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Lord Snow wrote:
But that issue is ultimately self-solving and will be completely off the radar in 50-60 years (for modernized Western nations, plus Japan anyway). Plus it is a good thing for the future of humanity. There are many projections which predict that global population will cap out somewhere between 11-12 billion (over the next 100-120 years) and then see a gradual decline back down to around 3-4 billion in just a few generations. As the totality of the world becomes industrialized (and subsequently post-industrialized) there will be a swell of population because local economics will allow for larger families and then those children will have less children and the children they have will come later in life.
Linear Fighter > Combat Expertise > Dodge > Mobility > Spring Attack > Whirlwind Attack
Quadratic Wizard > Jump > Levitate > Fly > Dimension Door > Teleport > Plane Shift > Wish
Now imagine if the wizard could only know 22 spells throughout his entire 20 level career.
Now imagine that the wizard HAD TO CHOOSE Jump, Levitate, Fly, Dimension Door, and Teleport as prerequisites to Plane Shift.
87. Cluelessly throwing around profanity with 8 year olds at the table. It was in-character, but we tried to subtly warn this guy a few times.
It's been my experience that guys who cuss in front of 8 year-olds don't do subtle. It's best to just directly say, "language dude, 8 year-old."
I'm Hiding In Your Closet wrote:
It has nothing to do with fear and everything to do with not being attacked by an animal in a place where I was invited to enjoy an evening of gaming with friends. This wouldn't be my reaction to a cat approaching me, nor would it be my reaction to a cat batting my pant leg with its paw, but my reaction to having a claw hook my flesh and drawing blood. It is completely unacceptable as a host and irresponsible as a pet owner to allow an animal around strangers (to it) that it may attack. It isn't fair to put the animal in an environment where it feels stressed to the point of attack and it isn't fair to your guests to subject them to your unsocialized violent animal.
We have a dog rescue and get all kinds of dogs with socialization and emotional issues. I know within an hour of working with a dog if they can be around when strangers show up, you should know your cat at least that well.
I am absolutely gob smacked that saying, "prevent your animals from attacking my person in your home," is meeting such strong resistance.
Kobold Cleaver wrote:
If you have a biting toddler I would expect you to have it out of the way as well, though if your toddler was roaming the floor, pounced, and scratched me, then I would probably just slap you.
I'm Hiding In Your Closet wrote:
That's an improbable scenario, and it still doesn't give you the right to abuse animals.
If there is a possibility that your animal will attack me as a guest then you should be a good host and see that the animal is secured before your guests arrive. If your animal attacks me in your home where I was invited then my reaction send the animal across the room in an attempt to prevent further attack and harm to my person does not make me the unreasonable party.
It isn't OP, it's a theme. You could make a party from a troupe of flying trapeze artists that all take skill focus: acrobatics, but that doesn't make skill focus: acrobatics an OP feat either.
If you have a cat that scratches people then you should have that animal closed off in a bedroom for the DURATION of the game. I reserve the right to flip an animal across the room that attacks me. I also reserve the right to drink your beer if your cat attacks me.
Full disclaimer: I have a dog that bites people, and a full 30 minutes before game time he gets to be in my bedroom so my house guests don't get bit. It isn't just a curtesy, it's also avoiding liability.
Insain Dragoon wrote:
This is a huge point that gets overlooked and dismissed as "theory-crafting," the 3.x/PF ruleset is 15 years old now. Savvy players have A BUNCH of experience with new content and material. Playtesting is a vital part of working out the kinks of a class or settling on a nuanced power curve. This class isn't refined to the point yet where playtesting is the only way to reveal valuable information.
Joe Hex wrote:
He is willing to play the class, as soon as it is worth playing. You dont have to see it hit the table to know there are serious issues. Watching those issues unfold over a 6 hours time frame wont make them go away.
DM Beckett wrote:
This, so much this.
We don't need a new class that treads over the ground of 20 other base classes across 6 years of game design just to add a quirky option.
That is the very definition of what a feat (or chain) is for. This isn't a class, this is a feat masquerading as the "every" class. PDT needs to get away from this like a hot potato.
Just because you make your spot check doesn't mean it isn't a trap.
Agreed. I believe DS9 was the best written and acted trek not because I didn't like the others but because DS9 was truly stand-out in those areas. The production quality and music was also very good however I believe that Voyager and Enterprise are equally good in those respects.
But what many people dont realize is that DS9 was the originator of long-drawn story arcs over more than 2-3 episodes. Before DS9 TV was considered a media for episodic story-telling and that epic scale narrative was meant for the theater where you can give it up to 3 hours of film time. DS9 destroyed that paradigm and showed that you can really tell deep stories when you have ~20 hours a season to give it. The modern paradigm of arc-heavy plot-driven drama on TV began with DS9.
I also think that DS9 was better than the rest because freaking Berman was off playing with his other toys and left them alone.
Logan Bonner wrote:
pH unbalanced wrote:
Hrm :/ Voltage-gated Na+ channels, CYP enzymes, and G-protein receptors, while technically chemistry (because everything is chemistry) really isn't about reactions so much as it is about pathways.
Just as a reminder...
The name of this thread wrote:
Confessions that will get you shunned by the members of the Paizo community
The righteous indignation isn't required.
James Gibbons wrote:
Arcane is definitely THE sorcerer bloodline. It is the only bloodline in core to carry over THE ONLY sorcerer class feature from the OGL. Arcane is definitely the default and the developers should have balanced the others around it.
If your definition includes what you consider to be hyperbolically opposed to the meaning, then you should come up with a better definition.
Which is why you build alot of encounters by fiat.
You can min max a couple of options and then take the resulting numbers and plug them in where you need them.
I dont have to build a diviner VMC kitsune arcane sorcerer (blah blah blah) everytime, all I need to know is that for an attack spell that a caster specializes in I will set the DC around 40.
That is one of the best parts of being a DM and not a developer. I dont have to show anyone HOW I came to a build, I just need the stat block.
A +13 to will means that you have a 40% chance of getting charmed by a Succubus, or a 45% chance of getting dominated. That is a CR7 creature, and the CR20 bloodrager is seriously threatened by it. The fact that 5 of them (CR12ish) are extremely likely to turn your bloodrager into a level 20 meat puppet by the second round is atrociously bad. Like, unforgivably bad. The bloodrager is a liability. If your PC seriously wants to play like a level 20 character(rather than some low CR monster playing the character for them) they need to be sitting in pass-on-a-2 territory or very close to for minor stuff like that. It isn't even difficult. +5 cloak, luck stone, competence bonus to saves ioun stone, +6 wis bonus from headband is +10, and that costs about 130k, a fraction of level 20 WBL. Bloodrager has +6 will at level 20, so if they didn't dump wis they are sitting at +16. With Mighty Bloodrage that jumps up to +20 when raging. This makes the bloodrager borderline acceptable. Toss on a Cap of the Free Thinker and a +4 inherent wisdom bonus and the bloodrager's saves should be sufficient (not great, but enough to get by so long as they don't run into really nasty stuff). Actually investing feats makes a big difference - Steadfast Personality will boost their saves against mind affecting, and would be really good if the level 20 bloodrager actually put serious resources into improving their spellcasting stat...17 Cha at level 20, really? Did the bloodrager start off at 11 Cha or something?
Yeah, I understand the desire for capstone abilities, but really multiclassing in a few splashes helps with this ALOT.
Also SIMPLR rings of save boosting should be considered by every player at that level.
I'm aware of hero forge. Their stuff is beautiful and far beyond the level of complexity I need.
My project is actually not gaming related. Doing research this summer and I need what amounts to a worm "maze." Roughly a 4cm cube with 5-6mm thick walls and an open top, connected to an identical cube by a ~40cm cylindrical pipe with the same 5-6mm thickness.
Does anyone have any experience with basic/simple 3d printing?
I'm needing some fairly basic custom pieces for a project I'm doing and I want to know how people are getting one-off pieces made.
What is good, simple, and cheap software for design?
Is it worth it to buy a printer yet?
My old uni has a design shop with a 3d printer where students and alumni can print and they charge by "hours." Is this standard? What is a fair price by the hour?
Are there any online solutions that are worthwhile?
Can I print in a clear (or nearly clear) media?
Thanks for any help!
My adventuring wizards do not wear robes, but the appropriate outfit for the climate and situation.
I quit a game once because for the 15th time I had the following exchange:
GM: the archer targets you because you look like the caster.
ME: I'm dressed the same as everyone else in the group. We all look like traveling sell-swords. Cause that's what is appropriate for us to dress like. I'm even carrying a sword. I don't look like a Mage.
GM: You aren't wearing armor.
ME: 1, neither is the monk who is dressed exactly like me, and 2, I've been dealing with ASF% for the last 3 sessions from this stupid chain shirt I bought the last time we had this conversation.
GM: Well, you get shot.
Absolutely not true. I have done just this sort of thing with great success.
We have summer games where we take a break from our regular game to do something that is totally different. Two summers ago it was "Save the Gods!" The PCs had to break the good gods out of "God Jail."
Things I did to help this flow more smoothly:
Players were dropped into an unknown area with only their carried gear and were not able to use magic travel to leave.
Game was run as essentially as a railroad that hard extremely hard checkpoints (you must pass through this door into the next area) but had total flexibility within. [Areas were between the size of a battlemat up to several thousand square miles]
Each area could use magic travel within it, but you couldn't use magic travel to go forward (ie, you have to have been there, and you've never been here.)
Each area had a different theme that featured iconic high-end baddies AND custom stuff that I worked up.
Some of the custom stuff were altered/advanced versions of recurring enemies that the PLAYERS knew from previous games. Those were slaughtered with delight.
Liberal use of class levels on bestiary monsters. Off the top of my head, I remember using a Elder Minotaur with 20 monk levels. Another time there were mounted archers with gecko mounts and the geckos had 13 monk levels. Then the PCs captured some and got to use them.
Create cool stuff for the PCs to use that would never get into a regular game (like geckos with 13 monk levels), but dont worry about loot. Loot is just incidental and only from what you specked NPCs to fight with.
Build NPCs with as much attention and optimization as the PCs will have been built with. Dont be afraid to try out crazy ideas (A group of Magus/Cleric/Mystic Theurges using whips to do harm via spellstrike was particularly memorable.)
Dont worry about NPC wealth, give them what they need to be challenging.
Create situations where terrain is a problem. (I gave them an encounter where a 20th level sorcerer vampire had a nightshade,nightwave "tank." Which was an immense room that had ramps on either side leading to the exit at the bottom. The room began to fill with "negative energy infused water." The sorcerer spammed them with suffocation, mass. That one almost TPKd the group. Universally they said afterward the hardest part of that room was the negative-energy water. It was 20d6 a round, save for half if you were fully submerged. [we used average rolls for everything like that] The exit was at the bottom, as was the pull release to drain the room. After some time the water level rose above the ledge at the midpoint and everyone had to employ their own means of flight. Not everyone was very good at that.)
Don't be afraid to kill them, or their cohorts. Basically, give them a run for their money. Don't pull punches. Make it hard, if they win they will have earned it and will remember it forever.
Insane people with super-powers are SCARY. (The whip/harm guys had a stronghold that the only way to enter was with the password. No exceptions. The password was a 2 minute barbershop quartet performance. DC 30 INT to remember an individual part after only hearing it once, DC 30 perform check to get it right.)
If you want more particulars of how I did it I'll be happy to share. But basically, you have to set yourself up for success or it wont be as fun as you (and your players) hope for.
Kobold Cleaver wrote:
Using media like Vanity Fair as part of coming out reinforces a stereotype that trans-people make the change for vain reasons. Cause you know, "vain" is right there in "vanity."
That vanity fair is part of a disgusting media paradigm that creates an unattainable image of beauty for women?
Or that selling-out to that paradigm in order to avoid social-issues associated with being trans is harmful to the trans community and to women?
Game has 10 levels that scale in power from current 3rd to 13th level.
archetypes that should have been prc's get corrected.
Less specific, more open ended spells a la shadowrun.
A specific rule that says, "This is the rule that says you can do a thing. An (su), (sp), or (ex) ability can only be performed by creature or characters that posses them but otherwise do anything. This rule specifically exists to end internet arguments started by grognard GMs or MMO-converts who say 'it doesn't say you can do you cant.' This is it, you can do it now. Show them this rule and tell them to shut up."
Have combat feats and character feats not be interchangeable and not be balanced off of each other.
A number of feats just get rolled into the combat chapter and magic chapters as base rules:
Vital strike and spring attack works together (actually, spring attack just works like fly-by-attack)
Fix the economics of the system.
What really bugged me about this (and still does) is when you take time to scour the books for novel and interesting rules interactions and then you tell someone about it and before you even finish they are like, "yep, sounds about right for WOTC, some broken ass splat book garbage."
And you can't say anything either, because now you carry the mark of the optimizer.
Ipslore the Red wrote:
I agree that seems to be the most reasonable way to rule their interaction, but I don't currently have anything more than gut feeling to base that on. Is there any specific source you have for this?
Just that I apply penalties before I apply bonuses. I don't think that is codified anywhere but it makes sense to me to act that way.
So you apply the hex first, then the war sight.
I've been meaning to ask: are there any suggestions for how a DM might reorient players "in character" without one of those NPC/DMPCs present? assuming the players MEAN to explore the published adventure, of course, and this isn't blocking their desire to do something else.
I will generally tell them the events that are happening around them, if they were supposed to be doing something then I will advance the news on that front to reflect that nothing is being done about the thing they are supposed to do.
Ie, players are meant to investigate a new cult that is rumored to be in town, but instead decide to go slay the great wereweasel of the cedarwood. When they get back from the woods (empty-handed, the wereweasel is a myth!) then they notice that a significant portion of people in town are wearing the symbol of Vecna.
Then they remember, "oh yeah! That cult thing. We had better get on it before it spreads some more."
Generally if you can show your players that something bad will happen if they ignore game hooks then they will go where they are meant to.
No, "I swing my sword on him, I roll a 17" ISNT good enough. You have to tell the GM where you are standing, you have to tell the GM if you full attack or move and attack, you have to tell the GM if you ready to disrupt a spell, you have to tell the GM HOW you are doing a thing.
Same with diplomacy, just saying "I diplomacy him," isn't enough.
gustavo iglesias wrote:
It sounds like a private game that the group intends to report as PFS. There is some leeway in private home games for GM's being more restrictive than the campaign as a whole, but as I understand it, it is frowned upon by leadership.
Would you mind showing me where the OP says this is PFS? Last I checked this isn't the PFS board [I try to avoid that board, I hate the constraints of Organized Play.]
He mentions in a later post this is for ROTR Campaign mode for PFS. As it stands his GM is sticking some questionable restrictions on the players if they intend to report the sessions.
BUT, that said, the advice forum is the appropriate place to ask for advice even for PFS. The PFS forums aren't meant to encapsulate all PFS questions but only questions specific to the PFS campaign. This is a character advice question and as such is correctly placed in the advice forum.