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Jeremy Mac Donald wrote: Why should those that stuck with 3.5 in the form of Pathfinder even care? I can only speak for myself but as much as I love Pathfinder as a game and Paizo as a company, there's still the fact that I have had a 20-year long D&D history before 4E put an end to my customer relationship with D&D. So while I certainly won't stop supporting Paizo/PF, there's still the wish that D&D Next will be a form of D&D I also will care about. Enchanter Tom wrote:
Yeah, and their moderation policies are too lenient. Bill Dunn wrote:
I'd have to say that the biggest problems with pre-d20 editions of D&D weren't problems of game design, they were problems with organization and editing. ShadowcatX wrote:
If you find disagreement rude then I would suggest you stop posting in this thread. shallowsoul wrote:
When you post asking for people's opinions then you make rude remarks about those opinions, well people are generally disinclined to help you. My advice is discuss whatever house rules you wish to implement with your players before they make their characters. If a DM pulled this on me mid game, I'd be furious. Meh. I would prefer that players/GMs just use common sense, although to judge from the forums, that is akin to pulling teeth. Or possibly even open heart surgery. If we do it your way, we need to find about a dozen synonyms for "level" since that word already has at least a dozen uses within the game. Apparently there are two kinds of groups: "Band of Brothers" where the crafter never charges his fellow adventurers because they're like family and the "Band of Co-workers" where the PCs have each other's backs absolutely when out adventuring but don't feel beholden to spend their personal lives optimizing each other's builds for combat. Different groups play different ways, neither is an indictment on your character and if you don't know how your group feels about crafting you should ask before taking the feat. Once again, i'm gonna make a call for peace. When this thread began, it was an honest and sensible discussion about the ethics of charging other PCs for crafting their magic items. NOW, however, it has devolved into a farcical show of manhood-measuring, and any hope of reaching any meaningful concensus is long gone. So, everyone, let's stop this pointless war, because anyone in here who still thinks they can change anyone else's mind is kidding themselves. Let's all move along, there is nothing more to see! I'm going to go the other way and tell you the error of YOUR ways: group > one player (you) If you go in with intent to exploit the system expressly to show them that they are 'doing it wrong" then you're being a dick. Don't be a dick. Snorter wrote:
I have to completely disagree with you on this. The people who moved on to Pathfinder and Pazio....the one you call 'Pazio biggest cheerleaders' are people who are happy with 3.5....sure it had it's problems(as any game system in the world will have) but would have perfered to keep the good and fix the bad...instead of what 4th ed which was to get rid of everything. It would have been fans of 4th ed who would have been attacking the company for doing the same thing all over and money grabbing...like those same people did back when 3.5 first came out. Letd not be TOO bias here...4th ed fans are equaly capable of emotional response as any other fan. shallowsoul wrote:
You seem to be the only person that finds a loophole requiring a 20th level character working tacitly with GM approval to purchase a massive volume of raw diamonds, fabricate it into an even more massive pile of diamond dust, spend 3.5 years of in-game downtime to craft a staff of wish and then pwn the world to be such a likely encountered game-breaker that they should rewrite a significant portion of the core rules just to go back to a crafting model the vast majority of players hated. That scenario is such an outlier it fails any sort of valid risk assessment. The magic item crafting rules explicitly state that any custom item requires GM approval. This is not a design flaw, and requiring GM approval is not the same as rule 0. Wicht wrote:
I'm really not comfortable with this type of discussion. We could spend a bunch of money getting a lawyer to write up what effectively amounts to a license for using our PDFs and strict Terms of Use for paizo.com, and then we can spend a bunch of time trying to enforce the letter of that law... or we could do what we're doing now, and just ask that people be reasonable and don't share their PDFs with the general public. The latter course of option provides less protection for Paizo, but in the end, I think it's a better experience for our customers. So let's all just all not do anything that makes Paizo *need* to codify this crap. I've (as a player) been the party treasurer for years. My group defaults to me to help make choices of who gets what. For the most part all the gold and items go directly onto the loot sheet but if somebody wants it, all they do is say so. And then we just look at:
Each character makes their case as to why they want the item, and then we as a group decide who gets it. Best way of doing loot IMO. We've had maybe one or two disputes over treasure in the last 5 years. The original Castle Ravenloft, way back when... I was GM. The party had entered the castle via a back door, and then proceeded to work their way through the horrors and tribulations that were that particular module. In the end, Straad was defeated, but only one character managed to survive: a cleric (my brother's) with no spells remaining and single digit hit points... As the sun came up, he staggered out the front gate, and over the drawbridge... the horrors behind him... Only to have the board he was on break and collapse beneath him and he plummeted a few hundred feet to his death. To this day, he still remembers that death fondly =) Maybe he's thinking his shadow companion will kill everything? It being incorporeal and having an at will ability damage attack makes it quite formidable in many (but not all) circumstances. I've had a shadowdancer in a game or two, and I'll tell you this: most Paizo modules are wholly unprepared for shadowdancers, or more specifically, their companions. I've had entire dungeons cleared out by a single shadow that went ahead of the party, avoiding all the traps and killing enemy monsters with impunity. Ravingdork wrote: So it's your opinion that the GM should cheat? Changing the rules to suit him, doing things that the players could never hope to do (of which the OP is one example)? I say sure they can. Not really cheating though, since the GM is sort of the rule maker/enforcer. That being said, the GM is also the one that is responsible for the people in his group having fun. On of my players is always trying to beat me when I GM. He does not realize that he can't beat me, I have all the power. The problem is if I play his game, things could get out of hand real quick. Luckily I don't play his game. I try to design interesting, tough but winnable encounters, that my players find fun, interesting, and unique. If I succeed at that then I think everyone ends up a winner. So my question would be more: Why did your GM do it? If he does something to challenge the group every now and then, get them to change tactics on a fly, come up with creative solutions, enhance their game play, then I would not be too worried. I guess the other question is: As a player, how did it make you (and your party feel)? If it seemed frustrating and unfair then it probably was not the best call. It should never be exploited though. My group has a high armor class, so occasionally I through them up against Shadows or something similar to keep them on their toes. If I did this all the time then it would sort of be unfair them. As a GM you want to give the players what they want, which should be similar to what you want. Most often that means making them feel like heroes (In Pathfinder any how). Which sort of needs them to kick @ss sometimes and overcome adversity other times. I was running my game this weekend and the party happened upon some slavers. The slavers were dispatched with little incident, but one of the slavers was left alive. The player who has a character history of being a slave began his interrogation and questioned the slaver as to where he was taking the slaves. (I had not planned on this.) As I struggled for an answer, I blurted out "Bartertown". The player got a smirk on his face as he asked "And who run Bartertown?" I said.........."Master Blaster runs Bartertown." So now I am getting ready to design a dungeon and a boss. I was thinking a troll Fighter with a gnome caster strapped to his back. This should be fun. So you think the best time to alienate customers by requiring them to purchase a whole new set of expensive books is when your biggest competitor is alienating theirs as well? Bad, bad idea. If they want something over the gp limit or that doesn't make the 75% roll, my players can either commission the item (if there's an NPC craftsman of sufficient level) and wait for it to be built, or they can do some research or gather some information about where a specific item like they want is to be found (or where a sufficiently-skilled crafter lives), which will generally lead to a quest rather than just a shopping trip. Scott Betts wrote: This may surprise you, but marketing, as a field, is predicated on the ability to make generalizations about groups of people. Incorrect. Marketing, as a field, is predicated on the ability to analyze trends in data gathered during market research. And, by definition, that sort of statistical analysis cannot be a generalization; to be fully defined, a sample-based statistical analysis must include a properly-calculated margin of error, at which point it becomes a statement that applies in full to an entire population. So yes, I consider anyone making unfavorable generalizations (as in, statements not based on actual statistical analysis) to be a jerk. Snorter wrote: Making predictions about how someone will act, based on their actions and choices to date, seems eminently logical. Making predictions about how one particular person will act based on that person's actions to date is perfectly logical. Making statements about the behavior a hypothetical, supposedly-representative member of a larger population based on anecdotal evidence involving some other member or members of that group, on the other hand, is entirely irrational. Not that anyone cares, but here's my test for whether of not someone making a generalization about a group of people is being a jerk: Take that person's generalization and pretend they are describing a racial minority of your choice instead of the actual group under discussion. If, after making this substitution, the result is something that would lead the average reader to suspect that the statement's author is a racist, the author is being a jerk. Sadly, there are enough posts in this thread proving the effectiveness of this test that I have neither the time nor the patience to go back and flag them all. So carry on, I guess. Aretas wrote:
You are not feeling what with homosexuality? That they are an oppressed minority? We have children in our society that commit suicide because of constant bullying from homophobes at school. We have gay folks getting murdered for being gay. We have rights not available to gay people that are available to straight people for absolutely no logical reason. Most people seem to think that calling a gay person a "F*G" to their face is okay. You might say that those children chose to be gay. They chose to be socially ostracized and driven to suicide. As a heterosexual male I know this has to be false because I could never choose, under any sort of free association, to do anything sexual with another man. I am always amazed when someone says that gays choose to be gay and use that absurd argument to justify their belief that gays are not an oppressed minority. Perhaps if one believes that people choose to be gay they should start questioning their own sexuality. ewan cummins 325 wrote:
Everything is political. It would be equally political to deliberately NOT include homosexuals or other minorities. This is my first (and likely only) post on this thread. There are two uses for the Wealth-by-level guidelines. One: it acts, to the GM, as a measuring stick for your campaign as it continues, to see whether your PCs are geared appropriately to the challenges they might expect to face. If the players note "Hey, we have half the amount of wealth we "should" have, by the WBL guidelines,
Under that use, you might well allow a PC to trade a feat and time in exchange for the increase in wealth that crafting allows. The other use, more germaine to the original post, is for GMs and players who begin a campaign in the middle of an adventurer's career. How much stuff does your 14th-level barbarian have? Now, in this case, wealth-by-level is the least of your problems. A brand-new, no-dents 14th-level barbarian isn't going to have anything like the gear of a 14th-level barbarian who's been played from 1st level. For one thing, the experienced character has a lot of little crufty items that meant a great deal at 3th level, or 8th level, but don't do much now. Maybe she's sold back a lot of her loot for half-price in order to buy something else she wanted at the time. Maybe she spent money on long-downed healing potions that the brand new 14th-level character - who's never been struck in combat, and never been injured -- has never needed. Maybe she's needed to pay for a raise dead spell and a couple of restorations. The off-the-shelf PC doesn't have to worry about any of that, and buys the gear ideal for him as he currently stands. (My solution: I don't just give out a lump sum of cash. I walk the player through an adventure per level, explaining what gear he found. The player decides how much he kept in usable items, and how much he exchanged for half gold. We also talk about what kinds of encounters he's had, and what sorts of decisions he's made. So he starts the campaign with some artificial dents and dings, and with gear that makes sense to him. A quick guideline might be to allow the character two months of crafting time per level beyond first. (So, 26 months for the 14th-level chap.) (I generally don't allow characters like that to buy crafting feats. If I were to do so, because it fit into a character's background, I'd give them the option to convert some of the stuff they find into other stuff at straight-on 1-gp-per-gp value.) The biggest problem I have with half the population being CR 1 or less is that it basically says that most of the world is stuck with whatever they are at 18. You never improve, never get better at your job, and then you die of old age. I prefer the idea of 18 yos growing and getting better, and it being the norm, not the exception. So I like my 'middle ground' to be higher than 1. Buri wrote:
That's a fallacious assumption. WBL does not represent a bundle of cash thrown at the players who are then told to go to MagicMart and buy stuff. It's meant as a relatively sane method of gauging the worth of the equipment and funds the character should have at creation to be handling a campaign at a given level. Tequila Sunrise wrote:
That's a pretty heavy-handed assumption. It's not about one-upping other party members at all. It's about putting time into the hobby and seeing your character progress for it. Just because some of us track XP doesn't mean we are trying to out-do the other players, maybe we just like keeping marks for things accomplished, like a personal high-score. EDIT: Submitted to early
If we're talking about one player missing one single session due to work, sick kid, etc, of course exceptions can be made. Or in some cases, the game itself can wait until all the players are present. Maybe even special exceptions for players who cannot make regular scheduled game sessions; I have one such player. He informed me at the very start of the campaign he could only make it to maybe half or less sessions due to school, so the rest of us are fine with that. Really, go with the party dynamic. So many absolutionist extreme opinions in this thread for what's nothing more than an issue to be handled individually by the gaming group. It's really nobody else's business if you track XP or not, and looking down your nose at people just because they play differently is not helping. Scott,
I believe the appropriate quote is, remove the plank from thine own eye, before thou condemn the splinter in thy brother's eye. I'm not sure if this was done already, but I created a summary of all the fame points a party can earn during Council of Thieves, just to get an idea of what would be a 'most likely' scenario, as well as to see what the max a party could get. Fame Point Summary:
Part 1: The Bastards of Erebus (Levels 1-3)
Rescuing Arael: 1 or 2 More Heroics (Capture Bandits, Defeat Whitechin the Goblin King, Slay a Shadow Beast): 1 - 3 Return stolen goods from Bastards of Erebus: 1 Defeat Bastards: 1 Max: 7 Part 2: The Sixfold Trial (Levels 3-5)
Part 3: What Lies in Dust (Levels 5-7)
Part 4: The Infernal Syndrome (Levels 7-9)
Part 5: Mother of Flies (Levels 9-11)
Part 6: The Twice-Damned Prince (Levels 11-13)
Fail to break up Blacknapes: -1d6 Does this make sense? Did I miss anything? I did a search in the PDF, so I think I caught all references. In any case, hopefully this might be of some use to someone. Blue Star wrote: [Counter-bullocks. I'm not lawful good and more importantly, I'm in the middle of the desert weeks away from any town. Sure, I'll send them back, when I get the chance, but that chance hasn't arrived yet, and I'd actually like to survive long enough for that chance to arrive. Letting that equipment languish in the portable hole is probably the single worst way I can do that. I'm not talking about your character's alignment. I'm talking about some of the cardinal rules about being a decent player, one being not striking up such a prima donna attitude about your role in a group. you have an oracle of the SUN god and she wants the SUN blade and ANGEL gave to your group, damn she must be insane! I mean what roleplayer would ask the adamantine katana wielding ninja for that weapon? Sorry Blue Star, you've got good stuff, the oracle got fluff reasons (not the same as irrational) to want that weapon, let her have it and ask for something reasonable in return (not her holy symbol for example).
Why does Ultimate Combat have more support for Wizards and other casters than it does for noncasters?
Pixel Cube wrote:
It's a gaming message board. and gamers are posting. Mature, reasoned content only comes as a bonus surprise. Mr. Green wrote:
You answered your own question here. Not everyone is in it for just the powergaming. Some like flavour. In fact, they will choose flavour over something that is the absolute very best. All the time. Easy fights, particularly at higher levels, are fun for players and help enforce the sensation and perception that they are indeed actually growing more powerful. If every fight is equally edge-of-the-seat difficult it gets old. You never get to revel in your power. In fact, I often encourage authors to put easy fights into adventures they write for us. And often put IN easy encounters anyway when they don't. Disclaimer: I've never run a campaign primarily based around the journey. But I have run many campaigns that had journies in them. Basically, think of vignettes to use. But first, in order to get the license to go there, have a little back-and-forth with your PCs as you develop heavier and heavier vignettes. First, mention something innocuous that doesn't directly involve the PCs but sets a mood. Try and rely on senses and sensations other than just the visual. And personification imagery can make things a little more interesting.
Now that you've established a bit of literary genre, bluntly inform the PCs that the days are long and boring. Ask them pointed questions about what they are doing with all of their time. Don't accept gamey answers like "I'm crafting a Wondrous Item" - that doesn't take 100% of your concentration and time.
Hopefully they've given you something to work with. Even so, do this a few more times. Go back and forth. As GM, you describe some sort of tone-setting piece, then as PCs they tell you a little about their characters. Remember: you're not asking them to respond to your vignettes, they are only there to set the tone and to help draw people into immersion. Don't be direct! To use the previous example, don't ask the PCs "do you find the cicadas annoying?" (But if they go there on their own, awesome.) Once you've established immersion and established a bit of the PC's routine, then it's time to grab the reins. Put the PCs in situations, and feel free to dictate their actions a little bit, so long as it is consistant with answers you've given before.
Your narration suggests a response to them, but they don't have to take it. They could talk about how time at the monastery showed them infiniate patience or somesuch. That's fine. You were showing them that they were in an annoying situation, not that they themselves were annoyed. Once you build up PC trust, you can turn the game into a series of "what do you do in this situation?" questions.
And of course, with all of this stuff, don't do it all at once. Have one or two back-and-forths, then have them fight a monster or explore a dungeon, or whatever it is that actually moves the plotline. Then do a few more back-and-forths, and then move on to do more plot. Interlace. And watch your PCs. If they're bored with it, then just play the LotR overland journey music and be done with it. Hope that helps!
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Jiggy wrote: It's likely the developers feel that most questions about Take 10 are sufficiently answered by the core rules themselves and therefore don't merit further attention. I think it's less that they feel the rules are clear in every circumstance, and more that they like leaving some things somewhat vague so that each DM can tailor it to his game. For nosig: Time required to take 10:
Is the action I'm performing a distraction?
Can I Take-10 on opposed rolls, like Stealth?
***General Reply to Thread*** Some of the post people have made really seem to me bordering on almost rude. To use phrases like "Cheat" just because people are playing a game that goes a bit beyond the established norm seems a bit harsh. I mean how many people have house rules in their games? Are they "Cheating" because they have house rules? And while yes taking a game outside of the normal balance equation can slant the numbers one way or the other it still seems that random chance would favor the Higher DC at some point. ProfessorCirno wrote:
No, I'm pointing out to you that "balance" in an RPG where you have healing classes and damage classes and support classes is an illusion. Is the cleric with the Healing domain "balanced" against one with the Travel or War domains? Is the healing cleric balanced against the fighter? Or the barbarian? Or the sorcerer? Or the bard? How do you rate how "balanced" they are against each other? By how much damage they do? By how much damage they prevent or cure? By their total skill point bonuses? The game, dating all the way back to Basic D&D, isn't built for you to win, it's built for you to have fun. And if you're given different ways for you to have fun with your character, even if some of those ways mean you're not "balanced" against a character specialized purely in damage or healing or Diplomacy checks, you're still having fun. This isn't World of Warcraft where a bad talent tree for a class means you're overall damage is down 2.5% from the best spec and you get yelled at by trying to raid in that poor spec because you're making it harder to kill boss monsters. This is a cooperative game where the odds are stacked in the PCs' favor and you don't have to maximize a number to ensure survival of the group. You're allowed to make choices that suit the story of your character, even if those choices mean you're not the best at damage or healing or Diplomacy. The game has greatswords and longswords and short swords and daggers, and each has its place in terms of damage, utility, and character flavor. Yet I don't see you complaining that the dagger-specialized fighter isn't balanced against the greatsword-specialized fighter. If you want every option to be mechanically equal, you need to play a different game. Me, I'm going to write for, and play, a game where it's okay if you want to play a Indiana Jones-style wizard who starts with a 15 Dex and 12 Int and fights with a whip. And it's okay if you want to play a rapier-wielding swashbuckler rogue who multiclasses into fighter and cleric of luck because it suits his theme, even though it costs him BAB and access to some better feats. And it's okay if you want to play a dwarf fighter who's slow as hell, has a 20 Con and 100 hit points at level 7, and takes Great Cleave to finish off all the minions while his monk and barbarian buddies kill the leader. Because those are all fun character options. Even if the wizard is struggling to keep his Int in pace with the minimum needed for his higher-level spells... because sometimes the wizard pulls off an awesome move in combat that he couldn't do with a pathetic Dex. Even if the swashbuckler is always out-damaged by the lower-level paladin with a greatsword... because sometimes the swashbuckler crit-kills a beholder in one stab. Even if the dwarf only gets to use Great Cleave once in the entire campaign... because that one time he kills 8 foes in one round and convinces the campaign boss to surrender in the face of such might. If you're not satisfied with your numbers, choose another options that makes you feel like more of a man. If you're not having fun, play something else. To paraphrase my second post in this thread:
ProfessorCirno wrote:
I don't think that's actually what Monte was getting at. In the article, he comes out against what he calls "Ivory Tower Game Design" and he's not referring to mechanically inferior options with that moniker. He's talking about not laying out things, such as the fact that Weapon Focus is a better feat for Fighters than it is for most Wizards. The current rules require that you read Weapon Focus and think about how it's intended to fit into the rest of the game--Monte, in that article, at least, isn't sure this was the best thing for the edition. The example about "Timmy Cards" (or in this case, "Timmy options," I suppose) is just to illustrate one thing they borrowed from Magic: the Gathering (with the other being things like descriptors on spells and the like). Nobody uses that article to argue that Monte doesn't like the fire descriptor; it shouldn't be used to argue that he thinks mechanically inferior choices are bad for the system, either. In the case of the Separatist, what Monte (way back when he wrote that article, anyway) would like to see was a note bene explaining that it's meant for games where clerics of philosophy aren't an option because you have to worship a deity to be a cleric. I normally find your posts insightful, Cirno, even when I don't agree with you, but you've misread the article here. And in fact, I misread it when I first read it too in the same way. A Man In Black wrote:
Here is the problem. You're looking at this at as fluff vs. crunch analysis with the point of view that only crunch mechanics have any value in weighing an archetype or a class. That roleplaying flavor options should be entirely off the table when it comes to making bargains about class power. That's the irreconcilable difference you have with SKR and with those of us of similar opinions on this matter. The ability to be a cleric of a heresy has a real value to those who think that roleplaying considerations are more than just "fluff" to be dismissed. As you might surmise, I really hate the use of the word "fluff" as it's tossed around in venues like these. There's nothing forcing you to take this as a player. There's nothing forcing you to implement this as a GM. I do think that this archetype has value in a setting where godless clerics are not appropriate. Such as Golarian, or the Forgotten Realms, or any setting I create for my own use. And don't bring up that "core rules" thing. Core rules is a tool box, not the holy writ on how every campaign should run. Not every campaign should be using all of the tools in that box.
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