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Ezren

Haladir's page

RPG Superstar 7 Season Star Voter, 8 Season Star Voter. Pathfinder Adventure Path Subscriber. 4,019 posts (7,704 including aliases). 2 reviews. No lists. No wishlists. 31 aliases.


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By all means, keep using infernal healing! It's perfectly safe.

Pay no attention to the fact that casting it requires evil components, that one radiates evil while under its effect, or that it won't heal damage caused by weapons that we devils are succeptable to. That's all just meaningless window-dressing. Giving this spell to mortals has nothing to do with damning the souls of the corruptible.

You can trust me. I'm lawful. I would never lie to you!


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Pathfinder Adventure Path Subscriber
Jurassic Pratt wrote:

I love how threads about infernal healing always become a morality debate.

Because of that I'd say the spell has more out of game consquences than in game :)

The existence of the spell is intended to be a morality conundrum. At least, that's how I use it in my games!

Asmodeus released that spell into the world to corrupt mortals. Given how much the spell is used (and the board debates about it), I think it's working!


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Melkiador wrote:
Haladir wrote:
dwayne germaine wrote:

I think Infernal healing is a great spell, and I really wish that it's flavor wasn't watered down in PFS with the whole "evil spells aren't really evil" ruling that they have.

Half of the point of the spell is that there is possible corruption involved in it's use, but it's so very effective... and cheap, that the temptation is there for everyone to use it.

Actually, I think that's the entire point of the spell...
I think if they wanted real temptation, then it'd be a spell that does superior damage for its level. As it is, it's mostly just really efficient out of combat healing, which is good but also boring. Boring things aren't usually your first pick for temptation.

Ahh... the banality of evil. Asmodeus smiles.


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Pathfinder Adventure Path Subscriber
Lorewalker wrote:
Here is a big conflict with the Horror Adventures aligned casting rules people have(along with how many casts cause an alignment switch). There, it states performing an evil act with good intentions is still an evil act. Thus, casting a good spell for an evil reason is a good act. Actions trump intent.

Performing an evil act for good means is still an evil act, but the reverse is not true.

Honestly, it's pretty simple:

It's easier to be evil than to be good

Intent matters, but the ends do not justify the means.

Evil means, evil intent: Evil action.
Evil means, good intent: Evil action.
Good means, evil intent: Evil action.
Good means, good intent: Good action.

Being good is supposed to be an uphill battle... just like in the real world.


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Pathfinder Adventure Path Subscriber
Crystal Frasier wrote:
mechaPoet wrote:

I'm furious.

This movie is just going to further stigmatize people with DID (not to mention the other "scary" sounding mental illnesses) and trans women, and it's going to get them killed. I want to break into M. Night Shyamalan's house and break all of his plates.

Really sick of this "crazy trans lady is a murderer" trope, when we're so frequently the victims in violent crimes and so rarely the perpetrator.

Agreed 100%.

Shyamalan's a hack. He hasn't made a decent film since Unbreakable, which was "fair-to-middling," and has never made anything as good as The Sixth Sense, which itself was gimmick filmmaking at its most blatant.

I'm more angry at the studio for greenlighting a film like this. It's just lazy storytelling on two fronts. "Multiple personality" psycho-thrillers have been done to death on both the big and small screens. And the whole "crazy trans lady murderer" trope is likewise distasteful and over-done: from Psycho in 1960 to Dressed to Kill in 1980 to The Silence of the Lambs in 1991, and on and on.

I will not be seeing this film, and will encourage others to do likewise.


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Pathfinder Adventure Path Subscriber

I dunno... The Bight is a bad dream, but in a good way!

As for the delay in the main book... I would pretty much always choose quality over on-time, especially with anything crowdfunded.


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CG Female Human (Varisian) Witch (cartomancer)/VMC Cleric of Desna 5
stats:
hp 27/27 | AC 14; touch 14; flat-foot 12 | Fort +2; Ref +3; Will +6 | Init +2 | Perception +2

Zee awakens in her quarters and prepares for the day. She studies the patterns of her Harrow deck and performs her daily reading:

Harrow Reading:
Suit: 1d6 ⇒ 1 ...Hammers
Ethic: 1d3 ⇒ 3 ...Chaotic
Moral: 1d3 ⇒ 1 ...Good

The Big Sky

The card of freedom from bondage. Perhaps we shall set someone... or something... free today.

Harrowed ability today: Strength

* * *

As their jolly-boat approaches Maroux' hut, Zee shudders. "Mr. Kandamerus, what sort of person is this Maroux again? And what should we expect?"


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277. While visiting a market at a small, out-of-the-way village, the party encounters a vendor selling exotic fruit from a climate very far from their location. (e.g. pineapples, mangoes, and oranges in a boreal region.)

278. While exploring a dungeon or cave complex, the party notices initials or other graffiti marked on the walls. They continue to occasionally encounter very similar markings in different dungeons.

279. The party enters a village and finds that everyone completely ignores them, as if they can't be seen or heard.

280. After passing through a village, the party notices that the next village they pass through seems exactly the same... as does the one after that.


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I still like Pathfinder and have very heavily invested in it. I'm still playing PF exclusively in play-by-post. However, I'm starting to get turned off by the sheer complexity of the rules and the attitude of "if it's not listed as something you can do, then you can't".

I've been moving toward more narrativist collective storytelling game experience for a while now. My in-person games of choice have become Dungeon World and FATE Accelerated, which are both much more free-form and far less complex games. They both also allow and/or encourage more player agency in world-building. I find both systems are far more condusive to sandbox-style play than any game in the D&D family.


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Hmm wrote:
A very reasonable post

I'm putting my response behind a spoiler, as this is simply my take on the various boards, and is probably of zero interest to most...

Spoiler:

Advice Forum I do occasionally dip in there to add my 2cp if the topic is about GMing, particularly when the topic is beyond the rules themselves. Specifically: table management, how to run a Session Zero, what to do about problem players, and general questions about running a fun and engaging table. I find the whole practice of character "theorycrafting" to be boring beyond belief, and I have absolutely zero interest in build guides, optimization practices, and 'How would you build this fictional character' discussions. Still, it seems that at least two times out of three, I regret posting. I so often get vitriolic "YOU'RE PLAYING IT WRONG!!! WRONGBADFUN!! GRAR!!" responses to the point where I end up just walking away and hiding the thread.

Rules Forum You will never find a more wretched hive of scum and pedantry. We must be cautious. Or, just avoid it altogether. Okay-- it's not as bad as 4chan or YouTube comments, but it's still pretty bad. Honestly, at this point, I couldn't care less about "RAW v. RAI" or the alignment implications of the infernal healing spell, or the nerfing of Crane Wing. I don't play PFS, so I am comfortable just making table rulings at my own games if the rules are ambiguous; or just throwing out the rules and making my own if I think the "official" rules detract rather than enhance my players' game experience.

AP-Specific Forums These are great places. Posters are postive, helpful, and generally true menschen. Most of the advice I'm seeking tends to be in relation of adventure plot points, or whether or not my ideas to make changes to the plot are good ones. Or, my PCs have gone down an unexpected rabbit-hole and I'm looking to see if other groups did something similar (and how the GM played it out.) Plus, those forums are a great place to compare notes on rough spots in the adventures and changes that could make the gameplay better.

Campaing Setting Forum I'm really in love with the Inner Sea Campaign Setting. This is another wonderful place to exchange ideas with other people equally invested in the setting. Again, it's friendly and helpful place, almost without exception!

Third-Party Forums I use a fair amount of GM-focused 3PP content: mostly adventure-related stuff (modules, locations, dungeon-dressing) rather than character-option stuff. I'm not as frequent a poster there, but when I do, the forum is friendly and helpful.

Pathfinder Society Forum I don't play or GM PFS, so I rarely go into that area. Normally, I keep the whole section collapsed in my viewer. I have occasionally gone in there because I have quite a few PFS scenarios that I run as regular short modules in my home games, and occasionally have a question about them.

Play-By-Post HUGE time-sink. I'm GMing two PBP games and playing in four. The other people I play with are top-notch.

Gamer Talk and Off-Topic Discussions Again, really friendly places, and a fun place to just hang out.


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Pathfinder Adventure Path Subscriber

Another classic moment: The wolf-in-sheep's clothing encounter from S3: Expedition to the Barrier Peaks.

"Awww... look at the cute wittle bunny!"
"GRRAR!"


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Pathfinder Adventure Path Subscriber

204. The party enters a village that seems normal at first... and then they slowly realize that there are no children visible anywhere.

205. As the party travels down a road, they are passed by three fully-armored knights riding very unsual mounts. (e.g. ostriches, giant insects, bears)

206. A group of ragged lepers approaches the party, begging for alms or to be cured of their diseases.

207. While in a city, a desperate-seeming woman approaches the party with the following offer: "I'll give you 500 gold coins if you tell the guards that I've been with you for the past two hours!" Just then, a troop of guards approaches.


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CG Female Human (Varisian) Witch (cartomancer)/VMC Cleric of Desna 5
stats:
hp 27/27 | AC 14; touch 14; flat-foot 12 | Fort +2; Ref +3; Will +6 | Init +2 | Perception +2

Morning...
Zee wakes up an hour before before dawn and dresses quietly. She then walks outside the manor house and lies down on the grass of the garden, looking up at the stars. He gaze focuses on the North Star, Cynosure, and she marvels that Desna, patron of travelers, lives on the star that guides travel by night.

As the pre-dawn light begins to brighten the eastern sky, she gets up, closes her eyes, and dances silently in celebration of the new day. Just as the sun's rays break over the waters of the Varisian Gulf, she heads back in to her room. She then studies the patterns of the Harrow for a while, and then does her morning reading.

Today's reading:
Suit: 1d6 ⇒ 1 ...Hammers
Ethic: 1d3 ⇒ 3 ...Chaotic
Moral: 1d3 ⇒ 2 ...neutral

The Uprising

Zee puzzles over the meaning of today's reading... The card of being caught up in external forces beyond one's control... Does this mean that the shards themselves are actually in control? She then decides to keep this disturbing thought to herself.

At breakfast...
Over tea and Varisian pastries, Zee watches the antics between Rowena and Hali with great amusement. "One never can tell whether a given cat and dog will become best friends or forever be at each others' throats! Let's hope for the former with these two!"

At the Crow...
Zee provides light for the (hopefully) final foray into this particular Thassilonian ruin. She stops to marvel once again at the many lost artworks that they pass. "I do hope that these treasures are recovered and are eventually put on display in a museum somewhere. They are too beautiful to remain locked in private collectors' hands. No offense to your friends in the Consortium, Teldon."

After much ascending and descending of stairs, the party approaches the chambers of Captain Brast. She shudders at the half-croaked song from an undead voice. Defensively, she palms one of her Harrow cards, readt to throw it if Brast decides to drop pretense and show his true ghoulish colors.


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DrDeth wrote:
But the second? Hardly. I was around back then. I am not even sure if Gygax ran it more than once at a con.

I heard the anecdote about Gygax ripping up character sheets from two different people at two different cons in the early 1990s. (One was Simcon 1991 and the other might have been Arisia 1992). I don't remember either of their names from 25 years ago, or which con exactly each was at. One was a guy who sold lead minis who claimed that the story had happened to him at a GenCon in the mid-'70s: his GM was REALLY surprised to get a call from Gary Gygax simply telling him that his character was dead. Another was the sales rep at the ICE (or was it SJ Games?) table who said that Gygax himself had told him that story at a GenCon a few years earlier. Come to think of it, I'm not sure if either of those anecdotes was about Tomb of Horrors specifically.

I guess it's possible that both of those guys were outright lying, or were repeating rumors they'd heard about Gygax while putting themselves into the story.


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Steve Geddes wrote:
Haladir wrote:
I still assert that Tomb of Horrors was among the worst modules ever. I was in two different gaming groups that broke up over that module.

We enjoyed it. As I said though, this was quite early in our career, so everything was new and we had little in the way of preconceived ideas as to how things "should" work. I think using it in a long running campaign would be unhelpful (from memory we all rolled up name level PCs, and used all of the pregens as fanatically loyal henchmen).

Why did your groups break up over it? That seems a little extreme to me (i struggle to imagine any module being responsible for that sort of outcome, to be frank even if some loved it and some loathed it. It sounds more like a group issue than a module issue).

Tomb of Horrors was specifically written by Gary Gygax for players who'd gotten too big for their britches by taking them down a few notches. When he ran players through it at conventions and the PCs died, he'd physically tear up the players' character sheets and demand to know their home GMs' phone numbers so he could call them up and say, "This is Gary Gygax. Joe Schmoe's PC 'Black Fang the Mighty' died in a game I ran, and I tore up his character sheet. He's dead, so don't let Joe bring him back!"

Tomb of Horrors caused so much bad blood between people that actual, real-world friendships ended and gaming groups broke up. In the two groups in question (one in high school, one in college), GM responsibilities rotated; the GM's PC would sit out adventures. This was in AD&D 1e, which the module was written for.

Anyway, in both groups, the GM ran the module for well-established characters in an existing campaign; the PCs were at the recommended level for the module (10th?). Both games ended in an extremely unsatisfying TPKs due to the module being designed to punish characters that do typical adventuring things: like explore, probe, and try to open doors. Both times, the players basically just got really angry at the GM when doing normal things would cause instant death with no saving throw. There was usually no clue, no warning, and most of the effects prevented resurrection from working. The character was completely gone. Basically, in both games, the players really didn't like the unfairness of the module, and they stopped trusting the GM.

TSR's re-releases of Tomb of Horrors got rid of many of the unfair parts; added saving throws; or just cut some of the more problematic bits. But the original version is just excrable. Oh, and if, somehow, the PCs manage to actually get all the way through and defeat the demilich... all of the treasure is cursed. A final "F--K YOU!" from Mr. Gygax.


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NobodysHome wrote:

I noticed much of the same over much the same timespan as you: When I first started posting to the Advice or Rules forums in 2012, I could expect to receive a few friendly, helpful pointers. The AP-specific threads were a wealth of friendliness and support. Unfortunately, as time has worn on, there are a set of self-appointed, "There is Only One Way to Play, and that is My Way!" posters who have taken over both the Advice and Rules forums. It seems that any question you ask, no matter how trivial ("Should my red-skinned tiefling get a red or a green dress?") turns into a flame war between these "One Wayers" and the "Freedom Fighters" who argue on your behalf. And no matter how hard you try to stay silent and wish you'd never started the thread, one group or the other is going to vilify you, rake you over the coals, attribute attitudes, opinions, and personal attributes to you that you never espoused, and otherwise make your posting experience miserable. If your request for advice doesn't turn into a 300+-post flame war that Chris or Sara Marie eventually has to lock, you've gotten lucky...

And the AP-specific threads are still wonders of helpfulness and support, and the non-political Off Topic discussions are a blast.

Someone else said something similar, but I'll re-iterate:
- Hide the Rules section
- Hide the Advice section
- Hide any political threads that pop up without reading them

As usual, I agree with NH about 100%!

I've been hanging out here since 2011. When I started, the Rules section was just starting to bend toward pedantry, but was still pretty useful, and the Advice board was a mostly-freindly place.

Today, I completely avoid both boards, and I very liberally hide any threads that push my buttons.

The boards are so much more pleasant when you do that!

Back to the OP: There are a whole lot of former posters I miss. At the same time, there are also a few long-time posters whose recent absence has made the boards a better place. And there are a whole lot of newer posters that I absolutely love interacting with.

Forums change over time. For that matter, so do in-person social circles. That's just life.


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Kobold Cleaver wrote:
ACKNOWLEDGE ME

No.


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195. The PCs enter a village to find the whole town gathered in the square listening raptly as a priest gives an empassioned sermon. The priest is of a deity opposed to the party's religious leader.

196. The party artives at a town in the midst of a major festival, and people have come from miles around. While there are lots of activities, there are no rooms available at any of the inns.

197. A major storm breaks while the PCs travel. The storm is completely out-of-season. (E.g. snow in summee.)


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Turelus wrote:
I'm Hiding In Your Closet wrote:


67. An old wizard and his new apprentice, a naive but bright farm-boy, are looking for a ride/escort to a distant land - as fast and discreet as possible.
bonus points if they're call Neb and Ekul.

...And they have a foppish and verbose diplomat, and a mute gnomish mechanic with them...


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I still assert that Tomb of Horrors was among the worst modules ever. I was in two different gaming groups that broke up over that module.


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Hyato Ken wrote:

One of the next AP´s should be an awesome Tian Xia only AP. PFS scenarios are setting a good example there and showing how awesome locations and background for Tian Xia are.

Perhaps it might even be a supreme idea after the launch of Starfinder to do something similar with Tian Xia, even if it´s only quarterly or every half year. As long as it´s meaty enough story and fluff-wise to give enough roleplaying potential, there´s a sure customer here.

I am pretty sure that despite the loud cries from some forum members, the Asian-themed products Paizo has published so far have tended not to sell all that well.

For example, I'm not all that interested in Tian Xia, and waited until Jade Regent was over before I started my AP subscription. (I have since picked it up in the aftermarket, mainly for the sake of completing my AP collection.) Honestly, I prefer keeping Ameiko in Sandpoint, so the events of Jade Regent have never occurred in my version of Golarion.

I think that a problem with developing Tian Xia specific material is that it puts Paizo in a position of effectively supporting two campaign worlds. The Tian Xia fans would snap up that material while eschewing the materials focusing on the Inner Sea, while the Inner Sea fans would mostly aviod the Tian Xia stuff. That splits your customer base, effectively making your company its own competitor! According to Lisa Stevens, that's what killed TSR: People who played in Greyhawk pretty much never bought Forgotten Realms, Ravenloft, or Eberron products. I know I didn't!

I had been worrying about exactly that with Starfinder, but I have a theory about that: Paizo is losing market-share in the heroic fantasy market to WotC with the runaway success of D&D 5e. It's good business strategy to be an early strong entrant in a new market area. Science-fantasy gaming has little competition in its space right now, and the current buzz in the space are from products already supporting Pathfinder. (Specifically, Robert Brookes' Aethera Campaing Setting and Legendary Games' Legendary Planet Adventure Path, both for Pathfinder.) You have to go back to TSR's Spelljammer for D&D 2e for a major game set in that area!


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Final confrontation with Strahd von Zarovich in the crypts below the castle in the AD&D module I6: Ravenloft.

You could probably incorporate the whole module in Carrion Crown.


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136. While walking through the forest, the PCs stumble across the fabled Witchmarket. What wonders would the PCs find there?

137. The PCs come across a completely abandoned hamlet. Other than the ravages of time, there is no apparent damage to buildings, no bodies or skeletons, and no signs of conflict. Looking in the buildings reveals that things were laid out as if someone had merely stepped out for a moment and planned to return immediately: remains of food in a cooking-pot still hung over the ashes of a long-dead fire, a half-woven tapestry in a loom, a dull knife on a workbench next to a whetstone, etc. Strangely, nothing seems to have been looted from any of the buildings.

138. A corpse hangs by the neck from a tree, its hands bound behind its back. A sign pinned to its chest reads, "Heretic."


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Female human Rogue (Unchained) 1/ Investigator 4
Stats:
hp 33/33 | AC 17 (touch 13; FF 14) | Init +11 | Per +14 | Fort +2; Ref +7; Will +5

On an totally unrelated note: I just bought my Paizocon 2017 4-day pass and preview banquet ticket.

This will be my fist Paizocon... and the first gaming convention I will have atteneded in over 25 years!

Is anyone in this group planning to go to Paizocon this year?


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116. A local fishmonger has a very odd-looking catch on display. GM should describe the quite dead fish as a miniature or juveline version of a dangerous aquatic monster; e.g. an aboleth

117. The party passes several "Wanted" posters hung on trees or posts with a drawing of someone who looks very much like one of the PCs; the name is different and the crimes listed have nothing to do with anything the PCs have done.

118. Not long after making camp on the side of a trail, a well-spoken goblin approaches and asks if she can spend the night in the PCs' camp for protection. She explains that she had once been human, died, and was reincarnated as a goblin; but most humans (including her old friends) now shun her new form.

119. An elderly NPC mistakes one of the PCs for one of his children who'd moved away years ago; no amount of explanation can convince him otherwise.

120. After leaving a tavern, one of the PCs realizes that he must have picked up a similar-looking backpack that must belong to somebody else: none of the PC's equipment is in the backpack, but it is full of other things.


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99. The party encounters a traveling performer with a trained bear that does tricks.

100. A group of children dress up like the PCs and play at "adventuring" while following the PCs around town. This works best if the PCs have done something heroic in town and/or have been using the town as its base for a while.

101. While walking along a forest path, all of the flora become out-of-place for the climate or location.

102. The PCs encounter a friendly NPC they'd met earlier at a completely different location and context.

103. A large, cawing flock of ravens descends on the trees near the PCs, and then suddenly becomes quiet and silently watches them. This has happened to me in real life!

104. Squirrels invade the PCs' food stores.

105. While making camp, an awakened tree politely asks the PCs not to light a fire in its presence.


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It's your game. The rules are there to support the story, not the other way around. If you think the proposal sounds like the story you want to tell (and it sure sounds cool to me!) then let it work that way!

You could also/instead write up a custom occult ritual to handle this situation.


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Sara Marie wrote:

Diego: Can we have a "Answer the phone like Batman" day?

Diego: And when someone calls to ask "Why haven't I received my order yet?
Diego: We can use our Christian Bale voice and say "WHERE IS IT?!?" and hang up.

In my college freshman dorm (back in the '80s), there was a public phone in the common room that only made on-campus calls.

It was red.

If the phone rang, you were supposed to pick it up and say (in your best Adam West inpression) "Yes, Commisioner?!"


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I almost exclusively play human PCs. Thinking back to the 1990s, when character death became far less common, I can only think of three non-human PCs I've played. (A gnome in PFRPG, a half-elf in OGL/3.5, and a robot in GURPS:Space Opera.)

My male/female PC ratio is roughly 50/50.

I haven't been to a gaming convention since 1993.

I am not much of a fan of PFS. It's just not my cup of tea. (Although I will give PFS another try if I'm able to make it to Paizocon 2017.)

This one's only embarrassing when posting on the Paizo boards, but I've mostly moved away from PFRPG as my go-to system, in favor of more "rules-light" systems like Dungeon World and FATE Accelerated.

I have, by now, collected more RPG adventures than I will ever be able to run in my lifetime. That isn't stopping me from buying more!


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mechaPoet wrote:

Hi friends! I feel like I've been pretty quiet lately so I'm just checking in.

Kinda sad but still okay news: I quit my Pathfinder group last week. The people were okay, but I found myself not wanting to play Pathfinder (and I found it hard to warm up to the GM's style, regardless of who was running). I wanted to suggest some alternative games, but since the group was put together by some folks who explicitly wanted to play Pathfinder, I wanted to respect their efforts in putting it together and making the commutes to play, and in inviting me to join.

Good news: this past weekend I ran a Dungeon World one-shot for some friends that I'm much closer to. I was glad to finally take a step in the direction of playing games that I actually wanted to play. It was fun! It was definitely a little sloppy, because I didn't prepare very much (and Dungeon World isn't necessarily the kind of game you have to prep A LOT for), but still I had a good time and I think so did my friends. I'm thinking about whether I want to try to turn this into something regular, or if I should just try to do some more one-shots.

Dungeon World is AWESOME, and I'm glad you're having fun with it. It's become my favorite fantasy RPG system. (Sorry, Pathfinder!) The thing I like most about DW is how you never really know how a game is going to go, or whether a major new plot will spontaneously bubble to the surface. It's the best system for sandbox-style play I've ever encountered.

Another LBGTQ-friendly game that uses the same core mechainc as DW is Night Witches, which also looks amazing. I haven't played it yet (I have the PDF that I bought from DriveThruRPG), but I'm really itching to!


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Tacticslion wrote:
Todd Stewart wrote:
Merry Mikazemas to all!
Agreed! Miss that guy...

We all miss Mikaze. Hope he's doing well, wherever he is!


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Celestial Healer wrote:
So I got married.

Mazel tov!


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Back in my day, you had to be very careful to track how long it had been since you drank a potion before you drank another, or risk having to roll on the Potion Miscibility Table.


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Back in my day, Twilight 2000 took place in the distant future.


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I'm still buying materials for games I like but no longer really play.

I've spent WAY too much money on gaming stuff... over the years, easily over ten grand!

My wife is annoyed with me for taking over one of the bookshelves in the living room with my vast collection of gaming books and materials.

I put mostly gaming books on my Christmas list for the... um... probably 30th year in a row...


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pH unbalanced wrote:

MERP is Middle-Earth Role-Playing -- it was ICE's simplified version of Rolemaster which took place in Middle-Earth, back when they had the Tolkien license. IMO it played much better than Rolemaster, and you always had the option of pulling out some of the more detailed charts if you just *wanted* to roll a severity D Crushing critical. They had some really nice world-building, too, to flesh out the additional things you needed to run adventures in ME, and it was always very clear what was canon and what was their embellishment.

Sadly all of ICE's worldbuilding has now gone the way of the EU.

Oh, I remember RoleMaseter and MERP...

We tried to run a MERP campaign once when I was in college in the late '80s. I came to really hate the system. It always seems that one round of combat consisted of rolling dice and looking up the results on multiple tables, which was generally very tedious.

(Roll to hit and consult the hit success table! Now roll on the hit location table! Now roll damage! Now roll to see if it's a critical hit! Now roll on the critical effect table! Now roll the extra critical damage! Now make your defense roll to see if you have any broken bones! Now roll to see if your armor got damaged! Now rioll to see how much damage your armor took! Now roll because rolling dice is fun...)

After four sessions, we went back to D&D.


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Eldred the Grey wrote:

Its mostly fluff info that have maybe some cool options to allow you to grant a link between the past and present for your characters. It could also just provide inspiration for everyone which at times I admit to struggle with finding things that spark it. Take Shory for instance the info is fairly sparse which is great for future writers but fairly frustraiting for someone who is like me a fan of authenticity. Another was a throwaway line or two involving Aroden with the churches of his founders still having some power in Westcrown (CoT) and that he had other demigods serving him and that they maybe alive just forgotten. These are all great ideas its just the sparcity on some solid evidence and descriptions just makes me feel that some ideas will never be realised because there is nothing driving the inspiration for some concepts.

I'm fine with it spreading out bit by bit but possibly bigger chunks at around the 5-6 page limit rather than the 3-4 that currently seem to exist.

Thanks and sorry about the rant just needed to get it off the chest.

EtG.

Edit- Its just that the info is also so spread out as to be fairly expensive to assemble it all individually.

Well, when you're the GM, then what you say goes: Your version of Golarion is your version of Golarion. The only things that are canonical in your game are what you say is canon.

Feel free to write or re-write anything you want for the history of your game. If Paizo eventually publishes something that contradicts what you wrote, then it's up to you to either incorporate, retcon, or ignore the changes. (My rule of thumb: When conflicts arise, I use whatever I like better and/or is easier to adapt to the adventure I'm running.)

For example, when I ran Rise of the Runelords the first time, I used the original 3.5 versions. There were quite a few things that needed to be fleshed out, so (for example) I drew my own map of Turtleback Ferry and populated it with NPCs and subplots of my own design. When the Anniversary Edition came out, my PCs hadn't quite made it to that section of the adventure. I found that the devs had included a gazetteer of Turtleback Ferry that was generally similar but very different in the details. Honestly, I liked my version better, so it was my own version that the players encountered.


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Cole hit the nail on the head. From Paizo's perspective, the historical background info is only there to provide a foundation to write adventures set in the present.

The devs have gone on record saying that fully detailing what Golarion was like in, say, the Age of Enthronement (including player options, adventuring sites, etc) is effectively creating a new campaign world that would end up competing for market share with the main present-day world.

And what killed the old TSR was supporting too many competing campaign settings (Greyhawk, Forgotten Realms, Dragonlance, Eberron, Demiplane of Dread, etc.) People who played in, say, Greyhawk pretty much never bought Realms material, and vice-versa, which fragmented their own market, hurting their own sales.


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wraithstrike wrote:

It's been that way for over a decade now, and I(as a player) never found much wonder in magic items, and a lot of players feel that way. Making them rare doesn't translate to "more special" for everyone.

For the players that do see them as special, giving them something that is not in any official book still makes their eyes twinkle. What I plan to do next time I run a campaign is to use the unchained rules that allow enhancement bonuses to be built into the character. That way they can spend gold on magic items for the "cool factor" vs the "need factor".

That's what I'll be doing going forward. Magic items other than scrolls and potions will become rare, and those that do appear will be unique.


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Pathfinder #42: Sanctum of the Serpent God has a full deity article about Ydersius.

Pathfinder #65: Into the Nightmare Rift has a full deity article about Lissala.

Pathfinder #100: A Song of Silver has a deity article about the church of Aroden before his death.


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Smurfy smurfs! Smurfy smurfs!
Smurfing all the smurf!
Oh what smurfs that smurfs those smurfs
On a smurf-smurf smurfing smurf!


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DM_Kumo Gekkou wrote:
Tacticslion wrote:

He was noted as being a super-mythic wizard - when and how he became mythic is, as noted, extremely vague, but even in ancient Azlant he had a kind of micro-cult devoted to him, because of his mad sword-making skills... so much so that even the Runelords of Thassilon knew of him and his importance.

See, it was his sword which would determine the next emperor of Azlant, but he found none of the potential heirs worthy; thus, he kept it for a worthy heir.

In the end, he became a god by raising the Starstone, but he was definitely godly prior to that moment.

Having the ability to make a blade like that (with so much importance resting on it) implies, to me at least, that he was mythic, even at the time, while his many various feats (including solo'ing a CR 39 demon lord and said demon-lord's horde; laying out a super-wizard hopped up on so much necromancy magic that he surpassed the noted ability of the Runelord of Gluttony himself*; to other great deeds) would be impossible for even a "normal" 20th level dude with lots of time on his hands.

* As I understand it. Admittedly, that loss was kiiiiiiiiind-of-sort-of on purpose, it was definitively a loss in personal combat to the point of death.

This is great info! Do you have sources for all this, I would love to read in more detail. The only info I have is from the pathfinder wiki and inner sea gods.

Check out the Aroden article in Pathfinder #100: A Song of Silver.


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I had an exchange student from India stay with me for three months this time last year. He had also never seen snow before.

He also started complaining about how cold it was getting in early October, when it got down to a bone-chilling 55°F.

"Wow! Does it get much colder than this?"

"Son, you ain't seen nothing yet!"


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<Waste>post Sphere wrote:
you are not giving me very good ammunition for my PFS captain hal

See above.


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Chris Lambertz wrote:

Katina Slitherus Snek

Katina He is gifted legilimensssssssssssssssssss

My daughter has a ouroboros pendant that she wears fairly often.

She calls it her "sneklace."


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<Waste>post Sphere wrote:
...if the grig was a oracle, would you say it should be allowed in PFS?

See above.


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Tacticslion wrote:

To be clear, there was a section with just clarifications (just in case, as some like those kinds of things), and no question within, but immediately before that was a question about gestalting all of your previous answers; specifically, the question is, "What are you?!" put into the context of that conceptual gestalt (as opposed to the, "What are you?!" aimed at your actual real-world self, which would likely be more obvious - though you should feel free to answer that, too, should you like.) Please note, the answer "awesome" was already acknowledge and preempted with a clarification of, "(Other than "awesome" - naturally.)" in the same paragraph.

Enjoy!

(As an aside, when dealing with walls of whatever that I'm attempting to respond to, I find the copy/paste and multiple tabs options to be extremely helpful. When on a mobile device, this doesn't work, of course, and I agree entirely; on a PC, however, I don't have issues, though you may need a different browser - both Firefox and Chrome have worked well for me.)

So I guess the answer to the above question would be "Super Silver Lantern Magic Dragon," which sounds like a 1970s anime series.

I mostly use my phone when on the messageboards, except when I'm GMing one of my PbPs. When there's more text in the question than appears when you click the "Reply" link, it gets tough to answer, as I have to scroll up-and-down repeatedly.


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This sounds like a conflict of play style at your table.

You have one player who is a consumate optimizer, and other players that aren't. This kind of problem boils down to having two sets of players that are essentially trying to play different games at the same table, and are ending up resenting each other over it.

There really is no way to solve this problem in-game or by rigorous application of the rules. This can only be solved by an out-of-game discussion between you and your players to hash over expectations and what they want out of the game. Because the only way to play an RPG "wrong" is if someone isn't having fun.


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Limeylongears wrote:
who is best wizard in wizard contest is it elminster or mordenkainen

I have never once played in the Forgotten Realms, and have read scant little FR material, so I really don't have any opinion on Elminster. So, Mordenkainen wins by default.

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