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That would work as well, but I'd suggest changing the symbol on the forums to something that looks more like a bookmark. Otherwise people will see the little + sign and just continue to use it as a +1/agree button (as well as some people using it for the intended purpose).
If you look at how a lot of people use the favourite function, I would suggest that many are using it more as a +1/agree tool than a favourite post I want to keep track of for later tool. From what I've seen on other sites, this is a pretty common adaptation by the forum populations. If there is no other visible reaction button, people will start to use whatever is available.
I've done it as well in the past. I'm just saying, that on other forums it is something I've observed that gets weaponized when lots of the other ways people can be unpleasant and nasty to each other gets locked down. Also, even if we don't mean it that way, it is very easy for the person to get moderated to take it as others attacking them if they see a moderator post with a huge number of agrees. It contributes to the feeling of being dogpiled. If you want the moderators to be seen as not taking sides in an argument or more of a neutral faction that enforces the spirit of the rules, it has been shown to be better to prevent one side or another from co-opting them or be seen to co-opting. This isn't for some high-minded reason, but rather just what I've seen work best at other forums.
The other big thing you need to prevent, because it helps foster a negative atmosphere, is people piling on in agreement to whatever moderation action is taken. Either prevent people from +'ing a moderation post, or make it an infractable offense for doing so. Otherwise you can very easily get an "I told you so" or a "I win" type atmosphere that further engenders hard feelings. Ideally, when the moderation happens, everyone stops discussing/acting in the way that triggered the moderation. As I've seen mentioned elsewhere, it takes two to have an argument and in a self-policed forum people will just choose to not engage or cross the line in the first place. It takes a while to achieve such a community, but it is very rewarding and tends to allow for an expansion of the audience to people you would never have thought were potential community members.
I've previously communicated the below to paizo via another medium, but I think it's worth reposting to the current discussion:
The current moderation approach of deleting all offending posts, is self-defeating and creating more work for the moderation team.
Another quote, about profanity filters
Another community manager wrote:
What is happening is that people are treating the deletions as a profanity filter, in that they feel free to be as awful to each other as they like, safe in the knowledge that all that will happen is a few posts might get deleted. Even worse, people learn to game the system and figure out ways to get stuff by the moderators, which in turn creates an even more toxic environment.
If instead, the offending posts were flagged in some way, and a visible graduated punishment system (points, jailing, infractions, temp bans, etc) was used to show that the behaviour was not appropriate, experience on other sites shows that this is less work for the moderators in the long run.
To go with this, you would also need a rule to not +1 a moderator's response or comment on the moderation (cheering on, etc) in the thread, or you get the negative dogpiling that can make a community unattractive.
@Crimeo: My guess is that there may or may not be a clearly written wording that explains you do not ever gain the creature type. Pathfinder is written with a lot of ambiguous text that never had the advantage of being reviewed by a technical writer. The polymorph spells are one example of a mess of inconsitencies. Even worse are the Crushing Hand, Stunning Hand, etc series of spells. The text in the book has all sorts of references to previous spells in the series, but there is a whole mess of exceptions and extra addons that are not consistently passed on or continued that makes it almost impossible to figure out all of what each spell is supposed to do.
There has been little to no effort to standardize mechanics wording or to take care to avoid previously defined mechanics keywords (don't ever look at the flavour text for Feats unless you want to open up another whole can of worms). The spell system and much of the game systems exist in a space between extremely detailed, mechanically defined aspects and "it's magic make-believe, who cares about consistency" approach. If you want a more rigorously defined system to allow players to extrapolate what is posssible and make plans from there, then you are going to need to do a lot of house-ruling and planning ahead. The major mechanics in this game do not hold to strict or consistent limits on how they interact or work. It is not a Brandon Sanderson magic system for sure!
Also, these boards are extremely hostile to new players or players without an extensive background in the game or an expansive knowledge of all the unwritten rules. The moderation tends to selectively allow for dogpiling and even name calling in these situations. Expect to be attacked and your questions ignored if you call into question or ask for reasoning/textural support behind common wisdom.
@Lemmy: Here are some possible 3pp options that let you play a martial type character a bit differently than the normal builds:
Masquerade Reveler archetype for Barbarians. Gives you more build options and lets you go places with the class you normally can't. Written by Mark Seifter, a paizo employee which might help with your case to your GM.
Swordmaster adds some additional tactics for martial characters and a powerup that isn't as obvious as the Path of War options. It might be more palatable to your GM.
101 New Skill Uses lets non-magical characters do more things with the skills they possess. This opens up things a bit more for the mundane.
Liber Influxus Communis: Book of Collective Influence This features several martial classes with more options that you might find interesting and your GM might permit: Battle Lord, an intelligent leader of others; Metamorph, a partial shapeshifter; Mnemonic, a brainy monk that will copy your moves; Mystic, an elemental bender type monk class; Survivor, a ranger type without spells that makes their allies better and harder to kill - also pretty simple. There are several others in here you might find of interest as well and I'd highly suggest checking out Endzeitgeist's review.
The Maurader is a martial class based around moving all the time. Not too powerful, but plays very differently from most martial builds you see on the forums.
Malefactor is a class that bestows negative luck on those around them. It's a D8 class, but does not get any spells. It plays differently than most of the other martials from what I've seen.
The Luckbringer is the inverse of the malefactor. It manipulates the luck of those around them to cause all sorts of positive effects. It is built on the Time Thief chasis, so it is more of a skirmisher type analogue.
The Animist is another full-BAB nature avenger/ partial shapeshifter type with all sorts of interesting options and a very elegant handling of the class.
Anachronistic Advenures features a range of classes with a high degree of customizability and some superb secondary rules systems. Don't be put off by the fish-out-of-water or planetary romance stylings of these classes. If you file off the fluff, you are still left with a range of cool class options and builds. My review touches on some of my favourite parts of the secondary systems.
I'm sure I'll think of more, but those are a decent start. Let me know what you think might fly with your GM and what types of classes/options you are looking for and I'll try to refine my suggestions.
Just to eliminate another possibility, is only Path of War out, or is it all 3pp? There's some other really good stuff that does things differently than Path of War for martials, but it is non-Paizo material.
I saw your review this morning and it made me remember my promise to post my own review. There's a number of subsystems that have been done by others, very well, but even still the ones in this book work well or are complementary to those other sources. Most of the systems are very simple and easy to implement.
I look forward to seeing your review posted over here as well :)
I finally added my review. As I note in the review, while the classes and archetypes are pretty awesome and provide a huge amount of customization, the secondary systems are the real draw of the book for me. Nicely done!
From the posts I summarized above, it looks like you can't go deeper than 50 ft or higher than 200 ft.
Additionally, the only stone available is from small rocks. This seems to indicate that the ground does not have any bedrock to near surface anywhere within the arena.
I'll probably regret this, but here is the opening post.
Yoshu Uhsoy wrote:
Pretty sparse on the rules and arena. The arena seems to be "everywhere" and the rules are "all-out battle" which sounds like anything valid under the rules of PFRPG goes.
Further down the page in post 27 you add
Yoshu Uhsoy wrote:
Now there is an arena, and you cannot gate or teleport in or out of it. The size of the arena is not defined. There appears to be no limitation on monsters summoned via the Summon Monster/Summon Nature's Ally and related spells. No word on Planar Binding/Planar Ally line of spells.
On page two in post 67 you add:
Yoshu Uhsoy wrote:
In this post, you have retconed your previous posts and added an additional limitation that everyone enters the arena unbuffed.
Further down in post 72 you add
Yoshu Uhsoy wrote:
Which clarifies that only Summon Monster I-IX is a valid summon. No word on things that can be summoned by Summon Nature's Ally or anything that is not able to be summoned by Summon Monster IX, but is in one of the related Summon Z series of spells like
Summon Ancestral Guardian
In post 78 you add some additional limitations on what "gear" constitutes in response to Anzyr.
Yoshu Uhsoy wrote:
In post 88. You add an additional prohibition on the use of Wish.
Yoshu Uhsoy wrote:
This also appears to prevent one from using Summon Monster IX to summon an extra-planar being, but I'll assume you meant to say that Summon Monster X creatures are still okay.
In post 89 you add some information on what the ground is made of, what materials are present, and what flora is present.
Yoshu Uhsoy wrote:
The arena is floor is made of grass and. It is like a forest with tons of trees. The only stone you can get is from small rocks.
In Post 103 you add some dimensions to the arena, which has now gone from "all of reality" to a much smaller space. You have clarified again that only Summon Monster I-IX and eidolons work. Druids and other users of Summon Nature's Ally are out of luck it seems. You also add some more geography and flora information about the arena and then stipulate that the arena cannot be escaped from, similar to Ravenloft.
Yoshu Uhsoy wrote:
So, as you can see, there have been lots of clarifications, restrictions, and additions to the rules. I stand by my suggestion that everyone wait until you have finished defining your rules, restrictions, and any other limitations before continuing the discussion, so we can all have a common point of reference and understanding to work from.
Wait, in Kirthfiner if you lower a Undead's Cha to 0 is it re-dead?
It seems to work the same way as the core rules, since reducing a Con to 0 in those rules kills the character and undead use their Cha in place of Con. So, based on my understanding of how the rules interact, yes.
andreww had a good general purpose spell list for a sorcerer along with good scrolls to have on hand. I will try to dig it up as it sounds like what you are looking for.
Here are a few of the good posts about generalist oracles and sorcerers. Take a look at the spell lists and how andreww explains how they can be played to handle most situations. These should give you an idea of what some of the better/more versatile spells are.
Pre-nerf Paragon Surge Sorcerer
Non-paragon surge sorcerer
Found what I was looking for. A thread on Arcane Sorcerer spells and which ones they should grab.
When designing Save or Lose abilities like hold person, one needs to consider how changes might increase or decrease the lethality of the ability. For example, it has been argued by others that the changes from the 3.0 hold person to the 3.5 hold person actually made the spell more lethal in normal play:
The impact of the changes between 3.5 and 3.0 Hold Person is very simple to understand indeed. The 3e version takes you out of the fight on a failed save. That means that you sit out the next few rounds and if the rest of the party is captured or killed then so are you. And if your party wins, then your character becomes un-paralyzed in a few rounds. The 3.5 version could end every round, which means that the enemy is incentivized to coup de grace you immediately, which they do and then you have to make a new character. It makes the spell less good in that one of your allies has to spend an action to hammer it in, but while it has no real effect on team monster it makes the spell much more lethal to player characters. Less functional, more game distrupting.
Of course, the change was made to prevent a player sitting out for multiple turns without anything to do, but the change had the unintended consequence of incentivizing monsters/enemies to go for the coup-de-grace more often because the effect could end much sooner.
This of course applies to SoL/SoD spells for casters as well and it is why I prefer to use ablative defenses against SoL/SoD effects for both casters and martials.
Resurrecting this thread to ask a question about nagas. Has there been enough material provided to understand the ecology of nagas and how to deal with raising a non-evil naga. The existence of Guardian Nagas calls into question whether or not there is an actual racial difference between regular Dark/Spirit Naga and Guardians, or if it is entirely in the upbringing and society in which they are raised.
The Monster Orphanages thread provided some ideas on this dilemma:
That's annoying. I have one with a 2010 publication date (hardcopy), but it has the statline shown on D20PFSRD.com. That also shouldn't be publicly viewable, since it is a Work in Progress.
I can't find any errata documents either. If you see anything else with issues like that, please send me a PM
The copy of The Noble Wild: Pathfinder version I am looking at has the racial ability score modifiers listed for the PFSRD? What is the revision date in your copy?
Also, I don't think the PFSRD has the Noble Wild content live on the site.
The thing is, and I've written about this before, the game is extremely difficult and unwelcoming to new players if you do not have a more experienced person to guide you through things. From things I've said previously, and I apologize in advance for the walls of text.
Essentially, I was a new player at the beginning of Pathfinder. I was really into it, purchased lots of books, found a group of friends who were willing to try things out. But the system defeated us. The burden on the GM to prevent the basic mechanics of the system not fall apart is extremely high, which leaves less time for coming up with cool stories and scenarios. The Beginners Box is a step in the right direction, but as soon as you progress beyond it you start running into all sorts of problems. Even with the Beginner's Box there are still all sorts of unstated assumptions baked into the system.
As for something like PFS, a quick look at the threads on this forum and the attitude of the PFS GMs will show an incredibly unappealing 'my way or the highway' approach. There's lots of "expect table variation" for what appears to be straightforward mechanics of things that aren't even disruptive to the rest of the group.
So, the TLDR, is if Paizo intended to make the game easy and approachable for new/casual players, they are not succeeding. There are so many unwritten assumptions and conventions that experienced players aren't even aware they follow that the new player will be entirely ignorant of that they can easily derail a game or get it bogged down in confusion over the rules. I really hope there is a cleanup of the rules whenever a Pathfinder 2.0 comes out, because I really like the potential of the system.
Christopher Dudley wrote:
One of the things I've read about the series, is that due to budget constraints they did not have much ability to do reshoots. Towards the end of the series, the actors would come in in the morning, get in costume, do a readthrough of the script on the sets, break for lunch, film the scenes, get out of costume and be finished by 5pm most days.
Depending on the caster's level, it can be better to keep the caster unconscious rather than dead, as dead could trigger a clone to activate or some other way of coming back from death. Then again, incapacitation could be a trigger for some of the caster's contingency... so you really need to have done your research or have multiple redundancies in your methods of restraining the caster. At lower levels, this is going to be less of an issue.
Following this design philosophy is a good way to make the game unfriendly to new players/GMs and groups who do not have a bunch of experienced experts to guide them through it. You'd think that they'd want to at least include a sidebar alerting GMs to the issues the spell might cause and ways they might want to help control those issues. Maybe the lack of that information is a deliberate form of gatekeeping, but it's a decision I continue to be surprised that a business intentionally makes since it limits their playerbase. Note that this doesn't just apply to the Simulacrum spell, it shows up in lots of other areas of the game.
To the OP, if you want a list of how crazy you can get with the spell, check out the Standard Level 20 Wizard thread for some zaniness.
My guess is that Goth Guru meant to use "a" instead "the".
The reason Rynjin said "Next time read the thread." is the point you made above is actually addressed and it turns out your assumptions were incorrect. This leaves your statement looking pretty silly and reveals your ignorance of the conversation.
So, reading the thread would have helped prevent that.
Can the game have passive Spellcraft checks, similar to passive Perception checks. Combine the two and give Detect Magic, Arcane Sight, and Greater Arcane sight some bonuses to the checks for spells without obvious casting visual or auditory effects (why are there no olfactory effects for most casting?) and you can probably put together a decent system. You can then have an entire system of subtle spellcasting feats on top of the silent and still casting feats. Of course, counterspell would still need to be modified to be more usable.
This is all a homebrew modification to the system, but maybe Paizo will decide to fiddle with the entire subsystem when they get around to responding to the FAQ. It's been done before.
pH unbalanced wrote:
Yeah, but the original message didn't seem to be grarrish, just incomprehensible so I'm not sure why it was removed in the first place.
Liz Courts wrote:
Removed some posts and their replies. Calling someone dishonest does not help the discussion, nor does telling someone they're wrong for liking playing rogues. Please be civil to each other.
I couldn't find a PM button or an email address to send this to you, so I'll put it here. I noticed my message asking for clarification of the meaning of a message was removed? Did I do anything wrong, or was it just filtered along with all the other messages and was no longer relevant?
I always figured that Detect Magic or Arcane Sight was required to see spells being cast that had no stated visual/sound effects and that had been silenced/stilled. I looked them up and they do not have that stated ability. It strikes me as though there's probably a fairly good way of writing the spellcasting system that would allow for concealment of spellcasting with the proper measures taken and some possible countermeasures as well.
The Harrow Deck of Many Things looks like a lot more fun than the classic version. There are more mid-range things that can happen and even many of the negative things that may be drawn can be mitigated in one way or another.
The deck of many things wish card is just the normal wish spell:
Moon: This card bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received.
One of the better ideas I've seen for the Fighter class, is to allow them to get additional effects, scaling with level, from weapon and armor properties. At a simple level, it could mean that in a progression of weapon effects, the Fighter treats a lower level/cost property as a higher level/cost property. It would require a more detailed look, but it does provide for some interesting conceptual space for a non-magical character being able to make better use of the tools that are available. I could even see it being expanded to other magical items in some way (more uses, longer duration, etc.)
It also has the effect of making a Fighter's gold stretch further for their personal item/equipment and allow them to be able to purchase all sorts of non-big 6 magical gear to give them other things to do.
It isn't a cure-all, but I think there may be some potentially interesting things that can be done with the design space.
Similarly, rogues used to get the Use Any Item feature at high levels in previous versions of the game (and also Baldur's Gate: Throne of Bhaal). This functionality was rolled into the UMD skill, but I think there could be some really interesting things done with giving some parts of the Use Any Item functionality or scaling UMD bonus to the rogue as they gain levels. Or allow them to use UMD to do things that the skill would normally not allow.
I actually found most of the monsters this year fairly derivative and boring. There's nothing there that we haven't seen before in one fashion or another and none of the visuals really grabbed me. Even the top 3 shown above only manage to get to the level of 'decent monster you might find in a bestiary'. At first I thought it was just an effect of having seen so many bestiary entries over the years, but I went back to some older stuff and looked at some other newer stuff I picked up recently and discovered that wasn't the reason.
I hope the surviving contestants can up their game for the following rounds.
It looks like your problem was an issue with opening .rar files. Back when I first uploaded these files, Google Sites limited downloads to around 20MB. That limit seems to be gone from Google Drive and you can get all the PDFs as well as the photoshop card templates at the following link:
I'd recommend downloading the .pdf files rather than trying to print them directly from the google drive pdf viewer.
One other thing to note, is that any errata that was created since I made these cards (2010) will not be on the cards. I have no plans of updating the cards either, so what you see is what you get. Sorry, but they were a huge amount of effort to create and my interests have moved along elsewhere. If you are really into them and want to update certain/all of the cards, let me know and I might be able to provide the originals.
I'll send you a link to where you can download the full set later today. I'm not sure where you can get the sleeves for the cards. The set I printed out, I used a lamination machine after cutting out the individual cards.
I am a little disappointed it didn't manage to include the bit about katanas cutting through tanks as an example of martial superiority.
You probably want to create some sort of engine that will accelerate the castings of create demiplane. I'm not sure if there is some way you can do this with simulacrum, planar binding, and crafting, but my guess is there is a way to do so.
As for threatening the universe/material plane the following might work. In the Pathfinder cosmology, the Astral Plane surrounds the Material Plane and demi-planes can also exist within the Astral Plane. Since the Astral Plane is not infinite in size, you could run into a situation where the demiplane is crowding out the Material Plane. In order to have this happen on some realistic timeframe, you would need to have some engine/method of accelerating the growth of the demiplane. A single individual won't have a chance of doing so unaided before the heat-death of the material plane.
Liz Courts wrote:
Actually, the floor design would be extremely easy to reproduce for a flip mat, since it would have been generated by following a specific set of steps for drawing arcs/circles/lines and then colouring in certain areas based on the patterns. I drew lots of stuff like this when I was 9-10 years old and they are surprisingly easy to do once you know the procedure.
Something to keep in mind if you want to spice up your BBEG sanctum flip mats.
Here are a few that I've found enjoyable and which can probably be adapted for another system fairly easily. As always, check out the reviews and product descriptions.
These are all pretty good and can probably be modified to work in other systems. They all have a lot of RP opportunities and ways for players to achieve success through non-combat approaches. They also tend to allow a greater degree of player initiative. They are more expensive than the Four Dollar Dungeons adventures, but are cheaper than normal right now because of the sale.
It isn't Paizo, but all of the 4 dollar dungeons are very well crafted adventures that taken together cover most of the various adventure types. They are also all highly detailed and contain about 99% of the material you need in order to be able to run them without any other resources.
Thanks for the copy of the compiled Anachronistic Adventures. I'd purchased a number of the individual pdfs that went into this compilation and the complimentary copy of the compiled version makes me happy with my early purchases.
Also, did any of the Anachronistic Adventures design/concepts get used in the recent Vigilante playtest and accompanying book? Looking through Anachronistic Adventures again, I saw a fair bit of conceptual overlap.
If I get the time, I'll put a review up. The short version is, this is a quality product with decent subsystems and I can recommend it for use in all sorts of games. The classes can be made to work in more traditional dragons and knights games with a bit of reflavouring.