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LazarX's page

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 26,573 posts (26,978 including aliases). 1 review. 1 list. No wishlists. 12 Pathfinder Society characters. 11 aliases.


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Grand Lodge

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Kneller2 wrote:

According to Treantmonk's guide, shorty races (dwarves, gnomes, and halflings) make suboptimal wizards, and I think I agree with his arguments, especially the part about how wrong it is that orcs make better wizards than gnomes. What kind of mess up world is this? Don't answer that, that's not the point of this thread.

Regardless of the consequences, I'm going to make a shorty wizard (conjurer/loremaster field controller role) anyway. Damn the consequences. I was dabbling with a gnome for a while, but I'm wondering if it's the best of the suboptimal choices. None of the shorty races really have any significant bonuses to help a wizard, as far as I can tell.

What do you think? Which shorty do you think would make the best wizard and why? I'd like to get advice from someone more reasonable than myself because right now I'm thinking of running with a Strength 5 gnome whose familiar is a (helper) monkey because he's too weak to even lift his own spellbook. That can't end well. :D

Hafling Wizard.... because Larry Elmore drew one so well.

This one isn't so bad either.

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taldanrebel2187 wrote:

Would this forum say it is reasonable to tell the players

-Core Races only
-No Advanced Class Guide classes

It's reasonable to set whatever restrictions you want in the context of the campaign you're running. You can say... "Only Humans from Sandpoint" if you're running a Sandpoint campaign and you want all of the characters to have longstanding connections to each other.

Grand Lodge ***

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Acedio wrote:
The ability in question here blatantly and clearly says you get to substitute a bluff check for an intelligence skill check. Period. It may not make sense, it may be way too strong, but that's how it's written. If you want to change it, make an appeal for it in the boards.

You can only make that assumption by narrowly interpreting a couple of lines in the text of the masterpiece and blatantly ignoring the context that the beginning of the text sets it in.

"By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. "

You can not ignore this line, especially it's bolded part. The purpose of the masterpiece is essentially to enhance a bluff, a disguise, a fabrication, or as I've shown before, make such a bluff possible where it would not have been otherwise, not to turn dance into the Library of Congress.

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Irontruth wrote:

At the same time, the 1967 borders create massive security problems for Israel. Large sections of the country are within 10 miles of the border (target-able by rockets}. Lack of water security. Ceding their very legitimate claims to land.

There never has been a "Palestinian state". Prior to WW1, it was part of the Ottoman Empire for nearly 400 years. From 1918 to 1948, it was controlled by the British. From 1918-1922, the size of the mandate was Israel+Jordan.

Fact of the matter is that the area known as Palestine was occupied by a Palestinean majority and a small Jewish minority. No matter whether it was called a "state" a "territory" or a "mandate", that was what it was composed of by population, up to the middle of the last century.

At the close of the Mandate, vast numbers of Palestineans were driven from their homes, by Jewish mobs, with the civic and military authorities either looking the other way or actively assisting, and their assets were seized by the emerging Israeli nation. Those who tried to recover their assets and homes were arrested, and then deported.

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Think of it this way...

If you were going to have him play Munchkin, his WOW experience would be irrelevant, right? Go the same way with Pathfinder. Encourage him to try it as something new, not an extension of one of his video games.

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Having read the ability carefully, I don't see it as invalidating people who make legitimate skill investment in knowledges. I see it as an art for effectively faking knowledges to bluff someone when you're passing off yourself to be someone you're not, as lack of knowledge is generally the Achilles Heel to many a would-be impersonator. "Yes, I am the art appraiser from Oppara, as you can see from the design elements of this piece of art you have on display here."

It's not going to be of much use when you're faced with a demon you haven't fought before and need to know something about it NOW.

This also means to me that I don't see a valid reason to ban someone with this masterpiece, especially considering what IS allowed.

SLA's giving certain races early PrC access is one of those things that really grinds my gears. But I'm not going to try to ban, or dissuade a player from going that route. Campaign management has spoken on this topic at length and as a PFS Judge, I've made that commitment to abide by it. Instead I focus on the things about the players and their characters I do like, and I try my best to find them.

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This is the last word I'll say on this as someone who GMs PFS for NAGA.

If you are assigned to GM a table and you discover that a PC has this masterpiece that makes you so upset, one thing you need to remember is that when you came to that table after signing up to judge. You made a defacto commitment to make sure that table goes off.

How you do so is up to you. If you can get another person to judge in your place, then your commitment is meant. But if I find that a judge caused a player to remove his character, or worse caused a table to not go off because of a preference like this, I would have a major talk with that judge. And unless I have a good reason not to, I would move heaven and earth to make sure that that person would not be invited to judge at any future event we ran.

Grand Lodge

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Irnk, Dead-Eye's Prodigal wrote:
However, they also consistently show that they are primarily concerned with their quarterly market share.

Wizards is in this game to make money. So is Paizo. You don't run a company any other way because rent needs to be paid, and people have to eat. Even Paizo answers to people who hold stock in the company and expect a return on investment. That's the American way. it's also been the way since we stopped expecting hunter gatherers to feed only themselves, and we entered into a goods and services exchange.

The only relevant question that's needed to ask about a company is do they make product you want to buy? All this BS about "trust", "commitment" and the other buzzwords is about a contract that never existed. WOTC would be making 3.5 products today if they had continued to sell well. Fact of the matter is that the gaming budget reached a saturation point with all of the player supplements the game was burdened down with, and module production virtually ceased because the longer lead times were cutting into the more profitable supplement lines, because in the end with a gaming group of 1 DM and 6 players, you could expect to sell 7 copies of a player splat book as opposed to 1 copy of a dm book or a module. The problem is that WOTC never learned to properly manage 3.5's success, a success which came close to killing the RPG division. Paizo, having had the benefit of both WOTC's experience, AND a fresh start, has managed to find a way to navigate that minefield.

The consequences however of those years means that the fan base instead of moving together from one edition to another is now permanently split. Split between, Paizo, 4th edition folks hoping for the kind of break that 3.5 players got (which unfortunately they're not going to get), and old style gamers who rejected everything after 2.0 and those who left for other gaming pastures long ago. That hold Humpty Dumpty of the early TSR days is not going to be put back together. And despite the recent flowering of alternative games and companies, it's now a crowd of players catering to a smaller and more heterogenous market.

I would say that just as computing is now solidly in the post-PC age, I think that we are now starting to enter the post-d20 age as well. Instead of trying to ride the coattails of D20, we're seeing more movement on alternative gaming systems such as Cubicle 7, and the revived Storyteller lineup.

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Rudy2 wrote:
I understand I won't make friends, but I'm set on this. This is an ability that should not exist. I am willing to risk my ability to GM on that proposition, though I'll try to avoid conflict where possible.

You don't GM in PFS, Mike Brock and his folks are the GMs, We are Judges. If you can't live with a decision made by campaign management, then maybe you should consider whether PFS is right for you.

It is the height of arrogance to say that you're going to turn away players using an approved rules set. And you are making a mountain out of a molehill. For all the hullabaloo over this ability, I've yet to run a single table with a bard choosing it. I'll save my banning of them for when I'm running my own.

I'm not ecstatic with a lot of things approved in the campaign. But it it is out of place for us as Judges to decide which rules we're going to abide by, and which rules we're going to flout.

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Pan wrote:
Many folks have mentioned being turned off/away by WOTC products and/or decisions in the past 5-10 years. Many folks mention that they don’t trust WOTC any longer it’s quite evident that WOTC lost much of its social capitol. My question is for folks who say they no longer trust WOTC, is there a way for WOTC to repair their rep with you and what could they do to make that happen? Is it possible?

I don't see trust as a relevant issue. If people were expecting that WOTC was going to produce 3rd edition for ever... the fact that we WERE in a third edition was lesson that change was inevitable. People were leaving WOTC before 3.5 closed down, but it had nothing to do with "trust" issues, just people exploring other options than a d20 based war-game with roleplaying tacked on.

Thing is these days is that like other things people have turned Anti-WOTC into some sort of movement grounded more in religious hysteria than any form of logic. 3.x was a bubble waiting to burst... it was increasingly becoming unsustainable. The OGL games were bleeding customers off of WOTC with no return, much how Apple nearly lost its business to the Mac clone market they had created. And like WOTC, the only way Apple could fix things was by making a very unpopular decision.

If WOTC brings out a good compelling product this non-issue of trust will go away...like it should.

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Majuba wrote:
For those vehemently opposed to this secondary ruling: I'm personally ecstatic about dropping A's and T's. I'm also personally totally fine with people stockpiling them for the next few weeks. But a firm ruling was needed, and was needed now, not in three weeks. So that's what we have. And I'm fine with that too.

The only reason a "firm ruling was needed" was because of those who insisted on making a mountain out of a molehill. A change was announced, a grandfathering period included, and some people got themselves all butthurt out of what SOMEONE ELSE MIGHT be doing instead of minding their own play. Who really cares if someone was going to the extreme trouble of arranging 20 confirmation runs over the next couple of weeks. It's not like they are actually going to get to PLAY all those characters beyond level 3 with the limited amount of scenarios available. But because those vocal buttinskis had to build a 700 plus post thread to build up this non existent issue, that ruling "needed" to be made.

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Ashiel wrote:
Odraude wrote:
Simon Legrande wrote:
You know that saying "a sufficiently advanced technology would be indistinguishable from magic"? Well, a sufficiently advanced lifeform would be indistinguishable from god.
What does a god need with a space ship?
It's called a chariot, duh. /endjoke

You mean the Chariots of the gods?

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OmnionMagnari wrote:
So, if a married couple died and went to be petitioners on different planes (say elysium and heaven). Would they be unable to see each other?

That's up to Pharasma, and she'll answer your question when it's YOUR turn.

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insaneogeddon wrote:

Farmers etc would be experts - the range of skills alone from looking after animals, to building your own house, fighting off wolves (from 12 with a sling), knowing the seasons, knowing the land, knowing the local information, fixing equipment etc etc etc

Face it the commoner class would only be for the 2nd n 3rd sons of nobles who get to sit around all day cared for while gambling, doing drugs and congratulating each other on how much better they are than 'common folk.

Only towns and cities would have commoners and all would be from wealthy families, not important enough to be at court.

Those noble sons would be aristocrats, not commoners.

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Ashiel wrote:

I mean, let's be real here. Most D&D characters of around 9th level would be considered gods by us today if we saw them. I mean, if you saw someone walk up to a dying person and restore them to perfect health in less than 12 seconds, what would you think?

If you saw someone fly up into the air (levitate or fly and begin throwing fire from their hands with enough force to incinerate entire platoons of men instantly (fireball with the average warrior having about 6 HP with a 12-13 Con), while our nonmagical bullets did diddly squat to them (protection from arrows), and they were wearing nothing but robes?

If you watched someone walk out into a farming community, lift their hands, bless the crops, and increase their growth and yields by 33% for the next season? Or watch someone control the weather with their will, or call down lightning on their enemies with a glance?

If you watched someone strip another person of their free will with a word? Or assume the visage of anyone they wished? Raised the dead? Or called up the dead to be their soldiers?

What of these things is NOT "godlike"?

It all depends on context. One person doing these things is a miracle. A dozen of them.... a new top 500 corporation.

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Lord Snow wrote:
Shockingly, this opinion is a real one. However, in practice this too is likely a bad idea. The unification plan is popular mostly among the religious right-wing parties in Israel, and what they aspire to is more like an occupation than a unification - simply adding all remaining Palestinian grounds to Israel's rule, while still keeping the Palestinians themselves as second rate citizens with very few civil rights. That's called an apartheid and I'd really rather avoid that.

The right-wingers of Israel aren't looking "unify" Israel with the Palestineans, they're looking to take over Palestinean lands and force the population out. That's the whole point of making illegal settlements, get entrenched in with enough numbers to make eviction politically unfeasible. Kind of the same strategy that got us Texas.

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Tirisfal wrote:

James,

Hope you're doing well today!

What is your favorite part of world building?

Do you feel that fijords add a nice baroque flavor to a continent?

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James Jacobs wrote:
The fact that Razmiran is an evil nation is pretty much all the reason the Church of Sarenrae would take offense and have a beef with it.

But as we've seen, Zadim's masters in the Dawnflower Cult seem to be operating as much as or more from a political agenda than a religious one.

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One of my favorite Babylon Five stories was "Passing through Gethesemene", a driving tale about the limits of forgiveness, especially with the way it ended.

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Demoyn wrote:


On top of that, you're still not giving respect to the fact that a typical party needs to be able to trick the paladin so they can accomplish goals without being hindered by his paladin code. That ALONE is reason to dump wisdom into the dirt.

I'm sorry but building your Paladins to be easily misled is just somehow wrong. Dumping wisdom does mean tanking your will save as well. BTW, as a DM, "leading the Paladin" out of the room is a gambit I take very strict controls with.

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Would a Junon Cannon be a bit much to ask for?

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None. I'm humble enough to acknowledge that I don't have the developed skills of the people who design the game and run the campaign. Nor will I jettison a class someone else likes that was designed from these people, because of my problems with it.

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James Jacobs wrote:
Graeme Lewis wrote:
Does Geb have any idea where Nex is, or if he's still alive? I'm well aware that the answer to "Is Nex alive or dead?" is going to be some variation of "Yes", but I'm curious as to whether Geb knows where his ancient nemesis is or what he's up to.
He has theories, but he doesn't know for sure.

According to Mystic Realms, he killed himself over the uncertainty. Now that's what I call an anxiety attack.

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Lincoln Hills wrote:

If you're not happy with being Level 20 and having 10 mythic tiers, what on Golarion gives you the impression that there is a numeric level number at which you will be content? Nobody's stopping you from continuing to have adventures at Level 20. In fact, getting to enjoy that capstone ability for a good long time would be a nice change!

I'm sorry. I really shouldn't pick fights on stuff like this. But really, the only ones who can answer your question are design staff, and the best you can hope for is 'No' or 'Wait and see'. My money's on #1, by the way.

I'm actually with you on this. I don't see the logic, nor necessity behind infinite character advancement. I might be up for an E20 type system, but the gaining of feats should occur at increasingly distant intervals.

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Robert Carter 58 wrote:
Thor Odinson's return is already inherently in the storyline- I can tell that without reading a line. He has become UNworthy to wield Mjolnir. Ergo, to regain his power, he must become worthy again. Which will definitely happen in due course.

I remember an independent comic called The Sword of Thor. In norse mythology Thor used to wield a sword. When he got Mjolnir, he wouldn't keep an inferior weapon around so as the story goes, he tossed it off the Bifrost bridge.

In modern times a professor and his assistant dig up the sword but it's too heavy to lift. Loki appears, and the sudden realization of his theories proves too much for the professor who dies of a heart attack. Loki tells the student that he is needed to prevent Ragnarok, as Thor has become arrogant and careless, and Asgard needs a backup when the big guy is fated to fall.He gives the young man a potion which increases his strength so that he can effortlessly lift the Sword. Loki takes him to Asgard where he meets Thor's daughter... and things go south from there.

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What I'd like to know in order to understand this better is what does this system seek to change? The difference between high and lower level characters? Make them more fragile? or simply introduce more mechanics into combats so they take longer to run?

The real problem I have, is that you haven't addressed recovery and all of the other mechanics linked to hit points such as healing spells, poison, non-lethal damage, etc.

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Ashiel wrote:
They better try really hard, because it's damn difficult to find a theme that I can't fluff psionics right into quick, fast, and in a hurry. Especially considering psionics is far closer to real life occultism in its depictions than vancian magic ever was. I've studied various traditions of magic to better understand different cultures and in a few cases to understand some friends of a different religion than my own more clearly (as some religious beliefs incorporate willful influence on the world). I can say in good faith that none of the methods that I have read about look like Vancian magic.

I've watched some Diannic and Gardnerian rituals. They look a lot more like Vancian magic than some kind of power you spend spell points on and spam like a bloody video game. I've played psionics from 1st edition through 3.5, Psionics has always felt like video game magic to me. Energy Ray... spend 3 pts. Fire the ray again spend another 3 pts... Overchannel spend 6 pts.... you can't get more of a video game feel than you do with psionics. Psionic Blast... spend 20 psionic attack points. Mind, I could put aside the video game feel and get on with the business of roleplaying the character behind it, but it took effort to do so in 3.5 and was nearly bloody impossible in old AD+D First.

I'm not wedded to Vancian magic, my favorite form is from Ars Magica, which is a basically a cast your arts and form to achieve a needed success level, and whether or not you had to fatigue yourself to do so, or more dangerously whether or not you botched. Because magic was hard and potentially dangerous work. If there is ANYthing that gives the feel of traditional magic, it was Ars Magica.

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Set wrote:
Zalman wrote:
I miss not feeling guilty whenever I refer to spells by preceding the name of the spell with the wizard who created it. Some of the spells just sound awkward without it as well -- could the name Transformation for a spell be any more generic and undescriptive?

The Kingdoms of Kalamar game had alternate names for those spells, based on famous arcanists from their own setting, which was a kind of cool and thematic way of handling that.

So the 'Otto' spells were named after Azsul, a dwarven wizard from the earliest days.

.

I miss the displacer beast and mind flayer, of the 'closed' beasties, but some of the others, I don't miss at all. :)

For myself I'm much happier that Paizo is giving us new stuff that WOTC never would have thought up on their own.

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JoeJ wrote:

Being a god is the quality of being able to be yourself to such an extent that your passions correspond with the forces of the universe, so that those who look upon you know this without hearing your name spoken... One rules through one's ruling passion. Those who look upon gods then say, without even knowing their names, "He is Fire. She is Dance. He is Destruction. She is Love." - Roger Zelazny, Lord of Light

If I remember that passage correctly, Sam rejects those labels for all but one exception. "I look at you, Yama, and I see Death."

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bigrig107 wrote:

What are the ways to get treated like undead in PFS?

What kind of treatment do you want? Do you want to suck blood, get healed by inflict spells, or just be chased by mobs of angry villagers wielding torches and pitchforks?

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137ben wrote:
LazarX wrote:
Mark Hoover wrote:

Experience comes from combat, to be certain. In many of the APs and modules there are special awards for roleplaying, accomplishing important goals and other non-combat sources. Why is it hard then to think of a guy getting high level as a commoner?

.

Because aside from the daily grind of existence, there is nothing in the form of challenges to grow from for the average serf and peasant. You don't gain experience points from milking cows day by day. Those that do encounter those kind of challenges that make people grow out of their confines, take up an adventuring class.

You either step through that door that forever changes you, or you don't. That's what defines and adventurerer, and those who choose not to step through those doors close themselves off from that essential growing process.

The commoner class doesn't require characters to be peasants. Anyone can take commoner levels.

Any NPC that doesn't fit into expert, aristocrat, adept, or warrior there isn't anything but peasant or serf in the social strata, excluding of course those who have adventurer class levels.

Blacksmith or banker, he's an expert, Baron or Duke, he's an aristocrat, Village healer, if not a cleric or witch, an adept. Town guardsmen local sheriff, warriors.

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Zhayne wrote:
Redfire wrote:
I don't really get why aboleths are OGL while illithids aren't.
Simply put, WotC decided they wanted illithids to be all theirs, probably because aboleths are nowhere near as popular to use.

They licensed Paradigm Press to do one Mindflayer book. Unveiled Masters: the Essential Guide to Mind Flayers, part of the Races of Legend series. It's worth digging up.

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Thod wrote:

Here is one nobody has mentioned yet:

Cancel if the GM feels the group isn't up to it and it is a sure TPK and as such will be neither fun for the GM nor the players

I've done it once myself - albeit preferred to run a different scenario instead. I've also seen it being done once by a different GM who just wasn't comfortable running with the players (characters) signed up.

Edit: Thinking about it - this might only happen high tier

I MIGHT discourage a group from running a scenario in such a situation, but if they wish to go through with it, I won't stop them. I've seen enough examples of improbable groups succeeding and sure fire success going down for the count that I won't contravene a players right to risk their characters. "Risk" as one noted leader said "is our business."

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Tacticslion wrote:
DominusMegadeus wrote:

Are gods willing to prevent murderhobos, but not able? Then they are not omnipotent. Are they able, but not willing? Then they are malevolent. Are they both able and willing? Then whence cometh murderhobos? Are they neither able nor willing? Then why call them gods?

These are the things that haunt our age.

1) Some are willing - some fully, some to a limited extent, and some support or encourage instead (and are malevolent)

2) Some are able, but only to a limited extent (at least partially due to other gods' interference)
3) They are "gods" because of their nature (regardless of their nature pre-ascension), hence "god" becomes a term different than that which we are oft used to utilizing in Western society. Also they are worshipped and generate actual divine spells in faithful worshippers (instead of just faking it). Also field hosts of celestials and/or fiends and/or "other". Also, they can squash you like a bug.

Wow. Polytheism+Game Rules makes deep-seated theosophical argumentation easy.

(Nice post, though.) :)

When people say "god" many westerners are expecting a being with the same kind of omnipotence and omniscience accorded to the Abrahamic diety, when what you actually have are a group of super powered, yet extremely flawed and limited beings like those from Greek mythology.

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What makes a god in Pathfinder is a being defined solely by story elements, not mechanics.

Iomedae is a good example. While she may have been a Paladin in life, what she is now is so far beyond that mortal existence, there literally are no mechanics to cover that.

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Odraude wrote:

Actually, Paizo has psionics in their setting and has said that if they use them, it would have Vancian mechanics in line with Arcane and Divine. And JJ is a huge fan of psionics, so I think it'd be not a matter of "if" but a matter of "when".

.

What JJ is a "fan of" is something he calls psychic magic. Which from the reading of his posts is something far different than the comic book power style of D+D psionics. Different enough that by his statements, psychic magic and traditional SRD psionics could live side by side.

The other thing is that there is no announced development schedule for this material so I wouldn't hold any campaign plans waiting for it to come out.

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I don't see the issue with closed content. Want to use it? Then buy the book and do whatever adaptation needed to make it work. PFS players may be SOL, but you don't have to be at home.

There's no law that requires that the material has to have the pathfinder seal of approval for private home use.

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The "better summoner" is the person who's prepared index cards for everything he's going to summon. (or using an app like Summoner) so that when his turn comes up he's not looking up Bestiary entries to figure out what he's going to put on the field and what to do with it.

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I don't "pick" on people with low stats. But I don't let them slide either. You're running a 5 str wizard or an 8 str Magus? Fine. I will however be checking your encumbrance with a fine tooth comb and remember, coins have weight.

Similarly, if you're struggling for a hint with your character I may call for Int and Wisdom checks as appropriate. If you dump con, remember that besides your lowered hit points, you've got a lowered death threshold as well. I remember someone who made a monk with 7 con. At his first (and last) outing, he wound up from full to dead with one hit.

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thejeff wrote:


Which is pretty much the same argument everyone else on that side in this thread has made. I'm still looking for someone to agree that government should be able to mandate such care, but not if a company has religious objections.

You'll find five of them in the Supreme Court.

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Baxcel wrote:
you took some of the easiest chr to make out of the game.. an replaced it with something much harder for new people... removing an element of the game as well.. starting i know personally i weighted my options an found as a new player the aasimars were the easiest to start with even without the blood of angels books... it gives a good base to start with the chr..

I really fail to see how any race could be "easier" than Human. With Humans there aren't any complicated spell like abilities to manage, you don't have to worry about certain buff spells not working on them, they get a bonus feat, and they get to place their plus 2 anywhere they want.

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Blazej wrote:

When Compton mentioned in the blog about people trying power running and making 10 characters before the rule change I thought that was a bit ridiculous. "Who would get so married to a race to make it so that every character option they play has be that race?"

I take it you missed the poster upthread who said that Aasimar characters are the only ones he's ever played. (presumably he did not start PFS until they became freely available), and when the option to make new ones is gone, he's done when he finishes playing his current stable.

Fact is the SLA's now counting for all sorts of pre-reqs that they would not have been considered a couple of years ago, has made planetouched the new munchkin toy. And some of them are pouting in the corner now.

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Playing and GM styles aren't really something that should be folded into this topic.

Table etiquette should really be not much more than a small superset of the basic civil etiquette you were hopefully taught before your parents let you leave the house unsupervised.

If you don't have that as a foundation, than much of this discussion is moot.

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Artemis Moonstar wrote:
[This too, is something that really should be addressed... Mainly, how many high fantasy literature that is not based off of D&D material, have it's main characters decked out head to toe with magic weapons? I do a LOT of fantasy reading, and I can tell ya, magic items in the vast majority of literature are actual items of wonder, not something you can pick up at Ye Olde Magick Shoppe. Thus, they only get a few. There is no "Big Six" in books...

This off quoted comparison suffers from a major part of self imposed blindness. The major function of most of the "Big Six" is to modify die rolls, to hit, skill rolls, saving rolls and the like. Literary characters don't need to make any die rolls, their success and failures are determined by author fiat.

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FanaticRat wrote:
Rynjin wrote:

A lot of the Mythic stuff isn't particularly Mythic to begin with. If I were an optimist I'd say this is a good thing because it might mean some Mythic options could be allowed for other classes.

But since Arcanist seems to be Paizo's pet class, I doubt it. It gets to be Sorcerer+ and Mythic abilities on top, with a hug and a kiss from daddy every night after her bedtime story and hot cocoa.

Don't forget, a lot of mythic abilities are just modified class abilities or feat chains you can already get. See sniper's riposte, blowback, mythic weapon finesse... The usual difference is either how permanent it is or whether or not you want to shell out money for it.

Or how quick you can get it off. The mythic version doesn't require the readying of an action... that's a BIG deal.

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Kydeem de'Morcaine wrote:


I have heard that DSP has a very close working relationship with Paizo. I doubt they would want to ruin that by making an obviously directly competing replacement for the core material.

I don't see any evidence of that. Paizo after all has used material from at least one third party company, (either Necromancer, Green Ronin, or Frog Games) in at least one scenario. (and gave them credit.) They haven't to date, used ANYTHING from Dreamscarred that I'm aware of. A couple of folks from Paizo have said nice things about the Dreamscarred material, but that's it.

The main reason is that it would go against their main selling strategy... selling psionics to an established market... Paizo's D+D 3.5 refugees, they built their whole business about selling to Pathfinder players. Building a core system would mean having to take on Paizo directly, and they're not really geared to take that kind of risky business move. Not because of any "ill feelings" it might generate from Paizo, because they're not likely to succeed in launching whole hog like that.

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Haladir wrote:
I wrote:

I've been negatively inclined toward psionics in fantasy since 1st-edition AD&D. I felt that the flavor doesn't mesh well in the fantasy stories I wanted to tell in my Dungeons and Dragons games. I've also had some major problems with having a completely different game mechanic system that did more-or-less exactly what magic already did.

TSR/WotC continued the flavor mis-match and system dichotomy for psionics in both AD&D 2e and in D&D 3.x.

The 3.x psionics system (including DSP's updaiting of it for the PFRPG) are very well thought-out, and balanced systems. However, I just don't see the point of introducing another full game mechanic system that's pretty much equivalent to magic. Consequently, even though it's a fine system, I don't use it.

There is "psychic magic" in my game, to represent things like ESP, telepathy, psychokinesis, object reading, pain suppression, etc. It's essentially a sorcerer bloodline/archetype.

Setting aside game mechanics, another big thing that turns me off about the 3.x / DSP psionics system is what the various psionic character classes are named. The names just seem way too "game-y" for my taste, and are very much out of tune with those of the traditional character classes.

"Rogue," "bard," "wizard," "ranger," "alchemist," "druid," "ninja," "paladin," "sorcerer," "witch," "cavalier," and the rest are all real-world words with long histories in legend and/or literature. The classes reflect, more-or-less, what the words mean in plain English.

The psionic classes have names that don't mean anything outside of the context of the game: "psion," "soulknife," "vitalist," etc. If I referred to a non-gamer about a "wizard" they'd know what I was talking about. If I mentioned a "soulknife..." well, not so much. Heck, even the term "psionics" has far more traction within the role-playing gaming world than as a general term.

Better names for the classes, with ties to what the names actually mean in a literary, mythological, or socio-historical...

+1 to the above. Mention the traditional classes, and you evoke long standing images and tropes. Merlin, Roland, Samson, Spartacus, Robin Hood, Medea, and the like. Think of the word psionics, and it's hard to find anything older than comic books, and pulp science fiction, or worse you loop to New Age crystal fetishes.

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Odraude wrote:
So in doing some world building, I'm trying to think of a good reason why the gods and goddesses of the setting wouldn't interfere with the universe. I'm looking for something else besides a pact of non-interference or an overdeity that prevents them from interfering. Some reason why an evil god doesn't destroy good worlds, or a good god doesn't smite evil themselves. Any suggestions?

The usual reasons are.

1. lack of ability.. Gods may be powerful, but not necessarily THAT powerful. This is particularly true in worlds where mere mortals can aspire to godhood. Note that in Golarion's history, TWO gods sacrificed themselves to try to prevent the destruction that the Starstone wrought on the world and they still weren't successful.

2. A form of MAD agreement. Any god that tromps too far on the chessboard may well find himself facing retribution from a coalition of other gods that will band together from shared paranoia if no other reason.

3. Gentlemen (Gentlewoman's agreement), a mutually agreed pact.... or even a game.

The important thing to note is that you aren't obligated to explain ANY of the above to your players. Gods being what they are, are pretty much above interrogation by player characters, even their own clerics, who especially are supposed to take things on faith. In the Book of Job, God makes a side bet with Satan, but doesn't bother to explain or justify His reasons why.

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Duncan7291 wrote:

Could someone educate me as to why Mystic Theurge prestige class is worth the hype? What are the benefits of this class, drawbacks and examples of mechanically solid builds?

Information much appreciated.

One... there isn't any hype. If anything it's more the reverse. What some people "hype" are the tricks of building SAD Mystic Theurges out of Sorcerer/Oracle combinations at the cost of later entry and spell level progression.

Two... What it boils down to is that if your goal is to be a dominant arcane or divine caster, this is NOT the class for you. On the other hand, you can be an extremely flexible and equipped support caster with the sheer volume and depth of very valuable party boosting spells. as well as the built in ability to use any scroll, wand, or staff in the game, save for those dedicated to hobby casters you don't give a damm about.

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