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Oh, another grievance: I love dice. I especially love my dice. They're about the only thing I'm remotely OCD about and I can tell you with near 100% truth I've only lost 6 dice in 30 years of gaming. Until I moved my dice to a larger box today, that is, and noticed 2 more missing. I'm losing my mind over this tiny little incident. On the other hand, I got a GREAT new treasure chest looking box for my dice and with all the dice I own it's already nearly half full. So there's some sunshine in the loss of dice from two of my favorite sets.
sigh... wurrah wurrah wurrah...
I've got two big .pdfs to review and I've had near constant pain from a microfracture in my tibia for months now and I just can't seem to concentrate on them from the pain. Sure, some days are better than others but those are the days I have to clean the house and wash the ever funkier dishes, as well as do my shopping. I feel kinda bad for taking so long after getting the items and I hope the publisher understands that I will get to them. Just not as quickly as I'd hoped.
I've mentioned it before, but a 2e PF wouldn't sell to my group. We've decided to stick with Pathfinder until we "retire" someday, so we'd just keep on truckin' with what we have. My only worry is that a 2e would cause the SRD and d20pfsrd to change and that would be a real tragedy for me and my group.
Monte Cooke, for those of you who don't know, co-wrote D&D 3.0, as well as being a successful publisher and designer of other games. The best advice I ever read for creating a game world was "never create more than you need at the time". Sure, the players might ask about a neighboring country, so having a line of notes about it would be handy as the question could spark a quest into that nation. But don't worry about building a whole world at once. I used to do it that way and it's a lot of work, worry, and sometimes players never see more than a quarter of it, anyway.
I've mentioned this before, but while playing D&D in my friend's dorm room in late 1985 or early 1986 someone slid a copy of "Dark Dungeons" under the door and took off running down the hall. We never knew who did it. We'd also never heard of Jack Chick before and found the tract to be kinda funny. We'd planned to have an adventure where Black Leaf was actually rescued from hanging herself and then went on to save herself from being turned into a "real witch", but we never played it.
It truly is. I rolled one up as an NPC adversary to my party in a recent game and things went really well. It completely lived up to all the reviews (even mine) and held its own (with support from its goons, of course. I had 7 players). It even escaped to fight my players another day. So again, kudos on a great class.
Now, how about that Chronomancer I mentioned the other day? :)
No, it's not a trick question. I was confusing two different sources. You're right, there are no torture rules in HA. The ones I was thinking of came from "Villains: Rebirth", Copyright 2003, Bastion Press, Inc. Author: James Jacobs. The rules are added as an appendix to the Heal skill on the d20pfsrd.com page.
My best player (and the one who's been with me the longest - 30 years) is thinking of "retiring" from gaming once the current campaign we're running ends. His goal is to reach 20th level. Right now he's close to 14th with 3 Mythic Tiers. I'd hate to lose him after so many years, so I hope he changes his mind when that time comes.
I have a question about the Know Thy Enemy archetype's ability. The text of the ability reads thusly:
At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target.
My question is what is the Knowledge check's DC to learn the opponent's weaknesses?
In Ad&D there was the wand of force (from 1st edition Unearthed Arcana), one function of which literally functioned like a lightsaber, giving you in effect a +5 bastard sword with no proficiency requirement... I had a magic user that was particularly fond of using it in combination with a (Tenser's) Transformation spell...
Goes and digs out his copy of 1e Unearthed Arcana...
My homebrew is in a setting roughly based on Constantinople right around the beginning of the Renaissance in Europe. There is no strictly "Eastern setting" such as found in many fantasy game worlds. The closest in my setting are the Six Kingdoms ruled by Hobgoblins (my homebrew version of them that I've used since 1e). In the 1e Monster Manual they are illustrated as wearing far eastern style armor, so they're the closest I come to have a setting like that, but only certain weapons, such as the tetsubo, make the cut for my setting.
Nicholas Meyer made a statement regarding fans of Star Trek who are not really thrilled by the new show and praising shows like "Star Trek: Continues" saying "Fans don't know what's best for them." That really rubbed me the wrong way and it makes me almost not want to watch it. They're also seriously "reimagining the alien races, changing their appearances drastically" according to one source working on the show.
June Cleaver wrote:
That lizard is still in therapy, by the way. And it never quite got over its addiction to cheap gin.
I think it's a bad idea, since they're supposed to do crossovers with the Dominators on all 4 series.