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Caedwyr's page

2,641 posts (2,643 including aliases). 5 reviews. 1 list. 1 wishlist. 1 alias.

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Ashiel wrote:
Zhangar wrote:
And people wonder why Mark's the only dev team member that even bothers talking to the message boards. =P

Nobody ever wants to take credit for starting the fire. I've found this to be a very bad policy when making rules however. When you cannot explain or justify the why, you must expect people to assume the worst. It's human nature.

Maybe if the rules team actually did something crazy like discuss the rules, why they wanted to change them, and so forth, people would be more receptive. However lately it looks like they don't actually care about the game anymore and haven't even cracked open their own books since the FAQs are an utterly disgusting mess.

When you don't interact with your community other than to release questionable changes, often with no apparent reason, how else do you expect to be perceived?

Mark actually did some great community engagement in the ACG errata threads right after they came out. I noticed that the tone in the threads was much calmer and more accepting of some of the changes after Mark explained the reasoning behind them.

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This thread seems to be in the wrong forum, since the discussion is related to PFS.

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How does this book compare to Pact Magic Unbound with respect to the spirit calling and making pacts with outsiders?

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Tormsskull wrote:

Thanks for providing the list.

Kirth Gersen wrote:
This means that you don't save up explosive runes traps, and you don't use armies of simulacra, and you don't send planar bound critters to do all the fighting -- because gentlemen just don't do those things.

This always fell under the "anything you can do, the GM can do better angle." When I GM, I always make sure to tell the players "No matter how powerful you get, there will always be one or more enemies/NPCs that are more powerful than you. Always."

With that understanding, sure you can try to send an army of simulacra, but that guy that's more powerful than you probably has a bigger army of simulacra.

Kirth Gersen wrote:
(3) If casters forget the first two rules, the DM's job is to remind them. Arbitrarily add restrictions or drawbacks to spells, or threaten out-of-rules consequences for using them, or, in extreme cases, declare outright that every dungeon is in an antimagic field.

I guess it depends on what you mean by out-of-rules consequences. Is "the enemies/NPCs can use your same tactics against you" out-of-rules consequences?

These two are pretty much exactly the Gentleman's agreement that Kirth is talking about. The response to the GM saying "if you do X, then NPCs will do X" in a balanced rule set should be "sure, I expect as much", not "oh no, now the game will be ruined". Pathfinder doesn't stand up to NPC casters making full use of their capabilities, and hence the system of Gentleman agreements referenced earlier in the thread.

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Kirth Gersen wrote:

Ideally, the imagination stuff and the rules are mutually reinforcing -- that is, playing by the rules as written leads to exactly the kind of imaginary stories you're trying to create. The old Victory Games 007 rules were the best at that I've ever seen -- a lot of the rules, upon reading them, were apparently nonsensical or even asinine, but if you followed them, game play almost inexorably had the "feel" of a James Bond movie.

Pathfinder is sort of the opposite -- the rules don't actually support the kinds of stories that the APs are trying to tell. As a result, it's a lot of extra work to get them to mesh, and in some cases that's detrimental to the immersion (the level of railroading that's needed in some of the APs goes beyond anything that a lot of people are comfortable with, for example).

Ever watched a movie and said "well, why don't they just do X obvious solution to their problem?" That's the problem with the APs. The game gives you a set of abilities and capabilities and most APs can't deal with what the game provides when someone with even a modicum of problem solving skills and no blinders/gentleman agreements. In which place, why are we playing this imagination game when the rules are heavy, inconsistent and can't even tell the story you want to tell without lots of unwritten assumptions. It wouldn't be so bad if the developers explicitly called out stuff that won't work or things that will need to be removed to work, but it is very rare that they take that step. Even more irritatingly, they will frequently act as though the problem doesn't exist, or it is some sort of personal failing on the player's part if such a problem arises.

Like I ranted above, this makes the game very new player unfriendly and presents an unwelcoming old-boy's club for the community of players who play the game.

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As someone who has gotten into D&D around the beginning of Pathfinder, all of the unspoken assumptions just drive me up the wall. It's like there is a giant elephant in the corner of the room and all of the oldtimers and developers act like it isn't there at all and even get upset if you mention it. This game has a huge amount of pitfalls that the more experienced players navigate around without even thinking about.

This really makes the game difficult to pick up and I've had a number of people who expressed interest in trying out the game give up on it because in their words "the game isn't even remotely balanced and I'd rather not waste my time on such a flawed system". Of course, this typically means we end up not playing and TTRPG and so I'm left disappointed we can't play the game together. That said, I'm pretty sympathetic to this point of view. Part of the fun in playing with a mechanical system and not a game of imagination is being able to find cool combinations and being inspired by the system. Part of the appeal of a system like D&D or Pathfinder is the breadth of the system and all the different character archetypes you can potentially create. That the game doesn't actually live up to what it claims it does leaves a pretty bad taste in the mouth.

Also, the other thing that drove my group up the wall was the very poor consistency in rules language. This is a game, not an imagination book. Games have their own structures and rules language. Pathfinder and D&D in general appear to have been written with almost no effort to creating consistent language for rules. It's like every time someone comes up with an idea, they just write up some new rules for it rather than looking to see if something similar has already been done. It reminds me of the old "engineer designed programs" which have an extra toggle switch, an extra menu option, or an extra entry field instead of trying to create any sort of unified UI or any sort of design pass to make sure they aren't duplicating a function in a way that is 99% the same.

Sorry for the rant, but as a newer player who has tried but failed to pick up the game several times, the denials that the game rules are unfriendly to new players (and not just the length) really looks like the old boys club sticking their head in the sand.

This rant also ignores the atrocious layout/organization of the books, which make sense for someone who has been playing for 20 years, but not so much for a new player. The beginner's box made an attempt to clean things up, but good luck having a chance of picking up the game without lots of mistakes if you try to switch to the CRB.

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Paul Bunyan = Anime.

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Yeah, the high level characters are mostly in the Silmarillion. The old school elves were pretty hardcore in what they did and Pathfinder doesn't do that great of a job replicating their feats.

The Quenta Silmarillion in fact was rejected by a publisher for being "obscure and too Celtic", and the power level in these stories would fit in fine with many other Celtic myth cycles.

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I'm looking at the fabricate spell more closely, and I'm wondering actually what limits are placed on what can be targeted with the spell. The spell appears to target a mass of material equal to 10 cu ft/level (or 1 cu ft/level if a mineral, which I'm not sure if uses the real-world definition of mineral or uses an undefined game version), but doesn't say that the mass of material cannot be part of another object already, except that it cannot be a creature or magic item. This makes me think that a caster could just walk up to the adamantine doors, and unless they were a magical item, just cast fabricate on the doors to create themselves some weapons or simple to make items as well as remove the doors as an obstacle. They can also potentially do that to walls, floors, ceilings, and many other potential obstacles. Aside from GM fiat, does anyone see anything in the rules/mechanics that would prevent this? Or, is this just another capability that comes online once level 5 spells become available and the types of obstacles that cease to be for parties with a member able to cast these spells?

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The argument about the difficulty and time it takes to work adamantium, is somewhat lessened by the existence of the fabricate spell.

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I've had a chance to look through this in more depth and I continue to be impressed. This is a $30+ sourcebook full of ideas and a very fun sword and planets space-opera style setting and rules to run it. It would be a shame if more people didn't take the chance to check it out. I keep on coming back to how well this would let you play a Star Ocean, Xenogears, or other planetary romance-style games.

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Thanks for the review Endzeitgeist. This sounds like a really cool fusion of sci-fi and fantasy that reminds me a bit of the Star Ocean or Xenosaga series of games in how it blends fantasy with space opera. You can't beat the price either.

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Sean K Reynolds wrote:
Geisha's inspire ability was originally supposed to last longer (an hour, I think), but someone else felt that was too long and reduced it to 10 minutes. Which makes the ability kinda pointless, honestly.

@Sean: I really appreciate the insights into the design process. I was always confused by the discrepancies between some of the things you'd written about design methodology/recommendations the design approaches taken in a number of Paizo works which seemed to go against what you'd written. In retrospect, it makes a lot more sense that the different cooks in the kitchen would have different opinions on matters, but with you being the public face for many rule/mechanics issue and a very fierce arguer on their behalf it was hard at times to keep that distinction in my mind.

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One thing I found interesting is how both classes presented in this book work just as well on land as in the water.

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Four Dollar Dungeons wrote:

Ultimate PSionics ( is very good and I'm incorporating it in my next adventure.

The Mythic Monsters series ( are also very good and I intend to use them later on next year in a mythic-themed adventure.


I'm looking forward to seeing what you do with these materials, as your adventures to date have been works of art.

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Here are the criteria I like to use when evaluating a new class:

First off, these questions should be asked for the major level ranges (feel free to modify slightly).

Journeyman: 1-5
Heroic: 6-10
Champion: 11-15
Demi-god: 16-20

And on to the questions:

Can the class contribute meaningfully in:

1. Combat - This includes level appropriate:

a. defenses against physical and magical attacks
b. offensive capability; or
c. a way of enhancing party members such that they would realistically choose to have you accompany them
d. ability to engage with the threats in the environments you can expect to be fighting in for that level.

2. Investigations/information gathering
3. Travel
4. Diplomacy/social interactions with other denizens of the world.
5. Economic (crafting, professions, bartering, or other wealth-generating activities).

The 5 areas don't all need to be filled, but the class should be able to participate or have decent options for participating or contributing meaningfully in all categories without crippling themselves in other categories.

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If you are looking for a full adventure path, then Way of the Wicked is one of the better ones (though not for heroes)

If you are looking for smaller adventures or short linked adventures, then you might want to check out the reviews here. There may also be some full APs here that I'm not aware of:

Endzeitgeist's reviews.

Make sure to click on the "older Entries" button at the bottom for more.

I'll let others mention their favourites

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So, first off, I mean, don't just report the results of how your group did, because that is going to have all the usual problems with luck/lack of luck with the dice, but instead look at each of the parts of the scenario/module that interact or can interact with the mechanics you are testing and report what the odds of success are whenever a dice roll is called for with the builds you are using. They should also report if the class is able to significantly participate in the check or if they cannot.

The testers should also report where the new mechanics allow them to interact with the story, places where the GM had to fudge things a little to make them fit (this can be great anecdotal data to help flesh out examples in ability descriptions or maybe add another example on a table of possible skill uses).

Other useful data points are going to be how much a class depends on the other group members, are there any large achilles heels in the class or blindspots and to what degree the class is able to offer something new to the box of tools used for problem solving.

This is a rough framework and I'm sure it can be refined to be much better at organizing the questions/data collection, but it should also help minimize the usual issues of playtesting where the developers get a lot of unbalanced or misleading data or just less useful data because there's the guy who can make the commoner shine or the guy who can make the greatest blending of flavour and mechanics ever seem to be boring.

As for the simulated part, that is there because to do the mechanics heavy part of this analysis, you don't really need other people present. You can look at the target AC, saving throws, skill checks, range of skills required in the module and compare them against the sample build being used for testing the class. But, by comparing it to published modules you are working from a comparable baseline and it puts it into the language of the developers rather than the theorycrafters. Using the module also helps calibrate the theorycrafting because it lets the theories be put to the test of an actual module and helps refine the models used in the theorycrafting.

This is basically a stream of consciousness description of what I was thinking, but it roughly lines up with the evaluation/playtesting method used by some reviewers

Endzeitgeist wrote:

Step 1: I read the pdf/book. If the content is no utter wreck, I take the content with me to my group. At this stage, I usually have a dry analysis (avg damage, utility, etc.) done. Here, I do have target values – if you can out-nova psionics or sorcerors, there’s an issue, for example.

Step 2: If we’re NOT playing my main campaign, each player chooses one of the classes to playtest. S/he generates a character. I then proceed to run these characters through a module I wanted to playtest. I do this mainly because I think that scenarios à la “class xyz fights dragon in vacuum” do not represent how a class actually plays. Such tests provide an inkling, yes, but that’s about it. (See nova-issues et al.) Also: What fun is playing e.g. a super-duper-damage class that can’t do anything but squishing foes?

Step 3: I compare how the class fared with my analysis and ask my players how they experienced the class, both the player of the class and the rest.

Step 4 (optional): If all players agree that a certain content might benefit the main campaign, it is added for further in-depth playtesting. So yeah, that’s about it.

Why do I prefer this type of tests? Take IG’s Ethermancer – looked complex on paper, math was very hard to do, all day casting -> wasn’t sold. In actual game-play, the class fared much better and proved to be actually a fun addition that did not steal the thunder of the other classes while still contributing. Now my main campaign actually has one of these guys as a PC. The actual “how does it play”-experience is most important for me.

The key for me, is if Paizo/the players can come up with some good modules to use as testing templates, then the people who like to do the step one theorycrafting can also delve into some deeper analysis and review of how the classes actually handle in a game, without having to get a group of friends together. It should help increase the highly relevant participation in the playtesting.

It would also let players test out the mechanics at a broader range of levels (this will depend heavily on the choice of level appropriate modules, no level 1 dungeon crawling at level 18) and avoid the issues where Paizo doesn't have the time, or planning needed to properly review the mechanics design at all level ranges in semi-real world settings.

Like I think I've mentioned upthread, from watching the playtests, I get the impression that most theorycrafting feedback is largely disregarded, especially when it gets more complex. By putting the feedback into the module format, it will hopefully help the players get their message to Paizo more clearly and lead to a more useful playtest for all. With proper testing methodology setup, it shouldn't really take the playertests all that much longer than a normal detailed theorycrafting post either.

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Instead of Full-Attacks, for combat I'd look at % chance of removing the target from being able to contribute to combat. You'd basically be looking at which side is able to reduce the other sides actions/round to zero first.

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Orfamay Quest wrote:
Aratrok wrote:
I demand that ...

I stopped reading at this point. There are, in fact, people in the world who are entitled to demand things of me.

Random nerds on an internet forum aren't normally in that select company.

If it rubs against your sensibilities, try substituting the word "insist" instead of demand and reading the entire post. It isn't as nefarious as you seem to be afraid.

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Vancian/Slot based casting is basically Yu-Gi-Oh. You have a deck of cards. You select your cards for the day, and then have a chance to spend those cards. You just have to hope that you've selected the correct set of cards for the challenges you encounter and that you have enough of each card. It's a conceptually interesting magic system, but not one that gets reflected in fantasy literature very often.

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Owen KC Stephens wrote:

It seemed weird to have our chronal dragon in the same pdf as the official paizo time dragon, so I opted not to include it.

I AM thinking of doing some dragonrider/dracomancer archetypes, and if I do a Dragon Age Master dracomancer, that would include the chronal dragon.

I'd be interested in that. The Paizo Time Dragon is fairly paint-by-numbers, while the RGG Chronal Dragon is one of the best blendings of mechanics with flavour I've seen in the entire game system.

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Will McCardell wrote:
Hmm, I have the sneaking suspicion that Endzeitgeist likes this one.

I have no idea why you would say something like that. None at all.

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I've enjoyed Cerulean Seas and Amethyst: Renaissance.

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There's already a PFRPG compatible Warlock (different name though). In fact, Endzeitgeist (reviewer extraordinare) called the Ethermancer by Interjection Point Games "the best Warlock currently available for any d20 system". The previous link is for the Kickstarter to expand the existing content and bundle it together in a PFRPG Tome of Magic type collection, which would also feature the best version of the Truenamer, an awesome composer/music based class, and potentially an updated version of shadow magic. The individual reviews (and links to where you can purchase the pdfs) for the Ethermancer (warlock replacement) and it's first expansion are below

Ethermancer review
Ethermancer expansion material

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For explosive runes/symbol spells, it might be better to have an unused rune/symbol lock out that spell slot/use per day until it is either dismissed/dispelled or activated.

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Kirth Gersen wrote:
Artanthos wrote:
My experience with actual game play is the exact opposite.

And, interestingly, BOTH experiences are real ones. From which we could conclude:

(a) Only the people seeing the problem are right, and everyone else is lying. But I don't think you're lying, so we eliminate option "a."

(b) Only the people not seeing the problem are right, and everyone else is theorycrafting. Except that we're speaking from play experience, and posting links, and so on, so we know this option isn't correct, either.

(c) Some people have a problem and others don't experience it.

So, out of 3 possibilities, two are wrong. We look at the third one. It suggests that some people are doing something that prevents the problem, or else are refraining from doing other things, that lead to the problem. Things that we might, you know, write into the rules and disseminate to everyone, instead of keeping them a secret.

The advantage of following option 3, is it makes the game easier for new players to pick up and easier to GM as well, since you don't have to worry as much about hitting all sorts of landmines that experienced players and GMs know to avoid.

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Ssalarn wrote:
Kryzbyn wrote:
That's not worship. That's lip service.

Paladin's don't need to worship a deity, they're invested by the forces of Law and Good. That means the Paladin has to embody those ideals in word and thought. Given that the "real" Asmodeus is LE, the paladin needs to believe either that Asmodeus' tenants are ultimately good and he's largely misunderstood, have a basic misunderstanding or highly abridged understanding of what Asmodeus' tenants actually are, or be part of some splinter cell that seeks to redeem Asmodeus' evil by doing good works in his name and showing has his emphasis on law and order ultimately serves the greater benefit of existence.

The point is, a paladin who worships Asmodeus is probably not gaining his powers from Asmodeus, he's gaining them from his innate purity and he happens to also worship Asmodeus, which can be reconciled in a number of ways, the most obvious of which would be that he doesn't actually understand Asmodeus the same way that you and I, who can whip open Inner Sea Gods and read his write up, understand him.

You can also have a Paladin who views Asmodeus's job to be the tempter and jailer of those who are evil or who might do evil. Asmodeus isn't there to be a nice guy, but in the end he still wants the world to continue. Even with the bad parts of Asmodeus, an order of Paladins who worship him could still base their structure around the Lawful parts and basically play the good-cops who work towards a world that will not fall to the temptations of Asmodeus or be sent to him when they die. Asmodeus helps identify and draw the evil out so the Paladins can target them.

Sure, these are non-Golarion interpretations of the god and Paladins, but they seem consistent with how religions have been handled in the real world by worshippers (see Hinduism, Christianity, etc.) where aspects of a god or agents of a god are what would be considered evil in Pathfinder.

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From Kirthfinder, here is one way to deal with the Explosive Runes issue, and other glyph type spells:



Active or latent spells that are permanent or last until discharged (such as explosive runes, glyph of warding, fire trap, secret page, symbol of death, etc.) count against your personal numen (Wealth by level to purchase magic items). In general, the cost is as per a magic trap (spell level x caster level x 50 gp, plus the spell’s listed material component cost, if any). The numen is replaced when the spell is no longer potent, due to discharge, dispelling, or whatever. Some examples:

3rd level explosive runes x CL 6th x 50 gp = 900 numen each.

For an 8 HD simulacrum: (6th level simulacrum spell x CL 11th x 50 gp) + (8 x 500 gp) = 7,300 numen.

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I could see a paladin worshipping an evil god, while not falling. Basically, the Paladin would strive towards the Lawful Good interpretation of an evil deity's portfollio, while the god they worship is there to act as the jailkeeper/punisher for those who fail to live up to the ideals. This obviously wouldn't work for every evil deity, but you can totally set up a good cop/bad cop arrangement.

To use a real-world example, in some biblical writings/apocrypha Satan/Lucifer plays the role of the punisher and the one who tries to tempt those with evil tendencies.

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The Relluk entry on produced one of my favourite fan responses. Quoted below:


So we have a new race of steam-powered living constructs who look like stone tiki golems with Popeye arms and glowing crystals instead of heads, and operate out of a volcanic island which contains the crumbling ruins of the civilization which built them?

And they use a new mechanic for simulating armor that provides intriguing, useful bonuses that can encourage players to try out little-used kinds of armor by making them more effective?

And they're from the same people who created elf-ettins, living skeleton men, racist Cthulhu-slug-people, time-displaced Neanderthals who specialize in beating armored soldiers to death with beer steins and sharpened sticks, sentient bipedal caterpillars who evolve like Pokemon, and extradimensional anthrophile oozes that look like the Autons?

As a lifelong D&D enthusiast and fan of Silver Age comics, this is unimaginably beautiful. I feel like I'm gazing at documents from some strange parallel reality where all the writers for DC and Marvel decided to go work for Gary Gygax after the Bronze Age got going. Heck, half of this is occupying the same gloriously insane mental headspace as the sheet phantom.

I'm going to have to track down hard copies of all these books: Alluria Publishing has clearly proven themselves as the most perfect possible company to provide material for my homebrew campaign setting.

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Impressive review. Thanks as always Endzeitgeist.

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The thing I really miss from 3.5 is the Lightning Warrior class. It was a good wizard-like option for those players that don't want to have a familiar.

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@Set: Were you the one who proposed that different classes be able to get more out of weapon/armor enchants? I remember someone writing some in-character examples regarding a kid playing around with the parent's sword, the father showing the kid how he could light the sword on fire, and the mother (who was the owner of the sword and the higher level fighter) being able to wreath their entire body in flame and basically turn into a sword wielding fire elemental.

I've tried to find the post, but have had no luck to date.

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My request for all of the new classes in Pathfinder Unchained is that they all be able to contribute meaningfully in all areas of the game at all levels.

This would include


Obviously, some classes will be designed to be better in some areas than others, but it would be very nice to allow players to have a chance to participate (be the main person or be a helper) in overcoming challenges in all areas and not just be a load for their other party members to carry.

As I mentioned above, it is also important to make sure to extend the ability to participate across the entire level range and not just a narrow low-level range. Look for the challenges the players can be expected to encounter in each level range and then come up with thematically appropriate ways for each class to contribute to solving those problems. Otherwise, if you design the class first then every problem is going to end up looking like a nail and you may end up creating something that will result in the players sitting around waiting for a chance to contribute for whole swaths of the game.

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Talented Fighter?

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My issue with Reactionary is the following

The Dictionary wrote:


adjective: reactionary

1. (of a person or a set of views) opposing political or social liberalization or reform.
synonyms: right-wing, conservative, rightist, ultraconservative, traditionalist, conventional, old-fashioned, unprogressive; informal redneck
"a reactionary policy"
antonyms: progressive

noun: reactionary; plural noun: reactionaries

1. a reactionary person.
synonyms: right-winger, conservative, rightist;

None of these meanings have anything to do with a person with fast reflexes.

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Fighters are spellcasters?

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Yeah, I don't think it's a huge deal in the grand scheme of things, but with the terminology being used for a powerful and popular (everyone likes the Blue Mage) ability of the arcanist, I'm guessing the question of enemy/ally and the consequences of how that is ruled on other parts of the game is going to come up more often in the next little while, and as such it's worthwhile considering what those implications might be.

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Here's a question, would an arcanist with Suffering Knowledge be able to take advantage of the ability if they were hit by an ally who was charmed by an enemy (but not known to the characters) who cast a spell on the arcanist? Why, or why not and is the answer to that question consistent with how enemies are determined elsewhere in the rules?

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Isn't there a build using Noble Scion that allows the player to have an arbitrarily large number of cohorts?

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Celanian wrote:
I'm not sure that the 50 pound weight limit for teleport should include a monster's normal gear. Look at some other Outsiders such as Star Archon. They wear large full plate and large heavy steel shield which is well above 50 pounds. I don't think the intent was that they couldn't teleport in their standard gear.

I think it is more likely that the designers forgot about that limitation when designing the creature and it's item loadout.

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While the summoner already has a lot of a "build your own class" nature to it, the mechanics have all sorts of exceptions from the normal way the rules work in other areas of the game. I'd be interested to see what you can create when working on the Talented system version of the class, and if you could make it mesh better with the general mechanics.

Similarly, I'd be interested to see what you have planned for the Paladin. I could see you potentially creating a holy knight that would cover the paladin, anti-paladin and other alignment based holy knight types all under the one umbrella. My first impression is that you could link certain powers to the codes of conduct, which would allow you to recreate the core classes using the talented system, but expand the class offerings somewhat and make them less linear in nature.

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I love the artwork. It is very reminiscent of that classic bit of comic books artwork Spiderwoman in space!

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So, what you are saying is that germ warfare might be fairly effective against the abyss and hell.

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The issue I think you probably ran into, and I've run into as well when doing some homebrew, is how various different parts of the rules interact with each other, often in contradictory ways. In this case, I'd suggest that whole chunks of the system would need to get rewritten in order for things to work clearly. After that work is done, it'd be much easier to write new mechanics. A good example of this is the simplifications and reorganization done for the Beginners Box set.

The flip side of this situation, is: Should you write a new mechanic if writing it to do what you want requires lots of qualifiers and a large amount of text? Or is that an area you should shy away from because of the complexity, confusion and difficulty in writing a clean mechanic that won't conflict with other mechanics and cause problems for the readers.

I just wanted to point out that cleaning up the entire rulebook is more likely to shorten the text rather than lengthen the text as Dr.Deth was suggesting. If you rewrite everything in isolation, then of course you'd have a massive and confusing tome, but I don't know why you'd want to take that approach.

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Tirisfal wrote:
Evil Midnight Lurker wrote:
Mark Moreland wrote:
As such, we have all sorts of ships in the world, and work to remain consistent when we've said one place that a given ship is a frigate that it's always a frigate.
Paizo has been willing to retcon material before. Don't be afraid to do so when, as here, the idea that frigates (as we know them) exist on Golarion is nonsense.
Old people flinging balls of fire from their fingertips at flying, ice breathing lizards is also nonsense, but we get along with that just fine ;)

The thing is, the suspension of disbelief breaks down when people in the game world do not behave socially or intellectually the way people in the real world behave. For example, why build a style of ship designed to maximize the offensive power and defsnsive power of cannons (or even particular types of cannons) if those cannons or another form of offense does not fill the same role? Why would people waste their time constructing a type of ship that costs a bunch extra and makes a bunch of other design concessions to a feature that is not included?

The "nonsense" as you call it, is not the inclusion of the old people flinging balls of fire or ice breathing flying lizards, it's how the people of the world react or fail to react in a sensical way to these inclusions in the game world.

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As a follow-up, I am really really enjoying reading this. The organization is much better than the previous version and the simplification of many mechanics makes it much easier to play. The skill system is something that really can be ported directly into pretty much any Pathfinder game for a general overall upgrade in both useability and balance.

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houstonderek wrote:
Kirth Gersen wrote:
Does no one but me actually use Microsoft Office? I hadn't realized I was missing the boat.

You have to pay for it nowadays, I think. So, a lot of people are just running Libre Office and Open Office, since they're free and do everything Windows Office does. Libre just doesn't play well on non-Linux machines, I think because Microsoft REALLY hates the Linux programs (I run Ubuntu on a seven year old laptop and my machine is faster than any new laptop running Windows 8), since they're faster, more stable and are FREE.

Edit: Kirth, the reason you've used Office in three jobs is because most companies just get Windows because they know just about everyone has used it at one time or another and it saves money in training. Most computer people don't use Windows or run a partitioned hard drive with a Windows shell so they can use sites with Silverlight and whatever soundcloud/Spotify uses for DRM.

The other issue, is unless you can find a copy of Office 2007 or 2010 you are stuck with Office 365 which you can only rent from Microsoft, not purchase. That drives a lot of people towards programs like Open Office and Libre Office.

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