|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
... I'd like that new edition to look a lot more like the Beginner Box than the Core currently does.
I'd love to see more support for the Beginners Box, although I've hardly exhausted what's already available. It’s such a great product.
As for a new version? Well, there are some great systems out there that are "New" but died too soon (like Marvel Heroic Roleplaying). As many people have said, Pathfinder is well supported. Taking into account what it would take to support a new rule set and keep the old one, I think Paizo would come up against similar opinions to what WotC did with 4th Edition. It seems to me that role-players are generally averse to change too.
So, while there are surely loads of good reasons to update Pathfinder, I really hope the current system lives on for a very, very long time.
I'd honestly just make a board with a constant air step spell except it follows the rules for flying (but you can slow down if you have contact with the ground). It even has rules about using it over water. Then maybe provide a list of "tricks" you can do with a successful Fly or Acrobatics check.
Air Step is nice, but the only part that really works for me in regard to hoverboards is "you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a –10 penalty on its Perception or Survival check to do so". Thanks for the recommendation.
scary harpy wrote:
Would a hoverboard be significantly different than a flying carpet?
Ha, I thought about that. Really wanted some skateboard like tricks like grinding and ramping though.
I wrote up some rules for hoverboards on my blog. I cover rules for speed, turning, grinding, ramps and biting the dirt.
I still need to play test them, but mostly I based the rules off the rules for Flying, so it should be easy for you to modify these rules to suit your needs.
I wrote some encounter outlines for adventures set in mythical Japan or Tian Xia’s Minkai Empire, based on some fascinating fairy tales from Japan. You can find the second one in the series on Rising Phoenix Games.
I’d love to know what you think and if you’d like to see more.
The third part of the series features a very famous Japanese tale of a giant centipede and a dragon king.
... I cannot stress how much this contest helps folks design confidence, and seems to give them the designer's writing bug, which IMO is a great thing! Owen's and the Paizo teams hard work has allot to do with that, so, keep it up folks!
Ha ha, so true. That bug bit me. And I learnt a lot about design, the m and n dashes and style guides. Call me a RPG SS convert :-)
Ben Iglauer wrote:
The real shaft to the east of the cavern has sheer rough edges and descends 140 feet to a rocky bottom. If an adventurer slides into this shaft because of the slip crystal, they may attempt a Reflex save (DC 15) to cling to the edge. Climbing the rocky sides of the shaft requires DC 5 climb check.
I once submitted a module for a convention that also featured a long drop like this, and I'll give you the same advice they gave me: that's 14 x d6 falling damage if you fail that Reflex check. A nasty and quick way to end an adventure!
I loved the idea of the Crystal Labyrinth, it has loads of potential and really gets the imagination going. I think your use of it as a draw card is interesting, and could possibly work well as part of a Pathfinder Society campaign involving the Labyrinth.
I just want to say, as a usability geek, this is one of my favorite threads of this years competition. I really appreciate all the contributions within.
So true. Such a wealth of information. This is what I've been loving about RPGSS, it's a free school for 3PPs and freelancers.
I'm interested to know how an editor runs through a writers work and checks dashes. Find & Replace was mentioned, but is there more to it than that? Does Find & Replace catch all the variations?
Also, with regard to style guides, what other guides are common in the industry? Are there British English style guides that anyone can recommend?
The god who created Avernos has been forgotten by all but a small, dying sect. As evil spreads from the Abyss, so too do lies spread throughout the heart of man. Lies that mask our coming doom.
In Bastion, the great castle-city of humanity, none shed a tear for the dying. Far from the war and grief, bound by false oaths and corrupted hearts, the city slowly eats itself from within. Those who learn the truth disappear, leaving silent corridors and not a word of warning.
There is much to do. Elves, those brilliant beings that once walked the world freely, now stay ensconced in the Veiled Lands, far from the raging wars and the arrogance of men.
Dwarves, with their long memories, remember the old ways and fight on, but their numbers are slipping all the more rapidly into decline. Men have forgotten the old friendships, and so the Dwarf Holds fight a war they cannot win alone.
Avernos is a free campaign setting, with new entries added every week. Join us on the edge of oblivion.
Adam Daigle wrote:
Loads of great advice here, thanks @Adam. This is one of the great things about RPG Superstar... the chance to learn and grow, both as a GM and as a designer of things that eat people.
I saw this during voting and thought it had a tight concept and would be loads of fun at the table. Good job.
I thought the actions required to drive the rod into different materials made loads of sense and was a valuable addition to the entry.
I agree with earlier observations, you say 2d6 fire damage and it's easy to assume that the lava does 2d6 fire damage too, making it a little confusing.
Well done and good luck for the rest of the contest.
It’s good design practice to keep your focal point relatively centered, with nothing too important on the outer sides of your map. If you do have something important there, then consider adjusting the rotation of your map.
The cartographer, and possibly someone in layout, would probably add design elements like a title and page number over the final version of the map. This won’t really impact your design, unless you have something important on the edge.
I’m quite excited for this round. Off to explore Golarion.
Hayato Ken wrote:
Not that I know of, but I'll look into it Hayato-san, send me a PM.
I'm a first timer.
I've entered a couple of RPG related contests over the years, but this is the biggest and the best, IMHO.
Now, will someone please shoot me a message when RPGSS '16 opens up ;-)
Mikko Kallio wrote:
You're welcome to make the 2 hour train ride out to come play with us.
I know of Yellow Submarine in Shinjuku, Akihabara and Hiroshima. There's one in Kyoto too. But they might not all sell Pathfinder. Akihabara has the best collection I've seen in Japan so far.
KalEl el Vigilante wrote:
Haha, but I can't help thinking of Japan as more of an island than a continent :-)
Mikko Kallio wrote:
It'd be very interesting to hear more about the Pathfinder (and Pathfinder Society) scene in other countries. How many people play, how easy it is to find Pathfinder products in local stores, how popular PF is compared to other RPGs and so on. Anyone want to share stories about PF in your country? :)
Well, speaking for English speakers in Japan, I'd say there are loads of players but getting connected is pretty difficult, which is why we started a Facebook Group. Most players are here on yearly contracts so the pool keeps changing.
On the other hand, there isn't a Japanese translation of the rules as far as I know, and I don't know any Japanese players personally. That's a real shame though, because I have many students that play CoC and other RPGs.
As for availability, the books can be bought off Amazon.co.jp or at Yellow Submarine, which has branches throughout the country. You can also order books through any good book store, which is how I got my Bestiary 3.
... from my GM "There are feats and abilities for attacks you can make during a move action, which I think is the main issue, because you're attacking during your move (even if it's a free action, it's effectively interrupting your move action). Also, you're not just trying to avoid the enemy, but avoid and attack at the same time, which makes it more complex."...
We'll try this out over the weekend and report back. I'd love to get this to work out, not just because Soe made an effort to go beyond simple attacks, but because it would work in the real world (imagine vaulting over someone).
I wrote these campaign traits for a Japanese themed campaign I'm writing. Having looked at loads of campaign traits, I think these are pretty balanced, but I figured folks here might have some interesting ideas.
Please note that the traits are meant to tie in with major themes of the campaign, which include:
Born of Mountains: You were born and bred in the mountains. As a result, you are particularly adept at navigating mountainous terrain and climbing rocky surfaces. In mountainous areas you gain a +1 trait bonus on Survival checks made to prevent yourself from getting lost. Furthermore, you gain a +1 trait bonus on Climb checks when attempting to climb rock faces.
Born of Seas: You were born and raised near the ocean or on a sea faring vessel. As a result, you are particularly adept at navigating oceans and other bodies of water, as well as swimming. You gain a +1 trait bonus on Survival checks made to prevent yourself from getting lost while at sea or navigating rivers and lakes. Furthermore, you gain a +1 trait bonus on Swim checks when in the ocean or in rough waters.
Disciple of Truth: There is truth behind every façade, and you have endured much pain to realise that. Perhaps a parent or gardian lied to you as a child, or someone close betrayed you, or you believed in a falsehood and suffered because of it. Now you have become adept at seeing the hidden truth behind the lies. You gain a +1 trait bonus to Sense Motive checks and Sense Motive is always a class skill for you.
Disciple of Lies: Perhaps you trusted too liberally, leaving your heart unguarded, and were made to suffer for it. You have since learned that it is best to hide your true intentions. You gain a +1 on Bluff checks and Bluff is always a class skill for you.
Scars of the Tengu: During your life you’ve suffered much at the hands of a secretive society known as the Tengu’s Mask. As you grew older, your hatred for them, or your quest for revenge, led you to discover much about their evasion tactics. As a result, you gain a +1 trait bonus to attack rolls made against known Tengu’s Mask operatives.
Scars of the Youtei: You have seen things beyond explanation and discovered a world only ever hinted at in stories. Perhaps you or a loved one suffered at the hands of some monstrous creature or you had a brush with someone not of this world. As a result, you gain a +2 on Perception checks to see through disguises.
You can find out more about the campaign on my blog.
I was just thinking about Perform (tea ceremony) and so came across this thread. Very interesting!
I'm wondering if it would be possible to create a bard who uses perform (tea ceremony) to create spell like effects, much like an alchemist. Any thoughts?
Wouldn't calligraphy go under linguistics or be a craft skill?
Captain Phoenix wrote:
I started with the Advanced Race Guide and the Race Builder, which meant I didn't need to use a class to give Spider-Man many of his basic abilities...
I realised I should have shared what I did here, to make it easier for folk to comment.
This is what I came up with, using the race builder from the Advanced Race Guide. My reasoning is that Spider-Man is not what he is because of any class, rather, it's his mutation that really defines his abilities, and so he needs a scratch built race:
Radioactive Spider Bite Mutation (30 RP)
More on my blog: www.risingphoenixgames.com/blog/.
A few more n00b questions from me:
1. If one player finds gold, is it automatically shared with the party, as with items? Specifically,
in A Vision of Betrayal:
, one player took the loot from the Hero's Shrine. Does she keep it all or is it shared?
2. Are lesser items like swords and daggers included in the gold total for a mission and can players sell off lesser items to make more gold? Can they keep the items instead of needing to buy them (I'm talking about simple and cheap gear specifically)?
3. Do corpses need to be raided for players to get the gold and items on them? Sometimes an adventure specifically states that players need to find an item to gain it, but what about other times?
4. Can rogues pick pockets during a mission and make gold, or does the day-job check replace this totally?
Thanks, the whole gold thing has me confused.