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So...to make sure I'm clear on the rules here...
The entire encounter needs to be CR 6, 7, 8, or 9. So does that mean that everything on the map should total no more than 6,400 XP in rewards (i.e., one CR 9 encounter)?
So, for example, a CR 8 trap in one part of the map and a CR 8 monster in another part would disqualify the entry, since that would make it a CR 10 encounter?
Excuse the late introduction, but I'm on vacation and have limited Internet access.
I'm a cat person, although my current cat may convert me to being a dog lover forever.
I've played RPGs since the 90s and jumped over to Pathfinder as soon as it came out. I have other publishing credits in places like Dragon and Shadis magazine (anybody remember that?).
In terms of current RPG-related material, I write a weekly blog called "Beer and Pretzels" over at Sidekickcast.com, where I talk about old RPGs, D&D weirdness, and reviews of the Pathfinder comic series.
Aside from the Joker and Harley Quinn, my only real reservation about this movie is Will Smith as Deadshot.
Smith is a great actor who can pull off a lot of roles, but Deadshot is about as unsympathetic as they come and it seems likely to me that he'll add a bit too much charm and humanity to the role.
The trailer already has hints that he's not quite the lunatic he was in the comics, and if they decide to soften up his character I think they'll need to pull in something great to offset that dynamic.
(Well, that and I'm still a little bitter that they didn't have Smith grow a porn stache for the part.)
Alex Martin wrote:
You might need to clear your cache for the site to appear properly.
The trailer doesn't have a whole lot to it, but it was pretty cool to hear Minsc's voice again.
Council of Thieves is not a good path for downtime. It is pretty fast paced. When my group played we barely had time to shop for magic items, let alone make them! It's pretty high pressure to go from one event to the next. (You do get to go to the theatre, which is great fun, but not at all relaxing.)
This runs counter to my experience. The majority of the books allow for a lot of downtime in between adventures if desired. Some even mention that you can have a break of months or years.
How true to complete 2nd edition is it? My favorite 2 nd edition class was ranger/cleric with the fighting monk kit. Is that available? Do spiked gloves work? Are specialty clerics available?
The Baldur's Gate series is core 2nd edition with some of the option books added. Each class has a handful of kits you can choose from (although multi-class characters don't get kits), and you can take proficiencies in fighting styles (i.e., single weapon, sword and shield, two-weapon, and so on).
I don't recall any spiked gloves in the game. There are specialty clerics, but only one for each alignment (I think).
There's some 3rd edition content mixed in, since Baldur's Gate II came out just prior to the release of 3e. The Enhanced Editions expanded that content further by adding the shadowdancer, dwarven defender, dragon disciple, and blackguard as kits.
There might be some additional content added in the new game, but it will definitely still use the 2nd edition system, since the option to import your character from Baldur's Gate to this new game and then into Baldur's Gate II has been confirmed by one of the developers.
baron arem heshvaun wrote:
Yep. Baldur's Gate is a 2e franchise. There are some 3e-isms, such as a sorcerer class and shadowdancer kit.
Ambrosia Slaad wrote:
The original Baldur's Gate series happened around 1368 DR, and I think it's up to around 1489 DR now in Faerun. Maybe this could be a sequel featuring the kid/grandkid of the BG protagonist (or one of the numerous Bhaalspawn antagonists) and using the 5e mechanics?
That would step on the toes of Murder in Baldur's Gate, which was a loose follow-up to the video games (with a very unsatisfying end for the Baldur's Gate protagonist thrown in).
This is an in-between adventure for the Baldur's Gate series - 2nd edition rules, following the story of the protagonist from the first game, and telling the tale of how he went from being the hero of Baldur's Gate to getting tortured by an evil wizard in some dungeon in Amn.
Anyone know what happened to the Baldur's Gate comic that was supposed to come out? I didn't pay attention because it involved Minsc, but I think it should have been out by now.
It was a fun comic that lasted five issues and which can now be found on Comixology.
If you don't mind spoilery reviews, I have breakdowns of all five issues over at this blog.
This countdown is for a midquel that takes place between Baldur's Gate and Baldur's Gate II. It's been referred to by the company as "Adventure Y" and has something to do with Dragonspear Castle and the Underdark.
Based on comments made by the folks making this game, it brings back a lot of the old voice actors, such as Jim Cummings as Minsc and David Warner as Jon Irenicus (presumably in a role that foreshadows him as the villain of Baldur's Gate II).
Should be a lot of fun.
I'd work on eliminating the rules that are basically one-off tangents to the system.
Example: arcane spell failure. It exists only in the situation that a wizard or sorcerer decides to cast spells while in armor. It's a rule that handles what amounts to a corner case in play and which doesn't have any other application elsewhere. Seems to me that it could be cut entirely and replaced with something like a caster needing to make a concentration check if casting in armor he isn't proficient with.
I'd like to see a few things polished up and some of the rules that nobody uses tossed by the wayside. (For example, do many people keep track of how many pages a wizard has in a spellbook? If not, do we need that rule?)
I'd like to see fewer situational modifiers. (For example, a dwarf gets +2 to Appraise when pricing nonmagical metals and gemstones - could that be changed to a +2 on Appraise? Or, going back to my previous point, do many people use Appraise or can we ditch it entirely?)
Other than polishing things here and there, the only major change I'd like to see is a reworking of monster math so certain magic items aren't always assumed. For example, cloaks of resistance could be removed from the game entirely if high-level saving throw DCs got knocked down a few points.
baron arem heshvaun wrote:
For starters, they could always take a page from their comics and turn Wonder Dog into a hellhound that kills one of the Wonder Twins, cripples another, and then gets put down by the Teen Titans.
While this may be true, it is worth mentioning that the opening of the classes chapter states that the revised classes don't necessarily need to subsume the existing classes. For example, if somebody wanted to play the standard barbarian instead of the Unchained version, they could if their GM allowed it.
With that in mind, it seems that a game could feature two types of monks - the standard monk that can be used with archetypes and the Unchained monk for those who don't want to use an archetype.
The Joker there seems to be pulling a lot of inspiration from Grant Morrison's revamped Joker in "Batman RIP" (sans the missing lips and split tongue).
Also worth remembering that the Internet flipped when they saw the first picture of Heath Ledger's Joker.
That said, I'm still trying to figure out why you would want to introduce this new Joker in a movie that doesn't have Batman in it. The Joker typically doesn't work very well from a storytelling standpoint if he doesn't have a straight man (i.e., Batman) to play off of.
As to the Will Smith casting, I think he's got the acting chops to pull of Deadshot. I think the problem is that he almost always plays a likeable guy whereas Deadshot is a total psychopath.
Rogar Valertis wrote:
Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.
For those who feel that way, there is an option to add new mechanics that nobody but the fighter can get.
Seems to me like a barbarian rage that doesn't modify ability scores is a good test-bed that could eventually be applied to stuff like bull's strength. If the new barbarian goes well and doesn't have unforeseen side effects, I'd be more inclined to change bull's strength et al to, "grants +2 to hit, damage rolls, and Strength checks."
In future revisions of the game, I think it would be beneficial to reduce the number of things that change an ability score. However, I'm glad there will be a book like this that allows groups to see how that works in play without there being a unilateral change whose side effects haven't been fully explored.
Alexander Augunas wrote:
This sounds cool, but the rogue getting Dex to damage is probably going to rile up some swashbuckler fans, especially considering that Slashing Grace is so restricted.
I wouldn't really mind seeing the rogue revised so it can be a swashbuckler or ninja without the need for extra classes to fill those niches.
The mutant prejudice doesn't make a lot of sense in the Marvel Universe, but it is what made the X-books so popular.
Personally, I think they'd work better if they were shunted into their own universe where other supers didn't exist, but that would mean no more Wolverine publicity for the rest of Marvel's lineup.
They made far worse characters last longer... Hal Jordan is the dullest of the dull, and he's still pretty popular, despite the fact that all other 3 human GLs are far more interesting than him.
I'm a huge Hal Jordan fan, at least when it comes to his Silver Age depiction. There's something charming about a guy who wields the greatest weapon in the universe, is pure of heart and well-intentioned, but is still the dumbest idiot the world has ever seen.
My favorite Hal Jordan moments include when he gets jealous that Carol Ferris is in love with his alter ego (despite going out of his way to put the moves on her as Green Lantern) and when he accidentally creates a monster that nearly destroys Coast City as part of a lame-brained attempt to get out of a marriage proposal.
R Pickard wrote:
My personal belief is that, as long as the expectations are kept realistic, it's better to go for the risky. As a consumer, I'd rather spend money on something where the artist took risks but didn't quite meet the goals than on something where there were no risks taken and the result was a mediocre product.
I'm Charlie, and I am both surprised and overwhelmed to have lucked my way into the Top 32 this year. I've gamed since the early 1990s, starting off with the D&D black box that included Zanzer Tem's Dungeon. I landed in the Pathfinder toybox when I picked up Classic Monsters Revisited, and have happily incorporated Pathfinder elements into my house campaign ever since.
I do a lot of writing, ranging from three published novels (of which my fantasy tale Greystone Valley was very briefly a best-seller) to gun-for-hire type of work like writing bar trivia. I have a wife and two young kids who keep me active, and I twist balloon animals in my free time.
One of my goals in 2015 has been to learn how to draw, so it looks like this whole map thingamajig will be good practice.
What concerns me is that there seems to be no play test.
A playtest seems more appropriate if the stuff in the book is going to find itself into official play like in Pathfinder Society or if it's going to show up in future adventure paths. This appears to be more along the line of optional/alternative rules, so it's a good time for designers to try out new stuff without needing to go through a public playtest.
Now if some of these alternate rules prove popular enough to land in a Pathfinder 2nd edition, I would bet that they will get more rigorously tested.
Purple Dragon Knight wrote:
aw man... I was hoping for *any* plot other than Civil War. I'd take a whole movie with him chasing Batroc over Civil War
Civil War is a potentially good plot that was terribly executed. Given the chance for somebody competent to take the storytelling reigns, I think it could turn out to be a good movie.
Mark Seifter wrote:
Earth because I like the image of psychically tossing boulders around.
-It's the cleanest version of the most versatile D&D-esque game I've found.
-The products are works of art, with consistently high quality across the board and top-notch production values.
-99.9% of the complaints I've read about the game online have never come up at my table.
-The adventures and support material are wonderful.
-The game is robust enough to provide a multitude of options while allowing me to wing it as a GM frequently.
-Paizo's track record indicates to me that future editions will focus on polishing up an already excellent game rather than rebuilding from the ground up.
Mythic Evil Lincoln wrote:
I want to add to the discussion that having NPCs fighting alongside PCs has an extremely negative effect on the combat experience. The length of turn is already too long for casual play -- everyone needs to be on top of the game and the rules to finish a decent sized combat in under two hours. Now you're increasing the number of GM turns to include both sides of the battle, which is a kind of GM solitaire with occasional player intervention. Or you turn over the NPCs to the party, meaning those players must now master statblocks they did not create.
This is one of those statements that reminds me that I play a very different style of Pathfinder than most others on this board. Unless the battle is a set-piece that's supposed to take a large portion of the session, I haven't had too many fights last beyond an hour (in a campaign that's currently 14th level with 2 mythic tiers).
Not sure where the big divergence is between the play styles, though.
As to NPCs involved in combat, I've had a lot of success with players taking control of an NPC during a battle. It keeps them involved in longer battles and also lets them try out different mechanics than the class they're currently playing.
I really believe that, had Paizo NOT considered themselves a "small" gaming company starting the day their game took the #1 position, then 5th Edition would not have a snowball's chance in hell of dethroning them. But, because they held on so hard to that "small" gaming company identity, they likely will be dethroned.
I'd be interested to know what you think Paizo should be doing to act like a "big" company.
They seem to have a lot of licensing deals out there and have been building their brand significantly since 2007. They made Forbes' list as one of the fastest growing companies not too long ago.
I'm not sure whether you're arguing this case as a fan or from a hypothetical business standpoint, which is one reason I'm curious. Maybe from a business standpoint, they could do something like become a publicly traded business. But from a fan's perspective, I think a cap on growth helps the quality quite a bit - a lot of my dissatisfaction with the direction of D&D, for example, seems to stem from decisions made at a Hasbro corporate level.
As to whether D&D will retake first place in sales rankings, I don't think it necessarily has anything to do with Paizo's mistakes but rather than fact that Dungeons & Dragons is a huge brand by RPG standards and that many people will buy in out of sheer curiosity if nothing else. I'm also not entirely sure that D&D will crush Pathfinder's place in the market the way some people assume. Not only is there a lot of overlap between the two fan bases, but Paizo releases a lot more product and has a good amount of momentum right now. I think it might be just as likely that while D&D tops sales charts for a while, Paizo remains right there with them - at least by the increasingly inaccurate ICV2 rankings.
But at least that hypothetical situation of mine would make for fun little fan wars about which game has the bigger audience? (Although really, why do fans care that much which company is selling more - unless they own stock in said company?)
I disagree with the premise that Paizo's quality is going downhill.
Admittedly, I only purchase a small percentage of what the company puts out, but it's all looked pretty good to me.
I purchased both Ultimate Campaign and Mythic Adventures last year. Both exceeded my expectations. I've only skimmed the Advanced Class Guide, but it looks pretty good to me from what I've seen.
When I've purchased items from the Chronicles line, it's been top notch and well worth reading. My only disappointment here is that they don't seem to be doing any more Monsters Revisited books.
I don't buy the Companion line often, but the Technology Guide seems pretty cool.
I'm two books into Wrath of the Righteous and it's one of my favorite adventure paths so far. The only knock against it I have right now is that I don't like the mass combat rules very much.
In terms of presentation, layout, and art, I think the books have been improving, not getting worse, over the years. One of the reasons I'm looking forward to an eventual second edition is that I think the Core Rulebook will benefit from an improved layout.
Even in terms of their licensed stuff, the Pathfinder comic series has been excellent and has improved on a month to month basis.
I'm sure plenty of people would disagree with my opinion on these matters, but if you're going to open the thread with, "Even some of the most staunch Paizo fanboys have to admit that it seems that their quality is slipping," then I think you're starting off on a false premise.
In addition to other explanations mentioned, I would say that a lot of beauty is in how you carry yourself. I've seen some obese women who are absolutely stunning and women who closely conform to society's standard of beauty yet who seem repulsive. A person's personality, charisma, and confidence affect their physical attractiveness quite a bit.
Well, yes and no, I think. Running adventures exactly as written probably requires a closer adherence to those expectations. However, tweaking encounters to fit a specific party is something that, in my experience at least, tends to happen no matter what game I'm playing.
Example: a few sessions back I threw a bunch of golem encounters at the group and the sorcerer player felt useless. That was a goof on my part. In a more recent session, I added a large monster to a swarm encounter so the fighting types in the group would have something to do while the spellcasters launched fire and lightning. These are considerations that had nothing to do with what magic plusses the group had and everything to do with just making sure the whole group got to do something fun.
Am I the only one around here that doesnt know or care about what the heck the big six items are? I spend entire campaigns not buying anything but starting gear and ammo and didn't not accepting loot unless nobody else could use it.
My games rarely involve crafting (the player's aren't that interested in it) and tend to be pretty magic-light. I've still got some characters of level 10+ running around with nonmagical weapons.
The game still runs pretty smoothly - I just need to make sure not to throw some critter at the PCs that they have no way of dealing with (i.e., incorporeal monsters against a group with no magic). I haven't run into a situation yet where I feel like I'm making the PCs suffer for not buying cloaks of resistance or the like.
I bring the Core Rulebook and the Bestiary to games, with other items copied and pasted from thd PRD as they come up. (My current game is using mythic PCs, so Mythic Adventures gets brought along as well.)
I generally don't buy rulebooks unless they make an interesting read out of game as well. The GameMastery Guide fits that criteria, as to many of the books in the Pathfinder Chronicles series. The Adventure Paths are well worth their cost for this reason, even if I never actually run the adventures within.