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Why not allow Fly to work as burrowing also? I'll answer, because it's a dumb assumption. Air is gas, Water is liquid, Ground is a solid. The three are vastly different and there are rules to govern each. Flying does not give a swim speed just like walking doesn't give a burrow speed. There are different rules for the different modes of travel and if you are using a spell to give you a different mode of travel then it is specific to that mode of travel. You don't fly through water, you don't burrow through water, you don't climb through water. You also don't climb through the ground, swim through the ground, or fly through the ground.
I like that it has a "Birthright" feel to it but that it is totally different than the Birthright setting. It just feels like a good campaign world without using any of the cliche' ideas.
I like the history of the Nil and the timeline with expansionist kingdoms and warring nations. I would love to see more on the Pantheon and more backstory on the other humanoid races, dwarves, halflings, and any uncommon ones that you may have in the area. I just really love reading the histories I guess, it makes a race, nation, or idea come alive to me.
Yeah, I read that already...I kinda scoured your stuff for all the different pages once I read the ones you had linked to. I really like the grey elves and could see the Drow elf stats being used with no changes besides flavor or customized to help enhance them. I was also thinking it might be cool if they had some spirit ancestors that offer assistance at times....maybe they are the ones providing the spell-like abilities? After a while the grey elf begins forgetting about grandfather Iglluef, the spirit that brings the Darkness, but Iglluef won't forget about his grandson and will continue helping even when forgotten.Just a random thought I had....
Going on an in-general basis about the Adventure Paths as I am unfamiliar with Reign of Winter.....
Another idea is to give each PC a trusted contact who occasionally is willing to go adventuring. If you have a stable of 3 NPCs who are ready to join the party if needed, and they have a variety of roles to fill to help out the party in different types of adventure, then you could easily decide that the strapping Barbarian is a good choice to join the party in taking out a tribe of hobgoblins or that the Cleric of Goody-2-shoes is the go to person for the heavily undead section of the path....
One more option would be to give each of the PCs a retainer or follower that joins them. Figuring out a reason they would have such followers is not too difficult and you could either make them of lower level than the PCs or (the idea I like better) have them make them from NPC classes like Adept, Warrior, Expert, ect, of the same level as the PCs. They would never over-shadow the PCs and all three together would probably add up to 1.5 PCs or close to that, which would give the party a bit more staying power.
I would lean toward the last option myself, letting the PCs run their followers along with their PCs, and if something should happen to their main PC during the game at least they would have a sort-of backup to play while trying to get the main PC resurrected or whatever.
Zombie, I read everything you have so far and love what I see so far. Reading about your reasonings behind different decisions is pretty cool and allows me get in touch with your rationale and see the minor variances between yours and mine which makes tweaking to personal desire easier. Also I love how you break down the world building into small, easy to digest, chunks. It makes the process much easier to deal with and, once again, makes it easy to adjust to personal preferences.
I especially like the item cards idea and the 2 you have written up are really nice. They have a lot of flavour with minor abilities that won't tear apart a campaign like magic items did in previous iterations of the D&D game. I really hope you delve more into them and create a bunch for me to snatch up.
Most of the posts in this section use a subject line that contains the city and state where a person is looking for a group to narrow down and highlight posts for people that may be from the area. It makes the search faster for people and guarantees that everyone that enters this section will see where you are looking instead of hoping that people open your post and look. You may be able to edit it.
Purple Dragon Knight wrote:
Yeah, and Gods forbid that they base a movie on a great selling series that comes from Forgotten Realms. Most of the people hating Drizzt do so because they liked the first few books then it was pointed out how whiny he was in his self-reflective internal monologues...and that Salvatore has a sort of formulaic bent to his writing, and then they decided to think like they were told to and hate on the entire series and the author. I personally don't care if they use the Dark Elf stuff but if they do it will do well and would have more fans out-of-the-gate than most other Realms series.My vote would be for the Cleric Quintet, personally, but I also wouldn't mind a foray into the Harper stuff.
Wow, those rules look really interesting and seem to add a whole new level of detail to a relatively overlooked and handwaved aspect of the game. I can't wait to discuss adding them with my group....thanks for posting them!
I gotta say, no complaints. I am enamored of this edition. I have been playing since it came out and there are some class/race imbalances but nothing that makes any class or race combo a "broken win" build nor are any combos made into "weak-sauce" builds.
Fixed that for you.I can't do a front flip from a standing position. It doesn't mean no one can. I can't breakdance. It doesn't mean no one can. I can't skateboard. It doesn't mean no one can.
If you can't put away personal bias and preference as a DM it doesn't mean no one can. Your limitations are your own, not mine, and my limitations don't determine your own.
Rolling to make unbiased decisions doesn't break immersion any more than rolling a saving throw or an attack roll does. Dice rolls determine the random aspects of the game. If you can't separate the dice rolls of the mechanics of the game from your immersion in the game then you are genuinely screwed when you have to roll your 3 attacks and reflex save this round in combat. But sure, the DM rolling to determine who a baddie attacks is breaking immersion...
If you show me a DM who runs a DMPC badly with personal biases and such I would place a bet that the DM also is one of those that has his favorite Big Bad Evil Guy escape at the last moment no matter what the PCs do, and somehow combats last exactly as long as the DM deems it to despite whatever damage the PCs have done, and NPCs seem to always survive as long as he decides they do, and the PCs will be knocked unconscious and taken prisoner when he decides that is what he wants the story to do.....This is all bad DMing. It isn't about a certain aspect of the game being wrong, it's about a DM's inability to properly use a certain aspect of the game fairly without bias. If a DM is gonna lay favorites with a DMPC he is gonna do it with NPCs and BBEGs also. Part of being a good arbitrator(which is what DMs should be) is being unbiased. I roll in the open so the PCs can see that I don't "cheat" rolls for effect. I do not adjust HP on the fly to make things more harrowing. I do not play favorites with BBEGs by making up a last minute way for them to survive the encounter. If a monster is fighting 2 PCs and needs to attack one and neither has stood out as the more imminent threat, I roll to see who he attacks. Fairness. That is what DMing is about and if it isn't done well then the problem isn't in the tool (the DMPC) it's in the user of the tool.
"I dislike DMPCs but I created a slew of them for the party, but wait it's different, THEY control the DMPC...."Yeah, glad to hear that your flavor is the right one but almost the same flavor is bad/wrong.
Dale McCoy Jr wrote:
Absolutely, maybe with a section in front of the adventure advising what area(s) would be a good sub in Greyhawk.
I personally love Greyhawk because it was the default for a long while and some of the best old adventures were set there. There was never a feel that the world would end if the PCs didn't do there job which always seemed more believable to me. A world that could end every couple years if the right group of heroes doesn't come along in the nick of time to save it just isn't something I find attractive or feasible.
Probably a bard or a sorcerer with a couple blast spells and some good buffs but only if the party wanted another character in the game....they covered most everything and there are 5 of them so to me they have enough to survive OK. I usually offer a DMPC up when the group decides that they don't want to cover a main base like arcane caster, divine caster, trap/lock dude, and meat shield. The only real lack in that group is a dedicated arcane caster which a fairly built sorcerer or even a bard (backup healing for a bonus) can cover decently.
Can you maybe tone down the "one part from each book" characteristics and make the list into something easily digestible? Many of those characters could be played to cover different roles.Make a list that covers their roles more than the names of what they are and I would be glad to answer.
pres man wrote:
If you have every played in a module or AP that you had previous played either as a GM or player, do you play as if you always have the answers and make the other PCs bystanders? Why or why not?
I have run The Sunless Citadel twice for different groups and played in it once afterwards and each time it was 3 totally different adventures besides the areas and creatures being the same. I had intimate knowledge of all the encounters which according to some in this thread would ruin the game for me or make me act in a manner that showed partiality to the knowledge I have. To those I say, Roleplaying. That is part of the game's name and it involves immersing yourself into a character including knowledge that the character has and removing knowledge that a player has.When I fight a troll for the first time with a PC he doesn't have any knowledge on how to fight a troll unless he gathered that info somehow. It is an exercise in impartiality that has happened with every character fighting every troll for the first time over the last 32 or so years of characters. Anyone saying that impartiality is unattainable is painting everyone with their own experience and ignoring that people are varied and disparate. I can't run a 4 minute mile. That doesn't mean that no one can, just that I can't.
The whole argument breaks down into 2 sides: People that are good at running or have DMs who are good at running DMPCs and People who are not good at running or have DMs who are bad at running DMPCs.
I have the same sort of experience with GMPCs. I use them a lot and the group(s) have all liked them because they are basically followers that are there to fill a role that no one in the party seemed to want to fill (like a locksmith/trapfinder or an arcanist). Their personality is more of a background character and i usually build them to be a totaly average PC but if there is some cool story element to get to the PCs I can use the GMPC as a delivery method or a sudden inspiration. I don't outshine anyone else with them and if the GMPC happens to land a final blow to a mook then there is not a jealous kill-steal moment.I have had one DM that really was bad with GMPCs and he basically had Elminster with a different name join the group. Combats didn't end until he ended them and he chose ineffective actions constantly so the party drained resources for many rounds before jumping into the fray and dropping the nuke to save us all. BUT that has nothing to do with GMPCs and everything to do with Bad GMs.
If you can't run a GMPC without outshining and ruining the PC's fun then you may be a bad GM. A good GM sees what the group likes and is looking at making the game fun for the players. I've had players that told me that they usually hate GMPCs but that they love the ones I play because they aren't spotlighters, resource hogs, and party drags. They contribute to the party in a useful fashion and allow the party to shine.
That's what a GMPC is supposed to do and if it isn't, there is bad playing by the GM going on.
*not in the least....
My group is me running a D&D 5e campaign and the alternate GM running a 1920's era Cthulhu campaign set in Tuxedo Park, New York. We alternate in 2 week blocks and whenever one campaign is ready to be shelved for a bit someone else will pick up the GM seat and start another game...possibly something Steampunkish, Star Warsy, or Dark Fantasy. But whatever is next it is all good because we know there is an end point and other options on the horizon.
I am really enjoying the variety and the Cthulhu game is being run by a dude who actually grew up in Tuxedo Park so his details of the area really help to get you into the game. I hope everyone can find such good gaming. Between the switch to 5E and this alternate game it is a welcome change at a time when I was starting to get jaded by the long, drawn-out campaigns that drew to a standstill once higher level combat set in. The role play seemed to die when tactical combat started taking almost the entire session. I like the quick eloquence of 5E and the heavy roleplay involved in Call of Cthulhu.
This is excellent advice. I tend to do that in my groups, lets me stop being a DM for a couple weeks so I can just enjoy a story without making up all the details and during those weeks I can also use the extra free time to prep for my own campaign's return which makes it run better and allows me to toss in more interesting and creative stuff.
I find that I hit a slump when higher level combat starts coming around between 8th and 10 level in 3.5 and Pathfinder. A well constructed E6 (or P6 game) worked well to alleviate that feeling for a while but it came back as soon as I went back to normal Pathfinder/3.5 games. I have figured out that as I got older, my tastes are more about description and the adventures than it is about combat and tactics. I tried to find ways to simplify Pathfinder, having abandoned 3.5 totally, and kept hitting walls until I started playing games with simpler systems like Legend of the Five Rings, Castles and Crusades and a few others and I now realize that I like a fun game with simple combat rules and less focus on "crunch".
You need to figure out what is dragging you down in YOUR game and find a game system that solves that issue. If the group doesn't want to change, then you may have to find new people of like mind to your own and make a move. The difference between playing an awesome game and playing a game that doesn't really move you is huge and makes an enormous difference in your quality of life. I walk on air for days after running my 5E campaign or when I am playing in the alternating game of Call of Cthulhu and traipsing around 1920's Tuxedo Park looking for a 3 armed lady's head that made my buddies sink their car into the local lake.
Durngrun Stonebreaker wrote:
You said destroyed, I said undermined. I stand by the thought that Peaceful protests work, it takes longer sometimes but it is just as effective as violence. I don't understand how people can attack people who didn't do anything wrong and that is what people think gets change to happen. If people allow violence to become the way change is done....also what if the police were innocent and there was no racial issue, illegal procedures, harmful actions, etc....we have violent protests that have no basis in what actually happened. I don't like the idea that an uninformed mass can decide that there is wrongdoing, violently protest and harm police officers, and be held up as examples of how change is done.
There is such a thing as peaceful protesting but it hasn't been what is happening lately. Curfews were put into place to stop the RIOTING, not the protests. The protests just get screwed because they now have to stop protests at a certain time due to the curfew put into place because of the VIOLENT RIOTING. If the police don't enforce the curfew then everyone ignores it and houses, businesses, cars, etc. get trashed by the RIOTING.
I like a good amount of the Yogi herbal teas...especially the echinachea one. I find that they all have a different flavor and some i just don't enjoy. I find that green teas and herbal teas are what I usually like although I have no particular brands that stand out as I seem to be ever searching and exploring varieties, but I do prefer organics in general and depending on type I like to sweeten them with organic agave, stevia or a minimally processed, organic sugar. Honey is for my oatmeal or for tea when I have a throat issue, but not usually used in my teas....
GreenTea: Side question, how far are you from Celebration, Florida? I live there and we have a pretty robust gaming group that is always looking to increase it's numbers.
Very nice! It must've been a great campaign. Thanks, I see a great amount of resources to farm here!
I am going to be running a new 5E campaign that I am building on a stripped down Savage Tide game with a bunch of short adventures placed throughout. I am going for a more sandbox feel to the path.
You mean there are other ways to start a Dark Sun campaign? Preposterous!LOL....
So I am getting ready to DM a 5E game shortly...I ran one for my kids for a short while but this will be the first one as a serious test where I am running.
I currently don't see much I would think of houseruling, although I haven't quite figured out how grappling works if you want to choke someone during it, or stab someone, or what types of weapons are usable in one. I am gonna have to look into that more but I really don't see much that needs attention. The game runs smoothly when we aren't succumbing to DM imposed extra dice rolling not within the rules.
I have a strange request for a couple or portraits....
So if you or anyone feels like taking a shot I could use a viper/humanoid, a constrictor/humanoid, a toad/humanoid, and a salamander or newt/humanoid.
I'm hoping that soon I can compile all of the relevant articles from the WotC site for easy reference. The site itself is not easily navigable.
I agree totally. Their site's layout is difficult to navigate and is confusing. I also find their messageboards to be the same. I wish they could work some of the confusing elements out and make their site work better.
I'll do my best to continue updating any other free resources. At some point I will also link the web enhancements so that we can just have them all in one place. Regrettably, my time has been spent on other projects, but I don't want to forget this, so bear with me.
I figured I would lend a hand Lorathorn...
Fake Healer wrote:
Update again: We have a good amount of players and are at the point of dividing into 2 separate groups if we can find another player or 2...2 would give us 5 players and a DM for each group. The one group is mostly sticking with D&D only and the other would looking to expand into other rpgs and games along with D&D, like Call of Cthulhu and some others....
Anyone in the area would be welcome to join either group.
I've been playing 5e for 6months now and I love it. It's quick and easy, has a lot of variety for classes so far (and more if you count the free Eberron download and the Elemental evil download) and if I want more of the stuff from other versions it is an absolute breeze to convert over.
Seriously though everyone always b!!*~es about stuff like a level 20 cap, and that there are less options....How many dozens of games do you play in per week that 30 varieties of class options and a level 20 cap is gonna come into play anytime before 2017?
Very nicely done. I love the use of dots instead of a grid or +'s at the corners of the squares...it makes the floor look more natural and clean. I usually do similar stuff for the larger/more memorable battles in a campaign and I like how you did this. Did you use a wire knife or carve it with an exacto knife?
Mark Thomas 66 wrote:
Another example is actor/resses. People get all flustered talking to a person of fame that they recognize. Not all people, but a good amount. George Clooney/Brad Pitt/Norman Reedus/Halle Berry walks into someplace and they are now the topic of conversation and getting all the focus. If a hero with a 25+ charisma wants to go about without being noticed it is gonna take a disguise check (which may have some difficulty adjustment based on local/regional fame).
I disagree with your example because this isn't about being a kobold killer and expecting to only fight kobolds. This is more like kobold killer going up against kobolds who are suddenly immune to his damage. The GM made a race of people that is totally immune to a dude that is supposed to be good at controlling people. He created a race to specifically nullify a character's ability with foreknowledge of the character. He could have said "they all have +4 to enchantment saves" but he didn't, he made them immune. This is more like "well the kobolds in this area of the world actually descended from the heavens and technically aren't kobolds so your favored enemy, bane, and all the anti-kobold stuff you have doesn't work on them.That's bad GMing whether it was intended or not, and even if not intended it should be something the GM sees going on and corrects it. It's bad form.
Between this and the Eberron supplement they put out I am happy. I like the new features, classes and such that they are putting out. They are seeming to be very well balanced against the core despite some not liking some of the ways they are balancing stuff. I love it. Also even if I don't want to add in Eberron stuff, I can reflavor and rename stuff to fit however I feel and it all helps to increase some of the player's options.
Back to the original topic.....
I am currently in a game where the GM is using some vague houserule for passing through ally's squares, perception checks for looking past allies into a combat and random ridiculous checks for stuff that is covered in the rules but doesn't fit his view of things and when approached about it was dismissive and showed no concern for my opinion (which mirrors most of the other player's). The group is planning to split shortly with me and another player going to alternate GMing.
I miss seeing West maps and Dungeon mag (the print version). That said I am gonna use Lands of Mystery as my campaign world in an upcoming series of campaigns and was wondering if there is a good quality download of it somewhere and maybe a download that has the labels removed (or some of them, don't really mind the regional stuff like "The Inner Sea" and cities but would like ruins and such to disappear). Glad to see I am not the only one with a Maps of Mystery folder of all Dungeon Mags old offerings. It was a Golden Age.
I ban the CRB.
I banned Pathfinder. When I was running Pfinder I saw broken stuff all the time and if you didn't purposely look for every angle in every class/race/feat combo you would be surprised sooner or later. Higher level combat was a combo of rocket tag and endurance simulation with hour long combats being more and more frequent.I switched to 5E D&D and it is so much easier to play and run and if I want an option for my idea that isn't covered, it is easy to create an option to cover it. I haven't been this happy with a game system since early Basic D&D and maybe Legend of the 5 Rings.