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Recent posts by
Archade:
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Jason Bulmahn wrote:
In this particular case, I think it really depends on the level of the group. The Drow Noble abilities are really good if the PCs are 2nd or 3rd level, but up at 10th, they become much less valuable, and by the upper levels, that 1 level loss is a serious liability. Setting it at 2 would have helped the low level issue a bit, but would have made the mid to high level issue significantly worse.
What I've done in my game, taking the hint from the COT Players' Guide, is allow (somewhat odd) races but assigning them an "XP debt" that needs to be paid off.
For aasimar and tieflings, I assigned a 500 xp debt at 1st level. One of my players wanted to play a duergar, so I assigned a 500 xp debt at 1st level, and another 500 xp debt at 2nd level.
By doing this, I slow down progression at early levels, but by 10th level, that xp debt is negligible.
I'm still playing with this, but it seems like a scalable handicap for more powerful races without racial HD, and my players are satisfied with it.
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I used to worry about overpowered characters. Right from our first 3.0 game, the half-orc barbarian with a Strength 20 gave me trouble. Then I found ways to make a challenging game in spite of character strengths (or overstrengths).
It's not about the DM vs the players. Players want to have the occasional cake-walk, but most of them want to be challenged, and pushed to their limits.
1) Got a bruiser that can kill everything? Give them dozens of goons, so the rest of the PCs can deal with him. My favorite -- a chess board with 32 tiny animated marble objects. Sure, they only do 1 point of damage, but they have a hardness of 8...
2) If they are strong, use their strengths against them. That half-orc barbarian? Dominated by vampires. Suggestion spells to inhibit his fellow adventurers.
3) Use terrain. Sure the two-weapon fighter can moulinex through goons, but can he balance on a crumbling cliff?
4) Finally, use roleplaying and skill checks. Anybody can build a bruiser character. But can they convince the Archduke to give up a prized painting? Or get a canny merchant to give up some information? Ask the barbarian for a diplomacy check ... It doesn't matter how much damage their greatsword does in those circumstances.
Try not to hamper or harm characters, take away their magic items, steal their gold, or permanently alter their stats. That's mean, and is player vs GM mentality. Look at your players' character sheets and see what challenges them.
But occasionally, give them a cake-walk. It makes them feel heroic, and it changes the pace, so they know that after the cake-walk, the scary scenario is coming up ...
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I agree with the sentiments of this post. The problem lies in that 3.x is great for craft rules ... for anything up to about 20 gp. After that, it breaks down. It takes 157 weeks to make an adamantine dagger?!?
Never mind that a basketweaver and a cobbler and a shipwright all make the same amount of money per week, with equal skill checks.
I proposed the following during the playtest, and I am using it as a house rule:
CRAFT
Profession Checks: If you practice a low-risk craft (cook, groom, animal trainer, farmer, etc) and can make a DC 15 check you can earn your Craft check in gp per month. If you fail your check, you earn nothing this month.
If you practice a medium-risk craft (armorer, weaponsmith, mason, architect, etc) and can make a DC 20 check you can earn twice your check in gp per month. If you fail your check, you earn nothing this month.
If you practice a high-risk craft (alchemist, shipwright, etc) and can make a DC 25 check, you can earn 4x your check in gp per month.
Crafting an Item: To craft an item, make an income check as above to represent a week’s worth of work. If the check succeeds, your income roll determines progress towards the market value of the item. If the result equals the price of the item, then you have completed the item. If the result equals double or triple the price of the item, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner. If the result doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item.
You can attempt to construct an item more quickly by adding +10 to the DC check. If you succeed, you double your progress that week.
You can choose to make an item with only one-quarter the value of the item in raw materials, but you suffer a -10 to the check.
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Kevida wrote:
With so amny disliking "Oracle", might I suggest "Prophet"? This is a title that is not synonomous (SP?) with divination. As a matter of fact the Prophets of the Old Testament (I am treading dangerous territory now) were men and women of God that (for the most part) were not ordanined clergy. The same could be said for the word "Apostle" due to the fact that they (the Apsotles) "spread the gospel" but were never (in my reading of the New Testament) ordained clergy, either. If my use of terms caused offense, then I apologize!
Oracle isn't bad in my book. I can certainly see Joan of Arc, or someone who is held to the domain of healing wandering around the realm spontaneously casting divine spells referred to as an oracle.
However, if you are looking for other ideas, there is Avatar, Demagogue, Disciple, Seer, Haruspex, Apostle, Harbinger, Envoy, or Channeller?
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So, we kicked off our new campaign with the final Pathfinder rules, and the game felt a bit ... different.
On the player side, the party bard felt more useful, the extra hit points made characters a bit more durable, cantrips were used a fair amount, and the party was able to go through a fair number of encounters before retreating to rest.
On the GM side, I found the xp and treasure system interesting. I tracked the encounters, and kept an eye on the treasure I was handing out on the fly, and while I should have handed out 2000 gp of treasure, I only gave 1600. It's neat to see in the middle of the session whether or not I should give the party a boost, or reign back on the swag.
My rulebook is getting a bit of a pounding in our sessions, flipping to rules a lot until we get used to spells and other effects. It's holding up so far!
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Guys, is 2 points of AC really worth all this fuss?
Breastplates give +6, Heavy Plate gives +9. Breastplates are +1 better. Let's not even get into the fact that medium armors usually offer better Max Dex scores.
If it is, give higher level clerics extra gp in treasure so they can buy enhanced armor bettered by +2.
Or give the War domain a bonus Heavy Armor Proficiency.
But it isn't really worth this much passion -- it's only 2 points of AC over a career of 20 levels.
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TAMorrison wrote:
I always prefer to give the NPC an even break and I favor giving the NPCs the same bonuses as the PCs. I would even go as far as to allow all races to be able to choose an NPC class as an NPC's "favored class". Currently, only humans and half-elves can do this, giving their NPC hordes a huge advantage over other races. This would also provide the adept, the aristocrat, the commoner, the expert, and the warrior with a somewhat plausible reason for not multiclassing with PC classes.
I've got a reason for my campaign for NPCs to stay NPCs ...
NPC Classes: As NPC classes are far less beneficial than regular character classes, it is easier to advance forward in these classes – this is the reason NPCs prefer to advance in these classes, in order to gain skills and feats that advance their livelihood rather than gain abilities needed for adventuring.
Characters who take a level of Commoner gain immediately 50% of the experience needed to gain the next level.
Characters who take a level of Expert, Warrior, Adept, or Aristocrat gain immediately 25% of the experience needed to gain the next level.
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Hey guys,
Looking here -- does point blank shot not benefit ray spells any more?
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Hi all,
I’m now going through the nitty gritty of the rules, and I have a couple questions on some hints that some things are different from 3.5, but I’m not entirely sure.
First, the feat Strike Back says that you can ready an action to strike at a foe with reach who attacks you. 3.5 (clarified by the FAQ, I think) allowed you to do this without a feat. Is this an intentional change?
The Arcane Trickster’s Surprise Spells ability allows them to add sneak attack damage to any spell that deals damage vs flat-footed opponents. Does that mean a rogue/spellcaster can’t naturally sneak attack with a spell? The rules don’t seem to address this issue. Again, 3.5 (clarified by supplements) allowed this action.
Lastly, the cleric domain powers often state you can “touch a creature” to grant a benefit. Can the cleric touch themselves as a valid target?
Thanks Jason & Co!
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Even with the PRD up, no reason we can't keep noticing changes.
I downloaded and read my book last night, and saw a couple of neat things.
First, I saw that Jason used some of our group's suggestions in the final rules almost verbatim - thanks, Jason!
In equipment, sai says it gives a +2 to sunder attempts -- I'm pretty sure that's a typo, and should be disarm.
Nice change to Protection from Evil! Now if you cast it on someone charmed/dominated/etc, it doesn't automatically win, it just grants them a new save at +2. That makes sense, so a 1st level spell doesn't automatically trump a 5th level spell in place.
Detect magic now has an ultimate duration, not just concentration forever.
Reincarnate still looks like the can of worms -- what if you get reincarnated into a bugbear, with racial hit dice and no more level adjustment?
Wish got fixed - yay!
I think Diplomacy changed, becoming a DC for their current disposition, plus their Charisma modifier. Convincing angry dragons not to eat you is now officially harder.
Identifying magic items is now back with Spellcraft! Although Appraisers can still tell if an item is magic.
Looking good ... can't wait for our Beta campaign to finish in the next week or two, and get going on our new Pathfinder game!
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I have a couple questions ...
1) What replaced the martial proficiency for humans? Anything?
2) Did any non-combatant rogue talents make the cut?
3) Did any shape changing spells (ie Beast Shape) get added so characters can become monstrous humanoids?
4) What happened with Reincarnate?
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I'd be interested in
1) Post-AP high level adventures that could be run in or out of an AP path.
2) Parallel adventures to an AP that would let the PCs play (if they took pregenerated characters) important NPCs doing things off stage (a la Rosencrantz and Guildenstern), but could run as standalone adventures with regular PCs.
3) Wacky one-offs would be fun (BREE YARK).
Sean K Reynolds wrote:
We had a meeting yesterday discussing the role of the Pathfinder Modules line and how we can improve it. We kicked around a few ideas, but we'd like your input as well (especially subscribers and people who would become subscribers if the Modules line gave you more that you were looking for).
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Lathiira wrote:
Well thought out, needs a smidge of editing, but I'm impressed. I didn't once get a pitchfork vibe.
Definitely well thought out, and reflects my personal feelings on the matter. How do you put the genie back in the bottle? The biggest problem with WOTC publishing 4th edition, is that 3rd edition, in many ways, was *too good*. Because it's a robust, open-ended system that you can slot in rule modules or sub-systems, and it's setting-generic, or can be system-generic, why would people switch to 4th edition?
Of course, I don't envy corporate managers at WOTC with the conundrum -- as a business, they need to produce new books that people buy, so do they publish 3.51, 3.75, 3.99, or a radical 4th edition switch? Not a fun decision for them.
The interesting thing now, is if 4th edition sales start to slump (and I'm not saying they will, but hypothetically, if they do), what's the next hard decision for WOTC? If they've painted themselves into a corner with 4th edition, how do they get out of the situation?
Of course, if 4th edition does attract a new customer base, and sales stay strong, a game that plays like a MMORPG on paper might be a new style of RPG game that other companies follow down the road.
Time will tell ...
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Well, I use a few things.
1) I use my laptop on the side with DM Genie running (a great reference tool for spells, feats, and magic items, never mind monsters on the fly).
2) We have a small pedestal/smaller table on top of our gaming table, leaving a 6 inch gap below where people can stow stuff.
3) I use an initiative chart which is available at dmtools.org thanks to Lilith.
4) I am a fan of tac-tiles and alea tools magnets!
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Marc Chin wrote:
*incorporating my SCA title*
Lord Miklos Vizjec, Beacon of Oldenfeld
Constable and Chronicler,
Barony of Oldenfeld, Kingdom of Trimaris
Son of House Penarthmor
Keeper of the Old Ways (Ed.1 & 2)
Member of the Order of Sages of the Old Greyhawk
Master Cartographer, Summoner of the Great Lilithid and Creator of the NPC Stat Block Bank
Master of Old Dungeons, Parties of Evil
and Castle Chin
and its defending hordes (including 2 dogs and several fish)
M
Hey, a Trimarian! Hi from Ealdormere!
Archade, Lord High Logisticator, RBDM
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Tonight’s playtest had the intrepid heroes pushing deeper into Amberwall Castle. They fought a horrible undead lord festooned in scrolls inscribed with foul runes, and explored the depths of the Star Tower, losing their sinister allies to to keeper of the Star Tower. They went below, and fought the foul underground gugs, and upon seeing the holy sword Serithial were set upon by a foul twisted guardian of the sword …
Tonight the mummy lord used slay living, and I have to say the spell seemed very weak to me, a 5th level spell doing 30-40 hit points of damage from a 10th level caster.
As well, we had a character reduced to -12 hit points, and I allowed a DC 30 Heal check to revive him at -9 hit points, within the same round, and it worked well.
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So, our intrepid adventurers fought their way deeper into Amberwall, making their way to the upper level of the castle, and after fighting the Chained Spirit, beating a hasty retreat. They realized that there are four spirit anchors that need to be destroyed or released, and found one up on the third floor. Zellara's song suddenly makes sense to them, and they have newfound purpose ...
In our playtest this week, not a lot came up ... the evil NPC cleric tagging along with them has been utterly useless with his Channel Negative Energy, and negative levels scare the heck out of the players (although I was using a similar mechanic for permanent negative levels pre-Pathfinder).
The poor cleric with the Int of 7 is still upset that concentration checks are done with Spellcraft (an Int-based skill), although he was somewhat mollified when I told him one of the things Jason was considering was a Will save.
And our beguiler has taken the prestige class Shadowcraft Mage, and is using a shadow evocation version of Celestial Brilliance from BoED to weaken the undead ... duration 1 day/level?!?! Wow ...
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So, this session, the group was minded to travel to Amberwall, far to the north. They travelled overland to Oriador, and while they sought to commission or purchase a skiff to take them across Bael’s Deep, they were approached by Larendarae and Sial, both of the Church of Bolthamogg and known to them from prior events. They grudgingly agreed to travel north, and attempt to force their way into Amberwall in search of the sword Serithial. They forced their way through the gatehouse, across the causeway, and have now entered the haunted halls …
The characters leveled up to 9th level, and the party’s spiked chain fighter thought Disruptive was a great feat to take (we’ll see how it plays in).
Through the session, there was an issue where the invisible cleric/barbarian was shot while summoning a monster, and had to make a Spellcraft check – it wasn’t easy for him with his 7 Int and a lack of ranks in the skill.
Also another weirdness – a cleric who gives off a burst of positive energy while invisible stays invisible, unless there’s a foe in range, in which case he becomes visible. It’s weird … okay, but weird …
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