Robert A Matthews wrote:
I guess gunslingers and crossbow archers can't reload when full attacking since they can't perform free actions.
Crossbow archers generally can't full attack, unless they're using something exotic like a double crossbow. And you're right, like the gunslinger they can't reload either. The weapons simply aren't set up that way.
When we used flintlocks in Arcanis, (and part of Paizo's problem is that they should have used the term flintlock instead of gun) we simply kept multiple flintlocks on hand. It was not unusual to see characters with three or more loaded pistols on hand.
Arcanis characters did operate on an interesting limit of only 20 shots carried per person, because of carrying 21 or more would make them all explode if you went through any form of gate or teleportation effect.
Tell me something, in real life, how would you react if you realized that the person whom you've just met, or even someone you knew had just deliberately tried a mind control power on you, that you knew could have actually worked?
You haven't played some scenarios where just spending that wouldn't be enough to get your character back. There are things that a mere Raise Dead won't fix.
Rahadoum still remains VERY different. Pretty much no matter where you are anywhere else, you save a dying man with a quickly placed cure spell or breath of life, you're going to be pretty well regarded by the local populace. Do the same act in Rahadoum, and you're going to be hunted down by the Pure Legion, regardless of mitigating circumstances. It may be the gratitude of some of the people around you that might be the only thing that saves your life.
Chris Mortika wrote:
How are you tying the two together?
The Valeyard is something from the Doctor's future, the regeneration of 12 into 13. And I mean Doctor Number 12, i.e. Capatelli. It could be that the Valeyard is the same sort of thing as the Watcher, which was the between regenerations avatar that ultimately saved the Fourth Doctor's life by triggering his regeneration. (The Cubicle 7 RPG used that explanation as to the Valeyard's origin. in the Time Traveler's Companion.)
If the Valeyard is never explained, or mentioned again, chalk that bit of history as yet another casualty of the Time War. Galifrey may survive the Time War, but it's not doing it unscathed.
Not many GMs would rule that way, and nearly all of them are probably PFS GMs who aren't allowed to use their brains.
I can only believe that someone making a comment like that hasn't had the experience of judging PFS at store game days, or at conventions. We bloody well use our brains, perhaps in ways that people judging only their friends in comfortable home campaigns aren't often called upon to do.
PFS GMs don't have the luxury of knowing who they are game mastering for or what they're going to bring to the table. With a comment like that I'm going to have to assume that you've never had to do the juggling act of keeping some level of uniformity of PFS play, while still doing your best to ensure that the folks at the table have the opportunity to have an engaging good time.
If anything, judging PFS, especially at a convention, can keep someone from falling into a rut of predictability.
Stone Giant Doctor: "Congratulations Fred, It's a Bouncing Baby Boulder!"
James Jacobs wrote:
If you work hard enough you can eventually recruit sympathetic Voth into your bridge crew. The Dyson Sphere is part of the new Iconian threat who are not only laying down conquest plans for the Federation, Klingons, Dominion and Borg!, they're cementing their status as Bad Guys by intending to saturate the Alpha and Beta quadrants with Omega Particles. (given their use of Gateways, eliminating warp travel on a galactic scale, is a workable strategy for them.)
And of course if you go Klingon, you can have a Gorn ship captain. Or as Fed or Klingon, you might be able to create your own reptillian Alien captain.
And did I mention that it's Free To Play? Apparently the most successful free to play MMORG out there.
Samuel Grundy wrote:
Do you understand that for legal reasons, they simply can not touch ANY of this 3.5 material you want? Do you really think that WOTC isn't checking every book Paizo puts out for violation of it's IP copyright rights? That it's not a simple matter of just "filing off the serial numbers" and making a name change or three?
Says the person who's frontloading assumptions. If 95 percent of a spelllist is harmful and baneful magic, and a person rarely sees a mage at work, the assumption that 95 percent of those times are going to be harmless is suspect.
Literary examples however tend to skew towards a general distrust of arcanists who don't have some form of official standing. Cormyr was an excellent example. if you were a wizard of 4th level or higher, you were expected to register with the War Wizards, or refrain from practising magic within the borders entirely.
Tim Statler wrote:
The rules do not support the existence of cloth armor.
You would have to enchant them with the combination of enchat magic arms and armor and the craft wondrous item feat. There are robe magic items that give an armor bonus. Use them for your guidelines.
I'm reluctant to allow these items, as it makes truck of an intended limitation put into the game. Such an item should be twice as expensive as bracers and subject to the same limits of enchantment.
[One of my brothers has a (legal) concealed firearm on his person pretty much at all times. People who know this do not start flinching every time he reaches for his pocket. Why? Because even though the possible answers to "What could he be reaching for?" always includes "Gun", that's not what he's usually reaching for.
In contrast, there is a fellow who is rather fond of taking his 2nd amendment rights to the limit. He does go into parks openly wearing several pistols and a loaded machine gun. He takes umbrage over the fact that he is frequently stopped and questioned by park rangers even though state law allows him to go walking about with a readied aresenal.
Circumstances alter cases.
1) In a really big town, everyone is a stranger.
2) Part of making that good impression is by not being seen casting spells.
Only specific crossbows that can be fired in one hand, can be used that way, such as the Hand crossbow. They still take two hands to load though.
Who is casting that magic is an important thing. Since we're going by the default lists of spells for arcane and divine classes. A local well respected cleric could get away with casting detect lie or detect evil especially if it's in an appropriate situation such as mediating a dispute.
However a strange wizard walking into town starts arcane casting, people are going to assume that he's up to some form of mischief. Take a look at the list of arcane spells. With very few exceptions, they're of the baneful variety.
If we acknowledge as the books suggest, that most spells are in fact weapons, why should we expect any different flavored answer than we would to the question. "Is it socially acceptable to draw your weapon in public?"
The closest thing I can think of. is the Sword and Pistol feat in Ultimate Combat.
The Morphling wrote:
If you want an Exotic Mount, there is a scenario that gives an Axe Beak as a mount, adding it to the list of legal choices for any character. If you're lucky enough to play this scenario, you can get this very unique companion as a powerful LARGE mount suitable for medium characters.
Not any character, as of latest revisement, only the following types can make use of it.
Druid with AC bond
Poor summoner can't even make an Eidolon copy of it. Well he can, but not a rideable one due to the restrictions of the Mount evolution.
You do have to complete all three parts of the series with the intended character to get that boon.
This is not something that can be dropped. It's the thematic heart of the class. Is the war priest a symbolism obsessed cleric with bonus feats or is he an actual hybrid that uses appropriate martial weapons like a fighter? That, more than anything else, is what's going to define the class.
He's a symbolism obsessed hybrid. He's not just a fighter who happened to pick up a couple of cleric levels, he's someone actually inspired to do battle in the name of and wielding the symbolic weapons of his divine patron.
If you were expecting all warpriests of all dieties to be equally optimised in their choice of weapon, that's not going to happen. But most of that reason will be the fault of the player, as a certain dual dagger wielding priest of Pharasma has already amply demonstrated.
I don't think I'd even bother with much of the vehicle mechanics, and the gravity, air, cold . voidspace stuff I would just convert. I obviously never played Spelljammer, though I owned a lot of the books(damn traditionalist fellow gamers) - I only vaguely remember the space-hippos, but I do remember the neogi. I also remember thinking a lot of the ships were silly, and some of the physics a little incredible/strained.
Physics? What Physics? Spelljammer told physics to go sit in it's corner and not come out until the play session was over. To be fair, Spelljammer never, ever, once tried to pretend to be science fiction.
If you see where Paizo has gone with Distant Worlds, it's leaning towards a heavily sci-fi grounding to their setting. Space has vacuum, worlds are all sphereical, etc. With magic a supplementary element. Which again points more of a Dragonstar feel.
Dragonstar essentially operated as sci-fi, with teleport engines (that looked like something out of the movie Event Horizon) and gate magic taking up the heavy load of bypassing the lightspeed limit.
Per the description of Touch of Corruption it is legal for the Antipaladin to take this feat, but I have no idea what happens when he does.
He can't because the Touch of Corruption is NOT the Mercy feature for this purpose.
Even if he could, what would it do... trigger a healing spell to kill him with?
The GM is going to have to do major alterations to the AP, because there simply is no way you're going to be able t duplicate the action economy of 4-6 players with just one.
I'm going to give you one hint... make sure you search EVERY ROOM IN BOOK ONE.
If it is on tape and not on 16mm, maybe there's no point in going to 4K, in terms of image quality?
There's absolutely no gain in transferring an oldstyle video signal to High Def... the pixels simply aren't there. Episodes like that will just be released in standard DVD format.
2 things that might be of minor interest to you.
Star Trek Online's latest battle ground is a Dyson Sphere on the edge of the Delta Quadrant. (reached there by a gateway located close to the New Romulus system). It's being contested for ownership by the Voth. The sentient Dinosaur species from Voyager who deny their Earth ties as a matter of Doctrine. (and yes they say it with a capital D)
2nd item... The Mac Client for STO is now in open beta.
Kris Myatt 47 wrote:
That and a fair amount of outright Spelljammer hate on the part of the creative staff for it's preceived level of excessive silliness. There seems to be more of a hankering for a sci-fi,l or more precisly, pulp feel to their fantasy space, something on the order of the equally late Dragonstar from Fantasy Flight games. There's been some fan work on the latter that's worth checking out.
You can TWF with hand crossbows, but reloading becomes an issue. You can TWF with longbows if you're a Thri-Kreen or some other critter with 4 arms.
Just start most APs at Book 2. You as the GM however would have to be familliar with the first Book to see how and what the characters should have acheived or acquired to get to Book 2.
Any way in whole game to get an alternate racial trait added to ur race that does not normally qualify?
Read up on adopted. That's pretty much as much as you can get. Certain campaigns like PFS, are more restrictive and that's spelled out in the PFS FAQ.
Matthew Trent wrote:
Giving a first time player a slight break on a run through First Steps part 1, is hardly the same thing as giving a softball on Elven Entanglement, where I probably would have killed off the group if one player hadn't been exceptionally ballsy.... and lucky.
N N 959 wrote:
That's how the magic is presented in the rulebook. If you want to assume that the arcane lists have a whole trunkful of utility and helpful spells which aren't shown on the lists for some reason for player characters to learn, that's your lookout. But there isn't any text basis for that supposition. Despite Clarke quotes, magic is NOT tech. it is built on a structure determined largely by arbitrary divides and whim, and is highly idiosyncratic in nature. For most people in the game world, life is brutish compared to our standards.
Fact of the matter is that magic IS frequently used for horrific ends, curses, summoning of demons, raising the dead to create shambling monsters. Word of that is far more common and more widespread than using Fabricate and Wall spells to speed up building. Simmilarly, it's very rare for streets to be lit up with Eternal Flame devices. (they tend to get stolen) save in heavily patrolled upper class neighborhoods.
The APs are pretty much level up as you go. There are even expected target levels that PC's should be about as you progress through each book's chapter using the assumed medium xp track. They do assume a 4 person party, 6 person parties would be about a level behind the curve. We finished WOR Book one at level 5 instead of 6, but that's because we were a 6 person party.
That's an emphatic NO to the first question, as you're frequently beginning in constrained circumstances, sudden wilderness in Reign of Winter, a destroyed city in Wrath of the Righteous, shanghaied on a pirate boat in Shackles. The second can vary largely on player action. You definitely can't expect to just walk into town and depend on a 75percent roll to get a anything your gold would buy out of the book.
Aaron Mayhew wrote:
There's a major difference between two pregens in a group of 4, and the same in a group of 6, especially if it's the 10-11 tier.
Tequila Sunrise wrote:
It's not really that hard. One.. you can use a lower CR value of monsters if you're running a lower magic campaign. Two, you should be keeping a running awareness of what your players have in the campaign and should be gauging their abilities against the challenges you have planned. The AP's are pretty much a guideline in running a campaign without the Xmas tree ensemble.
For thier own part, parties need to learn to think like units instead of 4-6 indivduals, each doing their own thing without regard to the others.
Felix Gaunt wrote:
Wow, damn that's harsh... I would think the new FAQ rule would trump it since that PFS "houserule" was created a while ago. So if a Pathfinder FAQ conflicts with a PFS, regardless of how new it is, then the PFS stands? I'm wondering if the PFS group is aware of the updated FAQ in this instance, given how significant a departure it is from core Pathfinder now.
Local campaign setting trumps general rules.
Eric Saxon wrote:
And keep in mind it's a Star Gate that's used only at serious need, dependent as it is on an ancient, unreproducible, artifact that's not in the best of repair. The Society is generally far more likely to book passage for you by ship, than it is to use the Tapestry.
You don't really know Rain... that's a house call, totally unsupported by rules. Modern analogue in point, There's a lot of military tech that has absolutely no practical use outside of warfare. Cluster mines come to mind as one major and extremely annoying example.
It depends on what level of magic advancement you have. Civillian uses tend to lag behind military ones.. and in a non tech society, that lag can be centuries. Eberron is an example of magic starting to go that way, but there were major limits even there. the world had just developed the equivalent of trains, but not the automobile.
There's just one major problem you have to overcome... 100 feet is not much in terms of scouting range.
My advice to you... Don't run Elven Entanglement. and be wary of Season 5 scenarios in general.
Otherwise it's a tough call. I'd say that you didn't majorly softball things as it was only one hit point of damage and all you did was give someone one more round to be saved.
It does bare keeping in mind that we've had a vocal lot here demanding more challenge in scenarios... and Paizo has listened.
It wouldn't last more than one season. The gang are amusing, but the only thing they really have going for them are gimmicks and running gags and eventually the joke wears thin. The only thing I can say in it's defense is that it's at least not as bad an idea as basing a series on K9.
The Sontarans in the new series aren't really like the Sontarans in the old. The ones in the old series successfully invaded Gallifrey (if only briefly),
To be fair, they only managed that trick with the assistance of the Fourth Doctor who was leading them into a trap of his own Machiavellian making.
wicked cool wrote:
Any theories if Strax/gang will be seen with the 13th DR?
I extremely doubt it. The Doctor's regenerations frequently are a time of major brush up and reset. The Doctor tends to lose much of his connections with companions and entourages of his prior lives, in many ways he does become a new man, and tends to break his old ties. In fact he never even checked up on his grandaughter Susan, after abandoning her in his first life!.