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So, I'm totally coming here as a refugee from the election thread, because I'm finding my political views this cycle bizarrely aligning with a lot of what Comrade Doodlebug was saying over there, which really sort of makes me think.
Evidently I'm now only a very bad stooge of the plutocracy. (And strangely glad of it.)
EDIT: And if I spend too much more time in that thread, Citizen
Spastic Puma wrote:
Was it Steve Brust who said something like "Sarcasm works a lot better when you lightly dust a phrase with it, instead of drenching every word."
Some of us maybe just aren't that resigned to the fate our corporate masters have decreed. I KNOW I'm stuck with Clinton or Trump this time. It's next time, and the time after, that I'm looking at. And in my estimation action needs to start before the 2020 primaries. It needs to start now, with unprecedented numbers of people saying, "Look, give us someone we can vote for, mkay?" And you don't do that by agreeably voting for whomever you're given.
I'm not convinced that a third-party vote or abstention (arguably the same thing) is either pointless or irrational. If Clinton is elected, but receives only, say, 5% of the popular vote instead of 50% because of low turnout and/or write-ins for Cthulhu, don't you think some bright political strategist will look at that and say, "Hey, we can clinch the win next time by taking this into account?"
Saying "vote major-party candidate, no matter how bad, or you're a traitor!" sounds like the voice of someone who is desperate to see that the economic and foreign policies of Bush, Obama, et al. not be questioned, and be continued at all costs.
Yeah, I know, the primaries, blah blah blah. Who gets into the primaries? Sure, the ones with the money, but the donors aren't going to eager to back a sure loser if there's a potential winner out there.
Syrus Terrigan wrote:
And yet, the assertion that refusing to back HRC to oppose Trump is "stupid, short-sighted, and selfish" merited no backlash on an infamously active thread apart from one person, so far.
I seem to recall that both Comrade Anklebiter and I had things to say about that stance. And when he and I agree on political stuff, that's news.
Just out of curiosity, is there anyone in the thread who dimly suspects that any part of Trump's campaign is maybe acting? That he's intentionally pandering to the tinfoil-hat electorate but doesn't actually support a lot of the crap he's spouting? (In other words, that he's like pretty much every other candidate ever, in that respect)
I don't for a second doubt he's a racist, imperialistic buffoon with the business sense of a squirrel, but all of the "Trump is much worse than Cthulhu!" stuff is starting to seem maybe a bit overblown.
I definitely don't agree that PF has ever stated that all classes are created equal. I don't recall ever seeing Paizo write that in any of their books.
The XP chart sort of disagrees with you. The entire CR system strongly disagrees.
If a 10th level fighter BBEG is an equivalent challenge to a 6th level wizard BBEG, and is supposed to be, then they should both be CR 5. By claiming the NPC fighter is CR 9, Paizo is explicitly stating that a fighter is equal to a wizard. Not hinting; not implying -- stating outright.
(1) Play a human or elf.
Overall: I like having actual rules for stuff. Even if those rules are incomplete or aren't really doing what they're trying to do, at least it's something. As a DM, I despise making up rulings arbitrarily when a unified mechanic is more appropriate.
Specific Feats: Leadership. I LOVE how much this adds to a campaign. I wish more players were less afraid to take it.
Specific Races: Humans. I'm tired of dwarfs and robots and dragon-people and furries and intelligent tapeworms. I would love to play in or DM a human-only campaign sometime.
Hi, independent voter here. I've voted both Republican and Democrat, sometimes for/against the same candidate when hindsight benefit applied (e.g., against Bill Clinton when he was 1st elected, but for him when he ran for re-election; for Obama when he was 1st elected, but sat out his re-election in disgust).
And, to me, there is not a good candidate this time. Hillary represents a continuation of the policies of increasing the wealth gap, sending more of our young people to fight foreign wars, and putting more of our citizens at home in prison. These policies represent, to me, grave evils against the American people, and I unequivocally oppose anyone who champions them, from either party. Stuff like upholding Roe v. Wade and supporting gay marriage are things I strongly support, but -- at the risk of Godwinning the thread -- Hitler also liked dogs, and he made the trains run on time. By themselves, they aren't enough to make up for the big three, and if you're voting based on them, you're basically getting a consolation prize for agreeing to lose.
I find it incomprehensible that the Republicans have redefined their entire party as a carrier for the above-mentioned evils. I find it nauseating that most Democrats are so determined to seek consensus that, being denied someone like Sanders as a candidate, they all run skulking like curs to Hillary and lap her hand, hoping she won't kick them.
I don't expect anyone in either party to agree, but hopefully one of them might understand that refusing to support Hillary is not automatically an act of Republican partisanship.
Baby Gersen is now almost two, so actually a toddler, and is beginning to enjoy linguistics -- specifically, constructing sentences. She's also obsessed with Minions, so when she sees me with a pencil, she invariably cries, "Dada! Draw Bob! King Bob! Draw more Bob! Poochie Rat!"
Thankfully, she is sometimes inclined to more matter-of-fact utterances, rather than simple demands. Last night she dumped her water on the bed, then ran to get me and proudly explained, "Wawa! Big bed all wet."
I believe you are thinking of the Medium from Occult Adventures. The Vigilante is the classic two-faced character, from comic book heroes and villains, to pulp serial killers and detectives. It's in Ultimate Intrigue and uses a lot of rules to overcome the mystery-busting effects of normal Pathfinder like divinations making murder mysteries impossible.
I need to set aside some time and read up, then -- I've fallen behind on looking at stuff.
Which part of jazz-funk do you like best, the jazz bit or the funk bit?
I like bebop jazz and especially hard bop (e.g., Max Roach, Freddie Hubbard), that some people called "funky hard bop." I like funk music (e.g., Sly & the Family Stone; P-Funk). Mixing the two directly (e.g., Herbie Hancock) isn't really my thing, although I have to admit that Traffic did a lot of jazz-like improv stuff and a lot of funk-sounding stuff, and were one of my favorite bands.
1. Teleport without error anywhere in the world at will. Get put in prison? No worries, teleport out. What dinner at Antoine's, but you're in Tibet? No problem. The possibilities are limitless.
2a. I don't know enough about super heroes. I'd be hard-pressed to list half the Avengers, even limiting it to the ones in the movies.
OK, let's try this again.
HD: d12; BAB: Full
Saves: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.
Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.
Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival. Your totem (q.v.), provides additional class skills.
Weapon and Armor Proficiency:
A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:
Endure Elements (Ex):
Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.[spoiler]
Feats (Ex): [spoiler]Feats (Ex): Barbarians are ferocious in combat and notoriously hard to kill. All barbarians gain Diehard, Fast Recovery, Power Attack, and Vital Strike as bonus feats at 1st level.
Furious Counterstroke (Ex):
At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.
Rage Attack/Damage Bonus
As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a rage, you gain the following:
When your rage ends, you damage (not reduced by damage reduction) equal to your rage bonus x the number of rounds spent raging. You are also fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. (Note that your bonus ranks in Endurance render you immune to fatigue and exhaustion at 6 and 11 ranks, respectively, however). If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.
You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and has two associated skills, as listed in Appendix A. You do not receive bonus skill ranks, but totem skills are always treated as class skills, and when using your totem skills you gain a sacred bonus to checks equal to your rage bonus (even when not raging).
You gain a +4 sacred bonus on Handle Animal checks when dealing with creatures of the same general category as your totem (e.g., amphibians, fish, reptiles, canines, felines). With creatures that match your totem (e.g., frogs, sharks, snakes, wolves, lions, repectively), this bonus increases to +8. As a rule of thumb, general categories should be based more on casual visual recognition by laypersons than on scientific taxonomy; when in doubt, referee discretion prevails.
Damage Reduction (Ex):
At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).
As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.
Totem Ability (Ex):
Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain additional totem abilities at 7th and 11th levels. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).
At 2nd level, you gain a +1 sacred bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus improves by an additional +1 per 4 levels thereafter. However, in order to be the willing recipient of any spell not cast by you, you must succeed at a Will save (DC 10 + spell level + the caster’s Charisma modifier).
At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.
Improved Rage (Ex):
Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.
As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.
Greater Rage (Ex):
Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.
Mighty Rage (Ex)
Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.
Indomitable Will (Ex):
Starting at 15th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends.
If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).
Primal Rage (Ex):
Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.
Perpetual Rage (Ex):
At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.
in the Vance novels, people were effectively charging themselves with magical energy that was set to go off. So the limit on spells wasn't a limit on how many you could remember, but on how much energy your body could store without killing you.
You clearly have never read The Dying Earth. Let's please not just make up the "facts" that go in this thread out of whole cloth.
David M Mallon wrote:
On a 1999 episode of TV series 3rd Rock From The Sun entitled "Dick's Big Giant Headache, part 1," series protagonist Dick Solomon (John Lithgow) meets the character Big Giant Head (William Shatner) at the airport. During the scene, Big Giant Head mentions "seeing something on the wing of the plane," to which Dick replies, "the same thing happened to me!" This is a reference to the fact that both Shatner and Lithgow played variations on the same character in the 1963 Twilight Zone episode "Nightmare At 20,000 Feet," and the "Nightmare At 20,000 Feet" segment of the 1983 film The Twilight Zone: The Movie, respectively.
Similar fanservice in-joke in the pilot eposide of the 1980s Buck Rogers TV show -- Gil Gerard, playing the main character who has been frozen for 500 years, meets an old-time pilot who makes some comment about comparative ages; they go back and forth a bit. The old-timer was played by Buster Crabbe, who portrayed Buck Rogers in the late '30s.
The problem is that any point system for feats any person derived would be almost completely different from one that any other person made up. Paizo, for example, still feels that "uses per day" balances an "I win" button, and that a minor situational bonus that you can otherwise use at will (on the off-chance that situation comes up) is incredibly valuable.
(1) I'd advise not trying to bring in too much RL experience into a discussion of game mechanics. For example, I'm agile as hell, but I can't shoot worth a damn, and am not very good at the hatchet toss. Does that mean Pathfinder is WRONG for using Dex mod for ranged attacks? No. (Using Str for thrown weapons and Wis for projectiles, as I'm doing at home, is a fun experiment but has no bearing on how the game "should" work.) "Simple" and "well-balanced" should pretty much always trump "realistic" in the hierarchy of design goals for a published RPG.
(2) Always beware of your own subconscious fanboyism. I love TWF, which makes me want to err on the side of making it LESS good, not more so. There have been too many threads demanding a 2d6/15-20/x4 finesse katana for me to discount the role this plays, and why it's not good for game design.
I'd be down for a redone sorcerer. Made the bloodlines like mysteries, give them bonus spells on even levels, give them some more skill points...just make sure to get rid of the ring of spell knowledge while you're at it.
Some more ideas; feel free to grab any/all. My goals were to help the fighter (a) deal with common conditions and keep on coming, (b) control the battlefield, and (c) eventually awe the people around him with his sheer heroic presence. Helping him with gear (d) was a tertiary objective.
1: Combat Expertise, feat aptitude, war master's edge +1
Feat Aptitude (Ex): When selecting a combat feat, the fighter can ignore one of the feat's prerequisites.
War Master's Edge (Ex): Combat is the fighter's stock in trade, and he's better at it than anyone. At 1st level, his training provides a +1 insight bonus to attacks, CMB, damage, initiative checks, and AC/CMD. In addition, his armor check penalty is reduced by 1 and the max Dex AC from armor increases by 1. (i.e., weapon training + armor training + initiative bonus.) The bonus provided by this ability increases as shown in the table.
Bravery (Ex): At 2nd level, the fighter is immune to effects that cause the shaken condition. For more severe fear, the effect is lessened by 1 step (cowering -> panicked -> frightened -> shaken). The severity is reduced by 2 steps at 6th level, by 3 steps at 10th level, and a fighter of 14th level or higher is immune to [fear] effects.
Mettle (Ex): As evasion, but applies to Fort/Will effects.
Personal Weapon (Su): At 3rd level, the fighter selects a single weapon (not type of weapon) at the start of each day. That weapon gains a +1 enhancement bonus when wielded by the fighter. If already +1, the fighter can increase its enhancement bonus by +1 or cause it to gain a +1 equivalent weapon property. The additional enhancement bonus to this weapon improved as shown in the table.
Stamina (Ex): At 4th level, the fighter's endurance training renders him immune to effects that cause the fatigued condition. If he would normally be exhausted, he becomes fatigued instead. At 8th level he is immune to exhaustion.
Strong Stomach (Ex): A fighter is inured to the sight of blood and the stench of corpses on the battlefield. At 4th level he is immune to effects that cause the sickened condition; if nauseated, he is sickened instead. At 12th level he is immune to nausea.
Battlefield Control (Ex): At 5h level, the fighter gains Combat Reflexes as a bonus feat. In addition, he can choose to reduce his movement speed by 5 ft. for one round in order to extend his threatened area by 5 ft. For every 4 levels above 5th, he can trade an additional 5 ft. (up to his maximum movement speed). Enemies who have not seen the fighter use this ability are not necessarily aware of it.
Onslaught of Blows (Ex): A fighter takes no penalty on iterative attacks (thus, a 16th level fighter attacks at +16/+16/+16/+16).
Combat Mobility (Ex): At 7th level, a fighter can take a full move and still full attack. Movement and attacks can be interspaced as the fighter sees fit, but all movement must be taken in 5-ft. increments. This ability also allows the fighter to make a full attack at the end of a charge.
Tactical Commander (Ex): Starting at 10th level, the fighter can spend a move action in order to grant allies who can see and hear him the benefits of his War Master’s Edge, but at only half his normal bonus.
Warlord (Ex): At 11th level, the fighter’s prowess and renown are is such that he can assemble an army eager to serve under him. This requires 1 week and provides personnel as if the fighter had the Leadership feat (if he or she already has the Leadership feat, the effects stack). The newly-assembled army remains until the purpose of assembling is fulfilled, or after 1 month of inactivity in any event.
Superior Battlefield Control (Ex): Starting at 13th level, as a free action the fighter can designate any portion of his threatened area as difficult terrain.
Cheat the Fog of War (Ex): At 14th level, the fighter’s instinctive awareness of tactics and battlefield positioning is unmatched. He can deduce which effects are illusory and which threats are real, even from magically-concealed enemies; this counts as true seeing, but is an extraordinary ability that cannot be dispelled. When faced with a projected image, the fighter can deduce the actual location of the caster.
Indomitable Will (Ex): A fighter of 15th level or higher under an ongoing [mind-affecting] effect may attempt an additional Will save each round to end the effect. If the effect does not normally allow a save, the fighter gains a Will save (DC 25) to end the effect.
Supreme Vital Strike (Ex): Starting at 16th level, as full round action the fighter can make a single melee or ranged weapon attack that deals base damage equal to the normal weapon base damage x his fighter level. Effects like lead blades, etc. follow the normal rules for adding multipliers (e.g., a 16th level fighter with a lead bladed longsword deals a base 17d8 damage with this attack).
Supreme Warlord (Ex): Starting at 18th level, opponents with a CR equal to half the fighter’s level or less must save vs. Will each round (DC 10 + the fighter’s level) spent in combat against him. Failure indicates that they are so awed by his prowess that they throw down their arms and surrender to him; if he or his companions continue to attack them, they flee if possible (a dishonorable fighter can use his battlefield control ability to impede their retreat, allowing them to be slaughtered). If their surrender is accepted, the fighter can spend a move action to recruit them to his side; this change of allegiance lasts for as long as they remain within his presence.
Desperate Resolve (Ex): Starting at 20th level, the fighter no longer automatically fails saves on a natural 1.
Kobold Cleaver wrote:
Does anybody have any examples from their games of a cleric getting "out of hand"?
(Chokes and coughs.) I still hate myself for accidentally ruining Mundane's 7th-8th level "Underwater All-Stars" campaign. She told us it would be very challenging, so I dutifully rolled up a cleric, ignored Str and Dex, and jacked up my Wis and Cha as high as I could. We all had to play underwater races, which I took as a hint, and grabbed the Water domain. Our group also had an ubercharger cavalier and some kind of dashing skirmisher guy.
The adventure was mostly investigation and social stuff, which I inadvertently dominated, because after the skirmisher bought Dex, Str, Con, he didn't have much left for Int and Cha. I was making all the Sense Motive checks, and discerning lies and so on, and even untrained, Bluff wasn't that hard against mooks. I could also summon spies and minions, and cast divination, etc., etc. All this was effective enough that we got too close to the BBEG too quickly, and she attacked us with everything she had.
Which I'd expected. We allowed ourselves to be caught in an underwater place, and a lot of souped-up underwater monsters attacked. I told the cavalier who to charge and he 1-shotted the disguised BBEG. Then I cast lower water and a couple other choice spells, and the rest was anticlimactic. The skirmisher said, "Why am I even here? He just finished the entire adventure solo."
I tried to talk up the cavalier's killing of the BBEG as the real key to the adventure, but I don't think he believed me.
In retrospect, I wish I'd played a fire oracle or something. Even if we'd all died, I'd feel better about myself.
My Skull & Shackles home game finally has given us a view of the barbarian as a PC, and convinced me to make some revisions. The need for (basically) two character sheets was getting to be a drag, so I decided to maybe go the Unchained route and just use a straight bonus:
Revised Barbarian wrote:
Martial/Caster disparity exists, and it only grows as an issue as the hobby gains new players who are very familiar with using internet guides and markedly less familiar with the archaic structures often referred to as gentlemen's agreements the "old-timers" like myself have traditionally used to rein in the outer edges of the game.
To follow up on this, I've often pointed out the benefits to the hobby as a whole if all those "gentleman's agreements" were hard-written into the rules, rather than being left as an arcane, invisible "cheat code" that's needed to actually play without eventually falling into a booby-trap that ruins the game. With enough experience or luck, people will figure them out -- or ones enough like them to do the job -- but it's an incredible barrier to entry, finding out that the rules posted on the PRD are incomplete or even unworkable without a second set of unwritten rules as well.
Tabletop games seem to be a dwindling hobby. I'd like to make them easier to pick up, by making the rules and game play as smooth and as transparent as possible. Sitting around and congratulating ourselves that we know the "right" way to play -- or, worse, condescendingly telling people that insights we learned through years of effort are "just common sense" (I've seen that a LOT!) -- turns off new players and will eventually ensure that a dwindling hobby dies.
The Sword wrote:
That was the DMs justification for trying to stop his character doing it. Which surely we can all agree stinks?
Sure. What I've done at my table -- which as far as I know is unique -- is draft up a house rule to cover it after the session, disseminate the proposed rule, and have a discussion and vote at the beginning of the next session, with me abstaining except in the case of a tie.
The Sword wrote:
If however the cmd can only be identified by the most mechanically skilled players (not necessarily the best players as you have said) can it truly be considered a significant problem in the game?
If it's not identified, but still ruins the game -- which is exactly what happened in a Savage Tide game I was in, BTW -- then, yes, it can still be a significant problem.
I should point out that my 1.5-year-old daughter finds nursery rhymes to be incredibly interesting. I obviously don't agree. Then again, I find reading Icelandic Sagas to her to be incredibly interesting, but she has come to violently disagree with my assessment.
The thing is, I don't get to tell her she's "wrong."
"Fun" isn't monolithic. What's "creative" and "fun" for you might leave the rest of the table irritable and annoyed.