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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 4,232 posts (4,516 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 12 aliases.


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Since that spell could affect the actions other people may want to take, I'll roll the save.

Will save: 1d20 ⇒ 1

Wow. That's bad. Since the spell can only affect one ogre due the HD limit, and the spell has both equally in the area of effect, I'll roll randomly to see which one blew the save so badly. Evens: lead ogre, Odds: middle ogre.

d20 roll-off: 1d20 ⇒ 13

The ogre in the middle stupidly drops off to sleep.

I've also marked the rear one as a reminder that he is charmed.


Masamune's second shot buys no purchase on the ogre as they cry out in anger and start to pursue the samurai.

Piper's music fills the air as the first ogre rounds the bend. In his effort to close with Masamune, the lead ogre passes quite close to Alara, but her attack fails to inflict an injury on the beast (even with the benefits of Piper's music). Rawnie's crossbow shot also goes wide of the mark.

Ameiko completes the casting of her charm person spell and the last ogre in the line is under her spell. His rush to pursue Masamune slows as he looks about for his new friend and ally.
Will save: 1d20 ⇒ 4

Shalelu finally acts, drawing back her bowstring and loosing an arrow at the lead ogre. It hits but with more of a thwack than a resounding THWACK.
Shalelu's shot: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Arrow damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Ogres took double moves so it's back to the members of the party reacting faster than Shalelu (which is everybody).
Ogre 1 (in lead): 6 bp damage
Ogre2 (middle): 0 hp damage
Ogre 3 (trailing): 0 hp damage, charmed


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The way they've developed Tony Stark in the MCU, I really don't see him easily supporting the superhero registration act. He's been played up as highly distrusting of the government - would a switch in favor of registration be credible? I don't see that being likely yet.

Maybe they could spin Stark's openness about being Iron Man into heroes being open about their identities. But I think it's a stretch to see that turn into a pro-Feds Stark. They'd probably have to kill off Pepper like with the Civil War's Nitro-school detonation to accomplish it.


I'm sorry, Ash. Chances are, you'll get a shot with a bless pretty soon anyway...

Masamune's arrow sticks into the hides worn by the ogre and seems to meet with the flesh beneath because the ogre whirls with a "Hey! Wha's that stickin' me?". The other two also spot Masamune as he and Duty gallop back. Clearly, they make ready to get up and pursue.

Initiative Time
Alara: 1d20 + 3 ⇒ (20) + 3 = 23
Ash: 1d20 + 1 ⇒ (12) + 1 = 13
Masamune: 1d20 + 3 ⇒ (11) + 3 = 14
Piper: 1d20 + 2 ⇒ (8) + 2 = 10
Rawnie: 1d20 + 1 ⇒ (8) + 1 = 9
Ameiko: 1d20 + 2 ⇒ (12) + 2 = 14
Shalelu: 1d20 + 3 ⇒ (4) + 3 = 7

Ogres: 1d20 - 1 ⇒ (10) - 1 = 9

For those of you who have forgotten (and for Rawnie who is new), I basically treat the initiative roll as a task to beat the initiative roll of the opponents. Anyone who equals or beats them, can go - in any order (since this is a a message board and people log in at odd hours). That's basically everybody except Shalelu. Then I'll run the ogres. Then we'll follow-up with Shalelu before starting at the top again.


Looks like everyone's ready - what's your move, Masamune?


Haven't seen Ash in a little while. Will NPC this action and get moving.

Since Masamune is heading into direct danger, Ash casts shield of faith on the samurai. "Take care, brother," he says before doing his best to hide in the undergrowth.... which turns out to be pretty bad, but he's fortunately out of direct line of sight anyway.

Stealth: 1d20 + 1 ⇒ (1) + 1 = 2

+2 deflection bonus to AC, Masamune


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2d10 makes the conversion easier than using either 3d6 or the 2d8+1d6-2 distribution that will probably piss off your players for being too annoying.


There are plenty of spots (on the map) where the undergrowth will provide some cover. Shalelu and Ameiko fade into the vegetation. The elf ranger virtually disappears without a trace, but Ameiko conceals herself with plenty of confidence as well.

Let me know of anybody is taking additional prep - and then we'll see how the ogres react to a samurai on horseback.


Tried setting up the link again. I think I've fixed it. Here's a duplicate of the link at the top of the page:
Ogre Encounter


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In case a citation is needed to convince your GM, the text about Sneak Attack in the Rogue description on page 68 in the Core Rulebook states:

CRB wrote:


The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.


Piper can recall a bit about ogres:
Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.
Ogres are fantastically strong but not bright. In the wild, they are often encountered with simple bludgeoning weapons like clubs made of limbs torn from trees or saplings pulled from the ground. At range, they usually resort to crudely fashioned javelins. Physically imposing, an ogre's greatest weak point is probably its mind.


Grrrr... original post eaten with technical maintenance. I think the big sale update clobbered my post.

Setting out from Roderic's Cove, Sandru takes the caravan off the main road and onto some lesser used tracks in order to give Riddleport a wide berth. As you make your way along the secondary routes, the land becomes increasingly less developed and more wild, civilized populations less dense, and wild creatures more common.

The road takes you up into the grassy bluffs known as the Curchain Hills. Large herds of aurochs make the place home, feeding on the thick grasses. Occasional evidence of the local Shoanti tribes can be seen - a tribal territory mark here or there or even a herdsman watching over the aurochs from a distance. But even this terrain has its hazards.

While out scouting, Masamune (on Duty) and Shalelu have often been ranging a mile or more ahead or to the side of the caravan, taking different routes and crossing paths in order to check out the lay of the land and watch for trouble. At one point, Masamune spots a thin plume of smoke ahead. As he draws nearer, he notices the smell of burnt flesh and hair as well as the smell of roasting meat. Then, as he begins to turn around an outcropping of rock, he spots a trio of ogres blocking the road. They have set up a cook fire and have propped an aurochs up so that it is roasting (sloppily) over the fire.

At this point, Masamune is about a mile ahead of the caravan (which will catch up to his position in about 10 minutes). The ogres don't seem to have noticed his presence yet. Shalelu is nowhere to be seen but, having worked with her for a number of days now, Masamune can be pretty certain she at least aware of the smoke by now.

Some idea of what they look like: Ogre Miniature


Speaking of progress - posts up in game play thread. Time for a little action.


Piper Hemlock wrote:

Too keep on track, how many days have gone by?

As the caravan goes through Galduria, Piper sees quite a few people with Harrow Decks. But the most odd thing are the crows. More than there should be. He looks at them for a moment, studying them. Afterwards, he racks his brain for information about the town.

Crows
[dice=Knowledge (arcana)]1d20 + 5 + 1
[dice=Knowledge (nature)]1d20 + 1 + 1
[dice=Perception]1d20 + 6
[dice=Sense Motive]1d20 + 6

Crows tend to be seen as harbingers of death and destruction (as are ravens) or war. But they're also seen as clever, among the most intelligent of birds - if a bit garrulous rather than quietly introspective. They are also fairly common in this area of the world. The locals seem to think it mostly an omen of bad weather since there has been little expectation or rumblings about warfare in the last few years.

As far as knowing more about the local towns, Piper's knowledge of the area was already mostly tested with these results from before:
Of the towns on the route, Ravenmoor has the mildest reputation as an insular, bucolic village. Wolf's Ear, while not currently notorious, was once a haven for lycanthropes - all driven out when Magnimar asserted authority over the region. Roderic's Cove, now under the domination of Riddleport, was once known for being a long-term holdout against Riddleport's criminal influence. Things are currently mostly peaceful there, but the locals are known to be quite resentful of their current bosses.

And I don't think there's really much need to elaborate too much more at this stage considering you're spending relatively little time in each one.


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I like sitting and reading the physical books, but I prefer to run mostly out of the PDFs. Saves wear and tear on the physical books.


Rawnie, Harrower Extraordinaire wrote:

"The moonlight turned red you say? And black birds flew blocking out the moon...Do you remember if the birds were ravens...or perhaps crows?" Rawnie questions Ziomarra, trying to glean more information out of her.

Does Rawnie know of any spells or arcane abilities to turn moonlight red?
Has Rawnie ever heard of moonlight turning red in the past?

Ziomarra is apologetic. "The image was fleeting and vague. I saw a lot of dark silhouettes and couldn't tell if they were crows or ravens or even raptors. Sorry."

As far as red moons go, a lunar eclipse will typically be reddish in hue. That's common enough over the years. But the moon also figures into imagery associated with Groetus, the god of the end of times. Legend has it that when Pharasma judges the last soul, Groetus will bring about the end of times - in ways expected to be unpleasant.


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Victor Zajic wrote:
I'm going to have to go ahead and disagree with a lot of the posters in the thread. Deliberately killing a paladin in good standing is always going to be an evil act in a game I'm running. There are a lot of alternatives to killing the paladin that would stop him from screwing up your plan.

Yeah, I have to agree that murdering the paladin is taking things too far and I'd make sure there were repercussions. One evil act isn't exactly going to change your alignment, but I'd start scrutinizing behavior a bit more if that's your answer to a meddlesome do-gooder.

That said, this is an issue you probably need to resolve away from the table and set what levels of cooperation and conflict are expected from all of the players.


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Tacticslion wrote:
Not that I disagree, but it's worth noting that the primary problem with Crafting + Leadership is the crafting rules rather than the leadership ones. The removal of XP as a component of crafting effectively broke the door wide open in terms of what can be made and by whom.

The XP issue, in my experience is a minor one. Gold and time have always been the primary limiting factors for item creation. The XP cost never gets high enough to be the prime factor.

And yes, I have let a PC have a cohort to do his item crafting. She made some good stuff, but the effect wasn't a game breaking at all.


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Zyonel wrote:


I am wanting to play an Ifrit and being able to blast fire spells to potentially burn down enemy ships.

Enemy ships may be hard to burn, but long ranged area effect spells can be really useful. The group I'm playing in is short of those so I had to buy a wand of fireball.

If you want to use fire for a lot of things, that's fine. But since underwater adventuring is a predictable event for this AP, make sure fire isn't the only tool in your kit.


I'm OK with the Advanced Class Guide. If anything gets out of hand with any of the books or combinations, I would ask the player to tone things down (or pick up the pace, if lagging).


OK, we'll go with six 2-person watches for the time being.

The area you are initially traveling in is known for goblin tribes but it is also fairly well controlled these days. Masamune and Shalelu are able to find some sign of goblin movement, but only minor and typical of their normal, day to day activities. None manage to make themselves directly known to the caravan, keeping a low profile to stay away from the wrath of the caravan.

The journey takes you first through the town of Galduria - a place Rawnie and Koya know best as the site of the Twilight Academy - an exclusive wizard academy that also specializes in understanding the imagery of the Harrow. Though Rawnie's talents for magic are a natural gift and the academy's main students are on the wizard's path, she has had contact with several of the masters of the academy in the past and found their knowledge of the Harrow to be deep. Unfortunately, the caravan can only spend a night in the town, restocking a few supplies before it must move on toward points north.

Rawnie:
You encounter Ziomarra, one of the academy masters, at the inn's common room telling you that she saw you in a dream the night before and had to meet. Much of the dream was lost memory but she distinctly remembers seeing you standing in the moonlight with your breath steaming. The moon's light turned red before being blotted out by a flock of black birds. She is unable to elaborate on what that dream might mean.

Piper:
It may be nothing, but Piper can't seem to avoid noticing crows about the town. There seem to be quite a few, maybe even more than usual. They don't seem to act abnormally, but even one or two of the locals mention there seem to be an unusual number of them about.

The next stop, as the caravan takes the road north along the western lakeshore, is Wolf's Ear. The town itself has a rusticness to it with most of the buildings made from barely finished logs from the Churlwood - the forest within easy reach of the town. Less Varisian and more Ulfen in culture, the people too have a certain air about them - an untamedness. No problems arise, but the place definitely has an "otherness" about it.

Masamune:
The normally stalwart Duty is a bit more nervous than usual around the town. He doesn't seem to like the place much, though exactly why you are not sure. The area seems unusually densely populated with substantial predators like wolves and bear based on the tracks you've seen as you and Shalelu have been scouting. But there also seems to be a substantial population of wild boar that could attract them. The forest seems to be well-populated, but all the two of you manage to spy is small game.

The road continues along the Lampblack River toward Ravenmoor. Sandru elects to camp on the opposite side of the river from the town. From experience, he knows they don't take well to outsiders visiting them.

Ash:
Knowing the general region fairly well, Ash knows that the town has recently been subjected to an "inquisition" or sorts. Apparently, their worship of Desna had become fairly corrupt over the years with town elders being involved in some skullduggery involving a tax collector. Authorities from Magnimar put things to right but the town has not quite recovered. A team of Desnan clerics is now ruling the town until it can once again rule itself (under the sovereignty of Magnimar, that is).

After a brief camp, the caravan then heads back to the coast and Roderic's Cove for a couple of days of rest and resupply before setting out into less well-populated territory. There's a general tension that can be felt in Roderic's Cove, only recently having fallen into Riddleport's sphere of influence. The place seems pleasant enough and no incidents occur before you are all ready to hit the wilder country on the way to Brinewall.

Alara:
You notice the caravan seems to get an unusual amount of attention - perhaps rogues casing the wagons for valuables or a merchant's spies. They seem easily deterred given the size and makeup of the caravan, though, and their presence never seems to lead to items going "missing" or "falling off the wagon". Once it becomes clear that Sandru isn't selling anything of substance in either Roderic's Cove or Riddleport, interest seems to wane.


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Tamec wrote:
Bill Dunn wrote:
I'm thinking along the lines of a bunch of Animaniacs and not D&D or PF characters
What game are you playing, every night I game I tend to find people playing pfs characters like Yacko Wacko and Dot...or Pinky and the Brain

We're a lot closer to Pirates of the Caribbean - it helps that we're playing Skull and Shackles. So, no bologna in our slacks nor nightly schemes to take over the world. But there is rum, criminal violence, hot women, and questionable morals.


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PIXIE DUST wrote:


Or you know.. you can take out the guy with the RPG... you know, the weapon that takes out YOUR HEAVY ARMOR AND pretty much kills you by getting close enough...

Depends on what you're own job is. All you probably need to do is force the guy with the RPG into cover - that's what your grunts with firepower do. If you really want to disrupt a typical unit, shoot the command and communications. That means officers and radio-men.


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N N 959 wrote:


The first time I herd toon I immediately understood why it was used. I did not think it silly. I can't control what people think. What I can control is what I intend. If someone insists on inferring something not intended, then that's their problem.

Unless there are other entirely understandable inferences that are made that are not intended or that lead to misunderstandings.

I find "toon" a jarring bit of jargon for a character for a number of reasons:

- it has been used before in the Toon RPG - specifically related to cartoon characters so every time I see someone using the term, I'm thinking along the lines of a bunch of Animaniacs and not D&D or PF characters

- it refers to a visually animated medium whereas most pen and paper RPG characters are fundamentally imagined or represented with miniatures or counters that are static images

You may not be able to absolutely control what other people think but you can do a lot more than just throw your intentions out there and that's because many of the implications of the words you use are predictable. Descriptive language pretty much depends on it.


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Jiggy wrote:

Marc, there is space in between "I'm have a conscious, intellectual desire to choose the most efficient terminology in all cases in an effort to shave a few seconds off of my conversations" and "I'm lazy".

<snip>

People using shorthand for common terms is normal, and you do it too.

People do, and misunderstandings often ensue depending on the context. I work with ROI - but if I say that at different areas of the company I work for, it means two different things. Using the abbreviation POC is even worse because it now means three things.

If you're discussing things face to face, it's easy to ask for and gain immediate clarification when unknown jargon is used. But when engaging in written communication, clarity is important. On a messageboard, it may take hours to get a clarification if your readers don't understand what you meant the first time.


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Hawkmoon269 wrote:

Just to throw the info out there, the Pathfinder Adventure Card Game is another licensed product line. From what I understand, Paizo has only two employees whose sole responsibility involves the card game, Tanis O'Conner and Brian Campbell. Lone Shark Games seems to have the bulk of the developers for it (Mike Selinker, Chad Brown, and Gaby Weilding). Vic obviously puts time into it as well, but I'm sure it is far from his sole responsibility.

I'm not positive, but it doesn't look like a licensed product line to me (I'm not near the box and its art so I can't look at that and see if it has additional logos or text that mentions licenses though I do have one of the free PDFs of the rules handy). It looks more like contracted work to me. Lone Shark gets hired to do the design work for Paizo, not Lone Shark licenses the Pathfinder IP to produce the game as their own publication.


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Anzyr wrote:


It's super easy for an 8 STR Wizard to get to 51 (the extra 1 is critical) STR. There's these spells called Marionette Possession and Magic Jar that let you possess a super high STR creature (either one you summon or make a Simulacrum of, or bind, or dominate, or...). Tack on a +6 belt, some neat buff spells like Blood Rage and your easily hitting 51 if not higher. Hell I have a breakdown for if you want to get to 51 STR while hanging out in your regular old body. And since you have 51 STR, you never have to worry about going unconscious after using Blood Money. Mind you I recommend having a summoned/bound/simulacrum with Heal just ready an action to cast it on you immediately after you cast Blood Money, just for safety.

There's an easy solution to this if this isn't your style of play - say no. If you'd rather go adventuring rather than play the puzzle game you're describing here - just go and do it. And if you're GMing and you've got players who want to do this but you don't? Don't run the game for them.

On the other hand, if this is what you want to do - what's the problem? Honestly, if you're giving the PCs carte blanche on the sources to the point that you're giving them access to creatures with approximately 50 strength, then why are you worrying about frequent wishing?


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houstonderek wrote:


I think the need to get rid of the "unfun" parts of magic user play ruined what balance AD&D fostered. All of the "unfun" stuff was what kept them from dominating the game.

I think there's a lot of truth to this.

The other major elements to the difference are, I think:

1) The save DC/Saving Throw system. The old 1e/2e table desperately needed reform (thieves were totally screwed by it) and there are some symmetries of the d20 system that are nice. But the overall save bonuses are to low for weak saves and point buy stat arrays combined with single-attribute casting stats, multi-attribute defenses plays hob with the balance.

2) Easy magic item creation. Made casting stat boosters too easy to get, wizard-oriented items too easy to make, wands too flexible in role, and scrolls too cheap.


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houstonderek wrote:

And when you got to "Stoneskin" levels, the fighter generally only failed his save vs. spells on a one or a two.

Not really. In 1e and 2e, stoneskin was a 4th level spell so that means 7th level caster. And at that point, the 7th level fighter's save vs spells is still 13.


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Zhayne wrote:
Lyee wrote:
The second clearly isn't a nice idea for Pathfinder
Why not?

Because then you've turned a fantasy RPG suitable for all sorts of different types of play (in combat and out) into a mundane RPG + fantasy skirmish game. And that's a half-assed solution at best.


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SlimGauge wrote:

That'll be a case-by-case determination.

Ring of Foe Focus does not mention any sort of action.

Bellflower Tiller's Bellflower Crop ability requires a standard action.

Most spells that require something to be designated assume that doing so is included in the spell's casting, unless specified otherwise.

There is no blanket "designating is always THIS type of action" rule.

To echo this, most "designations" would take an action as described by the specific power, ability, or spell. For example, designating a target area for the summoned monster and the target it should attack would be part of the spellcasting action - which for summoned monsters is a full round action - administered at the time the spell's 1 round casting time is complete.

Other designations may be part of a move action, standard action, or any other action as long as an ability uses that kind of action and involves the act of "designating" something.


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kirowan wrote:


This is a delicate matter regarding Called shots rules. Eg/ A chain shirt is AC +4. Legs and arms are unprotected. When making a Called shot (-2), would you attack against AC 14 or an (unprotected) AC 10?
Rules as written are sometimes clumsy.

The rules aren't clumsy, they're abstract. Rather than worry about different places being protected in different ways, the whole body is given an abstracted defensive value that determines whether or not some place important was hit (rather than inconsequential - a "miss").

As others have pointed out, combatants are always looking to land a blow in a telling or vulnerable area. A target's Armor Class gives us a relative rating of how well-protected the target is from blows directed at it in general - many of which will be naturally off target for the really vulnerable areas the armor doesn't protect.

Called shot rules and hit locations have never really worked well in D&D combat. The combat system, with to hit rolls, AC, and hit points, doesn't really work with them because it doesn't want to get bogged down in too precise a simulation. Frankly, this is one of the reasons D&D has worked so well as a fantasy adventure game.


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Dennis Harry wrote:
Interesting. I have been running 3.5 for a long time and my players have always looked at their surroundings for advantages to assist in what they are doing.

That's the case with me too, but I will acknowledge that the presentation of a game, its tone, and other elements around it can profoundly change a player's orientation toward the game - and not always in rational ways.

Some groups found that 3e's focus on rules caused their players to do so as well - even myopically. Some groups found that 4e's focus on powers turned the game into a skirmish board game of shuffling power cards. And in both cases, some groups found the structure of those games liberating from problems they found with previous editions (that many other players never even had).


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Kolokotroni wrote:
Assuming the half god is not of an evil alignment (given they want heroes I am assuming as such) I dont see an issue unless your deity has some prohibition against procreation out of wedlock. Its certainly not against any general paladin's code. Especially if this demigod is some agent of good.

I'm of this mind as well. Someone like Erastil might be a bit disapproving of one-night stands given his traditionalism and it might run afoul of some LG deities in other sources like Berronar Truesilver in the Forgotten Realms. But those would all be because of the specific personality or portfolio of the gods in question - not because of anything inherently paladin-based.


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Jiggy wrote:
Wow, I don't think I've ever had a theater experience with a particularly disruptive person. On the off chance that a phone rings or something, I tend to spot someone frantically rushing to shut it off while hunching their shoulders in a sort of "slump of shame". Maybe I'm just lucky? Then again, my sample size is probably on the small side: for the money factor alone, I'll wait for Redbox for most movies. I only go to the theater for very "grand" movies that should be seen on a big screen.

I don't have bad experiences with other theater-goers very often either and I go to a fair number of them. Maybe midwest nice applies to movie-going behavior. Or maybe other people in this thread are movie-douche magnets. Either way, my experiences are usually pretty good and I doubt it's just because of good luck.


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Mythic Evil Lincoln wrote:

How does the economy work in the REAL world?

Anyone who claims to know is lying to you.

Q: What do you when you take all of the economists in the world and lay them down end to end?

A: Everybody pointing in a different direction.


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I make my players roll when I'm GMing. I have them use 4d6, drop lowest, roll up 2 sets, take the set you prefer.


OK, but then I think the arrows should go into the Acquired or Given area, right? Otherwise, they contribute to the gained gold at the top of the spreadsheet in D1 but aren't removed from the total in B1. That is, if I understand the intention of the spreadsheet's structure...


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Corrik wrote:
Wheldrake wrote:
blahpers wrote:
Wheldrake wrote:
Yes, since it takes a crafter of 15+ level to craft a +5 sword (and so on) those really cool magic weapons can't be cranked out by just anybody.
No, it doesn't. For a +5 DC modifier, you can craft it as soon as you have the feat and the gold.

Although that may be RAW, it's a patently ridiculous loophole in the magic crafting rules. Caster level requirements should be hard limits that you can never get around simply by adding a measly +5 to your crafting DC.

Again, I realize that is correct according to RAW, but IMHO any sane DM should make the caster level requirements hard limits, or else the whole system just falls apart. And I do not believe that was the RAI of the +5 DC caveat.

They have had several reprints to change that rule if it wasn't working as intended.

I don't think they need to. Consider the magic item crafting rules. Being able to skip a prerequisite for a +5 DC is a general rule. The caster level rules for arms and armor are called out as special prerequisites. As I see it, those are specific rules trumping general. So, no skipping the special level requirements for arms and armor for a +5 DC...


But once purchasing is finished (which we can handle in plenty of time in the discussion thread, it's time to set out...

Finally, Sandru's preparations are complete. Ameiko has placed the care of her home and the Rusty Dragon in the hands of her staff. And the caravan is ready to set out. Koya and Rawnie are able to determine that initial portents are favorable, a fact that seems to make Sandru's Varisian drivers happy. With Shalelu and Masamune acting as scouts, riding (or in Shalelu's case, walking) on ahead, the caravan sets out from Sandpoint. A fairly large group of well-wishers is in attendance to see the travelers off, including, of course, Sheriff Belor Hemlock.

As the caravan moves north along the old coast road, routines set in fairly quickly. Masamune and Shalelu periodically range outward and report back. The caravan stops for midday rests and food, with the drivers unharnessing the horses to give them respite from their burdens. An hour or so before dusk, Sandru calls a halt to the caravan and camp is set up. Ameiko cooks at all meals, though she recruits occasional help as well. Nighttime is spent with the wagons drawn close, the horses 'penned' in the middle, and with people holding watches...

Let me know what sorts of watches you want to keep. All of the NPCs are available - Sandru generally suggests having 2 people on watch given your plentiful numbers. That means Bevelek, Vankor, and Eugeni are available watch with people - as are Koya, Shalelu, Sandru, and Ameiko.


As far as buying things in town, masterwork items are readily available for the list price (generally 300+cost of weapon or 150+cost of armor). Significant magic, not many of you can easily afford at this point. I confess I'm not sure how much you have available to me right now because I'm not sure the spreadsheet Masamune put together is up to date with accounting how the money is apportioned out or handled once sold. Should the magic arrows go in the Acquired/Given column? Right now, they show up in the figures as if they were sold...


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Jiggy wrote:


I've never seen anyone try to get away with less. Ever. Rather, what you describe here is the group of people who are feeling (accurately or not) pointed at when certain posters talk about people who don't care about roleplaying.

I've seen it and didn't like it, so that's why I push any player trying that to do more when I run games.


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Jiggy wrote:


There are people who want to play a character that they themselves are not capable of representing completely, who nevertheless care a great deal about roleplaying, immersion, and the fun of the other players; and are interested in far, far more than just "diplomacy-ing people", punching faces and counting loot.

I don't understand why it is hard for you to accept that this category of people exists.

I think people are getting a bit overly emotional about his issue right now. I can totally see where the secret fire is coming from. If a player takes no effort to role play - and like he said, we're not talking rhetoric here - when other players are willing to make the effort then I think the game suffers for it.

And here, I'm not talking about always talking in character or with flowery speeches that exactly fit their Charismas. I'm looking for an effort to put together the major points of an attempt at diplomacy, the tactics used, and all fitting with the PC's perspective and what they could and would understand of the situation. If the player can do it in character, all the better.

But if someone wants to just say "I use diplomacy on him" and roll... they can do that at another table.


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In the PF campaigns I participate in, we've done it a few ways depending on the GM and the specific setting.

Shackled City (technically 3.5 but about the same) - there was one well-known magic shop and I adjusted its inventory every time the PCs leveled up, bought stuff from it, or sold stuff to it. Anything else had to be either commissioned from the local wizard academy or temples or had to be imported from another location. I didn't do too much to restrict what was available - just what was readily available.

Council of Thieves - Generally followed the 75% availability rule but handled it via local shops. With Westcrown being such a metropolis (even if in decline), I thought it would be best to provide a local neighborhood of shops that the PCs would live around and provide them some local grounding. We role played out several meetings at shops with PCs asking about enchanted items. The local weaponsmiths had weapons, armorers had armor, and so on. A couple of curio places had more general and varied items. But the availability was based on the 75% guideline unless the items were particularly rare or silvered. Silvered items had to be obtained under the table and that meant forging a good relationship with the merchant first. Hey, it was in Cheliax, after all. If silvered weapons aren't controlled, they sure should be.
One of the PCs - a dwarven monk - also took master craftsman and craft wondrous items so he could use his jeweler's skill to make general magic items.

Skull and Shackles - in this case I'm a player so another GM is in charge. He has us basically gathering information if we're looking for specific items. That will clue us in on whether or not there's an item we want about and the owner is looking for buyers.

And for a 3e-based classic modules campaign in which the PCs happened to do a major service for a wealthy and powerful merchant - I gave them discounts on any magic items commissioned through his firm. That gave them the chance to request what they want and get a price break not quite as good as if they had craft it themselves. In that campaign, I also let a sorcerer have a cohort mystic theurge who spent most of her feats on crafting. Obviously, they had a reasonably good source of custom magic items once that was in play.


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We may not have an official announcement but that doesn't mean we are totally lacking all information. According to an interview:

ENWorld, August 26, 2014 wrote:

Yea I was going to ask about that [PDF sales]…

You know we haven’t announced anything official yet, but I’d be surprised if we released the PDF to be exactly as the book. Because I think that we’ll sit down and look at a PDF format of the book and say well what’s the best format that could take? It really does make good sense to have it sort of stripped down and in a utilitarian layout.

Because you know what? I’m actually just using this because I just want to get some rules at the table. Maybe I just want to be on a plane or just sitting around and want a quick reference that’s a quick read and just the information I want. So what does that do to the [PDF] design? We strip out a lot of the art and make it utilitarian. Or we break it up and actually the ebook version is actually three books, we’ve broken it up into three parts, and each topic is now a separate book. So maybe I’m playing a Wizard, and I’m just using the Basic D&D, but I want more spells… so I’m just wanting the spell chapters, so maybe I spend 5 bucks or 2 bucks just so I have that indexed or bookmarked and can quickly reference my spells. You know, what is the usefulness of that? Just as a bibliophile wants the whole book as a physical artifact, the digital only user, well, what is the best way for them to get access to the game.

So there is nothing concrete yet, but those are just some of the possibilities being discussed?

Yea exactly. Especially with the Dungeonscape Tool that Trapdoor [Technologies] is working on, and how they are going to approach things and what features they are going to have, could that kinda feed that need? Because we asked that it be iOS, Android, PC, so maybe you can just download the app and then buy the say Fighter packet and however we’re breaking it down, so are we really going to need to sell a separate PDF because actually the best way is to buy the tool, and the tool is also populating my database and I can make characters, then maybe I just don’t necessarily need the PDF. So a lot of it is just trying to figure out where things are with what they’re [Trapdoor Technologies] is doing, and we just don’t want to rush into something and then you’re like but I just bought the PDF and then the tools came out, and now I’m paying twice for the same content, that would make you upset. So it’s really just figuring out what is the best thing for the gaming audience at this point.

Nothing "official" but enough to infer that PDFs aren't on the immediate horizon. And for those groups who prefer the electronic format but want to get playing 5e as soon as possible, that's an inconvenience, so I can understand the grumble.


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Emmanuel Nouvellon-Pugh wrote:


This

This what?


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Diego Rossi wrote:


Casting Purify food and drink is enough to make it kosher?

I wouldn't think so. Process is extremely important. Taking something processed in a non-kosher manner and using magic to purify it doesn't change the process involved.

Now, purifying the food/drink could be an important part of the process...


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You may notice that diplomacy says it enables characters to change the attitudes of non-player characters. It doesn't say you can change the attitude of the other PCs - for that you need to succeed on your real life diplomacy and powers of persuasion.

That doesn't mean that diplomacy, bluff, and other skills aren't useful in portraying how the PCs perceive each other. A good diplomacy check here might lead a GM to tell the moonshiner that "the other character makes a passionate argument that distilling that alcohol will make Baby Erastil cry that you find emotionally moving, bringing an unbidden tear to your own eye - but the choice is, of course, up to you."

And I still don't understand how copying a recipe for poteen would be evil.


Piper Hemlock wrote:

@Habe/Bill

He writes to Habe. 'As far as I know, he's been like this since mom died giving birth to me. You said that he's been getting worse. I saw him before my team went into the marsh to deal with the goblins. He wasn't rambling about some Great Fall. Any theories about the drastic shift from hurting me to hurting everyone?'

"It could be a brain fever. It could be your return from Absalom has reactivated and accelerated the mental deterioration that started with the unresolved grief he held for your mother. Not that you should blame yourself for this," Habe is quick to clarify. "But I am interested to see how he reacts fully sequestered from any outside reference to you. I intend to keep Vincent well isolated and see where we can go from there."

"And, rumor has it you will be leaving the area for a little while. That seems to me an auspcious sign for this new stage in Vincent's treatment. A new separation that should help me untangle the emotional knots bound up by your shared past. Good luck to you in your journeys."

Habe concludes his business with Sheriff Hemlock with the orderlies and constables securing Vincent in the sanitarium.

The sheriff sighs "Well. There he is, Piper. Doctor Habe will be sending me regular reports. I will collect them for you so you can see how Vincent is doing when you get back from your errand north, if you wish."


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Obligation? Nah, obligation is for lawful types. But as a CG character, your PC probably should want to help save people. That's what good characters do, willingly.

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