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Old Marm

DeathQuaker's page

RPG Superstar 2015 Top 8. RPG Superstar 2013 Star Voter, 2014 Star Voter, 2015 Star Voter. Pathfinder Roleplaying Game Subscriber. 6,336 posts (9,901 including aliases). 5 reviews. 5 lists. 1 wishlist. 16 aliases.


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RPG Superstar 2015 Top 8

Alexander Augunas wrote:
Matrix Dragon wrote:

Whether or not you'll be able to find a good kitsune mini largely depends on whether you're looking for a male or female one....

There are a few female kitsune minis that are avalable, but basically no male ones that will fit perfectly.

Female kitsune with swords

I think there was a female kitsune ninja mini made for Anima, but I'm having trouble finding it.

I've seen the model that Matrix linked; that is not a kitsune. Not a Pathfinder kitsune, anyway.

Regardless, I feel your pain as the kitsune play a huge role in my home campaign. Luckily, if you're even somewhat proficient at miniature converting, it is pretty easy to make a kitsune mini.

Reaper Miniatures has an excellent werefox miniature. When I want to make a kitsune, I purchase this miniature and cut off its head, tail, and feet/legs. Then, I find another miniature whose pose I like (preferably human) and basically do a transplant, adding on the tail at the end.

Note that this method is a slow process in order to get it to look right and you'll probably end up messing up the first couple models that you try; one of my kitsune looks like it doesn't have discernible toes, for example. Give it your best go and people will be impressed with your effort rather than gawk at your flaws.

Along with this, if you're okay with conversions and/or can hire someone to do it, you can buy a human figure and glue on a fox head, and sculpt on a tail.

RPG Superstar 2015 Top 8

This should be in the Pathfinder miniatures forum, not the general Gaming/Miniatures forum.

I can only guess they want to put him in a different box set. He was in the Battles Shattered Star Set: lfling-Bard

If you want to paint your own, the Bones Lem is only $2.

RPG Superstar 2015 Top 8

Quorlox wrote:
I was not thinking of eliminating Disable Device, but allowing Craft(traps) to disable traps, Profession(locksmith) to pick locks, etc. in addition to Disable Device.

I don't see a problem with that. While more classes have Craft and Profession as class skills, it wouldn't take away from trapfinding classes/roles. If worried about balance (a Wizard with buckets of skill points who could disable and pick might seem to be able to do too much) you could boost the DC if using the relevant Craft or Profession skill rather than Disable Device -- which also ensures that Disable Device doesn't feel redundant.

RPG Superstar 2015 Top 8

GreyWolfLord, I would highly recommend seeing the movie before passing judgement--something I generally encourage in general for any consumption of pop culture, but in particular for this very thoughtful, brilliantly well written film. As KC says, it is not presented as an idea that is a good one, nor does the tone of the film indicate it condones it in any way. In a story with no villain, the notion of running away is in fact in some ways the antagonist of the film.

And many depressed children DO consider running away -- I think that is a reality best acknowledged rather than ignored. Kids seeing that and realizing what a scary bad idea it is, is a much better deterrent than ignoring the issue/pretending a depressed child would never consider it.

RPG Superstar 2015 Top 8

Good luck, everyone.

RPG Superstar 2015 Top 8

Disable Device is an infiltration and sabotage based skill -- disabling traps and locks are its most common uses by far, but it's also an ability that allows you how to figure out how to fastest disable other machines as well (sabotage the mill so it can't grind flour and disrupt the food supply, etc.).

Eliminating it and requiring different craft skills for different forms of machine/structure disruption would be possible--you know how to break it if you know how to make it, after all. (Although it eliminates the idea that you might have an understanding of how to throw a wrench in the works appropriately but not put it back together.)

Where it would make things harder for trapfinding characters (including rogues with the trapfinding feature, investigators, archeologist bards, urban rangers, etc.) is it would create a "skill point tax" -- they would have to spend more skill points to be able to do what they could do before as far as their infiltration skills go. Pathfinder made the effort to combine Pick Locks and Disable Device into one skill, and this "consolidation" would instead in some respects actually undo that streamlining effort. Especially if you did, just in case, want the option of disabling other systems.

The upside of course is that of course these characters would become MORE skilled in terms of being able to CREATE various useful things without having to separately purchase the skill. Rogues with a high Intelligence would potentially benefit from this most as they have the most skill points to freely spend as they wish. (A bard's versatile performance technically represents "more" skill points, but at higher levels only, and is limited to providing "free points" to only a total of 8 different skills---and moreover, one of the bards with anything akin to the trapfinding ability--for maximal usage of it--is the archeologist, who does not get the versatile performance ability.) At the same time, a rogue with a bucket of Craft/Profession skills may, depending on your perception of the class, stop "feeling" like a rogue (the same goes for an archeologist, urban ranger, etc.).

You could consider perhaps Knowledge (Engineering) another consolidation option, even though Knowledge skills more represent knowing than doing.... but you'd have to be sure relevant classes or archetypes gained that as a class skill. There you probably would be freeing up MORE skill points, and it depends on how you feel about that as to whether it would feel worth it to you.

RPG Superstar 2015 Top 8

You could also just ask someone near the minis to move them for everyone?

Barring that, you could custom make your own moving-stuff-stick out of an untwisted wire hanger. Straighten it out except for the hook.

Or go to a home improvement store and buy an appropriate length of brass rod, and use pliers to bend the end into the desired shape.

RPG Superstar 2015 Top 8

At the risk of sounding impatient, but DM Camris, when you said "Monday," you meant yesterday, right?

Everything ok?

RPG Superstar 2015 Top 8

The first thing to do, is discuss your concern with him. "I am worried you are going to be bored during combat," is a perfectly reasonable thing to bring up with your player. Asking him how he plans to support his party in combat in other ways is also a perfectly reasonable conversation to have.

I had a player--who played a bard in fact--who played a character who did not have a lot of combat optimization and felt like at least early on he would probably run and hide in the fight.

I did ask him if he was frustrated and or needed stuff to do. He told me he was happy roleplaying his character's cowardice and would have him be more daring as they got more experienced. He found ways in particular to buff the party and support in other ways with skill checks, and he was happy. The rest of the party was also happy with him providing support, and the party otherwise had casters and melee focused characters that could handle the hurting things part of combat just fine. He also performed very useful non-combat roles.

Things worked out because
- The player wasn't bored and I checked with him to be sure
- The other players were fine with how things were working
- The PCs worked well together as a team and each gave each other room to do their thing.
- He had adequate stuff to do in other situations.

Now, if you anticipate your game will be heavy combat, that is a problem and you need to be sure he is aware of this. My campaign was balanced about 40/60 combat/exploration and roleplaying.

Beyond checking in with your player, the one mechanical concern I would express to him is that the archeologist loses one of the best features a support-based bard has: bardic performance. ETA: I just realized you said he doesn't want to use this, but as others said, he needs to pick a class with abilities he wants. But anyway Archeologist's Luck is much less useful to a character that doesn't want to participate in combat.

Thematically, the archivist (APG) is very similar to the archeologist but does not lose performance (just alters it slightly). The change it DOES make--where the character more makes analytical speeches to the party to inform them about what they are facing--I think, if I understand correctly what your player is going for, would actually help him perform the role he wants to play much better. I think a lot of people think of bardic performance as actual "singing a song to make the party feel good" and it doesn't have to be; the archivist and similar archetypes emphasize simple oratory which perhaps won't be as much of a turnoff to him?

What I'd personally worry about is not what he'll do in combat, but rather what he DOES plan to contribute at all, anywhere. "Being like Bilbo" isn't an adequate explanation (Bilbo DID talk to and inspire his compatriots, so if he doesn't want to do that, then there's a disconnect here.)

If after your conversation with him, it seems like he wants to play a lump who doesn't do ANYTHING (which is different from a PC that doesn't want to have a strong combat role, but perform important jobs elsewhere), maybe describe your expectations for players in general and make clear that if he's not interested in meeting those expectations, he may wish to either find another opportunity to play elsewhere or reconsider the kind of character he wants to play. It could be he is imagining gameplay to work in a very different way than it will and that could be a major source of disappointment for everyone all around.

RPG Superstar 2015 Top 8

1 person marked this as a favorite.

Whoops, forgot to note the saves were Constitution-based (it's all about the troll's ability to remain in one spot and argue for as long as possible).

RPG Superstar 2015 Top 8

2 people marked this as a favorite.
Andrew Turner wrote:
With no singing (not a chorus to be had), catchy tunes (nary the Let-It-Go to be heard)

I beg to differ.


Inside Out is decidedly cerebral

... get it? Get it? Ha!

and completely worthwhile.

Despite shenanigans, fully agreed. Not only did I enjoy the movie, it helped me reframe some ways I see my own mind work (understanding the allegorical nature of the film for what it is) for the better.

And I'm strongly considering cosplaying as Sadness.

RPG Superstar 2015 Top 8

12 people marked this as a favorite.
Adam Daigle wrote:
Message board troll wrote:
5 books in and still no Message Board Troll stats??? What's up with that???
Flag it and move on. :D


XP 1,600
CE Large humanoid (giant)
Init +6; Senses darkvision 60 ft., low-light vision, scent, sense bait; Perception +8

AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
hp 63 (6d8+36); regeneration 5 (being ignored)
Fort +11, Ref +4, Will -1

Speed 5 ft.
Melee sarcasmic touch +8 (1d8+5 plus 1 Wisdom damage)
Space 10 ft.; Reach 10 ft.
Special Attacks create flamewar, monstrous baiting

Str 21, Dex 14, Con 23, Int 6, Wis 5, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Improved Initiative, Intimidating Prowess, Skill Focus (Knowledge (computers))
Skills Intimidate +9, Knowledge (computers) +8
Languages bbcode, Common, Giant, L33T

Environment any (dank basements)
Organization solitary, gang (2–4), or 4chan (countless)
Treasure None. There is never any value in encountering a message board troll.

===Special Abilities===
Create Flamewar (Su): If a message board troll is able to create a flamewar with its monstrous baiting ability (see below), all targets able to perceive the argument begin taking Wisdom damage every round they are present for the argument, even if they have succeeded their Will saving throws against monstrous baiting, until they leave the conversation. If the Wisdom of any creatures affected by create flamewar are reduced to 0 in this way, they must save or become a message board troll, as described in the monstrous baiting ability. While this is a mind-affecting ability, this ability affects all sentient creatures (Intelligence 3 or greater) even if they would normally be immune to mind-affecting abilities.

Monstrous Baiting (Su): Message board trolls have the ability to draw a normally sane, sentient creature into an endless argument that drives the target into madness. The message board troll makes an inflammatory statement for one full round. All intelligent creatures who can perceive the message board troll's inflammatory statement must succeed on a Will saving throw (DC 19) or be drawn into a completely fruitless argument. Targets who fail this save take 1 Wisdom damage for each round the message board troll sustains monstrous baiting (an additional standard action each round) and can take no actions except engage in this argument. Their failing Wisdom is signaled by their increasing belief in the impossible notion that they can win the argument with troll with a scathing enough counterargument. A target whose Wisdom is effectively reduced to 0 via monstrous baiting must attempt another DC 19 Will save. If the saving throw succeeds, the target goes catatonic for 1 hour, and then, provided it survives the catatonia, comes to its senses and leaves the conversation. If the target fails, over the course of a 24 hour period, it transforms into another message board troll. An ally unaffected by monstrous baiting can say as a swift action to an affected target, "Flag and move on," granting the target another saving throw. Once a target succeeds on a saving throw, it is immune to monstrous baiting for that given argument only. If a message board troll has affected at least one creature with monstrous baiting for three consecutive rounds, it can then create a flamewar (see above). While monstrous baiting is a mind-affecting ability, this ability affects all sentient creatures (Intelligence 3 or greater) even if they would normally be immune to mind-affecting abilities.

Message board trolls are susceptible to other message board trolls' monstrous baiting, but unfortunately, when their Wisdom is reduced to 0, they simply remain upright, arguing all the more nonsensically.

Sense Bait (Su): Message board trolls can automatically sense a discussion ripe for argument, and will drop all other priorities to move toward that discussion immediately, where they will activate their monstrous baiting ability to perpetuate such a discussion, hoping to eventually turn it into a flamewar.

These bloated creatures spend all waking hours in ceaseless, fruitless argument, which is their only sustenance. They can never be convinced of other points of view; the tragically optimistic often believe this is untrue to their detriment and, often, painful demise. Painfully persistent, their daunting regenerative ability ceases to function if they are completely ignored by all present, in which case they go away to seek victims elsewhere.

RPG Superstar 2015 Top 8

Same for me regarding time commitment.

And any other expectations we should be aware of?

RPG Superstar 2015 Top 8

I might be able to throw my hat in. I have a witch character, Nadiya (link is to her profile) who I designed specifically for a Carrion Crown campaign. Unfortunately it ended up being one of those PBPs where the GM just disappeared without explanation or warning, and only shortly after the game started. So I don't know ANYTHING that happened in chapter 1... but it looks like you're planning on having new characters meet the existing party "on the road," as it were, yes? So I would not necessarily need to know what happened.

You seem to have a caster heavy party so I don't know if she'd suit your game well, and I'll have to level her up. She is a healing focused witch. Let me know if you think she'd at least potentially suit and I'll revise the character accordingly.

As to why she'd miss the funeral -- on her way there, she came upon a small village devastated by a nasty plague. Her drive to heal ever urging her, she could not walk on when she could stop and help nurse the ailing folk of the town -- and she knew Lorrimor would have expected no less of her.

May as well roll HP while I'm here...

Level 2: 1d6 + 2 ⇒ (3) + 2 = 5
Level 3: 1d6 + 2 ⇒ (2) + 2 = 4
Level 4: 1d6 + 2 ⇒ (6) + 2 = 8

RPG Superstar 2015 Top 8

I've been painting fantasy figures for years and Reaper is always my first go-to. The quality of the figures themselves are great and I've had good experience with their customer service.

The Bones I find are very much worth the price. One thing I do not like is, as with similar plastics, narrow pieces bend out of shape easily (although I see they now have more rigid plastics they use for things like weapon packs). The seams can be hard to remove--they don't file off as easily as from a metal mini. However, they hold a lot of detail and are certainly much easier to assemble than a metal mini. I have a Bones dragon that was an easy glue job, with a little greenstuff to fill gaps, whereas the equivalent pewter one I'm sure would have required lots of pinning and waiting for glue to cure. I also like how lightweight the dragon is -- a metal dragon of the same size would be heavy and possibly topple over depending on how you mounted/posed it.

There is "fine print" on the "no priming needed" thing with Bones, however--first, you should give them a wash. Second, that really only works best if you are also painting on them with Reaper paints. Some other brands of paint bead off (there are Youtube tutorials that show this), so you may still need to prime. (I prime them anyway since I prefer black primer.)

I participated with the first Bones Kickstarter and was very happy with what I had. As I've never even gotten around to finishing painting those, I haven't participated in the others; my funds are a bit tight at the moment as well. If you can afford the $100 pack it is a phenomenal deal.

PS: This should be in the miniatures forum. I have flagged it.

RPG Superstar 2015 Top 8

I would use "Arcane Lore" or "Occult" for knowledge of psionics as well as New Age sort of mysticism, etc. and, borrowing from d20 Modern, Knowledge (earth and life sciences) for geology and biology and biochemistry; Knowledge (physical sciences) for structural engineering, physics, and chemistry; and Knowledge (technology) for the theoretical aspects of mechanical and electronic engineering and awareness and understanding of what technology exists and what it is capable of.

RPG Superstar 2015 Top 8

Very much what Mighty Glacier said. I would especially ignore tiers---characters fill the role they need to fill, and tier evaluations generally seldom do this effectively, not focusing on all aspects of what a class does both in and out of combat.

For building a specific Pathfinder character that fills the role an Etrian Odyssey class fills, I would suggest the following -- using the classes the OP listed; I'm focusing probably most of the EO1/MG classes because I've played Millennium Girl most recently:

Landsknecht/Gladiator: Fighter with specialization in sword or axe; perhaps the armsmaster archetype to take this further. Most Landsknecht abilities can be easily reflected by feats. I think sometimes they get attacks that deal elemental damage, but in a d20 game you can just equipment with decent magical weaponry that does that, and/or add Critical feats that do other debuffs instead.

Protector/Hoplite/Fortress: For protector in particular, paladin with the sacred shield archetype and the Combat Reflexes/Bodyguard/In Harm's Way series of feats.

Medics: EO medics can do both healing as well as some buffs and debuffs. They are not majorly battle-focused characters and not someone you could get away with putting on a front line (like a cleric). As such, I'd suggest a witch with the hedge witch archetype and a healing patron. This will cover healing and debuffing especially well.

Sniper/Survivalist/Arbalist: For the survivalist in particular, an archery focused ranger with allied bond would be most appropriate. Use the skirmisher archetype to remove spellcasting. Favored enemy and terrains sort of reflect some of the survivalist's non combat abilities (noticing FOES) in a way that better suits PF. For generally good archers/crossbowmen, archery focused fighters with the appropriate archetypes would work best.

Alchemist/ Arcanist/ Rune master: I'd just go elemental focused sorcerer on these, since EO don't have spell preparation. Or the arcanist from the ACG! I agree the Etrian "alchemist" is really a mage and doesn't have abilities the PF alchemist does, so would not translate well.

Troubador: Bard with nearly exclusive focus on buffing. IIRC in EO best to put troubadors in the back so you want to equip this with a ranged weapon build.

Hexer: The Hexer works probably best as a very debuff focused witch. The witch's hexes are some of the best debuffs in the game. If wanting more combat focus, the magus with the hexcrafter archetype, perhaps.

Dark Hunter/ Nightseeker/ Ninja: Ninja or rogue with the Poisoner archetype. Assassin prestige class could apply. A debuff/melee focused bard could also work, especially if you wanted to focus on whip proficiency as well.

Ronin/Shogun/Bushi: The concept of these IIRC is "swordmaster that does elemental magic damage" and that would be best reflected in Pathfinder by a magus or eldritch knight. I know these classes don't cast spells, but thematically that's what I'd go with. For "whirlwind of death" perhaps bloodrager.

War Magus and Monk: I don't remember these too well, but IIRC they are all fighty/healing combinations, so cleric, paladin or inquisitor would probably best suit the former and a qin gong monk the latter.

Gunner: Following the OPs thoughts as well, probably an inquisitor with the black powder inquisition from Ultimate Combat.

Wildling: Hunter with the Packmaster archetype. Their concept, abilities and spells better suit this class than the summoner.

RPG Superstar 2015 Top 8

Umbral Reaver wrote:
I got quite far in New Vegas, but stopped playing a while ago due to getting annoyed at inventory management in a locked-off DLC area that wouldn't let me return to my stash.

Lonesome Road by any chance?

RPG Superstar 2015 Top 8

1 person marked this as a favorite.
Krensky wrote:
Hama wrote:
Robots. Piloted.

The problem is that encompases a gigantic scope. Mazinger, Golion (aka Voltron), Gundam, G Gundam, Macross, Full Metal Panic, Five Star Stories, VOTOMS, Raxephon, Appleseed, Aquarion, Evangelion, Dual, Vandread, Tenchi Muyo: War on Genmar, Dunbine, Escaflowne, Captain Earth, Verduous Planet, Big O, Linebarrels, Burst Angel, Gun Sword, Demonbane, The Girl Who Leapt Through Space, STRAIN, etc.

And Gunbuster!!!!!!!!!!!!!!!!

RPG Superstar 2015 Top 8

For my own campaign world, the only classes beyond core allowed are cavalier, inquisitor, slayer, and brawler. This is largely for reasons of flavor and simplicity. I don't think of it as "banning" because, as I personally see it, anything beyond core is optional and I simply choose not to take those options. There might be cases where a class arguably fits with a given specific campaign or concept and in that case it's not like I'd fight the player who wanted to take the "banned" class; I think the only classes I'd hardcore never allow in my own world are gunslinger and vanilla alchemist and that's because there's no firearms or major explosives in the world, and that's not a thing for my own campaign for which I'm not willing to make exceptions (I want to explore magic as the technology of war, and I find gunpowder gets in the way of that).

If I were running a Golarion-based campaign, I probably would allow all classes, and likewise what I might allow or not would depend on a given campaign or feel. I don't have anything personally against most classes, for me it's always about what fits.

I will also leave classes out depending on what books my players want to use. I realize to most of the typical board users, who normally represent veteran gamers and habitual book collectors, this may be hard to understand, but I've actually had players new to the system request core only as they did not want to be overwhelmed by options.

RPG Superstar 2015 Top 8

It appears this game has ended (albeit with Vitreous and Schnorzel technically still waiting on responses to actions), so Tac, would you mind setting it to "inactive" so it can be removed from active campaigns? Thanks.

RPG Superstar 2015 Top 8

Viondar wrote:

Hey all. We have these house rules on the Rogue (we have no separate ninja class)

What do you people think?

Rogue: As a basis. Use the ‘unchained’ rogue. The following adjustments apply:

The following are just FYIs; you can do as you like and probably have a better sense as to what house rules work for your table:


Level 1: The rogue may choose the ninja’s ‘poison use’ instead of ‘trapfinding’

You could also apply the poisoner archetype.

Level 2: The rogue may choose the ninja’s ‘ki pool’ instead of ‘evasion’

Rogues can also take ki pool as a rogue talent, although they cannot use it to get extra attacks. Since your idea seems to use this ability minimally, you could have the rogue take the ki pool rogue talent at level 2 so as not to give up Evasion, which in my personal experience at least, is incredibly useful.

Level 2 (and up): The Rogue may take Ninja Tricks for Rogue Talents and Advanced Ninja Tricks for Advanced Rogue Talents.

Rogues are already allowed to do this.


Level 3: The rogue may choose the ninja’s ‘no trace’ instead of ‘danger sense’
Level 4: The rogue may permanently forgo ‘debilitating injury’ to change either the fortitude or the will save to a strong save. If the rogue chooses this feature, the chosen save immediately changes from +1 to +4, and thereafter progresses as a strong save for the rogue class levels.

As IIRC Ninjas don't get a second good save either, this seems neither thematic nor an equal tradeoff.


Level 6: The rogue may choose either the ninja’s ‘light steps’ ability, or gain the ‘lightfooted stride’ ability, as described here.
Light-footed Stride: The rogue may treat difficult terrain due to crowds, rubble, furniture, mud, sand, snow, ice, pillars, tree trunks, or any undergrowth lower than half his size as if it is normal terrain, permanently. The rogue still needs to see his target or know for certain where his target is to charge through such terrain. Terrain that has magically been enchanted to impede movement, still hinders the rogue.

I can't off the top of my head see what kind of difficult terrain the lightfooted stride ability actually CAN'T ignore, according to your list, and I can see arguments at the table about what does or doesn't count. And as such, this ability becomes more powerful than certain feats (Nimble Steps and Acrobatic Steps, which ignores difficult terrain for a short distance) and high-ish level class abilities (it is better than the 7th level ranger's Woodland Stride, which is limited to one type of terrain).

It's also a bit overcomplex. The existing Light Steps ability I think accomplishes thematically what you want anyway. Otherwise you might have the rogue choose a single type of terrain and model it after class abilities like Woodland Stride.


Level 20: The rogue may choose the ninja’s ‘hidden master’ instead of ‘master strike’
Please note that if choosing any of these options these makes you lack any of the abilities a certain archetype replaces, you cannot take that archetype.

A lot of the rest of the above not commented upon could be rewritten into a formal archetype. That then makes it easier to check for balance etc. Yes, this means it's harder to stack with other archetypes, but given the base ninja already couldn't take most archetypes, that's also appropriate.

RPG Superstar 2015 Top 8

There's a strategy game Rebuild 3 where you can do realtime/pause or turn based. But it's a 4x game (it's basically Sim City meets Zombie Apocalypse), not a tactical game like XCom, per se.

RPG Superstar 2015 Top 8

My objection is less with the enemy AI and more with the idea that the person who controls other people's minds is most susceptible to mind control. You'd think she would have better natural defenses against that from her training, especially since her whole schtick is supposed to be is that no one even NOTICES her, let alone should be able to read or influence her mind.

I agree summon spam is awesome stuff.

RPG Superstar 2015 Top 8

Krensky wrote:
Reading the spell descriptions helps in telling you if it does friendly fire or not.

Also, IIRC, the target markers indicate it clearly. If the target is red, it will hurt your party. If it is yellow, it will hurt foes only.

Regarding the creatures with dominate abilities --- the problem I have in my game is Grieving Mother keeps being the one targeted by those spells. Which first, is annoying just generally, and secondly, it seems like a HUGE problem that the most susceptible character to charm-like spells is the cipher. I don't know if it's programming or just my luck or what, but it's gotten really frustrating. I've done everything I could to boost up her Will too.

I haven't played since some recent patches (got sucked into some other games) so maybe that's helped things.

RPG Superstar 2015 Top 8

The only other thing not listed here that I can think of as having a realtime with pause sort of feature was Arcanum, and I'm pretty sure Umbral Reaver has played that. (Arcanum could be played in either a real time or turn based mode, IIRC.). Also, I personally found the combat in Arcanum to be pretty clunky and unbalanced.

RPG Superstar 2015 Top 8

4 people marked this as a favorite.

Amazingly, people aren't all clones of each other and have different opinions about some things some times. The judgy-ness of "how could you POSSIBLY not love this thing I love or hate this thing I hate" gets really tiresome.

RPG Superstar 2015 Top 8

Sorry to hear that, but thanks for saying something, Reckless, and formally ending things. The only time a GM pisses me off for leaving is when they just disappear without a word. Thanks for owning it and being an adult about it.

I have to say, moving it to inactive SO quickly, I almost didn't realize it had disappeared (or rather, I noticed it was missing but thought it was some other weird glitch) -- I hope everyone sees this. Once moved to inactive you don't see whether there are new posts or not. Just a heads up for next time.

Nice playing with y'all.

RPG Superstar 2015 Top 8

I'd suggest just posting links to it and see who responds.

RPG Superstar 2015 Top 8

1 person marked this as a favorite.
Charlie Brooks wrote:
DeathQuaker wrote:
Anyone know what happened to the Baldur's Gate comic that was supposed to come out? I didn't pay attention because it involved Minsc, but I think it should have been out by now.

It was a fun comic that lasted five issues and which can now be found on Comixology.

If you don't mind spoilery reviews, I have breakdowns of all five issues over at this blog.

Ooh, thanks for the reviews and the blog, looks great!

Derek Vande Brake wrote:
My favorite character was Viconia. I always made her TN in ToB. I'm a sucker for a redemption story.

Me too, I liked her as well. She wasn't wimpy or whiny like some of the other love interests. She had a dark sense of humor that I liked, and I loved that you could help encourage her to change.

RPG Superstar 2015 Top 8

2 people marked this as a favorite.

I want all of the Imoen. I love her to death. I would play a game that was just all about Imoen. She was a major reason I played through BG2 as many times as I did. I liked her when she was relentlessly perky, and I liked her creepy cheerful darkness after her ordeal in BG2. I also even liked her when she had a funny accent and was called "Leliana" in Dragon Age: Origins.

Minsc is the one I tired of. I found him funny only the first 935 times; the next 10,524,382 times got old, as do the perpetually relentless fanboy references.

Everyone had endlessly repetitive barkstrings so I didn't find any one more irritating than another.

Just goes to show---everyone has their own reasons for playing.

Anyone know what happened to the Baldur's Gate comic that was supposed to come out? I didn't pay attention because it involved Minsc, but I think it should have been out by now.

Werthead wrote:
In fact, Black Isle spent some time working on BALDUR'S GATE 3: THE BLACK HOUND (before Black Isle tanked and BG3 was cancelled) and it was a stand-alone, new adventure set in the Dalelands. I think there were hints that Minsc might show up but otherwise the links to the first two games were fairly slender.

An aside, but I love that in Pillars of Eternity (made by Obsidian, which is largely Black Isle) they have both an inn called "the Black Hound" and a "black hound" pet as homage to this fallen project.

PoE, while not perfect, is really more of what I want to see in RPGs--new material, not rehashing old stuff that seems to be setting people up for little else but, ultimately, disappointment. Nostalgia is an evil thing. It makes you always want more and yet never be satisfied when you get it.

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Thanks for the link, Snotlord. The idea of an interim adventure between BG1 and BG2 is quite likely.

I don't want to piss on anyone's parade--I really don't--but I admit I struggle to understand the desire for Baldur's Gate III. I mean, I get that people loved BG1 and BG2--especially BG2--I did too! Very much. And that there's a general desire for "more of same."

But... the story of Baldur's Gate 2 ended pretty definitively (you end either a literal god or still someone so powerful you're basically a demigod). All the Bhaalspawn are all gone, pretty definitively. All NPCs are given clear epilogues as to their fates. I like to think of the PC game Baldur's Gate stories as about the Ward of Gorion and his/her allies, Imoen, Jaheira, Minsc, etc. etc. etc. Nothing else, to me, would be PC Baldur's Gate.* But that story is done. The "interim story" makes the most sense as a "sequel" because there's nothing else to tell directly of what comes after that would work well as a video game, and would appeal to others. (Mind, I'd kind of love to play a strategy game where you play as Imoen trying to secretly start up thieves' guilds all over the Sword Coast, but I think I am the only person who'd want that, and that wouldn't be a proper sequel to BG2 either, really, because the feel would be so different.)

And I don't see the point in slapping "Baldur's Gate III" on the name of a game if it doesn't have to do with the Ward of Gorion and/or the Bhaalspawn War, etc. I guess you could have "child of the Ward of Gorion" or whatever, but that forces, effectively you to define how BG2: Throne of Bhaal ended, which then invalidates effectively certain choices and playthroughs (I have never liked it when game sequels did that. "Oh, you played Evil Revan. But you're wrong.")

Further, I'm almost certain any NEW game to come out would be required by Wizards to be in 5th ed and in a newer take on the Forgotten Realms, so it wouldn't feel at all like the old BG series anyway.

I'm much happier to see a good story end as a great story, and then see new, different great stories instead. More isometric RPGs, absolutely (I loved Pillars of Eternity--wasn't as good as BG2, couldn't have been on its budget, but was better than BG1, I thought). More great fantasy stories from great developers, yes! But I feel like trying to build a sequel to a much loved game from almost 20 years ago is just going to set up for disappointment and never be what people really want it to be.

For those of you who do want BGIII, what do you think it would be? Who would you want the protagonist to be? What edition and setting? Do you think it could really top BG2?

*As opposed to the PS2 Baldur's Gate: Dark Alliance series which was an entirely different story, just also set in the city of Baldur's Gate

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Tactician (like the fighter archetype)

Skirmisher (light infantry)




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That's awesome to hear, Scythia. :) I hope you felt it worth the time. Did you

Talk down Lanius or kill him?

In my game Veronica punched him from full to about 2 hit points with one blow and then my kill-stealing Courier shot his arm off.

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RainyDayNinja, I'm just going off what you can see on screen during the E3 demo and trying to extrapolate from there. In the video you can see the PipBoy interface, and it shows SPECIAL, status, and perks---no skill menu. There is a command to access a "perk chart." The crafting screens show prereqs for crafting, e.g., "Perks: science 2." And there is a Barter Bobblehead.

So from there, it looks like there's nothing called "skills" BUT areas of expertise like science and barter exist. These are labeled "perks," have ranks, and are organized according to a chart. So I am guessing what were skills are now trees, a la Skyrim, where as you level you cab choose more perks you qualify for on a given tree.

No indication as to how these abilities are gained (use or flat gains you pick upon leveling). I'd presume the latter until proven otherwise

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And on a personal note, part of me is really excited about the crafting and part of me is going to be annoyed at feeling obligated to collect every ounce of spare trash in the wasteland. Especially if there's WAY more salvageable stuff than there should be 200 years post apocalypse, which is an issue I had in prior Fallout games as well (also Wasteland 2). I like to salvage and build things, I don't like the idea that I'm wandering along a road that many other mercs and traders have traveled over the last several decades but no one before me apparently thought it was worth their time to loot the abandoned grocery store nearby. The excitement about being able to build and customize my own house is outweighing the skepticism however.

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Summary from E3 for those who have seen/haven't had chance to watch the video:

- You are indeed the lone survivor of Vault 111, woken up 200 years after the bombs fell. You are either the man or woman in the trailer looking over the baby crib.

- Very robust crafting system where you can scrap any object in the game and use it to make anything from weapon mods to entire houses. You can build settlements and establish trade. Weapon mod system is very variable and robust. Oh and yes, you can customize your own power armor.

- Skills appear to be folded into perks. Speculation is they will work as skills did in Skyrim.

- New UI, Pip Boy, VATS look nifty (IMO).

- Release date is November 2015

In other news there's an iPhone app out called Fallout Shelter, which allows you to build and control a vault. Sadly not yet available for Android.

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Scythia wrote:
I've played over 400 hours in New Vegas, finished all of the DLC multiple times (even Dead Money, which I despised), but I've never finished the game. I just don't like the groups enough to care.

It's worth seeing the ending slides to see all the ways your choices affect the ending of the game (which are very very many). If you've forced yourself multiple times through Dead Money you should be able to muster the patience to get to the endgame. Of course YMMV but if you've played it that much I'd suggest doing it at least once. *shrug*

I really liked many of the factions, personally -- less the NCR and Legion but more a lot of the townships and tribes I found interesting. I love the Boomers and the Followers, and I find the New Vegas factions entertaining. You don't have to like them, but I hope that my enjoyment of it doesn't have to provoke hostility toward me for having a different opinion.

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I really hate the good karma granted from killing certain characters and creatures in FNV. Especially since nearly all of them you are pretty much forced to kill them out of survival should you encounter them, especially if they corner you--so it's not like you're killing them to do a good deed, you're doing it for the same reason you'd kill a cazadore trying to sting you to death or a Legion assassin out for your blood. The only karma gain that really makes sense in the whole game is the gain for killing Cook Cook. But even then you can do that simply for either self defense or to earn a bounty. I do hope the idea of good karma for kills is eliminated (it also personally denies my philosophy of what good karma is anyway, but that's just me). If nothing else it makes playing a neutral karma character impossible and you have to play a total monster to have consistently bad karma.

IIRC the JE Sawyer mod removes a lot of that karma gain and increases karma loss for certain characters' murder. Other mods do too, it's just notable that the lead designer on the game ultimately felt the same way.

The unreasonable hostility provoked by ANY form of theft is a universal feature of most games in those engines though... Elder Scrolls games don't have the karma system but an NPC will still try to stab you to death for accidentally picking up a bent fork in front of them (I recall a few times in Skyrim literally having an entire town go after me for a similar offense). The actual karma loss in Fallout 3 and NV for doing such isn't that bad, it's the people attacking you for it that, in certain cases, makes no sense. Likewise yes, it's the fact that certain kills or levels of kills don't affect your reputation (although IIRC if you have a lot of human kills in your kill count in NV, it does trigger some different dialogues in certain places, people remarking you're a known killer).

I think it is fair to point out that there's not really a good ending.... it's just varying shades of gray to monstrously black. And your karma can further influence the ending, as well as the factions you ally with (IIRC, the "best ending" in terms of things ending most favorably for the most people is good rep with Brotherhood, Followers, Goodsprings, Great Khans, and all the Vegas factions, good karma, and NCR victory, or Independent Vegas with upgraded securitrons--the only problem with the latter is if you let the BOS live, they harrass travelers, so with that one for an otherwise better future you have to destroy them). Although you can be a good karma courier who supports the Legion (trying to internally convince yourself of the logic of why is an issue, but it's possible in the game -- I think the idea is you accept the inevitable strength of the Legion and, understanding that Caesar's and Joshua Graham's original intent were good, in trying to unite and strengthen the tribals, you hope to change it from within, however vain that hope might be). There's also "worse" and "worst" options for the Legion victory, depending if you ensure Caesar's survival to the end.

Also, the most "evil" ending is siding with the big bad in Dead Money. :)

What I really DID like in FNV were the faction reps and general reputation and I hope they do something like that in F4.

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RainyDayNinja wrote:

I kind of hope they decouple skill points from Intelligence in the leveling system, because it got kind of old having to invest 8-10 points in Int no matter what my character concept was. I'd like to be able to make a dumb character without ALL my skills being crippled.

I was recently doing an Int 1 playthrough in Fallout: New Vegas (before Pillars of Eternity hit and then I got busy with other stuff). I took the "Skilled" perk which gives you extra skill points at the expense of experience points. This helps mitigate the skill point loss a bit. As in the game you can pretty easily level up and hit the level cap regardless (which is like level 50 or so) I haven't felt limited or depowered by the XP penalty... still actually been leveling pretty quickly in fact. Although I generally prefer playing a skill monkey/jack of all trades, I did find it a refreshing challenge to think about where I really did want to put my skill points.

If they use that or a similar perk that might help.

But I agree if it feels like you need Int to play it limits options (same goes for any given ability score).

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CorvusMask wrote:

Anyway, on the ACTUALLY awesome news, or at least rumors, there is rumor going around that Avellone left Obsidian to work with Inxile on Van Buren since they apparently obtained rights on that :o Dunno if that means they are going to make it standalone thing or got rights from Bethesda to do another Fallout sidegame, but whatever the case is, that would be awesome since New Vegas didn't even use most of original Fallout 3's material...

They have kept the "Van Buren" trademark.

but it could not be a Fallout game. Bethesda's fully got the rights to that. So all this means is they can make a game called "Van Buren." Per the article, Chris Avellone might work with inXile on whatever it is they want to do with it.

He has also, sadly, left Obsidian but I'm not sure, other than him saying he might help with this, if this is necessarily directly related. There's no news I could find that said he left BECAUSE of this, and he had already helped out on other inXile games while still working for Obsidian. (That indeed is really sad news for Obsidian, however.) He could have left for inXile, certainly, but I can't imagine it would have been a better deal given it's a smaller company.

As for Van Buren, I am not sure what they would use the trademark FOR, given they do not have rights to Fallout, and Bethesda has not historically been inclined to share. Wasteland 3, maybe? That would be a weird turn of events/going full circle, given of course the whole reason Fallout exists is because back in the 90s, Interplay didn't have the rights to Wasteland anymore so when they wanted to make a sequel they ended up with Fallout instead.

New Vegas borrowed a fair amount Van Buren's material (although what you define as "most" is in the eye of the beholder) including Caesar's Legion, the character Joshua Graham (although a different version), the Hoover Dam and other locations, the NCR-BoS war, and an early version of the lobotomites, to name a few things. It did have a different big bad (Presper).

That given, I'd fear anything they'd do with that would feel derivative even if it wasn't, technically.

Honestly, I guess it's what inXile is becoming known for, but I'm kind of losing interest in them in that all they seem interested in doing is rehashing old stuff and coming up with nothing new. I was excited by and backed Wasteland 2, but was disappointed by the result. We'll see how Torment is, I guess.

ETA: On topic, Chris Avellone seems excited about Fallout 4 at least. :) (Now if Bethesda hired HIM to write, my concerns about plotting would largely go out the window....)

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kurt ryder wrote:
Teach her to write down her questions and read them off to you right after her turn starts but before she begins doing stuff.

You know, that's a great idea. Thanks!

Kirth Gersen wrote:
DeathQuaker wrote:
I find battlemaps ultimately save time, because there aren't frequent questions/need to repeat where characters are positioned.
For most combats that don't involve intricate terrain or hordes of combatants, I go the opposite route and throw out the mat. We just assume that everyone is where they imagine themselves being, if it's at all feasible, and don't sweat the details. It's amazing how much time you save when no one needs to decide where to put their doll every turn.

I have played with GMs who wish this were the case for our broader group of players, and you're lucky that is the case for you and your friends. Unfortunately, we have found through repeated experience that in our case the mat causes fewer arguments and general confusion especially when it comes to things like area of effect spells and the like (one particularly notable case was of a player--whom, in fairness, none of us play with any more--deciding he was in an entirely different position than he was a moment before when a fireball went off and he would have been hit, and argued with the GM at length about where he "swore" he said he was standing; the claimed difference of positioning was a matter of several dozen feet, not a matter of being off a 'square' or two. While those sorts of dishonest shenanigans are rare, it still helps us avoid certain issues).

Folks are fortunately decisive enough about actual placement that losing time in that way is not an issue for us. For us, moving the mini or asking us to takes no more time than it would to say, "I move next to the goblin so I can attack him." Your mileage of course obviously varies.

And that leads to the fact that what works for one group doesn't for another and sometimes it's worth trying a couple different things to see what works best for a given group.

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Andrew Turner wrote:
-Why can’t I sleep in an owned bed? Especially if the ‘owner’ has died?

That one has always puzzled me. Since they have "radiant" NPC scripting now (where NPCs have their own "day cycle" of walking around, walking, eating sleeping, etc.), I'd rather a function where you can sleep in any bed, but if an NPC comes home to find you in their bed on their sleep time, they will wake you up and boot you out (or attack you if they're jerks). If you sleep in their bed while no one's home and sneak out no one should be the wiser.

-weather effects—let it rain, snow, sleet, gust, etc. let’s have seasonal change and introduce weather effects against PC abilities

Hopefully since they had some weather effects in Skyrim, we will see similar in Fallout 4. Especially since while you can kind of handwave it always being sunny in the desert (even though that is also not true), I can't handwave the same for Boston. :)

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Spook205 wrote:
RainyDayNinja wrote:

Three Dog can't be on the radio, because I killed him. Multiple times, even!

Mr. New Vegas was an AI? That's news to me. Was that discoverable in the game, or written elsewhere?

How about they get Ira Glass to do some This Commonwealth Life profiles of minor NPCs? Especially if the backstory given on the radio conflicts with what we learn when we actually meet the characters...

I've heard the AI thing, but never seen the confirmation. Might be a throw away line you get from the NCR, or a surmise (if he said he was transmitting from the Lucky 13 or something).

I think there might be some dialogue, indeed as you say, from a passing soldier. The other confirmations are outside this game, such as this article about Wayne Newton doing the voice. The idea, per that article and the Fallout wiki is that he was a DJ AI programmed pre-War and still exists.

It makes sense anyway. He broadcasts 24/7 with no breaks, which a human wouldn't be capable of doing.


Also, Three Dog is a sore spot with me. For my playthrough of Fallout 3, he'd constantly report on my resolution to the Ten Penny Towers quest (I plugged that a***** Roy), but 3 Dog kept harping on me like I gunned down a bunch of innocent puppies.

That quest kind of left me with a sour taste in my mouth, not the least reason being its the kind of false choice that the Fallout and Elder scrolls games like to give us.

Like, I can't argue that everyone but Roy gets in, or make a point that ferals aren't allowed.

That plot is horribly written, especially as it's obvious there's fishy stuff on both sides but you're given no option to deal with it. It's bad writers trying to make players feel bad by forcing them into a situation with no happy solution---but only by making them have choices that make no sense, and then effectively punishing you (by stuff like Three Dog's guilt-trip broadcast) for the lack of choice you didn't have.

To be clear, yes, it's life, and bad things happen in life, especially in post-apocalyptic life. But in life, I have a lot of choices--including let the status quo remain and walk away, or negotiate for halfway between (as in real life, few things are black and white, with one side being "wrong" or "right", much as we would often wish opposite). It's not "realistic" to have a killjoy plot when what happens is obviously forced and lacks any realism or verisimilitude or even just plain logic.


Also, the way that Fallout 3 pouted like a petulant child around the time Broken Steel came out, if you didn't pointlessly sacrifice your life in the reactor room.

What I don't get about Bethesda is that in Fallout 3 they built a game that in many ways was very obviously a sandbox, and then got upset when people who bought the game so they could play in the sandbox complained about being unnecessarily railroaded with a nonsensical, illogical plot. What did they expect?

This is why I worry about the voiced protagonists, if it means a much more plot-driven main character. Bethesda can't do plot. They're terrible at it. They're terrible at the idea of "choices with real consequences"--they think it means "let's badly railroad people into something that makes no sense."

(Tangentially, parts of Wasteland 2 had the same problem, oddly enough, like the Prison area. You'd think the original Fallout publisher could have done better).

I wish they would stick to their strengths--broad but not deep world building with lots of fun exploration and colorful background characters--and leave the plot-driven and character-stuff to other developers like Obsidian.

I mean, the world I see them showing in Fallout 4 looks like one I really want to see. I really want to explore the hell out of that world (and explore the hell that is that world). I don't want to have to fight cornball narrative all the way through just to get there.

But I recognize I may well be borrowing trouble. We'll have to see what happens.

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Rynjin wrote:
I hope so. I loved listening to Three-Dog's broadcasts.

I did too, though I'm wondering how/why he got up to Boston.

He was a lot more opinionated and passionate in them than Mr. New Vegas.

Well, he's an actual human being and Mr. New Vegas was an AI so that's appropriate.

(Though I liked Mr. New Vegas too, just for different reasons. I loved that they got the real "Mr. Las Vegas" to voice him.)

Rainy Day Ninja wrote:
Some sort of current events call-in show would be cool.

That would be awesome--more interviews with other characters in the game, that sort of thing.

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Regarding player slowness, one thing I wish I was better at was getting players to not speak out of turn. I have one player in particular who often interrupts other player's turns to ask questions. I will often say, "It is not your turn, please wait," but she won't stop doing it even after I've asked and I recognize I've probably got to be more of a hardass about the situation. Often she has relevant questions but they're just poorly timed. I'm not running with her right now so it's not an immediate issue, but if I want to run a game with a certain group of players it's something I've got to learn to deal with better... part of the dilemma is I really like running games with her husband as a player but they won't play without the other. She's a good player in other respects, but she frequently talks out of turn or vies for attention inappropriately.

On more practical matters ---

While set-up takes time, I find battlemaps ultimately save time, because there aren't frequent questions/need to repeat where characters are positioned. Moreover, I also write the participants' initiative AND the enemies' AC, SR, and DR right on the board. This means everyone can see when their next turn is and saves eons of "did I hit? Did it work? Did I damage it?" and lets people move on quickly . I've got some blind players that is less useful for but they have good memories and usually if I read out the stats at the beginning of the game they will remember them.

SR and DR themselves also take a lot of time (extra die rolling, math, and forces you to roll damage separately), so I've started houseruling those out in lieu of other mechanics.

Otherwise without DR, you can let warrior-types with iterative attacks roll attack and damage all at once and that also saves a lot of time.

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MannyGoblin wrote:
More music or remove music. I know music is a part of it but having to listen to 'Big Iron' for the nth time wandering the wastes drives one insane.

I know you're mentioning a song from FNV, but at least with DLC that game had a few different radio stations, with some slightly different song rotations. I hope they continue in that vein.

I like the in-game music radio though, and when I get sick of it (or need to stealth) I just shut it off. I think the ambient music itself could be a little more dynamic though, and that effectively might fix the issue if they can't afford more copyrights for more songs.

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MeanDM wrote:

I think that having a non-voiced character has always felt like a means of immersion for me. It allowed me to project as I wanted onto the character. I Hope they don't change that. Won't be a deal breaker though.

I agree, it's not a deal breaker. I am concerned though that in what's often been celebrated as a sandbox, they are essentially limiting roleplay options. But I recognize it may well be way too early to worry one way or the other.

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Guys, can we stop the "my preferred platform for gaming is the best and everyone else's is wrongbadfun?" It gets really freaking old. It always seems like what's really going on is people are insecure about whatever investment they've made in whatever system they've got, and thus take discussions of any other platform like a personal attack. (And on the note of taking non-personal things personally, I am NOT targeting any one given person on this thread. Just sick of the general platform wars, here and elsewhere.) It's so stupid. Different people decide to spend their money in different ways for different reasons. Get over it. If it is a thing where people want to raise the dead horse as a zombie and beat it down again, can it be please done in another thread?

The only thing relevant to Fallout is what will be available for a given platform. Like, there will probably be a GECK and mods for the PC version, so if that's your thing then PC would be the way to go if possible. OTOH, sometimes Bethesda has a habit of releasing for XBox before PC and definitely before Playstation (and indeed I wonder if they will delay Playstation releases again or if that kind of stuff' stopped). I wonder if PC version will be released with Steamworks again (i.e., you need Steam to play). Probably.

Alex Martin wrote:

Among the details was the location confirmed in the new trailer: Boston.

Bethesda keeps picking cities that should technically be half-flooded post apocalypse. ;)

Also, that there would be a need for a male and female voices for the protagonist

IIRC there were casting calls/credits that confirm this as well. I've got mixed feelings about this. It allows for some further characterization and deeper writing.... but frankly, while I very much enjoy Bethesda's games, they are not who I turn to for deeper writing. I'd really feel better with a presumed AFGNCAAP and customize as you like.

And also that the character would begin in a cryogenic chamber, which is why its sort of interesting to have the flashbacks; implying that the dwellers of Vault of 111 are actually from the old-world, not descendants of the occupants. Which I guess adds to the notion that the family man we see in the flashbacks may the same guy at the end of the trailer.

That certainly would at least be a different take. It would also plot wise be a good reason for why the protagonist might ask those weirdly obvious questions a normal dweller in the world would probably already know, like, "What is a ghoul? What is a radroach? Why do we use bottlecaps for currency? Why is everything brown?" :)

Annoying for folks who prefer more of a blank slate though. Of course as you say, it is all speculation. :)

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The man in the flashback also looks a lot like the Vault 112 Dweller with the dog at the end. Mind, it may just because both look like "generic white dude with black hair," but still.

I read somewhere another possibility was that folks in Vault 112 were put in stasis and are from the Old World. I don't know where that comes from though.

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