Jiggy, I hate to bring it up again, because I feel like I'm not managing to make my thoughts clear.
You have two decision trees, one for hostile intent and one for benign intent. I really like the trees, they seem to be reasonable. What I am trying to figure out is how your average commoner is going to tell the difference between the two? How do we end up in one tree or the other?
Jiggy, I'm largely with you. My question is about the NPC guard. How does he know if you are casting a charm spell or a more mundane spell (light, etc)? Wouldn't that require a successful spellcraft check? Without a check, he has no way to know if you're acting with hostile intent. That to me is the crux of the problem: how do people react to an unknown person casting an unknown spell. And I don't really have a good answer, honestly.
I believe gnomes get prestidigitation as a spell like ability, namely it has no components. I don't think most people would dive for the floor or draw a blade, but they might ask what she was doing if they could observe it. Why do I like the ability to have people consider that unusual? Because I just found out about that fact, and having that be a part of a conversation or roleplay piece is rather delightful to me.
My post wasn't aimed at you. If it came across that way, I apologize.
In general, I feel like trying to tell GMs how they have to run the world won't turn out well. If I rule a certain way, and a player responds "no, you have to let magic work like this", then as a GM I'm likely to be less than pleased with the rest of the session.
I might think some NPCs are more attracted to magic (little kids and prestidigitation), while others should be more afraid (battle scarred warrior of Mendev). Kyle Baird might rule that the kid was orphaned by a stray fireball, and is thus terrified of magic, while the warrior of Mendev is lazy and likes it when spells do all the work for him. And you know what? Both results are acceptable. Both tell a story. And chaining a GM to a set of guidelines doesn't help tell a story.
Then there would be no need for high powered assassins to take down targets. All you need is a 6th level sorcerer who knows fireball.
"Hey, I don't know what he's casting, but it can't be bad, right?"
And there goes a room of the high and mighty.
Simple rule for me: If they do not personally know you, they won't be happy about the spell. Circumstances might change that for good or I'll. The local priest will be known, and they know what he can do with magic. Then we have a wandering adventuring group, loaded up with all kinds of crazy weapons and armor, and some guy with none of that. He is assumed to be just as dangerous as the rest, but in some hidden and unknown way.
So, having gone around for days on this, we come to the only sensible answer: trust your GM to tell a good story. If your GM doesn't tell a good story, don't play with them.
Ultimately, you *have* to trust your GM in this game. Let's leave GMs a bit of room to tell a story, shall we?
For me, at levels one and two (with new players), I follow the tactics, but don't have the enemies fighting as ruthlessly as I can. If they *do* something new (ready to hit, cast a full round spell, fight defensively, rage), I make sure the players know what that action is and what usually follows. I also manage to fail a lot of crit confirmation rolls. Around level 3, I start to play the enemies to their strengths, though my dice rolls are still unlucky. At around 4-5th level, I play the NPCs to their tactics, giving them as much of a challenge as I can.
If its experienced players with new characters, its hardball from day one.
Excepting one problem: magic is pricey. A wand of even a cantrip runs out hundreds of gold, far more than it would cost to hire servants to constantly provide beverages to the room, for weeks. And lets say that you are an enterprising adept, who knows it costs hundreds of gold to make a wand. You would then hire yourself out at a rate of a few hundred a month, easily enough to pay for a health lifestyle. Also, consider what else high society could get for that wand: new clothes, outfit a few bodyguards, etc. Finally, you are assuming that there are throngs of magic users with little else to do in their day.
As a member of TEO, and a leader of one of its sub branches, I can assure you that Andius firstly has no such intentions, and secondly would march alone.
More to the point of the thread: will it be possible to pay the UNC a flat monthly fee, as protection? If you offer a SAD, are you also offering protection through "your" territory?
"Greetings. I am Alexander Damocles, the Holy Risen Librarian of Abadar, master of magic and storyteller. If its magic, I can use it. If it can be known, I know it. On a different note, does anyone else speak the language of the heavens? Due to an unfortunate childhood injury, I speak only in the tongue of angels when stressed."
Vati will hand you a contract (actually printed), stating that if you promise to try and be a better person, she will bring you back from death, free of charge. She also will prononuce herself the nest mother of this clutch of pathfinders, and she will keep you all safe. (Abadar bless her sweet naive scaly heart)
I see a lot of "the ends justify the means" sort of thinking here.
"If I do this really evil act, but its for a good cause, then I'm ok, right?"
That logic leads to a lot of dark places. If we advocate the ends justify the means, then the ban on torture has to go. Just because something had a good result does *not* mean it was good in and of itself.
Is Destroying a Fellow Player's Raised Dead / Commanded Undead an action that Constitutes PVP in Society Play?
My Paladin is more focused on saving souls than slaying evil. You raise dead around her? She won't protect your undead, but she will protect you. She'll take pity on you. She'll try to change your mind. Killing evil doesn't make her good, changing minds does. Total loyalty to her party, the to death if that's what it takes.
No. If such a system were implemented, I would immediately unsubscribe. If a player has gotten so bad they need to be banned, then the administrators do it. You delete my personal property, for no good legal reason? That's bloody well near theft.
In case you missed my opinion: ABSOLUTELY NOT.
The paladin I play the most in PFS worships Abadar, and focuses on the protecting aspect of his portfolio. She fight to keep the pathfinders alive, and they discover secrets that can shape the world. She offers advice, will counsel those in need, and otherwise stay out of their business. (Vati, should you meet her, is one of the nicest paladins you'll ever meet)
It also may have been someone roleplaying as a Paladin who perhaps was really just a Cleric or Inquisitor. I'm drafting up ideas for an Inquisitor of Irori (who doesn't allow Paladins) and will roleplay him as a Paladin. Giving him Heavy Armor Proficiency at 1st level and a Masterwork Glaive (via a Convention boon) to fit the image.
He actually does, I think. Check out the Champion of Irori prestige class. Requires you to have monk levels, paladin levels, and worship Irori. Its a cool class, I kinda want to run one.
N N 959 wrote:
That is certainly your opinion. In other areas of PFS play, that may not be the predominate opinion. Further, your argument that there are reasons for NPCS to not do something doesn't quite work for me. There is always a reason to justify not having the NPCs attack, or cast spells, or move. Just because there is a reason, doesn't mean they'd follow through on it. I think CDG should be on the table, but rarely if ever used. Same with damaging equipment, etc.
N N 959 wrote:
Because some times, that one is the most thematically fitting one. Or it is one that most fits the characters. A demon would taunt a cleric, and then rend the body of fallen ally to pieces. Or take a prized possession from a character, and destroy it in front of them, be it a holy symbol, a sword, etc. The problem is that most characters are portrayed as nothing but a bunch of stats and equipment. If I take the time to say "Demon X killed John Bob the Barbarian's family", they won't care. Its just another enemy. Now, if I take that fancy sword of theirs, and chuck it some place (like the hands of BBEG, but lie and say a volcano), suddenly they'll care. They'll care a lot. That fight got personal. I *want* demons to make it personal. But characters who don't exist beyond the character sheet make it very hard to be personal without doing something that affects your character sheet.
I think it is distasteful because the players *know* the logical answer is CDG or sundering, and they also know the GM cannot or will not do so. That they are free to pursue more risky strategies, because the GM cannot fight back at full strength. Their characters would not know the demon can't hit them while they're down, or won't rip their armor apart, or throw their sword into the abyss, so why do the players act as such? Because the players know this, and they act on it.
Mark Seifter wrote:
In which case I will pull out my metamagic rod of toppling, and make 5 different CMB checks to trip him.
A different fun method is the spell Telekinetic Charge. Grab your barbarian and fling him at the caster. Barbarian gets a hit as part of the spell, and can make a readied attack as well. Referencing a "fastball special" gets you bonus cool points.
Mark Seifter wrote:
Having looked it over, I was wrong. Good to learn I'd been doing it wrong! In that case, just chip the BBEG with magic missile. If it doesn't work, dispel shield, and repeat. If you have a fellow caster with Magic Missile, ready to targeted dispel his shield as they cast magic missile. *really* wrecks casters.
Caster level checks can be rough, if they're high level. In that case, ready to dispel if you identify a spell being cast. A a targeted dispell only has to beat the save DC, which tends to be *much* easier. Stack your caster level, focus on having a good spell craft check. A good save DC caps at around 2easily. You can pretty easily beat that. It works well in high level play, especially as a sorcerer, since you can do it all day long.
I do not see currency really happening. Companies will remember who has done them a favor etc, and they may create an item that is effectively a "pay to bearer one favor" promissory note. I think having a multitude of currencies and needing to track which currency trades with which at what rate would create a nightmare on the development end.
I GM a lot at cons. Some cons, I'll GM 7 slots, others only 3, but I never go to a con and not GM. So, here are my tips for GMing at a con.
1) Know your scenarios. If the level range is higher than 1-5, look at it from a player's view and figure out how they are likely to come at it. Anticipating flight, dimension door, etc, can really speed up a scenario and make it more fun.
2) Get to know your players. Make them feel welcome, try to remember their names, and wish them a pleasant convention. You are the public face of PFS, and a smile and a handshake makes the whole con go better.
3) Schedule scenarios you like. If you love social scenarios, load up on Blackros Matrimony and the like. If you want challenging combat, sign up for Waking Rune. If you don't like a particular type of play, you'll burn out faster and the players won't have as much fun.
4) Spread out your schedule. Make sure you have time to play, to have fun. Don't GM the first 6 slots, you'll burn out. If you're GM'ing a lot, put some of your favorite scenarios in the mix when you think you'll need a mental pick me up.
5) Be flexible. The organizer may need to move your table. You might need to run a different scenario. Your table might no show. They might show up with a crazy build that confuses you to no end. Pause, breathe, adapt. Ask the player to briefly explain their build, and what sources it comes from. If you still aren't sure of it (or if its legal), call over the coordinator/organizer, and ask for their ruling, and go with it. If your table gets swapped, its not fun, but help the organizer out and be flexible. They've got 20 different plates to spin, so any help you can give them is great.
Take a look at the hardness by weapon type. Most of the time, the damage won't go through and actually be a problem. If it does, though, they're in trouble. The real value of this is that its a resource sink. When they see DR, they'll be worried and try to have someone do something arcane, eating a spell to no effect. They can chip it down, but it will cause damage in the meantime. This isn't the nastiest fight in the scenario, by far.
Lord Regent: Deacon Wulf wrote:
We really aren't focused on what people do in their own corner. We want to create a part of the world where people aren't always having to worry about being attacked, just because someone is bored. That really is it. We don't want to force our way of thinking on the whole of the server. We just want to paint part of the canvas differently than has been done in open PvP games.
Which is why, ironically, I think our two organizations have the same goal. We both want to see people having fun. Lets work together to reach that result. I think Bluddwolf and crew can be a benefit to the community, by showing them that there can be such a thing as a principled bandit. I think having more than one large city so people have choices. I do not think our organizations are opposed to the goals of the other.
Together, we can ensure that there are many forms of success to be found in PFO.
Then we seek to provide a game in which "success" is not exclusively defined as "killed the most people in the last five minutes".
There should be room for people who define success as creating a merchant empire.
There should be room for people who define success as owning a small inn.
There should be room for people who define success as running caravans.
There should be room for people who define success as creating fun content for others.
There should be room for people who define success as helping new players learn the ropes.
What success means is highly individualized. Let that happen in this game.
Because we want an alternative. Just because that is how it has always been done, doesn't mean that is how we always want it to be. PFO is a grand experiment in something different. If the prevailing culture is that great, those who love that culture can play those games. If we can establish a different culture here, and *new* players join the genre and stay, we *all* win.
Elder Earth Elementals...accept no substitute. Awesome blow, knocking people through multiple AOOs? Or full attack, with power attack...yeah, its terrifying. Casters are in for a bad day, if Krune tells one of them to ready an attack if someone casts.
I *wrecked* the party that played this at Pacificon. Krune got a nat 20 on initiative....and it pretty much went downhill. Wall of stone, cloudkill, and move action to step outside the room. A few rounds later, the elemental hordes began flooding on in...
As an idea, maybe a "featured Fiction" column? Pick a local artist/writer, and feature a bit of a short story, or a roleplaying write up of a scenario, or some art of a scene from their latest exploits.
I'm a sucker for getting underdogs into the trade, and that might be the stage they get started on.