The players sound like spoiled children. Instead of working within your limits (all of which are good reasons to stick to the core book), they wanted their way regardless of the extra burden it put on you. I feel bad about for the player that asked you to GM, they probably feel like crud for inadvertently setting you up for that fall. The fact that they didn't invite you to the other game is pretty low. If that's the level of maturity these "adults" possess, then good riddance. What kind of computer do you have? RPG Geek has a lot of folk up for VoIP games that are plenty chill and act like adults.
I have the opposite problem. It takes a lot of effort on my part to consistently play my Wizard as a prick. I actually have a "prick personality" sheet that helps me determine what the character would do. I normally play the loving and caring Cleric or Ranger types. Way easier because I don't have to but energy into figuring out how they would act/react.
mearrin69 wrote:
Let's see if I can make this make sense (always a lot harder with text then words). Specifically, I was referring to SAGA (where you have an heavy focus on "space wizards" and where the class based system pretty much restricts the abilities of a character. When you look at Alternity, yes you have "classes" but those just make some skills cheaper to purchase. Outside of that you can take pretty much whatever you please. You can make a character with interests outside of their Career choice, like a demolitions guy with a side interest in being a professional hair stylist... or something... ok, I'm reaching. I guess it just comes down to the preference of mechanics representing the setting you're playing in. I think the class based D20 system is best for fantasy where people grow up in one profession and pretty much stay there for the rest of their lives. I think skill based systems are best for Modern and Sci-fi because people have a lot more opportunity to learn other skill sets alongside whatever the character's focus is. And I'm just not fond of heavy emphasis on "space wizards", thus my primary gripe with Starwars and Warhammer 40k. Edit: Though I do like Spelljammer.... huh... Second Edit: Also, Alternity has a better damage resolution system.
Just keep in mind that some players and GMs like to treat Pathfinder as a tactical wargame. Optimization threads show up because
That's the beauty of games like Pathfinder, Time of War, Silhouette, Alternity, ect. They are just frame work acting as the foundation of the player's experience. It's why we have so many people from so different of backgrounds.
I've bet knocking around the idea of prosthetics in Golarion, and the idea of having a partial or full conversion "cyborg" (inspired by RIFTS rpg) available to my players appeals to me. The first thing I looked at was, of course, the Eberron Warforged. The Ironborn of Questhaven looks like it could inspire ideas, but I'm hesitant to buy it. So here's working with what I already posses. For a "Full Conversion", The Warforged "race" seems to be a good starting point. I'm trying to keep a brain in a jar feel to this. Here's what I have so far (and no, I haven't consulted the ARG on this yet). Full Conversion Artificial (Name ideas please!) Medium artificial/augmented Humanoid Base Speed: 30ft Attribute modifiers: Str+2, Dex-2, Con+4, Cha-2
Immune to poisons, disease, paralysis, nausea and sickness (except when effect comes from mind effecting sources).
Does not need to eat, drink, or breath. Food and drink can be enjoyed, to ease the burden of being non-fleshy. Cannot heal naturally. Must use cure/repair spells and (some kind of) repair skill Weak against effects that target Constructs Tireless Body: Fatigue and Exhaustion only affect only Wis, Int, and Cha.
Iron Skin:+2 Natural Armor (Stacks with armor) Dense Body: -2 swim Armor check penalty to skills (stacks with armor) Now, all this is well and good and will develop with time, but where I really have problems is the idea of a Partial Conversion. What do you guys think? Templates for various levels of conversion?
That's the rub. The Paladin has two codes of conduct he must follow, and if they conflict he may need to leave one of them behind. It's like someone trying to be an Eagle Knight and a Hell Knight at the same time, one code of honor must be compromised.
Giving the OP another look, that single rule about not attacking each other while in a Pathfinder Lodge is so terribly minor, that it should be inconsequential to a Paladin's Code. The Paladin should also not bother with waiting outside the lodge for the Lich to come out. When it comes to the waiting game, a Lich has a *ever so slight* advantage :P
As one game dissolves and another assembles, I have been digging through game supplements new and old to collect ideas. Then I noticed something interesting in the "Elves of Golarion" supplement. Kyonin lists only one hard metal as a major import: Mithril.
So do Kyonin elves make all their metal equipment primary from Mithril? This would make sense for a number of reasons. First, Elves are long lived and artisans by nature, they would put their heart into every piece crafted just like a Dwarf. Second, The long lives and low birth rates mean that mass production of arms is largely unnecessary. And Mithril, being able to survive the test of time, could see multiple elven generations of use. Third, The Elves would want to equip their people with the very best. Their numbers are too few to justify "standard" equipment. Forth, Kyonin Elves do not export their arms and armor, not to the degree that Dwarves do, anyway. I can see the logic of giving standard "steel-maybe-with-a-touch-of-something" versions in the books, after all a Elven smith in Magnamar might have limited choices in material for his trade.
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