Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Villedt

Landon Winkler's page

Goblin Squad Member. RPG Superstar 7 Season Star Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. FullStar Pathfinder Society GM. 802 posts. 48 reviews. 1 list. 1 wishlist.


1 to 50 of 145 << first < prev | 1 | 2 | 3 | next > last >>
Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

What I usually do when introducing a new setting is give very broad outlines (at most "five things absolutely everyone knows") then let people ask questions during character creation.

Once characters are created, I give people handouts based on the Knowledge skills they selected. Basically one page per knowledge skill, covering topics related to that skill and the setting.

But, in general, I think it's important to let people "opt in" to information complex settings. Even on Earth, a lot of people don't know the sort of details about their country (let alone other countries) that would show up in handouts.

Handing out a newspaper does sound like fun, but it depends a lot on your group's dynamic. Some people just don't think about the game outside of game time. If you can sink that work in without getting too attached to it, it'd be worth distributing and just letting people read or not.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Kytons are always awesome. And there was a mention at GenCon that one of the new Bestiaries (probably Bestiary 5?) has a kyton that focuses on getting in people's heads. Yeah. Because that's not freaky at all.

I think the underrepresented xill are also a good choice. They tie in with the Ethereal and implant eggs in people, which is always a win for me.

Anything that you can recast as a degenerate human is great. Khaei from the Inner Sea Bestiary and derro are already pretty occult, but this also includes stuff like gibbering mouthers.

I'd also use a lot of serpentfolk, but pulp and occult are like peanut butter and chocolate to me.

You can also throw in all the cool dream stuff: night hags, nightmare creatures, zoog, nightgaunts, animate dreams, denizens of Leng, baku, and Cthulhu.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Well, let's try to compare apples to apples.

Classes
Of our group at GenCon this year, four came back excited about different classes. And the remaining two classes look potentially fun with archetypes provided in the book.

Even though we'll probably decide some don't work, it's already doing better than the ACG, Ultimate Magic, and Ultimate Combat. And will probably end up about on par with the APG.

Character Options
There are about half a dozen archetypes/bloodlines that I'm interested in for existing classes, including two getting new spontaneous casting options.

The spells are also pretty cool, but not head and shoulders above other books for existing classes. There are some cool feats, but my favorites just provide access to the optional rules below.

For making characters with existing classes, I'd tend to put this above the ACG and Ultimate Magic. The APG probably beats it in this area.

Optional Rules
The optional rules material will definitely get folded into my games. I'm not sure about psychic duels and chakras, but the skill unlocks and rituals are going straight into the toolbox.

That puts it ahead of Mythic Adventures for most of my campaigns, but also beats out Ultimate Combat, Ultimate Magic, and Ultimate Campaign. Pathfinder Unchained should win here, in theory, but I haven't ended up using it at all yet.

Campaign Advice
There's a nice section at the back about integrating occult themes into the game. There isn't much to compare this to, but I think it's much more effective than the Mythic Adventures equivalent.

Overall
The APG is the supplement my group draws from the most. Occult Adventures probably won't pass it, but is in the same ballpark.

While there's some stuff that could suit me better, I think Occult Adventures compares very favorably to the rest of the line.

Cheers!
Landon

Star Voter Season 7

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Clearly Norgorber is lying, claiming that he ascended through the Starstone to slander our lord Razmir.

Star Voter Season 7

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
MMCJawa wrote:
also probably should throw in the generic "orientation doesn't equal sex". You can have gay npcs in a campaign with no suggestion of sex, just by having the bartender have a husband instead of a wife, etc.

This is an important note.

Even if you don't get into the romances of background characters, a lot of plots involve people's partners. Like "Oh, my partner got kidnapped! Have some gold to get them back!" or "Please get the magical whosit to help convince my partner's parents to let them marry."

A simple step is just mixing up those genders every so often by flipping those gender roles or having a couple of the same gender.

Cheers!
Kinak

Star Voter Season 7

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I don't really enjoy playing that much and would cheerfully just GM all the time.

Cheers!
Landon

Star Voter Season 7

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I feel like we have this under control in our group, mostly due to talking out other issues rather than player-facing rules changes.

Nobody Likes Save-or-Suck
We have a save-or-suck mutual disarmament. I'm happy to tone down enemies' save-or-suck effects as long as the casters don't throw them around all the time.

Everyone ends up having more fun this way, in my experience, even the casters. While, simultaneously, you remove one of the most annoying aspects of caster power.

Combats Need to Keep Moving
If a player uses an ability that grinds combat to a halt, it's not necessarily "broken," but it's definitely impolite.

So you don't summon a bunch of creatures and make everyone wait to resolve their attacks. And you don't buff people who are having a hard enough time with the math already.

It takes time to teach players to think this way, but it's definitely worth the up-front cost. Combats run way faster, new players slip in more easily, and effects that warp action economy are discouraged.

What's Left?
So casters in my games mostly end up doing out-of-combat problem solving, healing, and blasting. I think it's a pretty balanced and enjoyable experience, but others may disagree.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

They'll all be fine.

I'd feel a little sad missing gunslingers for Iron Gods and witches for Reign of Winter. But you can play those paths without them already. I'm actually running Reign of Winter without a witch right now.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Great post!

As others have said, the inhabitants of Indianapolis have never been anything less than welcoming... even as we wandered their streets in outlandish costumes and accidentally went to their fancy restaurants in T-shirts.

But we were seriously considering taking a year off before GenCon's statement and the mayor's response. Bullying doesn't sit well with us, particularly as most of our group fall somewhere on the LGBTQ spectrum anyway.

So, I'm very glad GenCon and Indy came out so strong on this. On a lot of levels.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Zaister wrote:
Has Carcosa actually been mentioned as part of the Pathfinder cosmology?

It's mentioned in Hastur's description in Bestiary 4 and is alluded to in the backmatter of Wake of the Watcher, although not called out by name that I can see.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
StabbittyDoom wrote:
By your powers combined, I am Captain Plan-It!

Hooks! Plot! Fights! Roleplay! Heart!

Heart? What kind of power is Heart?

Barathos wrote:
I just don't use published adventures because most of it seems too combat focused and I don't railroad.

Yeah, I don't think everyone should use them. That's just my personal experience.

I can't speak for anyone else's players, but mine actually really like having some rails to go back to if they get lost. And they enjoy "shopping" for APs by theme.

For example, I'm starting Reign of Winter next Thursday because one of the players (who doesn't normally have time) said she'd reserve a day out of her schedule for Baba Yaga.

I won't argue the combat-focused, though. It definitely took me a couple tries to get the pacing right.

Cheers!
Lanodn

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
thegreenteagamer wrote:
Yeah, but short of guns, which can reflavored as special piercing crossbows, or magic altogether, in which case why are you playing a high fantasy game, what mechanic sans flavor could not possibly fit a setting? Even the previously mentioned alchemist could be re flavored as an essence mage that drinks bottled pure magic and ignores the pseudo science of alchemy.

I'm fine with gunslingers, but I've actually been considering a reflavored version that slings wands (or an archetype to actually interact directly with the wand rules). Give them cantrips and you have most of the wizards in Harry Potter, actually.

Cheers!
Landon

Star Voter Season 7

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Adventure Paths for me.

In the first twenty years I GMed, I think I ran two published adventures. As someone said upthread, I felt like it was "lazy."

But, no matter how awesome I am, it certainly can't hurt to accept a little help from folks like Greg Vaughan, Mike Shel, and James Sutter.

I'm not perfect. They're not perfect. But together it's kind of like GM Voltron.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Danbala wrote:

That's cool news.

Is 5e being translated into German or French? My understanding is that it is English only at this point.

As far as I know, it's still English only and no plans have been announced to change that. Here's an earlier post on that.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Thanks for fixing the sniper! And generally taking a second to buff/fix things that aren't working quite right.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Landon Winkler wrote:
If the creature slain is NOT in possession of the Sihedron when slain, can someone else transfer it to the slain person to trigger the resurrection power? (I would assume yes, because the artifact can transfer to retroactively affect a saving throw, more or less.)

I'd definitely allow it.

There's even a mention of it being transferred in the moment before an attack to let it's healing save someone. So it would actually be kind of confusing if it couldn't do this.

Landon Winkler wrote:
Second question: can it resurrect someone several rounds (or longer) after he is slain?

This I probably wouldn't allow. It's triggered the instant they die and it's not clear the star could be transferred to a dead creature.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Sorry to hear about the delay, but sweet damn is that a great looking book!

If a couple delays are the price to get a product like that, I'm 100% on board.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I actually like the gatekeeping effect, but don't particularly like how it plays out with most creatures.

DR to me feels like golems. They're just hard to hurt, but if you hit them hard enough, you're good to go. Other creatures, like werewolves, feel like they should have something along the lines of regeneration.

But hitting a creature like a skeleton and doing no damage just doesn't feel right. It feels more like there's a cap on damage that isn't bludgeoning.

I'm usually happier to have an encounter say "no, really, you can't win here unless you figure out the puzzle" than "okay, if you try really hard, it'll work." Because the first way, my players are more likely to take the hint and have fun. The latter way, they might win through, but they'll be frustrated.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Making their way back to Stink, our trio were reminded that Baz was not the only threat to the foul-smelling devil. The Suzerain also ruled over his corner of the dungeon, likely to expand now that Lord Baz has been banished back to the Hells.

Following Stink's instructions, they made their way to the Suzerain's chambers. They gently opened the door, hearing the sloshing footsteps of Stink's kind and chirping commands to "Keep patrolling! Keep patrolling!"

Negotiations quickly broke down with the devils' hidden commander, the "Suzerain of Little Erebus." With Alara'hai and Alianne unwilling to salve the Suzerain's vast pride, the situation soon became violent.

Although the patrolling demons were cut again and again, they rallied at the Suzerain's cries. Aided by the cries, Korva and Alara cut down the invisible commander while Ali kept the disgusting lemures occupied.

With the Suzerain out of the way, his soldiers quickly folded under the combined onslaught.

Turning the Key
Prying open a nearby door, they discovered a long-abandoned store room containing a rough clockwork contraption the size of a man and a fine set of smith's tools.

Alara rifled through her packs, remembering a clockwork key they found near Baz's chamber. With it, they awoke the clockwork servant.

The clockwork was able to answer a few questions about the complex, specifically mentioning the labs of the pilings chief wizard hidden beyond a guardpost and a series of sewers.

Armed with that knowledge, they returned to Stink to settle their account and left the servant to tidy the long-destroyed labs.

The Veil of Water
Leaving Stink's room, they fell to curiosity about the stairs leading into the Varisian Gulf. Poking around that area, they found an observatory looking over the waving seaweed of the seafloor.

After shaking off their awe, they saw the shadow of a ship partially hidden by the seaweed, around the size of the vessel they'd left. "Is... that our ship?" Korva asked, suddenly considering a possible betrayal by the Tower Girls, but the name emblazoned on its side was "Liza Star."

Availing themselves of a scroll left by the observatories ancient inhabitants, they explored the wreck and killed the reefclaws nesting there. Korva identified the ship and its treasures as belonging to a lost sailor named Lockerbie Brast.

The Guardpost
Following the clockwork's instructions, they wove their way through the complex, avoiding unfinished tunnels. This lead to a room dominated by a murky pool and tentacle-pillars supporting its vaulted ceiling.

Knowing better than to trust the room, but lacking a better solution, Ali and Alara began swimming across with Korva providing cover. In Ali's faint light, a twisted face appeared in the gloom, it's jaw splitting in two as it clamped onto her face.

Despite the
unfavorable environment and the creatures' zealous bites, they destroyed the creatures and harvested what they could for Sheila's contact at the Golemworks.

Beyond the pool, they quickly found the promised sewers... and a distant voice singing in an unknown language. Ali, laboring under several wounds, suggested they withdraw to the clockwork's room to rest and recover before tackling the sewers.

The Sewers
After a day of rest under the watch of their clockwork servant, they made their way back past the watery guardpost and into the sewers proper. The singing had stopped, but they explored its source... a room painted with a view of Magnimar. It was not the shoreline Magnimar would be built on, but today's Magnimar.

Making their way on the bridge through the room, Ali and Alara noticed Korva's footsteps going silent. They turned to see a clawed hand gripping Korva's ankle from beneath the water, Korva frozen stock still. A breath later, the hand's owner used his hold to crawl up onto the bridge.

As he feasted on Korva's flesh, the others did what they could, hacking him off their friend and dropping his body back into the water. As Korva recovered from her ordeal, she filled in her suspicions: "I think that was Lockerbie Brast... also, I think he had a wife... we should probably find her."

Ali and Alara shared a glance, remember their father and uncle's experiences with ghoul fever. With that specter hanging over their heads, they made their way through the sewers quietly and cautiously.

GM's Notes:
Brast is supposed to be a bit friendlier, but they're doing fine and I couldn't pass up a chance for a genuinely freaky scene. Korva's player said "it's like you just channeled all my nightmares from childhood," so I'll call that a win.

As a bonus, Korva also got a great result on Knowledge (local) to get the side quest without talking to Brast, so having him try to kill her makes that check more important. If that makes any sense.

Arguing in the Dark
Bouncing through the sewers, whispers of a conversation made their way to the party. Sneaking forward, they soon found their source.

Three pallid humanoids with shocks of white hair and milky eyes argued about... something. Ali, able to understand their language the best, suggested it might be a philosophical question or experiment.

Alara, seemingly less concerned about the philosophical questions, hissed "these are Fenster's blue dwarfies." Korva nodded, "the ones behind the kidnappings."

Against the Kidnappers
And with that, the battle was quickly joined. The first of the stunted creatures fell to the assault, scattering his colleagues... only to have them return moments later.

Ali followed one, finding herself face to face with his ally... a vaguely humanoid mass of rotting parts crowned by a trepanned dwarf's head. Alara kept close to the other, taking a step back as Fenster himself emerged from her quarters, his face blank of its usual leer and bluster.

Although the creatures fought dirty, applying strange alchemical inventions, the stitched carrion proved the greatest menace. Ali took a number of filthy wounds before switching places with Alara, letting her glaive do the work of dismantling the hideous creature.

Meanwhile, Ali and Korva ravaged their humanoid opponents. The small creatures Korva called "derro" had a mad will, but could still be put down by a rapier to the heart or an arrow to the head.

As their last enemy fell in the darkness, they considered the merits of having let Fenster live after their first meeting.

GM's Notes:
This was the first real knock-down mess of a battle in the campaign. I tend to run fights as very dynamic affairs with waves of reinforcements being a common feature. The players handled this one really well.

Also, we got a ton of stuff done this session. In about three hours, we got a side fight on the way to the Suzerain (glossed over), the Suzerain fight, the reefclaws, the aquatic sinspawn, Lockerbie, the cave morays (glossed over), and the derro plus Fenster and the carrion golem. Plus a bunch of roleplaying and exploration.

Next Time
In the darkness below the Crow, does the next Shard await? Do any of the derros' prisoners yet live? And what were they doing down here?

Star Voter Season 7

4 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I think you'll lose something cutting out the tech (particularly the AIs), but I do love Spelljammer... so, some random thoughts.

The Engines
I'd establish early on some language for the power source for the ship. It reminds me a bit of the furnace (and artifact furnace) drives from Spelljammer, so I'll run with that.

So the lesser drives probably have some ancient magical items still being processed through (they were apparently really valuable). The dangers and random effects are from ages of magic stewing down in increasingly broken equipment.

Presumably certain rituals can pull magic from the furnaces from other uses, charging magical items from the ancient Spelljamming culture. This charge can be stored in crystals that are now used as currency in parts of Numeria.

The main drive, though, I'm betting was some sort of unique artifact furnace. The spirit of the artifact was the spirit of the ship as a whole.

The Gear
Wands (pistols), staves (rifles), and rods (heavy weapons) from the culture use their exotic magic rather than traditional charges. You can also find strange armor and non-combat items that use the same magic.

Most of them use the charge crystals (batteries), but others use more exotic materials like the clay that the ship molds into new creations (nanite canisters).

Locations
As described, a massive Spelljammer broke up in ages past and its fragments rained over what is now Numeria. It's made out of a strange metal, at least most of the parts that survived.

Any sails or rigging have been long destroyed, so the ship's metal husks seem quite mysterious to the Numerians. Internal controls were handled magically, drawing off the ship's power, so it's not strange to find fancy ritual chambers where different objects correspond to different systems (control rooms).

I'd be really tempted to build a symbolic language for players to apply throughout the adventure path, but you can always rely on stuff like Use Magic Device and Linguistics.

Adversaries
Robots are just a type of golem, sparked into life by the ship. That spark is attached to a core that's susceptible to well-aimed attacks and electrical damage.

Androids are just artificial people, not unlike simulacrums. They're a huge step up from robots, but still have life breathed into them by the ship's spirit.

Cheers!
Landon

Star Voter Season 7

5 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Story time! We had a Japanese guest sit in on some of our games a few months ago and, after one game, were trying to explain Pathfinder through the language barrier.

She's a giant Lord of the Rings fan and has a European History degree, which both help.

When we got to classes, that clicked pretty quickly. Then her host was trying to explain that you get a race and a class.

"So you can be a elf wizard or elf ranger."

"Mm-hmm. Makes sense."

"Or, you know, a dwarf ninja."

"Dwarf... ninja?"

"Yup! Or elf ninja or human ninja or ratfolk ninja or whatever."

"Dwarf... okay. Ninja, no. Why? Why ninja?"

We tried to explain cultural appropriation, which actually wasn't the problem at all. She was just trying to figure out why anyone would want ninjas in their Tolkien, exemplifying decades of conversations like this one.

Cheers!
Landon

Star Voter Season 7

4 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I want more books like Mythic Adventures and Occult Adventures that create a new thematic area rather than add more stuff to the same pot.

I'd also take a "Simple Class Guide" with a bunch of stripped-down but relatively balanced classes for players that don't want to do a ton of math and track a bunch of resources.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Zaister wrote:
Ah thanks, while I have the web enhancement lined up, I forgot all about Dawn of the Scarlet Sun. The statblocks might come in handy, it would be cool if you could share them.

I've been keeping them on a wiki (link) as I go.

I basically set stats to be close to Monster Creation table in the Bestiary, then add enough special abilities to capture what I think the monster's flavor is. I take some definite liberties in the name of simplicity and speed of combat, though.

Edit: Oh, and "named" is my shorthand for "counts as two monsters, because I want them to last a while." "Boss" is my shorthand for, well, boss monsters. They count as four, but are usually also tricksy. Like I said, definite liberties :)

I'm only partway through Shattered Star, but if you see anything useful, feel more than free to grab it!

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Vampires work very differently as "level appropriate" encounters. If it's level appropriate, using garlic or holy symbols or what have you is dumb. You can just destroy them.

Now, if some low-level PCs have a mission in a vampire-ruled barony that has nothing to do with killing vampires, you start to see some of the old tricks surface.

I found it also helps a lot if you always describe magical enemy deaths with a bit of flair. Last campaign my players ended up fighting a group of vampires twice because "he collapses into mist" didn't stand out, so the vampires had time to recuperate.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I completely reworked this fight, but teleport trap was definitely part of it (because he'd been observing the party and one character was a travel cleric who did a ton of teleporting). That was a nasty surprise, even though nobody failed their saves.

There was also an archer, so he memorized quickened wind wall. Didn't help his minions much, but between that and quickened dimension door, could shut down the party's entire offense.

The more major change I made was putting runes in the ground around the runewell. Basically, each provided him a different defense in the style of prismatic sphere, but they could be sundered with dominant weapons or taken over if the players wanted to match wills with Karzoug.

The fight ended up taking around an hour and being very satisfying for all involved. But it also only vaguely resembled the fight in the book, so I have no idea how much that helps.

Cheers!
Landon

Star Voter Season 7

13 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Insain Dragoon wrote:
My standards are pretty average and thats why I even own RPG books in the first place, I expect some level of balance issues and rules errors. I don't believe that the ACG was bad because my standards were too high, I think it was bad because Paizo can and has done better. When people hear a core Paizo book they hear that they are going to get a quality product worth their money and it was advertized as such. I wouldn't go far enough to say that it was false advertising, but I do feel lied to and betrayed after all those blog posts hyping up a product that doesn't deliver.

I'm sorry, but if you feel "lied to and betrayed" your standards are not average.

The average Pathfinder player doesn't get the ACG. They don't read blog posts. They don't post on the message boards. And they certainly aren't so emotionally involved with the product that they'd feel betrayed by the sort of errors people are reporting.

None of which is to say that you're feelings are invalid. They're just way, way stronger than average.

Cheers!
Landon

Star Voter Season 7

4 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I'm a big believer in Rise of the Runelords Anniversary Edition for this. It has the triple advantages of lower cost, being designed around classic themes (because it's the first AP), and having a lot of little improvements for the Anniversary Edition.

It also doesn't have any weird special or extra rules. It's very easy to run using just the core rulebook or PRD.

It also starts in Sandpoint, so you wouldn't be too far off from We Be Goblins :)

Enjoy We Be Goblins! And I hope you find an AP that speaks to you.

Cheers!
Landon

Star Voter Season 7

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
justmebd wrote:
Food for thought Part II: Mystara, but again, I think you'd have to have Bruce Heard involved since he poured so much of himself into that setting.

Not sure if you've seen this, but he's working on a new setting.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

In homebrews I usually don't bother with many magical items. Any permanent items are generally story-relevant.

In Rise of the Runelords (and, soon, Shattered Star) I included an old Varisian woman that specialized in getting items to the correct owners. So they'd trade in their piles of unhelpful items for more appropriate items and she'd, in turn, trade their cast offs with people who'd appreciate them.

The idea of just letting people buy whatever they want is kind of foreign to me. But the PCs can't be the only people wanting to sell items in a city like Magnimar.

The closest to a true magic shop in my games would probably be crafting. If anyone were interested, I'd create a recipe-based crafting system to allow for customization while still providing some direction.

My players are pretty content just getting loot and shopping the hard way, though.

Cheers!
Landon

Star Voter Season 7

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Mythic Evil Lincoln, I just wanted to say you did a great job explaining this.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Piccolo Taphodarian wrote:
That's the problem with the game at the moment. I have never quite understood why one of the guiding mantras of game development is not "What would a power gamer do with this ability?" If they asked themselves that more often while designing rules, this kind of whacky stuff wouldn't happen. It would make life easier on DMs everywhere, which would increase the number of people playing the game.

At some level, I'm sure they do. It's an important consideration as a designer how to discourage people from ruining their own fun.

But powergaming is a tool that can be used towards several ends.

  • Does your party want to trivialize combats to get to the story faster?
  • Do they want to play the AP on easy mode?
  • Is it that they want more powers to make the game more tactically interesting?
  • Has it just become an arms race between the PCs for who's getting the spotlight?
  • Do their character concepts require they start more competent than the average first level character?
  • Do the players want to compete among themselves?
  • Does a suboptimal build for the campaign need a bump?

Maybe you don't need any of those things. But it's still handy to have a range of tools in case they come up.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I would never consider lowering martial damage without reworking magic damage, monster damage, healing, and especially save or die effects.

I do think there's space for a lower (or equal) damage, higher mobility, higher versatility character. But there's no reason that can't be approached through the class design, rather than completely reworking combat.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I'm pretty neutral on APs, I usually want stuff I'm not looking for to spur creativity, but I'd adore a Sarusan AP. Or really anything that touches on the Dreaming or Dreamtime.

Drejk wrote:
Sarusan AP should be like: spiders, spiders, snake, sheep, spiders, croc, spider, croc, scorpion, spiders, duckbear, snake, spider, spider-snake, croc, weresheep, snake, spider, scorpion, duckspidersnake, sheep, yellowdingo, snake, spider, snake, with duckspidersnakebearcroc as a BBEG.

The duckspidersnakebearcroc is just a puppet to the tiny octopus power behind the throne :)

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I feel like most APs the main "good thing" is preserving the status quo. That said, there are always side effects.

AP spoilers:
In Rise of the Runelords, Xin-Shalast being discovered and opened for exploitation could lead to some boom towns. Depending on the players, it could even be rebuilt.

Shattered Star you have the Sihedron in the hands of the PCs or the Pathfinder Society. Also, Xin's palace is now a thing off the coast, which is kind of cool.

Reign of Winter, you do get a new leader in Irrisen. And the wishes Baba Yaga grants could be suitably Golarion-shaking.

Mummy's Mask I don't see much effect. Maybe the Ruby Prince realizes letting people dig around in his ruins isn't such a great idea, but that's about it.

Iron Gods you apparently can help a new god ascend and help determine its personality and portfolio.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I'd reward them for getting involved, personally.

I'd probably make it lead into the catacombs. Either add an entrance to the catacombs from Old Light's basement or make it very clear that there was some sort of power source beneath Old Light at some point, but the tunnels have long since collapsed.

Maybe throw in some low level encounters with vermin, making it a bit of a mini-dungeon.

Whatever you do, though, make sure it isn't a dead end. Make them feel smart and draw them in.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Teasing APs is a delicate art. It's a lot like movie trailers. You don't want to put all the best scenes in the trailer, but if you don't let people know what the movie's about, they're not going to watch it.

It's also important so that people make characters that will want to complete the AP.

As a good example of that: Second Darkness. If you don't spoil that they're going to transition from Riddleport shenanigans to saving the world, there's a good chance you end up with a bunch of characters who aren't interested past Book 2.

Giving more information is an opportunity for the players to make an informed decision and help you make the campaign work better.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Thelemic_Noun wrote:
And Malachi and Landon can stop arguing now. De gustibus and all that.

Apologies if I overstepped myself.

On a more positive note, I think the lair actions for their legendary creatures are pretty cool. Basically, at initiative 20, the lair gets to act (steam venting, acid bubbles up, madness intrudes, or whatever).

It helps solve the action economy issue for solo monsters and, hopefully, makes the terrain a little more dynamic at the same time. Very "boss fight," which I'm a fan of.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
KaiserDM wrote:
LOL, that's awesome. I love in-game retcons like that (even if it's a bit cheesy). But how would a new player even know that?

More awesome than that, it's not just a simple rewind, because all that stuff still happened, it's just that some of the effects are gone.

For example, I'm pretty sure Neverwinter still got destroyed by Mount Hotenow (not sure I spelled that right) but now apparently the earthmotes have fallen... which means neither the 3e nor the 4e materials for Neverwinter are accurate.

And Bhaal, Bane, Myrkul, and... the goddess of Mists whose name I can't remember are all back, along with one of the older Mystras. Which is actually a retcon back to 1st Edition FR. But they were all still dead for a while and the timeline's advanced, so the 1st Edition material is by no means right either.

No idea what happened to Cyric or Kelemvor, who had those gods' powers. Cyric died a while ago. Maybe Kelemvor died while I wasn't looking and wasn't on Ao's retcon list? I dunno.

Asmodeus and his tieflings are almost assuredly still around, unless WotC really hates Erin Evans.

And Tiamat is... a thing now. Probably best to just sweep her previous mentions under the rug and go with whatever the adventure says.

I wouldn't even begin to know how to explain what's happened to the Zhentarim, one of the setting's classic villain groups. They used to serve Bane, served Cyric for a while, I think they got destroyed for a while, then... something... now apparently they're anti-hero mercenaries fighting against Tiamat.

From what I understand there's about a ten year time jump after the Sundering. So basically every 5e FR PC will have lived through all the stuff above and longer-lived races may have been born before the Spellplague (4e's Realms Shaking Event) as well.

None of that stops someone from grabbing the 3e books and saying "this is when we're playing the Realms." That campaign will definitely not match up with the 5e material, though.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I wouldn't buy a book like this.

I would, on the other hand, totally pick up a 32 or 64 page GM's guide to the AP with more materials or fixes.

That said, I'm not sure there's a realistic way to produce them. If they didn't send the book off to the printers until the 6th installment was released and digested, the GM's guide wouldn't be out until we were well into the next AP.

I think, all in all, prowling the forums works out best.

Cheers!
Landon

Star Voter Season 7

7 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Rysky wrote:
James Jacobs wrote:


#97: In Hell's Bright Shadow, by Crystal Frasier
#98: Turn of the Torrent, by Mike Shel
#99: Dance of the Damned, by Richard Pett
#100: A Song of Silver, by James Jacobs
#101: The Kintargo Contract, by Jim Groves
#102: Breaking the Bones of Hell, by Amber Scott

Ooo maybe someone tries to make a contract for all the souls of Kintargo and the PCs have to stop them.

*is excited*

Kintargo Contract spoilers from the panel:
It's even better, in my opinion. You get part of the original contact signed with Asmodeus by Abrogail Thrune I and try to find the loopholes you need to make it serve your ends.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

As someone who waited in line, I have to agree with Neil.

I've been to the Paizo booth for the last several GenCons. It's traditionally been a giant mess getting items and checking out, due to the line flooding the booth.

Waiting in line wasn't my favorite activity of the day, but it made the time in the booth one of the best parts of the day. You could walk around, find products, maybe even have a conversation with people, and leisurely check out rather than fighting the mob.

If it can be made better, great, but I felt like it was totally worth it.

Cheers!
Landon

Star Voter Season 7

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Scott Betts wrote:
I'm not sure how you managed to miss all of this, but D&D's presence there was much larger than you're making it out to be. Again, you can check the Gen Con event listings if you don't believe me (or the photos) to confirm how many players they were running.

I believe you mentioned in a previous post how you hadn't been to GenCon before, so let me explain how you'd miss that.

That's a hall a GenCon. It's not a special hall. It's just one of several gaming halls, including the Sagamore people mentioned above. They all look basically the same.

There were over 56,000 people there this weekend. Most of the gaming spaces were packed, along with CCGs being played in the hallways and people taking games back to their hotels.

Meanwhile, people who aren't actively playing games or participating in events will spend time in the Dealer's Hall. Because that's where every company that wants to sell games has a booth.

Wizards didn't have a booth in the Dealer's Hall.

So, I glanced in Hall D on Thursday, wondering why Wizards' castle was set up in the back of what appeared to be a boardgaming hall. I saw a 3rd party booth in the Dealer's Hall selling a ton of minis and some 5e books. And one of the groups we talked to in our hotel lobby were playing 5e.

That's the 5e exposure I got from 4 days of GenCon. I say that as someone who playtested starting with the first packet, has been following the system closely, and would have liked to look at an MM if I knew they were floating around.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

The proficiency bonus bugs me for a different reason. In theory, the game was supposed to have "bounded accuracy" and "flat math" by excluding things like the 1/2 level bonus from 4e.

But the proficiency bonus is exactly the same type of bonus. It leaves a bad taste in my mouth.

Cheers!
Landon

Star Voter Season 7

8 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
RJGrady wrote:
So, to be a really comprehensive classic style world, Golarion has sci-fi elements.

It's true.

To be fair, it stretches back even further than the Barrier Peaks, all the way back to Blackmoor, the second supplement ever released for D&D back in 1975. This means it predates things like demihumans choosing classes, demons, and druids.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
OmNomNid wrote:
I forget where it is mentioned but I believe the Shoanti were a caste of slave-warriors in the Thassalion that developed a unique culture after the Runelords went away.

I also remember this. As I recall, the Shoanti were a warrior caste and the Varisians were a worker caste.

I'm sure it's answered in print, but I also dug up this thread for you.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

The main thing social combat ends up missing is a burning fuse. You need some sort of timer, representing the other party's willingness to listen.

Once you have that, it's a matter of making sure everyone can participate and you're off to the races.

I'd probably create two pools: reluctance and patience. Reluctance is the pool you're trying to chip down (the enemy's HP). Patience is the pool you're trying to keep up (your HP).

Sketch:
The reluctance pool is based on the encounter's difficulty (effectively CR). The patience pool, I'd start at 10 times a fame rating (or the party's level if you don't want to track such things).

Each round, everyone gets an action. At the end of the round, the target's patience is eroded (effectively, it deals damage to the party based on its social "CR"). The busboy at a tavern probably loses 1d4 patience when this happens, but a baron could be looking at 3d6+10.

Successful diplomacy checks reduce its reluctance. A poor argument might reduce it by 1d4, a really great one a 1d12. In any case, add your Charisma modifier to the damage. There's no penalty for a failed diplomacy check.

Intimidate makes the target shaken, as normal. DCs to effect it are reduced by 2 while it's shaken. A failed intimidate check erodes the target's patience... and might start a fight if you're threatening them physically.

Bluff can do a few things. By adding "facts" it can open new arguments for Diplomacy. But it's main use is making you seem more important, increasing the size of the patience pool. A failed bluff check erodes the target's patience.

Sense motive gives you information, possibly letting you know what arguments are better for diplomacy. It'll also reveal any information you're missing about the target's patience or reluctance.

Lastly, but certainly not least, other skills can be used to blunt the target's impatience. A successful check with an appropriate skill will prevent the end of round erosion of patience. This may be perform for a bored princeling or knowledge (religion) for a vicar.

If patience runs out first, they're unconvinced and not going to become convinced if you continue talking (see: every argument ever). If reluctance runs out first, they're swayed to your point of view.

Cheers!
Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Jacob Saltband wrote:
So how do skills work in 5e? How do you get them, how do you increase them, etc.

You get them primarily from backgrounds (a new thing you pick during character creation). Some classes, such as rogues, gain additional skills.

They increase automatically as you level, although more slowly than something like True20. It scales from something like +2 at 1st level to +7 at 20th.

That's basically it. Some skills are called "tool proficiencies" instead, but they work exactly the same way.

Cheers!
Landon

Star Voter Season 7

2 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Speaking of old threads:

Lisa Stevens wrote:
I anybody at Obsidian wants to talk to me about a CRPG based on Pathfinder, I am all ears! Have them contact me at lisa@paizo.com.

Cheers!

Landon

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

*leans forward* Go on...

Star Voter Season 7

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Kerney wrote:

Question: I ran into a person who wished to set up a company that would continue to support 4e. While I thought he was an idiot (for several reasons), I was wondering, is anyone in a position to do a Paizo and divert one source of fans/supporters by providing support for 4e?

I assume the answer is probably no, but truthfully I don't know.

It's tricky. You can produce a 4e-ish game under the OGL pretty easily, but it'd need to be built from scratch.

What you can't do is expand off of existing 4e material, which makes the whole thing pretty tenuous.

I haven't seen anyone come out with a full-on 4e clone yet. But if they did, they'd have to basically rewrite the PHB, DMG, and MM using new verbage and avoiding any 4e terminology that isn't used in OGL products.

Also, I'd suggest anyone making a 4e clone retain a lawyer, because I'm not one but I know this stuff gets murky.

13th Age is the closest I've seen so far, but it's definitely just 4e-ish, rather than a true 4e clone.

Cheers!
Landon

1 to 50 of 145 << first < prev | 1 | 2 | 3 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.