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Theropod Cultist wrote:
Almighty Dinosaur, a while back there was a monster book that included stats for the Coatl, which was a Good outsider. I think it was in 3.5, and I am quite fuzzy on whether there is a Pathfinder version or what book it would be in. Might I call upon your superior knowledge base to identify the 3.5 sourcebook and answer whether or not there has been a Pathfinder version of the creature?
The couatl is in the Bestiary itself, and we devoted a chapter to it in Mythical Monsters revisited. Both of them are Pathfinder versions. So... yeah.
j b 200 wrote:
There's a qlippoth runestone in Midnight Isles, so... yeah. It's absolutely appropriate. Not appropriate enough for one to show up in the adventure though. But add them as you wish!
That said... they're pretty rare in regions ruled by demons, since they are basically at war with demons. A demon lord wouldn't tolerate many of them in his/her realm. So if you DO add some... add them in out of the way areas and not in great numbers.
1) We'll see.
1a) We'd generally assume the PCs won and make some executive decisions as to what results would be the most interesting for the world, which would conflict with the way it works out in your home games in some ways. Which is why we've been so hesitant to do so so far. Would folks LIKE us to do this? I honestly don't know.
2) We're hesitant about completely abandoning Golarion. It's served us VERY well so far. An AP that has more of a planar theme to it is possible, but I doubt very much it would abandon Golarion entirely.
3) It's intentional when we come up with an idea for a story that needs new rules. In pretty much all cases so far, the AP has been the driver of those rules being published.
4) I'm human. I identify with humans and understand the human condition. So are/do you. As does everyone else. The further from humanity your character gets, the less the adventure becomes about what you're doing on the adventure and the more it focuses on what YOU are. It takes the unusual and makes it ordinary, in other words, and creates a sort of "arms-race" when you have to come up with unusual plots for those increasingly outlandish characters, and it loses any touch with a baseline we can all relate to. Furthermore, the game itself is built assuming most player characters are human shaped and human sized. From magic items to the shape of doors to the size of a dungeon grid and beyond. The further you deviate from that and expand into strange options, the more complex your game needs to grow, and the less you can actually DO with the game. I prefer, in other words, to use the game to tell stories rather than simply keep building new player character options.
5) Both are compelling. I prefer a mix.
James if a fallen evil empire left its secrets to an evil humanoid race which race would better fit this purpose, fire giants, hobgoblins or some other race and why?
I can't answer that question since the fallen evil empire you mention could be ANYTHING. It's thematically best if the heirs of a fallen empire are similar in size and shape though, so they can use the tools left behind by their predecessors more easily.
Druids are guardians of nature, more or less, and nature is neutral, so a druid needs to stay somewhat neutral in order to remain connected to nature.
Dryads dwell in nature and are very nature compatible... but they're not druids. They're fey, and they come not from nature, but from the First World, which chaotic, not neutral. Same goes for nymphs; their ability to cast druid spells is honestly more of a shorthand than us saying they have druid levels. Rather than create a special nature-themed spell list for nymphs, letting them cast spells as a druid gets the idea across in a few lines of text rather than several dozen pages (or more). Nymphs don't gain all the other powers a druid gains, in any event.
It's to elementals that you'd likely want to look for a supernatural, otherworldly type of druid-themed ally, frankly, not to the fey. Although a lot of fey ARE druid compatible... a lot are not.
In any event, druids and dryads are very different creatures, and thus have very different alignments.
Lou Diamond wrote:
Maybe... maybe not. We generally don't announce books further out than 6 months, with a few exceptions and those exceptions generally get announced at Gen Con or Paizocon. So... Not gonna say at this point if there's anything related to Casmaron in the next two years.
There is an entire continent that connects northern Avistan with Northern Tian-Xia. The Jade Regent Adventure Path is all about that, in fact, and Pathfinder #51's adventure, "The Hungry Storm," takes place on that continent, the Crown of the World. That volume also has a gazetteer of that continent.
Minkai's civil war is also a major element of the Jade Regent Adventure Path. We've said an awful lot about Minkai and how the nation would react to trouble in the government already, in other words... I'd suggest you check out that AP for more. ;-)
It's always a difficult line to walk when writing text for marketing purposes. You want that text to be exciting and compelling... you want not only to entice potential customers into wanting to play the adventure, but ALSO to entice buyers, distributors, retailers, and the like to actually pick UP the product to put on shelves so potential customers will even have the CHANCE to buy it.
Furthermore... it's possible to keep too many secrets from players. If instead we said something like "Led by a mysterious leader from within an icy crypt" or "can ally with unusual companions" or "sent to an elite academy run by mysterious trainers" or the like... they'd cut back on the spoilers a bit... but at what cost? It's more exciting to know some teasers in lots of cases. That's why they call some movie trailers "teasers"—they're meant to tease people and get them excited about seeing a movie.
And just like movie trailers... it's absolutely possible to reveal too much in the marketing text. But weighed against the risk that what you talk about ends up being so boring that people lose interest... I'm afraid I'd have to side on the spoiler-heavy option purely on the business side of things.
Of course... there's other things that we haven't mentioned that ARE still secret—never fear!
But in the end... if you're a player who wants to play in an adventure path and you're worried about spoilers... you might want to practice not reading the back covers or advertising blurbs and all that for those adventures anyway. I've done that with movies before—when I know I want to see a movie I'll deliberately NOT check out the trailer for it.
And in any event... sorry for the spoilers in this one's description. As I said above, it's a constant give and take in creating these blurbs. We'll try to avoid doing too much more "give" in the future... but I can't PROMISE a spoiler-free future. (Especially since I'm not personally writing any of the Giantslayer blurbs!)
Pretty much. Although in most goblin-themed adventures, you'll be throwing LOTS of goblins at the PCs. And that can end up giving out too much treasure overall. You'll want to keep an eye on the total value you hand out over the course of a level to make sure the PCs wealth stays in the band you're comfy with.
And that said... it seems like lots of folks tend to not bother looting goblins, if things on other threads on these boards are to be believed... so maybe go ahead and give them nice things! :-P
1) I'd love to do a qlippoth themed adventure path... but frankly, having just done an entire AP with Abyss stuff... I'm kinda okay doing other things for now. AKA: don't expect a qlippoth AP anytime soon.
2) It's illogical. The whole point of a herald is that it's some one who serves as your messenger. If that's you... then that means you don't need a messenger in the first place because you obviously have time to do your own footwork there. And thus, by definition, are not a herald.
2) Sometimes. I prefer to give NPCs the gear they need for the story I want to tell. Usually I can make that fit with their budget. Sometimes I can't, and the NPC is poorer or richer than you'd expect, in which case I try to balance things out by adding or removing treasure from elsewhere in the adventure.
3) NPCs don't use an XP advancement track. Doesn't matter. They have the same amount of baseline gp value regardless of what XP track you use for your adventures. A 1st level goblin warrior is still a CR 1/2 creature regardless of how fast you hand out XP, and as such should have the same amount of gear on average regardless of how fast you hand out XP. This DOES go against what the rulebook says, I get it, but giving NPCs gear is part of what helps you make those NPCs hit their expected statistic values by CR. Using the core rulebook method, an NPC in a slow-advancement game is less powerful than one that's in a high-advancement game, and as a result, the PCs will expend fewer resources on average defeating the NPC and combats will on average be shorter, and thus on average the PCs will have more encounters and thus end up gaining XP faster than someone gains XP on a faster track. A better solution would be to keep an eye on OVERALL treasure handed out for slow advancement. You don't want to overly nerf your NPCs by reducing their treasure, but you don't want to overload the PCs with too much gear. THAT SAID... if you wanna go by the rules... then just cut the gp value in half for a 1st level character.
4) Yes; those values HAVE to represent a standard fantasy campaign, because even if they didn't... they would since that's the baseline everyone would build their own games off of. I think rather than just adjusting values for low or high fantasy you'd do better to simply throttle or expand the magic available for purchase. If you wanted to do a campaign where everyone was poor and destitute, THEN you'd reduce the base values, I'd say... but a "Poor people" campaign is not always the same as a "low fantasy" one.
EDIT: I just noticed you asked about my home game. My answers above are mostly for "how you should do it in a core game." In my home games, I tend to give out a lot more treasure than the core game recommends, because I like giving my players' characters an edge in combat so that they're more likely to succeed. I'm more interested in seeing their characters have a complete arc through a campaign than having that arc cut short by a bad roll and a sudden death. The answers above still mostly work for me though.
1) Half-dragons are over-used. Qlippoth and dinosaurs are underused.
2) By assuming that the adventurers have luck, destiny, and skill on their side.
3) I kinda find the phrase "splat-book" offensive. It feels dismissive and diminishes the value of the book. "Splat" is a noise that something you don't want makes when you discard it. THAT SAID... a book that presents the world as it was before Earthfall would be, in extent, an entirely new campaign setting. One that we'd not really support, but would require as much work to create as was the Inner Sea World Guide. Not sure that's a great use of time and resources, unfortunately. But! Who knows what the future might bring?
4) I prefer location-based adventures that allow you as the player to get to know a region. Adventures that have you traveling all over the place I kinda call "Star Trek" adventures. Each adventure (episode) is in a different spot (planet) and that means that you have to abandon what you know about the setting to allow new stuff in. There's a reason folks often prefer the "mythology-heavy" episodes of a show like Fringe or X-Files or Buffy over the "monster of the week" episodes. Adventures that take place in familiar territory are more fun because they allow the story to grow, whereas campaigns that essentially shift campaign worlds each adventure feel too sporadic. They feel not so much like a single campaign as they do a bunch of short ones strung together.
5) If you want to be a banker or a baker, that's fine. But if you want to play in my game, that can, at best, be your second job. I ADORE when PCs start businesses or whatever in the down time between adventures, and often incorporate those elements INTO adventures... but the moment a PC says, "I can't go on the adventure because I prefer to stay at home and invest my money and run my business," well... that player's playing a different game than the one I want to run. If the WHOLE POINT of the campaign is "build a mercantile empire" or whatever, that's a different story; that one would have adventures built into the process.
j b 200 wrote:
At this point, I plan on seeing both of those movies. Reviews will adjust my expectations, as will which ones do and do not show up at iPic, since I really don't enjoy going to the cinneplex-style theaters these days.
I'm actually not heavily involved in building the fiction for the APs; that's mostly handled by Adam, James Sutter, and/or Chris Carey. They're pretty well outlined though, as is my understanding; it's not a "write whatever you want as long as it's about robots (or whatever)."
I've read through the changes to the rogue, and it's more powerful than the previous rogue, so of course I like it better! (I've always believed that the rogue is fine as-is, just that it's a difficult class to play due to the tactics involved, and if you have a jerk GM or an inexperienced GM it's even harder to play.) Only glanced at the others. There's a few really interesting elements I'd like to try out in Unchained as well.
The best way to think of it is that the angel is, essentially, a physical illusion. The closest magical analogue would be a simulacrum that's at 100% capacity, rather than 50%.
Also, the virtual reality that Unity creates is not just a program. It is, in fact, another dimension. The PCs traveling there are more akin to a group using astral projection to travel from Golarion to Hell than a more sci-fi "it's all in your mind" kinda thing. Closer to Tron than the Matrix.
That avatar has plenty to do, but it's still a solar. If you want to give it domain spells... that's fine, and probably not game breaking, but it IS a difference.
The avatar has access to all the things it has in the book. Giving it more than that makes it tougher, and you should consider what that might do to the balance of the encounter.
Depends on the society she's a part of. Might just be the one midwife. Might be a midwife and a clerk. Might be a cleric. Might be a cleric and a midwife and a clerk.
It depends. Make the choice as best fits the story you want to tell. I don't expect us to publish "Births of the Inner Sea" or something like that anytime soon... but a book that covers all of the day-to-day stuff for the Inner Sea would be pretty cool... not sure it'd be pretty appealing to management is the thing. It's hard to sell a book about the day-to-day things that happen when instead you can use that time and energy to try to sell a book about fighting monsters.
Magic items are not common enough to be considered to be "mass produced." A +1 weapon takes a MINIMUM of 2 days to build, and requires a pretty skilled person to do so—you pretty much have to be 5th level, regardless of the route you take to get the feat you need. Therefore... they're not that common at all.
Adventurers get a skewed look into this, since they don't lead common lives, and immerse themselves in those relatively rare situations where magic items ARE more common. But as far as the world itself goes, they're pretty rare overall.
You'll note that a +1 weapon of ANY type (barring ammunition, of course) is, at minimum, a 2,300 gp purchase. Looking at Table 15–1 in the Core Rulebook, we see that means that it takes a small city to even have something like that for sale in enough quantity to have a 75% chance of being available; in anything of Large town size or smaller, the only magic weapons for sale will be the ones you, the GM, place there for sale (perhaps as one of the town's specific minor, medium, or major items).
In other words, you'll need to be in a settlement with a population of AT LEAST 5,001 people before you can expect to see magic weapons show up for sale in shops. And even then... those weapons will be sold at only a few shops, not EVERY shop.
The Cube of Rubix wrote:
Because paladins get plenty of stuff already, and because unlike clerics, paladins don't HAVE to worship a deity. I'd say most, probably 95%, do... but those who don't worship a deity shouldn't have a penalty in not getting a free weapon proficiency.
Furthermore, the bulk of the weapon proficiencies a paladin would get by such a power would be wasted bonuses anyway, since paladins already have full access to simple and martial weapons.
Also, unlike a cleric, who can't take an Exotic Weapon Proficiency at 1st level, a paladin CAN take that feat at 1st level.
This has probably already been asked so i do apoligize. What are the steps needed to take to ensure a future job at paizo? Preferably on the design team
It has indeed been asked before, but not for a while. No apology needed!
First... keep in mind that it's a VERY small industry, and that means that there's a lot of people out there who want the position, so competition for paid jobs at any RPG publisher is pretty intense. The following advice will skew toward "working for Paizo hints" but you can apply it toward "working for an RPG company" pretty easily by filing off "Pathfinder" and replacing the name of whatever game you hope to work for, of course.
I'll spoiler the following wall of text to keep this post's footprint down.
Writing: Make sure you practice writing. Regardless of if you want to design rules or build worlds or write adventures. Write, write, write! If your writing is filled with inconsistencies, errors, bad grammar, and the rest, you're done. If you can't express yourself well in writing, that's a HUGE disadvantage. Focusing on a major in college that has you doing a lot of writing is a great way to prepare for this, as is simply writing every day. If you do the latter, make sure to share your writing with friends and critics and the like. Writing in college, you get feedback, and you don't get that if you just write on your own and never share your words. Learn from feedback, immerse yourself in cultures and groups of fellow writers, and write! As an extension to this... READ. You can learn a lot about writing by just paying attention to how authors you admire write. Again, doesn't matter what you're reading. RPG rulebooks, novels, non-fiction, comics, whatever. Read read read!
Know the Game: If you want to write for Pathfinder, you need to know the rules AND the world. That means more than just reading the books. You need to play the game. Preferably as a GM or a player. Preferably NOT in only one mode—someone who only plays PFS games will have a skewed outlook on what does and doesn't work in the game (or vice-versa), just as someone who never plays and only GMs will have a skewed outlook (or, again, vice-versa).
Have Specialties: Beyond being great at writing and knowing the game, it's good to have specialties that help further your breadth. Designing RPGs requires more than writing... a LOT more. When building worlds, being able to draw upon all sorts of skills is helpful, be they writing, math, astronomy, archeology, carpentry, fishing, dancing, whatever. If you're well-rounded and have a wide range of skills, you'll be able to bring that lore and skill to the game and help improve it in ways that others might not be able to.
Be Responsible and Dependable: This mostly means hit your deadlines. As with writing, practice is key here. Make sure you don't procrastinate; hit those deadlines, whatever they are. And if you think you'll miss them... let the person you're working for know that you'll be late.
Get Us to Know You: We tend to prefer to hire people who we know can do the job, and we find out they can do the job by working for us as freelancers. Working for other RPG publishers is an option as well. Showing us that you have the passion to create for the game, the skill to do so without making us rewrite your work, and the dedication to hit your deadlines (or keep us informed when you can't) is incredibly important, since we're a VERY fast-paced company, and if you've already proven to us that you know your way around the game, are creative, and are responsible, that not only takes a load of worry and doubt out of our heads, but it helps you hit the ground running if/when you do get hired.
Be Flexible: You might want to design rules and ONLY rules... but we need people who can do more than that. As schedules shift and new products come along, an employee might need to work on a rules book one week, then an adventure the next, then a novel the next, then a world book next. Sometimes as a designer, sometimes as a developer, sometimes as an editor. Of course, we work to avoid having folks tackle jobs that they aren't good at doing (since that just further delays things by forcing someone else to come in, put their own schedule off, and do the work themselves), but being able and being willing to do more than one thing is an incredible boon, and makes you an even more important asset to the operation.
Be Local: All of our full-time editor, developer, and designer positions are in-house. You need to be in the office for the 40 hours (or more).
Apply!: Of course, none of it is gonna go anywhere if you don't apply! Keep an eye on paizo.com for when we post new job openings, and when you see one you want, apply. Frankly, if you see one you might not want as much as the one you DO want, but know you can do that other job well... apply to that one too! I got my start at Wizards of the Coast doing Temp work, and was eventually signed on to work in the sales department doing order processing and sales support. I actually never did work for WotC's R&D department for D&D, but being an employee there allowed me to immerse myself in the corporate culture, got me known by the rest of the employees, let me take part in internal playtests and discussions, and most importantly, let me be in the same building as the people I was doing freelance work for—since I was right there, it was easy for me to talk to folks and get assignments once I proved to them I could write and could hit deadlines. And every single time a position opened for an editor or developer or designer in the magazine department or the D&D department, I applied. Again and again. I never got hired there, but doing so, combined with my freelance work for the game, got me known. So that one day, when Paizo needed to hire someone to help work on Dungeon magazine, my name was at the top of the list.
Be Patient: Going from my first published adventure in Dungeon to my first day at work at Paizo as a salaried employee who actually works as an editor took nearly two decades. Your path might be shorter, but it might be longer.
Luck: This is important too. You can hit everything above on the head, but with bad luck... it's all for naught. This is another way of saying "If you do everything perfect but don't succeed... keep trying!"
I came across something in the Wake of the Watcher Old Cults article which surprised me, which was that only three entities (Cthulhu, Nyarlathotep, Hastur) have cults of witches serving them. Or is it just that other Old One/Outer God witch cults are (even) rarer?
There are plenty other Old Cults who have witch cults serving them, but among those whom we talked about in that article, there's only three. There are absolutely lone witches who serve all of the deities, but a single witch, or even a single coven, does not make a cult.
It really has nothing to do with rarity, in any event. And in truth, if I were to revise that article, I might add witch cults to Yog-Sothoth and CERTAINLY to Shub-Niggurath.
Perhaps because he has a weird name? Perhaps because of the way he comports himself on the internet? He's not really treated like a lunatic in the real world. It's mostly some sort of internet phenomenon that I honestly don't really fully understand the history of, since Cosmo is an upstairs person, and what happens upstairs is often hidden from the eyes of us downstairsers.
I do enjoy including comedic moments in our products now and then. In fact, I think that's part of why the goblins are so popular. But comedy is the HARDEST thing to write for an RPG. It's easy to do it wrong so it's just stupid (at best) or disrespects the game and us gamers (at worst), and I'd rather not do it unless it's great. There are very very very very few authors I've worked with who are consistently capable of producing true and excellent comedy. Rich Pett and Crystal Fraiser are two of them. There's maybe a few more. Maybe.
There's no "h" in Merisiel's name, and why would she beat up Valeros? They're friends!
Archpaladin Zousha wrote:
It's been about 20 years since I've had my head in the Visigoth/Ostrogoth space... that was back in college (my minor was in Medieval Studies). Since then, my Visigoth and Ostrogoth lore has been eroded away by two decades or so of similar stuff, ranging from movies to RPGs to novels.
SO. I had to look back to the internet to remind me who they were.
If I remember correctly... the Visigoths.
Darius Darrenbar wrote:
Chances of an Andoran adventure path in the next few years are slim. You might see some Andoran themes or elements pop up here and there... but it's not something that's particularly high on either of our (Rob and I) lists of campaigns we're eager to present as Adventure Paths. We generally prefer to focus our Adventure Paths on areas or concepts that either haven't been well explored yet in print.
Karui Kage wrote:
Oops... that's a minor error. We didn't have room in the adventure (this one was a particular bear to fit, actually), and moved that advice over to Kevoth-Kul's NPC entry. You can find some advice on what to do if he's cured on page 57 of the book. There's not much more there, though.
In short, if the PCs cure the Black Sovereign, he could well become a full-on ally of the PCs. Having him accompany the PCs into the Technic League compound is plausible, but I'd only recommend that if you think your PCs need a little help along the way. It's a bit unconventional but you could even have a PC take over playing him as a PC if you want; this works particularly well if you have a PC death in the last bit of the adventure.
The best way to handle Kevoth-Kul's presence once he's cured, though, is to simply describe to the PCs how he's taking control of the situation again. In this case, it's not so much chaos in the city that scatters and distracts the Technic League, it's them defending their slipping grasp on power against an increasingly outraged group of barbarians. You can have Kevoth-Kul or some of his minions crash into the Technic League compound as the PCs adventure there, either as window dressing in the background to their own fights or as a way to swoop in and rescue the PCs if they get in over their head.
Essentially, curing Kevoth-Kul gets the PCs a "get out of peril free" card, more or less. It's a pretty cool backup plan/reward; if the PCs are about to face a TPK, then you can have Kevoth-Kul and his allies come rescue them, and it'll feel less like you pulling a deus ex machina to salvage a TPK and more like the PCs gaining the benefits of their good work and excellence earlier in the game.
Hope that helps!
Feel free to adjust the angels' spells as you need; the ones right out of the book should work fine if you don't have time, though... EVEN if you don't swap out good spells for evil ones, since these monsters have FAR more spell options to choose from then they'll ever need in a single combat; they could easily go a whole fight just using their spell-like abilities, after all.
In any case, they don't get domain spells, since they're not clerics.
1) Their interaction is rare enough that there is no racial view really. It'd be on a personal, case-by-case basis.
2) None come to mind. I have been playing the game for over 3 decades though...
3) Nope. Some certainly had consorts, but marriage implies an equality with another, and none of the runelords were into that.
4) Like the inside of a complicated clock expanded to city scale by Guillarmo del Toro. So... the underground complex from Hellboy.
5) Hmmm. Don't have my list handy here at work, but I think I've got him set at 27. Maybe 28.
6) Fossil golem. Because it's the closest we've come yet to dinosaur golem.
xavier c wrote:
As many as made sense for the story I wanted to be told.
You're getting into the realm of "things deities can do." And that's also the realm of "We don't put limits or quantify exactly what deities can do, because that's not the point."
Mackenzie Kavanaugh wrote:
Not every GM is created equal, though. And I wasn't talking about me. I was trying to warn all the GMs out there to be careful at replacing things that most players actually quite enjoy with things that most players won't enjoy.
Archpaladin Zousha wrote:
All of the Inner Sea is relatively stable, but you can have bandits or monsters or the plague or whatever swoop in and destroy small villages or towns anywhere therein. That can happen pretty much anywhere. It's what happened to Kyra, for example. Galt's probably the best nation for you to have this happen in, I suppose, and it's right next to Taldor. But it can absolutely happen anywhere in the Inner Sea.
Failed Ulfen Guards... dunno. Haven't really put much personal thought into them at all. I suppose they'd be exiled and/or shunned at best. WHY they failed would influence their fate.
I'd turn right around and check to see if anyone else in the office could tell me what's going on. The police would be called at some point.
And the break room's all the way in the warehouse. Not worried. They can handle grizzly bears in there. They handle worse than that daily!
Rebuild the entire game to divorce magic items from gold pieces for one. That means you need to engineer an entirely different way to quantify a magic item's power, unless you also want to remove player character magic item creation from the game as well, in which case you can simply say "No magic shops and no item creation in my game—you get what you find!" and then role-play out each and every time the PCs decide they want to sell their stuff and work out a different way to balance how much magical gear any one NPC owns.
In other words... if your're playing Pathfinder, you kinda have to be comfortable with the idea of PCs (and NPCs) being able to buy magic items in your world.
My favorite method of handling this is to custom build the items that are for sale in any city. Roll up or arbitrarily assign what items the PCs can buy, perhaps with a minimum value below which there's enough for sale all the time if you wish. This way, when the PCs go shopping, you can turn those trips into roleplay encounters, use them to sneak in details about your city, or seed adventure hooks. You also get to control exactly what items are and aren't available. It's a HELL of a lot more paperwork and bookkeeping on your behalf as the GM, though.
My personal preference is to build specific load outs for each shop the PCs have access to at the start of a campaign and adjust those offerings manually for the first few levels, but once the PCs hit about 5th to 7th level or thereabouts, letting them go to the "big city" and simply shop to their hearts' content can be a good reward to the PCs.
I used to play in those supposed "good old days" as well, and frankly... I didn't like it. The fact was that player characters ended up with a ridiculous amount of magic stuff that they didn't use, but didn't want to throw away. A +1 longsword had value, but not if you had a +2 longsword, but if you couldn't sell the +1 longsword... what do you do with it? Logically, in world, it MAKES SENSE that there would be a way to sell that sword.
Anyway. They way you combat the idea that "if it has a gp value then it must be available anywhere" is to train your players from the start. From the VERY FIRST adventure. When they go shopping for items, have them make Diplomacy or Knowledge (local) checks if you want so they'll get a list of stores, then when they visit a store, hand them a "menu" of what items are for sale at that store. Let them shop from that menu, and if there's nothing they want, they can go look for a second or a third or whatever store. Each of which you'll give them menus for. And if they're specifically looking for one item in particular... then they either need to take the item crafting feat and make it themselves, find an NPC with that feat and hire the NPC to make it for them, or search city after city for a shop where the item is for sale. You can turn that into a pretty strong adventure hook—"The item you want is for sale in Korvosa, but you're in Magnimar now, and that means an overland journey along the Mushfens!"
But be wary that players in this age get tired of that pretty quickly, especially if you turn the idea of gearing up into what amounts to busywork before they're allowed to actually get back to playing the game.
And finally... if you DO do away with free-for-all shopping... don't be a jerk. YOU know what items and weapons and gear your players' characters want and need. Put them in the adventure for them to find! If you have one fighter in the group and he uses a longsword and no one else in the group uses martial weapons... then put a magic longsword in the giant's treasure, NOT a magic warhammer.
Inner Sea Magic talks a bit about some of the Academies, but not in great detail. We've also detailed a few even more, such as the Academie in Korvosa (which has an adventure set there).
The earth breaker is essentially the two-handed warhammer. It's got the exact same stats such a weapon would have, so there's no need for a separate entry for that weapon.
Whether or not a character could jury-rig a two-handed hammer like that is up to your GM and that character's Craft skill check (or however he manages to do it). In the end, the result would still have the same stats as an earth breaker.
Archpaladin Zousha wrote:
Elves absolutely live in Taldor. Some live among humans. There are probably a few villages here or there of predominantly elven population, although nothing that significant. They don't call them "enclaves" though.
Keep in mind that first and foremost, it's a game. Don't let the fact that the game has a compelling story to propel it along get in the way of that. The players are there to play the game, and that means roll dice and shift stats and do all that. And The only way the players have to directly interact with the world you're running is via those rules, so hiding them from the players is kinda the same as hiding the story from them. Just as it's fun to let the players see the plot and world and NPCs you've created by letting them interact with them, it's just as important and fun to let the PCs see the new subsystems you (or the adventure's designer/developer) have created.
I believe that Pathfinder Unchained presents some variant rules for people to play around with and try out... but a full-fledged official "revamping" of the system isn't something that can or should happen until we switch editions, since SO much of the game is interwoven at that point. Once you touch the game's economy, that starts impacting treasure, encounter design, XP awards, monster strength, weapon balance, spell balance.... it spirals out of control fast.
When you have PCs start a rules sub-system, like a skill challenge or something that can be outside the norm, do you explain everything ahead of time? Or try to lead them and their ideas to see what happens?
I explain it to them ahead of time. It's not cool to "trick" the players into stumbling along blind and making mistakes based on knowledge they should have... ESPECIALLY when, in game, there's no reasonable in-game reason why their CHARACTER wouldn't know how to handle the situation. The character doesn't care what rules are used to resolve a situation, and so if you introduce a complex sub-system for resolving how to counterfeit coins, a player's rogue character who's got an in-world history of being a con-artist would know how to go about it whether or not you used your complex sub-system or simply had the player make a Craft check.
1) Depends entirely where you're at. On Golarion? Not common at all. On the Abyss? Quite common. In any event, there's ALWAYS enough to populate the encounters you need for your adventure. It's important to keep in mind that adventures aren't the only part of the world. Just because they're the bulk of what we do with Golarion doesn't mean they're the rule. This is one of the reasons so many high level adventures take place in remote locations or on other planes though.
2) Not as natural hazards, no, but as potential allies or enemies, yes.
3) That's covered by knowledge skill checks. Most folks aren't skilled in Knowledge skills, so they wouldn't know much more than common knowledge. For something like a gobliin... those are commonplace enough that folks know what they are and call them goblins. For something like a isitoq, that's a lot more obscure and folks would generally be ignorant of it. It is, of course, ENTIRELY regionalized. It's possible that in an undead-heavy place far from goblin tribe lands, like Geb, that the locals would know what an istoq is on sight and have no idea what a goblin was.
4) That's covered in the River Kingdoms books. They're NOT "kleptocracies" ruled by "arbitrary whim." It's not 100% banditry. Add to that the fact that the kingdoms are located in the core of Avistan's most extensive watershed and presto... you have trade going ALL OVER the place between Taldor and Mendev, between Lastwall and Galt, between everywhere else.
5) Yes. I do.
Archpaladin Zousha wrote:
In a case like this... it's biological and physical maturity that matters. Ignore ages. They're irrelevant when you're no longer talking just about humans.
As for insight into how an elf's adolescence is the span of a human lifetime? It tends to mess them up if they spend time with humans. Hence the Forlorn. Your scenario is probably the number one cause of elves becoming Forlorn.
I've always preferred to let the player of the new character help come up with a reason why they're joining the group, and prefer to help guide them by weaving them into the particulars of how the rest of the group works and where they're at. Not knowing everything about your group I can't really help the way I would in my game. Further, your post is quite confusing... you say that you're introducing the characters at the end of book 3, but Cindermaw is near the end of book 4, and then you finish off by asking how to introduce new characters near the end of the entire campaign, which is book 6.
My suggestion for the Hellknight would be that the PC is a member of the Order of the Nail; the group that's got the most interest in Varisia and is stationed near Korvosa, and who would have a vested interest in seeing the queen removed.
They sound like thunderstorms that found a voice.
Fafnheir sounds like a hurricane during an earthquake that found a voice.
AKA: Loud, deep, and primeval. Not creaky, not snakelike, and CERTAINLY not regal.
Archpaladin Zousha wrote:
Adults involved in romantic relationships with underage people is creepy in my opinion. Not sure what more there is to say on the subject, other than get in a big argument about what is and isn't "underage."
Perhaps... although childbirth is not the same as lineage. Childbirth is a part of the life/death cycle, while lineage is largely a social construct, and as such that's more of a thing that a deity of cities or society or civilization would be interested in promoting.
I did, and loved them.
Iggwilv was, as it works out, kinda my favorite NPC from Greyhawk, and I've actually had probably more of a hand in establishing her character than anyone other than Gygax himself—I wrote many Demonomicon of Iggwilv articles for Dragon Magazine (each of which carried bits and pieces of Iggwilv's character, as the supposed writer of the non-rules portion of those articles), and included her in the Savage Tide Adventure Path (in which I did a LOT of work building up her personality and character and history, based on Gygax's work before, and with Wolfgang Baur's help), and then did even more with her in my portion of Expedition to the Ruins of Greyhawk.
So yeah... I'm pretty knowledgable about Iggwilv.
Named my warlock in World of Warcraft after her, even!