</p>
<p>Two neg-channel clerics with selective channel in the same party can be horribly unpleasant for GMs.</p>
<p>My seeker fighter was a straight up falcata-and-shield fighter; by the time he was level 8 or 9, the running joke was he'd spend a double move to get adjacent to the big baddy, and the party with three gunslingers and a Zen Archer would have swept the room. He played Riven Sky as his "get to 12th" adventure and was in a party with a Dragon Style velociraptor and an Eidolon wielding two greatswords, both with Pounce.</p>
<p>I've seen enough truly optimized archers that I never want to play one. ("I 5' step and fire 5 arrows.")</p>
<p>My Sorcerer who picked up the Staff of the Master can now throw Dazing Wall of Fire 3x per day, which is roughly three times per day too many. Or Dazing Fireball. His personality is fun, but Dazing Spell is seriously broken.</p>
<p>Even without the Staff, he can throw a Dazing Heightened Toppling Magic Missile to knock five foes prone and have them dazed for two rounds while the rest of the party stabs them.</p>
<p>Since then, I now judge my character concepts not on how effective they'll be, but how much fun they'll make the game for other players.</p>I have a -1 build pre APG. Negative channel battle cleric of Gorum. Fun, but low AC and few prospects for the AC getting better without major expenditure.
Two neg-channel clerics with selective channel in the same party can be horribly unpleasant for GMs.
My seeker fighter was a straight up falcata-and-shield fighter; by the time he was level 8 or 9, the running joke was he'd spend a double move to get adjacent to the big baddy, and the party with three gunslingers and a Zen Archer would...AdAstraGames2015-10-21T07:03:42ZRe: Forums: Pathfinder Society: Do Religious Tenets Trump 'Cooperation'?AdAstraGameshttps://paizo.com/threads/rzs2sfn6&page=8?Do-Religious-Tenets-Trump-Cooperation#3562015-07-15T12:25:39Z2015-07-15T06:00:46Z<p>I'd've not penalized the Inquisitor for refusing to heal the dying Necromancer. Necromancer was told not to do a thing, and did it anyway.</p>
<p>I'd've strongly suggested (as a GM) that if the Inquisitor healed the Necromancer, that they take the opportunity to roleplay a Pharasman religionist.</p>
<p>"You have been granted a choice. Turn aside from this fell path of abomination and ruin. You have glimpsed the Boneyard, and She who Weaves the Skein of Birth and Death, has, through me, granted you an opportunity to atone for past sins and transgressions."</p>
<p>"Do not expect any healing from the Faith of Pharasma in the future; you have received all the Benedictions that She will offer you."</p>
<p>Then write a Chronicle note saying that healing spells cast by Pharasmites won't work on this character...</p>I'd've not penalized the Inquisitor for refusing to heal the dying Necromancer. Necromancer was told not to do a thing, and did it anyway.
I'd've strongly suggested (as a GM) that if the Inquisitor healed the Necromancer, that they take the opportunity to roleplay a Pharasman religionist.
"You have been granted a choice. Turn aside from this fell path of abomination and ruin. You have glimpsed the Boneyard, and She who Weaves the Skein of Birth and Death, has, through me, granted you an...AdAstraGames2015-07-15T06:00:46ZRe: Forums: Pathfinder Society: You know you're in trouble when you get to the table and...AdAstraGameshttps://paizo.com/threads/rzs2qnjr&page=34?You-know-youre-in-trouble-when-you-get-to-the#16992015-06-18T19:33:18Z2015-06-16T23:56:22Z<p>My first time playing the Dalsine Affair, the GM prepped high tier...and a table of level 3s and level 4s got seated. It was still legal to play up back then. The GM didn't know how lethal that last encounter was...and none of us had read the Advanced Players Guide.</p>
<p>I/we won, and only because I was lucky-dumb and ran up the staircase in the final encounter. I wasn't the poor wizard who ended up a 5' step away from a level 6 Magus hiding in Invisibiliy when initiative was rolled. That was the Level 4 Wizard.</p>
<p>Only thing that saved our ass was the Bard spamming Hideous Laughter...which bought me time to run down the stairs and be the flanking buddy attack on said Hideously Laughing Magus for the Rogue, but everyone in that group was at Pucker Factor 13.</p>My first time playing the Dalsine Affair, the GM prepped high tier...and a table of level 3s and level 4s got seated. It was still legal to play up back then. The GM didn't know how lethal that last encounter was...and none of us had read the Advanced Players Guide.
I/we won, and only because I was lucky-dumb and ran up the staircase in the final encounter. I wasn't the poor wizard who ended up a 5' step away from a level 6 Magus hiding in Invisibiliy when initiative was rolled. That was the...AdAstraGames2015-06-16T23:56:22ZRe: Forums: Pathfinder Society: Paizo Blog: New OptionsAdAstraGameshttps://paizo.com/community/blog/v5748dyo5lgau&page=5?New-Options#2122014-07-16T19:16:35Z2014-07-15T16:50:10Z<div class="messageboard-quotee">Raymond Lambert wrote:</div><blockquote><p> I have one problem with this, otherwise, I like what I read.</p>
<p>Many people have already invested in expensive travel and hotel costs for Gencon. They may have had the intention of beginning a new Aasimar and/or tiefling at the con. Not everyone can game every month. Even if we can play between now and then, it might be a high level game and having to use a pregen to apply credit to a brand new PC instead of a real character we designed ourself is not a best solution. The month notice is much nicer than only a week or weekend. I still think the whole gencon convention weekend should be open to both of the races leaving, a fair well send off. </blockquote><p>Carve out four hours and sign up for the PFS Online Collective and play one of the "three times a day, every day" runs of the Confirmation that will no doubt start soon.
<p>Or if you're very bold, GM a game.</p>Raymond Lambert wrote:I have one problem with this, otherwise, I like what I read.
Many people have already invested in expensive travel and hotel costs for Gencon. They may have had the intention of beginning a new Aasimar and/or tiefling at the con. Not everyone can game every month. Even if we can play between now and then, it might be a high level game and having to use a pregen to apply credit to a brand new PC instead of a real character we designed ourself is not a best solution. The...AdAstraGames2014-07-15T16:50:10ZRe: Forums/Pathfinder First Edition: General Discussion: What's wrong with the Summoner?AdAstraGameshttps://paizo.com/threads/rzs2r9l2?Whats-wrong-with-the-Summoner#272014-07-15T22:33:37Z2014-07-15T06:25:38Z<p>A 7th level Summoner who saves 14,000 GP can single-handedly end three PFS encounters per day.</p>
<p>At 7th level, the Summoner learns Wall of Fire as a 3rd level spell.</p>
<p>14,000 gold gets you a Lesser Rod of Dazing Spell good for 3rd level spells.</p>
<p>At 7th level, your SLA is Summon Monster IV. You can summon 1d3 Dretches.</p>
<p>Cast Dazing Wall of Fire. Target takes damage, target has to make a Will save. If the save is failed, the target is dazed in the space they took the damage in...for 3 rounds. Each round the target is dazed, they take damage and have to make a new save; each failed save re-sets the duration of the Daze.</p>
<p>Summon Dretches into the ring of fire. Let them burp their nausea clouds and eat the dazed opponents. Since Dretches have Resist Fire 10, they don't take damage from the Ring of Fire, and they don't have to make a save against the Dazing effect. The dretches will try to grapple anyone who isn't Dazed and play goalkeeper. </p>
<p>Two rounds of actions, the rest of the fight is "Eh, let's see if anything makes it out."</p>
<p>(Dazing Metamagic SERIOUSLY needs to be fixed so that it only applies to spells with an Instantaneous duration, and only dazes for 1 round. We refer to Dazing Wall of Fire as Dazing F&#!wall when it shows up at the table.)</p>A 7th level Summoner who saves 14,000 GP can single-handedly end three PFS encounters per day.
At 7th level, the Summoner learns Wall of Fire as a 3rd level spell.
14,000 gold gets you a Lesser Rod of Dazing Spell good for 3rd level spells.
At 7th level, your SLA is Summon Monster IV. You can summon 1d3 Dretches.
Cast Dazing Wall of Fire. Target takes damage, target has to make a Will save. If the save is failed, the target is dazed in the space they took the damage in...for 3 rounds....AdAstraGames2014-07-15T06:25:38ZRe: Forums: Pathfinder Society: Paizo Blog: New OptionsAdAstraGameshttps://paizo.com/community/blog/v5748dyo5lgau&page=2?New-Options#1002020-04-15T22:20:56Z2014-07-15T01:43:13Z<p>So glad to see the Aasimar Orphanage Cadre winding down...</p>
<p>And while I have fewer grumps about the Tiefs...15 Race Point characters in a game where Dwarves are 9 point characters and everyone else is a 7 or 8? Yeah, kinda glad to see them go.</p>
<p>Now I'm tempted to make a Kitsune Bard.</p>
<p>"I am Saito MacFluffy o' the Clan MacFluffy. And ye gaijin sassenachs cannae hae any o' oor land wi'out goin' th' us first, ye fookin' Andoran weaboo fookeads!"</p>
<p>•skirling of Bagpipes playing the theme from Seven Samurai•</p>So glad to see the Aasimar Orphanage Cadre winding down...
And while I have fewer grumps about the Tiefs...15 Race Point characters in a game where Dwarves are 9 point characters and everyone else is a 7 or 8? Yeah, kinda glad to see them go.
Now I'm tempted to make a Kitsune Bard.
"I am Saito MacFluffy o' the Clan MacFluffy. And ye gaijin sassenachs cannae hae any o' oor land wi'out goin' th' us first, ye fookin' Andoran weaboo fookeads!"
*skirling of Bagpipes playing the theme from...AdAstraGames2014-07-15T01:43:13ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=9?Recapturing-the-Essence-of-ADD-in-Pathfinder#4202014-03-31T01:05:15Z2014-03-30T07:13:54Z<p>AD&D Feel is hard/nigh impossible to get in Pathfinder because of a wide range of design assumptions built into the game.</p>
<p>There is no "single failed save, you're dead" trap in Pathfinder, because the amount of work needed to make a Pathfinder character is such that this would be horribly unpopular. In AD&D, you're going to lose party members due to dumb-ass bad luck. Pathfinder assumes regular access to essential (and to me, somewhat boring) magic items. In AD&D, magic items tend to only be found in story-important locations. The two are directly incompatible.</p>
<p>Because the AD&D rules were both voluminous, and, well, full of holes, logical inconsistencies, and flat out badly written, a lot of AD&D games relied on "player figures out the puzzle/problem/talks their way past..." which encourages a looser, more fluid style of play, and a bit more back-and-forth between GM and players.</p>
<p>I pointed out Dungeon World as a system that does get AD&D "feel" in a simpler game that, while not directly compatible with Pathfinder, is similar enough that the transition isn't that hard. It makes that back-and-forth dialog between GM and players as a fundamental expectation for how the rules work.</p>
<p>We then had a long therapy session for people who are still traumatized by having a GM have too much power in their game and feeling like they always got shafted when the games devolved to "Mother May I."</p>
<p>Some people asked for more information, I provided it.</p>AD&D Feel is hard/nigh impossible to get in Pathfinder because of a wide range of design assumptions built into the game.
There is no "single failed save, you're dead" trap in Pathfinder, because the amount of work needed to make a Pathfinder character is such that this would be horribly unpopular. In AD&D, you're going to lose party members due to dumb-ass bad luck. Pathfinder assumes regular access to essential (and to me, somewhat boring) magic items. In AD&D, magic items tend to only be...AdAstraGames2014-03-30T07:13:54ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=8?Recapturing-the-Essence-of-ADD-in-Pathfinder#3972014-03-30T00:08:42Z2014-03-29T23:45:53Z<div class="messageboard-quotee">Jack Assery wrote:</div><blockquote><p> And if you're disallowing Pun-Pun (which I agree with), you are being arbitrary. If you're going to be arbitrary anyway, why not work from a baseline of trust in the GM and trust in the players?
</p>
Trust is earned, and Pun Pun is a violation of that trust. Making a broken character is easy, especially when mixing/matching abilities/powers from 3.5 and PF, which besides the backwards compatibility rhetoric, exists on two different power equilibriums. I can trust players to the extent that they have proven willing to cooperate with the game, and if they make a game wrecker like Pun Pun, it's not arbitrary to ban hammer the s••• out of it. </blockquote><p>Is it the fault of the player that Pun-Pun is legal, or the fault of the developers that the rule system has grown so baroquely complex that it's possible to build Pun-Pun in the first place?
<p>It reaches farther back than Pun-Pun.</p>
<p>I've played many a game with That Guy. The one that shows up with a character who's 60% more effective than the rest of the party. Combined. Were it not for action economy, he'd solo the module. (And when it's a Summoner, not even action economy holds them back...)</p>
<p>That Guy (tm) tells everyone else that HE'S doing nothing wrong, it's THEIR fault that they can't make a character as awesome as his, because, clearly, the RULES allow it, therefore it's right.</p>
<p>In reality, he enjoys the intellectual challenge of making a build. He gets a creative rush out of it. He may even get mad props and "Way cool, man." He gets his validation by soloing the BBEG in the Surprise Round.</p>
<p>The reason I prefer lighter-weight systems is that the simpler the system, the easier it is to spot that something's a game breaking monster. </p>
<p>Indeed, a lot of people who dislike simpler systems dislike them because of that feature. When making a game breaking monster is trivial, there's no challenge in doing it...and that means that, well, gasp, they have to actually care about what other players are doing with their characters.</p>
<p>Dungeon World and its ilk aren't "onramps" for a heavier system. They're feature complete among themselves.</p>
<p>They focus on a number of things like "Get the players involved in everyone else's character creation, and get all character creation done on the same session as you start the adventure."</p>Jack Assery wrote:And if you're disallowing Pun-Pun (which I agree with), you are being arbitrary. If you're going to be arbitrary anyway, why not work from a baseline of trust in the GM and trust in the players?
Trust is earned, and Pun Pun is a violation of that trust. Making a broken character is easy, especially when mixing/matching abilities/powers from 3.5 and PF, which besides the backwards compatibility rhetoric, exists on two different power equilibriums. I can trust players to the...AdAstraGames2014-03-29T23:45:53ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=8?Recapturing-the-Essence-of-ADD-in-Pathfinder#3942014-03-30T00:08:26Z2014-03-29T23:33:43Z<div class="messageboard-quotee">thejeff wrote:</div><blockquote> <div class="messageboard-quotee">AdAstraGames wrote:</div><blockquote><br />
<br />
Quite honestly, trying to describe Dungeon World combats to someone who's expectations are d20-style Initiative single-file action tracking...until you've played it, it sounds like gibberish. </blockquote><p>So give it a shot. :)
</p>
I get the basic gist of Moves, but I don't quite get how an actual combat would flow. The examples I've looked at all seemed to be more individual: How to handle one Move and the results of it. </p>
<p>I guess my biggest question is: Is there something in the mechanics that
<br />
addresses making sure everyone gets to act, if not every round (since there aren't rounds?), at least often enough to keep active. Spotlight issues, essentially. </p>
<p>Without initiative, or some similar mechanism, how does it handle keeping track of who's doing what in larger combats?
<br />
</blockquote><p>The fact that you're asking that question is sort of like saying "But without the numinous ether, how does light propagate?" But I'll give it a shot.
<p>Dungeon World combat is more like question-and-response metric.</p>
<p>There is no guarantee that the every player will get as many actions as every other player, plus or minus one, but it tends to work that way without mechanical reinforcement.</p>
<p>Each time the GM says something, he is putting a <b>specific</b> character in danger. The character then describes what they're doing in response to the danger. There will be three possible outcomes: The character succeeds (what they describe happens), the character partially succeeds (what they describe happens, but...), or the character fails (what they describe didn't happen, and...).</p>
<p>If the character completely succeeds, that danger is usually neutralized or harmed; if there's another aspect of danger coming up, the GM then threatens another character.</p>
<p>If the character partially succeeds, the GM uses what that character said as their response to frame the next element of danger, which is usually directed at the next player at the table, or the player the GM thinks is closest or is more dramatically appropriate to send the fun to.</p>
<p>If the character fails, the GM usually gives them a hard choice, and ALSO makes the next element of danger threatening another character more dangerous or risky because of what the first character failed at.</p>
<p>Pretty much, the GM is asking "What do you do?" to each player in whatever order suits him, but once he gets a response, he moves to another player...and by spreading the love around, you're ALSO letting the players have a little bit of time to come up with snappy and cool descriptions.</p>thejeff wrote:AdAstraGames wrote:
Quite honestly, trying to describe Dungeon World combats to someone who's expectations are d20-style Initiative single-file action tracking...until you've played it, it sounds like gibberish.
So give it a shot. :)
I get the basic gist of Moves, but I don't quite get how an actual combat would flow. The examples I've looked at all seemed to be more individual: How to handle one Move and the results of it. I guess my biggest question is: Is there something...AdAstraGames2014-03-29T23:33:43ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=8?Recapturing-the-Essence-of-ADD-in-Pathfinder#3822014-03-30T16:44:40Z2014-03-29T22:47:01Z<div class="messageboard-quotee">Squirrel_Dude wrote:</div><blockquote> <div class="messageboard-quotee">AdAstraGames wrote:</div><blockquote> <div class="messageboard-quotee">Squirrel_Dude wrote:</div><blockquote>Then it's an ethos that I find absurdity. It's just shifting more game control to the DM, for the sake of control, in the name of creativity. </blockquote>Question - do you ask your players to describe what they're doing in a game? Or do they do it without prompting? Or are you primarily a player and not a GM?</blockquote><p>I ask my players to describe what they're doing based on the actions they're taking, and to make decisions based on the abilities/stats that their characters have.
<div class="messageboard-quotee">Quote:</div><blockquote><p>I agree that AD&D wasn't rules light. Note that I'm generally advocating for Dungeon World, which has a lot of the 'feel' of AD&D, with a much more manageable rules load.</p>
<p>Let me ask you this: What's the benefit of having a player-accessible magic item creation rules set? How does this make the game more fun to play, mechanically, and how does it support the underlying fiction?</blockquote>As a DM I have less work to do, and can justify any disagreements with the player by pointing to the rules insteas of coming off as arbitraty. As a player I know what I can expect, and can justify any disagreements with the DM by pointing to the rules.</blockquote><p>Um. Keeping track of the latest broken s•@! and errata coming out of Paizo and all the third party publishers is LESS WORK than re-using a smaller set of mechanics?
<p>I do not think those words mean what you think they mean.</p>
<p>And if you're disallowing Pun-Pun (which I agree with), you are being arbitrary. If you're going to be arbitrary anyway, why not work from a baseline of trust in the GM and trust in the players?</p>
<div class="messageboard-quotee">Quote:</div><blockquote> It also means that I can simply point to the rules and ask the person who wants to craft it to do the math himself, instead of having to do all the work then. The more my players can learn from the game on their own time the less I have to explain to them.</blockquote><p>I've played in three Kingmaker games. Every single one of them imploded when players could start manufacturing +1 weapons and selling them at 100% markup, and could start manufacturing their own Wondrous Items.
<p>When I was asked to GM it, I specifically told players "No magic item creation." I explained why. The players decided I was being arbitrary. Kingmaker didn't get run.</p>
<p>This is why I don't actually feel that "rules as written" are worth the Talmudic pride of place that so many people give them. You're still playing "Mother May I." You just have something written by a freelancer at a nickel a word as your legal precedent, rather than something of your own creation which might be a better fit for the shared fiction...assuming your GM accepts that you're a possible collaborator, not a bug to be squished.</p>
<p>And assuming you have a GM who isn't out to wreck their own game.</p>
<div class="messageboard-quotee">Quote:</div><blockquote><div class="messageboard-quotee">Quote:</div><blockquote>Would you play a magic-item-creating character if, each time you created an item, you had to make a caster level check against a DC 25 target, or have your soul replaced with that of a Chaotic Evil Abyssal Duke? And that it didn't matter if you were making a +1 Spear or a +5 Dragonbane Thundering...</blockquote>Having rules in place doesn't prevent me from having interesting home few ideas like this, and trying to implement them into the game. What it allows for is for me to let my players know ahead of time that we're doing somehjng the game designers didn't expect, as well as have a fallback option I the rules don't work out.</blockquote><p>In another thread, you wrote:
<div class="messageboard-quotee">Quote:</div><blockquote>Bad design creates problems, I agree. I also agree that I have rules doesn't guarantee for more creativity. However, as a player I prefer to know what game I'm getting into, and have players who can know what the rules of a game are without me having to tell them. I also prefer to trust the judgement of he game developers when they make rules than to trust myself or players around me. If there is a problem I can change it with he others.</blockquote><p>I've been one of those developers. I've freelanced a fair bit. I publish games, I sometimes hire freelancers. I know what a production treadmill looks like. I know how many ideas simply get "Yeah, that can't possibly be a problem." and get published.
<p>You are much likelier to get bad design out of heavy and complex rule systems than out of lighter weight ones, because the more you try to nail down the corner cases, the likelier it is you create Pun-Pun levels of abuse. </p>
<p>Or even more manageable ones like Gunslingers killing everything in sight once 7th level hits and they're firing at +13 versus single-digit touch ACs.</p>
<p>Or Witches spamming DC 34 Slumber Hexes. Ever seen a dragon fall to its death, mid-flight? :)</p>
<p>Or (shudder) the 7/7/7/16/14/20 Paladin/Synthesist-Summoner tromping through your plot in Eidolon Power Armor.</p>
<p><b>The benefit of a simple system is that it's MUCH easier to spot that something is game breaking.</b></p>Squirrel_Dude wrote:AdAstraGames wrote: Squirrel_Dude wrote:Then it's an ethos that I find absurdity. It's just shifting more game control to the DM, for the sake of control, in the name of creativity.
Question - do you ask your players to describe what they're doing in a game? Or do they do it without prompting? Or are you primarily a player and not a GM?I ask my players to describe what they're doing based on the actions they're taking, and to make decisions based on the abilities/stats...AdAstraGames2014-03-29T22:47:01ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=8?Recapturing-the-Essence-of-ADD-in-Pathfinder#3652014-04-01T17:05:38Z2014-03-29T21:18:09Z<div class="messageboard-quotee">The black raven wrote:</div><blockquote> <div class="messageboard-quotee">AdAstraGames wrote:</div><blockquote> <div class="messageboard-quotee">Squirrel_Dude wrote:</div><blockquote> I was being sarcastic. I honestly find this pining for the worst part of Old School design, purposefully leaving rules to DM adjudication and control for the sake of "creativity", idiotic. </blockquote><p>Sarcasm or not, it really is a good expression of the design and play ethos. In most rules light games, there is an implicit design mindset that the entire game is a discussion.
<p>Rules as Interpreted versus Rules as Written will always be there. Shorter rules sets mean that everyone can keep them loaded in short term memory. </blockquote>There is no discussion if, any time a player disagrees with the GM on how things work, the latter is considered always right. Granted, this would make for the lightest set of rules (ie, none). But since when is less rules a greater goal for the game than people having fun ? </blockquote><p>Here's the first rule of "rules light GMing" - think of this as the Rule Zero text.
<p><span class=messageboard-bigger><b>If There's Nothing Interesting To Be Gained From A Player Failing, Say Yes. Otherwise, Roll The Dice.</b></span></p>
<p>I'm not intending to rag on Pathfinder for this counterexample, but it's common in a lot of games, and it's a particular sore point when I play.</p>
<p>Pathfinder Knowledge Skills.</p>
<p>You've got this scenario, it's got three paths for the players to succeed, all three paths can have information gathered or gleaned through knowledge skills.</p>
<p>And the consequence of failing a knowledge skill is "Well, um, you don't learn anything new."</p>
<p>When players are aware that They Must Pass A DC 25 Knowledge Check (or Diplomacy check) or the plot gets constipated...everyone goes "I aid another on, yeah, that character who has the best modifier."</p>
<p>This is an example of not following Rule Zero.</p>
<p>What possible interesting consequence happens from failing a Knowledge check? In most Pathfinder games? There aren't any; plot constipation is the enemy of interesting. The GM should ask for a library research <a href="https://www.youtube.com/watch?v=JU9Uwhjlog8" target="_blank" rel="nofollow"> montage</a> if that's the only consequence. </p>
<p>In a lightweight RPG, when I have a scene that requires a Knowledge-type check? I always write out one or two options for consequences if they fail on my notecards.</p>
<p>Because nothing is as much fun as the characters failing the Knowledge skill on the Cult of Urgutoz The Defiler, getting the McGuffin...and then completing the cultist's ritual for them, thinking they were destroying the McGuffin.</p>
<p>Especially as the ending scene of a session.</p>
<p>Rules Light means using the fewest possible rules to define something, and letting players have some creative freedom in describing how they're getting the effect and modifier.</p>The black raven wrote:AdAstraGames wrote: Squirrel_Dude wrote: I was being sarcastic. I honestly find this pining for the worst part of Old School design, purposefully leaving rules to DM adjudication and control for the sake of "creativity", idiotic.
Sarcasm or not, it really is a good expression of the design and play ethos. In most rules light games, there is an implicit design mindset that the entire game is a discussion. Rules as Interpreted versus Rules as Written will always be there....AdAstraGames2014-03-29T21:18:09ZRe: Forums: Rules Questions: Succubus in a grapple.AdAstraGameshttps://paizo.com/threads/rzs2pa2b&page=10?Succubus-in-a-grapple#4602023-01-03T17:15:59Z2014-03-28T17:28:09Z<p>Be polite. Be sure to use Grease on her before backstabbing her behind from.</p>Be polite. Be sure to use Grease on her before backstabbing her behind from.AdAstraGames2014-03-28T17:28:09ZRe: Forums: GM Discussion: Mythic PathfindersAdAstraGameshttps://paizo.com/threads/rzs2qs4k&page=2?Mythic-Pathfinders#512014-03-28T16:17:25Z2014-03-28T08:49:57Z<div class="messageboard-quotee">Nathan Hartshorn wrote:</div><blockquote> For a one use boon once that works for one round, no, it won't change the power level at all. Instead it'll give someone their "Watch this epic thing I'm about to do!" moment. </blockquote><p>Or, as the Cayden Caillinite likes to say:
<p>"Hold my beer, and WATCH THIS!"</p>Nathan Hartshorn wrote:For a one use boon once that works for one round, no, it won't change the power level at all. Instead it'll give someone their "Watch this epic thing I'm about to do!" moment.
Or, as the Cayden Caillinite likes to say: "Hold my beer, and WATCH THIS!"AdAstraGames2014-03-28T08:49:57ZRe: Forums: Homebrew and House Rules: What Do You Hope to See in PF 2e?AdAstraGameshttps://paizo.com/threads/rzs2qtv2&page=5?What-Do-You-Hope-to-See-in-PF-2e#2212014-03-28T13:05:45Z2014-03-28T08:36:43Z<p>Less of this:</p>
<p><a href="http://dev.kjdavies.org/other.weapon-proficiency.png" target="_blank" rel="nofollow">Weapon Proficiency and its prerequisites as a nodal diagram.</a></p>Less of this:
Weapon Proficiency and its prerequisites as a nodal diagram.AdAstraGames2014-03-28T08:36:43ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=7?Recapturing-the-Essence-of-ADD-in-Pathfinder#3062014-03-28T07:33:33Z2014-03-28T07:27:31Z<p>There is a "monk" playbook (called The Initiate) in one of the bundles for the game on RPGNow. That bundle also has non-Vancian versions of the Wizard and Cleric.</p>
<p>I may run a DW game online with MapTools in May.</p>There is a "monk" playbook (called The Initiate) in one of the bundles for the game on RPGNow. That bundle also has non-Vancian versions of the Wizard and Cleric.
I may run a DW game online with MapTools in May.AdAstraGames2014-03-28T07:27:31ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=7?Recapturing-the-Essence-of-ADD-in-Pathfinder#3042014-03-28T10:19:05Z2014-03-28T07:08:54Z<div class="messageboard-quotee">Jack Assery wrote:</div><blockquote> It sounds like the guy in that thread is just burned out on PF or plays with a boring GM. My players won't leave me alone about my game, I get E-mails, phone calls, facebooked; I rarely get people bared at the table, then again I do kick distractions and bad players so maybe that has a little to do with it. </blockquote><p>The game you get is the overlap of a Venn diagram of rewards.
<p>The circles are:</p>
<p>What the GM rewards (which is something that you do, and then feel that other GMs who do it are metagaming)
<br />
What the other players reward (usually this is socialization or "That was awesome."
<br />
What the game system rewards.</p>
<p>I prefer to move certain types of rewards to different circles. It's a preference pattern. </p>
<p>I vastly prefer that character advancement come from roleplaying rather than murder-hobo'ing.</p>
<p>I vastly prefer that combat prowess reflect what you describe in the battle scene rather than what you did window-shopping in Hero Lab. (Don't get me wrong, I know the call of making a cool build that nobody's seen before...but I'd rather that description and play at the game table matter more than four hours of spreadsheet fiddling.)</p>
<p>You wrote:</p>
<div class="messageboard-quotee">Jack Assery wrote:</div><blockquote><br />
<br />
Here's an example: a character playing a rogue that can flat-foot an opponent for no apparent mechanical reason because off screen he bought a pizza.
<br />
A GM who loves players to do backstory stuff, giving a player dark-vision suddenly because "he was in a dark prison for years in his background (suddenly in his background for argument's sake).
<br />
Get what I'm driving at?
<br />
</blockquote><p>This is Mother May I and GM bribery. It's a function of what the GM rewards, rather than what the system rewards.
<p>Rules light RPGs still have systemic rewards - they just tend to be tied to player interaction rather than solo character building.</p>Jack Assery wrote:It sounds like the guy in that thread is just burned out on PF or plays with a boring GM. My players won't leave me alone about my game, I get E-mails, phone calls, facebooked; I rarely get people bared at the table, then again I do kick distractions and bad players so maybe that has a little to do with it.
The game you get is the overlap of a Venn diagram of rewards. The circles are:
What the GM rewards (which is something that you do, and then feel that other GMs who do...AdAstraGames2014-03-28T07:08:54ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=7?Recapturing-the-Essence-of-ADD-in-Pathfinder#3032014-03-28T07:12:07Z2014-03-28T06:56:24Z<div class="messageboard-quotee">Karl Hammarhand wrote:</div><blockquote><p> AdAstraGames is correct, I have been perusing Dungeon World and it does exactly what he says. Captures the old school feel with a simple and very robust rules system that deliberately includes everyone in collaboration and play. It also links players through in game bonds that means the characters have a backstory together. </p>
<p>If a Pathfinder 'Beginners Box' or Pathfinder light achieve what these guys did they would dominate the oldschool and newer market without trying. </blockquote><p>Why wait for Paizo to reinvent Dungeon World when Dungeon World already exists, and can run in Golarion if you like Golarion's flavor?
<p>I've not seen the Beginner's Box rulebook, but I suspect that "print play books, pass them around, ask questions, start game" is about as fast as setting up a Beginner's Box game.</p>Karl Hammarhand wrote:AdAstraGames is correct, I have been perusing Dungeon World and it does exactly what he says. Captures the old school feel with a simple and very robust rules system that deliberately includes everyone in collaboration and play. It also links players through in game bonds that means the characters have a backstory together.
If a Pathfinder 'Beginners Box' or Pathfinder light achieve what these guys did they would dominate the oldschool and newer market without trying.
...AdAstraGames2014-03-28T06:56:24ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=7?Recapturing-the-Essence-of-ADD-in-Pathfinder#3022014-03-28T13:35:08Z2014-03-28T06:48:49Z<div class="messageboard-quotee">Jack Assery wrote:</div><blockquote> I like a robust system, although I admit that some of my players sometimes get lost in the mechanics and sometimes wind up not being able to pay attention; not my fault if they let the rules bog them down or get detatched from the action of combat into the abstraction of combat. </blockquote><p>While it may not be your <i>fault</i>, it is an emergent behavior obstacle that hinders the enjoyment of the games you run. I.e., it is your <i>problem</i>.
<p>Where the distinction between "rules light" systems and the "Mother, May I" complaint lies is this: Rules light systems try to use (and re-use) the fewest number of rules necessary to get the job done. To accomplish this, this is "GM rule zero" of lightweight RPGs:</p>
<p>"Unless something interesting happens from the action failing, let the characters succeed. <b>Only roll dice if there's an interesting outcome from failure.</b>"</p>
<p>The GM's job is to describe the world, present hazards and risks, and make sure that there are interesting outcomes for failure.</p>
<p>Dungeon World has, for the vast majority of game play, four 'moves' (response to threat/outcome determinations): Hack & Slash, Volley Fire, Defend Something, Defy Danger.</p>
<p>All of them use the same resolution mechanic:</p>
<p>1) Describe the outcome you want. Be evocative, and be sure to name the PC you're trying to aid in your description.</p>
<p>2) Roll 2d6 + STAT. </p>
<p>On a 10+, you get the desired outcome; in a few cases, you get the desired outcome, and a choice to take damage to do additional damage.
<br />
On a 7-9, you get the outcome you want, but the GM has a consequence back to you. This may be "You get your hit, but you can choose between losing your shield, or having the monster do his damage back to you" for a melee attack, or "You get your damage, but you get to choose between using up one of your units of ammunition, or being forced to move to get your shot and you'll need to Defy Danger next round to avoid getting smashed." for Volley Fire.
<br />
On a 6 or less, your desired outcome didn't happen, the GM usually has damage done to you AND something else for you to worry about. The good news is you get an XP point to level up with.</p>
<p>3) Your "damage" is defined by your character class as a die. Your weapon will have special attributes for doing more damage, getting through heavy armor, or giving you bonuses in other circumstances. Some of your level-up abilities translate into extra damage dice for certain classes.</p>
<p>For me - and other people's mileage may vary - this is faster, easier, and paints MUCH more memorable combats than: </p>
<p>"OK, I move here..." "Here's the AoO." (dice roll) "Does a 21 hit you?" "Nope." "OK, you get past the AoO." "Then I move here, and attack." (Dice roll) "One hit, one miss." "OK, I roll 1d8+9 damage." "OK, he's still up."</p>
<p>The thing I dislike about "Build options" for customization is that your combat style should largely be a fashion accessory. The game works best if your hit chances are fitting into a particular range, and your damage does a given percentage of damage to an NPC's hit points with a single hit.</p>
<p>Instead, we have a game where two-weapon fighting is so inferior to whacking things with a two-handed weapon, and where moving in combat is such a bad idea past level 8+ that we get AM BARBARIAN's rage-louse-pants build.</p>Jack Assery wrote:I like a robust system, although I admit that some of my players sometimes get lost in the mechanics and sometimes wind up not being able to pay attention; not my fault if they let the rules bog them down or get detatched from the action of combat into the abstraction of combat.
While it may not be your fault, it is an emergent behavior obstacle that hinders the enjoyment of the games you run. I.e., it is your problem. Where the distinction between "rules light" systems and...AdAstraGames2014-03-28T06:48:49ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=5?Recapturing-the-Essence-of-ADD-in-Pathfinder#2182014-03-27T15:55:55Z2014-03-27T06:58:49Z<p>Nuck Chorris only used 19 build points to keep things fair for the rest of Golarion.</p>
<p>Dwarven Monk.</p>
<p>16 STR, 15 DEX, 16 CON, 7 INT, 16 WIS, 5 CHA.</p>
<p>Lighting Reflexes at 1st, Iron Will at 3rd, Great Fortitude at 5th. First stat boost to DEX.</p>Nuck Chorris only used 19 build points to keep things fair for the rest of Golarion.
Dwarven Monk.
16 STR, 15 DEX, 16 CON, 7 INT, 16 WIS, 5 CHA.
Lighting Reflexes at 1st, Iron Will at 3rd, Great Fortitude at 5th. First stat boost to DEX.AdAstraGames2014-03-27T06:58:49ZRe: Forums: Homebrew and House Rules: What Do You Hope to See in PF 2e?AdAstraGameshttps://paizo.com/threads/rzs2qtv2&page=3?What-Do-You-Hope-to-See-in-PF-2e#1172014-03-28T12:18:54Z2014-03-27T06:51:47Z<p>What do I want?</p>
<p>Still recognizably "patched Pathfinder"</p>
<p>A fix for the "move-or-fight" disparity for melee martials. My house rule Every time you get an iterative attack, you also get a 5' increase to how far you can "step" and make a full attack. Some feats could further add to this, Monk speed adds 5' to this as well. You may never make a "step" that's more than half of your move rating. You will provide AoOs normally for every 5' moved on this step past the first.</p>
<p>Fewer categories of bonuses.</p>
<p>Complete removal of Generic +X items. +1 swords, cloaks, rings, amulets, shields, armors...if you can't describe the item doing something cool, don't make it something that martial classes have to use to remain competitive. This will require scaling those bonuses into other abilities or (my preference) scaling back the numbers on monsters to compensate.</p>
<p>Some nerfing for archers/ranged combatants that isn't so easy to get around.</p>
<p>An actual system architect, and a database-driven development system that makes it easier to cross-check new material against old material.</p>
<p>Pruning away legacy crap.</p>What do I want?
Still recognizably "patched Pathfinder"
A fix for the "move-or-fight" disparity for melee martials. My house rule Every time you get an iterative attack, you also get a 5' increase to how far you can "step" and make a full attack. Some feats could further add to this, Monk speed adds 5' to this as well. You may never make a "step" that's more than half of your move rating. You will provide AoOs normally for every 5' moved on this step past the first.
Fewer categories of...AdAstraGames2014-03-27T06:51:47ZRe: Forums: Homebrew and House Rules: What Do You Hope to See in PF 2e?AdAstraGameshttps://paizo.com/threads/rzs2qtv2&page=3?What-Do-You-Hope-to-See-in-PF-2e#1162015-01-11T06:19:33Z2014-03-27T06:32:30Z<div class="messageboard-quotee">Anzyr wrote:</div><blockquote> <div class="messageboard-quotee">Jack Assery wrote:</div><blockquote><p> Do I think that the turaround between 3.0/3.5/4th edition were entirely money related?</p>
<p>I don't. It revitalized a dying frasnchise. The brand new content introduced a whole new generation to role playing games, and the content was great and well supported and well supplemented. I thought the investment was well worth the money every time they did it, especially for the new supported content. </blockquote><p>In all honesty, the biggest problem with 4E was the marketing, which seemed to be aimed directly at making anyone who liked features of 3E extremely upset. Seriously. Those mini-commercial things left an incredibly bad taste in my mouth. Tack on the massive changes and incredible silliness of the rules ("Warforged to not to drink, eat or breath, but this does not render them immune to any effects." still makes me eyeroll at sheer stupidity of the statement, and don't get me started on 4E's massive hate for moving vertically.) and they basically had a tactical nuke aimed at alienating all 3.5 players of the game.
<p></blockquote><p>Prior to 4e coming out, I was the marketing director for a game company that had been regularly selling an accreted-on version of a set of rules for 25 years.
<p>The fan base was vocal, largely in their mid-30s to early-40s, fanatical...and shrinking.</p>
<p>I wrote the marketing plan, and executed it, and roughly doubled that company's revenues in a year by aiming a new product line at the legions of people who'd given up playing the flagship line, while getting the design chief and company CEO out of the public spotlight, before he managed to insult everyone who played the legacy product line and drove them away. We were effectively doing "the new edition" of their game, we just called it a different product line, and supported the old product line side by side and pledged to do so until it stopped selling.</p>
<p>I watched the 2007 WoTC 4e D&D launch and regard it as a beautiful example of What Not To Do.</p>Anzyr wrote:Jack Assery wrote:Do I think that the turaround between 3.0/3.5/4th edition were entirely money related?
I don't. It revitalized a dying frasnchise. The brand new content introduced a whole new generation to role playing games, and the content was great and well supported and well supplemented. I thought the investment was well worth the money every time they did it, especially for the new supported content.
In all honesty, the biggest problem with 4E was the marketing, which...AdAstraGames2014-03-27T06:32:30ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=5?Recapturing-the-Essence-of-ADD-in-Pathfinder#2152014-03-27T01:46:55Z2014-03-27T01:08:01Z<div class="messageboard-quotee">Karl Hammarhand wrote:</div><blockquote> <div class="messageboard-quotee">AdAstraGames wrote:</div><blockquote> <div class="messageboard-quotee">Karl Hammarhand wrote:</div><blockquote> <div class="messageboard-quotee">AdAstraGames wrote:</div><blockquote><p> This is why I like Dungeon World, by and large.</p>
<p>I get the old school AD&D feel, avoid the standardized magic item conundrum, and have lots of self-contained options for classes for people to use.</p>
<p>The rules are simple, but need a bit better explanation at times. </blockquote>Is Dungeon World 'supported' or do you need to DYI stuff? I love writing dungeons, worlds, campaigns, races etc. My favorite part of the game is the prep sometimes. </blockquote><p>It has a few third party support products for settings, but it's really meant to be improvisational to its core. The lighter the rules system, the easier it is to be an improv GM.
<p>My last session started with the following:</p>
<p>"Four years ago, Agamemnon led the Greeks to the plains of Illium. You're on the decks of a heaving ship as the breath of Boreas is threatening to rip your sails to tatters. In your ship's hold is a cargo going from Pylea to Caria, shipment paid for by Armistokles of Pymea.</p>
<p>What did he pay you to transport?
<br />
Who is it to be delivered to, assuming you survive your current problem...
<br />
What have you done to bring down the wrath of Poseidon?
<br />
What do you do now?"</p>
<p>I made up the rest from what the players wrote down on their character sheets, defined a few antagonists, put in a few intra-party friction points and ran them through a Ray Harryhousen movie. </blockquote>Is there a PDF out there? It sounds exactly like how I like to run games. Some of the sites listed when I google Dungeon World come up as 'dangerous'. </blockquote><p><a href="http://www.rpgnow.com/product/108028/Dungeon-World?term=Dungeon+World" target="_blank" rel="nofollow">Dungeon World for sale at RPG Now</a>
<p><a href="http://book.dwgazetteer.com/introduction.html" target="_blank" rel="nofollow">Dungeon World Gazeteer, text of the ruleboook in HTML format - legit and free to use. </a></p>
<p><a href="http://www.dungeonworldsrd.com/" target="_blank" rel="nofollow">Dungeon World SRD - also legit and free to use. </a></p>Karl Hammarhand wrote:AdAstraGames wrote: Karl Hammarhand wrote: AdAstraGames wrote:This is why I like Dungeon World, by and large.
I get the old school AD&D feel, avoid the standardized magic item conundrum, and have lots of self-contained options for classes for people to use.
The rules are simple, but need a bit better explanation at times.
Is Dungeon World 'supported' or do you need to DYI stuff? I love writing dungeons, worlds, campaigns, races etc. My favorite part of the game is the...AdAstraGames2014-03-27T01:08:01ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=5?Recapturing-the-Essence-of-ADD-in-Pathfinder#2042014-03-26T22:36:04Z2014-03-26T20:30:43Z<div class="messageboard-quotee">Karl Hammarhand wrote:</div><blockquote> <div class="messageboard-quotee">AdAstraGames wrote:</div><blockquote><p> This is why I like Dungeon World, by and large.</p>
<p>I get the old school AD&D feel, avoid the standardized magic item conundrum, and have lots of self-contained options for classes for people to use.</p>
<p>The rules are simple, but need a bit better explanation at times. </blockquote>Is Dungeon World 'supported' or do you need to DYI stuff? I love writing dungeons, worlds, campaigns, races etc. My favorite part of the game is the prep sometimes. </blockquote><p>It has a few third party support products for settings, but it's really meant to be improvisational to its core. The lighter the rules system, the easier it is to be an improv GM.
<p>My last session started with the following:</p>
<p>"Four years ago, Agamemnon led the Greeks to the plains of Illium. You're on the decks of a heaving ship as the breath of Boreas is threatening to rip your sails to tatters. In your ship's hold is a cargo going from Pylea to Caria, shipment paid for by Armistokles of Pymea.</p>
<p>What did he pay you to transport?
<br />
Who is it to be delivered to, assuming you survive your current problem...
<br />
What have you done to bring down the wrath of Poseidon?
<br />
What do you do now?"</p>
<p>I made up the rest from what the players wrote down on their character sheets, defined a few antagonists, put in a few intra-party friction points and ran them through a Ray Harryhousen movie.</p>Karl Hammarhand wrote:AdAstraGames wrote:This is why I like Dungeon World, by and large.
I get the old school AD&D feel, avoid the standardized magic item conundrum, and have lots of self-contained options for classes for people to use.
The rules are simple, but need a bit better explanation at times.
Is Dungeon World 'supported' or do you need to DYI stuff? I love writing dungeons, worlds, campaigns, races etc. My favorite part of the game is the prep sometimes. It has a few third party...AdAstraGames2014-03-26T20:30:43ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=4?Recapturing-the-Essence-of-ADD-in-Pathfinder#1972014-03-26T18:49:42Z2014-03-26T18:21:33Z<p>This is why I like Dungeon World, by and large.</p>
<p>I get the old school AD&D feel, avoid the standardized magic item conundrum, and have lots of self-contained options for classes for people to use.</p>
<p>The rules are simple, but need a bit better explanation at times.</p>This is why I like Dungeon World, by and large.
I get the old school AD&D feel, avoid the standardized magic item conundrum, and have lots of self-contained options for classes for people to use.
The rules are simple, but need a bit better explanation at times.AdAstraGames2014-03-26T18:21:33ZRe: Forums: Homebrew and House Rules: Fighter improvement suggestionAdAstraGameshttps://paizo.com/threads/rzs2qtqn?Fighter-improvement-suggestion#52014-03-28T17:04:45Z2014-03-25T21:12:47Z<p>The problem isn't how quickly they get iteratives.</p>
<p>The problem is that iteratives are useless when the target isn't standing right in front of you - at most 15 feet away for a Medium-sized fighter with a reach weapon and Lunge.</p>
<p>Move or attack screws over all the non-magic offense classes. </p>
<p>What needs to happen is a very simple change:</p>
<p>Each time your BAB gives you an iterative attack, you may add 5' of distance to your free 5' step when full attacking. The additional distance moved provokes attacks of opportunity normally, but the first 5' do not. You are still restricted by the 5' step rules for what terrain you can step in or through, and what squares you can end your movement in. You may make your attacks from any square you occupy when doing this step behavior.</p>
<p>No matter how much your "step distance" is increased, you may not use a "step" greater than half your Speed.</p>
<p>This allows a 6th level fighter to 10' step and full attack, an 11th level fighter to 15' step and full attack and a 16th level fighter to 20' step and full attack, provided the 16th level fighter can move 40 or more feet per round.</p>
<p>Monk movement speed bonuses add 10' to their Move action, and 5' to their "step" distance; this is in addition to the bonus "step" distance of the general rule. Monks may not make a "step" that's greater than half their movement speed.</p>
<p>The "pounce" ability gets rewritten to allow the creature to use a "step" distance equal to 3/4 of their full rated movement. "improved pounce" allows them to "step" an amount equal to one full move action, and "greater pounce" allows a double-move charge-and-full-attack.</p>
<p>Step Up would remain unchanged - you can follow for the first 5'.
<br />
Following Step allows you to use your full "step distance" rather than a flat 10'.
<br />
Step Up & Strike remains unchanged, since it's used with Following Step.</p>The problem isn't how quickly they get iteratives.
The problem is that iteratives are useless when the target isn't standing right in front of you - at most 15 feet away for a Medium-sized fighter with a reach weapon and Lunge.
Move or attack screws over all the non-magic offense classes.
What needs to happen is a very simple change:
Each time your BAB gives you an iterative attack, you may add 5' of distance to your free 5' step when full attacking. The additional distance moved provokes...AdAstraGames2014-03-25T21:12:47ZRe: Forums/Gamer Life: General Discussion: The Stormwind Fallacy Fallacy?AdAstraGameshttps://paizo.com/threads/rzs2qth4&page=2?The-Stormwind-Fallacy-Fallacy#802014-03-25T17:06:43Z2014-03-23T14:54:26Z<p>Optimizing creates power differentials in the part of the game that the game developers think is most important: Combat.</p>
<p>Imagine if Diplomacy were feat-taxed the way, oh, Improved Bull Rush is, rather than being The Second Most Useful Skill In The Game.</p>
<p>Optimizing can turn into a horrible arms race between the GM and the optimizer trying to make scenarios "interesting." This is particularly bad when the other players aren't optimizers.</p>
<p>My experience is that the optimizing players get more fun out of fantasy shopping for super powers than they do out of playing the game. They want to see if their new cool winning combo works.</p>
<p>Much of my experience with optimizers comes from playing PFS, where I play with no real control over who sits down at the table to play (when I GM) or who's joining the table (when I play). </p>
<p>You get the RPG at the intersection of three circles in a Venn diagram:</p>
<p>1) What the system rewards
<br />
2) What the GM rewards
<br />
3) What the other players reward.</p>
<p>I prefer those three circles to be roughly equal in size. In Pathfinder, it's item 1 dominating.</p>Optimizing creates power differentials in the part of the game that the game developers think is most important: Combat.
Imagine if Diplomacy were feat-taxed the way, oh, Improved Bull Rush is, rather than being The Second Most Useful Skill In The Game.
Optimizing can turn into a horrible arms race between the GM and the optimizer trying to make scenarios "interesting." This is particularly bad when the other players aren't optimizers.
My experience is that the optimizing players get more...AdAstraGames2014-03-23T14:54:26ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=3?Recapturing-the-Essence-of-ADD-in-Pathfinder#1032014-03-24T14:06:06Z2014-03-23T14:37:03Z<div class="messageboard-quotee">Jack Assery wrote:</div><blockquote><br />
<br />
That's fair, I can see from the other threads that we have wildly different play styles, and that's ok. I'm guessing your group loves playing in your games as much as mine does my games. But yeah in my game, a PC that wanted to bull rush someone without the appropriate feats would incur the same penalty regardless of how good they role played it, and using abilities they don't have access to is off the table. Bull rush is a bad example because you CAN bull rush without feats, but attacking an ongoing spell to dispel it without spell sunder is not going to happen. </blockquote><p>We do have different play styles; I find that rules systems that demand system mastery ALSO tend to accrue about a thousand to 1200 pages of new rules/feats/spells per year, and I get rules absorption fatigue.
<p>Bull Rush is a pretty good example, because it, Improved Shield Bash, Improved Sunder, Improved Trip and Improved Disarm are all things that should be options to anyone who actually fights - not four feats worth of "feat tax" built off of Power Attack and Combat Expertise.</p>
<p>You're also assuming that "describing it" is "bypassing the challenge" - in my games, "describing it" is "show me how you're solving the problem."</p>Jack Assery wrote:That's fair, I can see from the other threads that we have wildly different play styles, and that's ok. I'm guessing your group loves playing in your games as much as mine does my games. But yeah in my game, a PC that wanted to bull rush someone without the appropriate feats would incur the same penalty regardless of how good they role played it, and using abilities they don't have access to is off the table. Bull rush is a bad example because you CAN bull rush without...AdAstraGames2014-03-23T14:37:03ZRe: Forums/Pathfinder First Edition: General Discussion: Recapturing the Essence of AD&D in PathfinderAdAstraGameshttps://paizo.com/threads/rzs2qtbt&page=2?Recapturing-the-Essence-of-ADD-in-Pathfinder#982014-03-23T14:26:07Z2014-03-23T08:08:01Z<div class="messageboard-quotee">Jack Assery wrote:</div><blockquote> I kind of hate appeals to the GM's sense of "that was creative enough for me to fudge it", to me, it undermines the challenge the players are facing, and I've seen players in my own game try this out and try to use it as a crutch. To me, I'd rather someone try not to fluff me about how they can see in the dark or etcetera. Its too much like praying to the GM, like doing a rain dance or something. This is I guess what makes me new school also, I'm not going to allow someone to fluff past a challenge or fudge out of the rules; to me I want to see some goggle of nightvision if you want to see in the dark. </blockquote><p>And I really hate having to spend two feats to be able to bull rush someone without a penalty...
<p>Different play styles for different people. I will note that mechanical encouragement for description seems to work well for every group I've gotten into using it, and I really love the improvisational problem solving.</p>
<p>To me, improv problem solving is easier with looser rules systems - there are fewer ways to be told "I'm sorry, you can't do that, because you don't have feat chain X, Y and Z." rather than "OK, that sounds entertaining and awesome."</p>
<p>I'd much rather encourage entertaining and awesome than rules diving.</p>Jack Assery wrote:I kind of hate appeals to the GM's sense of "that was creative enough for me to fudge it", to me, it undermines the challenge the players are facing, and I've seen players in my own game try this out and try to use it as a crutch. To me, I'd rather someone try not to fluff me about how they can see in the dark or etcetera. Its too much like praying to the GM, like doing a rain dance or something. This is I guess what makes me new school also, I'm not going to allow someone...AdAstraGames2014-03-23T08:08:01ZRe: Forums/Gamer Life: General Discussion: The Stormwind Fallacy Fallacy?AdAstraGameshttps://paizo.com/threads/rzs2qth4&page=2?The-Stormwind-Fallacy-Fallacy#522014-03-25T16:53:30Z2014-03-23T07:57:32Z<div class="messageboard-quotee">Jack Assery wrote:</div><blockquote> I think the most often problem I see with GM's and encounter design is a lack of getting or even not knowing the rules. You can still challenge optimized characters, it just takes an understanding of the ruleset.</blockquote><p>Translation: It takes more work on the part of the person who's doing the most work of all trying to keep the game running. He's in a competitive "rules eating" contest with someone who DOESN'T have to write up the NPC motivations, make sure that every character gets a chance to grab some spotlight time, and do all the prep needed to make combat worthwhile.
<p>Sure, it's possible - but the optimizer is making things harder for the GM, and that's, at the very least, inconsiderate.</p>
<div class="messageboard-quotee">Quote:</div><blockquote>Calling fluff or RP to challenge them is just bull crap. I also think that the perception of a player who is good within the ruleset is skewed, it doesn't make them bad RPers, hell knowing the rules is a huge time investment.</blockquote><p>My experience is that people who spend time devouring rulebooks might be good roleplayers - but they usually tend to be a poor audience member when it isn't their turn to shine; they b%+&@ about all the "wasted time" while the gnome alchemist talked the NPC around when, clearly, the party could've just stomped him into gnome mush.
<div class="messageboard-quotee">Quote:</div><blockquote> Maybe its just my group, but the ones I have trouble with in RP are the same one the aren't up on the rules. The ones that make bad feat selections do so because they don't understand, not flavor. </blockquote><p>Because this hobby should be held for people who have time to absorb three college textbooks on how to play it?
<p>Mechanics don't make your character unique. Your character's motives and personality make your character unique. Because of the premium that Pathfinder puts on optimization, there's a lot of emphasis on "builds" over "character." </p>
<p>Roleplaying is what happens when you play with other people. We all have terms for what happens when you play with yourself, and your favorite spreadsheet/Hero Labs modules.</p>Jack Assery wrote:I think the most often problem I see with GM's and encounter design is a lack of getting or even not knowing the rules. You can still challenge optimized characters, it just takes an understanding of the ruleset.
Translation: It takes more work on the part of the person who's doing the most work of all trying to keep the game running. He's in a competitive "rules eating" contest with someone who DOESN'T have to write up the NPC motivations, make sure that every character...AdAstraGames2014-03-23T07:57:32ZRe: Forums/Gamer Life: General Discussion: The Stormwind Fallacy Fallacy?AdAstraGameshttps://paizo.com/threads/rzs2qth4?The-Stormwind-Fallacy-Fallacy#372014-03-24T12:39:45Z2014-03-23T07:07:03Z<p>There are two primary places where you can get the "thrill of accomplishment" fun with an RPG.</p>
<p>1) Window shopping for combinatorial super powers.
<br />
2) Improvising a crazy out of the box solution to a problem in game.</p>
<p>Option 1 doesn't require social skills. It just requires a near-autistic ability to focus on something obsessively. Because it doesn't require social skills, many of the people who do it are utterly lacking in them...and see nothing wrong with showing up at a game with a character/pet/eidolon that so completely outshines the rest of the party that they make the combats a yawnfest.</p>
<p>Option 2 requires that players pay attention during a game. It requires social skills. It also requires that other players don't sabotage you because, dammit, you've talked to this stupid sack of walking XPs for fifteen whole minutes, and they want to Be Awesome again, and that requires a brief one-round fight.</p>
<p>So, while it's not impossible to optimize and roleplay - and I know and play with people who do both - there is a significant fraction of people who optimize and think that roleplaying is that boring talky-talky crap that happens before "I roll initiative." </p>
<p>What Freehold DM posted up there is pretty common in my experience. "Winning Pathfinder" becomes a competition, and characters that render scenarios moot are common.</p>There are two primary places where you can get the "thrill of accomplishment" fun with an RPG.
1) Window shopping for combinatorial super powers.
2) Improvising a crazy out of the box solution to a problem in game.
Option 1 doesn't require social skills. It just requires a near-autistic ability to focus on something obsessively. Because it doesn't require social skills, many of the people who do it are utterly lacking in them...and see nothing wrong with showing up at a game with a...AdAstraGames2014-03-23T07:07:03ZRe: Forums: Homebrew and House Rules: Poll: What are the changes the fighter class needs?AdAstraGameshttps://paizo.com/threads/rzs2qs56&page=6?Poll-What-are-the-changes-the-fighter-class#2682014-03-23T05:18:47Z2014-03-23T05:09:27Z<p>But Quicken Spell can be taken by a first level Wizard with an INT of 11...not saying it can be used by them, but...</p>
<p>The problem identified here is that fighters are supposed to be "realistic" while wizards get a pass on "Hey, it's, y'know, magic. I tell the laws of physics to go sit in the corner and stop their f!&•ing sniveling as I do horrible things to them."</p>But Quicken Spell can be taken by a first level Wizard with an INT of 11...not saying it can be used by them, but...
The problem identified here is that fighters are supposed to be "realistic" while wizards get a pass on "Hey, it's, y'know, magic. I tell the laws of physics to go sit in the corner and stop their f&$!ing sniveling as I do horrible things to them."AdAstraGames2014-03-23T05:09:27ZRe: Forums/Pathfinder First Edition: General Discussion: OK I'm just going to say it. Barbarians are unbalanced.AdAstraGameshttps://paizo.com/threads/rzs2qt2q&page=8?OK-Im-just-going-to-say-it-Barbarians-are#3832014-03-23T23:27:48Z2014-03-23T02:53:11Z<p>Grabthar is an old man. Who walks around with a walking stick.</p>
<p>When he gets incensed at someone, he lays about with that walking stick and beats the stuffing out of things.</p>
<p>He started with a 16 STR and a 17 CON. With items, stat boosts and the boon from Rivalry's End, he's now got an 18 STR and a 22 CON. And Fast Healing bought the hard way (no dips into unbreakable fighter).</p>Grabthar is an old man. Who walks around with a walking stick.
When he gets incensed at someone, he lays about with that walking stick and beats the stuffing out of things.
He started with a 16 STR and a 17 CON. With items, stat boosts and the boon from Rivalry's End, he's now got an 18 STR and a 22 CON. And Fast Healing bought the hard way (no dips into unbreakable fighter).AdAstraGames2014-03-23T02:53:11ZRe: Forums/Pathfinder First Edition: General Discussion: OK I'm just going to say it. Barbarians are unbalanced.AdAstraGameshttps://paizo.com/threads/rzs2qt2q&page=7?OK-Im-just-going-to-say-it-Barbarians-are#3212014-03-22T07:01:20Z2014-03-22T06:55:00Z<div class="messageboard-quotee">Rogue Eidolon wrote:</div><blockquote><br />
<br />
<p>The honest truth is that any party that makes good use of their martial characters, optimized or not, can always keep going for many on-CR encounters before resting if they have enough sources of healing (like a wand of CLW). It's generally parties "carried" by the casters that wind up needing to rest sooner because even if your level 7 sorceress can wipe out the encounter with one 3rd level spell, she'll eventually run out. The exception being witches with their at-will hexes. </blockquote><p>One of the reasons why my PFS Sorcerer is likely to end up with a Ring of Wizardry III after GM credits catapult him from 9th to 11th level is because I <b>LIKE</b> the idea of having the following:
<p>1st Level [_][_][_][_][_][_][_][_]+[_][_] (Two Cheesy Purple Ioun Stones)
<br />
2nd Level [_][_][_][_][_][_][_][_]
<br />
3rd Level [_][_][_][_][_][_][_][_][_][_][_][_][_][_]
<br />
4th level [_][_][_][_][_][_][_][_]
<br />
5th level [_][_][_][_][_][_]</p>
<p>on my resource card. :)</p>
<p>14 3rd level spell slots means never having to say "I'm sorry, I'm out of fireballs." in a PFS scenario where there are 3-4 combat encounters that take 3-4 rounds each...</p>
<p>Now, you may be saying "Sorry you guys got in the way of the fireballs."</p>
<p>But that's why you allocate a few slots for Communal Resist Fire. So you don't care if they're in the danger safe of the fireball...</p>
<p>(And before anyone jumps up and down, yes, I know there are plenty of •better• uses for 70k (63k after Qadiran discount) for magic items. However, for roleplaying purposes? "What do you mean 'out of fireballs'? What do you take me for, some addlepated book-licker who's eaten all of his bat-s#%~?")</p>
<p>I also use those slots for Cure Moderate Wounds (Ring of Spell Knowledge III), and Dazing Magic Missiles (Magical Lineage: Magic Missiles)) as well as Vampiric Touch.</p>Rogue Eidolon wrote:The honest truth is that any party that makes good use of their martial characters, optimized or not, can always keep going for many on-CR encounters before resting if they have enough sources of healing (like a wand of CLW). It's generally parties "carried" by the casters that wind up needing to rest sooner because even if your level 7 sorceress can wipe out the encounter with one 3rd level spell, she'll eventually run out. The exception being witches with their at-will...AdAstraGames2014-03-22T06:55:00ZRe: Forums/Pathfinder First Edition: General Discussion: OK I'm just going to say it. Barbarians are unbalanced.AdAstraGameshttps://paizo.com/threads/rzs2qt2q&page=4?OK-Im-just-going-to-say-it-Barbarians-are#1652014-03-21T20:31:07Z2014-03-20T21:51:21Z<p>What matters isn't how powerful one build is in a vacuum.</p>
<p>What matters is A) how effective the build is in comparison to other party members, and B) how effective the build (and team are) compared to what the GM has prepped.</p>What matters isn't how powerful one build is in a vacuum.
What matters is A) how effective the build is in comparison to other party members, and B) how effective the build (and team are) compared to what the GM has prepped.AdAstraGames2014-03-20T21:51:21ZRe: Forums: Advice: I need help speeding up my game.AdAstraGameshttps://paizo.com/threads/rzs2qt2f?I-need-help-speeding-up-my-game#232014-03-20T17:41:29Z2014-03-20T15:13:31Z<p>What Kirth said.</p>
<p>I love me some tactical wargamy goodness. I just don't love it in my RPGs because tactical wargamy goodness works best when there's simultaneous decision-making going on.</p>
<p>D&D/PF doesn't do simultaneous decisions. It generates a conga-line of decision points made by people who chatter with their friends when it isn't their turn (or go and check Facebook when it isn't their turn in online games.)</p>
<p>So, every time you futz with minis trying to see if something's in an area of effect or you get flanking or you get higher ground? You're slowing the game down for everyone else.</p>What Kirth said.
I love me some tactical wargamy goodness. I just don't love it in my RPGs because tactical wargamy goodness works best when there's simultaneous decision-making going on.
D&D/PF doesn't do simultaneous decisions. It generates a conga-line of decision points made by people who chatter with their friends when it isn't their turn (or go and check Facebook when it isn't their turn in online games.)
So, every time you futz with minis trying to see if something's in an area of...AdAstraGames2014-03-20T15:13:31ZRe: Forums: Pathfinder Society: Your Skippy's List -or- Things You're No Longer Allowed To Do In PFSAgda Haskell (alias of AdAstraGames)https://paizo.com/threads/rzs2q2wr&page=5?Your-Skippys-List-or-Things-Youre-No-Longer#2172016-05-23T23:12:56Z2014-02-07T05:46:02Z<p>My daughter is not allowed to teach the Velociraptor how to read when other people might be in the library.</p>
<p>My daughter will pick up the results of teaching the velociraptor how to read.</p>
<p>I am not to explain to Ollystria Zadrian why the prisoner was brought to her in stasis. With their pants around their ankles. With an illustrated holy book of the Seventy Seven Sacred Poses of Callistria open in their hands.</p>My daughter is not allowed to teach the Velociraptor how to read when other people might be in the library.
My daughter will pick up the results of teaching the velociraptor how to read.
I am not to explain to Ollystria Zadrian why the prisoner was brought to her in stasis. With their pants around their ankles. With an illustrated holy book of the Seventy Seven Sacred Poses of Callistria open in their hands.Agda Haskell (alias of AdAstraGames)2014-02-07T05:46:02Z