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Watching this just makes me realize how awful the prequels were on so many levels, how dated the much-vaunted digital effects of Lucas are, and that even condensing these and chopping out some of the more awful bits can't really salvage them. :(
(Full disclosure: I only made it through the edited Phantom Menace before stopping.)
pres man wrote:
I am still not sure what the droid is suppose to ... do. I mean, R2-D2 was a repair droid. His trashcan shaped body had various tools in compartments for repairing things. C3-P0 was a protocol droid.
Would just looking at either of those two droids give you any idea what function they were supposed to fulfill? Probably not.
I think this is just a case of "wait and see." They can only show so much in a trailer, and giving a rundown of the functions of a droid probably doesn't rank very high up on that list.
I can't stand the fact that if my 20th-level unchained summoner makes his eidolon huge, and increases a single ability score by 2 points, he only has 1 evolution point left over.
I hate when my 20th-level characters get nerfed. I feel like I have nothing left to strive towards any longer.
For what it's worth, there are going to be more phantoms in the final book when it comes out.
Stephen Radney-Macfarland wrote:
The published class will have a more complete list of emotional foci.
Just a few more months, and we'll all be able to see what those are.
I'm having trouble buying Caitlin as a potential villain. She's just too damn adorable.
It's entirely possible that if they do have Killer Frost on the show, it won't be Caitlin. There have been something like three of them in the comics, as I recall (Snow being one of the more recent ones, IIRC created during "New 52").
In fact, that's what I'd prefer to see. Like you, I don't quite see how they'd have her believably turn into a villain and feel it would be a waste of a great character.
Chess Pwn wrote:
Now lets say the guys reaction was to go to confess at the temple, well what if my next thing was to convince you not to go and to carry out the task? What if my next thing is to convince you to not do your response to that but instead to go carry out the task? How far would you say it needs to go before the guy carries out the task/kills himself to stop it?
About 1 hour per level.
New pictures of two of the Occult iconics (the psychic and what looks like the Medium?) on Paizo's FB page.
(And Erik Mona, too!)
EDIT: I'm guessing Medium because he appears to be holding a Harrow deck. He also has a star-knife, interestingly enough. And the psychic is using some kind of telekinesis to have a couple of objects floating around her, including a crossbow!
OK, fine, as a trusted friend you've told your victim that his half-brother raped his wife. You make the check and he believes you. You still have no way to make him murder his half-brother. He might just go to the authorities. He might go punch him in the face and tell him to leave and never come back. He might go stone his wife to death because that's what people do in his culture. You have no control over what he does.
Something like this might even break the spell, causing the person to no longer consider you a friend. Oftentimes, the bearer of bad tidings- no matter how well intentioned- ends up being the person that ends up as the object of misdirected ire. There's a reason there is a trope of the boy/girl ending a friendship when the friend reveals that said boy/girl's significant other was a cheater/dirtbag/etc, because it often happens.
It's things like these that make me enjoy spells like charm person from a roleplay perspective, because there are still a lot of nuances of interplay between player and DM that must go on in order to achieve the ends that you want to achieve; or at least more nuances than can (should, IMO) be found in a simple d20 check.
So, you expect Jason to come up with an exhaustive list of possibilities? You're also misquoting Jason. He didn't say, "He can still not carry it out by killing himself." He said, "the creature might take its own life instead; it's not your puppet." As a DM, I could come up with dozens of other "mights," too...
Those "mights" are even in the spell description itself:
Charm Person wrote:
An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
There is and should be a lot of leeway and interpretation in what a GM allows a character to do with this spell, and it really should focus largely on roleplaying and what works best for that particular gaming table. (IMO obviously, as clearly not everyone's or else this thread wouldn't exist)
Vic Wertz wrote:
I don't know for sure, but I like to think that the increasing dominance of "nerd culture" and the decline of groups putting forth the "D&D is evil" message have improved things since then, but I can tell you that over the years, Pathfinder has certainly reaped some benefits from *not* being D&D.
In my experience, having grown up on and around the hobby since the 80s, I can say that there has been an observable shift in perceptions towards roleplaying in general, and D&D specifically. Though I'm not terribly active these days beyond theorycrafting and forum interactions, I find it nevertheless surprising how many people I meet IRL who play D&D- and even more so, who are women. Which was just not the case when I was growing up, sadly.
I feel both elated and sad that it seems a bit more socially acceptable now than it was then (elated for everyone else, sad for my childhood), but I would definitely say there appears to be a shift. I think video gaming (and WoW) have also contributed in a big way.
Combined with the steadfast refusal to even acknowledge the repeated requests to update old AP's it seems like every time a whole new set of classes or a whole new version of previous classes gets introduced, it creeps my previous purchases that much closer to obsolescence, reducing its collective value.
*Emphasis mine, but please do note the bolded portion of the quoted section.
They have answered the request to update old APs. Several times, actually. Exactly how many times do they need to answer the repetitive requests? 10? 15? A million? Or only until they actually update the old APs?
At what point do "repeated requests" become nagging and pushiness?
With respect to "not building things to last" I can recall reading about 'The Race' in Harry Turtledove's Alternate Earth series. One of the things that kept getting repeated throughout the book was how careful and long lasting all their machines were and how much of a shock that was to us. Conversely, they were amazed that we were able to advance as far as we did with such slipshod devices.
It never ceases to amaze me how some of the most durable and longest lasting testaments to human achievement were things that were created centuries and even millennia ago with far less sophisticated tools, technology, and processes than we utilize today.
I know they've done Varisia to death, but I'd love to see an AP based in/around/below Kaer Maga. That city just seems so interesting to me and I would love to play an extended campaign there.
Couldn't agree more. Actually, I wouldn't mind a Kaer Maga hardcover book, just delving more in depth into the whole city as a mini-campaign setting.
In the meanwhile, though, how's this for a Kaer Maga AP idea? :D
I imagine it isn't just a physical thing, but a social/organizational thing. Nar-Vothian creatures are more likely to have some interaction with the surface cultures- such as predators who hide away and stalk their victims at night; boogeymen that are used as tales to frighten children into good behavior.
When I think of Narvothian creatures, I think of things like the Derro, the Darkfolk. Creatures that exist in a sort of transitional phase between light and dark, as opposed to being chiefly one or the other.
Anyway, it's kinda odd to see Cisco being so competent in a fist fight. Didn't see that one coming...
Well, it was a fistfight against Hartley, who doesn't seem as if he's the world's greatest athlete himself.
That said, I thought it was kind of cool, although after being slammed against a wall, Hartley shouldn't have been able to pull a WWF and turn the tables like he did.
As for the Caitlin drunk thing, like DM Barcas says, it was more about the continued slow-build of her attraction to Barry than anything. It's been subtle, but the character has been playing things that way practically all season. She didn't invite herself along to the "stakeout" and get all dressed up just because she hoped to hook up with some random person, nor was her questioning Barry about whether he was going to call Linda random either. And the subtext of her convo with Barry at the end pretty much laid it all out right there, even if Barry remains clueless to it.
Haha! How did I miss this? This looks really cool!
When I saw the title, I thought- "How did someone sneak a joke thread into the product discussion forum?"
I love dirty trick types of characters, and have one in particular that would really benefit from this. Can't wait!
Lucky designers that get to work on this.
How are these fluids still leaking, etc.?
They may not (I'd argue have not) have been leaking for the entire period of time. More than likely, many of these breakdowns and leaks are relatively recent- the inevitable result of time and decay on even super-strong and futuristic compounds and metals. Reactors that finally give out, etc.
Not to mention that a lot of this stuff is nuclear and toxic, and without any active efforts to clean it up, can and will linger for ages and ages. No need to look much further than our own modern day society, and the issues we have with waste disposal and cleanup- and we actively (in many cases) try to clean this stuff up, something that is more likely than not going on in Numeria, which lacks the tools, population, and organizational methods that the modern world has.
Okay, I think I've come up with a really good one. I call it "Conquest of Kaer Maga."
The modules I've used are:
Shadow in the Sky (AP #13)
I switched the order of two (Asylum Stone and Infernal Syndrome, #3 and 4, respectively, of their APS), because of level suggestions. Even so, the last four have some leveling overlap/gaps that would need to be ironed out a little bit. I'm also modifying things so that they stay in the same geographic region.
The Synopsis (Spoilers Abound!)
#1: The PCs are hired to work in Downmarket's Gold Goblin Gambling Hall. They soon prove to be more than capable enforcers for its owner, Saul Vancaskerkin; capable enough that he realizes they might well try to take over from him- worse yet, they might uncover his dirty little secrets! So Saul tries to take them out first, only to fail spectacularly. The PCs discover that Saul had been working with a serpentfolk lurking in the catacombs beneath the city! For reasons undisclosed, that serpentfolk had been causing a series of strange phenomena across Kaer Maga. In the end, his odd machinations are stopped, and the PCs end up running the casino themselves!
(Modification: Substituting serpentfolk for drow, as it fits better with the overall plot.)
#2: As the PCs begin to make a name for themselves as casino owners, other gangs of Kaer Maga decide to muscle in on their territory. The Lords of Rust, a group of thugs known to make use of clockwork parts and other strange technologies, makes the first foray. The PCs have to venture into the Warrens and prove their mettle with the various gangs therein, ultimately overthrowing the Lords of Rust and their mysterious leader, and establishing their rep as Kaer Maga's newest faction.
(Modification: Subbing technological stuff for clockwork/construct things. Not strictly necessary, but a suggestion for those who don't like Numerian tech in their fantasy.)
#3: "Uncle Guden" is well known in Kaer Maga as a generous benefactor, yet there are few who aren't suspicious of his motives. When his home in High Stacks suddenly explodes, it seems as if those fears aren't quite so unfounded. The PCs are enlisted by his majordomo to stop the escape of an imprisoned Pit Fiend whose release would imperil the entire city- including their casino! As if that wasn't bad enough, someone has sent vampire assassins to stop the PCs- or kill them!
(Modification: Some minor tweaks to make it fit into Kaer Maga. The tieflings employers will be the serpentfolk- bringing that plot back into the mix, as will the vampire assassins.)
#4: The PCs fame (or infamy) is spreading, and people across the city are beginning to turn to them for advice and help. Such is the case when the organ-reading troll Augurs approach them to help rescue one of their own from the clutches of the Ardoc clan of Bis. Upon saving him, the troll reveals a vision to them that seems to hint at answers to some of the mysteries they have run across involving the serpentfolk and plots against the city. Embarking on a vision-quest, they descend into the depths of Kaer Maga, learning some of the secrets of the serpentfolk beneath the city and suggestions of their ultimate designs, as well as discovering an artifact that might be needed in the future.
(Modification: Drop the trek to Kaer Maga in the beginning. Perhaps make Ardoc the benefactor of the Lords of Rust in part 2. Have Maligast give them some background on the serpentfolk, using material from the Serpent's Skull background, as setup for the final chapter.)
#5: Back in the city, the PCs are once again approached for help- this time to help the vampire Lord Victae Cobaru. There is a war brewing among the vampires of High Stacks, and he needs outside help to stop it. As his enemies are the same group behind the assassins that earlier tried to kill the PCs, he feels safe in seeking their assistance as they have a vested interest. Destroying their enemies uncovers the final piece of the puzzle the PCs have been dancing around since their early days as Vancaskerkin's employees: There is a veritable army of serpentfolk awakening beneath the city, and they are attemping to resurrect their dead god and take over Kaer Maga itself!
(Modification: Some minor changes to make it fit Kaer Maga. Drop the dullahan battle in the beginning, and/or parallel it with the battle with the Dark Rider in the previous adventure.)
#6: The PCs must wield all their accumulated influence in the city to rouse its various factions to join them in the fight for Kaer Maga! Then, armed with an ancient weapon they recovered beneath the city in part 4, delve once again into the catacombs of Kaer Maga to stop the resurrection of the serpentfolk god, and perhaps unifying the anarchic city for the first time under their leadership!
(Modification: None, really. Just have to bridge some level gaps from the previous adventure.)
Honestly, even if he doesn't have that much draw strength, I'd imagine getting hit by three or four arrows would still be pretty darn incapacitating to someone, if only over time. Might not go down from one shot, but bleeding out and just generally feeling pain from several low impact arrows would still have a pretty debilitating effect on someone. (Plus, I'd imagine without the heavier draw, those arrows are less likely to penetrate clean through like the guy in the HEMA video attests arrows should/would, which would make them even more of an annoyance. Pincushion time.)
Congratulations! I upvoted this one whenever I saw it, as I recall. I really liked the visuals and the creative approach you took to an otherwise cliched trope (ice weapon). In fact, both of the ice themed weapons I saw this year I felt took a much more creative and unique approach to their trope than did the similarly-themed fire weapons, which is a credit to you as a designer (and doubtless why we see two of them in the finals, and no fire ones).
I enjoyed all the Earthbreakers this year, and while they tended towards the same general theme, yours was probably the most standout of them due to the different mechanical approach you took, which is a good thing. I think Owen's point about the name is a good one, but in any event, look forward to seeing what you bring to the map round!
I rather liked this item myself (though admittedly, hadn't noted some of the issues the judges point out). To me, the fey/iron connection was actually one of the things I most liked about it, and it fit thematically, so I wouldn't recommend removing that part at all.
Congratulations, though! And as Jacob points out, alternates have advanced for various reasons in the past, so don't give up yet!