The correct spell for doing something so wondrous as animating an entire castle is miracle or wish . You may be venturing into GM fiat
territory however so word it well.
I think they'll be fine with the 2nd problem you mention. A party with no ranged attacks is going to eventually get smacked, so let it rain!
As for your first problem, there is a way around it but you need to really sell it.
Free Pass:
Have one goblin stranded outside the barricade made by the trolls. Dress him in a guardsmans tunic and have the Flesh Golem Hound just standing in the center of the bridge staring at him. Be sure to describe how ridiculous the goblin looks in the human sized tunic. Then if your players are smart enough to catch your clue they might talk to the goblin. If they do have the gobbo tell them the dog was about to kill him so he hid under the tunic and the dog stopped. This will get them through the mansion unscathed.
Be casual about the hints, but if the see it reward them for paying attention to the setting and the world around them.
Setting monster hps to max is usually what I do for 5 PCs as well. Treasure shouldn't be too bad, though you could through in a little extra now and again to even it out (extra potion or scroll, another gemstone, etc.).
I love the item card decks having purchased the Legacy of Fire, Carrion Crown, and a couple adventurer packs. But one thing that I think could be more useful to GMs is if every pack included cards that could actually be played on the map or battle grid.
I love the idea of the Gamemastery Map Pack: Caravans, but a 5x8 inch wagon and horse train just kills the space on a battle mat (even my enormous 3 ft. by 5 ft. sheet of glass over a drafters grid).
The much smaller, less wieldy 2x3 inch cards could fill the dungeon dressing niche. I'd much rather have a flat card on the board representing:
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Well we were expecting a twist and boy this is a good one! Monster must be 600 words, CR 7, and cannot be a construct, dragon, ooze, or outsider!
This definitely falls right in the sweet spot for adventuring so its a monster that can terrify low levels or gang up on higher levels. For my money the best CR 7 monster that fits the criteria above is a toss up between the Drider and the Medusa!
So what are the community's favorite CR 7 monsters?
Courtaud is pretty pastoral. Think sprawling country estates and dairy farms tucked between the Tusk mountains and the Shudderwood.
I dropped a short encounter with a solitary druid whos sole purpose is to watch over the sealed well in town (see Rule of Fear). Basically throwing some foreshadowing of the ancient Kellid spookiness surrounding the menhirs and standing stones scattered throughout Ustalav and an opportunity for the Spirit Ranger PC to get his bow enhanced.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
OwlbearRepublic wrote:
I wrote a number of organizations before the Top 32 were announced this year. I'm most interested in feedback on this one, because I stopped developing it at a certain point on the grounds that some might find it out of place in Golarion. I'm curious to know whether that (moot) call was the right one.
Eudego's Salvage:
** spoiler omitted **...
Very interesting hook and very concise writing. I like the growing mi-go influence among the fleet and the vast emptiness of Rahadoum makes for a remote corner of Golarion where the PCs might be the only power with the moxy to combat the mi-go threat.
I could see this happening over land as easily as water. Eudego could be a prospector who found the ships underground, the pirates could be brigands who now eschew camels or horses for alien vessels. If this were land based the few mi-go and their clones could use derro to do their mind control on Eudego (because alien abduction falls to the derro in Golarion).
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
PhineasGage wrote:
Scott Fernandez wrote:
The Cataclysm Epiphany
So, a group of Rovagug worshipping evil dudes hopes to awaken the Tarrasque by sowing contention and warfare? Not sure I get the connection, but that could just be my lack of Golarion-fu.
I think the writing it really tight. Certainly, a lot of information has been packed in to the word limit...and it still flows quite well despite this. I had to go back and re-read things a few times, but I think thats because I'm not very familiar with the nations in question.
What I did love was the fact that just reading the outline I was already starting to form plots and storylines for how my PCs could get pulled into a much bigger plot. Slaying some monsters for a bounty and the next thing you know the humble adventurers are setting their sites on taking down an evil cult!
So, with all that, there's just one thing that threw me off. A cult trying to raise a world destroying abomination? Haven't we seen this already? Throw in the word 'Cataclysm' and its just too reminiscent of the storyline for the worlds most popular MMORPG...and I don't play the game.
Other than that, great stuff! (but then...you've already made it into the contest once, so you probably know that already...)
Funny I don't play that MMORPG either so I don't know any of its storylines. Honestly I don't see the Tarrasque as a World Destroying monster, but it'll certain cut a swath of devestation across a continent and it will definitely threaten the greater region surrounding Lake Encarthan.
Golarion fu is a heavy component of this round so if my entry makes you want to bust out the Inner Sea World Guide or run over to thePathfinder wiki I've done half the job. That you also have plot ideas for you adventurers completes the circle!
Honestly I think I'll just say Madame Ivanja has a cadre of simple prostitutes and her select choice of well trained courtesans. The prostitutes are likely utilized by the Lodge staff (especially the guards) and well to do servants of the visiting nobles rather than the nobility itself who prefer the more refined courtesans.
I actually used Tamrivena to foreshadow the basic theme in Trial of the Beast. The Crooked Kin and your half-orc PC are freaks and some persecution by the Wallguard of Tamrivena against them will reinforce the idea that not everything that looks monstrous is evil, in fact humans or society can be even more evil than monsters! It really is a gift you can use to not only practice some Diplomacy which is so key in the Trial, but it allows you to drop hints about later aspects of the campaign...
Spoiler:
One of the members of Canterwall's Palatine council is the changeling NPC described in Rule of Fear. You could use her as another reinforcement that all that is monstrous is not necessarily evil. She could also be the daughter of one of the Hags in Ashes at Dawn. A name drop here could connect the dots of the larger goings on in Ustalav when the PCs reach it later.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Here's my attempt. It's similar in theme to Nate Lange's Children of Carnage, but has a tighter approach on being a nihilistic cult.
The Cataclysm Epiphany:
Cataclysm Epiphany Alignment: CE
Headquarters: The Lost Mines
Leader: The twisted prophet, Twelve Shackles Broken
Structure: religious cult
Scope: national
Resources: The Lost Mines (fortified monster breeding and training facility), Nettlehold (fey haunted stockade in the Backar forest), caravans for smuggling operations, black market agents, paramilitary political movement
The Cataclysm Epiphany believes the mightiest of the Spawn of Rovagug, the legendary Tarrasque, lies dormant somewhere beneath the southern Mindspin Mountain range. Guided by the visions of the mad oracle Twleve Shackles Broken the cult enacts savage rites of destruction utilizing magical beasts unleashed upon civilization. Through ritual bloodshed and widespread chaos the Cataclysm Epiphany hopes to appease the Rough Beast and awaken the Tarrasque. The cult focuses on stoking the fires of open war between the feuding nations of Molthune and Nirmathas, preying on the former nation’s expansionist tendencies and the latter’s lack of strong central leadership.
Structure and Leadership
Twelve Shackles Broken directs the cult from the depths of the Lost Mines, where monsters captured in the Mindspin Mountains are bred for sale in black markets and trained for attacks against Molthune. Striking from the twigjack citadel of Nettlehold in the Backar forest the half-orc demolitionist Kargor Gatecrasher masterminds acts of monstrous terrorism against the burgeoning city of Braganza. Ionnia of Galt a political firebrand heads the nascent Fangwood Liberation front, a militia of Chernasado rangers tired of the Forest Marshal’s strategies by whipping up patriotic furor and playing on the fear of brutal occupation by Molthune’s nonhuman troops.
Goals
Goading Molthune and Nirmathas into full-fledged war is a coordinated, two pronged approach. Terror cells target the numerous construction projects of the Prince-Archbanker of Braganza costing him both valuable coin and precious laborers. Meanwhile the Fangwood Liberation front musters its militia to plunder the vast farms of the Plains of Molthune, selecting the most overzealous raiders as potential cult initiates. When the Imperial Army responds to monster attacks on Braganza, Kargor’s terror cell melts into the forest opening a window for the Fangwood Liberation front to strike. As the atrocities mount, the Imperial Army’s hunger for swift reprisal grows.
Public Perception
The freedom fighters of Nirmathas have embraced the Fangwood Liberation front as a legitimate political and military force joining in growing numbers. The General Lords see them as an excuse to mobilize for invasion. In Braganza the Prince-Archbanker has offered bounties on the heads of all magical beasts slain within his domain hoping to attract adventurers to protect his workforce.
So having already finished HoH and halfway through TotB when I got to reading this thread I've found my place to add AA into the mix with a connection to the PCs and Kendra.
At the end of the 30 day wainting period in HoH I had Kendra sell the house in Ravengro to one Esme Muralt (nee Currindon) of Ardis (originally in the Pathfiner Chronicles: NPC Guide). Esme of course is very kind to Kendra and invites her to stay at her estate in Ardis until she figures out what to do now that her father is gone. She also takes a shine to the PCs seeing uses for adventurers in her personal machinations. Indeed her agenda is in reclaiming Lozeri for the Currindon family who lost the county to the now deposed Beauturne family.
Connections:
AA has manipulated the aging noblewoman's vast resources and influence for years. He meets Kendra in Ardis and invites her to Caliphas (here I can use the Lorrimor connection as the Whispering Tyrants heir). Before that, the PCs run into Esme at the Ascanor Lodge where I replace Markiza Welgory with her. Being an already familiar and friendly face she can advocate for the PCs in the Lodge and can relate Kendras whereabouts and her trip with AA. Only later in the investigation when the PCs learn AA gave Auren Vrood the invite to the Lodge will they start to suspect him. I plan on having AA be a member of the Palatine Eye (which a few of the group wants to join) and be at the shindig in Caliphas.
OK why didn't you as players take a much needed Time Out and say hold on... this isn't the plan?
Honestly you should ask your GM for a redo of this encounter. I mean a slick GM could drag you kicking and screaming into the next module, but they'd have to come up with plenty of additional material to catch you up XP and treasure wise...
Doesn't get the clues needed? The elder and three others in the village are supposed to TESTIFY! If they don't show up the Court is definitely going to send someone out to investigate.
Wow somebody really pooched the screw! And why would the villagers stay and fight to the last man? Madness! What was your GM thinking?
A question - I didn't mention to my players that they had to succeed at least 12 Diplomacy checks for the trial; we're now coming to the third day of the trial (haven't visited the Chymic works, mob event, or Sanctuary yet), and they've only made 6 Diplomacy checks thus far.
If they make up to, say, 8-9 checks, what should the outcome be? Should I count the remainder as 'failed', or adjust the needed checks?
Well since they haven't faced the Mob scene they still have life in them. The mob event happens the 2nd night of the trial so you have to run it before day 3. If the party stops the mob without killing anyone they reduce the number of checks to 10.
But if they have either ignored the time constraints and neglected to investigate the Sanctuary and thewy don't have enough evidence to present let them lose the Trial. The module goes on either way. It will be a good lesson for them to realize their choices have consequences... at least toward their reputations!
Basically at 1st level the double jump isn't a feasible stunt. This absolutely requires a feat, class ability, or magic item to pull off.
I do however fault your GM for throwing such an overpowered encounter at you. Not only are you depleted but you don't have the abilities to counter such an ambush. OTOH, this might just lead you to a Story based conclusion. Perhaps you'll be knocked unconscious with non lethal damage and taken before some nefarious NPC with some blackmail scheme?
I know a PC never likes to lose a battle but once in a while it might be interesting to see what your GM might have up their sleeve (or can pull from their butt)!
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Samuel there's also another thread Round 2: The Home Edition where we're planning on doing the same thing. Why don't you drop in there where you'll likely get more feedback.
Round 2 is really a meatgrinder. The archetype last year was TOUGH because a lot of the fertile ground had been covered in the APG and it was a new mechanic. Organizations can be pretty tough too, especially compared to gems like the Hellknights!
It's ok to get beat up in this round because you'll learn a lot about what you did right and wrong with your entry, where your design process can use work, and how the community feels about things.
Just a word of advice for Round 3... sell the concept, not the mechanics of your monster.
Obviously we haven't seent the official rules for next round BUT I got hung up on the stats of my NPC last year and didn't sell WHO he was enough. Think about the first thing you do when you open a new monster book. Other than looking at the pictures, I know I skip right to the text on what they look like, how they act and what they do in the world. Afterwards I go and look at the mechanics of the beast.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Tons of ways to get the PCs locked onto this group as enemies. They could raze a vilage the PCs just saved, the PCs patron Noble is in a quarrel with another noble who employs the Red Bastards, or you could have a PC in the party that actually is a long lost scion of a noble house that the Bastards are looking to get their hooks into and thus they come into direct conflict with the party.
Excellent work. I will be voting for you this round!
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
When I first read the name I though immediately of the 80's animated Silverhawks.
That said the arms dealers, war profiteering organization has been done before in other settings and the Aspis Consortium could easily be in this game. I think you made a mistake by making them strictly neutral, evil is the way to go man! Think Zhentarim, think Yugoloths...
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
It's probably best to wait until the round 2 winners are announced because we'll have a week of waiting for round 3 submissions to go over mock round 2 entries.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Mat Black wrote:
i've got my own ideas on why this wasn't good enough to make it through, but always good to hear the judges' comments.
Circlet of Eldritch Geometry Aura strong conjuration; CL 12th
Slot head; Price 55,000 gp; Weight 1 lbs.
Description
This headpiece, constructed from the spine of a small animal and etched with ancient symbols, is most often found in the possession of followers of the Old Cults. The circlet gives its wearer the power to bend and fold space in unusual ways, but slowly eats away at their sanity.
Activating the circlet is a swift action. When it is activated the wearer may choose a number of squares equal to their Wisdom modifier (minimum 1) within 30 feet. They may then choose whether each of these squares are considered to be adjacent to them or not, and whether or not they are considered to be adjacent to any of these squares. This effect lasts until the beginning of their next turn. If the wearer leaves the square in which they activated the circlet, the effect ends as soon as they enter the new square.
When this effect ends, the wearer takes 2 points of Wisdom damage, plus 1 point for each time the wearer has activated the circlet that day. This damage cannot be healed through the use of magic. If the wearer is reduced to 0 Wisdom in this manner, their alignment shifts one step toward chaotic. If already of a chaotic alignment, their alignment instead shifts one step toward evil. If already of chaotic evil alignment, there is no additional effect.
The circlet may be activated any number of times per day.
Construction Requirements Craft Wondrous Item, Empower Spell, Greater Spell Focus (conjuration) dimension door; Cost 27,500 gp
This is more than a bit confusing. Is this a way to move around the battlefield, attack areas a distance away from you, both? Do you provoke AoO's when moving around? Why aren't these boots and why are these better than the boots of teleportation? Better yet why isn't it priced more like the helm of teleportation? Why does this damage your wisdom and shift alignment?
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
At first I agreed with the OP. The comments of the Top 32 seemed pretty harsh. In fact it seemed like a few of them weren't well liked at all by the judges. But you have to take a step back and look at it again. The harsh commentary makes you a better designer, but it'll keep you grounded as well.
Last year I made it in on my first try, BOOM! Then I sputtered out in round 3. I learned a lot. I saw where I faltered and why (at least I think I do). So I came into this year thinking, "I got this, I know what the Judges want. I'm a freaking Vrockstar baby!"
Then I saw that I didn't repeat. Hell I didn't even make the keep pile! So I waited for my critique with baited breath and saw that even though I was ultimately rejected, the comments were still a lesson. I learned at least one of the judges thought my idea was cool, but that I had gone overboard in designing my item (pun intended). My item was very niche, a plot device even and it had too many bells and whistles. What do I take out of this for next year? The motto is KISS.
Understanding the format and the writing style is something anyone can learn if they do their homework. RPG Superstar is a competition, but in the end you're taking on a work assignment. Freelancing is about following directions, meeting deadlines, word counts, AND having some great ideas put forth. If you think you have mojo then keep competing. Superstars don't let a little rejection or harsh words stop them.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
OMG I was in tears... I had to post this in my home groups fb page just so I could let them share in the catharsis as they took the judges comments on my item harder than I did!
The Erinyes is only there for 11 rounds, meaning a single dimplomacy check kills her duration, but she's a trap not an actual Devil so her initial attitude is hostile. This means you can't even make a request of her. Though let the Ninja try the gambit out (unless they make a Knowledge (arcana) check revealing the devil is a spell effect). He'll blow his cover with the party and then getting lit up by the devil's arrows!
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Neil Spicer wrote:
Scott Fernandez wrote:
Capricious Gangplank
*Wow. There's the seed of a cool idea in this item, but it really gloms on a lot of unnecessary stuff in what I assume was an attempt on the designer's part to win us over.
*I really don't see the goblin angle to this gangplank. Do goblins routinely set sail and do the whole pirate boarding action thing? No, not really.
*Even when I boil it all down, it's still a magic gangplank with little usefulness unless you're running a seafaring campaign. That kind of makes this more of a homebrew campaign item or a plot device to me.
*That said, the designer is obviously trying really hard to stand out. The use of the provided template is nigh perfect. They're trying to be innovative by creating an item that uses one of the new feats (i.e., Improved Dirty Trick). They've done what they can to avoid the SIAC effects by tweaking heroism, but I don't really like that they stole the bard's class ability for dirge of doom.
*This was a big swing for the fence. I'm just not sure it connected.
*Weak Reject.
*Interesting idea, fails to connect in several areas.
*Only working once per week makes me think they discounted the cost because of that.
*I think there's too much crammed into it...just the heroism is good, but the dirge of doom and the entangling on top of that is a lot all at once.
*You should be able to dislodge the plank by moving the ships apart, otherwise they're welded together.
*No idea if they included the mutiny aspect in the costing--that sort of thing is always a problem.
*Attunement isn't really a thing we do with most magic items.
*Weak reject.
*Rejected.
Ah so close to hooking the judges! Thanks for the feedback Neil. I think I can discern who said what about my item.
The faces were almost skulls, but I found goblins to be more "capricious" than undead. Yes this really is a "party item" and it is meant for a seafaring campaign, so it is a bit niche. Mutiny and the dirge of doom were mechanics I added later in the design process after it evolved into an item a group could find after battling pirates or slavers then keep for themselves (plot device). My PCs however will definitely be seeing this in Skull & Shackles somewhere in book 1 or 2!
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Lipto the Shiv wrote:
Seems I might be waiting a while... oh well.
Gimmie both barrels! I can take it!
Cap of Vocational Variance Aura strong divination; CL 15th
Slot head; Price 24,000 gp; Weight 1 lb.
Description
A round, flat topped velvet cap similar to the kind commonly worn by scholars, the cap of vocational variance allows its wearer to tap into the knowledge and experiences of alternate versions of himself that exist in the many, supposedly infinite, parallel universes. Once per day as an immediate action before attempting a skill check, the cap may be activated granting the wearer a significant boost to the skill about to be used. The wearer is treated as having maximum ranks for his level in this skill, and it is considered to be a class skill for the wearer, entitling him to the +3 bonus for being trained in the skill if he does not already possess this bonus. These bonuses last for the duration of a single skill check, up to one week. Though the magic of the hat replenishes daily, the cap of vocational variance may not be used again while it is already providing a bonus to a skill. If the cap is removed while the wearer is still performing the skill check these bonuses are immediately lost. In this case, if the skill being used is one usable only with training, and the wearer does not actually possess ranks in the skill, the check automatically fails.
Construction
Requirements Craft Wondrous Item, moment of prescience; Cost 12,000
Technically you've got the template and style down, though you missed the "gp" in Cost. But its pretty lackluster. Max ranks in a skill for one check per day for any skill and it makes it a class skill for you? For a few grand more I could get a tome +1 or for about 8k less I can get a +4 headband. At that level (roughly 12th or 13th) I could cast legend lore to get the answers I seek without the chance of failing a skill check at all.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Sean K Reynolds wrote:
(Basically, we had a lot of "this item totally neutralizes a mage prisoner" items this year, but once you have someone helpless, shackled, and gagged, you really don't need to use magic to prevent them from spellcasting, unless your target has Still Spell, Silent Spell, and Quicken Spell, and the odds of that being true...)
So glad I deep sixed my first idea as it was something exactly like this. Not that my actual idea did any better that is! It's crazy how often concurrent design happens not only here but for movies, tv shows, etc, etc. Must be something in the water?
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Neil, you sir are a machine! I certainly want to give you, Clark, Sean, and Ryan a huge thanks for all the effort and time you put in both officially and unofficially.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
I always, always write at least a half dozen drafts of an item. Gotta clean up language, try different ways of saying the same thing, try different mechanics on for size, etc. Also I run them past my gaming friends so I have a half dozen email threads with various drafts in my back pocket. Save early, save often!
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
As always look at the examples provided... it's hard to steer wrong if you match yours up to the Aspis Consortium entry provided. And download your copy of the Inner Sea World Guide if you don't already own it! It is simply superb.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Capricious Gangplank Aura moderate enchantment and transmutation; CL 11th
Slot --; Price 10,000 gp; Weight 15 lbs.
Description
Carved with grotesque, sneering, goblin visages and set with iron chains this 10 foot darkwood gangplank is often used by pirates and slavers to board seafaring vessels. Once per week, upon command, the gangplank animates for 10 minutes, extending up to 30 feet attaching to another ships deck or railing with its chains and gnashing, wooden jaws.
The capricious gangplank shouts rude battle cries granting heroism to friendly creatures that can hear it for 1 minute after activation. In addition any bardic performance started to accompany the gangplank's riotous cacophony produces a dirge of doom against enemy creatures within 30 feet of the attached end each round the performance is maintained.
Creatures from an enemy ship attempting to break, cross, or dislodge the capricious gangplank are met with whipping chains and snapping goblin teeth. Treat these as attacks of opportunity using the dirty trick combat maneuver with a CMB +12 imposing the entangled condition if successful. Dislodging the gangplank requires a bull rush against CMD 19. The gangplank has AC 17, 20 hit points, and hardness 5.
During combat there is a cumulative 1% chance each round the chaotic spirits imbued within the capricious gangplank mutiny, lashing out at all creatures. The gangplank also refuses to release either ship for its remaining duration or until dislodged. The capricious gangplank must spend one week aboard a ship attuning itself to a friendly crew before it begins to work. If it is removed, becomes dislodged, or mutinies it requires another week aboard ship to reattune itself.
Construction Requirements Craft Wondrous Item, Improved Dirty Trick, animate objects, heroism, bardic performance ability; Cost 5,000 gp
For the amusement and amazement of the Paizo community I give to you... probably a MIAC.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
I like this item, but the name is a little flower childish for me. Perhaps Rejuvenating Shawl would've been more descriptive of the item and its abilities. Other than that it's my favorite of the Sunshine trio of items in this years competition.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Way to go Top 32! I am insanely jealous but equally thrilled for you all. This experience can really change the way you look at the game you've been playing. Listen to the wisdom of the feedback you get from the judges, but especially from the community. We're the ones judging you now and the mob is fickle. But really congratulations all of you!
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
I had a psychic warrior character that would've loved these gauntlets to help draw fire for his party. I can see any tank style player suck up the full force of a spell to shield his less beefy allies. Quite a few gamers live by the saying, "the best defense is a good offense" but some of us know that defense focused characters are fun to play too! Great job James.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
James congratulations on the repeat, well done. This item would be great for any rogue or ninja infiltrator for sure. But I absolutely love this item for the scrollmaster wizard archetype! Now I can build my Thundercats Wood Forger rip off!
Interesting story. My roommate in grad school had a girlfriend who was studying statistics. She sat down one night when bored and rolled his dice for D&D over and over and over and over, enough to get a broad sample.
Her conclusion: "These dice do not behave the way they are supposed to."
That could be beacuse those dice aren't uniform. It's a pretty common problem with making dice. Ever notice some dice have far more rounded edges than others or have you tried stacking dice.
Take your all your d20s and make a stack with half being sure to stack the 20 face up. Take the other half of them and stack them with the 20 facing to the side (the 9 face up on each). If those two stacks aren't the same height you probably have egg shaped dice. That means you're likely to have a greater chance to roll a smaller range of numbers.
The best dice have nice sharp edges and corners. Those are good indicators that the dice are more uniform.
Scott Fernandez aka primemover003(RPG Superstar 2011 Top 16)
Yep I have a round 2 ready and I'll probably scrape up another idea now that this one has been exorcised from my head. I'd imagine the sneak preview template they gave us will be minimally changed in the official Round 2 rules.
C'mon you have one of the REI flagship stores in Seattle, lol! For those of you in "Paizo East" there's always snow shoes, cross country skis, or dog sleds.
Thankfully there's only a dusting of powdered sugar here in Detroit Vrock City. It's been a roller coaster of tempretures just this WEEK! Sunday and Monday 20s with light snow, tuesday 50s and rain, wednesday and today 20s and light snow. The weather is downright bi-polar (pun intended).