Gelatinous Cube

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xobmaps wrote:
Gotta admit, I miss this thread being more lively.

+1

Just for my own sake, because I'm a spreadsheet nerd, I calculated the drop-off in posting intensity. Over the past year, this thread has averaged 0.6 posts per workday. For the six years (almost) previous to that, it average 5.9 posts per workday. That's a 90% reduction in intensity. I miss it.


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I just finished listening to all 55 hours of Volume 3 as an audiobook. I'm surprised to see people complaining about "stilted" dialog; when read by a professional reader, it didn't feel that way at all.

In Volume 3, Sanderson pulls off something that most fantasy authors would never even attempt: In a book full of magic and swords and superheroes, the central act upon which the entire plot pivots is an act of

Spoiler:
self-forgiveness.

That takes a lot more guts, and is a lot harder to pull off, than copying the nihilistic viewpoint of the latest dark and "edgy" author. I enjoy the writings of both GRRM and Sanderson, but the idealism of Sanderson's works will always speak to my soul in a way that the cynicism of GRRM's cannot. YMMV.


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Vic Wertz wrote:
We consider reprinting all pawn sets that go out of print. When we do, we look at how well they've sold in the months prior to going out of stock, and we use that information to calculate how long it would take us to recoup the costs of reprinting it. In this case, we determined that it would take several years to make our money back. If you don't believe that, consider this: It took a year and a half to sell through the initial print run, and that was with the benefit of initial distribution orders (which are far larger than reorders) and of initial subscription shipments (which we don't get with reprints).

For the record: I love the fact that Paizo is willing to explain business decisions to its customers, and does so without apologizing for the fact that businesses need to make a profit. I learn something each time. Most companies wouldn't bother, and frankly, I wouldn't criticize them for that decision -- it's tiring to have to justify yourself to people who know less about your business than you do.

Thank you for taking the time, and for remaining positive even in the face of negativity.


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I've noticed that all of the online retail stores (that I've checked) appear to be out of stock simultaneously. I'm curious: Is this a temporary situation due to holiday sales, or is the print run in danger of selling out?


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Kang of Rigel 7 wrote:
Liz Courts wrote:
Ross Byers wrote:
Are there any non-coffee people left at Paizo?
There are. We maintain peaceful coexistence with them.

Coffee and Tea... at Tanagra.

Caffeine, her arms wide!

Tequila, when the walls fell.


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Dustin Ashe wrote:

So I'm just going to drop these Pathfinder->5e conversions here:

Stolen Lands
The Dragon's Demand
Haunting of Harrowstone
Hollow's Last Hope

Grab them if you want them, modify them for you as you see fit.

Thank you! I was really hoping for some 5e conversions from people who know enough about Pathfinder to do it right. Would love to see more if you do them.


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Southeast Jerome wrote:
Fake Healer wrote:
*How about surprise round? Does everyone participate in combat on the surprise round with the surpriser getting advantage on attacks and the surprised getting disadvantage?
Again, no set rule that I know of. On the one hand, it makes mechanical sense, but it does step on the toes of the Assassin Rogue a bit, since he gets advantage against anyone who hasn't acted in combat yet. Limiting advantage to opponents who are actually surprised and only during the surprise round would probably be a decent compromise since the Assassin also gets it against anyone who's flatfooted, surprised or not.

Another rule to keep in mind is that hidden attackers gain advantage. So for example, I would rule that in a surprise round, ranged attacks get advantage against surprised opponents, because it's reasonable to interpret that being surprised = didn't see the person aiming the ranged weapon.

For the same reason, I might rule that melee attacks sometimes get advantage in a surprise round, but only in a close quarters situation where the attacker can reasonably "step up and swing" without being seen first. But if the attacker has to cover significant distance before attacking, I would rule that he's not hidden and therefore not eligible for advantage.


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Chris Lambertz wrote:
Removed some posts and replies to them/quoting them about copyright/PDF derail. This kind of discussion really should probably into a different thread entirely. Also, please take note that our policy towards piracy and copyright infringement discussed on our messageboards is not just isolated to our products, but those published by other companies as well. Thanks!

For those playing along at home, here's the final casualty count:

Page 23 (1101-1150): 15 posts remaining, 70% casualty rate
Page 24 (1151-1200): 19 posts remaining, 62% casualty rate

Kudos to Chris for taking the more-or-less surgical route instead of bombing the whole discussion from orbit.


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Vic Wertz wrote:
Yeah, it would cost significantly more. All the dice are in one steel mold, so they're made at the same time using the same plastic and then handled as a single unit.

Thanks for taking the time to respond. I love the fact that Paizo actually talks about their business with customers, and not just their products. I learn a lot. But it must be time-consuming on your part.


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Tersoal wrote:

Hello guys!

First, sorry but my english isn't very good.

I don't understand something about B22 and B23 areas. If Tower Girls don't know how open the doors between both areas, How have they passed to B23 area? And how did they brought furnishings there?

If they enter in B23 area by breacking with picks, Why can't the players enter the room through the hole?

Thanks in advance.

I assume you're referring to the siccatite doors (with the rune puzzle on them). These doors lead to area B24, not to B23.

I have to admit that I missed this on my first read-through, also.


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I'm in a nearly identical situation -- I just finished running Crypt of the Everflame with my wife and 3 kids, directly after running the Beginner Box. I had a rocky experience in exactly the rooms you're talking about, but it got better after that.

In no particular order, here are some things I learned over the course of the module to make it more fun for my players. Some of them pertain to your comments, but not all, so I'll avoid using your numbering system:


  • I adapted several of the encounters. For example, I replaced the shadow (which is coming up very soon for your players) with an air elemental, because my players had no magic items with which to damage a shadow, and no way to heal ability score damage.

  • I decided that sometimes I just have to offer advice, especially to the kids. I do that frequently with my 6-year-old, and somewhat less frequently with my pre-teens. Or instead of offering advice, I will simplify the game by narrowing down their choices for them.

  • Running two characters each might be a challenge for new players, especially kids; if that's true, you might consider adding an NPC instead. This would provide you with an in-game way to make suggestions. (For example, in the room with the pits and the levers, the NPC could have offered to prop open the door after all 3 levers were pulled, giving everyone ample time to make it through the door.)

  • I had a lot of situations where the monsters crowded the players at the doorway to their room, which left no room for combat tactics. So I decided to ignore surprise rounds, and I set up most of my combats in a Saturday morning cartoon fashion, with the monster at the far end of the room, shambling forward, giving my players space to move around. It's too bad most of the encounters are speechless creatures, or I would have had them chortling, cackling or boasting as well.... IMO, when playing with kids, it's impossible to be too melodramatic.

  • I got lenient on the perception checks. If noticing something is either fun or important, I made sure they noticed it. I'll toughen up on them when they're more experienced.

  • I scanned the play-by-post forums to see how other GMs described certain rooms or encounters. I remember being fond of DM Mathpro's game in particular.

In addition, be aware that the printed module has two errors in it, according to the GM thread:

(1) The stairs in area 4 and 9 are supposed to connect to one another. But I decided that allowing them to connect would make it possible to skip some important rooms, so I deleted the stairs instead.

(2) Both the doors leading out of room 6 are locked, but only one of them has a key (the southeast door can be unlocked with the key from the fire in room 5). I changed the module so that the key from room 5 opens the southwest door instead. Then I added a key to the southeast door in the room where the PCs find all the gifts from the townspeople.

As I said above, the module got better as I went along, partially because I got more familiar with the rules and comfortable with ignoring either rules or content that weren't providing a good time for the players.

Good luck!