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Are these decent stats for a two-weapon-fighting barbarian? Level 12 orc (not half-orc) barbarian, 15 point buy:
The low AC and saves really worry me, and the attack rolls aren't super-awesome looking either because of the -4 to each one from two-weapon combat. Having never played above level 10 before, do these look decent? Thank you! How important to you are sample creatures for templates? If templates in a bestiary (Paizo official or otherwise) didn't have sample creatures, would you miss them? If a book which consisted exclusively of templates (like Green Ronin's Advanced Bestiary) didn't have many sample creatures, would you miss them? Note that the same space which would have been used for the sample would be used for other content... more art, more monsters or templates, a new item or feat related to the template, more descriptive text (which is all too short due to space, at least in the Paizo Bestiaries), etc. What if the book was cheaper because the samples weren't there? Writing a little fluff text or a new item/feat presumably doesn't cost as much as writing up a full stats block. Templates with obvious main uses (e.g., human warrior skeletons and zombies, werewolf lycanthropes) would still have samples, but not things like half-celestial and ghost. What are your thoughts? Pathfinder books, including APs, smaller supplements, and core books, since the release of the PFRPG (and maybe a few before that) specify that the "game mechanics" of the book are open game content, except for anything already declared as product identity. Books prior to these used the broader and clearer word "contents", referring to the entire contents of the book, except for things declared as product identity. I'm wondering what the definition of "game mechanics" is. Are feat, spell, creature, etc. names (barring any proper names included therein) OGC? How about (and this is the big one) descriptive text contained within stat blocks? I just opened the Advanced Player's Guide to page 239 and saw, in the description of a spell: "Retribution blasts those who have the temerity to assault your person". Since this is part of the spell description (and an integral part of it, in my opinion), it seems like it should qualify as part of the "game mechanics"... but at the same time, it is purely descriptive text. Many spells have such examples (even material component descriptions like "a pinch of sand" or "a bit of plaster" aren't really game-mechanics-based). Many of the PFRPG books also include short descriptions before classes, feats, and archetypes, and this question comes up again. Although the descriptions aren't really "game mechanics", they are integral to understanding the topic. I note that d20pfsrd.com includes this descriptive text, such as on the page describing the Two-Weapon Warrior archetype. Is that within the bounds of the definition "game mechanics"? I'd just like to have some clarification before I put too much work into some OGL websites/books/etc. (not specifying what it is ATM). As stated in the title. I'm looking to get a group together in West Chester. Check out my craigslist posting for the game for details. You can contact me via the email address in the posting there. Hi! One of my players seems to have disappeared and hasn't posted in about a month, so I'm looking for a replacement. This is a permanent slot... if the original player comes back, you can both stay in the game. If you're interested, please post here and then in the game's discussion thread once you're pretty much ready. If there's interest I can help out with character background so that you can be added into the campaign smoothly. I'm really looking for someone who enjoys a mix of roleplaying and combat, maybe with a little bit of emphasis on roleplaying (at least the first half of the campaign is going to be fairly urban-based, so there'll be a lot of good Roleplaying opportunities). Thank you for your interest. EDIT: You can also read up on what's already happened in the adventure thread. If you're interested in joining the game, please do not look at spoilered text. Thanks! Hi- As a superscriber having selected the "hold for monthly shipment" option, I have to ask: Will the October shipment of PF14, PF15, LB2, D4, Elves of Golarion, and Gods & Magic go over the 4 pound (if I remember correctly) weight limit before the shipping charge starts increasing exponentially? If so, would it be possible for me to change my shipping method to "hold for each AP," just for this month, if that would be cheaper? Thanks! I just thought of these two variant ideas that might make the cleric be more than a simple healer who has to always be adjacent to allies: Swift Healing: At 1st level, a cleric can cast any cure spells that she has prepared as swift actions instead of standard actions. A cleric casting cure spells spontaneously or from magic items does not gain this benefit for those spells, although cure spell-like abilities granted by the cleric's domain benefit from this ability. Ranged Healing: At 1st level, a cleric can cast any cure spells that she has prepared as if they had a range of Close (25 ft. + 5 ft./2 levels) instead of Touch. A cleric casting cure spells spontaneously or from magic items does not gain this benefit for those spells, although cure spell-like abilities granted by the cleric's domain benefit from this ability. If using a cure spell at a range to attack undead, the cleric makes a ranged touch attack. Then there could be a feat for each of these abilities that allows them tot apply to spontaneous casting, or maybe a class feature at another level. With this variant, clerics would be able to use more of their non-healing spells and not need to stay in the middle of the action if they don't want to. Comments? Ideas? I just signed up for the Pathfinder AP and Modules subscriptions, and I have two more questions (Cosmo answered my others in another thread): -The Pathfinder Advantage did not look like it was applied to the Module. I believe that Cosmo said that's because the Advantage does not apply to your first subscription shipment until you have received at least 1 AP adventure, correct? -I had accidentally backed up a page while I was getting the subscriptions set up, and returned to the main cart page. I noticed that the shipping method had changed from the "Hold for Monthly Shipment" option that I had selected to the "Never Hold Anything" option. I changed that, but then when I first looked at the My Subscriptions page, the "Never Hold Anything" option was checked again, so I switched that over to the "Hold for Monthly Shipment" option. Is it kind of normal for it to switch like that? Should I be checking the My Subscriptions page periodically to make sure it hasn't reverted again? I'm just concerned because I really don't want to have the stuff shipped separately. Thanks! I'm considering subscribing, but I have a few questions first. -So I'd get the Player's Guide free even if I selected Elves of Golarion as the 1st Companion in my subscription (assuming that I also get the AP subscription). -How are the book shipped, if shipping is by USPS? I think I heard that its in a mailer if you only have 1 subscription, but that it is in the box if you have 2-4. Is that right? Also, how sturdy are the mailers if they are used? I don't want Pathfinder to get bent or torn the way that Dungeon magazine was. -If I begin subscriptions with PF13, Gods & Magic, Elves of Golarion, and LB1, will I get PF13 and LB1 shortly or will they wait until the other two come out in October, if I choose to have items shipped monthly? Thanks! EDIT: Also, when I have all 4 subscriptions in my cart, it doesn't show that the Pathfinder Advantage is applied at all. Does this take effect if multiple items, including the first volume of my AP subscription, are shipped at once? Is it possible to determine how much shipping would cost for a subscription before committing the subscription? If so, could someone tell me how... I can't see to find it anywhere. EDIT: Also, if I were to start a new subscription now starting with PF13, would I get the Player's Guide for free? Or did you need to subscribe before now to get the Guide? Hi! I'm hoping that this thread can be used as the primary thread to discuss the barbarian's rage and rage powers. I'll start it off. GENERAL RAGE IDEAS I think that having a barbarian using rage points for their normal rage, and not just their rage powers, is a good idea. However, assuming that the barbarian has a Con score of about 14, they can only rage for 6 rounds a day at 1st level. This is similar to how long it could be in v3.5... with the exception being that barbarians are now more dependent than ever upon their rage ability. I think that making it 10 + Con modifier at 1st level would be better (or just use Con score) for this sort of build, but then using the 2 + Con modifier at additional levels. SPECIFIC RAGE POWERS Animal Fury: Could have the option of using the bite as a secondary attack in conjunction with a weapon attack, with the bite taking the normal -5 penalty to the attack roll. Guarded Stance: Should cost more rage points... 6, perhaps? Increased Damage Reduction:I think that this should by +1 DR per 2 rage points, maximum of DR 5, and minimum barbarian level 8th. Powerful Blow: Should probably use 1/2 barbarian level, not barbarian level, to determine effect. Quick Reflexes: I don't think that you should be able to use this in the same round as Combat Reflexes. Renewed Vigor: I think that this should be scalable. If you pay 12 rage points, its 2d8 + twice Con modifier hp, and if you pay 18 its 3d8 + three times Con modifier hp. Strength Surge: Should probably use 1/2 barbarian level, not barbarian level, to determine effect. Surprise Accuracy: Should probably use 1/2 barbarian level, not barbarian level, to determine effect. RAGE FEATS Just like spellcasters have metamagic feats, I think that barbarians should have "rage" feats, which require the ability to rage. These feats would effectively be additional rage powers that the barbarian would gain access to as long as he has the feat. This way, you could give barbarians more rage powers than normal at the cost of a feat. Maybe the most powerful rage powers could be made into feats, or maybe "improved" versions of other rage powers. I was just thinking about this a few days ago... Paizo is planning to switch all of their APs, modules, chronicles books, and companion books over to PRPG when the final rules release in August 2009. BUT, since the core book won't contain monsters, wouldn't that mean that until a "core" monster book is released, the other books will have to contain full statistics for every monster so that players who don't have the 3E/v3.5 MM can still use the books? And would it need to continue like that until there is a real PRPG monster book? I'm just worried because statistics are statistics... what makes Paizo's stuff great is the fluff, and if there isn't as much room for that... eck. Just a thought. [A note: The players in my PbP game shouldn't look at this]. Okay, so I'm creating an NPC. The exact character in question is a Dwarf Cleric of Lamashtu (long story) with the Madness and Strength domains. How do I determine the save DCs for his domain-granted spell-like abilities? Madness, for example, grants lesser confusion as a spell-like ability, but lesser confusion is not on the cleric spell list. So, is the save DC determined as if it were being cast by a member of the class that can use it? If there were multiple classes at different levels, which one would you use? Is the save DC automatically determined as if it were a level 0 spell? I vaguely remember seeing something in a v3.5 book about this, but I can't seem to find it. I just have a question about the Modules: How many pages are typically taken up for the pre-made characters, credits, TOC, ads, and the "next volume" preview (if there is one)? That stuff is pretty much useless to me, so I was wondering what part of the page count I wouldn't use if I started buying them (although I'm sure that the rest of the content more than makes up for those pages!) Thanks! The biggest thing that had drawn me to 4th edition before scraping it for Pathfinder was the "all classes have powers" concept. I love it. And I was thinking... Paizo's already done something with it in the form of the Vital Strike feats, but is there any chance that we could get maybe 25-50 combat feats that allow alternate types of attacks with additional benefits (balanced by equal penalties)? It would still be backwards compatible, and it might help draw some of the 4E players over to PRPG. Just my ramblings. Anybody else have ideas about this? Hi! Iziak here. I’m wondering if anyone around these parts would be interested in a Rise of the Runelords/Curse of the Crimson Throne Hybrid Play-By-Post. Although I know that there are some other RoTR and CotCT PbP’s already active, the main reason that I want to do this is because A) I need a group and B) I want to test out the PRPG Beta rules. Also, this game will be different from those because it combines many elements from both Adventure Paths into a single campaign. Also, I’m fine with you joining in even if you’ve already read or GM’d one or both of those Adventure Paths. Now, on we go: POSTING GUIDELINES I hope for postings from everyone at least once per day, if not more. If you are unable to post on a particular day, I may post in your stead if necessary. I plan to check the ‘boards a few times a day, but sometimes that might not happen… I’ll take a look as much as is reasonably possible, and I hope that you do the same. I don’t feel that other players are going to cheat… that’s just not cool and it goes against the spirit of playtesting. So, you can roll your dice at home. Just post the total, MODIFIED, result. For attacks, please post attack roll and damage roll at the same time. CHARACTERS All rules in the Pathfinder Roleplaying Game Beta Playtest Edition are usable by players. In addition, in the spirit of backwards-compatability, I’m also allowing most rules (by Paizo, Wizards, or another company) designed for 3.0/3.5. If you use something not from the PRPG Beta, however, please notify me of the source and page that it is in, and provide full rules text (for a race, feat, spell, or magic item) or provide most rules text if asked (for classes and other major rules elements). Ability scores are generated using the standard PRPG Beta point buy system. The following races are allowed: the core seven, tieflings (without a level adjustment and without the darkness spell-like ability), changelings (with the addition of +2 to any ability score), shifters (with the addition of +2 Wisdom and the removal of -2 Intelligence), and warforged (with the addition of +2 Intelligence and the removal of -2 Wisdom). The following classes are allowed: the core eleven, warlock, duskblade, hexblade, scout, psion, psychic warrior, wilder, soulknife, dragonfire adept, factotum, dragon shaman, artificer, warmage, and spellthief. The Chaotic Good paladin variant in Unearthed Arcana is also fine for use. Other races or classes may be possible, but please check with me before using them. PLAYTESTING GOALS I hope to start a thread in the Playtest Discussion forum to cover various things regarding three points, as they are found in the campaign: 1) Backwards Compatibility is a first. I am allowing most 3.0/3.5 rules from most companies into the game without modification to make the rules equivalent to those in PRPG Beta (although any changes necessary to make them function will be made). Monsters and NPCs may be tweaked slightly to account for a few more hit points, etc., as explained in the Beta. 2) Fun is about on par with compatibility. If one of my players or I ever comes across a new rule that really doesn’t make sense and detracts from the game, or one that makes the game immensely better, I hope to post information about it. 3) Simplification is important. Rules such as polymorph and grapple have hopefully been simplified, as has turning undead to some extent (with a positive energy heals living/hurts undead and vice versa) but whenever such rules come into play I will report on how well they play. I’m hoping for a total of 3-5 players. I already have one player, Tomato26. The following spoiler is for anyone interested in how a hybrid of the two APs would be. Please don’t look at it unless you’ve already read one or both of the APS. Spoiler:
Instead of Sandpoint, much of the action takes place in and around Korvosa. PF7 is left mostly intact, but with some elements of PF1. After that, PF2 and PF8 really blend together with the PCs exploring the haunted mansion to try to find the source of the disease. The fortress in PF3 would be used near the end of PF9 (which would have a lot of modifications). Much of PF4 becomes a dungeon-crawly side trek in PF10, which is modified quite a bit. PF 5 and 6 remain mostly intact, but with a decent number of modifications. If there are any other questions, please post here. Thanks! Hi! I recently posted here looking for players for a Beta-rules RoTR campaign. If/when it gets off the ground, I hope to post in this thread with my commentary on how the Beta rules plays. Before we get started with that, however, I want to state my goals for this playtest: 1) Backwards Compatibility is a first. I am allowing most 3.0/3.5 rules from most companies into the game without modification to make the rules equivalent to those in PRPG Beta (although any changes necessary to make them function will be made). Monsters and NPCs may be tweaked slightly to account for a few more hit points, etc., as explained in the Beta. 2) Fun is about on par with compatibility. If one of my players or I ever comes across a new rule that really doesn’t make sense and detracts from the game, or one that makes the game immensely better, I hope to post information about it in this thread. 3) Simplification is important. Rules such as polymorph and grapple have hopefully been simplified, as has turning undead to some extent (with a positive energy heals living/hurts undead and vice versa) but whenever such rules come into play I will report on how well they play. Please be sure to check out the campaign here … I’m still looking for players, so if you’re interested please take a look. Otherwise, I hope to get this game off the ground in a week or two and start posting here with playtesting results. Hi! Iziak here. I’m wondering if anyone around these parts would be interested in a Rise of the Runelords Play-By-Post. Although I know that there are some other RoTR PbP’s already active, the main reason that I want to do this is because A) I need a group and B) I want to test out the PRPG Beta rules. Because of this, if you have already read/GM’d/played in another RoTR group, I’m fine with you joining in (just try not to give away spoilers to the other players). If you are currently playing in another GM’s RoTR game, please ask before joining here… I don’t want you to find out what’s going to happen for another person’s game unless they’re OK with it. Now, on to the game: POSTING GUIDELINES I hope for postings from everyone at least once per day, if not more. If you are unable to post on a particular day, I may post in your stead if necessary. I plan to check the ‘boards a few times a day, but sometimes that might not happen… I’ll take a look as much as is reasonably possible, and I hope that you do the same. I don’t feel that other players are going to cheat… that’s just not cool and it goes against the spirit of playtesting. So, you can roll your dice at home. Just post the total, MODIFIED, result. For attacks, please post attack roll and damage roll at the same time. CHARACTER RULES All rules in the Pathfinder Roleplaying Game Beta Playtest Edition are usable by players. In addition, in the spirit of backwards-compatability, I’m also allowing most rules (by Paizo, Wizards, or another company) designed for 3.0/3.5. If you use something not from the PRPG Beta, however, please notify me of the source and page that it is in, and provide full rules text (for a race, feat, spell, or magic item) or provide most rules text if asked (for classes and other major rules elements). Ability scores are generated using the standard PRPG point buy system. I’m hoping for a total of 3-5 players. I have two friends who may be interested and get first dibs… after I have 3 players, I’ll see if they’re interested and then accept more until I have up to five. If there are any other questions, please post here. Thanks! Hi- My previous post seems to have completely dissapeared, so I'll try again: I'm considering starting a PbP game (still haven't quite decided) but if I do I wanted to try and have an actual meeting time where everyone in the group is on and active for 3-4 hours or whatever, instead of having a slow and stilted kind of game the way the most PbP games are (at least the one's that I've viewed on this site). This, however, brings up two questions: 1) Is Paizo okay with this? Because if there are 5-7 people on at the same time constantly posting, it would mostly take up the "recent posts" bar on various pages of the website... If you guys would rather not have a game like that, I understand completely. 2) Provided Paizo doesn't mind, I have to wonder how you access additional pages of the messageboards... if nothing is posted for a week or so in a thread and it drops down below the bottom of the page, is it still accessible? Is it gone forever? I just don't see any obvious "next page" buttons. Thanks! EDIT: My previous post appears to have popped back into existence. I've deleted it. I know that adding new races to the game is not Paizo's goal with the Pathfinder RPG, but I think that adding in some MM races/subraces to the core rules would be nice, namely: drow (just getting rid of their SR and spell-like abilities should make the LA +1, which is about the equivalent of all the Beta races), high elves, orcs, goblins, hobgoblins, KOBOLDS!, lizardfolk, etc. Obviously, they'd probably have some disclaimer saying that they were usable by the GM's permission only, but I think that making those races more accessible would be a good idea... I know that a lot of players don't buy monster books, so having information on those races (especially the kobolds) would be great. Does anyone else have thoughts about either adding in MM races or creating all-new races for PRPG? Just looking through the spells and magic items chapters, I need to ask if you could maybe reformat the stat blocks. For spells, maybe you could just say that "all casting times are standard actions unless otherwise noted," which would save a lot of space. You could also only put the Saving throw entry in if a save is actually allowed, and maybe just write SR is spell resistance is allowed, and have nothing if it isn't. For magic items, I've mainly just noticed that the first two lines and the construction section uses a larger font then the rest of the description... could this be made smaller so that you can fit more stuff in in the final PRPG rules? Just some suggestions. The title really says it all. V3.5 half-orcs have +2 Str, -2 Int, and -2 Cha. PRPG half-orcs have +2 Str, +2 Wis, and -2 Int. I know that this is mainly to keep most races in the +2/+2/-2 structure, but still... a Cha penalty seems fair for a half-orc. Actually, I think it would be a better penalty than Int. I just noticed that on the Pathfinder RPG main page, there is a link to see an FAQ about the Pathfinder RPG, but this link only takes you to the top of the same page. Is this supposed to go somewhere and either the link isn't working or is this an old link from when the Alpha was still up or something and it's no longer supposed to work. |
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