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I'm (slowly) working on getting the OpenSource stuff going. Anyone should be able to view all the code now at: https://sourceforge.net/p/combatmanagerpf/ If you want to add bug tracking tickes to the system (which would be awesome), tru: https://sourceforge.net/p/combatmanagerpf/tickets/ I haven't used the ticketing system yet, so I don't know what to expect. Put your bugs and feature requests in here so I've got a way to track them and have the other people in the system see them. I haven't been as responsive as I used to be and I can't promise I will be in the future, but I hope to keep this project vital with the help of the community. Caineach, Laurefindel: I would say that the Law/Chaos axis contains a lot more grey areas than the Good/Evil axis. However, I wonder if that's the point. If Good and Evil are the "right" and "wrong" outcomes, Law vs. Chaos may describe the different paths by which you can arrive at either outcome (i.e. "2+2" isn't the only equation resulting in the number "4"). I'm also wondering if there's a better descriptor for the Lawful vs. Chaotic axis than the 'Ethical' axis. The reason I've always referred to it as the ethical axis is not to imply that Lawful = ethical and Chaotic = unethical. Rather I've always taken it to describe the ethics by which someone is going to approach their morals. An ethical choice for someone who is lawful good and an ethical choice for someone who is chaotic good may be very different things. To illustrate what I mean by this, here are some common qualities that I would attribute to the two extremes of the Lawful vs. Chaotic axis... Disclaimer: Just for the record, the alignment test portion of the "What Character Are You?" test that folks are responding to in another thread gave me equal ratings on Good & Neutral (Good vs Evil), and equal ratings in Law, Neutrality, and Chaos (Law vs Chaos). In my mind that would imply Neutral Good (since I had 0 points in Evil), but the test seemed to think True Neutral was more appropriate — go figure. I mention this only because I'm trying my hardest to be unbiased in the following opinions. Chaotic: Artists tend to thrive on sensation and free-thinking. They are likely to take inspiration from whatever form they find it in. They probably don't care too much about how others go about their lives so long as it doesn't impinge upon their own freedom. Those that a society might deem as chaotic are probably not as concerned about precedent as they are with progress and individual rights — things that they believe too many rules (or at least an over-reliance upon rules) can smother. An ethical decision for someone who is chaotic good would probably give stronger consideration to individual rights than to precedent. Lawful: Those who are devoutly religious or clinically scientific may tend to work within a more codified set of parameters. They may be less apt to thrive on inspiration save where it comes from their dogma or methodologies. They may have more issues with others doing their own thing since it may directly defy their beliefs or threaten the stability on which their work depends. Those that a society might deem as lawful are probably concerned with precedent because they see it as the strong foundation on which progress is built. An ethical decision for someone who is lawful good might involve acting in someone's best interest even if it might go against what that individual would want. ... Naturally I don't expect that this explanation is perfect (it's certainly too short and general to be comprehensive), but it may at least help to explain where I'm coming from a bit better than my previous post. (Maybe.) :) Edit: BTW, in a lot of ways I consider the Lawful vs Chaotic issue to be more pertinent when it comes to determining the alignment of a settlement or nation. For such purposes, I found pages 80-82 of the book I previously mentioned to provide particularly good examples of the legal structures of societies following each of the 9 alignments. Lots of interesting comments about a Pathfinder Epic (rather, "Mythic") from James, James, and Erik in this blog. (All due credit to Cheapy for pointing the blog out.) Hi all, just finished work on a spreadsheet that allows you to create settlements quickly and easily by marking values in a spreadsheet. After you've finished, you can then select a city and export its stat block in one of 3 formats: plain text, bbcode (formatted for these messageboards), or wiki text (formatted for MediaWiki). Further details, usage instructions, and the download link can be found on my wiki: Link: Settlement Stat Block Calculator If you find any bugs, or you just want to give feedback on whether it's useful or not, you can either leave a message here or send me a PM. Enjoy! Just figured I'd share a set of map symbols that I made this morning. Given the scale at which I've been working, fancy buildings and such were becoming difficult to see so I went for high-visibility B&W symbols. FWIW, the technique I used is essentially same one that Jonathan outlined in his tutorials above. Linkage: http://wiki.worldsunknown.com/wiki/File:Map-Symbols-BW.zip The blog's been updated with the most recent tips from last week - how to colour a dungeon map and how to remove labels from maps - which should both work in Gimp and Photoshop. Today on G+ and facebook - some thoughts on uses and abuses of different tree styles on battlemaps. Since the title is a double negative. Yes, bring on the mythic levels!! Let me know when the public playtest is and we can hash it out then.. I've been putting together a few mapping tips and tricks and posting them on G+ and facebook at lunchtime 2-3 times a week. If you're interested, you can find them here:
I hope the tips come in handy to people, and let me know if there's something you'd like to see covered. Tips so far (from the last 3 weeks):
OP - I don't think you're viewing this in quite the right light. If your PCs don't fit in with the local culture, if they aren't viewed as functional members of mainstream society and if they stick out like a sore thumb - THAT'S A GOOD THING. I'm going out on a limb here and thinking you might want to be running a campaign focused on adventure. Color me crazy, but I think that's what Pathfinder is best at. You don't want the NPCs to view PCs as a good future son-in-law or business partner, promising able hand or good neighbor. They NEED to be seen as outcasts, layabouts, troublemakers or threats. You NEED to let the PCs know that they are discriminated against by the locals, just enough to make them think "someday, I'm gonna prove that they were wrong about me" but not so much that they think "someday, I'm gonna burn this whole wretched place to the ground". (unless you were aiming for THAT sort of campaign...) You need to give them that one ray of hope for a happy ending. The mayor's daughter, who thinks that a PC is nice, even though her father thinks that the Sheriff's son is a better match. The Wizard's apprentice who has a not-so-secret crush on a PC, even though the wizard wants to marry them off to the GuildMaster's kid for political gain, etc. The PC has to know that they have a rival with all the establishment advantages of higher class, more money, better gear, political power, etc. They have to think out of the box to get what they want. They have to answer the call and go to the places that civilized people avoid. They have to do things that townsfolk won't. They have to go become adventurers. Kthulhu wrote:
Of course, if he steals the car from someone else, they have no car. See, that's one of the biggest problems with all the talk about internet piracy, and the word theft being tossed around. Stealing, theft, or piracy implies you are taking something from someone else. If I walk into a grocery store and steal a can of beans, they no longer have those beans. If I walked into a store, whipped out a magical device and made an exact copy of those beans, I haven't stolen anything from you. You might get pissed because I didn't buy your beans, and you might get angry and say I stole your beans because you paid X and wanted to sell them for Y, and now you're angry because someone got those beans for free. The problem is, it's not stealing. At least, if it is, it is a new kind of stealing. You cannot compare it to someone stealing your cookie, or your CD, or your gameboy. It's not like someone boosted your car, or stole your lawn gnome. You have technically lost nothing by this act of replication. Now, the biggest argument is the idea that this replication means that no one will buy the products. That somehow this act of replication means that a theoretical amount of income is lost, because someone would have bought it if they couldn't have gotten it for free. Maybe, maybe not. It's hard to say. I've seen, first hand, people get into the game because they were introduced to it by illegally downloading copies of Dungeons & Dragons materials. It resulted in them spending currency on other D&D products that they actually wouldn't have spent money on at all otherwise. Because of these types of what-ifs, it makes it very difficult to actually gauge the effects of this "piracy". Mainly because it's all theoretical, and at the end of the day isn't stealing in the traditional sense. In many ways, Paizo actually appeals as a company because of their willingness to be open with their products. Notice that virtually everything they have printed for the actual game is available via their online PDF, and much more that they print is done so as open game content, allowing sites like d20pfsrd.com to stockpile huge resources; many of which are from actual Paizo books. While some might not agree, I think that this change in the way people acquire their media means that companies will have to market themselves on something they have been ignoring for many years now: Integrity. See, for a long time, consumers have gotten a kind of cold shoulder from companies. Doesn't matter what sort of industry you look in, you will find this customer dissatisfaction. I'm pretty sure Paizo continues to get peoples' business because many of their fans and people that their fans introduce to the game respect or see value in them as a company. As noted by another poster, I could go right now to the ocean that is the internet and find copies of every Paizo book I wanted, for free. Yet even now I sit here with my copy of the Golarion campaign setting, Pathfinder Core Rulebook, Bestiary, some game modules, and some adventure paths on my shelf right now. I'm already building up a Christmas wish-list which might as well have the Paizo logo at the top. Do you think this is because Paizo is a tyrannical company suing children and their parents for downloading Rise of the Runelords? Probably not. Take a look at the new Pathfinder Reference Document. Now take a look using your phone, or your iPad. Notice anything different? That's right, it doesn't suck anymore. In addition to now including all the open game content from Ultimate Combat and the errata for the third printing of the Bestiary, the PRD is now optimized for tablet and mobile display. Before you ask, yes, that means iPhone, iPad and Android. Probably others, too, but that's what we tested on. I have been showing this thing off to anybody I can corral here at the office. Lissa and Chris Lambertz have put in a lot of hours tweaking this thing and they deserve all the credit. Ross deserves some too, but he gets all the credit for making the Pathfinder Battles subscriptions working. So there's plenty of credit to go around! Except for me. I take no credit for any of this. Except to say, "Make it not suck." Since this is a major revision of several hundred pages of content and navigation, there are bound to be problems. Please use this thread to let us know anything you find that needs to be fixed, and we'll fix it as soon as we can. And yeah, searching the PRD kind of sucks. We're working on that. phantom1592 wrote:
hi im the antagonist, i have a 23 INT, im smarter then any real person outside of this rpg. im trying to do something bad, and these pesky pc's are trying to stop me. so i will GATHER INFORMATION on the pc's then i will do everything in my power to stop them from killing me. i think you have the wrong idea. a DM is not a person playing himself. a DM is playing NPC's that have there own personality. so its not meta gaming if they are walking through a town and a ninja/theif pick pocket snatches their haversack with the spell book in it. in no way would i ever, as a dm, go " john you're pissing me off with your fireballs, im going to steal your book" but if the npc that i was role playing was methodical enough, i would steal the wizards book,disrupt the clerics meditation, poison the fighter, etc... never would i do something without giving the players a chance to stop it, IE perception to stop the pick pocket, sense motive against the waitress serving the poisoned food etc... but this is how a dm should whack players into realizing how important non combat skill are. every action has a reaction, and that reaction is what stops the npc from taking the book. Maybe I'm just in the most incredible games imaginable, but when someone says their PC is attractive we say "ok" and move the f+&! on with our lives and not obsess over making it a stat or trying to minmax it or getting way autistic over what kind of bonuses that should have. Or maybe I just play with rational adults. I'd comment on the rest but the kvetching about charisma is the dumbest g@@&!%n thing I have ever seen on these forums. deusvult wrote:
Yes, a magic system ripped off from a science fiction world with sciencey names. There, ProfCirno, now you don't have to say it :P Stefan Hill wrote:
No problem. Actually, I just thought of another idea for you. One that you may like better. In the front of the Advanced Player's Guide, There is a list of "Favored Class Options" for each of the core races. If its your goal to really limit the available classes, then these lists can pull double duty. Use these lists (with or without the alternate options) as your list of available classes. For example: Gnomes can become Alchemists, Bards, Druids, Oracles, Rangers, Rogues, Summoners, and Wizards. Paizo did the work for you, possibly without even knowing it. Alright, the albums arrived today while I was at work. I just got home and filled-up one of the two that I had ordered. Since seeing is believing, I took some photos and uploaded them so you can evaluate this solution for yourselves. http://wiki.worldsunknown.com/wiki/File:Map-Album.jpg TL;DR: They work. Metroid:
Please don't take any offense. You only have a few posts to your name and didn't reply for a while when others had some legitimate concerns. Even if this is Paizo, it's still the Internet — stuff like that can make people nervous, that's all.
At any rate, thanks for the heads-up on a handy and creative solution. Glad to see my blind faith was not in vain. :)
9 people marked this as FAQ candidate. Staff response: no reply required.
7 people marked this as a favorite.
wraithstrike wrote: I didn't know outsiders treat as outsiders with racial HD so they should not be immune to the hold person type spells. I know devs have said they don't get the other benefits outsiders get such as automatic proficiency with martial weapons and so on. They're saying here right now if that counts. Weapon and armor proficiencies are basically "rewards" you get for taking a class level OR getting a racial hit die. Some races (like elf or tengu) do grant specific weapon proficiencies regardless of Hit Dice, and in those cases, they have a specific racial trait that lists that. But beyond that, a creature that does not possess racial Hit Dice gains its weapon and armor proficiencies pretty much ONLY by taking class levels and feats. Thus, a tiefling or aasimar does not gain the standard Outsider trait of "proficient with all simple and martial weapons and any weapons mentioned in its entry," and the human doesn't gain the standard Humanoid trait of "proficient with all simple weapons." It's not really spelled out as clearly as it probably should be, I agree, but it's also kind of common sense as well. THAT SAID: it's true that spell effects DO care about type. Hold person won't hurt a tiefling or aasimar, for example. Neither will charm person. We've sped up high-level combat fairly well at 12th-13th levels, even with eidolons, cohorts, and companions, but this is our first foray into high-level Pathfinder. We've always changed gears at higher levels. * One initiative roll per encounter rather than per round * Initiative board. We use the one sold on this site, and it keeps things moving. * DM must know his monsters. There shouldn't be flipping in books to see what effect A is or what spell B does. *Same goes for Players. If they know their character (and they should having played to 12th level!), they shouldn't spend overly long figuring out what to do. * Roll all combat dice before your turn. It's a trust move between the DM and players, so it might not work for all groups. It is a HUGE timesaver. Players resolve crits/fumbles, etc., and if they get to their turn and it doesn't make sense to attack, etc., the dice don't count. My players are mature enough to take their lumps even with rolling 1s, or to forfeit 20s when it doesn't make sense to attack. * Same goes for damage rolls, simultaneous with attacks. Casters should ready these in advance too, even if you end up not casting that fireball. * If the player's ask, I'll tell them what AC they're gunning for so they have an idea of what hits/misses, and if anything changes when their turn rolls around, we quickly resolve that. * Players should use a "cheat sheet" to keep track of what's changing their (1) attacks (2) damage (3) saves (4) misc. Players are responsible for telling others what is active. * If a player misses an effect (the extra haste attack, etc.) and the DM has already moved on, we don't go back. You snooze, you lose, harsh but necessary if the game is to move and players be sharp. * I delay a player's action till the end of the round if they cannot decide what to do in a reasonable amount of time. Usually not a problem with my players. I feel like this is all I post about lately, and I've not even got around posting my thoughts on running the high level game I've finished running recently. Anyway, if it looks like I'm repeating myself from previous posts, I am, but I hope someone finds this useful. Jason Beardsley wrote: What would make HLP easier to run (GMs perspective)? In short, better guidelines for designing high level encounters, where by "encounters" I mean "anything that is a challenge in an RPG" not just combat. There is very little available to look to for examples of high level encounters and challenges, and the existing guidelines in core apply only so much to high level games, in my personal experience. Much of what you end up have to design you have to design on your own with no support (which then makes it less likely you will run a high level game). More and varied pre-genned NPCs, monsters, hazards, and traps of CR 13+ and higher. I would like to see specifically the following in some kind of rules supplement:
Quote:
I've only run and not played Pathfinder at high level, but I found players struggling to track certain abilities. I think even more readable/better organized character sheets would help (maybe some are out there that we are not aware of; bear in mind my players do not play with laptops, though I do). Some of my players were frustrated with monsters too-frequently making their saves, but I was sometimes frustrated with the PCs too-frequently making their saves, so I think that's more of an issue of perspective and the grass being greener on the other side than an actual gameplay issue. My game's PCs were godlings and yet the players seemed frustrated easily by what they could or couldn't do, and I am still trying to figure out how much of that is mechanical and how much of that is the players underestimating themselves (or overly fearing the high level monsters' destructive powers). Quote:
If you run with a laptop, I highly recommend Kyle Olson's Combat Manager program (there should be a thread about it in technology). I didn't discover it till shortly before the end of the campaign, but I found it made a marked difference in my ability to track combat--especially when running multiple monsters. Its spell and feat lookup functions are also amazingly useful, as well as the treasure generator. But my #1 piece of advice is--learned very much the hard way--is relax, roll with it, and learn to enjoy what crazy things the PCs come up with. Rather than worry about stopping the PCs from using some incredibly amazing ability they have easily at their disposal, just know that they ARE going to use that ability, and play out the consequences from there. My personal preference as a GM is to design slightly sandboxy adventures--there IS a plot and a villain and so forth (often too complicatedly so), but there is also a general world which keeps moving on, and if the characters go "off the rails" I know enough about what's going on in the world to respond. This I find especially worked well for running a high level game, as PCs will take short cuts when you expect them to take the long route--and vice versa--so just rolling with it and adapting as I went along was required. Nice meta conversation. Kinda worthless though. Hell yes, I want high-level content. I want them to "fix" 13+ with optional rules (and maybe actual rules changes for the worst offenders). I want a single chapter on post-20th, and from there I think we will all decide collectively whether it's headed in the right direction. Most importantly, I want Paizo to do it when and how they want to. These kinds of developments must be supported by adventure content, and that introduces many factors into the publication beyond whether or not we all want the rules. I've got some time and I've got the bug, so let's do this again. It's easy to say "Such-and-such class does a lot of damage," or "so-and-so class can't do damage." Usually, people are speaking from personal experience, which is heavily influenced by books available, player skill, random chance, GM whimsy, dice rolls, and the winds of fate. It's a bit more involved to actually sit down and measure those claims in a fair way. In the previous thread, a simple, conservative baseline was established to see how much damage optimized characters could do with a full attack in one round. Understand that this is simply a scratch baseline for damage dealt. This is emphatically not a tier list, a how-to-play guide, a value judgement on the utility of each of these classes (as most of them do other things than damage), or a contest of any kind. It's just to get a good baseline on how much damage a character of this level will typically do, so "a lot of damage" can be something other than a gut call. If you want a magic list of all classes listed by overall power level, it's obviously the class's names reversed, arranged by alphabetical order. The original thread wrote:
Once the character is made, we need to figure out how much damage it does with a full attack. This standard is meant to best approximate typical combat circumstances, when damage is most on the line. The original thread wrote:
The damage formula is h(d+s)+tchd. h = Chance to hit, expressed as a percentage. Remember, this will never exceed .95 or go below .05.
If there's no precision damage involved, this can be simplified to hd(1+tc). There is a more-involved formula which covers corner cases like elemental burst weapons, Critical Focus, etc. If you need it: Expanded damage formula:
h(d+s)+ft(cd+cb+r)
h = Chance to hit, expressed as a percentage. This doesn't exceed .95 (unless you autohit for whatever reason) and never goes below .05.
Finally, there is the last rule, and the most important: rule zero. Feel free to break any of these rules, as long as you make it absolutely clear that you are doing so. If you want to stat a selfish cleric or a 3.5 splat build or a character that abuses consumables or a character that demonstrates a house rule, that's fine. Just don't make people dig into your build to find out that you've done so. This isn't an advice thread; it's math in service of a discussion of class design. It's not a how-to guide or instructions on how to build a character. I really like threads like this, and I'll tell you why. Usually, when you start playing a roleplaying game with your group of friends, fellow players, w/e, you learn to play the game in whatever way your group played. Eventually, this playstyle becomes ingrained as your "game", and without exposure to other playstyles, you begin to think that yours is the only one there is. Now, I'm not bashing the OP at all. But the study of gamer behavior is really fascinating. Now, more often than not, someone on these boards will look at the guy and get one of 3 reactions: 1) OMG NO UR WRONG
Of course there are other reactions, but those are most of the ones you'll see. Now, reactions 1 and 2 are relatively boring, and don't contribute much to the growth of community, though they may very well be pertinent or meaningful. However, it's that 3rd reaction that I love to see. It's that eye-opening experience that makes you realize that other people play differently than you do... and that's not necessarily a BAD thing. That's why I like threads like these. Even if a bunch of people pass it up or offer nothing but praise/criticism, chances are that 1 person will find it and be inspired, bringing more people to the game. donato wrote: Let's say you had your way for one day. You get the chance to grenlight any product that you choose, be it a rulebook, setting book, module, or anything else. What would you like to see Paizo release? As far as setting books, modules, Adventure Paths, and player companions, I already pretty much have that power. Rulebooks are mostly greenlit by Erik Mona, though—but if I had my way, the next one up would be a book that provides lots of advice and help for high-level play (levels 13 to 20th) and that segues into Mythic level play (levels 21s to 36th or thereabouts). Genova wrote: Brassbaboon: I'm just curious. What do you use the copper sheets for? Since I don't carry ten foot poles or quarterstaffs, I sometimes make them in the field, and when I do I use the copper sheets to protect the ends of the poles or quarterstaffs by wrapping the end, pounding the copper into a cap, and then heating it to fuse it together. Sometimes if the GM allows it I use magic fire spells to do this. I also use it to modify iron pots and pans to make them cook better since some of my characters take cooking very seriously. I've rolled them into tubes and melted them watertight to hold scrolls or important papers. I've even used them to hold samples of liquids that I thought might be valuable when I didn't have a spare flask for that purpose. I also use them when I need some small object for a special purpose, such as making a crude bell or whistle. Copper is easy to cut, easy to bend and shape, easy to beat into shapes, easy to melt, etc. A round stone, a hammer and a fire is all you need to make a copper pot. And it's reusable. You can always beat the copper back into sheets when you are done with it. Most of this is more role playing than mechanics, but I do like to role play. If I buy a wooden shield, I'll frequently cover it's edges with copper to improve its durability. Lots of stuff like that. I remember the last round of layoffs from WotC generating the same mean-spirited jabs as this most recent rumor. The edition wars rage on for no good reason. A new generation, irrespective of edition, is maligned because of their background in MMO-parlance. Within a given edition, extremists from both styles-of-play tear into each other like it somehow matters how other people have fun. There are chicken-littles decrying the destruction of the game over rules of little consequence — their constant pestering has driven the staff to avoid providing guidance in the manner that they so kindly once did. Worst of all, the frustrated moderate posters clutter the board with well-meaning but ultimately fruitless peace-making rants. -- I know it's just that I have a new job with scads of free internet time, and that I'm bored so I spend more time here recently. But for the love of the game, can we please chill the hell out? Please, for your own sake and for the sake of others, be a kind, well-adjusted person who wants to help. Don't be a dick. edduardco wrote:
I would say if they were just out to make money they would rush another flawed version of the epic rules into print, instead of actually taking the time to figure out how to actually make the epic rules work. I'm with you DMCal. Sometimes the only thing stopping me from making my campaigns human only is the threat of player revolution. I don't mind A demihuman in the party. Even two if it's a large party, but when the ratio of humans to demihumans starts to approach 1:1, or goes beyond that and you end up with a party with one human and four or five demihumans, I just get annoyed. I try to explain to players that even places like Golarion and the Forgotten Realms are still humanocentric, and most villages/small towns are going to be human. Which means your "adventuring party" of a "good" drow, a dragonborn, a warforged, a tiefling and two cat people is going to seem like a roving band of monsters to most peasants, and is not going to be welcome. Its one thing when a bunch of adventurers show up in town with their one elf friend. That's a curiosity. Its quite another when an alien invasion force shows up claiming they're "just like you, only different." This is a means to create various options for sorcerers that do not require a decision to be made at character creation. Sigils
In sorcerous writings, each sigil has a distinct symbol representing it, hence the name. Sigils a sorcerer knows appear on her body in any location she chooses. Many manifest them in aesthetically pleasing arrangements. A sorcerer may choose the colour and style of her sigils (such as flowing script, jagged angles, etc) and may choose for any or all of her sigils to be invisible without the aid of magic. Invisible sigils may be seen in the same manner as an arcane mark. A sigil is learned in the same way that a sorcerer learns new spells and count toward the total number of spells known. Whenever a sorcerer could learn a new spell, she may select a sigil of the same level or lower instead. Additionally, when a sorcerer may exchange a spell known for a different spell, she may exchange a spell for a sigil or vice versa. A sorcerer may not have a given sigil more than once unless that sigil specifically permits taking it multiple times. Visible sigils may be identified with a Knowledge (arcana) check with a DC equal to 15 + the sigil's equivalent spell level. Sigils are presented in the following format: -- Sigil Name
-- I'll start coming up with sigils soon. In the meantime, feel free to add to this idea! Sigils are sort of like feats, and should provide passive effects. 1/day spell-likes or supernatural abilities may be okay but should at least do something different than knowing a spell. Also, didn't the OP already take his ball and go home to play Essentials? I'm generally of the opinion that the fewer self-proclaimed, all-knowing lords of balance and good game design in the Pathfinder population, the better the gaming experience will be. I'd say I support having Pathfinder be the least balanced, most ridiculous game ever in the history of the hobby if it drives off people like the OP. Don't get me wrong, I like creating ridiculous scenarios based on reading the core rules as if they were instructions for assembling a nightstand as much as the next guy, but I also like having fun while gaming. Pathfinder is fun to play, and that's really all I care about. Maybe I'm doing it wrong... obadiah wrote: I hear Rock, Paper, Scissors is well balanced. But I read on a blog somewhere Scissors is getting a splat book soon that might mess that up. RPS™ hasn't been the same since the 2e of the game introduced lizard & Spock as player options. How are three inanimate objects or a lizard supposed to compete with a highly intelligent vulcan? I'm sticking with RPS™ 1e myself. We've been using this for over a year: * In game, fatigue just applies a -1 to everything -- including concentration checks and spell DCs!
Effects in play: PCs actually start using things like tactical retreats when they're overmatched and unprepared. The party likes to set things up, if possible, so they don't take a lot of damage. They use buffing spells a lot more (vs. relying solely on battlefield control and save-or-lose), and they use scouting, divination, and ambushes more often. Undead are scarier, because they don't take wound penalties. Jason Beardsley wrote: If someone were to convert Zotani, the Firebleeder to PRPG, how would you recommend they proceed? Keep it at CR 20, or make it CR 25 since it's supposed to be in a similar power bracket to the Tarrasque? My general word of advice in converting 3.5 monsters is to keep the CR the same. Rebuild the monster if you need to in order to fit that CR, but the CR should be static when at all possible. The Tarrasque is supposed to be the toughest of the spawn, in any event. For us, there was a stronger reason: In a core game, evokers and fighters might as well not exist. To pick a standard, low-level example: throw an area-effect spell like burning hands at a bunch of 10 hp orcs, reducing them to 5 hp or 1 hp each, and you might as well not have bothered. However, if those same orcs are now taking -3 to attacks and damage, you've potentially saved your party's lives: orcs do a lot of damage, compared to low-level characters' total hp. Fighter PCs feel a big boost in importance, too, because instead of just whittling down intangible numbers with no effect, they're actually impeding the enemy's ability to fight. Imagine: "The medusa's gaze would have instantly turned you to stone, but that last slash of your blade made her cringe back with the blood running into her eyes -- and the effect is weaker, allowing you to barely resist." Jason Beardsley wrote: Can someone share some insight as to the differences in trying to do freelance work for WotC and Paizo? Submission guidlines, advice from staff, willingness to view, or comment on, a submission, etc? Especially concerning those that are new, not well established yet, or trying to get into the business? I've done freelance for both, but nothing for WotC since 2007. I never had a problem with them, my editors were all cool and helpful and offered advice and direction when needed and let me do my thing otherwise. Pay was regular and timely, sometimes even BEFORE product was turned over, depending on what the budget money looked like for that line item. That said, everyone I worked with at WotC is long gone, and they also non-renewed my contract for my webcolumn with a rather vague "Your hit count and ratings are still good, but we can't renew you and can't actually tell you why, but we're bringing things in house right now." Which, of course, turned out to be the run-up to 4th Edition. Amusingly, Stephen Radney-McFarland, now of Paizo, was the one who replaced me on the "Behind the Screen" webcolumn... :) Paizo staffers are very forthcoming with advice to gamers, including prospective submitters. That said, it's a relatively small company, and if you are someone they don't know sending something in cold, it's going to be a hard sell to get them to spend time reviewing and commenting on something you send in, especially if they are slammed with a deadline (which is most of the time). If you are interested in writing for Paizo, my suggestion would be to go back and review now four years of RPG Superstar threads. On it, you will find an insane wealth of advice and analysis by staffers, professional freelancers, and peers out there. You can see the kinds of ideas people have brought forth and the way they have framed them or presented them, and get all kinds of data on both the content and the presentation. This is a resource. Use it. The ideas people submit aren't going to exactly mirror your ideas, but approach reading it from a perspective of "what could I possibly learn from this" rather than "here is why this wouldn't apply to me." Do the same with published modules, or rulebooks, or whatever flavors of RPG writing appeal to you. Focus on Paizo's own material, but look at others as well. See how established professionals approach the task of writing. Meanwhile: Write. Design. Think about what you might create. Share your creations with others. Learn to accept criticism, and learn how to defend your design decisions *AND* how to revise your design decisions. Find people with whom you can share creative ideas and professional presentation. Becoming a patron in Open Design could be an opportunity, as could submitting things to open calls in various PF-friendly 3PP publications. There are many ways to become a pro, but hoping a chronically busy Paizo staffer is going to read and champion your unsolicited manuscript may not be your most productive avenue. That's my thought, although you'll note I am in no way an official spokesman for Paizo or WotC. Just tryin to help anotha Jason out! :) My 2 cents: Atheists on Golarion are practitioners of Athiesm - A, a prefix meaning without, and Theism, meaning 'faith in a god'. (loose translations, I'm not an English major). Thus an atheist professes worship of no god. "Do they exist? Sure. Are they powerful? Yes. Am I going to give them one copper shekel or one sheaf of wheat as an offering, a request for power, or a thanks for the harvest? No. My hands sowed, tended, reaped. My belly gets the grain, and those in my community if I choose to sell, barter, or share. Gozreh wants my bloody wheat, he can come get some, I've got a bushel left that he can have before winter if he'll give me a fair price." Agnostics are unsure which gods are right. Which ones are worthy of devoted worship - or, at an extreme, unsure that any of them, with their petty squabbles and tawdry backstories are any better than ordinary people that happen to be able to level mountain ranges - and frankly, 4 of them are ordinary people that have that power level. This will not of course end the debate, but it's how I use it in my games. Frequently Unknown Rules (through post 400)
including summary from: Format is a bit messy...running against the clock or resort. Will repair on next iteration. Now in order by Type of Change (new to PF, always like this, etc.) and then by CRB chapter. Change from SRD/D&D to Pathfinder (includes brand new to PF)
Classes
Skills
Feats
Equipment
Additional Rules Combat
Magic
Spells
Prestige Classes Gamemastering Environment NPCs Magic Items
Appendices and Monster Rules
Always like this, but frequently misplayed or not known previously Races Classes
Skills
Feats
Equipment
Additional Rules
Combat
Magic
Spells
Presige Classes Gamemastering Environment NPCs Magic Items
Appendices and Monster Rules
It’s the same between SRD and PF, but PF makes it confused 1. Reach weapons for small and medium creatures have a reach of 10 feet. Despite a diagram that says otherwise, they can still attack two squares on a diagonal.
It’s the same between SRD and PF, but PF makes it clear 1. Wizards with prestige classes only get 2 free spells when gaining a level of wizard, not when gaining a level of the prestige class.
Pending Resolution or More Complex than Can Be Dealt With Here
Jason Beardsley wrote:
Words of Power are really complicated, and they have a significant danger of slowing down game play since they let players mix and match and build spells on the fly. I personally think that words of power are TOO complex, and I don't allow them in games I run. My advice is, honestly, to not allow words of power unless you really feel that you can handle them and that you really feel you can trust the player who's using them to be able to do so without grinding the game to a halt each and every time he wants to cast a spell. If I were you, though, I'd be far more worried about the power-gamer and his summoner—the summoner is VERY susceptible to being min-maxed and tweaked to be super powerful. I suspect that's why your power-gamer has gravitated to it. That's fine... but not as fine if the rest of your players are NOT power gamers. You'll run a very big risk of having the game be dominated by the summoner, I fear—if you pump up the encounters to challenge him, you'll murder the other player characters, and if you DON'T pump up the encounters, he'll just dominate the combats. The basic underlying advice, I guess, would be that you've got a lot of work cut out for you, since you need to be a better expert on summoners and words of power than your players, OR you need to be comfortable making ad hoc rulings that your players will be eager to argue with you about. |
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