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We've never tried this, but we are a fan of rules that make the game more challenging (in a fun way). My goal is to figure out a workable mechanic to institute this.
In regards to the timer, all of us play with digital character sheets, so having a timer app pre-loaded wouldn't be a problem.
We could possibly add bonus time every time you level up too.
I know some people play with a timer to speed up combat. My friends and I tossed this idea around a bit.
Assuming a base of 6 seconds what if for every point your INT modifier has score has you get an additional 3 seconds in order to represent the character's ability to make faster calculations (A character with 14 INT would have 12 seconds to declare his actions). Conversely a character who has INT penalties loses one second of time for every negative point his modifier is worth(to a minimum of 3 seconds).
Our thought process is that high INT characters will make the smartest decisions and the characters with less INT will actually be acting on impulse. Granted, the players will actually have everyone else's turn to think, but when it comes to crunch time, they'll have to decide immediately.
Thoughts? Ways to improve this? Would you ever try it?
We just ran through the Seven Swords of Sin and inherited them. We sat with our GM and statted them out for fun. Also part of the party doesn't want to return them. The Sword of Greed and Lust are the canon stats, the others we made up based on the first two.
Seven Swords of Sin:
Sword of Greed
+5 Keen Heavy Scimitar
Critical: Flesh to Stone
Sword of Lust
Sword of Wrath
Sword of Gluttony
Sword of Envy
Sword of Sloth
Sword of Pride
Freehold DM wrote:
Wasn't too impressed with today's episode..I'll take it as a bit of a hiccup and move on.
I hope it was a hiccup. The characters haven't developed like they did in ATLA. It seems that most of the characters are shrouded in mysterious backstory. I think we can say that Pabu is developing nicely though.
Hell, I think if companies just allowed for their games to be sold as RPGs they would be okay. Some people really enjoy MMOs. The only MMO I ever really got into was City of Heroes, and a lot of that was spawned by the character creator they released. I did a Super Group once and it just sucked so much time.
I can't say that I've ever been a fan of MMOs. They definitely have a market, but the idea that every game with a cult following needs an MMO is a bit ridiculous. I'm just waiting for the day when the decide Devil May Cry and Frogger are in need of being turned into an MMO.
The link above is probably better suited for campaign info. But if you run Ubuntu there's a pretty cool application called ZimDesktopWiki. It allows you to create a desktop wiki of your campaign information. You can hyperlink pages together as well as load images into the programs. I find it to be a good note taking program regardless.
The Elder Scrolls Online announcement spawned this mild rant.
I have to say that I've fallen out of touch with the video game community nowadays, but I have to ask if I am the only one tired of MMOs?
I purchased SWTOR, because I loved KOTOR and KOTOR 2. I stopped SWTOR, because I found while playing that though that I didn't like having other people in the world.
The reason I find immersion to be difficult is because tons of players are just running about. The equivalent would be the dialogue and actions of strangers being inserted into a story I'm reading.
I treat my RPGs like books, they are both something I enjoy doing to relax veg out.
When I want to play games with friends I usually bring out the dice, but that's just me.
I'm guilty of this. It was in my top five submitter's remorse thoughts that occurred. I understand why this is a problem and I agree everyone should have the final copy. Well, this was my first year. I'll learn.
EDIT: Just checked to see how off the copy I had was. I removed it so that no one's time would be wasted.
Dreamscarred is selling a supplemental material. I think there are four classes for 9.95 up. The Aegis, the Marksman, the Tactician, and the Vitalist.
I really like the features of the Vitalist and the Tactician. It also comes with options and powers for the "core" psionic classes.
I stumbled upon both the alignment thread and the caster-martial disparity the other day. Didn't start using the forums until after UM came out, so I missed the Gish party.
While on the topic of psionics, how does Dreamscarred handle 3rd party content based off of Psionics Unleashed?
Paizo gives out OGLs and it's very official, I haven't seen anything like that for DSP. Can someone point me in the right direction?
I had a feeling Psioncis was one of THOSE subjects.
I was just curious what other people's feelings were, because I have been playing Pathfinder for about three years. For the longest time we ran Paizo only, but we're moving away from that now. Our DM has gotten more liberal. One time he let us take templates instead of levels . . . Let's just say that I quickly abused that into the ground to show why it was a bad decision.
I've never considered this. When I've played the Haunted Oracle we just assumed that the bonus spells (mage hand, mirror image, reverse gravity, etc.) were of the level you would find them on a class that gets them regularly. So mage had would be 0th level, and so on and so forth. It hasn't caused any problems at our table.
I would think that the bonus for the ambush resides in the fact that those ambushing have had time to set up and get hidden. If you have a lot of time and are not threatened you can take a 20 on a stealth roll. Which is a bonus. Perhaps they are also getting circumstance bonuses. I'm not sure what the specific instance is, but having prep time is usually advantageous.
I'm not encouraging Paizo to publish psionic rules, I'm fine with what Dreamscarred is doing.
Do you have psionics at your own tables? If so, do you run transparency? What do you like/dislike about it?
I'm finding myself to be a recent convert to psionics. Not saying I'll drop Paizo stuff, but I didn't use to like it.
Dreamscarred has come out with some new stuff since then, and I think it's an improvement from the first book. They introduced the Aegis, the Vitalist, and the Tactician. I think they are really fun psionic classes.
I only read about a third of the thread, and maybe this has been mentioned before, but what if Paizo did more connected modules. For example Crypt of the Everflame, Masks of The Living God, and The City of Golden Death (Though City of Golden Death was kind of bland) all tied in. They had options for running them separately.
On a side note if you do run those three Masks of the Living God is the most fun.
Back to the topic at hand. This model could represent your smaller AP want, and it would allow for them to take risks, but it would also mean that 3 modules are tied up in one story-line.
I would really like more modules to be tied in together, but that's me, and I'm also happy that every time a module comes out I have an option to buy a campaign that I probably haven't done.
Psionics in Numreria could be handled like a very strange Sorcerer bloodline. People won't know the difference. Maybe they call them "silver touched" or something because they think they're mutants.
I really like that idea. Do you run transparency with magic/psionics?
2. You could use barbarians, because there are a lot of barbarians in Numeria. There is a really fun acquired template in The Seven Swords of Sin that comes from Numeria.
The template is nanobots that try to reproduce by infecting people.
If you set up the situation correctly it will present a moral dilemma.
3. Go for hardier plants an animals that are built to survive in less than ideal conditions.
I didn't know about the contest at all until a few days before hand. A friend of mine sent me the link.
EDIT: I had heard about the contest, but beyond that I was fairly clueless.
The only evil campaign that had any amount of success was when we were running Rise of the Runelords.
We had a good thing going we were all working together. Initially, we had trouble keeping the antipaladin in line. He settled down after I agreed to let him torture all of my prisoners (I was playing a homebrew class that relied on other people's powers, so I kept prisoners. The class needs to be rebuilt, because its horribly ineffective, but that's another story). At the end of every fight I would make sure that our powerful enemies were alive enough. The antipaladin wanted to kill everything and everyone. I had reasoned with him that torture is the better route, because their suffering never ends and he always had a source of joy.
Now, my character wasn't so much for the torture, but it kept him from tearing me down and it made the party run just a little bit more smoothly.
We continue for a few weeks and things are running smoothly. At one point we did strip the antipaladin of his gear and make him fighter another character with no weapons, because his arrogance was making it hard to go about our tasks. He ended up winning the fight, but the caster had gotten him down enough hit points to scare him.
After once again putting the antipaladin in check we continue about our business. We're exploring this dungeon and run into a haunt of shadows. I get strength drained like nobody's business and end up running into the next room (fortunately, the shadows didn't follow). The next room we find has a giant crab that starts beating down the party. I run away, because with six points of strength damage, I'm wasn't too useful. Two of my evil compatriots the antipaladin and the monk were felled by the crab beast and our fourth member had decided this was his opportunity to stop the evil. Up until this point we assumed he was down with our plans to gain control of Sandpoint. It turns out he was not. As I'm running away he yells (lies) that everything is okay. I start heading back and he trips me in the room of shadows (mind you I had dropped most of my gear because I had been strength drained). I manage to get out of the room again and I tie the doors shut with 50 feet of rope.
Realizing that he wouldn't be able to escape alone he finishes off the crab and administers healing to the antipaladin and the monk. The monk was suspicious of my disappearance and began questioning the sorcerer. Realizing the sorcerer was hiding something he began to ready an attack, but the antipaladin sided with the sorcerer and the monk seeing he was outmatched used a lightning bolt on the paladin (Qigong Monk), the antipaladin became nothing more than a pile of bones. After that the sorcerer threw out a few spells, but eventually the monk grappled him tied him up and drowned him in the water. The monk was an undine and at the bottom of the pool was an exit from the dungeon.
The monk came and found me meditating in an anti-grav chamber we had found previously and then said, "There can only be two one to harness the power, and one to crave it". Actually, he asked for my version of the story and threatened me with lighting if I didn't tell the truth, but we worked it out.
We haven't picked that campaign up again yet.
Our party unity wasn't ruined by an evil character though, it was ruined by a good guy. Though we did have to reign the antipaladin in kind of often.
Belle Mythix wrote:
My group started doing something like this after The Old Republic came out. As a joke we would roll percent die and whoever rolled highest got to talk first. While we laugh at the process I think it has sped up the process on occasion.
Sean K Reynolds wrote:
Do those who submit late typically not make it into the top 32?
. . . Wait. Jesus dies?!?! Three in a row.
I should probably be up to date on movies, but I'm just not.
There goes another movie spoiled.
My friend made this reference last night, and I hadn't seen the movie yet. I guess that's my fault it's been out forever.
I haven't seen those, but I'll go look into them. I love when third parties create good work.
I've been running the same character for 8 levels now and he's died twice, three times technically. Our group uses the hero point system, and I went with the anti-hero. Since hero points stave off death I guess no one dies, but they're used about once every five sessions by at least one member of the party.
Most of the party deaths that have occurred have been because of rending. That alone counts for more deaths than anything I can think of. Death happens often enough in our group to be a scary thing. I've detailed some that have occurred. Fortunately, most deaths that do occur are pretty epic.
The first death I don't count towards this continuity, because we reset our level 1 characters after this event.
In the Hangman's Noose we had a total party wipe.
The Croaker appeared and we didn't run soon enough. It charisma drained us to death.
In Masks of the Living God a party member of ours was critically hit by magic (We use the critical hit and critical fumble deck). He took enough damage so that he started dying, and the critical from the spell sent him to the ethereal plane for a few rounds. In those few rounds he died. When my gm read the critical card he said, "I don't see how this could be a bad thing".
The City of Golden Death took two lives
Our paladin was rended in half by trolls
My first counted death happened in this module, too.
I was at really low health and a blind Babau critically hit me.
My character doesn't like to talk about it. My GM was nice allowed me to roll a new character, and since I provided a story tie in, he resurrected my old character at the adventure's conclusion.
I died again in The Seven Swords of Sin.
My cohort and I entered the tomb of Pharoah of Scarabs, we both failed our Will saves succumbing to his fear aura and being helpless. I was coup de graced.
I lived because of an item I invested in after my first death. In our group we call it the "ring of paranoid self-preservation". It has one breath of life charge in it. I survived the coup de grace because of that item. I've since recharged my item. I was happy about my death (and subsequent resurrection), because I now qualify for the Graverisen feat.
Now, we have a player who plays inconsistently and his death is something to be expected within the first few rounds of any combat. When he plays, he dies, but it is due to poor tactics, not reading his class abilities, and it is not through the fault of the GM.
His most recent death also happened in The Seven Swords of Sin Module
He was introduced to the party as a druid who was captured by the scientist to have experiments done on him. We let him out and tell him he can help us get to the BBEG or he can try to make it out on his own. The next room has large plants and a pool of magical "water". As a druid he ran up, within reach of the plant, and attempted to cast a spell. The plant used its attack of opportunity to bull rush the druid into the water. He took 10d6 damage, fell unconscious, and was burnt away by the acid. We resolved he could play his bear animal companion. The next round the bear went up and attacked. He too was pushed into the pool of acid water.
Critical hits that turn the tide of battle kills us and not running away. It's never a result of our GM being hard on us though. He just lets us make our decisions. Even with hero points, magical rings, and the like death is still a real and scary thing.
So, - gods willing I make it to round two - I've started outlining my organization.
What's up with the leader section? Is it just some character's name, or can more than one leader exist? I assume that the leader is supposed to be explained somewhere, but given the limited word count, I'm finding it more difficult to discern the importance of the leader, and how elaborate that should be.
I'm sure it's all important considering it was asked for, but some structures lend themselves to multiple leaders or no leaders at all.
Any thoughts on this?
I hope you all had wonderful holidays.
Hack and Slash Games started up 7 months ago and we worked hard during the summer months to alpha test our classes, then the school year hit and many of us had to return to college. In the past two weeks, since we've been reunited, we have been getting our classes ready for the public. Two of them should be ready for public beta by next week.
We need fine folks like you to try them out, see what you think, what problems occur, and what you would like to see from us.
If interested in participating in the beta please email me at email@example.com and I'll add you to our list. Once on the list you'll be able to peruse the site, read our news, and by next week hopefully download the playtests. Even if you're not particularly interested in playtesting, we'd still love to show you around the site.
We're working on getting the site public.
In other news, we need an artist. If you're interested in that email me at firstname.lastname@example.org
We hope to hear from you!
I'm sorry to report that the player in my group didn't take the level in Armored Engineer. The alchemist's 3rd level abilities appealed to his concept more. Also we didn't level, he just told me his decision.
I want to playtest this, but am currently playtesting my own stuff right now.
When I get a chance to use it I'll post my thoughts.
We're running a module tomorrow night. If we level (we're like a dire rat away from leveling) my friend is multiclassing in it. I'll let you know how it goes.
Thanks! I missed that the first read through. Time to go learn some piecemeal rules. Our group pretty much uses all of the rules published by Paizo, so I may get as well get familiar with them now.
I bought UC this morning and have been reading through it. Is the line about four-mirror armor being worn over chainmail just flavor or does it stack while wearing chainmail?
If it doesn't require having chainmail to wear and doesn't stack then it appears that it's just a cheaper investment for the same bonuses as chainmail.
I agree. I think you may want to increase the more powerful abilities that you can get at 1st level to a 2 point cost.
EDIT: I'm saying this, because you also get devices at first level. That's a lot of abilities with a ten point pool.