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Grey Maiden

Alan_Beven's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Modules, Tales Subscriber. 249 posts. 1 review. 1 list. 1 wishlist.


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And there is plenty of precedent in earlier versions of the game for sword wielding wizards. Generally you had to use some strange corner case to get it to work however. I quite like that 5e says, sure go right ahead and wield a sword as a Mage, but you burned up a small amount of your chargen resources doing so.


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thejeff wrote:
Alan_Beven wrote:
thejeff wrote:
Alan_Beven wrote:
So some risk that your "tactics" (aka spell buff routine) might come undone and actually make you have to adjust your tactics is now bad and frustrating? I guess I can see how it would upset people, but to me it adds a large dollop of luck to any tactic that relies on a heavy spell casting combo. To me I actually like it, noting it affects NPCs too!

"Heavy spell casting combo", like casting fly on the fighter. "Heavy spell casting combo", which doesn't really exist because you only get one concentration spell.

And since neither wizards nor clerics have proficiency with Constitution saving throws, even the base 10 will fail pretty often.

Not sure how much PF you have played or DMed? I stand by my combo statement, at least in all the PF games I am involved in.

Oh, "heavy spell casting combo" is definitely a thing in PF. But it's already nerfed in 5E by the "only one at a time" part of concentration. Having them all stripped away as well is just a double nerf.

5E doesn't add a large dollop of luck to any tactic that relies on a heavy spell casting combo. It first bans heavy spell casting combos, then adds a large dollop of luck to any tactic that relies on buff spells at all. Even one as simple as "I cast fly on the fighter so he can reach our flying enemy".

Can't disagree too much there it is a fairly large removal of spellcasting power.


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Steve Geddes wrote:
Alan_Beven wrote:
So some risk that your "tactics" (aka spell buff routine) might come undone and actually make you have to adjust your tactics is now bad and frustrating? I guess I can see how it would upset people, but to me it adds a large dollop of luck to any tactic that relies on a heavy spell casting combo. To me I actually like it, noting it affects NPCs too!

One of the reasons I like it is that I'm hoping it makes it more valuable to acquire miscellaneous magic items, rather than focussing on boosting your main schtick.

A magic item allowing you to fly become that much better in a world where the magicuser cant just effortlessly make the entire party flit around.

Admittedly, I dont think of it as a change but rather as a difference. I'm not particularly wedded to any ruleset, so I dont really have a "default" understanding of how magic should work.

Agreed. In my 5e campaign magic items are actually treated as precious things, as they should be.


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thejeff wrote:
Alan_Beven wrote:
So some risk that your "tactics" (aka spell buff routine) might come undone and actually make you have to adjust your tactics is now bad and frustrating? I guess I can see how it would upset people, but to me it adds a large dollop of luck to any tactic that relies on a heavy spell casting combo. To me I actually like it, noting it affects NPCs too!

"Heavy spell casting combo", like casting fly on the fighter. "Heavy spell casting combo", which doesn't really exist because you only get one concentration spell.

And since neither wizards nor clerics have proficiency with Constitution saving throws, even the base 10 will fail pretty often.

Not sure how much PF you have played or DMed? I stand by my combo statement, at least in all the PF games I am involved in.


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So some risk that your "tactics" (aka spell buff routine) might come undone and actually make you have to adjust your tactics is now bad and frustrating? I guess I can see how it would upset people, but to me it adds a large dollop of luck to any tactic that relies on a heavy spell casting combo. To me I actually like it, noting it affects NPCs too!


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From my playtime with the game so far casters have not been nerfed as much as they have been shifted away from their 3rd edition playstyle. Your mileage may vary here. I find the concentration spells are a different way to create the playstyle from 1st ed. Casters had very few hitpoints and stayed way out of melee. In 5e casters are more survivable, but getting hit penalises them differently but quite harshly.


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For me, more game at the table. I have about 95% less discussions with my players about edge cases, weird rules, complex build options between sessions. We play the game now, and between sessions my players read up on lore and recount cool moments. It is actually incredibly awesome.

The other thing so far is complex, large fights that are fluid and rapidly resolved.

The above are the "outcomes" of 5e for me (over 4e and PF) rather than a dissection of rules differences.


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Charlie D. wrote:

I can run the adventures I want in a world I like. I can use all of my 1E and 2E stuff easily again. I can also easily convert DCC RPG and LotFP RPG adventures and other OGL D20 fantasy. Heck, I even used 4E's Gloomwrought boxed set. D&D Next is a blast to play (we're up to 13th level so far) and when we convert I expect the enjoyment to continue.

Basically, running D&D Next feels like running AD&D 1E to me without the arcane and strange rules. In other words, for me, it is perfect. Lots of action, weird monsters, a world to build, and with much of the character options from later editions for the players to enjoy.

Here's an example. The PCs were 11th level and using a faulty teleport circle. They teleported to a sky island (floating rock in the sky) and the circle went dead. They were surrounded by 100 zombies who attacked in waves.

That combat was intense. Especially as the zombies were actually coffer corpses and about half of them stood back up after getting knocked down.

I can't see me DMing a combat like that in 3E or 4E. But it would have worked in 1E and now it works again in 5E.

The big boss fights that worked somewhat well in 3E and 4E now also work in 5E. For example a lich or dragon has special powers if attacked in its lair. The crypt or cave itself may rise up against intruders to protect the boss monster.

I like the flavor also. All my years of D&D knowledge work again. 4E could be frustrating because so much of that knowledge didn't work. 5E brings back the usefulness of that knowledge while still keeping the best innovations made in 4E that don't completely change the basics of D&D.

I find comfort in 20 levels, many races and classes to choose from, fireball being 3rd level, hex crawls, dungeon crawls, dragons being deadly. and clerics and wizards having different magic. I also like the warlock being added in, adapted from 3E and 4E. I like the dragonborn (from 3E and 4E) and the tiefling (2E but with 4E origin).

D&D 5E is fun. It is traditional. It is also modern with...

Great post and exactly my feelings.

5e for me is a game that is played at the table, not on internet forums or with character building software. Trying to analyse its components misses it magic at the table.


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I have played every edition of dnd to date, and I have soundly houseruled every one of them. Having to put a couple houserules in 5e is no big deal to me. I have yet to meet the person who played 2e straight out of the books (or they never leveled a Druid to level 14).


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So much in 5e depends on how you expect to play. Regarding the concentration thing for example, in most previous editions you could bust out a spell, or in 3.5 a ton of spells, wade into combat and go for it. My players were used to this, but once they worked out how concentration worked they adjusted their tactics. The key thing if you are buffing someone now is not to get hit yourself. It changes the way you play, and the self buffing classes need to expect their buffs to drop more often. As a side note it makes potions way more valuable (assuming I am running them right) as they appear to not require concentration.

Also it's pretty easy to drop the taking damage part from concentration. You could also house rule that the casters ability score modifier could be their maximum number of concentration spells if you want more "buffability" in the game.

Also since the bad guys buffs drop pretty easily as well I am finding I am having them disengage and rebuff themselves during combat.


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Cwylric wrote:
Wall of text

First up glad you had fun! That's why we play. Couple of notes on some of your points from my perspective (not invalidating yours!)

From a customisation perspective do you need 500 mechanical choices to make a unique character?

For the advantage/disadvantage stacking I mostly agree. As DM I just make a balanced judgement call even if it is not RaW.

And I love the fact that two weapon fighting is automatic. It does consume your reaction if I recall correctly however so you lose opportunity attacks.

Give it a few more sessions. It is a very different beast to PF and 3.5 in a lot of ways that may take some getting used to. I am kinda lucky that 5e actually plays the way that I made PF play. So I am no longer fighting the system.


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Auxmaulous wrote:
Alan_Beven wrote:
Spammable damage cantrips are not breaking my game at all. YMMV.

Just don't want casters to have that level of flexibility with magic in my games.

The fact that varied selection of spells exist so they can re-write their powers every day is enough. Cantrips should follow the rest of the spell casting model, X times a day.

For me that is - keep in mind that this is supposed to be a modular system that has an appeal to older edition players and DMs. That's what I'm looking to recreate.

Agreed you should be the world builder. And that's why 5e is great, low number of moving parts you can make that change and play the storytelling style you like.

It will not surprise me to see limited cantrips in the DMG as a "system hack".


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@thejeff. True it would be 2d10 my character is a 4 fighter/4 wizard however.


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Auxmaulous wrote:
thejeff wrote:

I understand your change. The reason I say it relies on it is that if the cantrip is unlimited, as it is without the houserule, it'll almost always be a better choice than the sword. Ranged, much better damage for someone not melee focused, etc.

And my understanding is that attack rolls with spells used your spellcasting modifier. For most casters, that's not going to be relying on DEX, but his main stat. So, an even better chance to hit than with the sword, even if they're proficient. (Somehow I suspect you won't like that rule either :)

No you are right, it would be off the casting stat, not Dex.

That just makes feel more justified in the houserule of limiting use of cantrips.

I don't have a problem with using the casting stat to hit - makes sense and it isn't going to add to damage. I do have a problem of adding casting stat to hit, 1d10 damage at range, and can do it all day every day.

The bolded part is where the casters need to take a hard hit in the shorts. If the system prevents me from delivering that solid, well placed boot stomp then I need to walk away from the system.

The sword thing is a non-issue. Bounded accuracy means that even a weakling wizard with no DEX or STR still has a chance to hit with that sword for 1d8 - the issues start to pop up of what happens when he gets hit back because he is standing where the hitters stand. Bounded accuracy doesn't help if the Wizard has the worst AC in the game. Nor does the wizard have built in class abilities that will help him get through the encounter (2nd wind), it's all prepped and cast spells at that point.

From 4 sessions of actual play with this exact same scenario, it makes next to no difference to the game. The wizard still needs to make a hit roll, with around similar chance that the Martials have, and 1d10 without any modifiers is not exceptional. It's less damage than most longbow wielders do since most have a decent dex.

Spammable damage cantrips are not breaking my game at all. YMMV.


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Well I just played the game last weekend with a party of 4 level 8 characters, 3 out of the four being Martials. I put them up against a group of 20 wererats in a tunnel complex. The wererats were using hit and run tactics with shortbows and I can tell you that even against the very high AC of some of my characters (18 is average) they got some decent licks in. They managed to whittle the characters down to about 1/2 their hit points. The wizard/fighter unleashed a Thunderblast(?) spell that nuked 7 in one go. Fun battle with CR 1 (I think?) foes providing a meaningful challenge to level 8 characters and the entire combat played out in under an hour.

Needless to say I am pleased with 5e at this point.


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James, preparing to run Rise of the Runelords and I am somewhat confused by the Catacombs of Wrath. It seems that the PCs essentially need to stumble upon the entrance to the Catacombs, and there is not really any particular reason to go into them. The Catacombs mostly seem to be a foreshadowing device to the deeper levels? Any advice as to the intent of this area of the adventure, am a little confused?


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James, you have spoken a number of times how you feel that the usage of prophecy can result in lazy storytelling. Do you feel the same way about the excessive use of good vs evil in adventure design? I personally strive to achieve complex morality in my games, but I do find it very tough to pull off. It seems the goodies vs baddies trope is very heavily embedded.


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Backwards compatibility to 3.5 also means, in a large part, backwards compatibility to Pathfinder of course. There are certain parts of the rules that do not appear in the print products (and I am talking player, settings and AP books here) all that heavily, such as the action economy and the crafting rules. These rules are largely applied by the group and very lightly referenced in PF books (again non rules books) and as such changes to these areas of the game would retain a large degree of compatibility with prior non-rulebook materials. Changes to classes such as their features, math, or way of operating will of course clash with previously published statblocks. That is what I am quite interested to see how they handle.


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I personally think this is SMART from a 3PP and something the Frogs have been honing for a few years now. Build a fantastic adventure, sourcebook, what-have-you, and maximise your customer base by high quality conversions to multiple systems. S&W, Pathfinder and 5th Ed are cut from such similar conceptual cloth that it works a treat. Another clever usage of this concept is the Achtung Cthulhu books that have been coming out for the last 18 months with Savage Worlds and Call of Cthulhu support in the same tome.

Clever stuff guys.


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James Jacobs wrote:


That's part of the problem too. Everyone would want it to be something different.

It could be a book about relationships and family and social interactions.

It could be a book about how different races might cross-breed to produce hybrid races and be filled with templates or the like.

It could be, as you say, a "How to get laid" book with rules for sexual encounters.

Of those three topics, it's the first one that I'd be interested in seeing done as a book; a book that covers romance traditions and the like in the Inner Sea and perhaps explores things like the church of Calistria or whatever.

I'm not really interested at all in a book that does the second or third options above, and I get the feeling that a lot of folks who want this book want those options the most.

I surely hope you are wrong about that last bit, but I suspect you are not. I thought I would post this link here which is an excellent review of the previous PDF, showing that a book on the topic of love AND sex can be written, and written well. http://feministing.com/2014/04/09/shattering-the-sexual-skyhook-a-review-of -numeneras-love-and-sex-in-the-ninth-world/

The world (and most fiction) revolves about money, power and love/sex. RPGs seem to only ever focus on two of those three, which is a shame.


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Hi James. On the topic of a romance book, have you by chance seen this? http://www.montecookgames.com/product/love-and-sex-in-the-ninth-world/ It to me is the perfect treatment of the topic for a RPG (well the most perfect I have read to date)


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James Jacobs wrote:
...so apart from making frowny faces in meetings and so on...

This statement amused me far more than it probably should have :-)


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Call of Cthulhu rules question (if that is allowed! no rules forum to reference!). If an investigator is wearing only helmet armor worth say 2 points of damage reduction, would you remove this from all firearm attacks against the investigator? (I am playing WWII Cthulhu) I am leaning towards calling for a luck roll on each hit myself.

Thanks for any help you can provide :-)


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My thoughts on system compatibility. There are so many quality systems out there now that the new approach for 3pp has to be "spanning". Come up with great worlds, and great adventures and publish for multiple systems. Of course this requires work, and perhaps even design compromise, but to me seems to be the future for RPGs. I find myself frustrated that Paizo only publishes Pathfinder compatible adventures to be honest!

The software world has been re shaped by the web providing a common language. I think within reason a product could meaningfully be run on multiple RPG engines. Frog God for example produces two versions of most of their products.

One "cheaty" way to do this is to reference existing monster books for each system, only spending time with custom stat blocks for those foes that really matter.


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It's not really a typo more that it is not 100% clear in the wording. Both books are not campaigns in they are essentially a players guide and a GMs guide. There is however tons of campaign backstory, hooks and world detail in both.

There are two linked adventures already published in the series however, and they have named this campaign Achtung Cthulhu. I suspect this is what the last few lines is actually referring to. (Three Kings starts in 1939 for example)


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I have this book and it is indeed fantastic. I can highly recommend the entire "Achtung" series in fact. I love the whole idea of the Nazis pursuing "alternative weapons" sourced from the Mythos.


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James Jacobs wrote:


People favor low magic because it keeps magic, well, "magical" rather than mundane.

Agreed. I like the "sweet and sour" approach to magic as well. Contrasts can make something feel greater.

Have you read Deep Magic from Kobold Press? Some very impressive magic design in there.


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BPorter wrote:

Lots of good stuff.

I feel similarly to you. Disclaimer: this is not edition warring. I personally found the 4e smoothed out some of the problems you mentioned. You could take a look at some of it's ideas. 4e was a little heavy handed.

One of my house rules comes from it however. Teleport only allows you to arrive at a teleport circle.


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James, would you rule that teleporting onto a moving ship that you cannot see, but are otherwise familiar with, would use the "false destination" area of the teleport chart? Would any moving thing count as such (wagon, horse, flying citadel)?


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Ok after reading this I HAVE to get my hands on this game!!


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I would suggest giving the GM a break. They are human and spend a bunch of time and usually money providing a game for you to all play. No GM no game. Assuming your side of the story is totally factual it sounds more like a GM whose story has been derailed trying to force you back to where they intended. Not done gracefully mind you. But sometimes players need to understand that the GM needs you to cut them some slack.

And Paladins suck and always cause this sort of grief.


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Some more:

I want to be able to run a multi transport type long range journey involving horseback, wagons, ships etc. 4000 miles or more. Requiring hirelings, and other NPCs. Would like to have details on costs of setting up this type of thing. Wages, weights of items, how much provisions, types of trade goods, etc. also the types of encounters that would occur, broken wheels, impassible terrain etc. Basically how to establish and maintain profitable trade routes, as well as just general interesting long range travel.

In a similar vein, a sandbox type of game system for generic overland exploration. Food, water, weather considerations. Interesting events that are not combat events. Hex style exploration. Reasons to carry fresh good over trail mix. Why sleeping in a tent matters. The works. There is plenty of the elements of this stuff out there, but I know of nothing bringing it all together into its own "mini-game".


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Some others:

Details on how a medieval village works and grows. How much population before a mill is needed. How many hectares get farmed per capita. Throw in magic on top of it all, magic fountains, cauldrons that multiply food.
Hedge magic, hard to repeat pseudo magic that is passed along from generation to generation. Hexes, charms etc.
Ways to amp up simple creatures to be terrorising. Spriggans that inhabit the rafters of buildings and whose presence curdles milk. Creatures who take to the wing at night by tr full moon and whose passing shadow strikes livestock dead.


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Jesper at Blood Brethren Games wrote:
Alan_Beven wrote:

A few things:

Robust mass combat system that scales to squad level, minor skirmish and major battle. The Paizo one is fine but very shallow.
A bolt on to the magic system that allows for much more epic casting. Kinda like get 20 casters together and they can cast an uber fireball that wipes out a town.
A book full of intrigue storylines that can be threaded into your campaign.
More Artifacts. Way more artifacts. And minor artifacts like +1 swords that have a really great backstory.
Really deep support of the Paizo planes. City of Brass is awesome. Let's see a book of 20 planar locations or waypoints.

These are the first things that come to mind anyways.

Some really good ideas there, Alan, and several of them have crossed my mind before. I can't set a specific time table but I hope and believe you'll see a couple of items from that list from Blood Brethren Games in 2014 :-)

Very cool!! Happy to elaborate on some if you have any interest.


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A few things:

Robust mass combat system that scales to squad level, minor skirmish and major battle. The Paizo one is fine but very shallow.
A bolt on to the magic system that allows for much more epic casting. Kinda like get 20 casters together and they can cast an uber fireball that wipes out a town.
A book full of intrigue storylines that can be threaded into your campaign.
More Artifacts. Way more artifacts. And minor artifacts like +1 swords that have a really great backstory.
Really deep support of the Paizo planes. City of Brass is awesome. Let's see a book of 20 planar locations or waypoints.

These are the first things that come to mind anyways.


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Purchased in print and PDF, thanks for the awesome work Rich!!


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Yup. No updates on the website or social media. No responses on the regular contact links. Hyrum seems to be MIA which does not bode well for DaD which is a real shame.


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Just thought I would link to this really great Kickstarter. Slayers of the Great Serpent II. I have part one of this series and it is a really fine adventure, with some fantastic scenarios and really great writing. The price I think is very reasonable and you can pick up part I as well for very cheap. Best of all David delivered on time on the last installment, he is a really good operator.


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James Jacobs wrote:


Via the troop rules from the penultimate Reign of Winter adventure, "Rasputin Must Die."

Will there be any more details on these going forwards? It is not evident to me how to stat up a troop of say orcs using those rules.


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James Jacobs wrote:
Alan_Beven wrote:
James Jacobs wrote:
Starsunder wrote:
So now that bestiary 4 is out, I was wondering if you could see Randall Flagg statted up as a Great Old One?

Nope.

1) He's Stephen King's IP.

2) He's more powerful than a demigod if his claims to be who he says he is in "The Stand" are legit, so wouldn't get stats anyway.

I have just finished The Stand. I don't recall Flagg claiming to be anyone specifically, I took him to be a fallen angel. Perhaps THE fallen angel. But he certainly was fallible, and even sort of killable. What makes you think he is above a Demigod?

well...

** spoiler omitted **

Ahhh I had forgotten that part. That claim is certainly interesting, did not realise that King was picking up some Lovecraft lore! That adds a certain spin on what I had been taking as a "straight" dark Christianity story.


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James Jacobs wrote:
Starsunder wrote:
So now that bestiary 4 is out, I was wondering if you could see Randall Flagg statted up as a Great Old One?

Nope.

1) He's Stephen King's IP.

2) He's more powerful than a demigod if his claims to be who he says he is in "The Stand" are legit, so wouldn't get stats anyway.

I have just finished The Stand. I don't recall Flagg claiming to be anyone specifically, I took him to be a fallen angel. Perhaps THE fallen angel. But he certainly was fallible, and even sort of killable. What makes you think he is above a Demigod?


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I backed this on Kickstarter and it is just great. Really top notch writing combined with a very non linear flow and an imaginative setting. I can highly recommend this!

Furthermore David is a class act. Super professional and delivered on time. I am really happy with the whole package!


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I will throw in here that some images are a touch blurry and in some cases a bit dark. This could be artifacts of the printing itself I may add. It did not lessen my enjoyment of the book, but it is noticeable enough to be worthy of comment.


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Steve Geddes wrote:
Alan_Beven wrote:
The point of a balanced system is NOT that it is balanced. It is that there is a balanced baseline. From there the players and GM can unbalance it to their hearts content. Pathfinder is difficult for some people because by level 5 you can have characters that are really well optimised and some really badly built characters. And that is never fun, your character is doing less well than others because you didn't know how to build it. Sure some, like Steve above, have fun intentionally playing dump characters. But note the intent.
That's a good point, although I still dont think it matters (to me anyhow). We just dont make that same comparison as to how much we're "contributing" vs how much everyone else is that seems common in these kinds of online discussions.

Yep I agree for some groups it's irrelevant. My games feature tons of mechanical interaction (combat etc) and on multiple occasions I have had to alter players characters for them as poor choices made while playing Pathfinder has led to situations where some players were doing 80-90 points of damage per round vs some doing 20-30. As stated some people are fine with this, most of the folks I play with have felt disheartened from it.


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GM DarkLightHitomi wrote:

Clearly you dont understand me. I love dnd, it is very useful and mostly plausable, really the three changes I would make to it would be to go classless, add bellcurve instead of straight d20 and to use spontaneous casting instead of the misnamed vancian casting, or perhaps something truly vancian.

Really, I dont think it would be very noticable IC at all.

I think the big difference here, is I want the rules and rulings to reflect the world, while I believe others want the world to reflect the rules, the suggestion of altering casting times for example is clear that the IC world is less important then their rules balance. Instead of portraying a character who is trying to figure out a way to contribute they want to change the rules to let their "underpowered" characters contribute along the lines of concepts and ideas based on a world with no magic whatsoever, and in no fashion even comparable to the world their characters exist in.

I don't buy that argument. A huge part of DnD is combat, skill checks and casting magic spells for most groups out there. Of course there are plenty of other play styles out there, but the mechanics of DnD is what makes it DnD. Of course anyone can contribute to the story non-mechanically. What I think works well in 4e is that it's very hard to make poor decisions about mechanics and have your character underperform against the game mechanics. In essence, system mastery is a bad idea. I have no ideas how that leads to your above conclusion about the interaction with the world. The mechanics should be reflected in the setting and be reflective of the setting.


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The point of a balanced system is NOT that it is balanced. It is that there is a balanced baseline. From there the players and GM can unbalance it to their hearts content. Pathfinder is difficult for some people because by level 5 you can have characters that are really well optimised and some really badly built characters. And that is never fun, your character is doing less well than others because you didn't know how to build it. Sure some, like Steve above, have fun intentionally playing dump characters. But note the intent.

Why I love 4e is that I can have players build characters and be very sure that they will all have the ability to contribute to the story. And then I go about intentionally unbalancing the party. In my latest campaign the ranger has just had his companion awakened, I have essentially statted it up as an artifact level of power, and it now acts as if it was a separate PC. I have now given that PC two turns per round of combat. And I did it knowing all the implications of that decision.


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Hi James. I realise you aren't the rule guy, etc, but I would like your take in this one. Mythic surge is written up as:

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Let's say you use this on an attack roll, and get a 16 on the d20 and a 4 on the d6. My reading is that you effectively rolled a 20 and you therefore crit. Conversely, you can never miss due to a 1 since the minimum is a 2. I am making this assumption since the wording is "increase any d20 roll" rather than referring to a bonus of some sort. Do I have the right of this?


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Frog God Games guys will have my business for many years to come. Class act all the way. Can't wait to blow some more gold pieces on this one!!!


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Modules, Tales Subscriber
daemonslye wrote:

Thanks much for the support! I have updated the files (just use the link I sent you previously) - As I work through Book 2, it is definitely turning out to be a trilogy. So there will be a Book 3.

I have also put a preview of Book 2 up there. Just change the "1" at the end of the link to a "2".

Let me know what you think - I don't follow other genres, so it wasn't until after I roughed out the story and was rummaging the Internet that I noticed the similarities to a certain other game (that I never really paid attention to). Oh well, given the story line, a bit of synchronicity is almost a requirement :)

Hope you like it - Since I'm in the writing phase, I'm certainly open to ideas and feedback.

Cheers,

~D

Wow, I just checked out the preview for Book 2 and I cannot WAIT to get my hands on it!


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It is not a clone per se, but 13th age takes most of the good stuff from 4e and 3e and packages it into a nicely done storytelling game.

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