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Cheapy's page

Goblin Squad Member. RPG Superstar 2013 Marathon Voter. Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 16,944 posts (17,249 including aliases). 21 reviews. 5 lists. 1 wishlist. 1 Pathfinder Society character. 12 aliases.


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Pathfinder Roleplaying Game Subscriber
cannen144 wrote:
Cheapy wrote:
The Alchemist was inspired by The Witcher.
I think the alchemist was probably more inspired by the "Mad Scientist" archetype and characters like Dr Jekyll, Dr Moreau, and Frankenstein.

Well, I mean, the guy who came up with the idea for the Alchemist, James Jacobs, said the Witcher was the primary inspiration. Then it kind of turned into half that, half Dr. Jekyll and what not.


Pathfinder Roleplaying Game Subscriber

The Alchemist was inspired by The Witcher.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Wait, people actually thought Divine Protection was balanced?

Huh.


Pathfinder Roleplaying Game Subscriber

Also, for those interested in knowing some of the fascinating math behind the scenes of Pathfinder, if you work out the average DPR of a fighter, you'll find out that the difference in DPR due to having a starting strength of 18 vs 17 is about 10%, with most of that extra damage coming from the +1 higher to-hit bonus.

Kinda cool how small things like that really add up to big effects.


Pathfinder Roleplaying Game Subscriber
memorax wrote:
I was expecting 2-3 at most 5 pages. but nine pages. Man i'm glad I disallow the book from my tables. Even SR5 had less errata. Not to mention agreeing with what needed nerfing and what did not imo.

SR5 had less errata because Catalyst decided to not fix all the issues, instead using later releases to release material that does the same thing as the broken stuff in core, but with slight fixes.

It's a mind-boggling decision, for a book that is far, far, far worse off in the errata department than the ACG was.


Pathfinder Roleplaying Game Subscriber
Brotter24 wrote:
*blink* wow, alright thanks for the quick response everyone. Kinda bummed about not being able to do multiple attacks like I hoped, but I can see the point. Thanks again for the quick response to my question.

In the playtest game I ran, our kineticist actually did basically the thing you were trying to do, just across a number of rounds.

It was still pretty effective.


Pathfinder Roleplaying Game Subscriber

It isn't able to be used by default with the full attack action, but the damage does scale to a level where it is competitive.


6 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

They are already useful and competent. Ample playtesting has shown this out repeatedly. In-combat things are not the area they need help in. Buffing them up, or replacing them with a set of classes that just further exacerbate rocket tag and bring the levels that it's active at much lower won't help as much as working in logical out-of-combat abilities, and that's where you should focus your attention if you want to be successful.


Pathfinder Roleplaying Game Subscriber

That's how it was in the playtest, I believe, and the theory is that it's not meant to be an all-day thing. You can accept a big penalty for a temporary increase in power, and can make some of the abilities that use burn cheaper through other class features.


Pathfinder Roleplaying Game Subscriber

...are there stats for whatever weapon she's using? Because I want at least three.


Pathfinder Roleplaying Game Subscriber

Steamrolling / facerolling makes the game boring. How it's achieved doesn't matter, but Dazing Spells is one of the easiest ways. An even easier way is to make a well-optimized martial character to just destroy things in one turn.


4 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

No no, this new thread someone will make will totally have a new perspective that hasn't been brought up in the past 15 years. It's definitely not rehashing the same thing over and over.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Which is what Mum-Rob just said, d'oh.


Pathfinder Roleplaying Game Subscriber

Savage Worlds has a 3rd party campaign setting called Interface Zero 2.0 that's entirely cyberpunk. It's basically Shadowrun, minus the magic.

The good news is that Savage Worlds core has Magic in it, so you just need to use those rules.

Interface Zero 2.0 is currently in the process of being ported to Pathfinder, though last I heard it was stuck in layout / editing for a few months now.

My group loved the setting and ideas of Shadowrun, but even the streamlined 5e is a huge chore to play due to how fiddly it is. If we play it again, it'll be done in Savage Worlds with Interface Zero 2.0 + Savage World's magic.

There are a number of fan conversions from SavWorlds to Shadowrun too.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Well said.

This is a messageboards problem and one seen predominantly in the games of people who are on the messageboards. Regardless of which messageboard it is. A tempest in a teacup.

There can be issues, but only when things are pushed to their limits, and in many many MANY games, martials are by far the most powerful characters.

This is especially true at the levels that most people play at (lower levels), and in the average game.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Yes.

There's also this too.

They've been saying that it'd be released between those dates for a few months now. It's not really a surprise.


Pathfinder Roleplaying Game Subscriber

They've said errata would be released between PaizoCon and GenCon.

GenCon starts in 12 days.


Pathfinder Roleplaying Game Subscriber

With the base Alchemist class being inspired by the Witcher, I can't shake the feeling that the Guild Wars mesmer this strongly inspired take. I recall seeing a lot of similar abilities between the two, although perhaps that is just the shared thematic themes. Any truth to that?


Pathfinder Roleplaying Game Subscriber

I also appreciate going further back for some of the FAQs. For a while, it felt like whatever the hot button issue of the week was the one that got the FAQ. (Although I double checked this, and it was just an issue of perception. There was actually a good mix!)

Thanks!


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Does this book provide a working definition of precision damage? I'm not a fan of defining core rules in non-core material, but so far the only way to figure out what precision damage is is through inference :)


Pathfinder Roleplaying Game Subscriber

Yea, to affect iron, you need to do at least 18 points of damage. And even then, that's going to be taking away a whole 1 point of hp from the item per casting.

Iron's hardness is 8, I believe, and since energy damage is halved (including acid in PF) before applying it to hardness, you'll need to overcome the 8 AFTER the halving, hence 18.

Which 1d3 comes close to, but not quite. Plus, all that spellcasting is gonna get some attention your way.


Pathfinder Roleplaying Game Subscriber

I don't really see why there'd need to be a ruling, faq entry, or errata. It's been infinite since the start of PFRPG, and it's been intended for that. They changed the language from the 3rd edition so that it was infinite.

As for why bother mentioning that? In case they don't have someone who can cast Create Water (or Purify Food and Drink)

Plus, most people feel that the main cantrip that causes issues with infinite casting is detect magic.


Pathfinder Roleplaying Game Subscriber

Because he's a dwarf?


2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

I get the feeling there's some context I'm missing, but I'm not so sure I'm actually missing much.

Reading the rules strictly and without trying to determine the intent isn't the best idea. In fact, I'm not even certain it's possible. It's easy to see why as well:

Written words have one purpose, and one purpose only: To convey the intent of the designer. The words and rules they encompass did not appear out of a void. The words first appeared when a human being typed them on a computer. And that wasn't the first time the rules came into being either. Previously, they were in the designer's head, jumbling about and sorting themselves out. They were bouncing off myriad other ways to implement the desired behavior. How can I best capture this feeling and action I'm trying to encapsulate? Should it be a bonus applied in a certain situation, or something that gives a new ability in that situation?

And, as surprising as it is, it turns out that the designer does not suddenly become a robot when they are designing new rules and transcribing their thoughts into words that convey their intent. Or if they do transmogrify, it sure as heck doesn't happen to me or any other of the many designers I know. This means that they are still just human. They can still make mistakes when conveying their intended rules.

So yes, applying common sense is necessary. Sometimes it's needed to fill in the gaps when mistakes are made during when transcribing rules from the mind to the document.

Of course, coming at the rule without preconceived notions is also very helpful. Sometimes the designer wants to do something that doesn't actually fit what would be called "common sense". Usually this involves being very specific about something to show how it's different from the norm.

And this isn't even getting into the idea of design blind spots, where you are so deep into a system and you know it so well that you simply do not realize that one of the rules in your head is not actually written down, and your mind just fills-in-the-gaps when you are re-reading everything.

But it all comes down to the designers not being robots. Things will never be perfect, and you need to try to figure out what the intent was in a fair manner in the cases where things are odd. There are often times very strong hints that point one way or the other, with a few principles that can be applied to figure out the intent.


Pathfinder Roleplaying Game Subscriber

No problem. Here's the relevant quote from the stealth page:

Quote:
Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

Note that this changed in the 6th printing of the Core Rulebook. Or maybe it was the 5th. If you open up a core rulebook, and the credits page doesn't say it's the 5th or 6th printing at the very bottom, it won't have this change in it.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Also remember that they changed how stealth works. If you start in cover or concealment, you can get to another place where you have that and make the stealth roll again, even if you're darting in open sight.

Stealth is unfortunately one of those skills where people don't really follow the rules.


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Future proofing them, for if they add additional ones.


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DM Beckett wrote:
Samy wrote:
Advanced Class Guide is infamous for the amount of errata that people were screaming about, to the degree that people were demanding the errata to be released before the second print edition came out. So undoubtedly there will be a lot of changes.
To clarify, people where not "demanding" the errata be released before the second printing. That's very misleading. About a year ago, that is what everyone was told would happen, because there where so many errors and issues with the book. They where also told it would be sooner rather than later.

Really? I don't recall that. Can you post some links on that? That sounds like it'd be very interesting to make note of. Specifically the "before second printing" part.


8 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

I start punching trees until I get enough wood to make a crafting table, then I make some wooden tools. I then start to progress my way up the tech tree until I get killed by an exploding green thing.


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This may be what you're looking for?


3 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Ezren.

Because Ezren. And dat chin is the stuff of dreams.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

I have this weird condition where if I see someone seriously complaining that "martials can never have nice things", I just forget everything in the post I read.

It's weird, but it actually makes the forums a lot more enjoyable to read than before I developed that.


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Bronnwynn wrote:
Potions must be drank to be effective, or purposefully applied. Splashing someone with one just wastes the potion.

The reason why is probably due to schemes like this :)


3 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Additionally, here is commentary from a former member of the Pathfinder Design Team ranting about the rods.

Sean K Reynolds wrote:
Honestly, I think all of the metamagic rods are cheesy and should be removed from the game. The metamagic feats are already annoying and weak and there's no strong incentive to take them, and on top of that you can pick up the rod as a cheap feat-in-a-can and not have to prepare the spell ahead of time, and on top of that, they can bypass the 9th-level spell limit (normally you can't quicken anything 6th or higher with the feat because there are no 10th-level spell slots), so the rods are even better than the feat.

The parenthetical statement is clearly at odds with the idea that the rods allow you to prepare the spells ahead of time using the metamagic feat, as if that were the case, you couldn't use the rod of quicken, despite what the statement above states.


Pathfinder Roleplaying Game Subscriber

As others point out, the first line is not fluff. The way they work is you have them, and you get to apply the metamagic feat to the spell you cast.

You can tell the first line is not fluff because it calls out that it does not apply to spell-like abilities. This by itself denotes that the sentence is rules mechanics, as it calls out other rules mechanics explicitly.

Fluff rarely, if ever, calls out 3 specific pieces of rules terminology that have different meanings.


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Oh, and I meant that I am not in favor of this.

Since I don't think my post was clear on that front.

Just like the SLA rules.


8 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Caused too many questions to arise and unbalanced things that were made under the ruling they weren't spells.

When there are guides on which race to pick to get which spell of which casting tradition and which spell level, just so you can make a build using something that was never the original intention, things have gone way, way too far.


Pathfinder Roleplaying Game Subscriber
Johnny_Devo wrote:
I'm a little lost here. What are you actually analyzing against, and why? What's valuable about BaB on a full spellcasting progression class?

Yea, I think this post is missing something pretty key. Like the goal, or what it's talking about. I'm confused.


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Congratulations!


Pathfinder Roleplaying Game Subscriber

The quite fast traps definitely solves the issue with trapping characters, but it seems that it also loses a lot of what makes trapping, well, trapping, replacing it with arcane landmines.

Still, it looks like a good start, and is definitely interesting.


Pathfinder Roleplaying Game Subscriber

I'm not so sure that "follow my orders" is entirely reasonable. Why would you give any other task if that was reasonable? It encompasses everything, and it can include many tasks.


Pathfinder Roleplaying Game Subscriber
DarthPinkHippo wrote:
Mark Seifter wrote:
DarthPinkHippo wrote:
What games do you play on your 3DS? Also have you bought any indie games from the eShop?
Let's see...I'm recalling Bravely Default, Monster Hunter 4, Persona Q, Rune Factory 4, Link Between Worlds, Shin Megami Tensei 4, Kid Icarus Uprising (which we actually got for free from Club Nintendo). Linda has downloaded some old Nintendo games with the eShop, and we've gotten a few for free as well.
I would definitely recommend picking up Steam Word Dig from the eShop if you haven't played it on another platform already. Played the entire thing in one fantastic 8 hour sitting.

Oh yea, that one is a fun game.


Pathfinder Roleplaying Game Subscriber

That actually sounds much better off than I expected, and I think that bodes quite well.

I'll make sure to keep an eye on this one.


Pathfinder Roleplaying Game Subscriber

It doesn't modify the rolled value, and the rolled value is the thing that determines if there was a critical threat, not the total bonus.

For example, say you have a +3 attack bonus, and a weapon that critically threatens on an 18-20. If you rolled a 14, added your +3 attack bonus, for a result of 17, if you added inspiration, you still would've only rolled a 14, which is not a critical threat, even though you had a minimum check result of 18.

Does that make sense? It's kind of a run-on sentence.


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Pathfinder Roleplaying Game Subscriber

Seems like the immunities are doing their job fairly well :p

In our groups, we usually see minor forms of this, with wasted actions now and then. But we generally prefer more interesting combats than facerolls, which tend to happen when all those wasted actions happen.


Pathfinder Roleplaying Game Subscriber

This does sound pretty interesting, but also that it may be a bit much for one person. How much is done already? How long did Path of Shadows take from start to finish?


Pathfinder Roleplaying Game Subscriber

They used to be able to, for about two years, but are no longer able to.

What happened was that spell-like abilities, which are what Minor Magic grant, were counted as Spells for prerequisites. This decision was later reversed since it caused a bunch of unintended consequences.

So, long story short, no, not in PFS. Ask your GM for a homegame though, as it's a pretty cool idea.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

4th edition had one such table, and it was one of the most hated things about the edition, as the characters never actually got better.

If you really want to go ahead with that, just make an excel chart that sets chance to succeed at 50%, and make an average build against that, putting every rank of a skill into that, etc.

You'll have to do that for ability checks too, because ability checks are already screwed up and scale much slower.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

"Doesn't need to be playtested," is the common refrain from those who armchair analyze, "it's obvious how this will work, given X, Y, and Z."

But the thing is that if you want your opinions to be considered more, you should still playtest. And playtest fairly! Because armchair analysis is prone to missing details and people on the forums almost invariably want things stronger during the playtests, so it's hard to separate actual good ideas from the usual "buff buff buff buff buff", and playtesting reports helps with that greatly.

I'm quite glad to see that others are planning on more playtests. Since high level playtests are rare, I will probably aim my own tests there.


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And even though Mark totally pulled out my favorite example of why armchair theorycrafting is less useful than actual playtest data, I'll at least link the thread here where people are complaining about how useless the APG summoner is.

It is quite eye-opening at just how different armchair theorycrafting is from actual playtest data.

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