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Presumably combat begins for him when he teleports in. Sort of predictable for him. Also, the advantage of initiating combat versus the reverse.
I don't have his stat block handy, but I believe few of the effects on him are rounds/ level so it's not like it was a 90 second window, he had 12 minutes or more for most of the effects.
I need to borrow Neil Spicer's muse here because I almost always come across as an A*hole on posts like this.
What was Paizo thinking? I imagine something along these lines:
"Goblins like big explosions and fire"
How do I make that into a rule? <-- this is the actual thinking bit.
Everything in game design is a trade off. You give up something, you get something in return. The goal was to In this case the range and splash radius was boosted and the direct damage was nixed. Rough trade off, but the archetype also gets additional splash damage, which mitigates the low damage to some extent.
I can't speak for everyone, but none of the folks I know writing for Paizo deliberately write rules to irritate players or create deliberate 'trap' options. In general the folks writing Paizo's rules want every rules option to be fun and enjoyable, but not every rule is going to be great. It's not apathy, laziness, it's definitely not because they don't play the game. Simply it's because freelancers and developers are people and people goof sometimes.
I've written some stinkers in my time, and some of them have sparked lengthy flame wars, prompted FAQ entries. In case you haven't figured it out, rocket bomb was mine. To be honest though, while I see your point about damage, it's not going to make it into my stinkers pile. While most players will avoid it, others have found creative uses for it, and that's enough; because in the end not every rule is written for every player. Also, I'm much happier when people complain that a rule is too weak then have GMs cursing my name for adding out-of-balance player options. I think two of my biggest stinkers have FAQ entries clarifying how they interact with other rules... talk about embarrassing.
Sorry you didn't enjoy rocket bomb. Hopefully you enjoy the rest.
As with anything if there is no specific in game definition you use the actual definition of the term. You are unconscious, don't need to eat or drink, but doesn't offer any protections or immunities.
The line can do amazingly well independently, but still be wasteful to include a bundle with hundreds of fantasy minis. Given the number of people who complained and the fact that they are making a point of excluding them this time around, I suspect they recognized the mistake and are fixing it this time around. I suppose it's also possible they've already printed most of the sci-fi/ chronoscape minis also.
If the line is doing well, then an add-on or second reward makes a ton of sense and is far less wasteful.
This attitude was fairly prevalent among a big chunk of backers. I personally dont understand it. The bones kickstarter was a rediculous deal. You paid for 60 or so minis, you got over 200. If a handfull of the added on minis were ones you werent going to use, whats the issue? They were essentially free. Why fret over getting for free something a chronoscape fan would enjoy? Chronoscape was the 20th stretch reward. The Marines came 4 rewards later, and the nova corps and zombie hunters were in the 30's. There was tons of free fantasy additions to the vampire between them all.
Not a complaint about value so much, but IMO it was wasteful. They stamped out half a million sci-fi/ modern/ future minis, most of which will get binned or gather dust on shelves. Costs them money and provides no value to probably 75% of their audience. It doesn't decrease the value of the bundle, but doesn't increase the value either, it's just wasteful. I'd have rather Reaper just pocketed the $20,000-30,000 they spent printing them out. If they'd been an add-on, it would have been better all around.
Alchemist/ Master Chymst comes close too, at 17th level it has a +15 BAB and 5 levels of 'spellcasting'.
I think in both cases the compromises balance out the benefits. These classes all take the 'hit' from lowered BAB or lowered spell levels early on and deal with it throughout their progression only to benefit later in the game.
Here's a class I loved, it was the battle sorcerer variant from 3.5. It had 3/4 BAB and full casting but its casting was somewhat crippled by limited spells known. It was a very cool concept and one I wish Paizo had brought forward at some point.
I dunno, the war priest sounds pretty close to that. Especially if it happens to be full BAB. It's a holy warrior of any alignment.
I can't see any 6 or 9 level casting class having Full BAB. Particularly not if it has abilities other than casting. Not even if it's using the cleric spell list. It just doesn't make sense in terms of balance.
This wasn't one of those panels where they close the door and make you sign an NDA was it?
There tend to be more prestige classes in the campaign setting and player companion lines than the core rulebook line. Paths of Prestige has… 12? 15? I'm not sure. They are sprinkled through a lot of the players companions and even the campaign setting books.
There is a *lot* of overlap between archetypes and prestige classes and a lot between a new 20 level class that fills a niche and a prestige class.
There are a ton of items/ feats/ spells that benefit the new base classes. The thing is, the closer a class is to another class in abilities, the more overlap there is with other classes. Ninja are quite close to the rogue and benefit from most feats which benefit the rogue. They also benefit from monk items/ feats.
I personally prefer building feats/ items/ spells/ etc that are more general purpose. Rather than pen an item for ninja's, I'm more likely to pen one that works for ninja and rogues. Probably keyed to sneak attack or stealth. If I'm writing for summoners it's more likely to be something that benefits all spontaneous casters but in a way that favors the summoner. That said, there is a bunch of specific stuff in the books for these classes too. For example, a fair number of archetypes in the race guide were based on new classes.
I think it is mostly us old pathfinders who had a massive physical collection prior to joining PFS who are feeling major "d'oh!". Yeah the PDFs are not expensive, but the taste of re-purchasing all your materials for a noteworthy convenience in PFS play is somewhat bitter.
Really, you only need PDFs of the main hardcovers, carrying a few 32 page player companions isn't going to break anyone's back. This is particularly true since few characters need more than a a couple player companions.
Jonathan Cary wrote:
You never know, a +5 bonus on Diplomacy to gather information from left handed pottery workers in the east end of Korvosa might just save your character's life some day.
Chris Mortika wrote:
There are hundreds (thousands?) of people who play PFS online and rely almost completely on digital/ scanned chronicles, I would assume the GM trusts the players use a photo/ image editor to do it. Maybe some GMs require people have printed out chronicles and the players have to pull them up on a webcam and check them off… if so I've never heard of such silliness. The times I've played online, the GM's asked for a digital copy of my character sheet and chronicles and sent me the chronicle via email.
At some point perhaps PFS will move into the 21st century and there will be some better way to handle this where actual paper chronicles will be reserved for the grognards who like living in the 1970s.
I don't understand how this thread has gotten so damned long. LazarX, and about 6 others have posted this same basic idea. It's not too hard to understand. If you cast a spell, you need to know what it does and how it affects the game. If you aren't prepared for that, then do something else.
PFS happens in a 4-5 hour time slot and you have often have to cram 5+ hours of worth of gaming into that slot of time (7+ if you are running one of my scenarios). It really doesn't matter who's responsibility it is, if you aren't ready to play, your lack of preparation is cutting into game time and you are screwing the rest of the people at the table out of valuable play time.
If time is tight and a person doesn't understand what a spell or class ability does, or they don't have the sources for the creature they are summoning, I just put them into delay. The GM is responsible for making sure 6 people and himself is having a good time. If one player can't keep their stuff together, it's not worth screwing over the rest of the table babying them.
Unless the guy slowing things down is clearly new to PFS and Pathfinder in which case I try to quickly get them on course as best I can
I'll buy one of those when they start making them with brains enough to follow me around the room and go park itself in a corner when they aren't needed.
I've gotten so where I hate books and paperwork so much I just lean on my PDF collection, and HeroLab on the iPad for everything. I've even played around with snapping pictures of chronicles and tracking them on the tablet, not quite there yet.
If he broke one of the windows facing the cliff face and was looking out it, I would probably give some kind of bonus to the Perception check. Keep in mind though, it's at night and there is a constant rain with concealment so they can still use stealth.
As much as I loved the first Kickstarter, using KS as a disintermediation tool gives me pause.
I don't think that is Reaper's goal here. They are trying to convert their product lines over to more affordable plastic models and they are financing that tooling by pre selling minis. The traditional model would require they finance the tooling via a bank loan which is hugely risky and likely they would wind up far fewer models converted over.
Hopefully they will be better at communicating. As things are, I might buy the base package, but no way I'm risking the add on pile up from last time around.
Just in case, I would love to write "All the Doors are Trapped". I'm assuming there will be kobolds in this scenario.
I think Jim Groves has already written "All The Rooms are Haunted" which leaves the third and fourth in this series "All the Villains Run Away" and "Can't we all just get along" for the perfect quartet of zero-combat scenarios.
Tier scaling in PFS makes design and development much more difficult and it by nature is an exercise in compromise. The higher level modules are even more difficult than the low level ones and designing/ developing for 16th level+ is already more challenging than designing for lower levels.
I'm not sure what the solution is for high level adventures, but I don't think anything like the tiering for PFS is the solution, stat blocks at those levels are already complex and adding half again as many would significantly eat into the page count and for most buyers would just be a waste.
Here's a thought, Paizo should spend the next year showing the world they can release great gaming products, just like they have done over the past 5 years to win players over. They don't need to do anything special, just keep on producing products that people love.
This isn't necessarily a zero sum game, a healthy D&D might mean Paizo loses some customers, but it might just mean more people will be getting into the hobby. Wizards might also attract a lot of people who tried out 4th edition and went back to 3.5 after getting frustrated. Not every D&D customer is a potential Paizo customer and vice versa.
As far as I'm concerned, this was one of the best Paizocons yet. I thought the first one with 180 people was better, but mostly because I love smaller/ cozy events.
A few minor Niggles
I think most people assume Wisdom and I would go with that. Most of the newer classes explicitly say something like the Oracle: "Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle's level + the oracle's Charisma modifier.", but the druid was built before that wording became common. The ability does suggest it works as the spell which backs that idea up. This also would imply the DC of the ability would equal 1/2 druid level plus Wisdom bonus, but I can also see it being based on the actual spell it's emulating also.
I can also see an argument for Charisma, since Supernatural abilities are usually Charisma based.
It's in the oft forgotten Magic Chapter in the first paragraph of the usually ignored "Polymorph" section.
"...In addition, each polymorph spell can grant you a number of other benefits ... The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form."
I'm not suggesting you changing the success criteria for the scenario, please don't. The PFS team has made it very clear that sticking with the scenario as written is important and altering success criteria is definitely not 'as written'.
Just dropping the hint that there is potential to blow the mission should be enough to keep most players around.
Also, a Hybridization Funnel is really nice with the 2nd level Grenadier Alchemical infusion ability or just in general.
The big limit on the funnel is the fact that the resulting concoction only lasts an hour. There seem to be a lot of times when that hour isn't enough, or turns out to only contain minor encounters and the major one is the next day or two hours later.
VC Amara Li orders the party to defend the house until she issues further orders. They could head a short distance down the tunnel and make a stand there, with one direction of attack from the enemies.
Until the oni hear the fight in the corridor and join the fun..... just sayin'
I saw no way to force them into staying in the house while what looked like an army was assaulting it. Why defend a dozen entrances when you only need to defend two? Do people have recommendations for future GM's on how to get people to stay in the house?
The corridor which they are taking is guarded, if they book it, they risk getting sandwiched between the oni and the second wave of enemies. Alternatively, while they are fighting the Oni, the second wave discovers the PCs have fled and makes their own way to the cave on the surface and the PCs. The second wave attackers are all highly mobile and shouldn't have any trouble beating the PCs to the cave, particularly if you don't skip the oni in the cave.
Basically, don't make it so there are two optional encounters. If they decide to book it, there is no reason to skip the oni.
Finally, there are two faction missions that state specifically the PCs should follow Amara's instructions closely. Amara specifically tells the PCs to defend the house. If there are any Lantern or Grand Lodge PCs in the party (seems pretty likely to me); drop the hint that abandoning the house might jeopardize their faction mission.