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Charlie D. wrote:
The Core Rulebook's spine does good to survive a couple of years of intermittant use.
Frog God Games books will be around for centures. The Post-Apocalyptic game of choice will be Sword & Wizardry.
The basic question there is "Can they fix whatever needs to be fixed while remaining backwards compatible?"
I think the answer is no.
And therein lies the problem. A large portion of the fanbase wants the system to be fixed, but an equally large portion of the fanbase wants it to simply be the fourth iteration of the inherently flawed 3.x system, with minor enough changes that they can run any existing adventure as-is.
Paizo cannot please both groups.
Card gaming is doing very well which is why TSR/WOTC made their own disastrous attempt at entering the market...
If Magic the Gathering was disastrous, then the Pathfinder Adventure Card Game is so far beyond a failure that companies that are just in the proximity of Paizo geographically should have gone out of business.
Steve Geddes wrote:
Agreed. To me, 5E is the first edition since 2000 that has felt like D&D.
Since nobody was able to confirm how big a "story" is your comment does not mean much right now.
Maybe they just don't have a set size. That way, the authors don't have to pad or compress their vision.
Steve Geddes wrote:
Due to my disinterest in the Forgettable Realms, I haven't picked either of them up. It should be noted that about half of each AP book isn't adventure, it's gazetteers, fiction, monsters, etc. So saying that an AP is 600 pages of adventure is disingenuous at best. It's much closer to 300.
Due to 5e's relative simplicity, I find it very easy to run it with adventures from ANY edition. Hell, I find it easy to run with non-D&D adventures as well. Really, the only rule supplements I feel a great need for is more monsters. Because you can never have enough monsters. I'd love it if they put out enough monster books where EVERY SINGLE MONSTER that has ever been created for any edition of D&D was given a 5e version.
My only disappointment with the interview is that apparently they are going to only focus on one setting at a time, and they have started with the Forgotten Bloat...er...Realms. Which essentially means they probably won't ever move on to one of the settings I give a damn about (Greyhawk, Spelljammer, or Ravenloft are my official D&D settings of choice).
And yeah...I think a recent publicist dissed Marvel movies for not being "realistic", while branding the gritty, dark vibe as the tone we will see in all upcoming D.C. movies.
Yup, Winter Soldier is nowhere near as realistic as a guy who can fly, lift thousands of tons, shoot laser beams out of his eyes, and all but destroys a city fighting three other guys with the same essential powers.
Not to mention the ridiculousness that is Daredevil. Hell, Man of Steel is practically a documentary compared to Daredevil.
That dude in the interview said "story" so much it kind of lost all meaning. >_> Sorry, two adventures a year is not enough. What a depressing interview.
Yet some people here can't stop fanwanking over Paizo's APs. The Module line is an afterthought for both the fans and the company.
And how many of those APs does Paizo put out per year? Let me get out my counting fingers....
Nathanael Love wrote:
Then why did you bother with Pathfinder in the first place, rather than just keep playing 3.5?
Why did you bother with 3.5 in the first place, rather than just keep playing 3.0?
Why did you bother with 3.0 in the first place, rather than just keep playing 2nd Edition + Player's Options?
Why did you bother with 2nd Edition + Player's Options in the first place, rather than just keep playing 2nd Edition Core?
Why did you bother with 2nd Edition Core in the first place, rather than just keep playing 1st Edition + Unearthed Arcana?
Why did you bother with 1st Edition + Unearthed Arcana in the first place, rather than just keep playing 1st Edition Core?
Why did you bother with 1st Edition Core in the first place, rather than just keep playing Original D&D + the supplements?
Why did you bother with Original D&D + the supplements in the first place, rather than just keep playing Original D&D?
Why did you bother with Original D&D in the first place, rather than just keep playing Chainmail?
They might be guidelines, but about 95%+ of posts that mention WBL on these forums don't seem to realize that. I mean, I've seen posts that talk about GMs doing WBL "audits", for Odin's sake! And if you dare mention that you don't always adhere to WBL, a horde will descend upon you demanding to know why you are such a tight-fisted bastard of a GM.
In the spirit of bringing magic back down to manageable levels:
39. In general, magic items are pried from the hands of your dead enemies, found as parts of a long-forgotten treasure, or found in other similar ways. You don't get them from the express lane. And enemies should USE these items...don't have them keep their sword +3 in a chest while they swing a rusty piece of tin at the PCs. The magic mart is all but eliminated...and when they exist, their inventory tends to be almost exclusively one-use items such as scrolls and potions.
40. The only item creation feats allowed adventurers are Scribe Scroll and Brew Potion. There are NPCs that can create other magical items, but they are very rare, and they devote their lives to crafting these items. It's not something they do in between adventuring sessions.
41. All the workarounds for spellcasters to exceed their normal number of spells memorized per day are eliminated, with the exception of bonus spells granted by casting stat.
42. Likewise, all methods for prepared spellcasters to cast spontaneously are eliminated. As are all methods for spontaneous spellcasters to gain new spells known.
43. There is no concentration check for damage taken while attempting to cast a spell. Even a single point of damage disrupts the spell.
44. Spells take 10 minutes per spell level per spell to prepare. Cantrips take 1 minute to prepare each. The arcane discovery Fast Study is eliminated.
More importantly than any of those, the entire spell list needs to be gone through pretty thoroughly, with probably the vast majority of spells either having their spell levels adjusted or being cut altogether.
I'm Hiding In Your Closet wrote:
Bear in mind that the Ragnarok storyline is a product of Snorri Sturluson's Eddas, which I happen to know modern mythology scholars and practicing heathens are actually pretty leery of.
I haven't studied it very in depth, but it was my understanding that the main point of contention is that he inserted some Christian concepts into the mythology, which actually included a softening of Ragnarok. From what I understand, it was him and his contemporaries that added in Baldar returning after Ragnarok (an obvious Jesus concept), as well as Líf and Lífþrasir surviving and restarting the human race in the post-Ragnarok world (Adam and Eve). Originally, Ragnarok was supposed to be everything dying, period. No humans, gods, monsters, or ANYTHING surviving it.
One of the problems with Pathfinder (and most 3.x variants) is that they tend to provide a fair number of options that don't actually deliver what they seem to promise. So you can follow the fluff, and get what the option seems to promise or you can follow the strict RAW mechanics, and it becomes a trap option in the great tradition of Monte "Timmy Card" Cook.
(spoilered to protect the sanity of the innocent)
Manhood of a male character is his penis. Most males consider their Manhood to be their most treasured possession. Some races value their Manhoods more than others. Anakim, bugbears, dark elves, humans, and kobolds consider their Manhoods more important than other races. Manhood is important for sexual intercourse, because usually, size matters. 2 measures may be useful: length and circumference.
Different females prefer different sizes and shapes of Manhoods. A Manhood with a larger circumference than its length is known as a chode. Most females prefer a Manhood that is thick so she feels it, but not thick enough to hurt, and long, but not long enough to hit the end of her vagina. Some females prefer veins, others do not want to see them. Some females prefer that the head, or glans, is large and puffy, while others do not care. A phallophiliac, for example, prefers the largest Manhood available. Below a player may determine the length and circumference of a Manhood. Other details are left to the Aedile.
Length: The height (or length) of the character (or creature) in feet is converted directly to inches (6’ = 6”; 5’ 10” = 5.83”). This is the Base Length of his Manhood.
Then roll 10d100, divide the sum by 5, and subtract 1 from the total [(10d100 / 5) - 1]. Consult the table below:
The resultant percentage is applied to the Base Length of the character’s Manhood, determining the actual length. For instance, a Manhood roll of 115 indicates a Size Modifier of + 28%. If the character were 6’ tall, then the length of his Manhood would now be 7.68 inches (28% of 6 = 1.68; so, 6 + 1.68).
Note that this is the shortest measurable length, taken from the top or belly-button side, not the bottom or testicular side, and constitutes all that a female may take from a missionary position. However, if the female were to mount the Manhood from above while facing her partner and leaning back, she would actually take 1.15 times the Base Length, accounting for the remainder. For instance, with a Base Length of 6 inches, with experimentation, it is possible for the female to enjoy 6.9 inches, depending on the angle.
Circumference: The Base Length of the Manhood is now multiplied by 0.85. This is the Base Circumference of the Manhood in question.
Finally, roll [(10d100 / 5) - 1], observe the Size Modifier on the table above, and apply this modifier to the Base Circumference to determine the actual circumference.
1. The Manhood Size Modifier was solved with a polynomial using quadratic regression based on what Fatal Games believes is the smallest to largest possible Manhood relative to height. In the following equation, ‘x’ represents the category of roll (1- 6 = 1, 7-12 = 2, etc.), and ‘y’ = Size Modifier. Here is the equation: y = 0.205078125x2 + 0.68359375x - 70.888671875.
So, no integrals, but there is a quadratic regression. :P
I usually went with a TMNT/Heroes Unlimited mix. I had a mutant wolverine with cybernetics AND superpowers.
If Wizards is indeed going down this route, this seems like a direct response to or a direct result of the primary product line of Paizo.
Yeah, because never before in the history of D&D prior to Paizo's adventure paths did anyone ever put additional rules into adventures.
It's a revolutionary new concept that no other company has ever EVER done before. Certainly not as early as the 1970s.
Which is one of the main reasons that the balance shifted so dramatically towards casters in 3.0 and it's derivative systems. A high level wizard in 0e/1e/Basic/2e might have godlike powers, but the high level fighter is gonna shrug them off unless he rolls a natural 1.
In 3.0/3.5/PFRPG, the wizard just pumps his DC high enough that he can keep Orcus on a leash.
Arbane the Terrible wrote:
What if, like me, you consider RETURN to the Tomb of Horrors the apex of adventure design?
Female grognards? They might exist. But they're like dwarves, even the females have beards.
Possibly orange beards formed from Cheetos crust.
yeah, 2e is kinda the bastard red-headed stepchild of D&D editions.
1e or 0e or B/X or BECMI/RC, that's the good stuff.
Because I'm really sick of a!$!~*%s on this board presuming that the only reason someone could possibly disagree with their game preference is nostalgia. Telling someone that their opinion isn't REALLY their opinion is 100% proof of being an a%@@*#!. And, as I said, it happens in every single thread where a game from before 3rx edition is mentioned.
So if you don't feel.that you did this, then maybe you.aren't an a!!*@%!.
I think every feat for spellcasters should be split into 24 different feats. One for each school, an only covering 3 spell levels.
No more Spell Penetration, it would instead be
Evocation Spell Penetration - levels 0-3
This should be applied across the board to all spellcaster feats. And of course, each of the weaker feats should be a prerequisite for the stronger feats.
Agreed. It's unnecessary antagonistic of the people who prefer the edition that feel the need to deem childish / a time sink / whatever negative paintbrush you chose to paint it with.
I think one of the main reasons that I prefer the earlier eras of D&D is because of their reflective focuses:
AD&D 1e, was, in my opinion, characterized by the adventures. There were far more adventures offered than any other type of product.
AD&D 2e was unquestionably characterized by the campaign settings. While the three setting that had originated in 1E (Greyhawk, Forgotten Realms, Dragonlance) stayed as the most popular, 2e was the edition that had an absolute EXPLOSION of settings created for it.
D&D 3.x and 4E were characterized by rule supplements. While there were some adventures and new settings published for these editions, it was blatantly clear that these were secondary to the rules supplements. Even many of the products published as campaign setting specific were less setting/adventure material and more giving rules supplements to play in those settings. For me, this was less interesting than the settings and adventures of the previous eras.
Plus I just like the rules better. :D
Again, though, to call them "fluid" and 3.5 "overly codified" is rose-tinted and patently false.
No more so than every other post in this thread. Basically, feel free to insert "In my less-than-humble opinion" into the beginning of every post I make on these forums.
Like I said, before Greyhawk, D&D really wasn't it's own game, it was a fantasy supplement for Chainmail. Literally, given that you needed to own Chainmail in order to have rules to resolve combat.
Once a few supplements had been released, OD&D was't just fully functional, it was one of my favorites, rulewise.
It did have one major problem though, it was organized HORRIBLY. Really, reading through any of the OD&D books it seems that Gygax and Arneson just kind of randomly wrote whatever bits of rules happened to pop into their heads at the time. There doesn't seem to have even be the slightest hint of an attempt at organization.
That's why Swords & Wizardry is so nice. It's OD&D, except organized coherently. :D
1st & 2nd Edition had rules upon rules upon rules for the damnedest things, but lacked rules where they needed it most
One of the reasons that, of the official D&D editions, my favorite is actually the Rules Cyclopedia. Of course, as I've said in the past, one of the great things about the pre-d20 editions is that they are so compatible with each other that you can lift anything out of any of the editions and put it into another editions without ANY conversion, and it WILL work as intended. It might not be exactly the same (ie, a BECMI ogre might have a different statblock than a 1E ogre), but the base systems are essentially the same, so it's perfectly useable.
OD&D was rushed to print before competitors could print things, with Supplement 1: Greyhawk and Supplement 2: Blackmoor turning it into a fully-functioning game
OD&D was functional before the supplements, but it was VERY different from what we know now. It was essentially a supplement itself, as it required the use of Chainmail to resolve combat. Supplement 1 added the "alternate" combat rules, which became the base upon which all future editions were based. To the point where the fifth and final OD&D supplement, Swords & Spells, which was based on using Chainmail instead of the "alternate" rules, became all but forgotten.
5e really doesn't mechanically resemble any of the previous editions, but it has a general FEEL that come closer to that provided by the pre-d20 editions. Largely because, like those systems, it's intended to be a more fluid system, as opposed to overly codified approach taken in 3.x (and to a somewhat lesser extent, 4e).
im afraid i dont understand what retconing does a spellcaster do
Well of course I have [insert spell here] prepared! (Despite never having mentioned it before.)
Well of course I have a scroll of [insert spell here]! (Despite never having mentioned it before.)
Well of course I have a contingency active! (Despite never having mentioned it before.)
Well of course I keep my spellbook in a waterproof bag! (Despite never having mentioned it before.)
Etc, etc, etc.
You obviously have to exclude races, classes, and monsters. I'm not really sure what's left.
To use a different metaphor than the one used upthread, the Pathfinder system is like then engine of a car, while the "fluff" is the rest of the car. You CAN run the engine alone, but it doesn't accomplish anything, and there's no point to it.