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It should be noted that there is an official Pathfinder translation in Germany and while most people understand English, some don't, some have trouble keeping up with the German words (as I said, newer players) and some just feel like it kills the atmosphere even more if the discussed rules are a wild mixture of German and English if a few seconds ago everybody tried speaking Movie-Middle-Agish.
15. Completly losing it.
If you get loud during a game out of anger that's bad enough, but as soon as you throw a dice in a corner you can go. I tolerate it in my home group to a degree (my brother threw his dice away in fake anger - since it was his room it was not my problem where the dice landed, so okay), but if you do such a thing in a public space where you can throw a bad light on all of us - ciao!
16. Being discriminatory.
Now I'm not talking ingame - if your character just happens to think that all dwarves/elves/black people are stupid/evil/greedy that makes him an a@&~&*&, not you - but rather at the table. If you just happen to think that the scenario writer should be fired for writing a gay shop owner into the module I don't want you at my table. To a lesser degree: If your racist character makes someone else uncomfortable, please make clear that you are aware that your character is an a~!*%&*, you do not share his point of view and maybe drop that aspect of his character for the session.
Completly ignoring the Wealth-dependant-classes-stuff:
I always assume the characters exchange money to carry it more easily. This includes buying gems for easier carrying. The loss they make with this is included in the whole "selling only brings half the value" - the magic item isn't always really as expensive as noted, so instead of paying 21,000 gp they pay 19,000 gp - the last 2,000 gp represent the money they lost by turning their gold into gems before.
Quite simple. Please speak a languge everybody understands. That includes gentle nudging towards German terms if newer players are at the table - while every veteran knows that "AC" is "armor class", a new player might only be familiar with "RK" - "Rüstungsklasse", the German translation. It gets only more confusing if a wild mixture of German and English gets thrown around.
Paranoia. We were 3 groups and 3 GMs - one group was security level green (my group), one group was red and one was blue.
The GM stares at me.
The GM pauses the game and goes to collect the other 2 GMs and the rest of the groups. Everybody gathers round.
"So, what happens is this...THIS group *points at another group* managed to release mutant kittens, who THIS group *points as us* now fights in the main reactor room of the whole sector. And THIS gentleman *points at me* just fired a nuclear missile inside the main reactor room. Directly towards the reactor. Usually I'd say that you're all dead...but you're not only dead, because Blackbot just destroyed the whole MAP, including the clone facilities. We have to stop here because EVERYTHING IS GONE."
Because, y'know, Paranoia. And much laughter was head.
(The game was nearing its end anyways, so it's not like I killed hours and hours of fun to be had...but it was glorious nontheless!)
Wait a second...that was something that seemed quite clear to my, but on second thought...
Do three checkboxes mean "This goal can be achieved three times" or do they mean "You have to fulfill this condition three times to achieve the goal"? To me it was obviously the first one, but I'm not so sure now...
My group's face was an advocate before taking up paladinhood. This was pretty much what he did, though he called the other PCs into witness stand to present evidence, arguing he couldn't do it himself without seeming personally affected. So the sorcerer presented their magic findings, the cleric of Pharasma presented what they found out about flesh golems and why it doesn't fit and so on, guided by the paladin's questions about the topics.
Books (mostly Discworld and A Song of Ice and Fire at the moment - I read every bad piece of fast-food-fantasy when I was younger, this has ended) and video games.
We were fighting with a bunch of chairs and I carelessly engaged in melee with my wizard. The chair grappled me and I tried escaping its grapple over multiple rounds - no use. I fell unconscious. I sigh and look down on my character sheet.
Afterwards we had to blow a lot of resources to sneak through a very busy area - although I even wrote down that I wanted to grab some uniforms from the wardrobe so we could disguise ourselves. Which I only remembered after we blew our scrolls and potions.
Also be aware that "A character dropped into negatives" is already fairly risky with only 4 players. A character death early on is far more of a problem in PFS than in a home game because the player cannot just come back at the same level. If everybody only has one character and at level 4 a character dies and has to start a new level 1 character that can raise some problems.
87. Always jumps to the most outlandish or fantastic explanation - if the choices are "That guy's insane/lying" or "That guy stems from another dimension even though we have no proof such a thing even exists and every other explanation would be more logical" you be pretty sure he won't pick the former.
88. Cannot keep names straight. Alternatively, has a very limited space for names and applies the same name to every person matching the original owner - be it occupation (every butler is James), age (every child is called Timmy) or race/ethnicity (every dwarf is Harsk).
I suppose that would ease the problem of the Completly Random Venture Captains. "Okay, so I need to infiltrate an embassy...I think I'll send the heavily armored dwarf, two druids (one with a tiger), the conjurer and the witch..."
Can he refuse to allow the player? This is for a PFS game right? There may be rules against excluding players. If he can exclude him then perfect, otherwise just use the whole zero XP suggestion. And let him pointlessly sit there being ignored.
Actually that guy is violating the "Don't be a jerk"-rule of PFS.PFS doesn't have a "You may not send somebody away" rule, especially not if you're playing at home (Mike Brock can hardly force you to invite people in you don't want in there. That's the way the vampires operate, people!). Some store owners have a rule of "If you want to play PFS at my store you have to take everyone who wants to play", though.
Plus, as already mentioned: You want to run a PFS campaign, meaning every player is expected to bring a character who is a Pathfinder. If he doesn't do that his character is unfit for the campaign.
Since these are first-time players I'm sure Hama wouldn't have been opposed to the idea of him switching out the spells later. Whenever a new player plays a class who has access to a limited number of spells I tend to say "Look, pick this spell and if you find it doesn't work the way you thought/hoped we can switch it out."
If the whole group is waiting and it's a low-level game the wizard could've just asked what the "usual" spells were and later (at home) looked up others in the PRD and added them to his spell book. Assuming we're talking 1st level the costs are really not that high.
But @topic: That guy's a douche. But how did he even survive? I mean..."old clock tower" pretty much translates to "Something will go very wrong if you go up there", and at low-level a single character tends to be killed easily in a fight designed for the whole group.
Charon's Little Helper wrote:
I know. That's why I wrote their new enemy are GMs still stuck in 3.5 ;)
TBH, it didn't even occur to me that a rogue could not dual-wield. My own rogue uses two shortswords, to I kinda forgot that there are other rogues around...
And of course fast healing and regen aren't that common and there will always be that one monster that blocks one of your favorite abilities. For archers it's DR (well, before UC came out), for wizards magic immunity, for rogues it were constructs and undead - that changed to fast healing, regen and GMs still stuck in 3.5.
Regarding canceling fast healing and regen: There has to be a way to disable regen because otherwise the creature cannot be killed. That way depends on the monster, though...spoilers: It's acid and fire for trolls.
After reading this thread I feel like two things have been overlooked:
1. Yes, the AC-penalty helps with the rogue's 3/4 BAB. But you should note that to apply the penalty you have to hit your enemy first and even then it's only for 1 round - meaning that if you don't have that many attacks and only hit with one sneak attack, by the time your next turn rolls around the penalty is gone. Once you hit with two sneak attacks this changes because every sneak attack (and from how I read it not only the rogue's) prolongs the duration by one round, so from then on it gets useful.
2. Rogues will hate regeneration and fast healing now. ;)
Hi there, me again!
Grandmaster Torch has done some things that has put him on the "Kill on sight"-list of quite a few PCs and has been declared an enemy of the Society. But in scenarios prior to his departure he could be quite important, be it as the faction leader of the Shadow Lodge or as an information broker back when he first showed up.
What do you do in situations like these?
Let me hear your ideas!
quick question: A player of mine chose to play a pregen last Saturday and wants to hold the chronicle sheet for his paladin. Does he immediatly write in the chronicle number (so later his character will have sheets 1-2-3-5-6-7-8-9-10-4) or does he wait with that until the character reaches level 4 (so his character will have sheets 1-2-3-4-5-6-7-8-9-10)?
I couldn't find that information anywhere. I think it should be the former, but I'm unsure.
Depending on where one lives in Europe that might not be an easy option because credit cards are not as common as they are in the USA. I usually have to take the "Hey, [father/girlfriend/friend], could you please buy some store credit on paizo.com for me?"-route.
Throwing this in now: I suggest the ability to retrain your rogue to unchained rogue once for every player in the future.
When crafting the mirror you need to cast bestow curse as part of the crafting process. So it's not a cursed item, but a cursing item, I guess. After all, most cursed items do the exact opposite of what they should do - this mirror does what you expect it to, but has a (preventable) side effect. Seems to work as intended to me.
The problem is this:
Whenever I played at my FLGS, more often than not something was bought or ordered by myself or one of the players. An APG here, some board games there...also some players made it a point for them to only order through the FLGS and not Amazon or alike. It takes longer but costs exactly the same because by law books have to cost the same everywhere in Germany. Imports (like English Pathfinder) excluded of course.
It helps that the store is run by enthusiasts and the owner plays and GMs herself.
Carlos Robledo wrote:
Obscure Rogue Talents from anything besides the Core Rules and maybe the APG aren't really that relevant to new players. Shame.
Again, not b~@$$ing. I like that Paizo tries to make the classes more valuable and adresses balancing issues, I really do. But the first time a rogue and an unchained rogue sit at the same table and notice one of them is just plain better...:/
John Compton wrote:
So, I haven't read the Unchained book yet. But this means that the Unchained rogue is just plain better than the old rogue and a new player who uses the core rules effectively plays a worse version?Sorry if I'm sounding cynical, but it just feels weird telling the players I am trying to get hooked with PFS "You don't want to play a rogue before picking up Unchained."
Keeping new players away from awesome classes for the sake of their own sanity (because they tend to be a bit more complicated than core classes) is one thing, but this sounds more like "This class can do what yours can, but better."
Another alignment shift threat, seriously why is this so black and white? It's getting tiresome. : /
Even if it's an evil act, so what? Many great books and series had one of the characters do something evil because they deemed it necessary without turning the character itself evil. Some are displayed as quite cold (but not evil) or struggling with their decision afterwards (still not evil) while others are driven over the edge by this. Examples:
So yeah, maybe it's an evil act. But it shouldn't shift the alignment immediatly.
John Compton wrote:
John, what you're saying is that Mike's "Yes" means "No"?Question: Is an Artifact any magic item we retrieve? I'm not sure which ones are artifacts.
John: To clarify, no, it has to be an artifact.
I'm confused. That's not a clarification, that's either a correction or a contradiction.
If this is the case I strongly suggest adding a "retrieve an important named McGuffin" as a goal next season because it's much more likely to happen - I really feel like the DA goals are not necessarily more difficult than others, but they have less opportunities to fulfill them.
I GMed it this weekend and I'm not quite sure what to make of it, to be honest.
The group was (understandably) quite careful and hesitant regarding posing as slaves, but they did quite well. The witch used her Evil Eye multiple times on the slavers to annoy them until they got fed up ("SOMEBODY is doing foul magick here! Who was it?"), the rogue took full responsibility (he already got a lashing before because he spat into the slaver's face to distract him from the horrible disguise roll of the barbarian) and got beaten by the guard and "beaten" by the Silver Crusade PC posing as a slaver - it was quite fun and the witch felt bad afterwads.
Minor thing: I foolishly promised them to remove the curse the previously freed Pathfinder was under if they'd catch it themselves. The rogue promptly looked into the mirror, was cursed and demanded that the curse was lifted...so it was.
Also: The mirror is neither an artifact nor cursed, right? So no luck for Dark Archive here?
To be fair - if a player states clearly that his character takes extensive notes about the room they're in or draws a map I don't know many GMs who'd say "Yup, but you have to do it OUTSIDE THE GAME as well!"
I'm pretty much the only person I ever see taking notes, but it's part of the fun for me. I'll even write down a funny joke that someone makes during a session. Now I've got a whole notebook that's a collection of stories and good times - almost like... a chronicle of pathfinders. <.<
I have the feeling my players are getting used to the idea that taking notes might be a good idea. They screwed up their Secondary Success Conditions two times now because they weren't exactly attentive during the mission briefing, took "We absolutly need X, best way to do it is Y, so please do that" as "Do Y, that's your mission", forgot about X the second it was mentioned (every time it was mentioned) and really didn't achieve the greater goal of the Society in that mission.On the other hand, they have been saved one or two times by the one player who TOOK notes and said "Hey guys, remember we've got two more days, how about we do this thing that was mentioned?" - carrot and stick and all that ;)
I am going to comment on this as a game store business owner first and as a player second. I can NOT turn the MtG players away on Pathfinder night. (Yes I know no one actually suggested it but we have all thought it, myself included.) MTG is 45.24% of my gross sales and Pathfinder products are 5.10%.
That is a lot. I did not expect Pathfinder to have much more, but I really did underestimate MTG. If you don't mind the question: Are the other 50% mostly other role playing games, table tops or more "traditional" board games (I'm not talking Risk or Monopoly, but more Settlers of Catan, Twilight Imperium, Game of Thrones, Pandemic...)?
There are four situation I've faced regarding turning people away.
1. Not enough space
2. Disruptive behaviour
3. People I can't stand
4. People who can't stand each other
Without Don'ts this is gonna be difficult because there are things some people do which they don't even realize as bad which makes wording them in a positive manner difficult... But I'll try.
DO accept the GMs rulings if they aren't really, really important. It's not important whether a DR 2/bludgeoning soaks up a magic missile or not if the combat is going well otherwise. Adress it, but if it's minor and you don't have a rule very clearly saying otherwise at hand it can wait until after the game. Or maybe send an email after the game.
DO try to get a hint. The time slots are sometimes quite small and having an extended conversation with shop keep #342 might be very atmospheric, but it's really not important for the scenario whether the last week was particularly rainy and Shawn's youngest is getting his teeth and oh, the count is such a nice young men, bless his heart if your goal is a temple 40 miles north of the town.
DO help out other players. If there is a new guy who considers grappling the enemy and you know it beforehand find the page before his turn if he hasn't done it himself yet. Most GMs I know are juggling multiple books behind the screen, the less the better.
And one DON'T, sorry, have to do it:
DON'T throw a hissy-fit if your dice are just against you. The GM is just doing his "job", he sucked it up last time when you one-shotted the final boss and the time before when the combat he was really hyped up about was over in the surprise round because the witch's slumber put the villain asleep. Now it's not going your way, deal with it.
He means that to unlock the final boon you have to check of all play goals for a faction, so if the GM boxes weren't there a few players might've said "Yeah, well, I won't GM then until I checked off all these boxes".But the GM boxes are there, so everything is cool.
Don't forget the most obvious thing:
Also: Manners. I'm baffled how some people behave at a convention - I have seen people get irritated if you just grab their rule books while playing with them, how on earth do people think it's okay to take a book to have a look at it while the owner is playing?
Keep in mind that you will be thrown together with people from different regions with vastly different playstiles. You might need to adapt to different playstiles and there will probably one table where you have to chant "I only have to endure this guy for 3 hours, I can mange that" internally. There always is. Be flexible, endure him and be all the more grateful for the players in your home town.
I second the suggestion of planning your level-up - depending on the number of slots you're playing your character might reach quite a few levels.
(Sorry, but all the nice stuff was taken by the rest - SOMEONE has to be the pessimist here! But really, the few conventions I've been to have always been great fun.)
I tried looking at all paizo blog posts with the Pathfinder Society tag.
While this displays some of the posts, it's missing quite a few too.
The first four SHOULD be:
I don't think it's a problem of "New stuff doesn't show up" because some older stuff is missing too - Faction Evolution I and IV is missing from the "Show only PFS tags"-page but displays fine when showing the whole blog.
Walter Sheppard wrote:
"That's awful! You know what would cheer you up? Helping the cause of the Silver Crusade! For just $9.99 YOU can help save orphans all around the world!Silver Crusade. For a better world to live in."
Okay, this is neither a oneliner nor was it at the table, but I had to laugh today.
A friend of mine recently founded a new Pathfinder group. The first GM was booted after one session, the second one (they decided to rotate) judged a written module and after the group finishes the module designed by the third GM...
I then told him that we started Carrion Crown about two years ago and finished the third module recently. My group plays 1-2 times a month for 5-7 hours (though we had some slips of schedule because of real life and inner-group-dating gone bad). He was...surprised, to say the least.