|
|
|
Recent posts by
Kamelion:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
There is another thread around here somewhere with psionics ideas, but to respond to your points...
I am running a Pathfinder Dark Sun game with a psion and a soulknife in the party.
For the psion I did exactly the things that you are suggesting. I agree that the power points don't need changing - they balance well against the wizard's spells per day. HD should go to d6 and skills should be tweaked as you mention. I also gave them discipline powers like a wizards, but I was lazy and based the discipline powers largely off arcane schools (filling in the gaps with a couple of powers based on cleric domains or just making stuff up).
In addition, I gave the psion bonus powers in the same way that a wizard gets bonus spells. Basically, they can manifest a free power once per day (or more, for 1st-level powers as their manifester level rises )without spending power points (and can augment it with power points as normal). This is a direct port over of the wizard's bonus spells and helps to offset the psion's lack of 0-level powers while keeping the class on an even footing with the wizard.
After seeing the wizard and new psion in play together, I am satisfied that this new version of the psion is balanced. Both classes performed similarly to each other, with neither overshadowing the other. I'll be keeping an eye on how it goes, but so far I am content.
Although there is no psychic warrior in the game (yet) I agree that the class doesn't need tweaking. Basically, the psychic warrior's powers balance well against the fighter's armour and weapon training. In fact, I tend to think that the psychic warrior's 20 powers are maybe a bit more powerful, but offset by the class' lower HD.
As for the soulknife, I am still undecided. I am using the soulknife unchanged at the moment and it seems to be holding its own. The player has never played a soulknife before and is still finding his feet. The class looks balanced on paper against other melee-based classes, but I wonder if it might not run out of steam at higher levels. God feat selection is probably important here. Something to watch, I think...
Oh, and I'd give Psicraft to all psionic classes, just on general principle. I'm folding Concentration in Psicraft like with Spellcraft, so it becomes necessary. Autohypnosis has its own niche, imho, so I am leaving that separate.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
For on-the-fly Grapple to CMB conversions, I have a little note stuck to my screen that summarises the basic changes. Add or subtract the following numbers from the 3.5 Grapple score to get the base CMB value.
FINE +8
DIMINUTIVE +8
TINY +6
SMALL +3
MEDIUM 0
LARGE -3
HUGE -6
GARGANTUAN -8
COLOSSAL -8
Then adjust as needed for feats/abilities like Improved Grab etc.
For feats, I did a table that compares the differences between feats at levels 1-30. Add the following number of feats when converting a 3.5 statblock to a PFRPG statblock. (These amounts are not cumulative.)
Level 1-4: -
Level 5: Add 1 feat
Level 6: -
Level 7-10: Add 1 feat
Level 11: Add 2 feats
Level 12: Add 1 feat
Level 13-16: Add 2 feats
Level 17: Add 3 feats
Level 18: Add 2 feats
Level 19-22: Add 3 feats
Level 23: Add 4 feats
Level 24: Add 3 feats
Level 25-28: Add 4 feats
Level 29: Add 5 feats
Level 30: Add 4 feats
For skills, I use the Alpha 1 system (aka the simple skill system from UA), so I just rebuild from scratch. Doesn't take more than a minute or so.
These are the changes I find myself referring to the most. The rest I tend to just play as written. Sometimes I'll add a hit point kicker, though, if I want the NPC to have a bit more staying power ;-)
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
Primer
An incredible mind-bender of a time-travel movie. Loops within loops. Won't say anything for fear of giving away its twists, but if you liked Memento ,you'll love this.
Pi
From Darren Aaronofsky. Utterly deranged portrait of madness and genius and the fine line between the two. And, as and added bonus - unlike his other movie Requiem for a Dream - it won't make you want to go and kill yourself at the end!
Memento
You've probably seen it, but if you haven't, your life is not complete. One of the best movies ever, in the same tradition as Usual Suspects.
eXistenZ
Is this obscure? Dunno. A must-see for all gamers, as it delvbes heavily into the blurred line between real-life and game-life. More subtle than The Matrix although without the black leather. It's about a virtual reality gaming system. Say no more. Watch it. And enjoy your next Chinese meal ;-)
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
Rambling Scribe wrote:
In TORG there was a built in system that IIRC was called 'skill challenges.' at the least it was called something like that.
Dramatic Skill Resolution.
:-)
(Sorry, nothing to add to the main discussion. Your mention of Torg just set off my Torg Remote Alert Sensor and I had to come and see what was being said...)
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
Charles Evans 25 wrote:
Hmmm. I suspect that the BBC will be very careful with what they allow out before the season finale airs in the UK. It should be interesting, to say the least, although I could have sworn that the seventh doctor was supposed to have taken Davros out with The Hand of Omega.
Yeah, no preview of next episode and no spoilers given away in the Confidential (well, we saw Mickey at the script read-through, so I guess he'll be in the finale, but hardly a surprise). Davros' appearance wasn't really a surprise following the previous previews (and the fact that The Sun leaked pictures of him a couple of weeks ago). But the end of the episode... yeah, really rather startled by that. After last season's finale, with the clock being turned back, I'm still suspicious as to how conclusive the outcome was, but all the same - can't wait for next week!
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
hopeless wrote:
Kamelion wrote:
hopeless wrote:
So the doctor is now officially half-human on his mother's side then?
See the bbc dr who site for more details
That first cropped up in the 1996 tv movie of the 8th Doctor, iirc. Where is it mentioned on the BBC site?
Has a new section pertaining to Frequently asked questions heard about it at doctor who forums and took a look.
Still wonder why they still won't explain about Susan though.
Thanks - hadn't seen the FAQ section. Interesting to see it get an official stamp. And the comment about purists made me laugh - known a few of those in my time, lol...
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
James Jacobs wrote:
In my perfect world, there would be three types of monster books for Pathfinder.
1) A core monster book that updates all the SRD monsters and perhaps a bunch of other 3.5 open monsters into one big book. This would have 2 monsters per page (one per column of text, or 1 monster per page for really complex monsters), probably with pretty dense and/or small text and about as much flavor as the 3.5 MM has. This would become the core monster reference book, and we'd likely do ecology-style writeups of monsters from here in Pathfinder now and then (or in book category #3; see below). This book would be super big, too. As many pages as I can get away with, in other words. The monsters in here would be world-neutral, just as in the current MM.
2) Pathfinder Campaign Setting Monster Books that use a format similar to the bestiary at the end of each Pathfinder Adventure Path (1 monster per 2 pages). The monsters in here would be Golarion-specific, and would probaly include a lot of reprints from Pathfinder and the modules.
3) Lots of Classic Monsters Revisited style books that cover various types of monsters. Again; these would be Golarion-specific, to the same extent that Classic Monsters was.
NOTE: No such books are on any schedules yet. But that's my personal take on one possible route we might take.
Excellent.
I'd sort of expected that #2 and #3 were a given. But a dense, intense heavy-hitter like #1 would be awesome!
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
I was intrigued to see that 4e took a bunch of rules from 3e's Unearthed Arcana and made them core. I'm thinking of the simpler skill sytstem (a version of which also appeared in Alpha 1 - I liked it and still use it!), complex skill challenges (quite cool, been using them for a while), static xp (which Pathfinder is now using too and I am quite interested in). So Pathfinder is already cherry-picking stuff, but not necessarily from 4e - rather, from the same sources that 4e is cherry-picking from. Which is fair enough. A good idea remains a good idea no matter who else is using it.
I like Pathfinder's arcane school powers as they solve the problem of wizards running out of spells. 4e did this too.
Minions? Teh suck. No thanks.
Bloodied? Not sure. I like the idea of monsters that do something nifty when certain conditions are met (losing half their hit points, death throes etc) but I wouldn't want to see it applied across the board. Better off as a special feature of certain creatures.
Bonus hit points at first level? Just tried this out (using the Grace system from BoXM). Like it a lot. Will be using this more in future.
Static saves? No. Also teh suck.
Losing access to combat maneouvres for all classes? No thanks. 3e's approach of "everyone can do it, and anyone can do it better with a feat" works best imho.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
Big Bucket wrote:
I think there were new combat styles in an issue of Dragon but I don't remember the number. I expect that more options will be available in future releases so I'm okay with only the two in the hardcover, although a few more would be nice.
They were in Dragon #326 and were similar to some of those mentioned above.
Bear-Wrestling: Improved Unarmed Strike, Improved Grapple, Stunning Fist
Mounted Combat: Ride-by Attack, Spirited Charge, Trample
Piscator: Exotic Weapon (net), Improved Trip, Improved Critical
Strong-Arm: Power Attack, Improved Sunder, Great Cleave
Throwing: Quick Draw, Point Blank Shot, Far Shot.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
Russ Taylor wrote:
Snorter wrote:
And, when you consider that the advice in the 1st Edition DMG literally consisted of "Hit them with random lightning bolts, and set blatantly obvious grudge monsters on them", then it is an evolution...
Not to be a terrible thread-snarker (okay, maybe I am), but can you dig up your literal quote of that? Because I never read that in my 1st edition DMG.
There was actually more advice than that, so it's not really a fair representation of the 1e DMG. But advice of that nature was indeed present. From the section on "Handling Troublesome Players", p110:
"Strong steps short of expulsion can be an extra random monster die, obviously rolled, the attack of an ethereal mummy (which always strikes by surprise, naturally), points of damage from "blue bolts from the heavens" striking the offender's head, or the permanent loss of a point of charisma (appropriately) from the character belonging to the offender. If these have to be enacted regularly, then they are not effective and stronger measures must be taken. Again, the ultimate answer to such a problem is simply to exclude the disruptive person from further gatherings."
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
hogarth wrote:
Can you die during character creation?
Yes, but the rule is now optional ;-)
I playtested the rules a few months back but haven't yet picked up the rulebook. It was a lot of fun - fast, enjoyable and largely simple to grasp. I particularly liked the character generation process - the careers gave you a well fleshed-out character by the time you started play.
Plus the binding was good and it wasn't labelled as "Travellar" or something like that on the cover. (Yeah, I know, cheap shot...)
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
|
Majuba wrote:
Someone else pointed out the only core spells that are not on *any* class list are the Holy Smite/Order's Wrath type ones, which are still spell-like abilities for the Alignment domains.
The issue is that several spells are unavailable to clerics except through domains, not that only two or three spells aren't on any class list.
Are some of these spells not really the best choices for these domains? Yes. But by the same token, some are good choices for these domains.
Are some redundant, or merely weaker or stronger versions of existing spells? A few are, but most are not.
Are the new domain powers a more powerful option for clerics than domain spells? Generally speaking, yes they are. But they're not always as versatile, nor as compatible with previously published material.
However, these aren't the issues I want to highlight here. I just want to point out that we don't have a clear answer in this regard yet.
By the absence of any reference to domain spells, it makes sense to infer that they have been removed. But that then raises the questions of backwards compatibility - what about those characters or NPCs who use these spells in published products?
Anyway, as there are so many domain-only spells that aren't covered by equivalent powers in Pathfinder, I think it needs addressing in an unequivocal fashion by the designers. That's all I am asking for.
So I made a list :-). These are the spells that are only available to clerics through their domains:
Air Domain
Gaseous Form
Control Winds
Whirlwind
Animal Domain
Calm Animal
Dominate Animal
Artifice Domain
Hardening
Charm Domain
Suggestion
Heroism
Charm Monster
Demand
Community Domain
Greater Status
Telepathic Bond
Sympathy
Darkness
Blacklight
Armor of Darkness
Prying Eyes
Nightmare
Power Word, Kill
Death
Create Greater Undead
Earth
Spike Stones
Iron BOdy
Evil
Unholy Blight
Fire
Fire Shield
Fire Seeds
Glory
Disrupt Undead
Holy Smite
Holy Sword
Bolt of Glory
Sunbeam
Crown of Glory
Knowledge
Detect Secret Doors
Law
Hold Monster
Liberation
Mind Blank
Luck
Mislead
Moment of Presience
Madness
Rage
Bolts of Bedevilment
Maddening Scream
Magic
Magic Aura
Identify
Protection from Spells
Nobility
Demand
Plant
Plant Growth
Command Plants
Repel Wood
Control Plants
Protection
Mind Blank
Repose
Surelife
Rune
Lesser Planar Binding
Instant Summons
Teleportation Circle
Strength
Stoneskin
Clenched Fist
Sun
Fire Shield
Fire Seeds
Sunburst
Travel
Longstrider
Teleport
Phase Door
Trickery
Non-detection
False Vision
Mislead
Screen
Polymorph any Object (not sure if this applies, however, given changes to polymorph.)
War
Power Word, Blind
Power Word, Stun
Water
Fog Cloud
Acid Fog
Horrid Wilting
Weather
Sleet Storm
Call Lightning Storm
Whirlwind
|
|
|
|
|
 |
 |
 |
|
|