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Mike McArtor wrote:
HERE HERE! Paizo has A LOT of good stuff on their plate as is, I see no reason to try to take little bites off of everyone else's, as well. The only reason I would want Paizo to handle it is because of their quality of products, that said, undertaking MORE could jeopardize existing projects. Alison McKenzie wrote: Cpt_kristov is right. Here's what I recommend: Give it until next Wednesday or Thursday or so, then shoot us and email and we'll put together some replacements. Cool...no problem at all, my problem was counting days rather than business days. I've been spoiled by receiving packages 2-3 days after the bank notified me of the withdrawal. Gun guy, here...over the past 15 years my collection has grown, shrunk, and is back on the grow. I started with guns around 11 with the usual BB/Pellet, and I was hooked pretty quick. By 13 I was using grandpa's bolt action Springfield 35 that he got when he was a kid. Like many of the kids I hung out with in our tiny rural town I was an "avid avian opportunist" until I was 15 or so, regrettable now, but dumbarse kid stuff was the name of the game. I also got a little experience with grandpa's 16g breech load shotgun that he got for his birthday in 1936, not sure of the make though. Finally, when I was 22 I had a job that paid enough to justify buying my own gun; I talked it over with the "gun people" that I associated with, and they all agreed that the best handgun round for personal defense is the .40 S&W. So I went to my local dealer, who conveniently has an indoor range attached, and fired all of the .40's that they had to rent. By the end of the testing I had gone through 500 rounds and filled out the paperwork to buy a Glock 23C, which has the ported barrel to reduce recoil and muzzle climb. About 3 months later my boss sold me one of his SKS's, and 6 months after that I bought his Ruger Mini 14. Good times...we would go out on the farm and shoot thousands of rounds in a day, from a myriad of different guns. My boss, at the time, was what some people would call a "gun nut", he was a collector for 40 years by this time. We were going to the gun show once a month to buy cases of ammo...5000rnds of 7.62, 5000rnds of 223/5.56, 2000rnds of .40 S&W, we blew out the tires on our dolly more than once.
Cheers,
Kvantum wrote: An idea struck me - since they're all made in Alkenstar, located in the inherently antimagical Mana Wastes, what if firearms themselves couldn't be enchanted? No +1 blunderbusses, no +3 holy rifles, no +5 flaming frost shocking unholy revolvers, none of it. But we increase the damage dice all by 1 (1d8 to 2d8, 2d6 to 3d6, etc.)? I think that it's totally appropriate that firearms CANNOT be enchanted. Perhaps ENHANCEMENTS can be made, for a hefty fee, that increase accuracy, damage, conceal ability, FORT v. misfire, hardness+HP...each enhancement can cost 1000g. And any given firearm may only have, say...2 enhancements on handguns/carbines, and 3 on rifles/scatterguns. But what about magical ammunition, if/when there is a base price for that? Lance Garrison wrote: I'm living in Chicago and looking to meet up with a game group/larger game community here. Have experience in D&D Kingdoms of Kalamar. Open to other games/venues. Very open to playing pathfinder. We play Tuesday nights in the Orland Park/Tinley area. Currently 4e :( But 2 of the 4 of us have been smitten by Pathfinder Society, and are working to convert the group. Cpt_kirstov wrote:
Yeah, good point...I guess I got twitchy. Coridan wrote:
I REALLY like the idea of leaving the target shaken. But I also like that the price makes them prohibitive to players unwilling to pay gold and a feat for flavor, thus keeping firearms VERY rare in a sword and armor world. thelesuit wrote:
Cop-out, yeah, just funnin'. Pictured in the Campaign setting are a blunderbuss pistol and a flintlock musket that looks like a French 1763. The percussion cap firearms look like models from the mid-1800's. They cost as much as +1 weapons and more, but no cost for ammo. KnightErrantJR wrote:
So far, game night has been on Tuesday nights, over the coming months, starting this week, I will be able to add Monday nights, as well. I work noon-midnight Saturdays and spend Sundays with my wife; since it's our only day together, while school is in session, weekends have just become impossible. thelesuit wrote:
Fantasy: Bigger, Better, Faster, and then we loot their corpses! Game MUST run smoothly consider the percussion cap rifle to be a paper cartridge minie ball breech loader, like the Enfield 1851. And the Flintlock is a Ferguson; which, while fragile, had a 1 round/6 seconds rate of fire. I like that none of the "factory" guns in PFS are Masterwork until you take them to a gunsmith and pay another 600g. I also like that the factory only produces one gun per day to keep availability down and cost up. It seems we'll need to find some halfway point for each of us...even if we just do one per month due to the overwhelming cost of petrol. Please include whether or not you can take on the DM's privilege/burden so that we can get a rotation that lets everyone advance. Vellic Of Talstone is in, he said so yesterday; his brother is a potential player/GM, but he may yet prove moody. Since we're looking at 4-6 players per table, we may be on to something already. Dragnmoon wrote:
I am not an expert either, but I have more practice than some, and wikipedia in another tab. :) Gun Cotton, even though the name brings pictures of cloth, is still a powder; the powder results when fine cotton or wool is immersed in 15 parts of a 50/50 blend of nitric and sulfuric acid. The resulting substance produced 6 times the gas of an equal amount of Black Powder, less flame, and less smoke.If I were playing a demolitions character, this would be my choice; although it is MUCH more hazardous to produce. Black Powder, on the other hand, would be relatively easy to make yourself in a fantasy setting because of the proliferation of horses and beasts of burden, which urinate all over, you just need to separate the crystallized nitrogen from the "dung heaps". Charcoal is easy enough to find, sulfur may be hit and miss, add potassium nitrate from the urine and you are in business. From a character perspective I'd go for the Craft Alchemy (black powder); DC 15=1d3 fire/1d3 sonic; DC 20=1d6/1d6; DC 25=2d6/2d6 against structures, but I'd have to make it less effective against living targets lest you have some SUPER-POWER-GAMEY ULTRA-WEAPON; perhaps by doing half damage and a low DC Reflex save to avoid the blast. I dunno...gotta go to work. Cheers Jason Bulmahn wrote:
Not cut, maybe a Racial Feat where the player chooses a single "racial weapon" to apply Weapon Focus to, and gains +2 instead of +1. That way EVERYBODY can benefit. I'd like to follow that with the idea that there be a "Halfling Sling" like the War Sling in Races Of The Wild [maybe without the X4 Crit though, seems a bit much] since Slings are so important to Halflings in general. Small size does grant a +1 ATT anyway, but when you look at the DAM from small weapons, "we" need to be more accurate in order to survive. As far as Dwarven and Gnomish H/T, I'd like to see it treated like favored enemies, with +2 dodge bonus against selected enemy; so that the type/sub-type can correspond with the backstory of the character. Cheers Dragnmoon wrote:
Percussion caps just replace the powder in the pan that ignites the main charge to throw the projectile, so there will still be a powder horn involved. There have been a few tiny pistols that used ONLY the percussion cap to throw the ball; but they were, essentially, Derringers; they're good for point blank w/i 6 feet. Game equivalent damage would be 1hp. Dragnmoon wrote:
"Bullets"? As in, casing packed with powder, capped with projectile, ignited by a primer? I think these firearms are muzzle-loaders, which would mean that powder is carried in its own "horn", or some-such. No? Or is it a matter of how it's sold as "ammunition" instead of separate components? SirUrza wrote: I think you guys are confused. Uzzy is talking about a fictional organization in the Forgotten Realms that gave it's members a pin (of a Harp.) Not an actual real life item. :P You think? Okay, well the idea has evolved into something else. I still have this money burning a hole in my pocket; and I only want to give it to Paizo. :) Uzzy wrote:
Seconded...my friend and I were also discussing FACTION pins (lapel style) for The Pathfinder Society, which I would rather, since I can pin it to whatever I'm wearing and represent. Cheers We play Savage Tide with the rule that a 1 rerolls to confirm the fumble, and I once fumbled on both of my attacks, dealing damage to myself twice (once with a magic weapon) and to top it all off I am in the category of my favored enemy, so I did extra damage from that. Dropped myself from well over 10hp to close to dead in one round. We play with the rule that if you fumble, you lose all subsequent attacks that round. So there would be no potential for this to happen. This rule has "robbed" each of us at higher levels, but it conveys the severity of mistakes in combat. Neomorte wrote:
Hey Michael, How many units must sell in order to make a deck worth producing? Many, many of hundreds. Probably more closely measurable in the thousands. No kidding? I would not have expected thousands of units would be required to break even on production, and start seeing a profit. I guess that depends on the cost per unit and the number being produced. It's very unlikely that we the customers could amass enough pre-orders to offset those amounts. Oh well, I bounced an idea; thanks for bouncing back. Cheers More cards! Not only have item cards added to the richness of my/our/the campaigns; but, it seems, having "tangible" equipment has made my/our/the new players more interested in learning how to play the games and continue roleplaying. It falls into the, apparent, truth of the world: People Want Stuff. Lovely, keep them coming Paizo; and I intend to keep on buying. Cheers I've had some questions that keep springing up in the Ol' Thinker. How many units must sell in order to make a deck worth producing? If enough individuals were willing to pre-order a deck, and THEN submit requests on its content, discuss, debate, and agree; would "The Powers That BE" be willing and able to produce? Many people have had excellent ideas about what could be included in/comprise a whole deck; and I find myself sitting here reading it and saying "I'd buy that"; I'm guessing some of you have done this, as well. Thoughts? ...cheers... DM Jeff wrote:
Well...you're not going to like this, Item Pack 1 had one; but it's no longer available. And I have another one from the Elements Of Power deck, which is still available. What I'm waiting for is a Halberd, a couple close ones that substitute fine, but no proper Halberd yet. ...cheers... Although I have most, if not all, of these cards already; I am certain to buy this set when it releases. I love the Item Card Decks. As I was furthering my knowledge of Alpha3, I noticed that the list of Animal Companions had a total of 55 creatures, which is one more than the standard 54 card decks; but includes some Very unusual choices. I would really like to see a deck dedicated to Familiars and Animal Companions; where each animal is tweaked just a bit, to show their connection to the Arcane/Divine; different fur patterns, feather length or colour, jeweled scales, etc. Perhaps a double set including "Improved Familiars"; winged cat, undead dire rat...oh, but one request...as stated months ago; no, unnecessary, boney plates or horns in awkward places. ...cheers... ledgabriel wrote:
Why not rely on the Hardness and HP of the armor in question. it can only absorb so much damage before it is no longer functional, and requires repair. It seems easy enough to determine if a hit was scored on the armor. We need, only, to determine armor type vs. weapon type, bonuses and penalties. I have found that damaging armor leads to MANY story hooks, since PCs need to find; someone that can fix their armor, or someone that will let them use their shop to fix their own. In the mean time, their armor is useless weight; and then their unarmored until repairs are finished. cwslyclgh wrote: I was wondering if it would possible with PRPG to get dire animals to look more normal again? You know like they used to, before they became deformed parodies of the animals they are dire versions of, with inexplicable bumps, spikes, horns and tumorous growths. Agreed, my players and I laugh all the time about that. "You know it's dire, look at the boney jags of spine." If we look at animals with horns...they serve a survival related purpose, usually combat. What circumstances prompted such, seemingly, useless, if not cumbersome, horns and boney protursions? Perhaps dire animals should get Gore attecks added to their stat blocks to account for their sharp bits. SirUrza wrote:
I like the idea that a character, with intent toward a partiular multi-class, recieves the 0 level benefits when they reach 1/2 way to the next level, and then subtract the new features from the new class level when they get there. Minor adjudication is needed from time to time, but I find that this makes the character more interesting to play than a series of stats on paper. I have spent countless hours building worlds. I really enjoy paying attention to the tiny details. When I put together a calendar, and want to add festival days, I start with the seasons and how each region is affected. Then I consider the food; crops, livestock, fishing, etc; and I work out when one or more of these are in surpuls in a region. This makes local festivals seem more organic, to me; and it inspires trade routes and commerce as the timeline progresses. I do like the idea of non-days, where "who-knows-what" can happen.
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