Our group uses the Spell Points system from Super Genius Games (without the Fatigue and/or Eldritch Dissonance rules) and really enjoy this system. The only real drawback is for the GM (myself) for it takes more time for me to change over the NPC’s , monster’s, etc. So I usually only change over the major players leaving the rest as written by the artist, and yes I understand that establishes some power creep into the game, but so be it. Our group also uses the Talented Fighter and Talented Rogue rules set and that also allows for some power creep for no other NPC’s have that many options, if played using the original author’s layout. To us it’s all about options, along with the enjoyment of the game and this is how we enjoy the game to its fullest.
The Vancian System is a much simpler system, but it makes no real sense for all the reasons already stated, in which I will not reiterate. Though at the end of the day each group should choose their poison and imbibe it the way they so chose, for the overall experience of the game is what it’s about.
Throws a bomb into the middle of a group of Goblins and once the smoke clears the littered bodies spell out "The Talented Alchemist".
Sure would like to see this product but I'm not sure there is enough material to date to even expect it.
Owen, loving this product line keep up the great work.
The problem with your solution to your perceived problem is it goes against the rules laid out in the game. This in and of itself will cause discourse at your table, which in turn will bog down the game ( at best)or outright break it down. At least that's what I believe would happen at our table, due to the fact that the BBG receives more output per round than the rest of the character's at the table.
There's many ways in which you can add impediments, creature's or other NPC's to the combat that will not make it seem clunky. You can add pet's, companions, traps and/or terrain effect's to name a few.
Another quick way of powering up the monster's is by adding NPC levels which can add a feat, improved initiative foe example which can also change the outcome on any given encounter.
At the end of the day, throwing basic rules out the window is usually not a good idea and if I am reading it correctly that is what you are doing, instead of using so many of the other tools the game has to offer.
P.S. Our group play's with 6 character's at the table each and every time we play, even doubling up on character's if the need arises, do to the fact that this is our overall preference.
Owen, due to the Rogue being somewhat underpowered (in many player’s minds) we have added the extra options (Guile pool & Ambush) from Drop Dead Studios “The Glory Rogue" and are quite happy with these extra abilities to date. What I am wondering is if these extra options are given to the Rogue under your new "The Talented Rogue" product, would this, in your opinion make the Rogue over powered. If not I am also wondering due to these abilities being given @ 2nd & 3rd levels could I allow them to be swapped out for other Talents.
When Spell casters regain their spells I thought that it was universal that they all needed 8 hrs of rest before hand. This only seems to be spelled out under the “spell” section for character creation under Wizards, not Clerics, Sorcerers or Bards, is this truly the case or am I missing something .
We use the "massive damage" rule at our table whenever it is called for. The way our group see's it, death lurk's around every corner, though it rarely come's to visit, yet there should always a chance it comes knocking. The massive damage rule's are just another means to that end, and though hp's are abstract taking 50 hp's or getting them cut in half on one single attack, in our minds should bring on the onset of shock and/or possible death. We have gone one step further in all truth and have added a +1 to the fortitude save for ever 10 hp over the bench mark 50 hp (eg. 60hp sv @ 16 fort. 70hp sv @ 17 fort. etc.).
Yes, it sucks when a PC dies, but the upside is at lower levels you try something new and at higher levels death is temporary anyway so add a little drama.
We as a group always play with six member's in our party and that could be why we find death to be less significant when it does happen. Yet because of bad choices and/or luck there should be some repercussions and added stresses to the rest of the party.
My question is why do people exclude this rule? Do they not see death as an option in there games? Does it happen to often in their group's?
We always found it to be a viable option (massive damage) and I'm wondering are we as a group looking at it wrong.
Well said!I have no problem at all with the advertisment but that was quite unprofessional to say the least.
With that said sarcasm with a touch of levity can either defuse or antagonize people.
Owen, I know this is not where this question should be asked, even though it is a House Rule our group is talking about implenting but here it goes.
Christopher Delvo wrote:
Chris, we have recently played using these rules but have left out both the Fatigue and Eldritch Dissonance rules and we didn't find them to be overpowering. With that said it was all or no spell casters using these rules so balance would be kept and with the ability to Counterspell strengthened by using the point system we haven't had any real issues to date. That's not to say that there will not be issues in the future and if anyone play's this system the same as we do and have had problems please let us know.
1) The Generalist has access to all Powers marked Psion/Wilder under the level discriptor.
2) The Generalist like all classes receives their feats as per the rules in the Pathfinder Core Rule book (pg 30) along with any bonus feats stated within the Psion class table (2-3).
When my books fall apart I place each page in a page protector within a binder and never have to worry about damage to my pages again. They are bulky compared to your standard book, but I tell you I have first edition (D&D) books that I can use with no damage to the pages what so ever.
I don't know how you could go about putting the broken condition on a Golem because living steel gives metal weapons a condition not damage and an Iron golem has DR 15/Adamantine so unless you can put a fixed amount of damage to that condition I would think that it would not work.
A Wizard owns a "Glove of Storing" in which he/she stores his/her "Rod of Quicken". The Wizards gets into a combat situation and calls for the Rod of Quicken from the glove (free action) then uses the Rod to cast a Quickened spell (free action) then casts another spell (standard action) then moves (move action).
Why I am asking this is under quicken spell it states you may only do one per round along with another spell and a move action. I'm just wondering by calling forth the staff from the gloves is that equivalent to a quickened spell or is that a fair round of action.
I can absolutely see what your saying, but in truth the people @ Paizo were in many cases deeply involved in the workings of the 3rd Edition. So my choice of words would be a continuation of this Edition, that improved it with the largest playtest I have ever seen or been part of.
Is your GM against one (or more) of your players playing two characters. If not, what are group (four players in the group) usually does is any player using a full caster class (eg Wizard) only plays one character do to all the reading (spells etc.) that must be done. Those who choose not to have a full caster class may play a second character.
Current party, Paladin, Magus, Vitalist, and Ninja, Barbarian, Sorcerer.
This is how I also set up my Map Packs, though instead of buying bristel board every time I sometimes just use a cereal boxes and it does the exact same thing.
Reduce, Reuse , Recycle
Jubal Breakbottle wrote:
This is how I prefer to play the various creatures/ NPCs during play.
To make things even more interesting (comedy of errors) the barbarian in question is an Invulnerable Rager, which gives the DR double the nonlethal damage removed per actual DR.
Our group is in the process of playing the revised version of the” Rise of the Runelords” A.P. and while fighting in the second level of the Thisletop dungeon the party was divided up due to the Yeth Hounds special howling attack. Well it ends up with the Barbarian meeting up with Lyrie Akenja at which point Lyrie casts a sleep spell on the Barbarian and he goes out. Well Lyrie tries a Coup de Grace on the Barbarian and I role two 1d4’s which both come up as 1’s (Lyrie’s damage is 1d4-1) minus the -1 per die leaves me with 1 hp of damage to the sleeping barbarian that has DR of 1.
PS. It states you can only do a coup de grace with a melee weapon and if so would that include a Druid's flame blade or are all spells incapable of doing this type of an attack.
Owen, I bought your product and I have a few questions for your if you would be kind enough to throw in your two cents.
Our gaming group uses Psionics as freely as any other part of the Pathfinder experience.With that said, I would like your take on the balance bringing the spell point system into our game.I ask this because you have added the Fatigue & Exhaution rules along with the Eldritch Dissonance in your point system rules.My worry if I incorporate these two rules into the mechanics of regular spell casters would that nerf them to the point of an unfair advantage for the psionic classes. If so would you add these rules to the psionic classes or remeve them altogether.
I really don't care what type of AP that Fire Mountain Games puts together. What would make me buy this AP would be including all the classes, races,rules,etc. from all the balanced 3rd party and of course Pathfinder rules that make this game and OGL the best out there.
Steve Geddes wrote:
When voting with your wallet all that the customer deems relevant is therefore relevant.
Vassago Embrace wrote:
Vassago, I totally agree with everything you stated for this just perpetuates the race to the bottom mentality (lower wages =good sense for all). With the disintegration of the middle class @ hand and the new “Right to Work” Legislation happening in the USA, the wage disparity between the rich and poor continues to grow. Thankfully I live in Canada and we’re not seeing this @ such extremes as of now but if this continues it’s only a matter of time. As a Trade Unionist not to mention a father of two boys this trend is scary @ best and who knows what the worst case scenario truly is. I buy Canadian whenever possible, then North American and European next even if the product tend to be a little more pricey, for there is an old sang that is still true to this day “You get what you pay for”.
These were my favorite two settings and for that reason I bought everything up that was put out for both.
They are the only settings I kept from second edition, prefferring the Planescape version of the planes over the Pathfinder version. I am currently using Planescape for that matter in the Savage Tide AP, two modules left.
As for Spelljammer it will see some use soon enough with Distant worlds out and all.
I'm wondering, does anyone make miniatures that include chairs, tables, bars and stools, etc. or would it not be financially viable. I do have some material from Hero Quest that we use, but I sure would like some generic furniture as well as torture equipment and various stuff found in dungeons to add to the 3-d effect.
Dreamscarred has done one heck of a job so far in bringing our group some of the most used character classes, races, and rules used within our game. Their open play-testing, like Paizo’s, gives chance for everyone’s views and idea’s to be heard. Yes, it has been a little more contentious at times with the Psionic’s Expanded Guide, but in the end that will work in its favour, in my view. So as has been said above, if you liked 3.5 rules you must jump head first into Dreamscarred Presses version of Psionics and expand your mind.
P.S. I am looking forward to Dreamscarred’s psionic world (Third Dawn), for it will fit so very well within Golarion’s Solar System that is outlined in the Distant Worlds Campaign Setting from Paizo.Jeremy don’t forget to give use a drawing of the planet itself, eh.
Thanks for that Wraithstrike.
All spells are not the same when it comes to the various components that are needed when casting, yet the same roll is needed to determine a proper spellcraft check to identify them. For that reason I would not add +5 per component not used in spell-like abilities. Personally I just double the roll needed (30+spell level) and leave it at that, though various other factors (fog, rain, etc.) still play a role to be sure.
Now with Psionics you can suppress the visual anomalies with a Spellcraft/Psicraft check of 15+power level, and when done I grant the same spellcraft check as a spell-like ability.
For the record I did a little delving in the Pathfinder Core Rule book and it states on page 221 “Spell-like abilities cannot be used to counterspell, nor can they be counterspelled” yet on page 554 it states “Spell-like abilitities can be dispelled and counterspelled as normal” which is true when it comes to using as counterspells. I did check the errata and could not find any fix as of this time.
Our group usually has 4 players, but being we always have 5 or 6 PC's in any given party we have very little problems adding 1 or 2 extra's now and again. Though 6 tends to be our maximum for various reasons already explained.
To keep the flow going what we decided to do is anyone wanting to play full casters/manifesters can only have one PC while anyone wanting to play melee/skill based character can have two.
Our group enjoys the Psionic classes, and rules for that matter, as much and some more than anything that Pathfinder has produced (short of the core rule book). So in using Dreamscarred Presses re-write of Psionics are plan is to buy the Distant Worlds Campaign Guide for Golarions Solar System and add the Third Dawn Campaign setting (Dreamscarred Press) as an additional planet within this Solar System. This allows an easy, seamless introduction of Psionics (for our group anyway) into the World of Golarion. For are there not strange unknowns in any Solar System (new types of magic’s, races, etc.) that must be learned and maybe even conquered.
If you are targeting x amount of people, then they would have to be within your sight (not behind you or invisible)correct.
When casting mass spells (example heal, mass pg 294) it states under Targets “no two of which can be more than 30-ft apart”. So when I as the GM look @ “Aiming a Spell” (target or targets pg 213) it states a couple very important pieces of info. First being “you must be able to see or touch the target” and second “some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity”.
To me rolling your character out is the only way to even think of starting a RPG game. That truly is the first thing that motivates and excites our group to begin a new campaign. I know with balance, political correctness, blah, blah, blah it’s the way that some prefer to begin the game and during tournaments or any other type of outside play I agree. Though within the confines of your own group I believe the best way to start is a democratic vote.
With that out of the way there most definitely can be some balance issues that come into play. The way that I compensate for that is by buffing the NPC’s up to the party’s power level while leaving the thralls, grunts and there ilk as is. Besides that, our party really has no problems what so ever with the rolling of PC’s in this fine game we all enjoy.
Some type of Epic, Post 20, heck even Beyond Puberty type book is what I'm needing, so even though you guys are busy please get the ball rolling. Heck I've been working for the same company for some 22 years and am no where near retirement, so I'll be damned if these lazy PC's are getting off that lightly.