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bigkilla wrote: As a avid user of D20Pro and player of Pathfinder I DO NOT want to see Paizo released stuff for the D20pro marketplace unless it would be unique to D20Pro Marketplace materials, just rehashed AP's and other stuff that I already own and are extremely simple to enter into D20Pro has 0 value to me. So importing the maps, and making all the creatures with their special abilities programmed in, setting fog of war, using tiles to set up closed and open trap doors or other secrets, setting up markers with information for the traps or other special spaces or just important information, typing out a text file with all the boxed text for the adventure, etc. That's all extremely simple for you to put in yourself? Show me how, cause I can't get the grids in the AP maps to fit for the life of me, the grid will NEVER match up. The grids in the Map Packs match up, and a friend of mine told me that the flip mat pdfs match up, but the maps from the APs and modules won't. Even using Hero Lab, inputting creatures takes forever, 'cause there will always be mistakes between the Hero Lab version and the one that d20Pro makes. Also, none of the special abilities come programmed in the transfer. Same with tiles and markers. It all takes time, and in the case of markers, time that often isn't worth it, but if it were done for me, would make my gaming just that bit easier. Plus, I don't own too much of the AP's or modules, but I'd probably start buying them up like hot cakes if I had them already programmed into d20Pro. Pathfinder content for the d20Pro market place would be awesome. Adventure Paths, Modules, and Scenarios would be pretty awesome for sure, but what I'd like to see sold in the marketplace are the GameMastery Map Packs and Flip-Mats formatted for VTT use. I could just buy them from Paizo directly, rip the images out, modify ones like the Map Packs so that they fit the particular tile size that they are (little room in the City pack, I'm lookin at you!), and then import the maps individually into d20Pro, but if I didn't have to, I'd pay an extra dollar or so over the regular PDF price. Go with Hero Lab. At least that's what I would suggest. Using it, I've been able to make PC's of 20th level in less than 15 minutes. It can literally be 3 or 4 minutes for a 1st level character. It's more than just a character creator too. I use it as my character sheet these days. You can track items, spell memorization and use, buffs, conditions, and even different tactics, such as fighting defensively or higher ground, all with the math done for you. And it's so straightforward and easy to use. PCGen I've found a little difficult to navigate in. The only problem with Hero Lab is it can get a bit expensive if you want a lot of the Pathfinder stuff beyond core programmed in for you. Jeremy Mac Donald wrote:
I know this isn't seriously accurate combat simulation, but just go check out some LARP or just regular boffer combat. You'll see beginners wielding spears that are able to hold against the experienced sword fighters, and the experienced spear fighters end up dominating battles. Not only are spears longer than swords, but their sweet spot is at the END of the weapon, not in the middle as it is with a swung sword. Also, thrusting a spear is faster and easier to re-ready than swinging a sword, and switching ranges with a spear is easy, just slide your grip up or down the shaft. With a sword, you're stuck with one range and one range only. A spear is also capable of being wielded as a "double-weapon" with a quarterstaff like end, historically often capped off (at least in Europe). Finally, even if you do sunder the tip off of a spear, it's still a staff. Oh, then there's just the straight superiority of poking rather than slashing. Slashing leads to more flesh wounds, or injured limbs. Poking pretty much just kills. Spears punch through armor easier than a sword slices through it. Swords are superior weapons only in the hand of a superior warrior, or in cases where close quarters restrict you from using weapons with long shafts. For a decent cinematic expression of this, think of the part in Legend of Drunken Master where Chan is dueling the old man under and around the train. A lot of the time Chan was on the defensive because the spear never allowed him within striking distance of the old man. Scott Betts wrote: Importantly, however, is that there is less story disconnect this way than if such things were not instanced, and the villain simply kept respawning in the same place so that each group could kill it in turn, in full view of everyone else waiting their turn to kill him. Not to me. Just as much story disconnect for me. MMO's don't fit my play style, partly due to continuity issues that may not be such a big deal to other people. Now, can we please stop attacking my perfectly valid opinion that I don't like MMO's because of these issues, and get back to talking about digital gaming aids to traditional PnP RPGs? Matthew Koelbl wrote:
And that's one of the reasons I don't play PFS or any other living campaigns either. Quote: This isn't a problem that has arisen due to the 'evil interwebs', it is a problem intrinsic to any shared-world game system with a massive number of players. Yes, some discrepancies arise, but typically the coherency of the story for any individual character remains intact. I never said it was a problem that arisen due to the 'evil interwebs,' and never said that the problem was limited to that format. I said that the format has that problem, nothing else. I really don't understand where you got that I thought it was because of the internet that these problems in story continuity can exist. To me, if a character runs into another character that went on the same adventure outside of the original character's story, the coherency of the story for both characters is no longer in tact. Quote: Now, there are genuine limits to story impact and interaction that are imposed, both by the MMO format and by CRPGs in general. That's absolutely true. But several of your comments here seem to making some assumptions that aren't actually true, as well as attributing causes to the format (video game) rather than other elements that can be just as much an issue when sitting around a game table. In no place did I attribute the cause to the format, only that the format has those issues. Someone said that the kind of digital tools I was speaking of in the original post were akin to playing MMOs, and I was refuting that, on the basis that those digital tools do not restrict storytelling or roleplaying, nor do they create a shared world with respawning quests or continuity issues. Now, what assumptions am I making that aren't true? Actually, an MMO I do like is Minecraft. I like that it's questless, meaning that no one goes on the same adventure you do, and that the entire environment is manipulable and persistent. Let the players on the server create the stories and quests for themselves, rather than creating stories for them to run through. I'd like to see an MMO with that basis, but add typical RPG statistical and ability elements. Arnwyn wrote:
It is really spiffy. I really hope it lives up to my expectations, and since it's by the people that have put together Hero Lab, I have no reason to think it won't. TOZ wrote:
I wouldn't agree. Complaining that other players on OTHER servers are doing the same instance is like complaining the group at the next table is running the same module. The next table metaphorically is a different server. The other players at the table with you are the players that are metaphorically on the same server with you. To give a PNP example of what I'm talking about, how would you feel if your GM ran you through "The Temple of Elemental Evil," and on another night during the week, runs a different group through the same adventure. Then later the GM decides to find some way to get the two parties together. There's a lot of story disconnect when you run into that other group that went through the exact same adventure you did. What is the explanation for both those groups defeating the exact same villians in the exact same places under the exact same circumstances? With this "Phasing" thing you're talking about, sure, they may be invisible to you if they aren't on the same phase, but once they ARE on the same phase, they got there by finishing the exact same quest you had to to get to that phase as well. The respawned quest problem to the RPing in MMO's isn't gone with the "Phasing" concept, it's just changed a bit. Now, I'm not saying that MMO's are bad. I'm saying I personally don't like the limits to story continuity that the MMO format imposes, and these are limits that aren't gonna go away without programming entire ecosystems and economies into the game, extensive increase in AI capabilities, and a quest system that would put together various story combinations almost randomly each time someone came into a "quest zone" or something. So have fun with your MMO's, me, I'm gonna stick to PnP and single player CRPG's. LazarX wrote:
Sounds to me like that makes it even more true than before. Now, not only do you "save" the town only to have the next person come through find it in the exact same predicament that you just saved it from, but while you're running around buying stuff and talking to townsfolk after rescuing it, there's someone else running around the same town at the same time, trying to save it from flames and Horde that don't exist to you. Major disconnect there. Coherent story = gone. Gendo wrote: Maybe I'm being a curmudgeonly SOB...but I do not allow any kind of Digital Media to be used at my gaming table. Anyone pulls out so mauch as a cell phone for anything other than actually making a phone call gets booted from the table. I still use multiple sheets of "dead-tree", actual dead-tree print edition of books...including printing any all PDFs, real-solid-tactile-use dice, maps are drawn on dead-tree or with dry-erase and a battlemat. Hey, no problem there. That's your table, your rules. I also like the tactile feel of real minis and dice. I've been playing for 14 years, so that's what I started with. That's the root of the hobby, and it will never go away (I hope). Gendo wrote: Personally, I find this a scary concept. For one, Digital media is more easily corrupted and destroyed than dead-tree edition, especially with the wireless connectivity boom that is taking place and the increased connectivity with everyone. And to your concern I answer you with the same advice I'd give anyone, with important data stored, either physically or digitally. BACK IT UP. If it's digital, make at least one digital backup and one physical. If it's physical, make at least one physical back up, and if possible, back it up digitally as well. It doesn't matter what format your data takes, it can be destroyed, lost, or ruined in any form. Gendo wrote:
It's not technology itself that is making those kids lazy, it's that the technology is growing faster than the culture it is in can catch up. Before I got injured and couldn't do construction anymore (I'm all fixed now, but it's hard finding a job in the industry these days) I used a nail gun, a LOT. But there were plenty of days where I just wanted to swing my hammer, or places we couldn't get power and thus no compressor. I never hesitated to hammer away when I needed or wanted to, because I know that the nail gun doesn't REPLACE my job, it only makes it easier. People seem to think these days that digital REPLACES physical, which can never be true. Gendo wrote: Again, more laziness. Are we playing a true RPG or a plug and play MMO? I addressed the difference before, but I'll try to re-explain and expand a bit. I hate...hate, Hate, HATE!!! MMOs. The constant level grinding is not something I find very fun. But more than that, MMOs have no ACTUAL story. Yeah, sure, there's a background history, and there are quests you can do and such, but the thing is, that they don't matter. It doesn't matter that you're the one that defeated such and such beast, because it's just gonna respawn, and someone else is gonna go slay it and get the exact same item you got for defeating it. You don't ever actually save anything, or find anything, or vanquish anything. Also, people's "roleplaying" is pretty much stuck on "Ha ha... pwn'd u, f*in' noob!" Sure, there is digital visual representation of the game space, and sure, the software calculates whether or not you hit and how much damage, but that doesn't make it an MMO any more than using a word processor makes a book into a movie. Did you get into RPGs because you wanted to do math, or did you get into RPGs so you could "become" other people, and tell amazing and adventurous stories with people? Well, I got into it for the roleplaying and story, not the math myself, so to me, that's the essence of roleplaying games, and I don't see VTTs or any of this other technology taking away from that. Gendo wrote: This is just bunk. Most of the people I've gamed with over the years have been 6 foot or better, have played dwarves, halfings, sprites, pixies, and other assorted 'diminutive' folk. Just as I have played a variety of Ogre's, 6'10" muscle bound humans, Hlaf-Giants, and other characters that dwarf my height of 5'6". Never once did this throw off my sense of disbelief. If anything, my sense of disbelief is thrown off by the fact that the actual size of a person does anything to anyone's sense of disbelief. Maybe height was a bad example then, as really, I haven't seen much disconnect there either (a bit, like not being able to suppress laughing when a 13 year old pimpled kid with braces tries to tower over an adult player to 'be' the ogre he's threatening the party with). I have seen people forget that the elven wizard in the party is female, because she's being played by a male player, or that the human fighter is male, due to a female player. Is it a major problem anywhere? No, not really, though some have more difficulty than others, and this can help. Gendo wrote: I don't see the problem. Again, digital media lending itself to being efficient. And with digital media efficient = LAZY. And again, I refute your idea that digital efficiency = Lazy. Lazy = Lazy. Lazy people think tools replace labor, not enhance it. Gendo wrote: This last point is only going to be true for two groups, gamers that have grown up in this digital age, where practically everyone has a cell phone, computer, internet access, iPods, earbuds, books in PDF format, and so forth...in short things that have become truly prevalent over the last 10 years. The other group is the group that enjoys a form of gaming that I in no way shape or form assocaite with being an RPG - MMO's...this is not to say that MMO's are not FUN or ENJOYABLE, I just see them as being a computer based adventure game, like Zelda, a form of entertainment that I throw into my 'brainless' category - the ability to shut of my brain and just vedge. Gamers like you, or me even, that aren't so culturally ingrained with technology as most kids are these days, are shrinking in number, while techno-babies are only growing in percentage of population. Face it, we're gonna die, they're gonna take over, and the next generation after that, etc, 'cause, you know, they're the future, maaaaaan. Saying that these technologies are only useful for those that grew up with them is like saying that storing food is only good for the winter. Does that mean we don't grow it in the other three seasons? As for it benefiting those that play MMOs, I could care less. I don't care about them, and never will. I use quite a few computer programs and websites for my gaming these days, and the use of these utilities is growing. I want to talk for a minute about what I see changing in the realm of RPG's thanks to tools like these. So first I'll talk about the tools I use: d20Pro
Regardless of the differences, what all VTTs have in common is that they are a shared board or map with a chat function and the ability to roll dice in some way. That way you can connect with people over the internet from anywhere and play RPG's with them. Now the people you can game with is no longer limited to the meager selection in your local area of people that don't want to play the same game. Now, when you're sick, you don't have to miss the game for fear of getting everyone else sick. It's an amazing concept, and has uses outside of network play. It allows you in a face to face game the capablity of beautiful maps and custom miniatures, or automating rules to make things simpler, so you can concentrate on the story and roleplaying, rather than the rules. It can even make sharing secret notes with other players much less conspicuous, or showing players pictures of NPC's, monsters, or other beautiful handouts. All this without wasting paper. or spending tons of money on map (tiles), miniatures, or other physical props. Most even support on the fly tile mapping, allowing you to lay your dungeon out before your players as you go. All have some, at least rudimentary, fog of war, allowing you to hide or reveal the map as you like. As you can see, even the simplest of these is a powerful tool that can enhance games either over the internet or face to face. The VTT that I use is called d20Pro. It has heavy rules automation for any d20 based system, and since I'm a Pathfinder player for the most part, that's perfect for me. d20 is a pretty rules heavy system (though it doesn't touch systems such as GURPS or the Hero System), and being able to concentrate more on the game rather than the rules helps me out a lot with GMing, and allows me more thought to my character rather than his abilities when playing. A few other highlights of d20Pro, and some of the things that might be in the future point towards even more freedom in roleplaying thanks to technology. First off, you can import characters from DDI (for 4E) or Hero Lab (the character creator/manager I talk about later) (for 3.5/PF) directly into d20Pro. There has even been some talk on their forum (by users) of the idea of a direct link, allowing you to alter your character in one, and have it reflected in the other. The developers have seen this discussion and have said the possibility, though not any time soon, could be a possibility. Another future development (that is almost here, they're just finishing beta testing) is a marketplace, where you can buy adventures, or even whole campaigns, all set up for you in d20Pro. More on what this could mean later. Hero Lab
Not only does Hero Lab support all these different systems, but it supports ALL the options, and calculates them correctly (though the 3.5 rules have problems). It's very complete in what it does. You don't just make a character with this, it's a full on rules integrated character sheet, with experience, loot, gear, magic items (with effects applied) etc. You can even apply the effects of conditions or spells to reflect your current abilities, bonuses, etc. accurately. You can deal with health and damage (even nonlethal), complex rules like two weapon fighting, even durations, and your spellbook and memorized spells. It even tracks in just as much detail your animal companions, mounts, cohorts, eidolons, etc. You can even put a whole party together in one portfolio, with all the mounts and cohorts, etc, and then import monsters on the fly for encounters, all with the ability to track all effects on them. All this, with every single item on display with an easy mouse hover or click away from the rules explaining EXACTLY what that ability/item/feat/skill does or means. It's not just for characters either. GM's can use it to make NPC's, or advance monsters. With the built in data editor you can even create monsters, add items, spells, abilities, classes, feats, house rules, etc. It even has an initiative tracker that is quite sophisticated, including flat-footed creatures, etc. It also includes an easy to use stat block tool that makes for simple posting of anything you've made in plain text, BBCode, Wiki text, HTML, etc. Meaning you can easily put the stats for your characters anywhere. It also, as stated before, can export anything you've made to d20Pro, as well as Fantasy Grounds II (another VTT). Infrno
Pathfinder Reference Document and d20pfsrd.com
Realm Works
PDF's
What's it all mean? Does it mean that, with all this rules automation and character managers that tell you if your character isn't valid, that people aren't gonna have to know the rules? No. People still won't be able to make characters that actually do what they want them to, or are maybe even viable, without knowing the rules, and neither will they know what all they can do. Besides, there will always be corner cases, and places where a GM is gonna have to make a call. Does it mean that RPGs and video games are going to become even more alike, and thus just making things more like WoW? One could argue that, but I don't think so. With the ability to dismiss any ruling that the software makes, it still remains a human game. Besides, a computer game still can't account for you doing things outside of the "rules." A GM can, whether he's in front of you, or in front of a computer screen halfway across the world. What will it do? I think that we will see more integration between VTTs, character managers, campaign managers, and social networks. I think at some point, you're gonna have Realm Works maps that link to d20Pro combat encounters. You're gonna have d20Pro character sheets that link directly with Hero Lab portfolios. You're gonna see Infrno character profiles that link to Hero Lab portfolios instead of character sheets. You're gonna see Hero Lab portfolios and d20Pro campaign and Realm Works files that you can access from anywhere. You'll be able to play, or even GM, regardless of where you are, and have all your characters, notes, and campaign work open to you everywhere, without having to lug around a notebook and numerous heavy books, and have it all be better organized than you could do physically. You're gonna see everything integrate to the point where you may still have to know the rules, but you're never gonna have to worry about whether they're being enforced, or if a calculation was incorrect, or if you wrote a specific thing down on your character sheet. You're gonna see a random encounter table from Realm Works make a roll, come up with white dragon, and automatically open in your d20Pro program an appropriate encounter map with the dragon already on it, and you're gonna see d20Pro award experience to the character's Hero Lab profile after an encounter is finished. You're gonna see that the 6'3" 215 lb. football player can play the little sneaky halfling, and his size won't destroy your sense of disbelief, because he's not physically there for you to see. You're gonna see games where player knowledge is no longer the kind of problem it has been in the past, because you'll be able to split the party, and actually not have them know what the other half is doing, because they can't see or hear them, and to do this, you don't have to pick everything up and move it to another room, then walk back and forth between the two to be able to GM for both sides. Basically, I see all these tools not only making games easier to play, but deepening the cooperative storytelling aspect of RPG's, as the barriers that RPG's had to it; nuanced rules that you have to pay close attention to to make sure they're being implemented correctly, metagaming knowledge, and the physical disconnect between a player and the type of character they're playing, are stripped away by this new technology. So not only will you be able to find a quick 3 hour pick up game while you're waiting at the greyhound bus station, but the stories that you tell with your games will only get better and better. Honestly, I'm so excited to see what these new technologies will actually be able to do. What do you guys think? Quantum Steve wrote:
The OP said he/she didn't want the bonus to apply against full sized swords or bashing weapons of any type, so no, increasing AC doesn't work perfectly in that case. AC increases protection regardless of weapon type attacking you. DR doesn't work because there are slashing and piercing weapons of all sizes. Increasing AC doesn't seem to fit, as any increase to AC should be just a straight shield bonus to AC, and DR doesn't work for similar reasons (the DR/ B/P suggested earlier doesn't really work either, since daggers are p/s weapons, meaning the guy just has to say "I stab at him" instead of "I swing at him" and the whole thing is negated. I was thinking that the times that a coat around the hand would actually be useful in a dagger fight is pretty much one on one, so why not use the duel rules to resolve this. Maybe they get one free dueling parry per round, instead of having to use an immediate action, but the dueling parry can only be used against light piercing and slashing weapons. Just my idea. @Locke - I purposefully didn't take disable device, YET. Mathias hasn't had need or time to develop that skill, though I definitely intend on putting points in it later, depending on how Mathias' "career" goes. Rogues get enough skill points they can skip one or two key ones at first, only to fill them in later, and Disable Device didn't fit his background at all. Also, I had noted that a skill character was the only one missing when I made my character. I was originally thinking a elven magus "bladesinger," but I love rogues too, so I thought why not. I fear I've been outclassed by the halfling, but I won't withdraw, doing so would be against Mathias' character, he likes to push his luck, much like his dad. I'm extremely interested. FR has always been my favorite campaign setting, though I got involved during the 2nd ed realms, so post Time of Troubles, not pre. I assure you, I can post daily. Now, without further ado, here is Mathias, back alley knife fighter MATHIAS CR 1/2
3 years ago, when he was 13, Mathias' father "sold" him to a crime boss to pay off a debt. Figuring Mathias for a useless peasant, the crime lord sent him to make money in one of the highest risk, and smallest gain, illicit activities, back alley knife fights. Surprisingly Mathias survived and even won his first, and subsequent, matches. Over three years Mathias has become quite an adept knife fighter, his small form allowing him to move deftly and quickly, though Mathias can't help but think that more than a bit of Tymora's luck has to do with it. Mathias recently decided he couldn't wait for Tymora to shine her luck on him and free him, and so took his fate into his own hands, made his own luck if you will. Just as his most recent match started, Mathias lept upon his opponent, killing him outright with a stab to the throat, and before the body had fully fallen, he was already rushing at the pursekeeper for the match, his opponent's dagger in his other hand, slashing him across the hand and stealing the purse. He now lays in hiding, trying to figure out his next move. Relationship to Tymora:
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Bluescale wrote:
Stats are part of a rules system, which is something that cannot be copyrighted, they have to be patented. The D&D rules system (the d20 system), isn't patented, and the OGL makes it obvious to those that didn't know before, that you can use the rules however you want, because they aren't patented. What you CAN'T use is intellectual property and product identity. There are non-D&D origins to the term Oinodaemon, and thus that isn't IP or PI, but ultrodaemon, farastu, etc. are names given to those monsters by Wizards, those words didn't exist before (that I know of). Basically, if others are allowed to use a name (such as in the Tome of Horrors), WotC didn't come up with it on their own, but if they did come up with it, it's not allowed to be used. skrahen wrote:
The message boards there say that they'll be starting Beta testing with a few select GM's in November, and that the full release will probably be spring some time. Then again, LAST fall they said that it would be ready for release by last spring, so we'll see how that goes. No wonder I couldn't find it, it's from the Advanced Bestiary, not an actual Paizo product. But after looking it over, it looks good. I think I'm gonna go with the templated monitor lizard just because there's already anicomp rules for it, and just reduced the effective cavalier level. Fits the concept that it's drow NOBLES that get it to do that too, as nobles are more likely to have higher class levels. Thanks everyone for you help. Now, to add the cave template to Hero Lab, and figure out how to make the effective mount level four levels lower.... Velcro Zipper wrote:
The ones from the Dark Elf Trilogy were really just big monitor lizards with sticky pads on their feet and darkvision. Velcro Zipper wrote: That being the case, I'd say no (at least if you use the bad boy I created.) A CR4 mount is very powerful for a 1st level PC. Now, if you're drow bad guy is around level 8 or higher, I'd treat the cave lizard like a higher level druid AniComp. Give it abilities equivalent to a Cavalier's mount -4 levels. That should bring it down to a manageable challenge for the party. Otherwise, you're going to have to crunch some numbers, remove some abilities, etc. to get the thing's CR down to a 2 at best. You may as well just build a monster from scratch at that point. Sounds good to me. It's still a bit of a workaround with no actual rules text to support it, but it sounds fair enough to me. I'm probably gonna remove the poison bite too. Thanks. Thanks for the response guys. I guess I should have been a little more specific about my concern. It's not really the lack of large lizards, as both of you have shown that's pretty darn easy to remedy. The issue is how would these work with the mount rules? Is a monitor lizard that has had its size increased and the cave template applied still a viable "animal companion" for the mount rules? I know I could just SAY the drow has the lizard as a mount, but I wanna at least TRY to do it within the rules, so that I'm not doing anything my players themselves aren't allowed to do if they wanted to (not that I expect any of them to make cavaliers with giant lizard mounts).9 Alright, I've got everything except equipment done. Concept is a guy, honestly barely more than a kid, that has always been the champion for the bullied. Unarmed fighter archetype. The problem is that I don't know Golarion very well, so I don't know anything about Sandpoint. Anyone wanna give me a bit of info, or point me to where I can find it, so I can figure out why he's there? VoodooMike wrote:
Way to respond without reading the rest of a person's post. But in response to what you said: No, previous psionics systems did not include components. You didn't wave your hands in the air or say specific formulaic words, and there were very very very few powers that required any material, and in that case, it was a focus. They did include side-effects though, depending on the edition, including strange smells, flashes of light, unexplainable noises, or headaches for people in the general vicinity. Maybe that's what you're thinking of. But definitely not arcane formulae and physical gestures. Also, if you'll note, I specifically said I was happy with what Dreamscarred Press did with Psionics Unleashed, and don't care if Paizo does a psionics book. I also mentioned exactly what it was I liked about psionics in previous editions (pre-3.x), because, as I again said before, 3.x changed psionics to be much more magic-like. Ever looked at the 2nd edition Psionics Handbook? Attack and defense modes for psionic duels that last mere seconds, and no one but the two duelers even know anything is happening until one of them collapses unconscious. Powers that depend on your skill and talent to use (alright, I didn't mention that one before, but someone a little higher up mentioned it and I had forgotten to before). Powers that don't concentrate on visible effects and blaster powers like magic does. More clairvoyant and controller powers, force effects (invisible or visible), Personal buffs, maybe some shapechanging. Not so much fireballs, lightning bolts, and such. Something not vancian, power points, skill checks, or whatever. But again, as I'd said before, I am NOT calling for paizo to do a psionics book, Psionics Unleashed is all I would need or want from a 3.x psionics. But if they WERE to do one, since you asked, I'd like to see something maybe mixing power points and the skill driven idea behind Star Wars d20 revised version of The Force. Morgen wrote:
I'm not gonna touch the first part of that, since I'd just get all the conservatives pissed off at me with my snarky remarks. As for Pleasantville, that was definitely one point they were trying to make. But they were also trying to make the point that people should live life instead of resisting change and clinging to structured sameness from every day. Also that no matter how stoic and unfeeling you seem, there are emotions and passion under it all, that every one of us is HUMAN, not a machine. InVinoVeritas wrote:
Different flavor. Bending and warping reality through use of willpower and belief alone, rather than finding backdoors through reality with the combination of arcane gestures and vocalizations. For me, a vancian system reflavored doesn't cut it for that, though I guess the sorcerer could work if refluffed, but then the effects of many spells don't fit my conception of what mental discipline accomplishes. In fact, that's one of my gripes with 3.x psionics, it turned psions into just as much of a blaster as other spellcasters, and 3.5 even got rid of attack and defense modes. A duel of the minds is not longer that, it's just a spell duel now. That being said, for what I DO like about 3.x psionics, Psionics Unleashed is exactly what I was looking for, so really, I could care less if Pathfinder does a psionics book or not, unless they can create a system that has the flavor I want, but without the complexity of the old rules. Don't get me wrong, I loved 2nd edition psionics, but those rules were arcane as f#$% (Skills & Powers simplified it a little, which was good, but... well, whatever). Matthew Winn wrote:
All good. Both are freakin' awesome. B*tchin' Camaro! Matthew Winn wrote:
Umm... that's not The Dead Milkmen, that's Dead Ale Wives Watchtower... Shadow_of_death wrote:
Only one missing is slow fall, which might have been an oversight. seekerofshadowlight wrote:
CAN select. It doesn't say "A quinggong selects ki powers in place of the following monk class abilities." They are not required to switch out those abilities, they are just given the option to. Shadow_of_death wrote:
Free action at the end of your turn to pull one last arrow? Cheapy wrote:
Emphasis mine. That phrase right there at least insinuates that it has to be your turn, as the free action has to happen while you're doing other things as well, like taking your turn. I've got two, like a lot of people that have responded. 1) Yokozuna Enyago, 2nd edition half-elf ranger 30 with Samurai kit. The character I played the longest, ever, somewhere around 5 years of play got him to that point. Lots of wishes. LOTS of wishes, to increase abilities, and to exceed racial level limit. He eventually ascended to demigod status as the demigod of honor and dragonslaying. He was a samurai from Kara-Tur that traveled west to Faerun to find his fortune and commit acts of valor adequate enough to restore honor to his family, which he did by slaying a great wyrm and claiming a kingdom in the name of his daimyo. Yes, I know that elves don't exist in Kara-Tur, and I know that Yokozuna is actually the title for THE sumo champion. But I didn't know these things when I first made the character. 2) Devereau, 3.0 edition Fighter 7/Wizard 8/Divine Champion 2/Arcane Devotee 2. Champion of Mystra. If he had gotten one more level, my DM was actually gonna award him the Chosen of Mystra template. He was a magehunter that specialized in dispel magic.
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