Well, if we actually KNEW what was going on in other countries, we might not say things like that anymore.
Americans tend to have a very provincial attitude, like the Greeks, they tend to assume that most foreign customs are the work of heathens, illiterates, or savages.
Detect Magic wrote:
I am similarly against gay marriage, but not because I think gay people shouldn't be allowed to marry. I'm against telling churches that they have to perform marriage ceremonies for folks that they don't believe should be getting married.
I do not believe that any serious advocate of equal marriage rights has said that Catholic churches should be forced to marry gay couples. What they are demanding is that the Catholic church should stop enforcing it's beliefs on non-Catholics. The Church isn't just fighting to stop itself from being forced to marry gay couples, it's trying to prevent anyone else from doing so, including Madam Mayor and Mr. Justice of the Peace.
My personal opinion is that if you're gay and you want to keep membership in a church, or political party, that hates your very existence, more power to you.
Also keep in mind that a church ceremony or lack of one is not the issue. Because that's not what legally marries you, it's the issuance of the marriage certificate, which is a civil function.
James Jacobs wrote:
I see that interpretation as kind of geo-centring the Mythos in a way that Lovecraft did not intend it to. Earth isn't that important to the Big C and the others, it's just another sand castle to kick over as an idle pastime.
Orfamay Quest wrote:
Unless of coursem they just want the crunch, those are the players who play elves as long-eared humans. That said, I'm no fan of re-skinning, re-fluffing, or whatever the term is this week.
Just like the positive channelers, you have to make that choice. Either heal the undead, or harm the living. (or vice versa for the positive folks) With just straight channeling, the two for one deal died with 3.5.
I believe there is an archetype that gives it back in exchange for halving it's power.
Another option would be a mass inflict spell.
Just about everything involving the Old Gods tends to be the kind of thing that would drive Euclid gibbering insane.
There's nothing preventing from being the kind of city that's multi-present. so it could be on Earth and a dozen other worlds at the same time, or times. In fact, to contain an Old One, it would have to be.
Orfamay Quest wrote:
Actually the context seems to imply that they both play Society games and Homebrew. If the banning above is during a GM'ed Homebrew game, then the player has to take his lumps. In PFS games, however the only reason for banning an allowed player mechanic is the lack of ownership of a required book.
So far there has yest to be any form of neural medicine that doesn't have any severe side effects, some of which are potentially fatal.
I'd be doubly skeptical given that we really don't have a good working definition of intelligence yet. There are people who are capable of amazing stunts in certain facets of intelligence, but they've paid the price of being extremely handicapped in other mental or social functions, i.e. the "Rainman" effect.
wicked cool wrote:
I want a time war movie
The ship sailed on that a long time ago as it would have to involve either Paul McGann and/or Eccleston.
"End of Time" was a pretty close substitute for that, though, as it gives you a pretty good idea why the Doctor was driven to choose the solution he did.
The problem in this is that The Eye of Harmony was a resident black hole on Gallifrey that broadcast power to all the extent TARDISes, which presumably went bye-bye when Gallifrey itself was destroyed along with the rest of the Time Lords. That's why the Doctor has to refuel at the Time Rift at Cardiff every so often.
The Eye of Harmony was a major plot device when the Death's Head Master tried to subvert it to regenerate his decaying form, nearly destroying Gallifrey in the process. He did manage to siphon enough energy to keep him going until "The Keeper of Traken".
Gnoll Bard wrote:
There's also the fact that when they left all that territory vacant when they fled the planet prior to Earthfall, opportunists (which describes Human to a tee) moved in. In some cases the returning elves were able to get the newcomers removed, in others, not so much.
James Jacobs wrote:
In Nominee, given that the game was focused on roleplaying Angels and Demons focused on the topic quite a bit. It's a lot more difficult to redeem a Demon to an Angel, because a needed step is the requirement of a sponsoring Archangel to literally rebuild the Demon's corrupted Forces into Angelic lines. It takes a lot of effort for the Archangel, and the would be redemptive demon is sometimes destroyed in the process. (most of the effort expended by the Archangel is in trying to prevent that destruction) Knowledge of this possibility is enough to scare off many Demons from trying.
In Pathfinder terms that would be the equivalent of removing the evil subtype from a succubus undergoing redemption. Angels that fully fall, automatically lose their good subtype and acquire an evil one. I am of the opinion that Falling should be a lot easier process than Redemption.
I was thinking about something after playing pathfinder yesterday. Cure spells have a will save to resist them in their entry in the book, yet PCs do not tend to roll a save against healing.
Keep in mind that the reason for the will save is that Cure spells are also used as damaging spells against undead, the same way that Inflict spells are used against the living, which also allow a will save. Most GM's (like me) tend to believe that making PC's specify that they are dropping will saves for a cure is merely a way of bogging up time for no good effect, in most cases.
Mysterious Stranger wrote:
If you're going to resort to real life as an argument, chances are unless your last name is Kennedy, Bush, Clinton, or Rockefeller, your legal budget is going to be a lot closer to Larrylaw than Harvard. We don't always get to pick the optimal choice in real life.
The secret languages are the ones you CAN'T take.
Kirth Gersen wrote:
And, in Ed Greenwood's case, no need to optimize if your pet DMPCs are 46th level or whatever anyway, and competing with 1st - 14th level PCs.
You have to keep in mind that Greenwood was an old school GM. In those days many of them would keep uber level attack dog NPCs ready for when their PC's got out of hand. Elminster was one character created specifically for that purpose.
Andrew Christian wrote:
You only could in the past by GM sufference. The rules text for "masterwork tools" included a rider that a GM may decide that some skills do not have a universal +2 masterwork tool for them. UMD is one of those that's on my list. The Manual as noted is only for UMD rolls with wands. I would not allow a refiling of the same item for scrolls.
+5 Toaster wrote:
how about simply letting them getting two favored class bonus' (simply choosing different ones). a tad bit better but not as good as a variable bonus feat.
That hasn't made Half-Elves that much more popular.
wicked cool wrote:
Am I the only one who sometimes has trouble at times with 11's accent. I had no problems with Pertwees, bakers, Tennants etc.
What exactly is your problem with it? That a time traveling somewhat mad space alien doesn't sound properly Londonian to you?
If your definition of "serious science fiction" is of the Forward school where the material has strong theorectical backing, then Dr. Who not only fails this mark by a long shot, but doesn't even make the attempt that many other shows do.
I've lately come to accept the fact that by any measure Dr. Who is not "Hard" science fiction. However I've also come to the position that the term science fiction itself is not a very useful delimiter. I do consider the show to be occasional good drama and character action in a format that might be considered a modern form of fantasy with science and horror elements. Not "space opera" the way that Star Wars is often described, and speculative fiction doesn't quite cut it. It's useful to call it sci-fi so that we can find a nice designated bin to put it in at the movie rental store, but that's about it.
There's a blog called "Wife In Space", where a blogger (who by his own admission is doing this for a book deal) asked his wife,who is a relative newbie to the Whoniverse to sit with him as they go through the various Who episodes from "Unearthly Child" in order, alternating between actual episodes where available and reconstructions and audio tracks where not. Her observations which are not clouded by fan allowances are pretty much on the mark.
Most players SHOULD be picking Human, it reflects human predominance. That said, I see a LOT of non-Humans at our local PFS tables, Humans aren' t quite as predominant as you might expect.
I'm always hesitant to play a fighter, because even in Pathfinder I find that I don't have any abilities that allow me to perform out of combat. Anyone have any solutions to shore up a fighter's usefulness out of combat? Any feats that might allow some utility?
There's this thing called roleplay?
Here's the real question... what is it that you want to do?
On the other hand, unless you've got some credentials to back your opinion up, a poster here saying he doesn't like the show doesn't prove that it's backslid in quality. And quite frankly, a lot of the "Classic Who" shows were questionable at best.
And this is part of why I think we are ready for a new version.
"We" being you and those who seem to feel that we need to remake our games every few years or so.
I on the other hand see enough invested into this edition, that it would be hard to argue the benefits outweighing the sheer pain of a 2.0 that was nothing more than a language cleanup of 1.0.
Monopoly has survived unchanged for a century now. Why the urge to take apart our favorite game every half decade or so? Is there some sort of naive belief that remaking the game will put an end to the flood of rules questions and exploits? One might permit me my deep skepticism to such a stand.
That's somewhat misleading and inaccurate. Dr. Who in the day was back when most British viewers had a lot less to choose from and the acceptable standard allowed a rock quarry to stand in for a whole lot of planets. The standards as well as the number of shows have raised the bar, and quite frankly if the original Dr.Who premiered today, it would not last a season. As it was, the lackluster FOX movie almost killed the franchise here.
Also BBC collects a healthy amount of scratch from all of the Dr. Who licensing, so the show's success in America, does mean that it raises revenue. No one's giving anything away for free here.
Vincent Takeda wrote:
S1. Instead of keeping your character information hidden from the other pcs so that they're forced to figure out what you've created by interacting with you in character, have you ever ran a game where you concealed your information not just from each other, but from the GM!? So that even the GM has to take the time to feel out what kind of character you've made, interacting with you exclusively as a 'character' instead of as a 'class' or a 'stat sheet' over which they have absolute purview?
The GM is the one person who MUST know your character. He's got to know it even better than YOU do. In fact he has to know things about your character that you don't even have a clue about. In a campaign where characters have real stories and real backgrounds, he's the one who's going to know how your past is going to bite you in the ass.
I could show up to an archery range in a blindfold. No sane range master however is going to let me shoot wearing one.
You see the show depending on one person as a recipe for disaster.
On the other hand, I need only point to the failures of Voyager, and the success of Babylon 5, to show that a creative force of one is always superior to design by committee.
The simple fact is...is that Doctor Who has never been as popular as it has become since the 2005 relaunch. It has gone mainstream enough to earn it's first TV Guide cover. Rail about it as you want but the numbers don't lie... the new format WORKS.
Actually most of the Doctors have tripped over themselves in various ways because they didn't know it all at the time. And River Song has a very good reason for her knowledge, remember she's from the future, when the bulk of these adventures have already been noted in her diary, which is safely ensconced in a library no one dares travel to.
Thing is... Cosmo is rather loose when it comes to swinging that fairy wand of his. You're never quite sure what he's going to come up with.
So with a wish like that, I'll be watching.... from five zip codes away.
It's 40 feetX2 per round absolute. Which means that Overland Flight isn't meant for interplanetary travel.
Such a decision would make more sense if she loses her father, or plain out runs away before the question of apprenticeship comes up. Otherwise you really don't have much of a story justification other than "that's the way I want her to come out."
James Jacobs wrote:
That caught me out of left field. Is this Pathfinder's take on the Abyss? Because I come up a bit short on how the Abyss has more female types of demons or leaders than the Hells. I remember Glasya, daughter of Asmodeus for example being quite influential in the Realms, apparantly working on getting deityhood for herself.
And more importantly. the story characters AREN"T their stats. The stats are just abstracted interpretations of the folks in the novels.
Because early on, authors discovered that if you tied your story too closely to the game rules, your stories wound up scoring massive suck. Because the game rules are for regulating wargames, not telling stories.
Also more importantly, the characters ARE NOT super powered heroes. That's why they're heroic, ironically enough. They're skilled and above average, but their stories are compelling in part because they have weak spots to overcome.
Or... play a witch?
Equating a reward issue from a volountary hobby activity with the major struggle for gender equality is not only an act of false equivalence, it's an extreme insult to an ongoing movement.
Higher level other types that get remade as Anti-Paladins. In my book, they're usually Fallen Paladins or Fighter/Paladin combos.
I enforce it on a semi-soft basis. I let new players slide for their first session, but tell them quite firmly that they'll need to either bring in material or wartermarked PDF pages in the next session if they want to keep using non-core mechanics. If they're checking out classes and other stuff from the advanced books, then they aren't absolute newbs.
Vader was not an Anti-Paladin, he was Dark Jedi... different rules apply. In that world you could become a Dark Jedi by being too passionately good as well as evil.
OP: While I'm not fond of the way that DM rolls, so to speak. The way you handled the situation was a lot less than mature. You might have talked about why you weren't happy with the way the stats were rolled, why you felt the stats you got would impair your experience, and asked him if you were treated the exact same way as everyone else was.
Assuming the answer was yes and you still wouldn't accept it, I'd have picked a more gracious way to decline his game. In fact, I'd have walked off more graciously even if he did tell me he was handling me different.
Some folks LIKE gaming that way. Just because I couldn't stand it myself, does not require me to be rude to folks that do.
It's stories like these that perpetuate the image of gamers as unsocialised boors who retreat to escapist fantasies because of their inability or unwillingness to deal with people on a social level.
Roleplaying games are a social activity. They are a test of not only your system mastery, but also your ability to act like the adult, or reasonably mature adolescent you're presumed to be.
It would depend on a lot of things.
1. I would convert all of your gear towards Pathfinder equivalents. That conversion alone may very well change the equation right off the bat. After that it would be a case by case basis on what you had and where in level are you.
2. Wealth by level target is just a loose guideline, if what you have in my judgement at the end of step 1, makes you viable, then I don't see a reason for change.
Foods that they can't get will most likely be rubbish underwater. You want to give them things that will last. Gold scuplture, crafted gems would be good. And there are the same things that land people would appreciate, such as fine weapons (especially those applicable to undwerwater use) to defend themselves with. The sea is a much more hostile place than the land and all the threats are three-dimensional.