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Recent posts by
Hal Maclean:
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Countmein wrote:
Trip Arrow: This squat arrow has a large, bulbous,
metal tip that expands and flattens in flight. If the arrow
hits, it initiates a trip attack against the target (DC = 15);
the target falls prone if it fails its check, but if it succeed
it cannot attempt to trip you in return
Does this arrow deal normal damage?
(Two of the other arrows specifically say that they deal no damage and others have specific damages)
What is the CMB for this trip check if converted to final?
It's been awhile since I created it but as I recall the intent was for it not to do any damage except the trip. CMB didn't exist back then so I'm not sure. I suppose it's easiest to use the shooters. But that's just off the top of my head. Likely there's a good reason to avoid doing that :)
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lostpike wrote:
Hal Maclean wrote:
lostpike wrote:
I am wondering why the magical arrows are allowed but the alchemical arrows are not allowed?
I'm pretty sure you're talking about one of the sections I wrote but I don't understand the question :) Could you clarify?
In what is allowed and isnt allowed in Pathfinder society play it states that the magic arrows are allowed but the non magical ones are not included in the items allowed to play....doesnt seem to make much sense to me...
I didn't know that.
Oh, that's a policy thing. I'll have to refer the question to the developers. Sorry I couldn't help you directly. While I'm reasonably qualified to speak about the creative stuff I've worked on decisions like that are made higher up the foodchain than a lowly freelancer like me.
I do know (from working on the upcoming equipment book) that there's a lot of scutiny on "normal" gear that can do weird stuff.
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This is a clever idea and one that never occurred to me. I think I'd allow it since I don't see anything too unbalancing.
Right away I'm thinking an quickened disrupt undead would make a fun addition to a tomb raid. Do whatever you'd normally do and then zap an undead too.
Maybe a silent and still lullaby? No proof that you're making everybody yawn.
You could extend the little boosts like resistance just so you don't have to cast them as often.
An extended touch of fatigue would now likely last the whole battle.
Nothing too disruptive, but fun for the right sort of caster.
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Richard Pett wrote:
Enough cupcake, back to your cellar, your work for the time being is done and you have done well.
I am pleased.
Go now and enjoy your feast in the dark, but do not rest too easily, I may need you again soon...
MrP
Yessir MrP. We've already talked about the codpiece so I understand your feelings on that.
But what about the red satin cape? Do I still need to wear that too?
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Krome wrote:
I developed a pantheon using one deity. Yep a pantheon.
The deity has avatars to represent certain portfolios and interests. These avatars become the main deities of the pantheon that interact with mortals. They then break down to more specialized avatars, down to demi-god level. Thus they, in all their facets, represent all of the interests of the single god and can account for good vs evil, law vs chaos, and every other conflict out there.
It was an interesting experiment anyway.
I had an idea for a monotheistic pantheon too. My thought was to create crisis points where the existing deity split around some sort of great issue. Mortals would take sides and provoke a war or similar struggle. Eventually one of the godly twins would win out and become the new reigning god.
But the losing twins from all those earlier splits still linger around. Much reduced in power and influence. Supporting cults more than active faiths.
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"Explorer", good name! I had the notion of "Pathfinder: Past, Present, and Future" but Explorer is better.
I'd like to see a rules set flexible enough to support any genre. That means a set of generic classes and rules for how to customize them to match the needs of the particular genre. Likely something similar for races/backgrounds.
Imagine rules capable of supporting post-apocalypse, cyberpunk, space opera, sword and planet, westerns, steampunk, time travel, etc.
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The Jade wrote:
Hal Maclean wrote:
"Day of Al'Akbar" for me. A dwarf fighter/thief with a vorpal short sword... Those were the days :)
With that kind of limited weapon reach, how does a dwarf even hop up to where the opponent's head is? Such a weapon needs accompanient by an equally enchanted highchair.
Always with the short jokes this one...
I actually had a similar debate with my DM at the time. Eventually I pointed out to him that "dead is dead" and said my dwarf would chop off the giant's head... eventually. You see, in my book, starting at the ankles and working your way up one chop at a time counts. :)
I also remember my dwarf ended up with some sort of theme song based on a jingle for a food processor, maybe the veg o matic?
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Dragnmoon wrote:
Would love a Starter set for thier RPG, something I could use to introduce the game at a lower price and teach people the basics of the game.
I've been thinking about that idea quite a bit lately. I think a "Pathfinder Lite" wouldn't be that hard to pull off.
-Start by limiting level advancement to 5th and drop multi-classing.
-Cut back on the number of playable races (dwarf, elf, halfing, human).
-Cut back on the number of playable clases (cleric, fighter, rogue, wizard).
-Use a modified version prestige classes to give players the chance to sample the more complex stuff (e.g. make ranger a PrC of fighter, necromancer specialist a PrC of wizard). By modified version of PrC I'm essentially saying you put in a rule like; "Once you hit 3rd and have two levels left you can either finish out your career as your starting class or try a prestige class. Here are some examples..."
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Patrick Curtin wrote:
Sooo .. Government by census poll? Mob rule? What exactly does this mean?
As an aside, is that Stephen Harper dude still in office? My mom hasn't gone on a tirade about him lately, so I'm not sure if he got voted out or not.
How about creating a legislative body by random selection (sort of like a jury of three or four hundred members)? Keep the elected folks but add in one of average people from all walks of life.
Yeah, Harper is still around but his reputation has taken a major beating since his major fumble late last year.
(takes a special kind of talent to turn an economic crisis into a political crisis and then to turn that political crisis into a full fledged constitutional crisis :) )
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Jeremy Mcgillan wrote:
Do you think Canada would, or could elect a woman prime minister (I know we had Kim Campbell but she wasn't elected). Do you think that we could have a gay or lesbian prime minister. Do you think with the Canadian political atmosphere as it is now that it could happen?
For that matter do you think we could elect a homosexual person into major public office in the united states. I know we have already in Canada elected people like MP Scott Bryson (openly gay) and MP Sven Robinson (also openly gay) but I am unsure if the states have as of yet had a openly gay man in major public office.(Senator, Governor supreme court justice, President, Vice president). Do you think there would be a lot of major opposition to it?
(I'm collecting thoughts and viewpoints for the New Democratic Party of Canada so all opinions would be nice and interesting)
P. S. Please keep it civil.
I think we could elect a female PM (assuming she was affiliated with a major party, no offense to Alexa et al... :) )
Openly gay? That one seems less likely. However, there's a lot of cosmopolitan voters in Quebec and some of the larger cities. So perhaps a minority head of a coalition. Maybe followed by a variation of the Diefenbaker strategy (get a minority, govern competently for a few months and then win a snap majority after engineering a fall).
I don't know as much about the US. But my impression is that it's a lot more conservative than Canada. As an example, Alberta -Canada's most right wing province- still does more social spending per capita than Massachusets -arguably America's most left wing state-.
Let's put it this way. Once the Americans let openly gay people risk their lives as soldiers maybe someday they'll let one of them have a little authority in civilian life.
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Carnivorous_Bean wrote:
3. It's precisely BECAUSE the math breaks down in the normal D&D rules after level 20 that a special Epic ruleset is needed. Saying "normal D&D rules don't work after 20" isn't an argument against special Epic rules -- it's an argument for them. The problem is, that it hasn't yet been handled right. What I'd like to see is a set of Epic rules handled right.
4. One way to do that, just as a random thought, would be to start scaling again at 21. That is, bonuses at Epic levels are designated as "epic +1, epic +2, epic +3, etc."
This would mean that against 'non-epic' DCs, saves, etc., the epic stat automatically gets a +20 bonus. Against epic-level saves, DCs, etc., then the straight epic stat is used, making the die roll more important again and making it...
You're definitely on to something there.
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KaeYoss wrote:
I really liked it. For something that wanted to cover as many bases as d20M did (d20 Past, d20 Modern, d20 Future, d20 Cyberspace, d20 Apocalypse, Urban Arcana, all the rest...), a generic class system does make sense.
If you want to have different generic classes, then fine.
Skill Monkey
Warrior
FX User
Or just
Offensive
Defensive
Or completely classless!
I like the true20 approach of the three generic classes (Adept, Expert, Warrior) with lots and lots of ways to customize them to different campaigns. Adept might not work for all settings of course (though a hacker in a cyberpunk game could get portrayed as an adept pretty easily) but as a model it's simple to understand and design for.
I'm assuming that's what you meant by your "Skill monkey/Warrior/FX User" combo above right? If so then I agree with you :)
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Regional Traits
Keep in mind, these haven't been vetted by a developer so take them with a grain of salt balancewise.
An Tomb Treader: Your exposure to the An tradition of masonry has given you an instinctive ability to find your way out of any structure. Once each day you can, if inside a man-made structure, make a Survival check with a DC of 20. If you succeed in this check you retrace your steps and find the entrance you used to get inside.
Eto Haggler: The mercantile ambiance of Eto has made you very shrewd when trying to find, or strike, bargains. You get a +1 trait bonus on Appraise and Bluff checks.
Hetkoshu Wrestler: You are one of the courageous few who dares to tackle river crocodiles with your bare hands; and you have the scars to prove it! You get a +4 trait bonus to grapple checks made while underwater.
Ipeq Reservist: The martial atmosphere of Ipeq has given you a soldier's instinct for fighting as part of a unit. The first time you strike a creature you get a +1 trait bonus to damage if it has already been damaged by an ally in that round. If your ally also has this trait you deal +2 damage instead.
Shiman-Sehk Scavenger: The abundance of food and water at Shiman-Sehk, and their scarcity elsewhere, has left you with a ferocious drive to avoid the rigors of hunger and thirst. You get a +2 trait bonus on Search and Survival checks made for the purpose of finding or locating food and drink.
Tephu Scholar: The information you gleaned while poring through the historical archives of Tephu sometimes proves useful in other fields too. Once each day, you can, when making a Knowledge check choose to first make a Knowledge (History) check with a DC of 20. You gain a trait bonus on that check equal to amount by which you exceeded the DC of the Knowledge (history) check. You do not suffer a penalty if you fail the check.
Totra Pride: The legacy of oppression suffered by the citizens of Totra makes you very hostile towards anyone who tries to push you around. You get a +2 trait bonus on your next attack roll made against any creature that unsuccessfully targets you with a fear effect. This bonus increases to +4 against creatures who tried, but failed, to intimidate you.
Wati Remedies: After listening to countless tales of the ancient pestilence that devastated Wati you find yourself almost instinctively taking steps to keep yourself, and your friends, free from contracting any sort of illness. Your constant vigilance gives you a +1 trait bonus on Fortitude saving throws against diseases. In addition, you get a +2 trait bonus on any Heal check made to treat a disease.
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