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Count Strahd Von Zarvoich

Digitalelf's page

Goblin Squad Member. Pathfinder Adventure Path, Modules Subscriber. Pathfinder Society Member. 2,245 posts (2,322 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 3 aliases.


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Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Kthulhu wrote:
I think you are remembering wrong. Type F was Death/0.

Nah, I wasn't going for the worst... :-)

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Fergie wrote:
I have known many anarchists

And your experiences are your experiences, but you cannot take anecdotal evidence and apply it to every similar situation...

It just doesn't work that way.

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
BigNorseWolf wrote:
The constitution guarantees them that right. That right is not only limited to people that you agree with, that's the entire point of it.

Totally Off Topic:
That is an interesting statement you’ve made there, considering that if you had things your way, you would drastically restrict a different right guaranteed to all by the Constitution of the United States... So apparently, you feel that Constitutional rights can be infringed upon if you disagree with them, no?
Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

I don't know how isolated a case this is, but a few years back, the CHP was given a bunch of surplus M4 carbines. Thing was, every single one of them was converted over to semi-automatic; making them no better than the civilian AR-15...

The civilian AR platform rifle (such as the AR-15) is no different than any other semi-automatic rifle on the market; save that it LOOKS like a military weapon - and looking like a military weapon is not the same as BEING a military weapon.

I am not trying to start a gun control debate here, I am just pointing out that it is very probable that the local the law enforcement agencies receiving these surplus rifles are given rifles that have been converted to semi-auto, which makes them no different than a rifle you or I (at least here in the US) can buy at the local Wal-Mart...

Grand Lodge

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Malaclypse wrote:

Still, if you really play since 1976 you must have been in games where some people could not play their concept because their rolled abilities did not allow them to pick the class. Was that fun? Did it improve everyones enjoyment that player A (who was lucky) could pick his 'dream character', while player B (who was unlucky with his rolls) was stuck with a much reduced choice?

Maybe you even witnessed a situation where a player suicided his character because he didn't want to play someone unable to contribute?

Pre 3rd edition D&D was a different game. You did not start off making a character knowing exactly what you were going to make, because you had to determine what your stats were first. Sure, you might have had an idea or two of what you wanted, but if you did not roll high enough, it was no big deal...

At least that is how everyone I gamed with did it, because we accepted that the rules of the game were, roll stats, THEN pick race and class based on the results of the die rolls... If we rolled poorly, it was: "ah shucks, better luck next time!"...

Yeah yeah yeah, YMMV and all of that... ;-P

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

Please cancel order #3206602.

Thank you...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Buri wrote:
Are you wanting outright death?

Nothing like 2nd edition's Type F poison... Make the save, you live, fail the save, you die!

Made just average "giant" spiders, quite deadly...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

Please cancel my subscriptions to:

Pathfinder Campaign Setting
Pathfinder Player Companion

And

Pathfinder Roleplaying Game

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

Just a nit-pick, but hives tend to be more open inside so that the workers are able to tend to the eggs, young, and queen...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Joana wrote:
Must have come from 2e. Or, as you say, Unearthed Arcana; we used that book, but I never had my own copy.

There were no rules for critical hits in Unearthed Arcana, though there were several articles on critical hits in Dragon Magazine going as far back as OD&D.

There were rules for critical hits in 2nd edition, though these rules were specifically labeled as optional within the books...

Grand Lodge

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equinoxmaster wrote:
I wasn't able to respond 8 years ago

Problem with this, is that the original poster whom started this thread, has not made a single post anywhere on these boards in 3 years.

Just sayin'...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

Another campaign setting I would like to run is Ravenloft.

Sure I've run various modules and adventures set there ala "A weekend in Hell" sort of thing, but I would really like to use it as a true setting (like it was presented in the 2e book "Domains of Dread" or the various 3e campaign setting books)...

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber

I am not all that excited over the new edition either. I switched over to 2nd edition about a year ago, and now that the three core 2nd edition books have been reprinted, it is much easier to get a copy of the rules...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

I started playing D&D around 1981 or so, and the schools that I attended were fine with the game, I even had a Jr. High math teacher that ran games after school...

I do however, have a friend whose parents thought D&D was an evil game, and did not allow him to play, although he still did (and to this day, almost 30 years later, his mother thinks I was a bad influence on her son).

Grand Lodge

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I've always wanted to run a campaign set in the Midnight Campaign setting. It's too dark a setting to make it my "home campaign" setting, but I think it would be fun to run at least one campaign set there...

Grand Lodge

1 person marked this as a favorite.
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Scott Betts wrote:
people get upset at a wide range of things. It's not always reasonable or fair to get upset (or worse, hostile) at a given person/event/company, but I feel like that idea isn't given the time of day in the gaming community.

Emotions are a funny thing... It might not be reasonable or fair, but not everyone rationalizes their emotional responses to things; they just... React (and Lord knows that I have been guilty of this at times).

It's just human nature, so this tendency is certainly not limited to the gaming community.

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Scott Betts wrote:
I'm saying that, occasionally, a given change to the rules justifies some change (or some consideration) in the game world. This is a game, after all.

Why?

I know it is just a game after all, but if something I know works for me, and a proposed change, simply on its surface does not look appealing, why change it?

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Scott Betts wrote:
I've seen this bandied about a few times now, and I'm having a lot of trouble accepting that it's anything more than, "In my day Wizards couldn't cast cantrips at-will, so that's how it should be!" I'm not a fan of tradition for tradition's sake, especially when it comes shackled to a host of headaches and awkward asymmetries.
Auxmaulous wrote:

LOL

The ability to "consistently contribute meaningfully to combat encounters?"

Where have you been in the last 14 years of d20 gaming?

It isn't a case of in my day. I ran 3rd ed (since 2003), I run PF - I went back to play in a 2nd ed game after 30 years - superior in almost every aspect for an older and non-modern system.

Your awkward asymmetries and headaches are contrived and were told to you by other people, so please spare me the "1st/2nd ed/older systems were only good because of nostalgia" nonsense.

Older systems - less problems. I'm looking to replicate that. That's my motivation.

Older systems - less character power/reliance on power/less break in verisimilitude. I'm looking to replicate that. That's my motivation.

Please stop telling me how older editions ran or what my motivation are for looking at and possibly tweaking 5e and I will continue to not talk about 4e.

Minus the tone, I agree with most of the points here.

I went back to exclusively running 2nd edition because after 14 off years of running games using the d20 system, I have come to the conclusion that I prefer to run games that use a much simpler rule system. In my view (much as in Auxmaulous's view it would seem), rules lite systems tend to have less problems over-all...

Is 2nd edition THE perfect system? No, of course not... But it was and remains to be, my favorite edition of D&D...

YMMV and all of that.

Grand Lodge

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Pan wrote:
Is using string and rulers really easier or better than a grid?

In a system that does not use a grid, using a ruler (or string) allows for more accurate "diagonal" movement (as far as actual movement rates are concerned).

A grid tends to dictate how a character moves from one spot to another (not always, but rules for moving around a grid due tend to limit how a character may move from one square to another), whereas just using a ruler (or string) frees the character to move across the map without any such imposed limitations...

Grand Lodge

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Please cancel my subscription to the Pathfinder Comics. Thank you...

Grand Lodge

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Rynjin wrote:
If you think Scooby Doo is serious there's no hope for you.

I'll grant you mystery, but Scooby Doo is no more horror than Abbott and Costello Meet Frankenstein, the mummy, or dracula!

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Modules Subscriber
thejeff wrote:
Edit: Or that a dragon isn't a level appropriate challenge for a 1st level character, so a GM who plants an emotional hook that says "Go fight the dragon" at 1st level is being a jerk.

Well, I guess that I am just an unimaginative, huge jerk of a DM because I never run "level appropriate" game settings, and like to plant emotional hooks that say "I may not be strong enough now, but one day VENGEANCE WILL BE MINE!"...

*EDIT*

But then, I fully admit to being, and fully embrace the fact that I am a card-carrying, "you kids get off my lawn" grognard!

Grand Lodge

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thejeff wrote:
If there's a good enough reason for my character to go in, then I'm probably going to go in regardless of the danger or I'm going to find it an unfun game: playing a character who is strongly motivated to do something, but can't because it's too dangerous isn't my idea of a good time.

So, you're telling us, that if your character grows up hearing about the ancient red dragon living in the nearby mountains with records of it living there going back for the past thousand years, threatening not only your home town, but the entire region, you're going to take your 1st level character there when your character's sister is taken by that dragon?

And that the dragon better dang well be level appropriate for your character because that campaign won't be any fun for you unless it is??

Grand Lodge

1 person marked this as a favorite.
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Tequila Sunrise wrote:
Though he's only listed as a PS proofreader

He wrote both Harbinger House, and The Deva Spark modules...

Grand Lodge

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Generic Dungeon Master wrote:
I sort of always liked the approach Alternity took to sci-fi games

Same here... Alternity is one of my favorite sci-fi games.

I also liked his contributions to Planescape...

Grand Lodge

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Auxmaulous wrote:
Inflated to-hits is a disparity problem in 2nd ed (not 1st) games - once the various degrees of specialization came on the scene.

Don't go blaming 2nd edition for weapon specialization! Like almost everything else in 2nd edition, that was something brought over from 1st edition...

Second edition AD&D brought little that was new to the table. Almost every single rule in 2nd edition came first from 1st edition (including THAC0)...

Grand Lodge

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JoelF847 wrote:
There's also Midgard by Kobold Press

I'll second Midgard. There is plenty of support, going back to the days of 3.0.

The setting's main area of detail draws a lot of its feel from eastern Europe, but overall, the setting is fairly diverse (much like Greyhawk or Forgotten Realms)...

The only drawback is that the setting book does not come with a separate poster-sized map.

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Stefan Hill wrote:
After reading I am happy and will leave my Amazon pre-order in place.

You're not going to convert over from 2nd edition AD&D are you? :-(

Grand Lodge

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Terquem wrote:
anyone else notice the experience point progression? Wow! 300 xp to get to second level, 900 for third!

Yeah, that is one of the first things I noticed...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

Odd, that is what I did (both times), with no result... This time however, it went through...

Thank you.

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

I tried to place an order and add it to my sidecart, but I am not sure if it went through or not. It looked as though it did not go through, so I tried again, and still nothing...

Also, I am not seeing my sidecart at all, and the item I order is still showing in my shopping cart…

Did I even place the order, did I unintentionally place it twice (I only want one copy)?

Grand Lodge

1 person marked this as a favorite.
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Barong wrote:
I guess I'm afraid that after lovingly putting together my vision of Golarion, my player's will say "What the hell is this?!" and tell me that I'm ruining the game.

If you do make Golarion your own like this, just inform the players ahead of time that you are running your vision of the setting, and that there will be elements that may conflict with that of "Official" material.

If you then have a player who says you are ruining the game, then you know ahead of time that you are dealing with a player whose style is in conflict with your own and can make any necessary changes to your roster of players. ;-)

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Aaron Bitman wrote:
But unlike Digitalelf, I don't feel that you need all the source material on a given region to run a game in that region, unless your players are canon-lawyer types. Just get what books you want, take from those books what information you want, and go with it.

I would agree that you do not "need" all of the books to run a game set in Varisia (using my example again), especially if you are just making up your own info on the towns, and villages, but...

But if you don't have the AP (for example) that has the maps and other pertinent information of a given ruin (or two of the three cities in Varisia, which feature prominently in two of the APs), and just make that stuff up yourself... You've now painted yourself into quite the lovely corner if you then later decide you want to run the AP that prominently features that ruin (or city) you spent all that time and energy making up yourself.

With Greyhawk, this can happen, but with less source material available, the less likely this is to be a concern.

Personally, I like both approaches; I like to be able to make my own stuff up, but I also like to have some things already made for me.

It's like I said in my original post: This is just something that you need to keep in mind when running your own adventures set in Golarion if you prefer using ready-made material over that of your own making...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

The main issue I have with Golarion, is that if I want to run a Sandbox style campaign (and be thorough) set in say, Varisia, I would need all 6 of the Rise of the Runelords volumes, all 6 of at least 2 other APs, at least 6 of the independent modules, and about the same number of the Campaign Setting sourcebooks.

The reason for this is that the information concerning Varisia and it various ruins, towns, cities, cultures and what-have-you is spread throughout all of those books (and others). This is unlike Greyhawk for example in that if I want to run a campaign set in the Marklands, I would only need about half of that number of books (if that).

Granted, in the Golarion example, I would have far more detailed information on Varisia than I would on the Marklands, but at least with the Marklands, I have a small blurb or sum such on everything that can be found in those lands, including things such as prominent ruins, towns, cities, and cultures so I at least I have a small (perhaps even vague) idea of what this or that icon on the map is, whereas with Golarion, I would not have that in a single source.

Don't get me wrong, I really like Golarion (just look at the number of Golarion-related products I subscribe to), but this is something to keep in mind if you want to run games set there AND you want to make use of what Paizo has published for it...

Grand Lodge

2 people marked this as a favorite.
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Diffan wrote:
And, really, who can't decide to switch the game just once to give it a go from their normal Pathfinder campaigns? Even for a beer/soda and pretzels kind of game?

To what end? So we find it's a good game that is loads of fun to play... Okay... However, some of us have already determined that we do not have the time and/or money to invest in a totally new game system.

For me personally, I have precious little time these days to game, so I don't want to spend that time away from my currant game learning the rules for a whole new game that I may or may not like...

I'd rather spend the time I have on things that I know I like, rather than gamble that precious time on a "what if"... If that means I miss out, then so be it; I guess it's my loss then...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
Erik Mona wrote:
Oh, yes. What a fine magazine!

If you do say so yourself, Mr. Iquander! :-P

On a more serious note, it is indeed a fine magazine...

Grand Lodge

3 people marked this as a favorite.
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Pan wrote:
I think the casual gamer may only have time for one game and one system. So when they commit to something thats it. They invest in that system and thats what they play.

While I do not consider myself a casual gamer, I only have the time and funds for one major game system at a time (and by major, I mean a system the size of Pathfinder/3.x). I will play something else now and then just to switch things up, but like Matt Thomason said above, these other systems tend towards smaller, single-book games.

But frankly, I am tired of buying all of the same material over and over again. Pathfinder, for me, is the last time I'll do that; and when Paizo decides to make a 2nd edition for Pathfinder, I won't be making the switch then either.

But this is all a moot point for myself really, for as I've said upthread, I switched back to 2nd edition AD&D a couple of years ago...

Grand Lodge

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Stefan Hill wrote:

In 3e+ I had to now modify the rules to disallow Halfling Archmages, and was therefore seen as a restrictive or bad DM.

Yeah, I love being labeled a bad, or... and I REALLY like this one - "an uncreative" DM just because I do not allow (or make allowances for) everything-under-the-sun in every game...

Grand Lodge

2 people marked this as a favorite.
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memorax wrote:
Avoiding any 2E games as a player where level limits are implemented.

Do you know what the level limits were in 2nd edition?

Dwarves, Elves, and Half-elves all had level limits in the double-digits; it was only gnomes and halflings that had level limits as low as 8 and 9.

Did you know that the level limit for an elven Mage was 15th level? If that same elven Mage had an INT score of 18, and the optional rules for exceeding level limits was used, his max level would now be 18th level.

Seems kind of silly to me to miss out on the possibility of an awesome gaming experience just because the DM makes use of level limits...

I mean, was it really that common for your 2nd edition games to reach 15th level and beyond??

YMMV and all of that.

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

Run a pbp style game for her. I know you live under the same roof, but it might be a fun creative time for both of you. You could even make short posts during your lunch-break while at work.

It may be just you and her, but it might be enough of an out-let for her.

Just a thought...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

Thank you for the response via email...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

I have a MAJOR issue concerning my pledge with the "Pathfinder Online: A Fantasy Sandbox MMO". I have sent 3 emails to customer service, and have yet to receive a response.

I realize you may be busy, but it is my understanding that issues such as mine need to be resolved by this coming Friday the 6th.

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber
thejeff wrote:
Will you have to buy the module (or prove you've bought the module to get the PDF that goes with it?

That's actually not unheard of... Necromancer Games included a password in most of their 3rd edition era modules so you could then go on to their web site and download additional content.

Grand Lodge

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Sticking with 2nd edition AD&D actually.

I liked what I saw in the DDN playtest, but I didn't see anything particularly spectacular. Besides, I do not have the interest to invest (time or money) in yet another edition of D&D...

Grand Lodge

Pathfinder Adventure Path, Modules Subscriber

You could just do what Chaosium did for "Cthulhu Dark Ages":

Cthulhu Dark Ages wrote:
In order to enrich the playing experience however, we decided to stretch historical correctness and open most occupations to female player characters (avoid cleric, priest, guard, and warrior). The keeper must decide whether to consider audacious women as exceptions in a hostile male society, or to bend medieval mentality toward gentle integration.

Cthulhu Invictus had a similar passage concerning female investigators.

Just a thought...

Grand Lodge

1 person marked this as a favorite.
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HarbinNick wrote:
"Your sword fails to hurt the dragon because it is so powerful and a key plot point."

The earlier editions of D&D had monsters that were only hurt by certain weapons, such as a werewolf which was only affected by silver weapons, there was no "DR Silver/10"; you either had a silver weapon, or you ran...

These same editions also had spells, traps, and other nasty things that could kill a character with no save. I realize that these kind of mechanics are unpopular among gamers today, but I personally think the gaming experience has suffered from their absence, but then I am unashamed of being a "You kids get off my lawn" grognard.

Yeah yeah yeah, YMMV and all of that... ;-P

Grand Lodge

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You have skill padawan, you have resurrected a 3 year old thread with a response to someone that has not posted to these here message boards since February 1, 2011 (at least under the name "CoDzilla" anyway)... ;-P

Grand Lodge

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MrSin wrote:
Wikipedia says it started out as a mix between the magic user and fighting man and a simulation of the vampire hunting clergy.

The OD&D book: "Men & Magic" does not say anything or really hint at the "undead/vampire hunter" at all. But it does mention the mix between the fighting man and magic-user however. The spell list is pretty much the same as it is now in PF (though the spell list is smaller and only goes up to 5th level), and the ability to turn undead isn't particularly noteworthy either...

EDIT TO ADD:

MrSin wrote:
Also they used to only be able to use blunt weapons

Weapons in OD&D were all flavor text, as all weapons in OD&D used a d6 for damage.

Grand Lodge

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MrSin wrote:
I suppose now I have to ask you what makes it the real paladin to you and the others not?

I have said on these boards many times that I am a card carrying, "You kids get off my lawn", grognard. I am not ashamed of this...

I realize that people have been tinkering with the rules since day-one, and that's fine, but for me, the classes are what they are. If one wants to play something else, come up with a new class. Even if the new class is just a variation of the "old" class, it's now become something different (and I have no problem with that). First edition AD&D had many new classes showing up in the pages of Dragon Magazine, and second edition AD&D had rules on how to create new classes...

Grand Lodge

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MrSin wrote:

WoW, 4E, and Fire Emblem all have different versions of the paladin, and non of them are required to be lawful good.

Which paladin is the real paladin? Hmm!?

Well, considering that none of those games were around in 1975 (when the paladin class first appeared in D&D), I'd say that as far as paladins in a gaming context are concerned, there is more than a very strong chance that the (Original) D&D paladin, and those that follow those original abilities and restrictions are the real paladins...

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