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Just adding a "me too" those who are opposed to the idea of penalties for failure on aid another checks. Besides all the reasons listed above, I'll add one more big one that I don't think has been mentioned yet.
It might be a perfectly fine house rule for your home campaign, but it's a mechanical change to the rules. You're not allowed to do that in PFS. Period.
Sean Li wrote:
I guess the tricky part is what "mechanical benefit connected to a deity" means. The context doesn't include spells, but it's unclear whether spells are really not included, or the guide just simply omit them since there might be more stuff "connected to a deity" :)
Which brings us back to the original point. It depends on the book. Some books say that you must worship a particular deity to use their spells from that book. Inner Sea Gods says that anyone can cast those spells. Specific trumps general. ISG spells are castable by anyone.
Sin of Asmodeus wrote:
I disagree. We have a limited amount of time for each slot, and you're requesting that tables seated with generics cut their time even shorter on the off chance that someone with a real ticket shows up late. We need to be mustering people and getting them seated as quickly as possible. Generic ticket holders already have to wait for the start time. Their tables shouldn't be cut any shorter.
And there it is. We've just walked out of the theoretical discussion and into an ACTUAL impact of this rule. It just drove 2 experienced PFS players away from a game.
Personally, I'd just do what his wife did and assign it to my -24 PC (out of 23). I want to play Serpent's Ire eventually, but not at any risk to one of my real PCs. I don't care about the rewards going to a real PC - I'm just in it for the fun single session.
As others have said, if this rule was meant to stop abusive behavior by pregen players, then you're doing it wrong. The way to do that is to enforce the "Don't be a jerk" rule, not by making rules that hurt good players.
pH unbalanced wrote:
(Reminder: Please actually buy something from your FLGS on game day, if you can. Even a soda builds goodwill.)
AMEN!!! Support your local stores!
True story: I recently went on a diet and stopped drinking soda, so I actually felt bad that I wasn't buying my weekly bottle of soda from our local store while playing. I think I made up for it when I bought $110 in flip mats last weekend for a friend prepping 8-00 for Gen Con who didn't have the opportunity to go shopping in advance. :)
1. Is everybody organizing their tables now, even though it doesn't start for another month? I'm going to GenCon next week, so I'm too busy prepping and going to that right now to think about this yet. But after that, I'll want to get in on this PbP event.
2. Are we allowed to both play and GM the multi-table special at the same time? I already played it at GenCon last year and GMed it locally. But I'd like to GM it again, and maybe play it Core this time, if someone has a low level Core table.
Totally agree on making the pins available for FLGS sales. We need to support our local stores.
One other question about the roll bonus from using a pin: Do you have to actually be wearing the pin on our shirt or clothes? Can I just attach all 7 of them to my backpack that I bring every game instead? OK, I probably won't buy all 7, but at least 2 or 3 for the factions where I have the most PC's.
jon dehning wrote:
No, I haven't. And we're both in the midwest, so you must not be THAT loud. :P
The game id # is still on the ticket, and there are only 6 of them. I'd say big signs letting people know which id # corresponds to which sub-tier would be the easiest. Also, fliers with that same information for every table GM and muster volunteer. Much easier than yelling and checking the internet.
Kurald Galain wrote:
The Healing hex also combos well with the Scar hex. It's not going to be your primary healing for the party, since you can only use it on each party member once per day. That's what wands are for.
But if you scar all your party members in advance ("mark your minions"), then you can heal them from up to a mile away once per day. Usually, that means keeping the unconscious barbarian from bleeding out, even though he's 200 feet ahead of squishy healers in the back.
I really like Scar for a witch focused on buffing and healing hexes, and then use your spells for pure offense.
Also, why does everyone keep talking about level 2 for your first hex, and only even levels after that? Witches get their first hex at level 1, and I'd assume Extra Hex is a popular feat.
Bob Jonquet wrote:
Houston, we have a problem.
Pre-registration badges and tickets were mailed out by Gen Con and arrived this week. I bought a ticket to play in the big special, and I just noticed: My printed ticket doesn't have the sub-tier printed on it. Apparently, the event name is too long, so the ending got cut off.
It's not the end of the world, but it's safe to assume this will cause some confusion. People will forget what tier they bought their ticket for. Some people might want to trade to switch sub-tiers, and not know what their ticket says. Some groups or families may have bought multiple tickets together for different sub-tiers and not know which is which. So the new, better system won't go quite as smoothly as we'd all hoped in its first year.
There is a game ID # on the ticket, and I checked to confirm that those are different for each sub-tier. So this will require educating the marshals and table GM's to look at those ID #'s to make sure players have tickets for the correct sub-tier.
Just thought I'd raise the red flag as early as possible, so plans can be made to deal with this.
I'm surprised a pair of paladins managed to be that sneaky, but it's not like the bad guys are paying much attention to their surroundings. They're in the middle of nowhere, and not expecting anyone to find them.
I just love how the friendship between O-Chul and Monster-San is becoming such a major plot point.
And from that final panel, I'm guessing we're done with this look at the bad guy camp and great white north for a bit. I suspect we'll be back to the Order, or the other Team Evil (Durkula), next strip.
Agreed. A murder mystery like that can be fun, if done well. And actually, my big complaint about that one is the most railroady part.
Murder on the Throaty Mermaid:
No matter what's going on, the bad guys reveal themselves and attack the PC's in the end. So it doesn't matter at all whether or not they solve the murder - the murderers will reveal themselves. So what's the point of the investigation?
I just have to ask: Am I the only one who thought of Negation?
I really don't believe this can be true. Nobody can make friends with a venture captain. :P
Chris, I disagree with you on what the rule says. It just says "once per session", you can spend prestige to buy an item. It doesn't specify that it has to be a session where you played instead of GMing.
As mentioned above, I've spent the prestige from GM credit chronicles to pick up wands or other items on many of my PC's. Until I saw this thread, it never crossed my mind that anyone might think this was against the rules. And I still disagree with your reason for thinking it is against the rules.
As others have mentioned, I'd say character intros are one of the keys. As a GM, I always ask my players to introduce themselves and their characters, and leave it to them to tell us as much or as little as they want.
As a player, I frequently have to ask "Can we do character introductions before we start?", which bugs me, since the GM should be leading that. But more often than I'd like, they don't unless I ask.
Reposting my standard character building advice:
When I make a new PC, I try to answer 4 questions (used to be 3, but I ended up with a couple of boring PCs, so added a 4th):
1. What's this character's specialty in combat? As long as the PC can do something that helps the party succeed in a fight, this can be anything, not just dealing damage, but make sure you're actually good at whatever this is. You don't have to be uber-optimized, but make sure you can contribute.
2. What does this character do in combat when they're specialty isn't an option? This is things like having a ranged weapon even though your character is a melee beast, or an enchantment based character having something they can do when facing mindless foes. Also, everyone should try to get some splash weapons for use against swarms, though that might have to wait until after your first adventure to be able to afford it.
3. What does this character do outside of combat? This isn't just for personality, this is also making sure you have something useful to contribute between fights. Sometimes, it's diplomacy or other face skills, even if it's just enough of a bonus to be the "aid another" guy behind the main face. Sometimes, it's knowledges, sense motive, or whatever other skills could come in handy between fights.
4. What personality traits will you be able to actively portray at the table? The above 3 questions are designed to make a playable PC by giving them something useful to do in most situations. This question was added afterwards to make a fun character. I had a couple of PCs that were mechanically interesting, but didn't have a personality. Or they had a detailed back story, but that didn't really give me something to role play at the table. This is about giving your PC personality, whether it's a distinctive voice, an obsession that you can play up, or whatever other quirk makes the PC fun to play.
Yeah, kitsune minis are hard to come by.
I'm still surprised there haven't been more in the prepainted Pathfinder minis line for the races that are common in PFS. There are no kitsune, wayang, nagaji, or tengu at all in that line. Given the quantity of PFS players, those would have been good minis to include a lot earlier.
Cookies!!! Me like cookies!