I'm hoping the upcoming strategy guide will help with this:
How does sneak attack work? That belongs in the Core Rulebook. But if you're a rogue with sneak attack, how do you take advantage of it? What do you consider when deciding where to move, and whom to attack? That belongs in the Strategy Guide.
Bran Unden wrote:
Well, no, I think. At least not in the original stories: he used cocaine in between cases to stave off incredible boredom. He smoked tobacco (a 3 pipe problem) during cases.
I'm British, and Dr Who started a couple of months before I was born. The first episode I remember (dimly) was the second doctor being exiled to earth and regenerating into the third doctor (who was 'my doctor'). That would have been 1970 when I was almost 6. I loved the Brigadier and the car, Betsy.
Not the point. The point is that sometimes the ranged specialist has to fight with a melee weapon and sometimes the melee specialist can't get close enough to melee.
A lot of people feel they are not.
Not everyone agrees that eg. all Abadar warpriests should be crossbowmen.
That's why Sacred Weapon should apply solely to the deity's favored weapon.
I see three problems with this:
1. Some favoured weapons are ranged, some melee. I'd expect a martial character to want to be at least viable with both ranged and melee.
2. Some favoured weapons are simple, not martial. Again, seems reasonable for a martial character to want (at least the equivalent of) martial weapons.
3. It doesn't leave room for e.g. racial preferences such as dwarves liking axes/hammers.
Bear in mind that simple/martial isn't just the flat weapon damage, it's also the increased effect of critical hits.
Count Coltello wrote:
Yes it is, but most of the time it doesn't interact with anyone. In this case I run it because it definitely has its own personality and agenda, which the player doesn't know about.
When I used to play (1st edition) we started with a large group of PCs which became a smaller group of PCs and assorted NPC hangers-on as players dropped out. Players played the NPCs with the GM stepping in if he thought they were being abused (eg expected to give valuable items to PCs or doing something suicidal).
My son badly wanted an intelligent item for one of his characters. It keeps very quiet most of the time, because it's previous owner is searching for it and it doesn't want to be found. It can cast the occasional helpful spell if things get desperate, or offer advice if the party seem stuck.
(By the way, I find your posts quite hard to read without any capital letters or full stops. Paragraphs help too)
For a paladin, the end does not justify the means. Tracking down the creature is only one part, the other is the lengths he is prepared to go to (in extracting information for example).
If you want to add a bit more treasure to the vault, then perhaps add a trap or some guardians with no treasure of their own (like vermin, skeletons or zombies). If the players are new to rpgs, perhaps drop hints that there's a trap (bloodstains or scorch marks or even the corpse of the goblin that tried to break in).
Weird question: male gamers role-playing female characters...how do you handle speaking "in character?"
Concentrating on the first few encounters in a module or AP helps. Focus on what you need for those (which monsters, which skills, basic combat or diplomacy or whatever). For example, no need to know rules for poisons unless and until it turns up in your encounters.
Eric Saxon wrote:
It's reasonable for every settlement to have access to a midwife, and to someone who performs marriages and burials. Who will often be some sort of caster. In either case, it might be one person who travels around half a dozen or more hamlets.
So you're looking for a non-evil god that you (now) revere, but that in the past you have wronged seriously enough that they have cursed you with an undead condition, but you're seeking atonement?
I don't think any of the major good gods will work for this. Pharasma won't as she's too opposed to the undead. You might look at the Empyreal lords (I don't have a source though).
Taku Ooka Nin wrote:
Gold gained if all cash spent on potions/scrolls/wands which are then totally used up in the course of adventuring = 0
You don't look to have allowed for using up consumables. Since you can't (or shouldn't) dictate to the PCs what proportion of their wealth gets used up in that way, it seems rather pointless to me to give more than a very rough amount.
Kirth Gersen wrote:
I stand (sit?) corrected : )
I also think they should be proficient with fire arms to feel like most incarnations of a detective character.
This would be better in an archetype, since a lot of people don't want firearms in their settings. Keep it simple for them to ban what they don't like without losing the whole class.
Perhaps that's showing the Beginner Box is a success?
So you start with that, think "This is great, what's next?", and have the core rule book dropped in front of you. That's a huge step up. The Strategy Guide seems to me to be the next logical step in bringing new players.
You're looking at it the wrong way round. The example is not using heighten spell to improve Lesser Globe, instead it's used on the attacking spells, i.e. a magic missile (1st level) or a fireball (3rd level) normally cannot penetrate a Lesser Globe, but they can if they're prepared as 4th level spells (and the saving throw for the fireball will be 1 higher).
This whole "group comes first" business feels odd to me... I read the examples of play in 1st edition, where the talking was between the DM and the lead character, with the others only rarely getting even to talk. It struck me that this is wargaming. For fantasy stories and all other such things, we have an individualistic narrative, and I doubt many can, and are willing to, go beyond that. Simply put, the group is not priority one, and I don't think it should be.
Yes, I remember reading that. I also remember that no game I ever played in or watched ran like that. We never had a party leader, and nobody ever spoke for the whole party unless they were put on the spot by the DM. And expected the group to chip in if needed. The DM was very patient when it came to us discussing options and tactics and eventually someone would summarise and tell him what we were doing, often with interruptions.
mark scully wrote:
Yep, done that :)
I don't know that I routinely do anything.
So the abandoned wizard's house. I found a map from a book (3.5) of encounters. They were asked to go in, find traps or other hazards, disarm what they could and recover bodies of people who'd gone in before. There was a reward offered.
I decided on the approach and the gardens. I put a water mephit in the well and a corpse at the bottom. The druid was terrified because the player (wrongly) remembered mephits as being evil. I played up the water mephit's low intelligence, and it not understanding the corpse was dead. They talked to it, and worked out how to retrieve the corpse. The treasure was adventuring gear in line with the CR of a mephit, I think. Or maybe of a pit trap that deep.
I placed another corpse and a nest of stirges in undergrowth near the garden wall, treasure adventuring gear in line with the stirges' CR. And so on, room by room. For example an alchemy room with dangerously degraded chemical items (damage and CR as a trap) and recoverable alchemical items, an animated wardrobe (containing at least 1 cloak) that attacked them in the master bedroom, the apprentice's room on the top floor over a massive hole in the rotten floorboards (small chest with spellbook with 1st level spells) and so on. At some point towards the end I totalled the encounters and the treasure and decided what adjustments to make, if any.
In the wilderness, they came across a pair of gryphons. If they'd have taken the time to trace the nest there would have been something in the remains. They went past a pool with shocker lizards, ignoring the bow on the ground that they wrongly assumed was a trap.
I suppose I start with an idea of the number and type of encounters and a treasure budget, decide on the location and then place encounters and treasure room by room till I'm done. I read all the modules I can get hold of, and don't hesitate to steal anything that looks fun.
The tables are there if you want help or need inspiration, not to be a straightjacket.
This is what I do, more or less. I use the wealth-by-level as a guide because this is the first party I've GM'd, so it's new for me every time they go up a level.
The party is currently 5th level, approaching 6th. I have a rough idea (written down somewhere) of their current wealth (closer to 16k each for 6th level than 10.5k each at 5th). I won't be bothered if they're a bit over or under when they level up. By the time they reach 7th level I'm looking for approximately 23k per person.
I mostly design my locations well before the players play them, including placing treasure. I equip NPCs appropriately, put items where it seems appropriate (armour and weapons in an armoury, healing potions or kits or supplies like anti-toxins in an infirmary, magic items in a wizard's quarters etc). Sometimes I choose treasure I think a player will like, sometimes something obviously useful or if I'm out of ideas or it feels too tailored, I'll roll randomly. By the time I've finished I'll have a certain number of encounters and an amount of treasure roughly appropriate for the total.
I like putting together stuff that fits the location. For example, valuable spell components in a trapped cabinet in a long-abandoned wizard's house. The corpses of a previous adventuring party carry typical adventuring gear and so on. I can also put in items that are valuable to the right person, like maps, or information (the captain of the troop of mercenaries will pay good money for a hobgoblin troop's ledgers). I might use the treasure tables to help decide what proportion of cash/gems/art to potions etc. to permanent magic items to place and then choose the items off the table rather than rolling randomly.
Sometimes I add stuff on the spot. For example, when my son's monk went to pick up a rug that he obviously thought was going to be valuable, and it tried to smother him (and the rest of the party stood around laughing instead of helping), I added a compartment underneath containing a diamond necklace. (It was bad enough without there being no treasure.)
For items the party specifically want (perhaps a bag of holding) I might let them buy it, or find it as treasure (if it's fairly typical adventuring gear) or I might offer it as a reward for a particular task. A reward from dwarves or a sword smith might be a custom-made weapon. A reward from a cleric or a wizard might be a custom magic item or an enchantment added to en existing item.
I read your post last night and thought "I know that" and looked again at the rules and thought "er..it doesn't say what I thought it said. Maybe I don't".
It's the table being labelled APL that's confusing.
On page 400 of the core rule book it says "Table 12-5 lists the amount of treasure each encounter should award...". But then goes on to say that easy encounters should award treasure one level lower while challenging etc award higher levels.
So when your party is APL level 6, the lone pseudodragon probably isn't a challenge at all, and probably shouldn't be worth any XP or treasure.
What you do for, say, your party APL 6, is take the figure for an APL 5 (1550) for an easy challenge, 6 (2,000) for an average challenge, 7 (2,600) for a challenging (APL 7) challenge and so on.
Then decide on the treasure by any means you wish. (The treasure tables aren't compulsory).
It's helpful to place treasure that's easy to divide between the party members, and remember that NPC's carry triple the normal amount, so balance them by adding low treasure monsters/traps somewhere else.
Aardvark Barbarian wrote:
The others, maybe. This one - the players can forget about things the PCs would notice. Mostly you feel when you're tired and when you need to stop and rest. I'd at least tell them "You're getting tired. Are you pushing on or resting?"
If the consensus is that it takes 3 new classes to supersede the rogue, then I think that for a lot of people, the rogue wasn't 'fixable'. Trying to patch it or stretch it in at least 3 different directions isn't going to work.
It would make sense for an investigator to be good at recognising, safely handling and counteracting poisons. Knowing how to apply them safely to weapons might be a consequence of that, there's no obligation to use that knowledge. So a different focus on poisons? Bonuses on healing poisons?
I don't care for Woosters stories much. I do like the Blandings Castle books, though.
how does one get into the playtest?
You download the package when it becomes available, build some characters and play them. Then post feedback in the appropriate thread, whether it's problems understanding the package, building the characters or problems in play.You don't need to do anything else - no registration, for example.
Jon Goranson wrote:
I can explain at least some of this, at least how it's worked in real life in the UK.
We have the ancient stuff like Stonehenge (2000-3000BC?) and other standing stone structures and burial mounds and the like.
Then a fair amount of Roman ruins - mostly foundations, sometimes fairly intact mosaic floors and the like, from about 1AD up to maybe 300-400AD?
Then very, very few Anglo-Saxon remains, because they mostly built in timber, which doesn't last, not for centuries.
Then the arrival of the Normans in 1066. And they built castles and fortifications in stone (to protect against the Anglo-Saxons) and demolished a lot of Saxon churches to rebuild their own stone churches on the foundations.
Then later, as cities outgrew their walls (and the need for walls) they were used as sources of building stone. When the monasteries were dissolved (1536-1541) there was active government encouragement to essentially turn them into quarries.
And in all the cities and towns and villages, there's rebuilding of buildings in need of repair, or burnt down, or sometimes just old fashioned, or no longer fit for purpose.
So yes, 10,000 year old Thassilonian buildings, that survived Earthfall, and are protected with magic are still there, when there are no really old timber buildings, or newer, less protected places have been scavenged for building materials.
I don't have any personal knowledge of ECPs, so I looked up typical side effects (not anti-abortion rhetoric). I was thinking that, at least for some people ECPs are unpleasant to use regularly. I'm pro-choice, as well, with an emphasis on the choice.
Someone choosing an abortion is one thing. An external agency enforcing one is quite another. Which is the point, I think, if we're discussing state-controlled child birth.
And if the thread turns into an abortion debate it's going to get locked.
Have I come across as being against the use of contraceptives? If so, I'm sorry. But the original post was about limiting child birth, and an implication that contraceptives equal zero unplanned pregnancies.
EDIT: Perhaps this is a cultural thing then. I'm from the UK and if anything I suppose I'm agnostic/Church of England. Which may not promote casual sex, but certainly favours use of birth control. I can't think of anyone I know, Christian or not, who'd promote abstinence-only sex education.
The folks pointing out that there are no 100% effective contraceptives are ironically the same ones that worship the only known case of abstinence failing...
I'm sorry? I worship what? That's rather presumptuous.
I'm just looking not to become a grandmother before my kids decide they want children.
Well, the good news is, with a hormonal IUD, you can have a documented five year failure rate at 0,7%. Add in a condom, and again, you don't need to worry. Besides, condoms protect against STDs, so there is a good reason there too. It is important to understand that these last tenths of a percent depend on various other problems, things like drug interactions and the like. All in all, you CAN feel safe with it, but you need to check certain things.
Well that's true. It's mostly my pedantic nature insisting that over 99% effective isn't 100% effective, especially when you're talking about millions of cases.
And the fact that my family has a history of getting pregnant easily, and I don't want my children feeling complacent.
The 'perfect use' pregnancy rate for the pill is listed at 0.3% (one of several sources). I've found a figure of 2 million women in the UK taking it: that's 6,000 pregnancies a year with perfect use.It's compromised by antibiotic medicines or stomach upsets. In the UK women on the pill have their blood pressure routinely measured (about every 6 months I think) so not everyone can take it. (My niece was advised against it when she developed migraine headaches.)
The Morning after pill can have (I think usually has) unpleasant side effects, and isn't something to be taken regularly.
I think part of teaching effective use should include the fact that however careful people are there is still a failure rate and some unwanted pregnancies
This is how it works for the stable version 6001, but for the latest alpha I am, for example, finding the following -
start up - screen for basic load of supplements.
If I load rpg for players, i.e. the core and apg, I cannot add the bestiary from the advanced tab, despite it only needing the core.
Edit: with some testing, having loaded the RPG for players (core and APG), it seems that most of the supplements that rely on the core are black and can be loaded, while those that need the APG are red and can't. The APG itself won't load, saying it needs the core. Neither will the Bestiary.
There are no 100% effective contraceptives. None. Even if they're used 100% properly, and they're mostly not, they aren't 100% effective.
I hadn't noticed that. Maybe it will help. On the advanced tab, most of the supplements are in red, and attempts to load them essentially say they need prerequisites. For some of them, that might be just the core book, despite it being already loaded using the pathfinder society option.
This is for the alpha (109) - 6.00.01 works as I would expect, but I want changelings from the ARG.
My preference would be the GM choice (including all the bestiaries) and then add the supplements I want, like the inner sea primer and appropriate AP player's guide, but it's not working for me.
It would be nice if all the players guides were available. Failing that, some of the traits have a common pattern - eg a bonus to 1-2 skills and one skill becomes a class skill. A sort of generic campaign trait (choose skills as applicable) would be useful for the newest APs.
I'm thinking that's quite a challenge for an author (a single person) to pull off effectively. A typical 4 person adventure group in play is developed by 5 people - a player for each PC and a GM for the situations and NPCs. It's quite a feat for a single author to give equal weight to 4 PC's rather than have the story about 1, with the others as secondary characters.
The latest stable build 6001 doesn't look to have the ARG available.
The latest alpha build does (60109). I'm running it under linux in a separate folder so it's not interfering with the stable version. However, I'm having trouble loading the separate books, and am having to load them all via the Pathfinder Society option. Then I can only add the Carrion Crown player's guide - the others are unavailable. Ratfolk is there though.
The Daring Rogue wrote:
So we're giving Pathfinder a try, and using Golarion for the first time. The first thing he starts complaining about is the fact that there was an ancient civilization that has been utterly destroyed. It is "too cheesy and typical of every fantasy setting." It continues from there, and I'm sure people can see where this is going.
It might be worth pointing out that Golarion is a 'kitchen sink' setting, i.e. whatever style of campaign players want, it tries to have somewhere that accommodates them. For example pyramids and pharaohs and mummies in Osirion, jungle exploration in the Mwangi expanse, vampires in Ustalov and so on. And that necessarily means exploring the ruins of ancient destroyed civilisations, because a lot of people want to play that style of game.
Maybe relocate to a different region? Are you playing Paizo modules or an adventure path, or homebrew set in Golarion, which could be set anywhere?