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Daniel Wheeler wrote:
I'd argue that as soon as you have to take a diagonal step you are covering a greater distance than by running a straight line because while it only counts as one square, this is not because the distance is the same but because it's the only way how diagonal movements works in a square-based environment. By running the same path twice positions 1 and 3 were suddenly 7 squares while position 2 was 6 squares. And we all now:x*2 = 7, y*2 = 6, thus
x*2 > y*2 --> x > y.
So the way to positions 1 and 3 should be longer.
Just because the first diagonal only counts as 5' that does not mean it actually IS 5'.
Sorry, The Fox, I should have said "Well I'll be damned" or something along those lines. I looked it up after you posted it and was surprised, that's all. Thanks for posting the rule nontheless!
And the you-check-one-square-every-time-thing was a real pain in the butt in the Library of the Lion...
(Also, I heard that in Golarion a² + b² = c² + x, where x is determined by whatever Desna wants it to be at the time.)
And if we start listing rules everybody disagrees on in dire need of a FAQ we'd be here all day.
And so on, and so on...
EDIT: Okay, maybe not everybody disagrees on, some of them seem to have a consensus. But there are always enough people arguing for the other side because it's vague enough.
Did not want to start a paladin discussion. If you must, please start another thread for this.
It was a paladin of Schelyn, if that does matter. You could argue that he aimed to prevent a conflict before it blossomed. But again - I realize that this is a very tough choice and you could argue both ways whether he was doing a good or a bad thing. I think that letting the daughter live in custody for a few years to save the lifes of hundreds of people is the right thing to do in that situation, but I understand everybody who does not share this view. Hell, my country's constitution probably disagrees with this!
But that guy is a paladin of Shelyn, not of Germany.
Again, if somebody wants to create a thread discussing this specific dilemma, I'd be delighted to take part in it. It really IS a very, very difficult decision.
Actually, the scenario is not that simple, claudekennilol.
Spoiler for The Stolen Heir
While you are in a dilemma, you do not need to hand the woman over. It is possible (though difficult) to convince the Consul to aid the Society with military help. The daughter explicitly states that while he is a suspect he could help the Society, so it's more a "We let you go if you help us against the DEMONS THREATENING ALL OF GOLARION" and not a "We have to aid the evil guy to help the Society".
This is independant of the mayor being convicted or not.
It's worth mentioning that our paladin vehemently argued against letting the daughter go, reasoning that by letting her live a few years in a very comfortable imprisonment they'd ensure lots of help up in the world wound - the needs of the many outweigh the needs of the few and all that.
Maybe that has to do with the scenarios I've played so far, but I've rarely felt I was a bad guy.
Although I have to admit - the Society IS more Neutral than Good and without a doubt uses more shadowy ways sometimes than we'd care to know...
Weird, IV does not appear if you're looking for society-posts, even though it's tagged as one.
Though I think Green Ronins is less than happy with it existing.
You are not stupid, but you should reread the Guide to Organized Play - specifically the section about playing scenarios from season 0-4.
Basically the factions missions are gone, but the characters have to perform better than just fulfilling their goal just as in modern scenarios.
#4–11: The Disappeared
Primary: The PCs acquire the necessary evidence and
information to identify Zarta Dralneen’s whereabouts
and confirm her being framed.
Secondary: The PCs complete the scenario without
having the guards called (see the sidebar on page 6).
the factions pretty much have the boon system now. Most scenarios have a remark saying something along the lines of "This scenario contributes to the ongoing storyline of [FACTION X]" which usually means that if your character furthers his factions cause you will get a boon.
Prestige points can be used for a variety of uses: 2 PP for an item with a value of 750 gp or less springs to mind, but you can also use it to pay for some magic (restoration, raise dead) or to get your body salvaged - if a TPK strikes you have to get your body back before getting it raised, after all
Did you try to delete every "empty" character?
If you report a session it defaults to 6 characters and you get the error message for every empty slot. If you only have one empty character it can look like it's a message for the whole page when really it's only telling you that the last character's prestige (who doesn't exist) does not count for his faction.
GMed it yesterday. It was over very, very quickly - we met at 11.30 am, really started at about 11.45 am and the chronicle sheets were handed out at about 2.30 pm.
They managed to get everything relevant out of the Majordomo but still decided to head to the Red Letter. To quicken things up and because it didn't make much of a difference anymore I let the Solicitor spill the beans after only 1 successful Diplomacy-check.
They turned Mahjib helpful and after some discussion ("Really, I'm taking a huge risk! I cannot get lower than 400 gp!" - "(Arguments making him helpful) - "Fine, you have me convinced, I should be ashamed of myself...200 gp is really all I should ask for, but I just cannot go any lower!" - "What about 50 gp? We saved you quite some trouble!" - "FIFTY? FIFTY GOLD PIECES! Why, I never...I could cut off my beard and get more for it! That does not even...I shouldn't...fine, because I like you and you saved the rest of my windows.") he gave them all they wanted.
My group also failed to recognize their goal as achieved and tried to find the At Sea unsuccessfully before I gently pushed them towards Lady Darchana. I really liked she picks out a PC - that way I could adress the players who had been pretty silent thus far.
The fight aboard the ship was pretty quick, too - the witch threw her sleep hexes left and right and I failed every save.
One round later the hound was asleep. I hate my girlfriend's witch.
And one that is incredibly hard to translate into German, because there are not many words contaning "Auf" that would logically be follwed by something beginning with "See". ("At Sea" = "Auf See"; "Zur See" would be unusual, but possible. According to leo.org at least. I never heard it, which adds to the whole "Dumb name"-thing).
Where are you planning to do it?
I found the thread you suggested, but that devolves pretty quickly into a "Is it a waste of time to tell the players what loot the found"-discussion.
And yes, that's the scary thing I'm talking about.
The scenario does not tell me to cross off the snowbloom boon if the PCs do not retrieve it, but logically they should not get it if they fail to pick the flowers.
So that really suggests your interpretation is the correct one.
Ah well. One more thing to look out for.
(Fun fact: The chronicle sheet for the scenario in question contains a cure moderate wounds potion which you never find during the scenario. You only find a cure serious wounds potion.)
today my group ran into a problem I was unsure how to handle.
So we were pretty sure we should get the gold as that's what the text said ("Defeat the encounter", not "defeat the encounter and find the loot"), but we're unsure whether the items should be crossed off the chronicle sheet or not.
So basically it boils down to this question:
I'm not with Paizo, but the way I see it they explicitly prohibit modification of logos, icons and product covers, but nothing else.
We entered a dungeon and got into a fight with some guys.
And of course, don't forget to confront them with their failure later on. A rumor that all of Ravengro's inhabitants have vanished, a lone survivor meeting them again and blaming everything on them...depending on how you played Father Grimburrow, they might be shaken quite a bit by him blowing up in their faces if they meet him at any Pharasma temple.
Richard Harris wrote:
As has been said, Seasons 0, 1, 2, and 3 assume 4 players. When calculating APL for these tables. Add up all character levels, divide by the number of characters and then add +1 for every character past 4 (so +1 for 5, +2 for 6) to the overall APL. This will alot of times push a table of 6 into the high tier.
This is the first time I've ever seen this rule. The Guide to Organized Play states:
I assume a Venture Captain wouldn't just change the PFS rules, so it has to be stated somewhere - I just can't find it. Richard, could you please show me where it stands? Because then I've done it wrong in the past...
today I tried printing #6-10 - The Wounded Wisp and ran into some unexpected problems.
Did anybody else run into printing problems?
I have to admit that I did not read the Tactics of every cleric. I should have, the Pharasma cleric makes much more sense this way.
The Sarenrae cleric still bothers me a bit, but not as much. I also just noticed I'm both a racist and a sexist (because I somehow expected her to be a male half-orc). It still seems extreme to me to murder someone who refuses to follow your orders, but still - she seems to be a highly unstable person, so it makes some sense at least, given how most Pathfinders present themselves - I have yet to see the player who declares he walks through Absalom without his weapons and armour...
Also: I love how the only people responding at this time of day are the Germans.
Name of PC: Exelius
The Gory Details:
They were lucky. Vrood did not manage to get out, they rolled two crits (one of which with a bow) and I forgot that eyebite could be used every round as a swift action. He should've opened with circle of death, I guess.
Yeah, I guess you could argue that looking inside to make sure everything's alright could work. But the clerics - the Asmodean cleric is a bully, but not too dangerous unless they attack him right away, sure. The cleric of Pharasma seems pretty trigger-happy, though (imagine a grave robber being gunned down by a security guard without a chance to say "Um...I give up?") and the Sarenrae cleric clearly is not chaotic good and even neutral is a stretch. Killing somebody just because they are refusing to leave a place they are not forbidden to be in is pretty evil.
Is it just me or is this story driven by both PCs and NPCs being criminals, idiots and trigger-happy murderers?
"Hey, we just established the home owner is not home and is trying to fool people into not breaking in. Let's break in!"
"Hey, let's break into the tower of the 400 year old wizard. What could possibly go wrong?"
"You are stealing something from a grave? I WILL F%(§)%$G MURDER YOU!"
I can kinda see the first case, but for christ's sake - Onyeka's course of action isn't Neutral, that's borderline CE...and I strongly expect the statblock to be in error because this character is in no way Chaotic Good. Neutral (as the text says) seems far more likely.
Wolf, most people I know completly seperate rp and combat. Even those all into roleplaying tend to switch over to a more "gamey" stance once the dice a rolling.
That said: In my group there are certainly some people more into the combat than into the roleplaying aspect of the game. But they try. Hell, one of our most "combat over roleplay"-players chose a hawk as an animal companion because it fit his concept of the wandering druid better.
Needless to say that the hawk has been the butt-monkey of jokes ever since. Because it's useless.
The Prestige/Fame-thing is like favors/publicity. If you are doing well (= you get lots of Prestige) you get more famous and the society recognizes your skills (= your fame increases). By spending prestige you are pulling some strings (with your faction or the society) and they help you in some ways (they give you equipment, they help you get rid of a disease, they go grab your body...). Obviously at some point you're out of "Help me because I helped you"-cards (= your prestige is running out), but your fame is unaffected by it. Because people do not forget you just because you have no favors left.
Not sure what the "whoa" was about.
I think it was meant as a "Whoa, slow down there, that's a lot of stuff you are bringing up at once!"
Which is not necessarily a bad thing.
Also, don't forget to remember your PFS number.
I got a quick few questons to 1st level Sajan.
1. Why is his unarmed strike 1d6+4? It seems like it's treated as a two-handed weapon, but this is the first time I ever saw this happen.
2. Couldn't he flurry with his temple sword? +2/+2 (1d8+3/19-20) surely is better than +2/+2 (1d6+3), right?
3. Same question for his shurikens.
I understand they try not to overwhelm new players with the iconics, but the same goes for the monk 4 and the monk 7 iconic...and once your temple sword is dealing 1d8+6/19-20 it really makes a difference.
Okay. I finally ran it. Report:
Magus 1 /Fighter 1 (with a dozen archetypes)
Witch 3 (who had a really miserable time because she only had mind-affecting and Fortitude-saving spells prepared)
My players really went to town with the whole "Borrow equipment for 50 gp" thing. They took only consumables.
The map was less of a problem than I thought - the Inquisitor (by far the oldest player at the table) seemingly always draws a map of dungeons she enters, and this time was no exception.
So yeah. I'm not sure if the scenario is too difficult (because the witch was screwed over pretty bad by there being only undead and the player not knowing that undead were immune against basically everything she had), but the last boss really feels like a way to really, really mess a group up. Three attacks, every single one of which has a save-or-suck-effect. Dealt with the magus and the fighter in one round. In retrospect, maybe I should've given one of them my reroll - it would've made the last combat far less messy.
Ascalaphus: Yeah, and the biggest problem is: where do you draw the line?
(Emphasis mine)Same thing goes for the confirmation, though - if a player states that his character notes certain things and can be more precise than "Oh, you know...everything" and in the end of the adventure I tell him "Aha, but your character does not get respect for that, because the power that controls him did not do it!" the "Gotcha!" sets in.
I guess "Learn to distinguish between player and character" only counts when you don't want to screw your players.
Or maybe it's just poorly worded.
Another (minor) thing:
I feel like this last sentence is ambiguously worded. To me it read more like "if the player drew a map and his character wants to make a more pretty version, he may roll". 1 PP for a player-created map, 2 PP if they make the (additional) roll.
Also, I just had an epiphany why you couldn't just fly up there:
Who says that you are reaching the same spires by flying there?
The Stolen Heir gives some opportunities for great roleplay. It has, however, some really tough decisions, and a group not being able to agree on anything (or containing two opposing hardliners) might not find it fun.
Major Spoiler for The Stolen Heir
There are two tough decisions in the scenario:
Do we let the kidnappers go (who, while not really having GOOD intentions, were deceived by the Big Bad)?
And even more important:
Do we hand in the kidnapped person to her kidnappers (who will do her no harm) and ensure financial aid for the Pathfinder Society's crusade in the Worldwound or do we free her, possibly losing out on military aid and thus ultimatly fail in our mission?
Our group had a huge (IC) fight about what was right. The paladin of all people was the hardliner arguing for turning her in, in a very "The needs of the many outweigh the needs of the few" way.
So...how strict were you guys with the secondary success conditions?
Also: How big are the gloomspires really? English is not my native language, so while I usually understand everything I get into trouble with things that are designed not to make any sense - in this case the dimension of the spires.