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The Block Knight wrote:
Gui_Shih wrote:
Paizo knows their books are cheap. They are obviously aware of the problem and they don't care. From whom else are you going to buy your APs?

You must be living in an alternate universe then. "Don't care" and "cheap" are not qualities I would ascribe to Paizo employees or their products. It sucks that you've had bad experiences and crappy luck but issuing broad disgruntled statements isn't the answer.

For the record, I own pretty much every book for Pathfinder (minus one hardcover and two softcovers) from every line (AP, Module, Campaign Setting, etc.) and I've never had a single problem. Not one. That's zero product defects for nearly 200 books. Using your anecdotal logic I could say that Paizo produces flawless products that never break because that's been my experience. I won't though, since I'm not in the habit of using my sole experience to fire off blanket statements.

You seem to have ignored the other contributors to this thread that have had similar problems to mine. I'd also point out that my conclusion was not based solely on my own experience, but on the experiences of others that contributed to another thread, just like this one, that I initiated about two years ago. A representative of Paizo responded to the complaints with a 'duly noted.' Here we are two years later, and the problem persists. Is the problem widespread or statistically significant to warrant a response? I don't know. However, given the response I received and the persistence of the problem I don't think Paizo feels it's worth changing their current practices to fix it.

I stand by my statement. They do not care. If you think a publishing company's main concern is not earning and retaining money, perhaps you are living in an alternative universe.

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I mentioned this problem a while ago. I noticed my Council of Thieves AP books were just falling apart. The initial responses I got seemed to imply that I must be using my books incorrectly. However, many more Paizo fans joined the thread to report the poor quality of their book binding. Eventually, Lisa Stevens commented in thread that my concerns had been noted (I'm paraphrasing).

Paizo knows their books are cheap. They are obviously aware of the problem and they don't care. From whom else are you going to buy your APs?

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I tried out C&C a few years ago, it is now my system of choice. Character creation is fast and easy. Also, the system allows for more free form combat and roleplaying interaction. However, the best part is that it's a snap to convert pretty much any material to C&C (Pathfinder, OD&D, 2E, 3E) without fear of upsetting "game balance." This way you can continue to run Adventure Paths and even throw in some old school modules as sidequests.

I think you'll like it. It's a lot easier to start with a more basic game and add the level of complexity your group desires.

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Shouldn't common sense dictate that the combination of being very old and sick would likely result in death?

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Hobbun wrote:

I've still held off, but I keep having that nagging feeling that when it ends, I will regret the deal I passed up on.

The thing is space for the minis, and I'm afraid they will end up sitting more than being used.

*sigh* Decisions.

I was hesitant, as well. But, I asked myself if I would really miss $100 a year from now. Also, would I regret it once I saw the full price of the collection. According to website cited above, the Vampire Level is over $1000 in minis. Unless you already have a ton of minis you aren't using, you won't want to pass this up.

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Perhaps WoTC intends to charge a fee to participate in the "public" playtest?

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Steven Tindall wrote:

Ok the book banning is getting everyone hot under the collar and rightly so.

However the whole ethnic studies thing was the problem. From MY understanding of the reading of the articles the ethnic studies program was basically promoting racial hatred towards Caucasians.

I agree we should ensure students are taught the facts without the screen of a dangerous agenda. However, AZ's answer seems a bit excessive. Banning any mention of racial or ethnic oppression? IMO, any resulting angst towards Caucasians is the result of poor teaching, not the material.

In high school I was required to take an African-American History course. Part of the course included mention of white civil rights activists. The point of the course was to prevent broad generalizations that might lead to racial intolerance towards anyone, including Caucasians. What the Hell happened in Arizona?

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Enjoying this. I do love tales of revenge! Something tells me the kapteo is a grade-A badass.

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DreamAtelier wrote:
Orb of the Void: Because it's virtually certain one of two things will happen. A) the players will think the big bad evil guy has a Sphere of Annihilation that he uses as a weapon, and wet themselves, or B) stand there and declare, pleased with themselves, that they're going to "disbelieve the illusion"

Love this.

I've personally had a lot of fun with entangle and sleep at lower levels. They really make encounters more challenging without being overwhelming.

Had fun using mad monkeys from Ultimate Magic as a player. I'd love to see how it plays out from the other side of the screen. Especially as a spell trap.

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Klebert L. Hall wrote:

Heat Metal should work exactly as written in the spell description when cast upon firearms.

If you get into trying to treat spell effects as if they are related to the laws of physics, you start getting into all sorts of idiocy very quickly. The spells are only even vaguely balanced when they are used exactly as stated, w/o inflating their effects with various flights of fancy. YMMV.
-Kle.

I disagree on the basis of verisimilitude. We should be able to rely upon certain assumptions in the fantasy world; otherwise our characters and their actions are nothing more than numbers on a page.

For example, lets say our fighter in full plate gets encased in ice. Could we not use heat metal to free him?

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Evil. The paladin side-stepped the laws of the land. He acted as judge, jury, and executioner. As a paragon of law and good, I would think a paladin would attempt rehabilitation first. Knock the guy out, drag him in to the authorities, and make his life hell by preaching to him about the right way to live.

I don't buy the argument about living in a dangerous world. Assuming the paladin knew nothing about the pick-pocket, he had no just cause to kill him. Are we to suggest that every little girl playing in the street might actually be an evil necromancer in disguise? It could happen in a world of magic, but the possibility is highly circumstantial.

I'd also argue that the entire situation arose due to the paladin's uncharitable response to beggar. Greed, wrath, and hubris are not terms I would use to describe Lawful Good.

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The return of starting packages might expedite character creation.

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Hama wrote:

Not really. I agree with Morgen. We are gamers, which generally means we are one type of nerd or another, and i use the term 'nerd' fondly and as a compliment. We can make sense of rulebooks written a little strangely. For god's sake, anybody who has ever made a sailing ship by GURPS rules should work for CERN...

Bottom line, we are smart, while simple is easier, it is not necessary.

I could not disagree with you more. Why should the game be limited to an elite group of nerds? The idea that elegance is not needed goes against every notion of progress to which I've ever been exposed (engineering major). Scores of scientists and mathematicians ("smart" people) would also seem to deny you. Certainly most people have been exposed to the idea of simplifying a fraction. This spirit of this idea is expressed across every branch of science. Simplicity is necessary to facilitate the transmission of data.

Furthermore, the sentiment that "You make time if you need it" is nonsensical. Why should a game be inaccessible? I would argue, barring professional athletes, most people play games as a hobby, not a lifestyle choice.

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Could not agree more that there is a need for a more clear and concise presentation of the rules.

I've come to realize that after years of playing 3.x, I've grown accustomed to an environment in which there is a large amount of minutiae. It was not until I attempted to educate a somewhat virginal roleplayer in the nuisances of the game, that I realized this is complicated! Computer geeks, engineers, science majors, et al. might consider all the details trivial and inherent to the game, but for some they only serve to obstruct.

Personally, I will regularly rebuild a character every 2 or 3 levels to make sure there isn't a bonus or penalty I missed. In a former gaming group, I was the least prone to miscalculation so I acted as auditor for the group... there is so much to track as you level, that our group needed an accountant. At the time I thought nothing of it, but now it seems kind of silly.

One thing I would like to see in a potential revised edition is a more thematic presentation of feats. The current alphabetical listing makes it very difficult to find the feat most appropriate to your character concept/archetype. Combat feats, racial feats, magical feats, divine feats, skill related feats, etc. are all mashed together in one giant table. It would be nice to be able to go right to the selection of feats most relevant to my rapier wielding, fast talking, high-born courtier, half-elven bard.

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Foghammer wrote:
I wonder if anyone who has played the Star Wars RPG has any insight into how well the force powers system worked, and whether or not this seems plausible. I would really like positive feedback on the system because it intrigues me, but I am prepared to hear some harsh criticism of it for some reason.

Totally, agree. To me, 'psionics' has never really felt like psychic powers. I don't think its so much the points (For example, I like Palladium's ISP system), but the presentation.

As for SW, I prefer the SWS system. Its more streamlined and IMO looks easier to convert. I was working on 'reskinning' the SWS force system as a psychic power system for pathfinder. I started by subbing in appropriate saves for defenses and upping all the DCs by 5. Haven't had a chance to playtest anything, though.

You may want to look at Green Ronin's The Psychic's Handbook. It presents another skill and feat based system, that might be easier to convert. They also offer several options to tailor the system to your specific needs. I think they may have based their system on SWRCR's force system.

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Set wrote:

Digression

Prerequisites Must be familiar with your gaming group and their interests. Cannot be good or lawful.

Benefit You can quote Star Wars, Monty Python's Holy Grail, Army of Darkness or the Princess Bride, or make a controversial comment about sports, politics or religion, and cause the entire group to digress into a non-gaming related conversation for a number of minutes equal to 1d4 plus the number of people in the room. During this time, you receive a +4 circumstance bonus to a single attempt to modify numbers on your character sheet, alter the result of a just-rolled die by one facing, or move a figure on the game-map by up to two spaces. Each subsequent attempt to perform one of these actions reduces the chance of success by 2.

O.O' I don't know whether to laugh or cry! Are we really all this much alike!?!?! Does this really happen everywhere? Would anyone else like to help me comment on this feat, its relevance to gaming culture, and the possible repercussions it may have on a fantasy medieval setting? Specifically, how to resolve it with a liberally applied evangelical socially conservative libertarian ideology that embraces same-sex marriage on a case-by-case basis dependent upon the salary of the participants' favorite American football player.

Wait... whose turn was it?

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JrK wrote:


Proposed solution:
- Every character gets 1d6 HP/lvl.
- d8 classes get +2 HP/lvl, d10 +4 HP/lvl, d12 +6 HP/lvl. (room to play with +x so we can give one class (1d6+3)/lvl)
- Toughness turns xd6 pool into xd8 pool. (retroactive, new total must be higher than old)
- Race might give a small number of extra HP at lvl1.

Basic idea is: bad rolls are worse than good rolls are good.

I like this idea. Iron Heroes has a similar method. I wonder if the change to Toughness is a bit much, though.

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Erik Mona wrote:

Personally I'm getting a little tired of the cheesecake, so a "regular" Pathfinder calendar is far, far, far more likely than a "swimsuit" calendar, I'm afraid.

I should preface this by saying, I actually enjoy the art produced for the iconics and the various stylistic flourishes in each piece (even if they are whimsical and not necessarily functional). In general, I prefer my fantasy art to be cool and inspiring. You guys have nailed this on the head.

However, I would like to point out that a "regular" Pathfinder calendar would be as good as a "swimsuit" calendar, considering some of the iconics' typical apparel. (see page 253 of the core rulebook, first printing)

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aeglos wrote:
damn, why is Seltyiel blocking the view on that battle scene????? the background would have been a great wallpaper

You're right, his bicep/tricep is really distracting... That is one ripped half-elf!

Wonder if Paizo has ever considered a swimsuit calendar. For the iconics that is, not the staff...

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Evil Lincoln wrote:

So let's have a discussion! Taking the magic rules at face value:

# How does magic "work" in your world?
# What in-character descriptions do you use to get your head around Pathfinder magic?

I am mostly in agreement with some of the sentiments above, when it comes to the idea of "ritual" casters. Each day, a prepared caster performs a ritual(s) in which they beseech/summon/invoke/petition some supernatural entity(ies) or force(s) for certain powers. The number of powers obtained is limited by the individual caster's inherent power (mana) and personal skill level (experience).

Intelligence-based casters improve mostly through study. They research the methods and techniques of their predecessors, though this does not preclude trial and error.

Wisdom-based casters improve through intuitive methods in which they attempt to unify or attune with the source of power.

Charisma-based casters have an inborn magical talent. They don't need rituals because their natural affinity with the spirits/entities is such that the attraction of powers does not require a mechanical stimulus. Their knowledge of powers, however, is subject to their own mental limitations and the willingness of their power source to enlighten them.

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Ha! At first I thought the camp fire in the background was fire coming out of Squealy Nord's rear end...

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Gebby wrote:
I can't stand the thought of having guns with Sword and magic, I think it ruins the game. I know they are very early stages of guns but imagining someone not in heavy armor getting shot a few times and still fighting takes whatever realism there is in fantasy away. I know if I don't want to use it I don't have to, I just think something like this should stay out of one of the core books. Why not put out a book called 'Firearms' or something, the people that want it will buy it. I know I can't be alone, everyone in my group doesn't want anything to do with it. I hope they reconsider.

Wait... are you saying Murlynd isn't a BAMF? Cus he is...

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5.

I prefer the adventure to be customized to my character, if possible. Also, in almost every game I've been in, this has happened:

The GM pauses, looks up at us from the adventure in his hands, and says, "Well... I'm not running this part!" He then flips past a few pages and continues the adventure.

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Are there really players out there demanding that all available material be allowed in play? That just seems silly. I've always thought that "subject to DM approval" was implicit. (Forget the explicit disclaimer in the front of the APG.)

Also, why is balance so important? I have never thought that whatever world the rules sought to model was fair and balanced. Each character typically fills a niche in which no other character can compete. Granted, some of the available material can produce way overpowered characters. But, isn't it our responsibility as players and DMs to filter out the crap, play openly and honestly, and seek the enjoyment of all participants?

It would seem to me that the problem with splat books is not their creation, but their reception. Once upon a time, I remember getting ready to join a new 3.x game and it was common practice for the DM to provide a list of allowable source material. Is this no longer the case?

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Perhaps I am in the minority, but I believe that 3rd edition and the OGL gave us an awesome and powerful engine with which to run a role playing game. We were given a golden opportunity to tell a variety of exciting stories in several customizable ways. The modular nature of the system and its focus on a unified mechanic has proven to be a stable breeding ground for innovation and creativity. A plethora of source material has resulted.

Is the majority of available material (both official and 3rd party) crap? Probably, but that's the case for most things in life. (Present company excluded...)

Haven't the various splat books broadened our perception of the rules? Have they not allowed us to tailor-fit our games with easily swappable content? With every new book, are we not allowed more freedom to run the game we want to run?

I say, bring on the splat! I'm an open-minded player and I try to be an open-minded DM. I like to have options at my disposal. I don't buy every book I lay my eyes on, nor would I want to. In that same vein, I don't allow every piece of material in my games, nor would I expect another DM to allow it in his/hers. There is no one holding a gun to our head.

As for the players that feel entitled to use every book they spend their hard-earned cash on... Well, it's not like most gamers aren't predisposed to wasting money. Furthermore, blowing money on source material you'll probably never use is a likely sign of a DM-in-the-making. Encourage them to run their own game. The world needs more DMs.

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KaeYoss wrote:
Who is stalking the gaming shops, basements and uni campusses harvesting gamer balls?

Haha! Yeah, after returning to this thread I became convinced it's either an elaborate TROLL or a symptom of a GM that is not necessarily a type-a personality.

Complaining about combat tactics and morale because you don't appreciate the book telling you how to do your job? Living in fear that the players will check your work? Also, since when are splatbooks the exclusive purview of players?

I can't help but wonder if this is all due to a lack of imagination, ambition, or genuine interest in the art of GMing. Unfortunately, the answer may not be found trying to discover some ominous trend, but through serious introspection.

The GM is a player in the game, too. You have a right to have fun as much as anyone else participating. In fact, the GM is arguably in the best position to have the most fun. The best part of GMing is being able to break the rules and make the world. If my players think for one second that I won't hesitate to give an animated table leg 10-levels of frenzied berserker to make an encounter more interesting, then they have another thing coming!

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Kthulhu wrote:
I've noticed more and more of a trend for GM fiat to be demonized. This has come with the rules being more and more formalized and complex, and the loss of a clear divide between player and GM material. When I first started, players didn't tend to look at GM books or monster books unless they were going to be taking the GM helm.

Totally agree here. I've always felt one of the GM's responsibilities is to smooth out play at the table. As a player, I try to think outside the rules and imagine things my character would try do if his actions were not limited by the numbers on his character sheet. Then, I ask the GM for a ruling, before I pick up a rulebook. As a GM, I regularly throw out rules I think inhibit play or add rules I feel enhance it, often off the cuff. IMO, this is way the game should be played.

As for the OP, I think what we're seeing are more subsets of gamers developing. On one hand, you have a group that seems to prefer their games to play out like an MMORPG. OTOH, you have a group that clings to simulation and a time when your role in the game was not necessarily determined by your abilities in combat, but by your character's background, as well.

PRPG falls somewhere in the middle. There are plenty of options to satisfy a player's thirst for power. However, the modular nature of the game lends itself to GM fiat, allowing a multitude of ways to run an adventure.

So... Yes, I would say GMing is still fun, assuming the right type of GM hooks up with the right type of players.

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Optimization schmoptimization, this build is workable. I would advise against Spell Focus and try to rely on utility spells, spells that increase your ability in combat, and touch spells. Avoid spells that rely on saves. Also remember that there are other ways to screw the enemy that don't involve damage. With access to fog cloud, warp wood, soften earth and stone, and wood shape you pretty much control the environment.

I'd also point out that Dodge, Mobility, Weapon Finesse, heroism, cat's grace, jump, and expeditious retreat will work nicely with your Duelist aspirations.

If you still want something flashy, you always have produce flame and flame blade, which are still very viable thanks to your Practiced Spellcaster.

Edit: I also totally agree with Kierato in reference to Spell Penetration over Spell Focus.

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sunshadow21 wrote:
I'd allow it, with the caveat that the cohorts are not routinely adventuring with the party, but are rather building and running some kind of appropriate organization that the PC is the leader of. Every once in a while, when the story fits, the cohort can join the party, but otherwise they are at home tending to the day to day needs of the new group. This gives them the benefits of the feat while giving you material to work with at minimal headache to yourself and the party.

I like this alot. Anything that encourages the PCs to invest in the world/setting is a plus. This would work especially well for PCs with ambitions to build a stronghold.

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Steve Beaman wrote:

Do you allow leadership feat as a DM? Yes or no and why not???

I have FOUR players who all just decided to take leadership and I am kind of stressing out; is this a big deal or not??? They are all wanting cohorts to bring along!

Thanks guys!!!

As a DM and as a player, I like Leadership. Having a cohort really opens up alot more roleplaying possibilities in the game. When I DM, I have a few caveats, however:

1) Available cohorts are drawn from the existing pool of NPCs. They don't just magically appear. The PCs have to actively seek them out over the course of the game. This basically means that I control what's available as far as class, race, and abilities.

2) The cohort is a person with feelings and personal motivations. I typically allow players to control cohorts, but reserve the right to take over its actions as the circumstances dictate.

3) To simplify combat, it is assumed that any cohorts will "wait" for directives from their leader. This means that a PC's cohort acts on the PC's initiative, much like a summoned creature.

If you'd like to discourage so many cohorts in your game, you may want to remind your players that any new cohorts will expect a share of the treasure. Since you already have 6 players, I'd imagine their available funds are already stretched pretty thin.

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Sean C. Macdonald wrote:
Is there a reference that discusses the moon phases of Golarion? I have a character that was bitten by a were-rat and I need to determine when/how often she will change into her hybrid form. Are the moon phases just tied to the months? So like a new moon at the beginning of each month and a full moon at the middle? Thanks.

I always extrapolated the idea that Golarion years corresponded to Earth years (Gregorian). I think according to the Absalom calendar, Golarion is 2700 years ahead of Earth. The months also correspond to Earth months. After I decided the date in the game, I would figure the corresponding Earth date and use the interwebs to look up the phase of the moon.

It's really not as much work as it sounds like...

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Midnightoker wrote:

hmmm

he purposefully put R's where his L's would be on his english translations....

sounds like the guy isnt really japenese and is messing with us.

Why you cant transrate onto engrish?

There is no "L" sound in Japanese. Furthermore, depending upon what system of romanization is used, the kana that equate to ra, re, ri, ro, and ru may be written as la, le, li, lo, and lu. So, when a Japanese person that isn't strong with English reads an English word that was spelled using kana and then tries to translate it by guessing or using software, then we should be surprised any of it is even decipherable.

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That... was... AWESOME!!!

Don't look my p^$$y! I would totally go back to a cat-girl's house and make sexual party... nya...

Also, anything with Megumi is automatically epic. Looks like a fun campaign. Keep up the good work.

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My understanding is that they voted to allow the military to implement a plan of action that would no longer necessitate the discharge of homosexuals--completely left to the military. It's been projected to take at least a year.

As for the UCMJ, I don't really see the problem. As has already been pointed point, you'd have to make a lot of presumptions about the physical nature of a relationship between any two individuals. That is, unless they start installing cameras in all our service members' bedrooms.

What I find curious, is that some folks see the term "serve openly" and think that gays and lesbians are suddenly going to start flaunting their sexuality--like it's no longer a social stigma. I wonder if they also think that hazing no longer happens in the military...

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Soluzar wrote:

For a better look at elves in this setting two good references would be the Elves of Golarion sourcebook and the 2nd edition Complete Book of Elves.

The complete book of elves actually recommended giving elven characters extra non-weapon proficiencies, but stressed that elves will focus on artistic and/or domestic skills. I've considered awarding elves in my PF games extra skill ranks (4 or 5) to spend on Craft, Perform, Profession, and possibly Knowledge and Linguistics.

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You are incredibly brave for asking this question, given K.S.'s history of internet conversion paranoia. I'm sure a strike team of ninjas and superspies are on their way to your house now...

As for advice, I doubt you'll find much help here. If the above posts are any indication, most 3.5 players will fail to understand Palladium/Rifts method of putting verisimilitude before game balance. Not that one is better than the other (though most 3rd ed. books do win in the editing category).

Have you considered a more linear method? Multiplying damage could get out of hand if you still have access to metamagic feats. Increasing the die type might be a better route, as has already been suggested. You could also have enhancement bonuses on armor act as DR against magical damage.

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Is it pronounced goe-lem or ga-lem? ...

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As a "liberal" I agree with pretty much everything you stated, except this...

Tequila Sunrise wrote:
We believe that important luxuries can and should be freely available to everyone. For example, we believe in the socialized police force and fire fighters who protect all of us. We also believe in our socialized schools that teach everyone who can’t afford private schooling, and we believe that university education has become important enough to socialize too. We also believe that medical care is advanced and prevalent enough to be socialized.

Your use of the word "luxuries" implies that the listed services are not necessities. The reason I think those services should be freely available is because everyone needs them. They are absolutely necessary to protect our life, liberty, and pursuit of happiness.

We all need safety, health care, and education so that everyone can compete fairly in a free market.

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On Tuesday, October 5, 2010, Wes Schneider wrote:
With Bestiary 2 down, it's time to start working on the next massive hardcover: Ultimate Magic. Check back at this spot soon for details on the second part of the Ultimate Magic playtest.

What a tease...

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I would think Mayaheine/Iomedae.

Both are ascended paladins of a neutral-ish deity.

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38. (?) After a PC dies, have him/her show up as a an NPC... Repeatedly... Regardless of the number of times the other PCs witness him/her die...

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hogarth wrote:
DM Wellard wrote:
On the other hand if a player has spent hours working up a back story carefully planning his character and equiping him to the best of his ability..losing him in the first combat is definitely discouraging..
True. And I don't think that the Dragonlance saga would have been more interesting if Raistlin was killed by a random hobgoblin in the first 100 pages of the story, for instance.

I would argue that DL was interesting because the characters came close to death on multiple occasions. Furthermore, a character like Raistlin was portrayed as vastly intelligent and cautious. The probability of a PC modeled after him succumbing to a random hobgoblin is low.

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DM Wellard wrote:
On the other hand if a player has spent hours working up a back story carefully planning his character and equipping him to the best of his ability..losing him in the first combat is definitely discouraging..yes sometimes the dice are against them..but are you suggesting you should plan to kill them..the DM is there to facilitate the players enjoyment not to turn it into a me vs them scenario

I wouldn't think most DMs plan to kill the PCs. However, a competent DM should be able to provide an encounter where the risk of death is possible, if not necessarily probable.

I game with a friend whose characters have a habit of dying on the second session of every new campaign. Its like he's cursed. However, he still puts a decent amount of thought and preparation into each of his characters.

But not too much. He approaches the game knowing death is possible and lets much of his character's development take place over the course of the campaign.

I'd also note that even in basic 3.5, even 1st level characters are more resilient than some folks think. In games I've played in, hitting negative hit points often means we get captured by the enemy and are facing a long and torturous recovery/escape.

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JrK wrote:
Awesome death.

Good death. You know I'm surprised I haven't seen a "Best Death" thread.

ciretose wrote:
...what people look for in a DM and a game.

I like the way you think. Personally, I like games where some thought is put into character development. Where PC background is not just "How did you get here?" but also affects where the character is going as the plot progresses. Another thing I look for in games is an opportunity to spend funds on things other than magical items. This includes pets, business ventures, hirelings, ships, and especially houses/castles. For me the game is more immersive if the characters feel like they have a home to which they can return after an adventure. That said, I also feel an attack on home base is almost obligatory.

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Kevin Andrew Murphy wrote:

I can see an even larger case of the patron claiming that they worship the same god.

I like this even better! ;)

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Who's to say the deity and the patron aren't one and the same? I could see deities using witches as a more subtle way to advance their agenda.

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CincoDeMayonnaise wrote:

It's been a little over 4 months since I posted here. The situation has gotten worse and worse. I've soldiered through it, stopped giving out treasure and better gear, still the group is functioning easily 4 levels above their party level.

Every module I pick up to run is a joke, even if I double the number of monsters and add advanced templates.

I'm going to wrap up the campaign on the next session. I just don't think that Pathfinder is going to work for us. The system is too easy to abuse. The only way that PF functions is that there must be a compact between DM and players that the players will make reasonable characters and the DM will provide them with reasonable challenges.

I've never player 4E, but from descriptions I've read/heard it sounds like it might be right up your alley. Running 3.5/PF well, often requires an encyclopedic knowledge of the rules and a thorough understanding of the way CR and wealth distribution works. Even using modules, prep time can be significant if you're not comfortable fudging rolls and manipulating statistics on the fly while also remaining within the bounds of the system's assumed mechanics.

From what I've heard, 4E is very much a plug-and-play system.

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Judging by ET's previous posts, I don't expect him to be happy with any game... Although, the thought of the 4E community being subjected to his endless ranting does bring a smile to my face.

I believe in the future we will see ET make his own game that is completely logical and, of course, completely superior to any other RPG...

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I would suggest a 'basic play' character sheet that fits on a single page or even half a page. In my experience, good character sheets are absolutely necessary for introducing new players to the game. A simpler character sheet might also help determine what should and should not be included in an intro game. If it doesn't fit on the 'intro sheet', it probably shouldn't be included in the 'intro game'.

Dark Archive

KaeYoss wrote:
If post-mortem, I suggest Edward.

How is it possible for a thread to reach its all-time low three posts in?

I suppose you could have suggested Angelus...

On a related note, I did a search for 'venetian names' and got lots of hits.