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Hmmm. This would be a very different flavor of game than I usually look for on the boards. I've only recently returned, but perhaps I'll give this a shot and see where it leads.
Any thoughts on appropriate races/classes/whatever for the adventure, other than the aforementioned rules? I like to go against type sometimes, but I also like to make sure I fit. Increases chances of selection, aye?
Experience with PBPs:
I signed up for the pathfinder boards years ago. when I realized I could RP on forums, I was quite hooked. It was the center of my daily entertainment routine for a good many months, as I signed up for every recruitment that caught my eye, and was saddened every time a game fell flat for any reason.
Experience with the RotR AP:
None yet; I've attempted to apply for a campaign or two of it, but never picked.
Favourite alignment and why/do you hate the alignment system and why:
Neutral. It's the most open to interpretation. I dislike alignments when people start trying to cleave to them like ironclad rules for what their character can/cannot or would/would not do, and when people use them as an excuse to disrupt the game.
Number of PBPs you have played in:
15, to varying lengths. I've unsuccessfully applied to many, many more.
Number of PBPs you have played in that have finished/are still actively ongoing after a long period of time:
1, from the look of it. I had to drop out long ago due to RL issues, but the game is amazingly still going over a year later, with at least one of the original characters still involved.
Tell me a little about the PBPs you have played in that finished/are still actively ongoing after a long period of time:
the Ninja DM's shattered star--we were in the process of pursuing the second shard when RL piled up on me and I elected to let go of the PBP boards for sanity's sake.
Your most interesting character in a previous PBP/real life game:
Maven Brewbane. A Dwarven forgemaster cleric who was shy, uncomfortable in crowds, and so accustomed to underground life that the sight of the sky tended to leave her nauseous at best. She wielded a two handed earthbreaker hammer named "drowbreaker." Three guesses how it got that name.
Your best roleplay interaction post in a previous PBP:
The blaze of the anvil, despite the rain and crashing waves, seems to grow more intense by the minute. As she turns back to observe the continuing battle, Maven grips the side of the lifeboat with impotent frustration. Why do I wish I was still there? And why do those damned fool men still flail about yards from that wretched beast's maw?!
Scanning her lifeboat reveals a hauntingly empty craft. Large enough for almost a dozen Dwarves, her current vessel floats high on the waters with a mere four, including herself. It's hard enough not to stare at the empty spaces, much less avoid thinking of how many Dwarves could have filled them. Unable to gaze at the burning ship, the empty boat, or the furious skies, the only solace left to her beleaguered mind lay in the waves as she slumps to the side of her seat. As her downcast gaze fights despair, however, something drifts across her vision. a shaft of lumber, no more than a foot and a half long, bobs in the dancing waves, the wide, cylindrical wooden head appearing above a crest every few seconds or so.
Puzzled by the object in surroundings it should not be, Maven finds herself staring dumbfounded at the tool for several seconds before it drifts closer to the boat. Snatching it from the water and gripping it in hand seems to trigger recognition in her eyes. My TOOLS! I left them in my cabin! NO!!
Rapidly scanning the area around them reveals barrels and chests floating randomly about the boat, some upturned, some open, some splintered, but just a few intact, bobbing about, seemingly without a care in the world. She then turns to the boat, searching through the random bits of equipment scattered around the floor of the craft. Digging through arrows, boxes of snuff, random clothing, planks and nails, she grows irritated as her search nears the bottom of the boat. No...not that...no, that won't do...no, NO...grrrr...ah HAH!
Standing tall from her little excavation, Maven triumphantly grasps a coil of rope, snapped and frayed, but still close to thirty-five feet in length. She then starts darting from one end of the boat to the other, eyes searching every container in the open waters with hawklike scrutiny. The other Dwarves, confused and taken aback by her sudden activity, make every effort to duck out of the way each time she moves in an effort to keep the craft balanced.
Come on, where is it? come onnnn, Torag don't let me down now...
Suddenly, she gasps as she spots it. How anyone could pick out an insignia no more than a foot wide from that distance, half submerged amidst the waves, rain and lightning, her current companions are completely unsure, but there she spies it: a cracked tankard, embossed in bronze, on the front of a small wooden chest. the name seems to echo in her head as it plays across her lips.
Grasping the coil of rope in her right hand, Maven shuts her eyes a moment, running her other hand over the circular coil as she whispers under her breath. When she finishes, the rope seems to shudder a moment in her hands. Ensuring her grip is sound, she flings one end of the rope out over the water, grinning with glee as it breaks water barely a foot from the chest.
Intently pointing a finger at the wooden box so far away, she projects her voice in a command unfitting her usually meek personality. "LOOP AND KNOT."
The rope responds with another shudder as the far end swiftly snakes its way around the chest and loops itself into a steadfast knot, just to the side of the Brewbane insignia. She then pulls the rope hand over hand with the urgency of a protective mother as the box expands to fill her field of vision. The moment the chest comes up to the side of the craft, she drops the rope and lunges with both arms for the soaked wood and the brass handles, tearing it free from the waves and clutching it like a rescued child. As her three Dwarf crew grabs the rope and does their best to match her success with closer, larger containers, she takes a minute to inspect the contents, the most genuine relief of the trip warming her features as she checks each implement for waterlogging, rust, and damage. By Father's beard, as long as I have me tools, not much remains I can't rebuild.
Can you commit to an absolute minimum of 1 post every 2 days:
Sure, I've done one a day before, participating in up to eight campaigns at one time. Once I got into it, I was quite regular, even slightly fixated, heh.
Can you commit to this game for a long time, as the bare minimum is measured in months not weeks:
On this, I'll be entirely honest: I WANT to. I had to give up on the boards once before, and it brought an end to more than one game simply because of my role in the story. I don't want to let that happen again. I want to be there to see the story play out and fulfill my role to the end.
What would you like to do in this game/get out of this game:
A diverse set of situations, good developments in my character's story and personality; I'd like to experience an intriguing adventure that leads me to places I don't know yet, and gives me ways to fill in more of a character's life with events I can't write alone.
Are you a dick:
I'm surprised this is a question. I make a conscious effort not to be, even when I'm in my worst moods.
I do wish to ask: are you committed to using Skype? If it's a text chat we need, there are other alternatives; I only ask because I often find Skype distasteful and resource intensive. I can get it if the game is committed to it--don't drag it down on my account--but I'll be just as happy not to.
A very unorthodox and curious idea. I've been away from the boards for a long time, but the itch is re-emerging. Might as well see where it takes me.
4d6 ⇒ (4, 3, 4, 4) = 15 12
13-pt equivalent. Yikes.
I'll have to meditate on it a bit and see if anything strikes me. Probably just take 20, though.
EDIT: forgot to drop the lowest. My rust must be showing.
well, I've been good. I haven't joined any new campaigns in almost two months. Now about 8 out of the 12 I was in have died.
I can no longer resist, and Durvin's songs are priceless. I want in. time to roll some scores.
4d6 ⇒ (3, 2, 3, 2) = 10 8
damn. first set too good. round 2.
4d6 ⇒ (3, 4, 3, 3) = 13 10
OK, so 10, 13, 13, 13, 14, 14. 19-point buy. Hard to get much more balanced than that. I'll see what I can come up with.
If we're sticking to wiz/sorc list, then I'd probably go with unseen servant. He'd be great for maintaining that immaculate appearance of my kitchen after I've made a big meal or a pot of soup stock, and 20 pounds is enough capacity to carry a lightly loaded backpack, or even an umbrella in the rain. He can get the door when I'm holding heavy groceries, and he can completely replace "the clapper" when it's time for lights out. the applications for an (effectively) unlimited duration unseen servant are legion.
One other big contender for me is expeditious excavation.
-Landscaping? Draw me a picture and gimme five minutes. Ten, tops.
No dirty fingernails, no sunburn, no sore knees, and no noisy power tools pissing off the neighbors. Mankind wants to reshape the earth? This is your spell, my friend.
An Interest Check, Reflections in the Eye of the Beholder, a Somewhat Unique Pathfinder Experience Being Contemplated
An Interest Check, Reflections in the Eye of the Beholder, a Somewhat Unique Pathfinder Experience Being Contemplated
An Interest Check, Reflections in the Eye of the Beholder, a Somewhat Unique Pathfinder Experience Being Contemplated
Good to hear. I've fallen into the habit of applying for every recruitment that catches my interest, even though I'm in several active campaigns and in college. I think I just habitually rise to the challenge of creating characters within different rulesets and scenarios, regardless of acceptance, just because I can.
Either way, I'll digest the material so far and see if inspiration strikes!
Interesting. Not a lot of 20th-level startups these days, and your idea of transcribing the details of our adventures resonates with some of own ideas. I think I might roll something up, but I have class shortly, so it'll have to wait. Color me interested, regardless; let's roll some bones.
4d6 ⇒ (6, 3, 5, 3) = 17
18, 17, 15, 15, 13, 11. Hard to complain. Got a +4, possibly +5 ouf of the deal even from level 1.
I'll be back later if I think of something.
I may be a bit late to the party, but I find unorthodox settings and thought-out homebrew rules fairly irresistible, and would be interested to try my hand here if you're up for it, GM.
However, I do have class within the hour, so I may have to save any serious focus for the next 3-4 hours. Are you ok with letting another -potential- submission in, or do you think your current roster will leave your hands full?
I liked that PF used less skill points and kept the same overall bonuses, at first, because it reduce the bookkeeping of skills, which was, in 3.5, quite a chore.
However, it does lead to the aforementioned problem in exchange...
Hard to say now which I would really prefer.
Working on my submission, BTW, just got home from parent's house, should probably have it up in a couple hours.
I'm working on my first submission (and it's gonna be a bold one, I think) and I'm curious about some of your creation guidelines.
The 2 bonus skills per level are every level, correct?
Further, are the three additional skills at 1st level just one-time bonuses, not per level?
Lastly, for now, the package two benefits, specifically the honor's scholar: the wording seems somewhat ambiguous--you say "gain specialization in those skills and gain a point each." I'm wondering what you mean by specialization here.
Funny, I was actually hoping I'd find something on which to disagree with tormskull cause I was worried I was starting to feel sycophantic.
I find it entirely possible, and even logical, for a character to have a generally weak stat in which they have a very narrow talent, as in the klutz with good crafting hands above. However, two points still ring true here: first, it needs a good, compelling reason, which is something subjective and uncommon in players. Second, it should be the exception to the rule, and when ignoring mechanical deficiency is as good as securing advantage, it can be hard to convince some players to play the hand they've dealt themselves, so to speak.
I have just such an example of a low-cha character who I've described as "a waste of good looks," but she's fairly shy, lacks in assertion, and is very reactive, rather than proactive. She'll disagree with the plans of the group if she finds them to be an abhorrently bad idea, but unless queried, she'd be hard pressed to present any of her own, at least at this point. the campaign's still relatively young, but I've done my best to play it to the hilt.
Unfortunately, not nearly all players put forth the effort.
Point for Bluddwolf. Environmental interaction is another thing sorely lacking in MMO's that can work miracles to elevate your game. I transitioned from Dark age of Camelot to World of Warcraft when WoW was brand new. The difference in involvement and interactivity was ENORMOUS. The simple ability to right-click a chair and sit down; the power to mine a mineral vein or harvest an herb; especially those unorthodox quests which had you either use a mount or vehicle, or even transform into something else entirely, were just a breath of fresh air. Even just sitting down to munch a piece of bread for a minor buff was cool. Little things like this, that help bring virtual characters and real people just slightly closer, are going to be key.
Have wagons traveling between towns where a few people can just jump on and hitch a ride as it passes by. Don't think I've seen that in an MMO before. Include actual board/card games in the world so people can enjoy the taverns all the more. they need not have any greater reward tied to them than the gold players bet and the fun of watching them play out.
Hmmm...I am nothing if not a fan of deviant campaign creation. Homebrew is basically a magic word to me, so I will most certainly keep an eye on this.
Any idea if we're starting close to water? Docks might be necessary, and they'd definitely give the mill extra work.
Also, a blacksmith might be quite a boon to a starting town either way. Two cents, y'know.
So, question for clarity: You mentioned shopowners and the NPC classes--commoner, adept, etc. Any ground rules for how exactly that's intended to work?
Are the "adventuring" classes precluded from being property holders to start? Are the NPC's meant to just have a more rooted role for now? I'm just curious what you're thinking on that topic.
Bear in mind the paladin's code is an individual thing, and is not explicitly spelled out as preventing him from having a little fun. If your DM didn't specifically restrict you from it, then there's nothing preventing a little cross-religion contact.
Wonder how safe you'd be starting a grapple at her tail? Surely she can't initiate much of an "act of passion" like that...
OR COULD SHE?
I agree with the idea of determining your next level ahead of time, and working your character's behavior towards it for consistency's sake. I seem to recall somewhere an alternate rules system that awarded the character only a portion of the powers of his next level at more common increments than a whole level. He'd pick up his saves, then later the BAB and HP, then the skills, then the spells per day/class abilities--or something like that. Can't recall where I saw it though; somewhere on the boards I think. I found that idea intriguing for exactly that reason.
If you learn the similarities between BAB's, saves, and the commonalities, you could take it one step further; instead of asking them what class they're working towards next level, let them pick one feature at a time, only cutting off choices that no longer match up. they decide to take a +1 BAB first off? Then they can only take a full BAB class, and restrict their other choices to match. they pick up new spells per day? they're certainly not going rogue, monk or fighter, just for off-the-cuff examples.
In a way, that could kind of act as a funnel that lets them choose abilities piecemeal, and when they've reached enough XP and completed all the choices, you just mark on their sheet that they gained a level in X class. Quite a reversal from getting a level and writing the abilities that go with it; the level instead becomes end result instead of the sudden, abstract choice. They get new powers and stats at more regular intervals and in smaller chunks, they're not completely pigeonholed into a class choice from the outset until they "disqualify" for particular classes, and it eliminates the idea of someone "suddenly" gaining wizard spells or the ability to rage for no justifiable reason.
Conflicts and issues abound, I'm sure, especially with spells per day and calculating less than full BAB, but an intriguing idea nonetheless. Has the potential to mediate between choosing your crunch for advantages and evolving into a new path in life; YMMV.
Well, figured I'd add disclaimer since membership seemed to be a trend in this particular thread; not that it would have stopped me, heh.
But AvenaOats has one of the right ideas of it. Experiencing stuff is one of the best parts of life, and I see no reason that something you do for recreation should shy away from things like that.
give us traders who take pelts and meat for coin or goods. Give us waterfalls to go over on a raft when we get too distracted watching the treeline go by. Give us trees to climb and vines to swing on. Give us instrumental minigames so those with a bardic mindset can actually leave their mark and maybe even compose their own tunes; hold contests and the winner might get his tune worked into the soundtrack. Give us festival planning tools so we can hold our own ingame celebrations for our deity, guild, wedding or whatever feels right. give the game the true right to be called "sandbox" by letting us choose our goals more freely and making tangible reasons to pursue them. Give us the ability to have no goal at all by letting us find more ways to goof off. Not every adventurer has to face the greatest challenges the world can throw at them and preserve the future of the material plane. some of us just...have some adventures.
Hope this isn't a goblin squad exclusive discussion; my opinion is pretty simple.
give us a lot more meaningful, interesting things to do than just killing stuff online. That's pretty much it. Allow less combative characters to have fun not getting into combative situations. the rest will almost write itself. Probably too many examples cited before me here, but that's the core. If the game continually comes back to killing stuff and the other activities become chores to avoid, then perhaps something has gone wrong.
My two cents, brought to you by yours truly. Carry on.
Hmmm...I think there's a caveat here. The EH feat says specifically for the purpose of using that power, use a number that is CL-2 in place of sorcerer levels. I think donning a robe would be a different "purpose" for your sorcerer levels, really.
The robe treats your sorcerer level as 4 higher, but...you don't have an actual sorc level, just a calculated number that's used in place of it exclusively for the purpose of EH.
Official ruling probably still pending, but...I kinda feel like they wouldn't interact like that. Not that I wouldn't use it if they did (I like sorcerers) but...I dunno, just strikes me as a very niche thing that wasn't intended. Sure, my wording still isn't verbatim what's in the book, but given the bigger nature of the game's design, I feel like that may be the safest, most accurate ruling for now.
Otherwise, you have a crossblooded sorc with two EH lines wielding four different bloodlines at higher level than his total CL.
Again, not that I wouldn't try it for laughs, but...
Tormsskull, I need to game with you more. You get it. It all boils down, to me, to a single phrase you've repeated, that succinctly collects the entire point (to me) of a role-playing game...
This is what you are doing when you play any social RPG. don't believe me? Remember it next time one of your long time buddies brings up that one thing he did in that one session that made everyone bust out laughing, or that one encounter that almost TPK'ed your party because one of the players said something stupid in character and you smooth talked your way out with no dice rolls and the GM just went: "damn. that's good. I'll allow it."
A group of players and a GM exist to create memorable stories. there is no tangible reward for min-maxing; there is no leaderboard for highest DPR which awards cash prizes to the best optimizers every year (PFS notwithstanding; I've never participated, for reasons that should now be obvious.) the only thing anyone really gets out of this game, when all is really said and done, are fond memories. I don't know about you, but if the fondest memories I had of a game were nothing more than the totals on the die, I'd feel sad.
I put at least some effort into building a character sufficient to achieve something in game, but there's a lot to be said for building an imperfect character; not just for "roleplaying" purposes, but for the challenge. Anyone can win encounters when they're immune/resistant to the enemy's tactics and deal consistently amazing damage every round. Going that route feels like you've finished 'playing' the game long before the dice are actually rolled. Once you've discovered and proven the "optimal build," what's left to accomplish? It's a one shot deal, until new content is released, and then you end up in the same spot once you re-optimize, assuming it's even necessary with new splatbooks.
What do you do when you don't have max spells per day, or the entire line of weapon focus feats, or a khopesh? THAT's when the game gets interesting to me. It may be awe-inspiring to have a perfect Batman build, but always having the perfect answer prepared for everything can get contrived after a time. A MacGyver character, on the other hand, works with what he's got and responds to the situation. Cheesiness of either character notwithstanding, Batman has usually won before he meets the obstacle, which kind of leads to some weak plot devices; MacGyver sees the obstacle and finds a way to beat it, which can lead to some creative solutions and nail-biting tension in the meantime.
I'm of the mind that you really can have both, but not enough people try. My favorite kind of player is the one that can show me improvisation, natural responses to life-changing events, memorable personalities, struggle and conflict that we both fantasize about AND relate to. All too often, you see examples where the coin lands on optimization or immersion, and you find yourself disappointed.
But suppose you throw a coin enough times...
Valid points and counterpoints for both sides include:
1. Roleplaying is the player's
ACCURATE roleplaying, however, is something that it really helps to have backed up by your character's data. Otherwise, Pally McSavior over there gets away with murder because it's mechanically optimal. Not that a paladin's alignment is a diverse set of choices in the general sense, but when your play kinda matches up your recorded character, you get this thing called immersion; kinda the reason a lot of people are drawn to the concept of the genre.
2. Being a well-rounded character doesn't mean ignoring all functions that help you survive and be a meaningful member of the group.
Being forced to ignore all functions that DON'T help you survive, however, is a grueling demand for any character that's trying to be more than a greedy misanthropic sociopath (read: high DPR adventurer who just wants that next +1 to damage.)
3. The game is 100% defined by the players, and should not be allowed to be the reverse. If you do not mesh with your group or the game you're playing, it is important to take action, either by speaking up, or switching groups/games.
Anyone who's not lucky enough to be surrounded by a cornucopia of varied, interesting, friendly, and imaginative roleplayers is going to have a harder time finding "the right group," to say nothing of getting that group to play "the right game for them." Can't exactly play the right game if you're solo, aye? Downplaying this fact can come across as rather callous, since it is a reality that doesn't always have as many answers as one might think. I should know.
Just thought I'd kind of summarize the current discussion and throw my position in to boot. Enjoy.
lv1 human sorcerer(wildblooded sage)
CLASS SKILLS: 2+4+1=7 per level
SPELLS KNOWN/PER DAY
1stlevel: 3 per day=color spray, grease
EQUIPMENT: 17gp 7s 6cp
chronicler's kit 40gp
Theodore has had a fixation with magic since he was a boy, always interviewing traveling wizards and wandering bards about the nature and methods behind their wondrous spellcasting. Whenever any sort of mage would stay in town for more than a night, he would seek ways to meet them, observe their magic firsthand, and glean a secret or two. He would gladly offer errands and favors for the more intractable visitors, and even paid to copy excerpts from any spellbooks, tomes of lore, or oral recounts of fantastic creatures, unnatural places, and ancient mysteries they were willing to share. His parents often thought him quite obsessed, but, as his habits never interfered with his chores at their inn and never brought any real trouble to their door, they grew to accept it.
The turning point arrived much later than one would expect, yet still much earlier than a parent would hope; on his seventeeth birthday, Theodore burst into the inn, charged straight up to his room and began packing. He gathered his savings and a few useful pieces of equipment into his backpack, and was only stopped by his father at the door, demanding an explanation. His answer was two words long: Dragon's Delve.
Having received the lore from an old mage who loved to share knowledge as much as Theodore loved to devour it, he was inexplicably gripped with an overwhelming need to find it and explore it. Everything about the location screamed to him of magic. The stories, the conflicts, the hauntings, the creatures, the legends--the tales he'd been told and the books he'd been shown all led to one sensation: the undeniable craving to plumb the depths and find the secrets himself. All the information he'd been given was like the aroma of a perfect roast to his nose. It was irresistible. the more he thought on the topic, the more restless he became. No amount of pleading or chiding could keep him from filling his pack and marching out to the general store for supplies, and no amount of odd looks or friendly warnings from townsfolk could stay his feet.
Theodore had an appetite for magic, and he'd caught the scent of an unimaginable feast. There was no stopping him now.
Sorry the info's not a standard stat block format; it just kind of spills out that way on a notepad by habit. Let me know if you'd prefer a reformat, if I should put up an alias, or if anything's out of place.
I gravitated towards PBP because it was rich with RP opportunity and character development; combat seemed to almost be an incidental thing.
Talk about flipping the script here, aren't we?
I think I might try to cook up something for this, if only for variety and perspective. Not worried about long games for the most part, and getting firsthand experience with a class 1-20 would be helpful for my future projects.
While it can be echoed that certain features do beg for abuse, let me add that the same can be said for ALL CLASSES. Part of why the rogue feels "underpowered" to a lot of people is because there were so few cases of abuse to match the game-breaking potential of other classes. that doesn't mean it should be the final version, but I felt that worth mentioning.
That said, I find effect of bleed damage being a quasi-resource to be unusual and intriguing. Trading bleed damage for additional effects, and limiting it to rogue level, does offer a tremendous leap in consistency and options over the traditional sneak attacks that rogues relied upon.
Side note: I've always kind of felt that a bonus to damage that only applies when you hit an enemy who's already pretty much screwed was kinda...pointless, really. Your new version of sneak attack is, essentially, an auto-crit mechanic to replace the extra d6's, but I can see reasons for not just calling it criticals in order to avoid use with critical feats. On the other hand, those feats might just be what the doctor ordered...who knows?
The precision damage brings an odd conundrum: if it deals the lower of dex or level, it may create odd choices of rogues who do NOT want dex because it won't help their precision damage at all. Then, the same character will have the problem of not having enough dex because if he doesn't have it, the precision damage stops growing once it hits the DEX mod. In the end, it may solve itself in a way, but I foresee that kind of inverse relationship turning people off. Something to ponder.
As for talents, while I agree that some/many are underwhelming, my problem with talents is that some simply do not function RAW (underhanded comes to mind) or require feat and or/skill investment to function at all. Mind you, with your rewrite, some talents are actually completely obsolete. This may or may not be a good thing, depending on your perspective. In fact, your proposal for the precision and bleed damage mechanics almost necessitates a rewrite of several talents (they needed it already, but this design would make it quite mandatory.)
Either way, I fully encourage further review and revision; it's good to see a new idea on this front that proposes evolution, instead of band-aids and scapegoat suggestions. I can appreciate this. Carry on the good work.
And let's not get started on the ninja. That is, and should be, a different class for a reason. Different flavor, different purposes, different focus, different mechanics required. It should have simply been a class, not this confusing "alternate class" business.