Gambler

Hythlodeus's page

774 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 774 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

sadly, no. SD could use a lot of these


I never felt so meh about an AP


The Shifty Mongoose wrote:
my players would take it as an irritant if some of them got to level up while others were held back because their family needed something or similar.

that's why my players get the XP regardless of showing up or missing a session


Let's see, we will finish this AP in 2 weeks. The party is still the same after 35 months. The only difference is that the wizard changed identities and appearances for personal In-Game reasons. And a cohort was added. I think I will post the final line up once they defeated Karzoug


I use a hybrid system, really, where the players level around the time they get to the milestones bit still get XP as rewards every session. Never underestimate the value of Players getting rewards


Iron Piratez?


5 people marked this as a favorite.
*Thelith wrote:


where we use inches feet yards and miles.

you should consider using commas too


Vidmaster7 wrote:
Its special because almost all of the world uses it. It would be far more convenient for people traveling abroad if they already knew the measurement system.

that might be one reason, why Americans stick to their system. Not a large percentage seems to travel abroad, except for military purposes I guess, so there is never a need to get accustomed to the metric system


2 people marked this as a favorite.
cfalcon wrote:
Kerrilyn wrote:
I was rather disturbed by Starfinder's use of obsolete units.
Imperial units are used daily in America. They are assuredly not "obsolete".

7.3 billion people would disagree


2 people marked this as a favorite.

hmmm...since both me and my brother in law are both adult males, let's compare our shoes. his are about 6 or 7 cm shorter than mine. a reference point that variable is just not a godd nough reference point to begin with. 20 of his shoes compared to 20 of mine and the difference is somewhere between 1m20 and 1m40.
that's a freakin huge difference on a short distance like that.

story heights here are between 3m and 5m, depending on how old that building is. sometimes, they are even higher. so a 20 ft dragon could be both 6m or 10m high, again, as a reference point, the diference is way to big.


You don't need to. I was just interested what you think a class like that (for example) would look like


Malk_Content wrote:
Hythlodeus wrote:

What would a Kinteicist need that wasn't covered in the game before? Or the Occultist?

Somehow Paizo managed to finde places that the Occult classes can inhabit that most of us hadn't thought about before.
I don't see how that can't be the same with classes from other cultures. Let your imagination run wild
Ah so your concept of what the game needs that makes it only 3/4 complete doesn't actually include any specific ideas or even an off the top of your head consideration of why it isn't a concept that can already be emulated sufficiently well?

nope, I have a couple of ideas for that class and for a couple of others. Actually, I'm working on ideas to create mechanics for some of the classes, especially the Ozelotl, that are new and unique. I'm just not sure I'm ready to share those ideas yet (since it is very early) or if I want to share them for free.

Just in case those classes ever make it out of the homebrew into published products, I play it close to my vest, atm

In the meantime, what do YOU think could make classes like that special?


1 person marked this as a favorite.

I hope not. Not because high level is too complicated, but because, I as a GM want to have the space to conclude the AP organically after the last encounter. A post scriptum or an Epilogue if you want. With nowhere to go in level 20 that possibility is smaller than at levels 17/18


2 people marked this as a favorite.

What would a Kinteicist need that wasn't covered in the game before? Or the Occultist?
Somehow Paizo managed to finde places that the Occult classes can inhabit that most of us hadn't thought about before.
I don't see how that can't be the same with classes from other cultures. Let your imagination run wild


3 people marked this as a favorite.
Zaister wrote:
Hythlodeus wrote:
I somehow can't agree with having a 'complete game', not with all the design space still left. 3/4 of a complete game, maybe
So, what's missing in your view, then? For example, we currently have, 40 classes, I think. By your calculation there should be "design space" for about 13 more. Like what? I'm curious.

easy answer. Look outside the eurocentric fantasy tropes to other cultures and many new options open themselves. I feel with the Occult classes a first step in that direction has been taken, but there's obviously more to be mined. A little bit of creativity might be needed, but honestly it is not that hard to do. The Ozelotl, Jaguar Warrior, Class I mentioned in the New Classes thread took me full two minutes to come up with and with a little more thought behind it than just a first reaction I can see a niche for that class that is not filled currently.

Could a lot of those classes also be made with archetypes? probably. Just like Samurai and Ninja, that would be not that hard to do, but the message of "the eurocentristic class is the real, pure one, the others are just archetypes of the same theme" is nothing I particulary like.

Then, of course, there is still space for a functional, playable PC Noble/Aristocrat/Diplomat class, that I don't think exists right now other than putting that concept on the engine of other classes. Same goes for a Merchant themed class.

Others came up with the idea of seafaring classes, which I agree is interesting design space mostly not used right now.

So, yes, there's still design space left if you have the will, the imagination and rule mastery to make it happen


2 people marked this as a favorite.

I somehow can't agree with having a 'complete game', not with all the design space still left. 3/4 of a complete game, maybe


3 people marked this as a favorite.

I'm not trying to start a fight, but take the RP out of the RPG and all you have left is a G and that's the point where I start thinking about playing Monopoly instead


3 people marked this as a favorite.
gustavo iglesias wrote:
The fighter do not have the option to, say, lead armies, forge empires, or become a legend.

so role playing is not an option, I see. I'd argue that a good Leadership score might give you an army to lead, that the Kingdom building rules will help you forge empires and that you might become a legend if you actually do something legendary so, the options are there if you are looking for them


3 people marked this as a favorite.

so, just to understand that, you're saying your group is not trying to control where the fighting tankes place and keep the monsters away from the squishys but stand in line and wait for the monsters to come to them, because the monsters mobilty is to high? they are not blocking the way, they are not slowing the monster down, they just enter the room and wait? (and then also not get buffed but have to watch how those resources go to a summoned monster that's way beyond their power level)

look, I'm not telling you how to run your encounters, because you do your thing and all power to you, but...this looks really like a problem with the party's tactics than with the mechanics of the game


4d6 drop lowest should do the trick and I only allow one reroll without ever having thoughts if the ability score is higher or lower than any given point buy. does that make me "the cancer that is killing tabletop RPGs"?


1 person marked this as a favorite.

so, uh, your frontliners WAIT until the monsters come to THEM?


Athaleon wrote:


I've found that when it comes to important things like ability scores and HP, many people indeed prefer point-buy for the former and taking the average for the latter.

o.O

I've never met those people, where can I find them?


2 people marked this as a favorite.

wait, why is the caster standing next to the martials and why are the buffers buffing the summoned monster which is not as effective as buffing the martials?


Vidmaster7 wrote:
Hythlodeus wrote:

this sounds more like a problem of less than ideal tactics and not everyone playing to the strengths of their characters, as far as I can deduce.

how would you describe a typical encounter, where you thing the problem you assume is so evident, usually shows up? what are your tanks doing? what are the spellcasters doing? are the tank characters doing their job of keeping the enemies out of reach of the squishy spellcaster? is the buffer helping them before or during the encounter? I think I need more input to analyze what is going wrong here
Honestly probably best to take it to another thread.

probably, but if it helps to ease his worries, it helps


2 people marked this as a favorite.

this sounds more like a problem of less than ideal tactics and not everyone playing to the strengths of their characters, as far as I can deduce.
how would you describe a typical encounter, where you thing the problem you assume is so evident, usually shows up? what are your tanks doing? what are the spellcasters doing? are the tank characters doing their job of keeping the enemies out of reach of the squishy spellcaster? is the buffer helping them before or during the encounter? I think I need more input to analyze what is going wrong here


Malk_Content wrote:
Hythlodeus wrote:

err.. I have a name, you know, you can use it.

on the topic of

Quote:
as a business they best be paying attention to what 5e is doing

are you sure? look at what Marvel Studios has done over the last decade with their Cinematic Universe. Now THAT was a game changer. Look at all the businesses that tried their best to emulate that model and see how fast they crashed and burned. Was it in Universal's best interest to try to start their cinematic universe and crashland twice over the last, what?, 5 years? Was it in WB's best business interest to try to start their DC cinematic universe with Green Lantern, only to fail spectaculary and then to start it again with those awful Snyder movies?

Sometimes the best one business can do is to look at what the competitors do and just go in a different direction than to try and copy their success

Almost everything about DCs film direction, apart from the fact they are super hero movies, is very different from the MCU.

mostly the quality, really


4 people marked this as a favorite.
Rob Godfrey wrote:
so everyone else competes,

again, why is it a competition? does the GM hand out a prize or something? at the end of the campaign, will one character be crowned MVP? you're in the same f***ing team, there's no need to compete


3 people marked this as a favorite.
Rob Godfrey wrote:
Hythlodeus wrote:

how is "casters are more powerful than non casters" a fact? everyone is very specialized in what they are doing and what they are doing is simply not the same.

also: how the hell is that a competition? I was under the impression the members of the group were working together not against each others
'casters being more powerful than non-casters' always has been a fact

sounds more like an opinion to me


2 people marked this as a favorite.
Fuzzypaws wrote:
Kaladin_Stormblessed wrote:
That sounds cool until someone summons a lillend azata and the GM needs to stop and customize it, or (possibly even worse) have the player do so. Let alone if they summon 1d3 of them.

Summoning is already a gamestopper unless the GM enforces that characters with summoning spells have their stuff looked up ahead of time, instead of poring over the options in the monster manual. So if you want to summon chaotic outsiders, you have your little stat block already written out in your notes or you don't get to.

The GM would already have this worked out ahead of the adventure and presumably could just toss d100 a couple times to build it instantly if forced to improvise.

I agree here. If a player summons something, it's his or her job to have the stats ready


3 people marked this as a favorite.

how is "casters are more powerful than non casters" a fact? everyone is very specialized in what they are doing and what they are doing is simply not the same.
also: how the hell is that a competition? I was under the impression the members of the group were working together not against each others


3 people marked this as a favorite.

err.. I have a name, you know, you can use it.

on the topic of

Quote:
as a business they best be paying attention to what 5e is doing

are you sure? look at what Marvel Studios has done over the last decade with their Cinematic Universe. Now THAT was a game changer. Look at all the businesses that tried their best to emulate that model and see how fast they crashed and burned. Was it in Universal's best interest to try to start their cinematic universe and crashland twice over the last, what?, 5 years? Was it in WB's best business interest to try to start their DC cinematic universe with Green Lantern, only to fail spectaculary and then to start it again with those awful Snyder movies?

Sometimes the best one business can do is to look at what the competitors do and just go in a different direction than to try and copy their success


CrystalSeas wrote:

Beer comes in pints

A gallon is 8 beers. A quart is 2 beers.

Beer comes in 2 liters, 0,75 liters, 0,5 liters, 0,25 liters and sometimes 0,1 liters, depending what and where you order. so, is a gallon 8x2 liters, 8x0,75 liters, 8x0,5 liters, 8x0,25 liters or 8x0,1 liters?


5 people marked this as a favorite.

it depends


1 person marked this as a favorite.
jimthegray wrote:
Demon Lord of Paladins! wrote:
Kerrilyn wrote:


The hubby insists we watch that every Christmas since it's a "Christmas Movie"....somehow?
Because it is.
yep a estranged husband overcomes ordeals around Christmas and by the end they are once again a family

sadly, not enough people get that


Set wrote:
Hythlodeus wrote:

ocēlōtl: A jaguar themed martial shifter class that gain their power with divine help, be it from Tezcatlipoca (or whatever the Golarion/Arcadia equivalent of Tezcatlipoca is) or from other gods (in which case the jaguar theme might change to a theme more appropriate to those other gods)

(dammit, I actually want to see that class in PF1 now)

Jaguar knights are cool as all hell, but I suspect we won't see anything on that lines until they get around to fleshing out Arcadia, in 1d10 + 2018

maybe I should just flesh out my Apocalypto meets The Tempest meets Erich von Däniken campaign idea into AP form and do the Ocēlōtl class myself


ah, those sweet summer childs will learn their lesson sooner or later


magnuskn wrote:
TriOmegaZero wrote:
magnuskn wrote:
Oh, okay, so you still need rules mastery, only now you can choose to do it yourself or burden it on someone else. Gotcha. :)
Or you can not worry so damn much about following the letter of the rules when it gets in the way.
If I want to play magical tea party, then I can do it in systems better suited for that playstyle.

you can play magical tea party in any system you want, we won't judge you as long as dice are involved


1 person marked this as a favorite.
TriOmegaZero wrote:
Oh wait, the 'dire fate' thing was ironic.

like rain on your wedding day


2 people marked this as a favorite.
magnuskn wrote:
Also, it helps defend against rules lawyers

there is literally no need to defend against them, since they are not your enemies. use their knowledge, give them that book to look up the solution to your problem. when in doubt, ask them questions. you're all in this group together


Matthew Downie wrote:
Hythlodeus wrote:
magnuskn wrote:
DM_aka_Dudemeister wrote:
RPG System mastery is the most useless thing to take personal pride in.
Not as a GM, since it literally allows you to do your job better for your players. Nothing is more frustrating in a game for everybody than when I have to pick up the rulebook for five minutes and interrupt the flow of the story/combat, because it's "how does overrun work again?" time.
just hand the book to a player to look it up while you continue to GM and keep the flow..uh..flowing
What does continuing to GM involve in this situation? If we're looking up how the ability works, I'd normally freeze time until we find out.

that depends on your GM style really. Or on the flow. You could describe said action while someone else is figuring out the game mechanics or you could move to the next player's turn while making it clear that ther might be wriggle room, depending on the outcome of whatever is looked up right now. point is: you don't have to take a break from gaming everytime something has to be looked up


DM_aka_Dudemeister wrote:


The Rules are the least important part of being a good GM.

You can be a good GM and leave game mastery to a player. In fact we’ve done this multiple times in my groups.

The important part of being a GM is being a fan of your players, a willingness to run the game, and the ability to improvise and adapt to player choice.

I... uh... I'm...Did we just agree on something?


1 person marked this as a favorite.
magnuskn wrote:
DM_aka_Dudemeister wrote:
RPG System mastery is the most useless thing to take personal pride in.
Not as a GM, since it literally allows you to do your job better for your players. Nothing is more frustrating in a game for everybody than when I have to pick up the rulebook for five minutes and interrupt the flow of the story/combat, because it's "how does overrun work again?" time.

just hand the book to a player to look it up while you continue to GM and keep the flow..uh..flowing


6 people marked this as a favorite.
Knight_Druid wrote:
Pathfinder = too many books, too many rules

it's called 'options' and 'variety', it makes characters diverse. that's a good thing

Knight_Druid wrote:
and too many people who play for system-mastery.

in the end, the only people that matter are you and your group of friends around the table. who cares how others play the game?

Knight_Druid wrote:
5th Edition D&D = streamlined rules (advantage/disadvantage is a game changer)

and what a game changer it is. simplifying to the extrem, sucking the joy out of everyone who ever looked at a RPG book with interest. seriously, though. the advantage system is one of the biggest minuses in my book for 5th E

Knight_Druid wrote:
and brings new people to the hobby.

on this we can agree.


2 people marked this as a favorite.

Hmm...waking up to this, I like how Power Attack and Sudden Charge sounds, not too fond of making AoO and Charge something that has to be learned. I like the variety of shield stuff.

Ask me again after my second coffee though and depending on if I had enough Resonance for the coffee to work my mood might change


2 people marked this as a favorite.
TheFinish wrote:
David knott 242 wrote:

For example, one think I recall reading about katanas is that they are superior to Western swords at slicing through unarmored opponents but inferior to them at hacking through heavy armor of the sort commonly worn in medieval Europe.

They really aren't, besides the fact that they're both equally good at hacking through armor. That is, they're both absolutely terrible at it and you should never try to do that. A curved sword may cut deeper due to the more extended blade contact, but that's about it.

Katanas aren't really better at anything, they just have that reputation because of being....well, exotic. In reality they're just okay swords, nothing special. So, I've no problem with the game treating them as martial weapons, so long as they aren't better than the other weapons in the class.

One does not hack with Katanas. One slices. Never hack. That's what European swords are for.

(That's the short, abridged and nicer version of a very long, earnest speech my old Sensei would have given you only for implicating Katanas are used the same way)


Matthew Downie wrote:
Kerrilyn wrote:

why are CLW wands so cheap if they always sell out? The magic shopkeeps don't understand supply, price, and demand I guess?

The standard economy where CLW wands are easy to find and cheap to buy makes sense to me. A CLW wand takes a few hours to craft (for 375gp) and is probably one of the easier magic items to sell (for 750gp) since the demand is so high. Going by my standard '1gp = $100' rule of thumb, that's $37,500 profit for half a day of work (minus overhead costs for the magic shop). So lots of people will be making a good living in the CLW-wand-crafting business. The prices are probably kept stable by guild pricing regulations.

let's say the average household consists of four people. a CLW wand with 50 charges that heals 50 minor to major injuries like broken bones or flesh wounds probably lasts at least half a life time for them. and the 750 GP are way beyond what Farmer Joe and his family earn in three generations. So I don't see a huge market there.

Nobles can afford them, but their lives might be not as dangerous as the lives of the peasants (except maybe hubting incidents or a taste for dangerous sports), so, again, one wand per noble house is probably enough for a decade or so.

The market for CLW consists mostly of mercenary groups with a rich sponsor or Adventurers. And I don't think Adventurers are as common as some believe. The characters are special for a reason.

So, we are talking about a very small niche here, with not much demand outside of the PCs and a handful of NPCs who can afford it.


2 people marked this as a favorite.
Milo v3 wrote:
Also, PFS exists, and it's rather annoying

I tend to agree, but I also accept it might have its merits


FaerieGodfather wrote:
Hythlodeus wrote:
well, to be fair, try to swing a Katana like a European sword of about the same size, use the same fighting technique and it won't do you any good. And vice versa actually.

This, right here, is the exact problem.

If Western and Eastern swordsmanship require more-or-less equivalent modifications in technique...

... why do the Eastern weapons require an Exotic Weapon Proficiency, while their Western equivalents do not?

You're assuming that Western weapons and training are the automatic default, and that Eastern weapons and traiing are extra for the assumed Western characters. It's a screaming Orientalism.

If you're playing a character, as noted above, that's culturally rooted elsewhere and not pseudo-Europe, please, for all purposes, just change what defines exotic weapon for them. If the character grew up with Katanas but not broadswords, treat the Katana as the standard martial weapon and the broadsword as exotic.

It's common sense, basically, even though never explicitly stated in any rule book. We do that since the very first days of 3.0. The exotic weapon proficiency just means you have to lear new techniques to wield weapons that are wielded differently than the ones you are culturally accustomed, especially if they share enough similarity to be mistreated


2 people marked this as a favorite.
Oceanshieldwolf wrote:


RPGs are not, to me, a team game, they are a game of playing roles

ideally, they're both at the same time.

unless they are video games of course, in which case, they are neither


1 person marked this as a favorite.

ocēlōtl: A jaguar themed martial shifter class that gain their power with divine help, be it from Tezcatlipoca (or whatever the Golarion/Arcadia equivalent of Tezcatlipoca is) or from other gods (in which case the jaguar theme might change to a theme more appropriate to those other gods)
(dammit, I actually want to see that class in PF1 now)

1 to 50 of 774 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>