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Thanks for that link as well, Dudemeister. I had only heard of "Gamergate" in passing before that. It looks like what's going on here is that, well, the human race has this thing now called the Internet, and our connected society, we're having growing pains.
That being said, death threats are not OK. I have a feeling that our collective privileges, like anonymity, will be going away in time, because a few trolls are going to ruin things for everyone, and there's really nothing we can do about it.
I wonder... is this Internet social problem a uniquely American thing?
Thanks for the link, Necromancer. The video was well-put-together and pleasant to watch, except for maaaaybe the social-destruction accusation at around 4:15. I especially liked the series of female-protagonists displayed, as well as the assertation that the Internet is a big place, and you'll find any kind of crazy if you look hard enough.
Captain K. wrote:
PCs have an incredible amount of money. Or at least they should have.
This is a major assumption that you are making here. The thing is... PCs, by and large, don't have very much money. They have magic items.
Just as I can't lug my television down to the grocery store and buy some yoghurt, PCs aren't really able to take their magic girdles and vestments down to the town square and buy some lettuce. Conversely, the idea that magic items are freely bought and sold is ludicrous. How much effort would it take for the owner of an apparatus of kwalish to find someone willing to pay him 90,000 gold pieces in coin? How difficult would it be for a player character to find the exact apparatus he is looking for in the exact color he finds pleasing, just sitting on a shelf to be sold?
That would be like trying to go to 7-Eleven to purchase a fighter jet. "I'll take that F-14 over there on Aisle 2, in periwinkle blue please. And a Slurpee."
It's just impractical to assume that magic items are the equivalent to cash.
Also, PCs tend to not have any actual incomes that perpetuate beyond whatever they take off of cold, dead corpses, barring certain infinite-wealth spell schemes. PCs have to do actual work for their items which are not actually money.
"But Mr. Strophic! What about the wealth-by-level table?"
All that table does is create an artificial method of showing the DM how many magic items the game expects him or her to hand out to the party. All the magic item gold-piece values do is create an artificial method of saying that a belt of incredible dexterity +2 is equivalent to four pearls of power I when taking up space in a character's magic item loadout. The only reason gold pieces are referenced is because the developers haven't found another way to codify magic item limits.
What this means is that PCs are actually as wealthy as the coins in their pockets, of which, in the case of your witch, there aren't many. Once the assumption of magic items being equivalent to cash is dispelled, your average player character, turns out, is not wealthy at all.
I started looking at feat chains which are pretty long by pulling up the Advanced Player's Guide. The list got very long very quickly, so while commentary would take a long time, I'll submit a list of long feat chains for discussion...
-Two-Weapon Fighting/Improved Shield Bash/Shield Slam/Shield Master/Bashing Finish
-Combat Reflexes/Bodyguard/In Harm's Way
-Power Attack/Improved Overrun/Charge Through
-Step Up/Following Step/Step Up and Strike
-Dodge/Mobility/Sidestep/Improved Sidestep: Dang, that's a long chain.
-Combat Expertise/Gang Up/Team Up
-Combat Expertise/Second Chance/Improved Second Chance
-Scorpion Style/Gorgon's Fist/Medusa's Wrath/Cockatrice Strike
-Dodge/Mobility/Combat Reflexes/Combat Patrol
-Point Blank Shot/Rapid Shot/Rapid Reload/Crossbow Mastery
-Power Attack/Furious Focus/Dreadful Carnage
-Blind-Fight/Improved Blind-Fight/Greater Blind-Fight
-Improved Unarmed Strike/Combat Expertise/Improved Trip/Ki Throw/Power Attack/Improved Bull Rush/Improved Ki Throw - The longest feat chain in the game?
-Nimble Moves/Acrobatic Steps/Light Step
-Shield Focus/Missile Shield/Disruptive/Spellbreaker/Ray Shield
-Mounted Combat/Shield Focus/Mounted Shield
-Dodge/Mobility/Shot on the Run/Parting Shot
-Combat Reflexes/Disruptive/Spellbreaker/Teleport Tactician
-Mounted Combat/Trick Riding/Mounted Skirmisher
Then I made it to Ultimate Combat...
-Quick maneuver feats
-Maneuver strike feats
-All the style feats
-Improved Unarmed Strike/Adder Strike/Improved Two-Weapon Fighting/Pinpoint Poisoner
-Two-Weapon Fighting/Improved Two-Weapon Fighting/Break Guard
-Point-Blank Shot/Charging Hurler/Improved Charging Hurler
-Power Attack/Cleave/Cleaving Finish/Great Cleave/Improved Cleaving Finish
-Dodge/Weapon Focus/Close-Quarters Thrower
-Diehard/Deathless Initiate/Deathless Master/Deathless Zealot
-Combat Expertise/Improved Feint/Deceptive Exchange
-Vital Strike/Devastating Strike/Improved Devastating Strike
-Dimensional Agility/Dimensional Assault/Dimensional Dervish/Dimensional Maneuvers/Dimensional Savant
-Combat Expertise/Improved Feint/Disengaging Flourish/Dodge/Mobility/Disengaging Shot
-Combat Expertise/Improved Trip/Drag Down
-Dodge/Weapon Focus/Close-Quarters Thrower/False Opening (or the other way)
-Combat Expertise/Improved Trip/Felling Escape
-Combat Expertise/Improved Trip/Power Attack/Felling Smash
-Final Embrace/Final Embrace Horror/Final Embrace Master
-Weapon Focus/Dazzling Display/Gory Finish
-Haunted Gnome/Haunted Gnome Assault/Haunted Gnome Shroud
-Weapon Focus/Weapon Specialization/Critical Focus/Impaling Critical/Improved Impaling Critical
-Combat Expertise/Two-Weapon Fighting/Improved Two-Weapon Fighting/Improved Two-Weapon Feint
-Weapon Focus/Dazzling Display/Intimidating Bane
-Improved Unarmed Strike/Stunning Fist/Jawbreaker/Improved Grapple/Bonebreaker/Greater Grapple/Neckbreaker - That's seven! A tie with Improved Ki Throw!
-Blind-Fight/Combat Expertise/Moonlight Stalker/Moonlight Stalker Feint/Improved Feint/Moonlight Stalker Master
-Exotic Weapon Proficiency (net)/Net Adept/Two-Weapon Fighting/Net and Trident/Net Maneuvering/Net Trickery
-Improved Unarmed Strike/Nightmare Fist/Nightmare Weaver/Stunning Fist/Nightmare Stalker
-Dodge/Mobility/Combat Expertise/Improved Feint/Passing Trick
-Weapon Focus/Dazzling Display/Performing Combatant/Master Combat Performer
-Improved Unarmed Strike/Improved Grapple/Greater Grapple/Pinning Knockout
-Improved Unarmed Strike/Improved Grapple/Greater Grapple/Pinning Rend
-Power Attack/Improved Bull Rush/Raging Throw
-Improved Unarmed Strike/Improved Grapple/Greater Grapple/Rapid Grappler
-Power Attack/Improved Bull Rush/Rebuffing Reduction
-Rending Fury/Improved Rending Fury/Greater Rending Fury
-Weapon Focus/Point-Blank Shot/Rapid Shot/Snap Shot/Improved Snap Shot/Greater Snap Shot
-Improved Unarmed Strike/Combat Expertise/Improved Trip/Ki Throw/Power Attack/Improved Bull Rush/Spinning Throw - Another seven-feat chain directed at monks. Very similar to Improved Ki Throw as well.
-Improved Grapple/Stunning Fist/Stunning Pin
-Weapon Focus/Two-Weapon Fighting/Point-Blank Shot/Rapid Shot/Snap Shot/Sword and Pistol
-Weapon Focus/Two-Weapon Fighting/Twin Thunders/Twin Thunders Flurry/Twin Thunders Master
-Combat Expertise/Two-Weapon Fighting/Two-Weapon Feint
-Improved Unarmed Strike/Combat Reflexes/Vicious Stomp
-Exotic Weapon Proficiency (whip)/Weapon Focus (whip)/Whip Mastery/Improved Whip Mastery/Greater Whip Mastery
-Weapon Focus/Dazzling Display/(Dramatic or Hero's or Savage) Display
-Point-Blank Shot/Precise Shot/(teamwork feat)/Enfilading Fire
-Combat Reflexes/Improved Critical/Seize the Moment
Nothing yet - I haven't seen a scenario I'm willing to play yet.
I'm in the same boat, Majuba. I'm planning to GM Paths We Choose soon, though, so I can find out what the heck happened to my faction. Meanwhile, I'm play-by-posting Reign of Winter and looking for work to open up so I can launch a Taldor play-by-post campaign.
If my 20th-level PFS character were to continue gaining experience, I'd probably shoot for something like...
There's really no one to fight at her level, so it would really be about topping off her combat ability (assuming Swashbuckler3/Fighter2 gets Weapon Training), then bumping those skill modifiers, acquiring a constant mind blank effect to deal with pesky divinations, and getting those saves up "just in case."
With high enough skill modifiers, she could direct world events however she wishes.
Now, if she got to be CR 40, though, she'd totally just add on Aristocrat20/Expert20 for the skill points and the wealth-by-level alone.
Pathfinder seems to be stuck between the simulationist design philosophy and the, well, fantasy design philosophy, which is not unexpected for a system using 15-year-old rules.
It appears that we have an Old Way of, for example, longbows being Just Better than shuriken, in competition with a New Way of a style-first, any-concept-flies fantasy approach, where a shuriken-user is just as viable as a longbow-wielder.
In other words... let's hope that 2nd Ed does away with backwards compatibility, so it can jettison the Old Ways which hold the system back.
I'd like to see a new edition largely because I'd like to have something Pathfinder-related to buy again. The system has gotten so bloated and powercrept that new options are a detriment to the play experience, and the APs haven't been compatible with with the power level of the game since around Ultimate Magic or so.
It would also be nice to see a departure from certain outdated mechanics, like Challenge Rating's single-monster combat assumption and the four combats/day assumption. It would also be nice to see a well-functioning and well-supported higher-level game. But now I digress; we each have a laundry list of desired changes.
Thanks for the link. That discussion is a bit of a mess, though. There's also the problem of "splat or no-splat?" which was there in the 3.5 version of the tier list as well. When you assume that every character has full access to everything ever printed, there are going to be issues.
Anyways... am I the only one who left all the full-casters off his list?
Keeping it in the Tier 3 camp make a balanced party without having one player crush it or another run around like a useless git due to poor planning.
Is there a class tier list posted anywhere?
I'll chip in:
That's my experience as well. The Core-set Corporations tend to have trouble keeping the Runner out of their servers. Which matchups have you been playing?
I'd say that the Corporation is harder to learn, due to needing to lay down the maze of ICE, but the Runner is harder to master, because an experienced Runner needs to be able to juggle running against multiple servers, keep track of which cards she knows are in the Corporation's hand and deck.
Also, the Runner, moreso than the Corporation, has the job of examining the board, looking at the Corporation's credit pool, and making educated guesses about just which pieces of ICE are face-down, just what is face-down in remote servers, and what'll probably happen if she makes a run. Netrunner really rewards a player's development of knowledge of the card pool.
I'm glad you're getting into it. This game has tons of depth and does a great job of really giving your brain a workout.
Could you clarify something for me, Zenith?
I see you rate the feat Two-Weapon Fighting as four stars, yet you rate the Monk multiclass at two stars, citing that "flurry isn't helping you." It's my understanding that Flurry of Blows is essentially Two-Weapon Fighting with only a single weapon required. Why the stark difference in stars there?
I also see that you have no rating for Improved Two-Weapon Feint, even though it would seem appropriate to a character who likes getting sneak attacks while fighting with two weapons. Why is that?
GM Lamplighter wrote:
This is a great model for folks who want to have optimized PCs but still play well in a group. I am not left-handed!
The problem with this method is that risk-aversion often kicks in at the first whiff of danger, and the actually-right-handed PC ends up unleashing hell when he or she does not actually need to.
And then, of course, there are the players who hold back and end up being patronizing to the rest of the table.
I was thinking that perhaps there are at least a couple classes where they are a wee bit too optimized out of the gate and get overpowered from there. Maybe I'm wrong.
No, you're absolutely right, Prethen. It appears those classes (pre-Advanced Class Guide) are the Summoner and the Gunslinger, and I wholeheartedly agree.
David Bowles wrote:
Your typical summoner can't do anything like this since they banned master summoner.
Actually, your typical summoner can do this exact thing.
The Summoner may not be able to use his Summon Monster ability while his eidolon is active, but he sure can summon his eidolon while his Summon Monster ability is active. The typical way takes a minute. The fast way takes a round.
What this means is that the Summoner doesn't actually have to choose between his two combat-wrecking class features above and beyond his 3/4 BAB, armored casting, and might-as-well-be-full spell suite. He can have his cake and eat it too.
I'll just respond quickly to this: I am writing a campaign set in Oppara at this time. While I am stuck at the very beginning , due to a full-time job and other commitments...
What a coincidence! You and I see eye-to-eye on a lot of things about the APs, and I am also slowly developing a campaign set in Oppara. Naturally, I am also stuck at the beginning, due to a full-time job and other commitments.
I understand that PFS is set up so your character is a "Pathfinder," but I'm not a fan of the Society in world at all. I love organized play, but I don't want to identify as a "pathfinder," especially after playing Eyes of the Ten. The old Faction Missions made it feel like there was a different way to play than just be some Venture Captain's lackey.
I totally agree. It was much more compelling to play an agent of Taldor than to play a Pathfinder, especially when working with the lore from Seekers of Secrets.
IMO, moving to ten factions was the fatal mistake. There were just too many for authors to support. I'd say four-five factions with one task each was perfect.
It's also interesting to see that a lot of people mention Taldor when they talk about great faction missions. Having played entirely Taldor PCs since the beginning, I wonder if I just have a different, happier starting point in this discussion.
I miss the old way. I wish PFS would have at least kept the old style in place in Seasons 0-4. I've only had bad experiences with Secondary Success Conditions, and I really enjoyed having a task all to myself every session, and how I could challenge myself to complete the task in a cool and clever way.
DM Beckett wrote:
Also still kind of interested in Taldor itself, which is kind of the big question.
I have a feeling that the setting of the AP announced at PaizoCon will have a large effect on the initial direction of the newly-formed Sovereign Court.
As for the Taldor angle, though, I believe Lady Morilla has a rather capable friend to handle that corner of the world. The Empire is in good hands?