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Irori

DeciusBrutus's page

4,117 posts. Alias of Daniel Powell 318.


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Goblinworks Executive Founder

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Maybe we could interrogate a goblin and get them to release the loot tables? That way we could find bugs similar to "tailor recipes not in the loot table" more quickly. ;)

Goblinworks Executive Founder

Once I got some heavy armor and a greatsword, I was able to loot two more suits of heavy armor and two more greatswords, and I haven't worn out my first of either.

Goblinworks Executive Founder

Ryan Dancey wrote:
They had blocked IP addresses in our firewall due to excessive connection attempts on Sunday.
DeciusBrutus wrote:
Ryan Dancey wrote:
Looks like we have had some ddos activity this Sunday. We are still investigatng.
Good luck telling the attackers from the customers.

I thought I was being sarcastic, pointing out that the unavailable servers resulted in the more zealous customers trying to connect enough to look like part of the attack...

Goblinworks Executive Founder

Leithlen wrote:

I understand the idea of removing misses at melee, although I think they should still be in at range.

However, I much prefer to see blocks and parries (which is what any roll above 10 that doesn't break a character's total AC represents), than just lower damage.

Blocks and parries are part of real combat. Damage with every swing is boring and overly simplistic. There's no reason to simplify combat when the calculations are being done by a computers. In fact, there's every reason now to make them as interesting as possible and complication of calculation be DAMNED. I think the computer can handle some table look-ups and simple arithmetic.

Only the last bit of HP damage needs to be harm done. Blocks and parries are the norm, and HP represents your ability to block and parry.

Goblinworks Executive Founder

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Pathfinder elves are not Tolkien elves; they aren't the perfect race from which lesser races developed.

Pathfinder elves are literally from a different planet. They should look alien because they are literally aliens, and I think making their proportions slightly off is a great way to make that happen.

Goblinworks Executive Founder

Total bonus and penalty isn't relevant. Only the total of bonuses and penalties that are relevant to a given character matter to that character.

Goblinworks Executive Founder

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The biggest factor is volume of art. There are over a thousand permutations of PC models (every plus of every armor, times two genders, times three races). There are several different enemy types, with several permutations each, and there needs to be a lot more.

Quantity has a quality of its own.

Goblinworks Executive Founder

2 people marked this as a favorite.

I love the community that we've all created, and I love seeing it grow, especially when I see that the best outreach we have is just being ourselves.

Goblinworks Executive Founder

A different option would be to have one roll determine how many were dropped, and randomly assign each item to a party member.

Goblinworks Executive Founder

Xeen wrote:
In Pathfinder TT, as any class, when you buy a weapon feat it is then tied to your class.

I guess my gunslinger/ranger has problems then.

Goblinworks Executive Founder

I could see a case where the first "Recipe:Godlike Plate Armor" was the goal, and the second and third of significantly less value.

Goblinworks Executive Founder

2 people marked this as a favorite.

Making sprinting and attacking mutually exclusive is necessary in some way. it matters little exactly which way it is done.

Goblinworks Executive Founder

It starts as a higher expected return... But I think there's a point where the odds of getting at least one are lower.

Goblinworks Executive Founder

Also, what are the chances of getting loot drops added to the wiki spreadsheets?

Goblinworks Executive Founder

Hmm. Two 27.5% chances is different from one 50% chance. I'm not sure it's strictly better, either.

But if knowledge skills stack in the group, things get strange. Do knowledge skills stack in group, and is there a cap?

Also, I think that displaying the fraction of a recipe/spell and allowing them to be recombined into a whole one might be a better solution. Perhaps partial recipe drops might find a place in the future.

Goblinworks Executive Founder

Durability has lots of room for tweeking. 20/tier would create an interesting dynamic. As would 20/10/7 by tier, or any possibility with more or less durability per plus.

Goblinworks Executive Founder

Phaeros should be caught up now.

Goblinworks Executive Founder

The bonus to damage is to base damage, which isn't displayed anywhere.

Goblinworks Executive Founder

Ryan Dancey wrote:
Looks like we have had some ddos activity this Sunday. We are still investigatng.

Good luck telling the attackers from the customers.

Goblinworks Executive Founder

Andius the Afflicted wrote:
DeciusBrutus wrote:
Sure. What was the draw weight of of the bows that weren't exceptional, how rapidly could they be fired, and how effective were they?

You want me to give stats? Life is not a video game. These don't all come with set refire rates, damage ratings etc.

Many Native American bows had about a third the draw strength of an English longbow and were plenty effective, though Native American tribes had little in the way of armor and Europeans were phasing it out at the time the Americas were discovered.

Five minutes of Google gave me 45#, and a typical range of 5 yards for American Indian hunting bows, with a maximum range of about 30 yards. Zero information about refire rates, possibly because the users didn't value fast firing as much as accurate firing.

A little bit more digging shows that the Indian war bows were shorter ranged than the firearms they were used against, enough so that they used interesting tactics to close the distance.

Goblinworks Executive Founder

Is the knowledge skill actually implemented and working now?

And the fixed system will result in each player having a better chance if they are in a group- the odds of a single player would be 25%, not 75%, and the current system is adding everyone's together and then dividing the loot. (The other option would be to divide the 75% chance by three, leaving three 25% rolls in defiance of the laws of probability.)

Goblinworks Executive Founder

"Fair" does not mean "Cookie-cutter".

Goblinworks Executive Founder

Enruel wrote:

I don't see why. A basic cleric is proficient in all simple weapons including crossbows and javelins. Any cleric can then learn to use bows by using a feat to train the use of a martial weapon, or if it is favored by their deity and I know of a few gods that have some form of bow as their favored weapon.

It isn't the classic image of a basic cleric, but it is as appropriate as the also possible heavy armor wearing crusader. I don't see a problem with it.

Dwarven clerics are proficient with battleaxes, heavy picks, and warhammers regardless of deity. Just saying.

Goblinworks Executive Founder

Oh, the first few months will be unique, for sure. Your best bet is to find your group quickly, so that you don't have to bootstrap yourself alone.

Goblinworks Executive Founder

Huh. I have no problem with the dexterity required for PFO combat. Would it help you if you had one of those mice with more buttons on the side, so you didn't have to take your hand off of it?

Goblinworks Executive Founder

Sure. What was the draw weight of of the bows that weren't exceptional, how rapidly could they be fired, and how effective were they?

Goblinworks Executive Founder

Once the economy is fully functional, you will be able to buy the +3 refining recipe or the +n refined components for coin.

I suspect that there will be a slight distortion of prices due to people trying to get crafting points for minimum Exp.

Goblinworks Executive Founder

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Minus the size penalty to stealth, if the sun is trying to hide.

Goblinworks Executive Founder

1 person marked this as a favorite.
KoTC Edam Neadenil wrote:
Audoucet wrote:
Caldeathe Baequiannia wrote:
People consumed with it's power and range have elevated it to an almost spiritual status of being the only bow that matters, and the standard-by-which-everything-must-be-judged (and generally found wanting.)

The thing is, the people you are talking about are the TT devs too.

Tabletop RPGs are not based on historical accuracy, so it's stupid anyway to talk about historical accuracy.

You will never get a realistic bow or gun. Because if you can OS dudes at 200 meters, well the game will be brocken, because it's not meant to be a simulator.

My 3.5 Wood Elf Archer with some silly prestige classes at level 15 could hit with a longbow at 14km.

Hard part was seeing that far.

That's easy; if they don't make a hide check, you see them automatically.

Goblinworks Executive Founder

Records suggest that the Mongolian bow could hit a target at over 500m. What do you think the draw weight has to be to do that with a compound bow?

Goblinworks Executive Founder

Kurok wrote:
Audoucet wrote:
Leithlen wrote:
Audoucet, historical records show medieval archers firing at these speeds.

Which ones ? Wikipedia says 6/minute max, unmaintainaible rate.

http://en.wikipedia.org/wiki/English_longbow#Shooting_rate

Maybe I am reading the wrong part, but that says they don't like to try for more than 6 a minute with the heaviest bows. I find it entirely plausible that a lighter bow could make those speeds.

You could, but then you wouldn't be firing a bow suitable for combat.

Goblinworks Executive Founder

Caldeathe Baequiannia wrote:
KarlBob wrote:
And discussing the boiling rate of water helps us avoid boiling over... With anticipation.
At least until it starts to feel like we're in a pressure cooker.

When do we get the rockin' bass line?

Goblinworks Executive Founder

But the time until -all- the water boils is essentially constant.

Goblinworks Executive Founder

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KoTC Edam Neadenil wrote:
DeciusBrutus wrote:
Ryan Dancey wrote:
New download will not be available until at least 4pm (Pacific)
It's at least 4pm Pacific now...
At least 4pm pacific encompasses 4 pm pacific and all times thereafter including next week.

Yes, but more importantly including RIGHT NOW!

Also, it was a reference to an earlier comment regarding what timeframe "3q 2014" included.

Goblinworks Executive Founder

Yes, but how many bullets can a modern muzzleloader fire before the first hits the ground?

The MAUL can do five easily, but it might be a challenge to reload fast enough to get ten or fifteen in the air at once, mostly because of a hot barrel.

Goblinworks Executive Founder

Ryan Dancey wrote:
New download will not be available until at least 4pm (Pacific)

It's at least 4pm Pacific now...

Goblinworks Executive Founder

I thought that a 60 arrows in 10 minutes from a 150-lbf draw bow was a standard.

Then again, I got those numbers from fiction, so they might not be true.

Then again, 60 reps of 150 pounds is a lot.

Goblinworks Executive Founder

Long animation times, combined with Immobile, and limited ability to apply status effects would make firearms require significant support from other weapon types. High damage per second and the ability to exploit status effects (e.g. Knockdown on Unbalanced) would make them a valuable part of the mix.

And the hybrid firearm/melee weapons, like the bayonet musket and axe-pistol, create a varied space for the long term

Goblinworks Executive Founder

Andius the Afflicted wrote:
Heh. Yeah. I'm not going to detail out my many measures of victory so that my opponents can prepare for them but KvD is the most meaningless. If I rush you naked and die 20 times but manage to kill you and inflict 2000 gold of gear loss on the 21st try then who really won?

The group that accomplished their goals at the end of the day. If your goal is to loot more than you lose, and someone else's goal is to control a poi, it's entirely possible that both of you will win, or neither.

Goblinworks Executive Founder

<Kabal> Dan Repperger wrote:

So I'm just going to riff here a bit on the gun idea.

I think the basic concepts put forth in the Pathfinder SRD make sense, at least for a pen-and-paper RPG. Those ideas might carry over fairly well to an online game. They're costly, difficult to reload, and have similar damage to a crossbow, but ignore all but the most outlandish armor.

I'll admit some ignorance about Golarion, so I don't know what tech level the guns have reached. If there are no cartridges, then it would take several types of items in your inventory to load the gun (powder, shot, cap or match, ramrod, and wadding).

If this is prior to the advent of the Minié and/or barrel-rifling, the accurate range would be 20 - 75 yards (pistol) and 50 - 175 yards (rifle), which is significantly less than a longbow (~350 yards), crossbow (~150-300) yards, and sling (~400 yards). I'm presuming combat is meant to happen at much closer ranges, so I'd imagine these will be scaled down to smaller distances.

In terms of their uniqueness, I'd like to see them expensive, lengthy to load, and inaccurate at long ranges. But if one hits, woe be unto you. My beef with WoW hunters was you got "blam...blam...blam...blam..." all for relatively uninspiring results, as opposed to "BOOM!" and something just got seriously hurt.

The Navy Colt Revolver used a cap and ball system that took so long to reload that the military users also carried swords. However, six shots (per revolver) is a lot if you know how to make all of them count.

The PFO equivalent would be giving firearms their own damage type, not resisted by any normal armor, and a very small supply of ammo that required exiting combat to replenish. I know the PFRPG rules allow for magic to both create ammo and load it without the shooter taking actions to do so, but I'm not sure that type of effect could be fairly implemented in PFO.

Goblinworks Executive Founder

Andius the Afflicted wrote:
DeciusBrutus wrote:
Andius the Afflicted wrote:

It's a direct reference to an earlier conversation where Decius was going on about how experience from previous titles was not that useful and I needed to get educated in all kinds of different theories instead.

Just as with real world employers, practical experience is going to matter a hell of a lot more here than book knowledge and theory as I feel has been clearly demonstrated here.

Yes, but I can multiply.

I would spend four times the expected loss of equipment in order to use half the players to accomplish an objective that was worth the risk.

If a firearms loadout has twice the cost, they need to be 40% more effective to be balanced. Note that the cost of the firearm is only part of the cost if the loadout, and it probably contributes little to the expected loss (due to threading).

I can also describe how to convert cost and effectiveness to numbers that can be compared to each other.

And I think that your outcomes of leading large groups speaks for itself.

*basic points of your argument*

"In order to be balanced you must follow this equation. By that equation firearms are too powerful."

Great argument. I'm glad that knowledge of multiplication paid off so well.

I'll try a new equation on you, based on logic instead.

In order to be balanced firearms must offer an advantage sufficient to make their enhanced difficulty to produce worthwhile, but not such an obvious choice everyone decides to use them.

That's not a set number but something that can and should be adjusted until firearms have a prevalence the developers are ok with.

It should probably start with firearms being a bit too expensive to be worthwhile for anyone but the diehard enthusiasts so that it balances out as the economy grows.

Also as I described earlier, threading doesn't really change the equation at all if the number of threads to thread the firearms is increased to reflect it's higher value.

All true points; but none of those points provide an answer to the question of how much time and resources it should take to craft a firearm, nor how many threads they should take.

On the other hand, I can provide numbers to those questions with accuracy limited by the accuracy of measuring relative effectiveness.

Sometimes you can't afford the expected losses of going out with a little bit of equipment, but you can afford to go out loaded for bear.

Goblinworks Executive Founder

Try playing an oracle with the Burned curse. The time will come when thee best thing you can do at a given moment is to make a melee attack.

Goblinworks Executive Founder

They sold $500m worth of units, which is different that $500m in net income.

Goblinworks Executive Founder

If you haven't made an attack or save with a net negative bonus you haven't played enough D&D.

Goblinworks Executive Founder

If my players tried to use science, I'd point out that neither physics nor economic science applies to magic or alchemical items.

Goblinworks Executive Founder

Andius the Afflicted wrote:

It's a direct reference to an earlier conversation where Decius was going on about how experience from previous titles was not that useful and I needed to get educated in all kinds of different theories instead.

Just as with real world employers, practical experience is going to matter a hell of a lot more here than book knowledge and theory as I feel has been clearly demonstrated here.

Yes, but I can multiply.

I would spend four times the expected loss of equipment in order to use half the players to accomplish an objective that was worth the risk.

If a firearms loadout has twice the cost, they need to be 40% more effective to be balanced. Note that the cost of the firearm is only part of the cost if the loadout, and it probably contributes little to the expected loss (due to threading).

I can also describe how to convert cost and effectiveness to numbers that can be compared to each other.

And I think that your outcomes of leading large groups speaks for itself.

Goblinworks Executive Founder

Stephen Cheney wrote:
DeciusBrutus wrote:

Cooking is probably delayed a little bit because doing it right requires lots of fiddly bits of design work.

Nobody really notices that "weak acidic" components are fungible, but most people know cooking well enough to know that hot peppers aren't used to preserve meat, even though they are 'spices'.

This is the reason why we went to abstract "camping" to restore power for the near future. Making a cool system for what happens when you eat food has lots of fun possibilities. Making a system to craft food that doesn't require creating a number of component items greater than all the other craft skills put together is hard.

Comes down to everyone knowing how to cook and having feelings about what makes sense.

But if people would be happy with something on the same scale as the rest of the crafting system (e.g., refining scrub potatoes, buckwheat, or wild maize down into "basic starch", refining rabbit, grouse, or squirrel down into "basic meat", and crafting a pile of both into a "lesser meat sandwich") then I'll write up a cooking crafting system tomorrow ;) .

I would rather have a system where things are not nearly so fungible. Wait until you can afford a cook and a molecular gastronomist on staff and spend a month designing the system for the first or second major expansion.

Goblinworks Executive Founder

Cooking is probably delayed a little bit because doing it right requires lots of fiddly bits of design work.

Nobody really notices that "weak acidic" components are fungible, but most people know cooking well enough to know that hot peppers aren't used to preserve meat, even though they are 'spices'.

Goblinworks Executive Founder

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Andius the Afflicted wrote:
KoTC Edam Neadenil wrote:
Cost of production isn't a great way to balance firearms with crossbows.

Ummmmmmmmmmmmmmmmmmmm........................ WHAT?!

You're kidding right? PvP is the place cost is the BIGGEST factor because it's the place you are most likely to lose your stuff.

That's why dragon armor and top tier weapons were a rarity in the original Darkfall and you don't see people running around in null sec with officer modules in EVE. Cost vs. efficiency is a MAJOR consideration for any serious PvPer.

It's PvE/No-Gearloss games like WoW where it's worth it to pay any amount of coin for that tiny extra edge because it's permanent.

How effective would firearms and ammunition have to be, compared to bows and arrows, in order for you to ask yourself if they were worth 3x the cost of raw materials and time to produce?

Put another way, if a character with a firearm can fill a role that cannot be filled by one character with any other weapon, how expensive would firearms have to be for you to prefer to assign two players to that role?

Goblinworks Executive Founder

The d20 system is very good at what it was designed to do, and not very good at things it wasn't designed to do.

Anyone know about a NWN mod for Pathfinder? I think that's what a lot of people disappointed with PFO actually want.

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