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Lord Fyre wrote:
You either end the campaign there and start something new, or you keep going and build an entirely different adventure for the PCs. Hopefully, by the time you get tot he end of the 2nd adventure, you know your players well enough to know how they'll take that answer and be ready for it.
Or even better, you adjust and sculpt and manage expectations during those 1st 2 adventures so that the PCs end up WANTING to help in book 3.
It's certainly an awkward transition, and one that if I had a time machine I'd go back and fix... but I don't so I can't so that falls to the individual GM to tackle.
Justin Franklin wrote:
Figure out a way to build robust rules that don't shunt your character sheet to the side. I want a mass combat game in Pathfinder to be one where you NEED your character sheet to play, because that's the game Pathfinder is. Subsystems that don't really involve your PC are less satisfying to me.
The mass combat system should be easy to learn but difficult to master, and should have a wealth of expansion and customization without being overwhelming and impossible to learn.
I'm not sure it's something that can exist, in other words.
The ability to cast 3rd level spells in this case does NOT mean spell-like abilities.
That's an unfortunate side effect of a FAQ entry, and frankly, we should re-evaluate that FAQ entry since spellcasting is NOT the same as spell-like abilities.
James, what do you think Sandpoint would look like in 100 years in the future from the current setting?
(For questions like "What would X look like in Y years?" I generally answer evasively, because that's basically asking me to reinvent the campaign setting and that's beyond the scope of what I have time for in this thread.)
It probably should be FAQed... but frankly, I think you SHOULD be able to summon flying creatures in flight. That's the point of them being able to fly.
Summon monster isn't meant to allow you to create "bombs" is all. That type of effect is certainly possible (if kind of silly), but it'd need to be its own specially-researched spell, set at an appropriate level where the damage it does is appropriate. AKA: The spell's level isn't set by the power of the creature, but the damage it does when it lands on you.
Steven "Troll" O'Neal wrote:
But Numeria is a part of Golarion, and it's a science fantasy setting. Therefore, the pizza had chocolate all along, you just hadn't bitten into it yet.
A better analogy is to think of Golarion as a big supermarket. Not everything in there is to any one person's liking, but you shouldn't eat everything in there anyway.
If it helps put things in perspective, it might be good to remember that a fair amount of Paizo's employees, including us developers and editors and artists, are LGBT. So it's as much us writing and creating a world that WE want to game in as anything else, in that regard.
Sorry if it feels overbearing to some folks, but I really believe that the good it does to be inclusive with our NPCs vastly outweighs any impact to the financial bottom line.
And that's the absolute right way to handle it.
But don't expect us to change our vision of Golarion to match, is all I'm saying.
The fact that folks can change and adapt as much or as little of Golarion as they want for their campaigns is, in fact, pretty much the entire point of the world. It's why we made the setting so compartmentalized. If you want a Golarion where orcs aren't 99.99999999999% chaotic evil, then it's easy enough to excise or adjust Belkzen and presto, you're done! The other 45-some regions don't really need any adjustment at all.
And frankly... maybe picking up some Warcraft material for non-evil orc stuff might scratch the itch? If you're comfortable ignoring an official Golarion product, you should be comfortable canonizing stuff from elsewhere, yeah?
The Shoanti are pretty anti-orc, though... again, on purpose and by design. A place where the Shoanti and orcs live in peace isn't really something I'm interested in building for Varisia.
ANYWAY... it strikes me that my presence in this thread might actually be disruptive... so I'll bow out for now, and sorry if I threw anything off course.
Anything is possible... but frankly, and from the interests of expectation management... it's not that high on the list of things I'm personally interested in. I think that orcs work better as evil creatures. Not as tragic children of violence, but as a race who whole-heartedly embraces violence. The game NEEDS bad guys, and with orcs in particular, Warcraft has, in my opinion, more or less said what needs to be said on them being misunderstood or not intrinsically evil. Havging a remorselessly evil race (or several) is important for the game and for the world, and I'm not comfortable making that race humans or any of the core races. It's important to have completely good races as well... but not AS important, since the game's default is heroes fighting bad guys.
And that has nothing to do with "rape babies." Don't conflate that unfortunate half-orc stereotype with orcs themselves. Half orcs and orcs are very very very different, and we've actually been trying hard to actively avoid the "rape baby" angle of half-orcs. At the same time, it's not appropriate to sugarcoat things and turn a blind eye to the ugliness of the world. But that said... NPCs like Anevia are very much placed front and center with the spotlight on them so that there are more and more examples of half-orcs who don't fall into that category.
But again... half-orcs are not orcs.
So that means you can expect us to do something big with orcs being evil long before we do something with a significant portion of them being not evil.
Those not evil orcs are more memorable and more interesting and more important when they ARE the exception, after all.
I've said may times before that you can't have EVERYTHING in a game world. On some levels, there's already too many things in Golarion as it stands... woe to any GM who wants to model a realistic predator/prey food chain for the Inner Sea region with all its predators! Defining a game setting or anything is partially what ISN'T in the setting.
There aren't halfling nations, for example. There certainly could be, but there isn't. The fact that halflings don't have a "homeland" is part of their character on Golarion.
Likewise, the fact that the orcs of Golarion are savage and evil is part of THEIR character. There are exceptions to this, but they're not big and they're not things we're going to spend more time detailing than we will the evil orcs, since if we do spend more time detailing them, it doesn't matter how small they are... in print, they become bigger.
There ARE bestial races in Golarion that fit this bill of the "not beautiful but also not evil" though. Lizardfolk, strix, locathah, ratfolk, andnagaji all come to mind.
The NPC wrote:
That's absolutely correct. Pinpointing a location is basically just letting you automatically know what square(s) the invisible creature is standing in. Without that, you have to guess the square. With it, you don't... but the creature is still invisibile and therefore you have a 50% miss chance.
The items in the Technology Guide are basically things humans invented. So, no... they're not really appropriate for mi-go. At least, not without a fair bit of flavor reskinning.
Ross Byers wrote:
Wrong thread! The "Ask Ross Byres questions" thread is over there, somewhere! :-P
Azathoth doesn't really care what his priests fight with, of course. But his priests revel in the primal destructive power of their god, and warhammers are really good at smashing things. If you get one big enough, you can smash planets, of course.
I hope there will be rules for living armor, living weapons, bio tech, etc.
Not really; that's a different kind of technology that'll be touched upon elsewhere (in Iron Gods #4, to be precise). Living weapons and biotech like that isn't really what the crew of the ship in Numeria were about.
Pardon me if this question has already been asked - I searched, but no dice - does Golarion have a language of magic? It is my understanding that Draconic is the language of magic in at least one of the D&D settings. Did this carry over to Golarion?
The "magic" language, as in the language magic spells are written in or that verbal components are composed of, is just that... a language of magic. It doesn't have a name, nor can you speak it or read it, since it's pretty much exclusively for working magic.
I suppose, though, that the closest analog among the actual languages would be Aklo.
What is it about Game of Thrones you like so much? I mean, isn't the series basically about villains getting away with screwing over the few decent characters?
There's plenty of good guy triumphs as well, but it's not a foregone conclusion that "Good will win." I like the incredible amount of detail that's gone into the world, the masterful way that the supernatural elements are introduced, and above all else, the INCREDIBLY excellent characters. Martin has a gift at building characters so rich that in Book 1 you might hate them, but in Book 3 you love them. And the fact that there's an idea that anyone could die at any time removes the safety net... this isn't a safe setting. And that ramps up the excitement quite a lot. And also... I love the fact that it's for adults. It's a VERY mature series, and before it came along, most fantasy was too "safe" for my tastes.
You recall correctly.
On Golarion, orcs are pretty much chaotic evil. That's not changed, and the reason for it is because their gods are chaotic evil. Orcs who aren't chaotic evil don't currently have a land they can call their own on Golarion, nor do they have a racial deity to champion for them. They're outcasts and have a hard role ahead of them.
If there WERE non-evil orc gods, that'd be a different case, and a different theme, and a different world. We aren't doing that world.
It doesn't retcon ANY existing tribes though. Tribes that aren't evil just don't worship these deities.
The lack of non-evil orc deities does not mean we don't have non-evil orcs.
It DOES go a long way toward explaining why we tend to have more evil orcs than, say Warcraft, and why non-evil orcs are unusual in Golarion.
And in fact... the fact that most orcs are evil makes the non-evil ones MORE INTERESTING than if we treated them and every other race as humans (aka, being all over the alignment rainbow more or less equally).
Mostly realistic. There will be ways to get mutations, but standard radiation exposure won't do it on its own.
It's not a disease effect, though. It's a poison effect.
In most cases, splitting the two energy types individually isn't needed. In the case of a robot, it is because they have additional effects when they are damaged by electricity.
But yeah, you never reduce the actual dice.
And I'm not seeing anything in the animated object's description about them taking half damage from energy attacks at all; they're treated the same as any construct. (I believe at one point conflicting information was presented in the Core Rulebook, but that was an error that we've long since errataed out of the game.)
As it turns out, robots are not objects—they're creatures. And as such, energy damage is not halved when applied to them. That bit about halving energy damage is a quality of an object, not a quality of Hardness. (And in my opinion... it's a kind of silly rule anyway—the idea that fire deals half-damage to paper is ridiculous.)
A plasma weapon used against a robot subtracts 10 points from the total damage done for its hardness 10. For sake of ease, it's best to say it subtracts 5 from the fire and 5 from the electricity, with any leftover (in a case where something does less than 5 fire or 5 electricity) applying to the other damage type.
And in fact, anything that deals electricity damage (including plasma) is a pretty solid choice against robots, due to their electricity weakness.
1) We'll talk about them a little bit here and there, but there's no full-length article in the works for them. They're not THAT important to Iron Gods, and they're not really appropriate for PCs either.
3) Not really.
4) That's the plan. Some may have more than one new robot, in fact. Mabye.
6) The core races are not "People of the Stars." Well... maybe the elves are.
7) Wait and see.
1) Because vampires are sexier than werewolves, and because vampires are easier to pull off realistically. Easier makeup.
2) Kate Beckinsale. That's my reason, at least.
3) It's pretty much the primary werewolf theme in most werewolf fiction I've seen and read.
4) Dog Soldiers. Ginger Snaps. American Werewolf in London. The Howling. The Company of Wolves. The Wolfman (the original). Good werewolf movies are actually really pretty rare, for whatever reason.
5) The Skin Trade. It's a novella, not a novel, but it's by George R. R. Martin. Cycle of the Werewolf (also a novella).
6) The transformations are key, but so is treating it pretty serious. It's also important to do something new with the story.
7) Of the shows you list, I'd say Underworld does.
8) Underworld. Underworld 2. Let The Right One In. Let Me In. Near Dark. Lifeforce. Nosferatu (the Murnau and the Herzog ones). Shadow of the Vampire. Blade 2. Thirst.
9) Dracula. Salem's Lot. The Passage. The Twelve. The Strain trilogy. I Am Legend.
1) That he was always a goofy kid-friendly buffoon.
2) The fact that it had no redeeming qualities. Immediately coming to mind... Godzilla didn't have a breath weapon; the continuity of his size changed drastically and randomly; and the plot was stolen from a missmash between Jurassic Park and The Creature from 20,000 Fathoms; the fact that the military does more property damage to New York than Godzilla does; the fact that not a single building is knocked down; the end is a rip off of the 70s remake of King Kong which was a terrible remake; the acting sucked; the casting sucked; the writing sucked; there were mean-spirited snipes at movie critics; the design for Godzilla was kind of silly with its giant chin; it was lazy in the way it portrayed Godzilla's mass and the impact of his footsteps... I could go on, but that should be good for a start.
3) Respect for the character by the filmmakers.
Huh, almsot like I know folks are interested in that info but am trying to keep it secret to build anticipation or desire for products or something, isn't it?
The book's contents are not really open to votes or suggestions at this point. We're about two weeks away from sending it to the printer, and all of the art was ordered for it months ago. Even if we DID want to add something new to it at this very late stage... I doubt we could. NOTE that adding clarifications, such as how magical darkness interacts with lasers, does not require new resources like new artwork or new ground-up design work.
The next opportunity to include something of the nature of an energy sword in the game would be in the 3rd adventure of Iron Gods, frankly... but that'd require more than just dropping in a new item, since they'd need to be integrated into the adventure's plot.
That's by no means a promise that I'll be able to squeeze one in, in other words, but if I can, it'll be in Iron Gods #3, #4, #5, or #6.
And we've already got something inspired, sort of, by Larry Niven's "variable sword" in there.
Because I made the choice not to include it in the book. Simple as that. Sorry you disagree, but that's the way it is.
Your objection is and has been noted many times already, and frankly, at this point, hounding and worrying the issue is not helping.
I'd like to think that the first Paizo TV show would be more like Game of Thrones and less like Touched by an Angel.
Guy St-Amant wrote:
A) Human, elf, cat, lizard, hawk, dragon, halfling, lillend, tiefling, or aasmiar.
B) Dwarf, dwarf, dwarf, dwarf, dwarf, dwarf, dwarf, dwarf, pig, dwarf.
It's more about Science and Religion working together than competing.
Archpaladin Zousha wrote:
I'm not sure off the top of my head. But those names will likely be mentioned in the upcoming "Inner Sea Combat."
The word "pupil" is the wrong word in this case, biologically speaking.
Elf eyes are solid colors. When you get up close, you can see specific structures like the pupil, iris, and all that, but they're all close enough to being the same color that when you illustrate an elf, the result is one color in appearance.