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Thurgon wrote: So why not stop telling me to play 4e and actually explain what it is you think the Psionic rules should be so they aren't broken and yet they have the flavor you all want that can't be achieved with existing magic. Psionics is another form of power. It is not *just* 'a third form of magic' to me. Yes, it has been broken and improperly built and used before, but that's not the nature of my response here. I could share how I feel it could be improved, but that's not my focus either. My focus is on "Why is it here?" To me, psionics represent a departure from the traditional 'swords and sorcery' model. It is an extension of fantasy, as people play PNP games to indulge in fantasy. Therefore, people want multiple ways to engage their imaginations. It's the same reason that a lot of things that weren't essential to PNP games have been added. Why new worlds are built. New supplements. Etc, ad infinitum. Psionics scratch an itch that some people have, while remaining optional. Simply put, it's a matter of demand. Someone, a long time ago, asked for psionics. The designers provided. And we've had them ever since. Can psionics be done with magic? Essentially, yes. Is it extra fluff? Yes. Does that address the concern while remaining on topic? Quijenoth wrote:
Interestingly enough, I begin to wonder who's Scrying on my gaming. I literally JUST implemented this when running Bastards of Erebus. Fat Jozka wrote:
Hmm... if this wasn't becoming a PC, I believe I'd run with this version. As it is, perhaps another encounter. Thanks for the evil idea! Lokie wrote:
There are a number of wonderful ways to build tension that I've crafted. But, if you're a player I think I'll just say... If the sewers suddenly start becoming cleaner, turn around and run like hell. Mwa ha ha.... Quijenoth wrote:
My Beloved Spouse (Kobold chorus: "We love you!") has created a party that, while not totally EVIL, is definitely not 'tree hugging idealistic or even remotely GOOD aligned' (to paraphrase). Two party members have a G in their alignment. One CG, one NG. Neither are questionable in their character, but both are flexible. The AP really plays up the "We're idealists" angle a bit more than I'd originally seen. And when I broke out the "We don't want to kill anyone" line in response to the rescue of Arael from the prison convoy, well... that met some strong resistance. We managed to work things through in the end, but it is definitely the party going their own way with some gentle guidance from the C.O.W. rather than the C.O.W. providing the regulations and code of honor. Not sure that helps, but it's kinda how I had to deal with things. IMHO, this really is a bit of an oddly written adventure, given that Paizo's got a reputation for the rather anti-heroic heroes in my experience. A (to my perception) fluffy campaign set in Devilville.. well.. I have my opinion and I'll keep it to myself for now until I can more clearly and politely enunciate it in its own post. Good luck and happy hunting! gigglestick wrote:
Very well said! I would very much like to see a weaponsmith do some analysis on such things, but to get that I might just have to take up smithing myself. Hrmm...maybe outsourcing to the SCA? Mistwalker wrote:
Hmmm...wererats you say? Mmm.... I like the chittery-squeaky, it must be said. We shall see. carborundum wrote:
This is, again, on my wavelength. I've already outlined that whomsoever hijacked the box was shortly thereafter hijacked themselves. In other words... YOU!! Outta my brain! *giggles uncontrollably* Kevin Andrew Murphy wrote:
I like the cut of your jib, Sir. The AP outlines some potential 'future plot hooks' that one might encounter in the sewer. And it's like you're tuned directly into my wavelength on this. Case in point, and unmentioned in the OP is the fact that an earlier discovery in the sewers was the exsanguinated corpse of a noble. The PC's remain blithely clueless. Mine is an evil laugh. Another day, another post about wacky hijinx and a request for "What would the messageboards do?"
Framework:
Character takes box back to hideout without opening the box. We joke a bit about nails scratching on the inside of the box, etc. To make an already moderately sized story short, it's not a Vampire. But it is a body. At least, on the initial read. At this point, the character is thinking "This person was shipped back home to be brought back to life" the player is thinking "That can't be, because the body in question is wearing a holy symbol and clerical robes of Pharasma") and the GM is thinking "Mwa ha ha ha ha!! That'll teach you to take home boxes from the Wiscrani sewers" with a side of "I'm sure she can spin this into a story/RP xp award") The PC's go about their business with the box and its contents sealed back up and unattended. During their frolic, the noble scum Sorcerer buys the proverbial farm in a random encounter with a Gelatinous Cube (CR 3?!?!?) in the sewers (they really LOVE the sewers). We look at each other and begin the earnest discussion of replacement characters. And then the idea strikes. Party has no cleric.
A plan comes together. So, my dear readers, what would YOU do? The lines already set are as follows:
Everything else is, as they say, fair game. Hit me with your best shot. verminaard wrote:
Actually, there's a really well written, concise feat in the Campaign Setting under the Kyonin writeup. Found this, thought of you. richard develyn wrote:
To go line by line here, I will say that I both agree and disagree on the Earth Elemental bit of this post. I agree that an Earth Elemental would be awesome at raw dirt moving prowess. But I disagree that an Earth Elemental's normal form of movement would disturb the earth they pass through. As I see it, elemental locomotion through the Elemental's element wouldn't disturb the element which acts as a transitive location. This wouldn't really come up for any other Elemental than the Earth Elemental, as all other elements are fluid by nature. As regards the rest of the post, I would LOVE to see these rules. They are long overdue, and would prove useful to GM's and players alike. What Evil Overlord doesn't want to dig his own dungeon? What security conscious Castelan wouldn't want a moat around his newly erected castle? (This actually came up in my Beloved Spouse's (Kobold chorus: "We love you!") game recently when our Deck of Many Things generated keep became more security aware. The archmage decided to use.. er... Shape Earth? One of those less-than-perfectly-suited spells to accomplish what should have been easily handled by Dig. Help us Paizo-wan-Kenobi, you're our only hope. verminaard wrote:
Perhaps add in a 'time spent aiming' modifier. Something like the Assassin's deathstrike from 3.x where the character has to study their target and remain undetected for x amount of time for the modifier to trigger. Also a minimum range requirement might apply. Adding this in the format of (for example): Sniper Shot(EX)
That's just my tuppence. F. Wesley Schneider wrote:
Ah, perfect answer! *hugs a Paizan* And here I thought this was an overarching 'vision' to distinguish Pathfinder IP from other IP artistically. I love the "Pathfinder/Golarion Sword" style, and have even managed to work it in to my game with a planar traveler seeing a PF Sword and exclaiming on it. Due to the search string of this, I can't really find a reference to this. So if, this is a duplicate post or inquiry, please accept my apologies. With that said, there's something that's always amused both myself and my Beloved Spouse (Kobold chorus: "We love you!"). Specifically, this is the prevalence of what we have both come to call the "Pathfinder Sword", also the "Golarion Sword". By which is meant a sword with an angle or curve (in some cases multiple curves) not commonly found in swords of other fantasy intellectual properties. Now, I understand and accept the khopesh as a well known blade variant. And I totally understand the fact that curves + swords = crazy delicious. But I'm just curious if anyone else has observed and/or commented upon this phenomenon. And where it originates within Paizo. Examples:
Anyway, I just thought I'd share a perspective. The Shaman wrote:
In all honesty, I'm still working on fleshing out how the Elves are going to.. well.. do whatever they will. A lot of this thread has been dedicated to learning better ways to make the races click better with the world. As I see it currently, there are probably less than 30 Elves outside of their own little homeland. While they're not second class citizens elsewhere in the world, many of the primary races do feel sorry for them. I've yet to decide how the Elves feel about such. But I'm getting an idea, thanks to you. As for the Gnomes, well, you're not cleared for that Citizen. (By which I mean I've not quite figured that out myself just yet) Vic Wertz wrote:
That's two for two today, Vic! Thanks! In future, I will remember all that you have said here today, and again would like to thank you for putting my mind at ease. I'm still waking up, or I'm pretty sure I would have filed that into the CS forum. Cheers! DogBone wrote:
I ran into a bit of a snag with the arrival of my copy of Sixfold. Took 15 days in total. Not sure that's any reassurance, but the USPS sometimes jumps the shark. Hrm, there are a lot of really great sources for information on Centaur PC's in legacy sources. (e.g. the Dragon magazine archives have several good articles) I built a Centaur for a recent 3.0 game, and the LA was actually +5 as implemented there. (Which SUCKED, in case that needs saying.) One thing that might need to be addressed is racial hit dice. A 0 level Centaur is still going to be more butch than a 3rd level human wizard for straight blow-by-blow damage. You could swap the natural AC for that. Also, there might be a penalty to Stealth checks (Hi! I've got hooves and make noise!) Otherwise, very good writeup. Brava! Lyingbastard wrote:
Very good point, and well said. I started writing fantasy fiction back in High School, and have taken a long hiatus. I did a lot of sci-fi worldbuilding a couple years back, but I'm happy to be back writing fantasy. And with the help of you and the rest of these forums, I think I might have a shot at something good. Thanks again! Overall, very good write-up. Well-balanced, good on the look-and-feel. I agree that going heavy on the physical and light on the mental base stat mods might be a BIT unwieldy, but I still like the build. Were I to make suggestions:
Add at least one racial skill bonus (as previously suggested in this thread) I'd go with Dungeoneering and/or Survival. Maybe a racial enemy. Though I'm not sure which race, honestly. Also, just as a 'fluff' thing, add in a flat bonus to saves vs. Maze That's my two coppers Zurai wrote:
Huh, I should have paid better attention while running all those quests. I know a good chunk of Azerothian lore, but by no means a LOT. Thanks for stepping up with this. *grins* I guess it's a silly thing to aspire to, but at the end of this project, I'd like to see the world I'm writing live and breathe like Azeroth and its environs. I am such a dork. Kevin Andrew Murphy wrote:
*facepalm* Ah, the joys of a 'cut and dry' bit of law. Nothing is ever black and white, and I hadn't thought of this ramification. To this point, this has been a bit of an exercise in thought for me. With the intention of perhaps myself and my Beloved Spouse (Kobold chorus: "We love you!") being the only actual players. As I've now presented it to others, and am taking feedback, I realize that I actually want this world to have the verisimilitude of a well-built world. Back to the drawing board on that one. Kevin Andrew Murphy wrote:
Hmm, I don't really see the Orcs and Elves roles being swapped on a large scale. In my wife's game, Elves are all poncy little twerps with a cultural alignment of Lawful Neutral who until recently 'ran everything'. But I've never gotten that vibe off of 'default fantasy'. Regardless of that, I am pretty much overhauling what it means to be a member of these races. "Ferocity" or the PFRPG equivalent isn't going to apply to Orcs. It MIGHT to Humans, but that's still up for debate. Kevin Andrew Murphy wrote:
I like the way you think and would like to subscribe to your newsletter. But seriously, yes, that is a definitely valid train of thought. Were an Elven Ur Priest (or whatever they end up being on this world) to steal power from another deity, they'd gain a bit of that deity's racial portfolio. By which, an Elven Ur Priest stealing from Ilfander would gain most, if not all, of a standard Tinrisian Halfling's lifespan. As re: Racist gods, you're right. The one thing not yet mentioned is that while Halflings USUALLY worship Ilfander and Dwarves Hafesh, there is no proscription against one worshipping another race's deity. I've not yet really dug into what the deities of this world mean to their races and in relation to other deities beyond "This is Ilfandra's world because Zie made it" with the subtext that the other Powers are here at Zir sufferance. In the offline version of this, it is clearly stated that Ilfander was actually a mortal adventurer once. A VERY long time ago. And when Zie ascended to deific status, Zie brought along Zir entire party. The Shaman wrote: As for the OP, "elf" and "dwarf" are, in themselves, mechanical abstractions for races that give you bonuses to X and Y, penalties to Z. Thus, I have no problem with your elves and dwarves being called elves and dwarves, respectively. Very good point. I hadn't considered this from anything outside of the 'preconception' of the race. The mechanics are definitely getting integrated with the draft I'm working now, but it is still a mechanic. The Shaman wrote:
Hmm, had not considered that. I do rather see them as racially depressed, but depressed to that degree would indicate something larger than depression. I'm fence-sitting on the matter, waffling between "cursed by the demise of their deity to fade away" and "struggling against said fade" This comment has given me much food for thought, and is greatly appreciated. The Shaman wrote:
And yet once more, another great bit of feedback. To this point, I've been working in broad brush strokes of design. It's time to get some of the fine details down. And I believe that I might just take this one as a fine detail. Making it so that a portion of each clan remains on a settlement while the rest nomad about a bit makes for some wonderful fluff. Very serious thanks! Freesword wrote:
Perfectly phrased and excellently summarized. I guess I'll have to figure out which applies. In the current revision, they are "Not quite Elves" but over revisions they may become "most definitely not Elves" Kudos! Zurai wrote: Just stick with the tried-and-true unless you've got something truly original. And, if you do have something truly original, try to figure out a nickname in addition to the requisite overly-fancy official name. Kinda like World of Warcraft's "blood elves" vs "sin'dorei" (except of course that the blood elves aren't terribly original). Thank you, that puts this in perfect context. I'm a recovering WoW addict. And no, "Blood Elf" isn't terribly original, nor is it descriptive of what Blood Elves in WoW are. They... haven't got a thing to DO with Blood. DM_aka_Dudemeister wrote:
Hm, hadn't thought about that LotR angle for things. Mostly, I think, because I've been trying to avoid dipping into 'traditional' fantasy. (In case that wasn't somehow obvious) As for the Dwarves, I think you've just provided me some new reading material. I really do appreciate this comment. Thank you! Lyingbastard wrote: Having been in a homebrew scifi where various racial expys are used, you can use different names but be prepared to spend a lot of time telling players "Well, they're (standard fantasy race) with a few differences." ie "They're drow but instead of living underground, the star of their system is a red supergiant, providing limited light to the surface," etc. Races do have expectations that you can defy or modify, but if a race is clannish, short, and bearded, just call them dwarves; if they're tall, slim, and have pointy ears, they're elves. Changing the names are just going to confuse people. Thanks! This is exactly the kind of feedback I'm looking for! Sorry to post so much, but I keep having different things come into the forebrain that merit a seperate post. With that said, I'd like to discuss worldbuilding a bit more. The source reference document for my world can be found at http://worldoftinris.wordpress.com/2009/09/08/initial-overview-wip In my previous post, I discussed my beloved Halflings on my homebrew world. Now I'm moving on to the rest of the races in a comparative analysis. As I see things, Elves on this world really get the short end of the stick. Sub-normal-fantasy human lifespans, no racial deity, harsh living conditions in their home islands and other factors. They're rather in a Charlie Foxtrot situation after their racial deity's death several centuries previous. Since then, their lives have grown shorter, the reproductive drive/ability has faded, and the entire race is in the twilight years of its existence. My Beloved Spouse (Kobold chorus: "We love you!") has pointed out that this trend seems to make these Elves almost unrecognizable as Elves. Sure, they have pointy ears. They use bows and live rather tree-huggy lives. They speak Elven. But she suggested that I not CALL them Elves because they 'violate the preconceptions most players have of Elves' (paraphrasing, but close to verbatim quote). Moving on from Elves, you may also next notice that the Dwarves of this world aren't really Dwarven. Sure they have beards (even the women!) and they're very clannish. But they're not miners, they're farmers. They have a democratic society. They're nomadic. There are SOME that are curious about 'traditionally Dwarven' things like archaeology, but this is a very recent trend spawned after one clan stumbled across a 'dig' while farming. (This being not in the source doc yet, but in my brain) So, my Beloved Spouse (Kobold chorus: "We love you!") thinks these individuals shouldn't be called Dwarves. So, I guess this brings us to the question again. What do you fine people think? Each race DOES have its own 'native name' for itself, as currently outlined. But should I use the traditional fantasy names? Should I change them? Should I document elsewhere in the source that X race is actually an analogue of Y race with a different name? (ie list the racial equivalents in a system reference document like a 'GM's guide' rather than the 'player's guide' such as an entry in the GMG stating "Barnatim are Orcs") This brings us to the audience participation part of this post. What do you all think? Am I changing too much? Should names be altered to protect the innocent? Constructive input is very welcome and appreciated. Hmm, incredible feedback Slim. I originally threw the War in for flavor, and now I see that it really is going to be a lot bigger deal in future revisions. With a war affecting the majority of younger men (similar to real world combats, the leaders of the armies would most likely have been the elders of the race) and possibly/probably females as well, that makes a major impact. I'm thinking of editing so that the gerontocracy arose from the war, with the younger population being both thinned by the combat and also having come to see their elders as de facto leaders. Mmmf, I think I like this idea more and more! Re: tech and magic post-war. I basically have already scripted it that the Halflings have a great fear-respect of the weapons of their combat. Most towns would prominently display siege equipment, leaving it to disrepair but maintaining it enough in a "Never again" and/or "Never forget" sort of fashion. While I am enamoured of the idea of something akin to Hazard Magi (from Thieves World), I think I'll avoid that. I want this to be mostly original content, and borrow sparingly from other sources if at all. You have given me much to think on, and I will definitely remember this when time to credit my sources comes about. Kevin Andrew Murphy wrote:
Afternoon all, I'm working on writing my own homebrew world, and I'm doing some WILDLY variant idea implementations. The biggest, in some estimations, is that Halflings on my world are the dominant race and as currently written live up to approximately 1500 years. This has, as written, led to a gerontocracy (rule by the eldest). Additionally, the Halfling race also reproduces incredibly quickly (one year gestation, almost always results in a multiple birth, and so on). This is reasoned by Divine Mandate. Essentially, the world itself was called from nothingness by an erstwhile Halfling adventure-cum-Greater Power. As such, (S)He cast the dominant race in Zir (pardon the use of gender unspecified pronouns, it's part of the mystique of this particular Power) own image. QED, Halflings are prodigious, long lived and basically take an admixture of racial roles normally filled by other races rolled into one. (ie, the lifespan of Elves and the rapid spread of Humans) In a readover by my Beloved Spouse (Kobold chorus: "We love you!") she points out that my post-Great-War semi-Utopian Halfling society doesn't match with how people work. By which she means any race that lives that long wouldn't behave as I've written them to. And any race that prodigious wouldn't behave that way either. Which, I guess, brings us to my question. Putting aside one's preconceptions of Halflings as they have been written in fantasy and gaming to this point, how would you envision a race such as described above behaving? The factors that should enter into the equation:
2) This is a race that has just (within the past millenia) come out of a Great War (Think American Civil War, much larger scale, fantasy typical weapons) 3) This race inhabits a belt of land surrounding the planet's equator, and has an incredible amount of space over which to spread before encountering any resource depletion or urbanization difficulties. There are other factors, but 3 is a good number. So, let's hear all your feedback. Keep it constructive please, but be honest. Eric Hinkle wrote:
While not officially PFRPG, the resource "Kitsunemori" is a wonderful resource for Kitsune PC's. It's a bit heavy on crunch in places, and the setting is distinctly NOT Golarion. But... well... Kitsune! My GM just recently gifted my beloved Kitsune (chorus: "We love you!") with a Deck of Many Things. So far, it has lead to my Ranger jumping straight to level 7 without passing go, the Kitsune being granted what my GM calls a "Nine Tails Stealer" (Nine Lives Stealer longsword), and seeded a trip to Castle Amber when said Kitsune drew "Void". I LOVE the Deck of Many Things. It is THE premier and definitive awesome 'minor artifact'. Jal Dorak wrote:
You, Sir, have style. I bow to your superior kung fu. (Granted, I also have a Kobold Swashbuckler/Cleric of Bahamut in another game... but I figured rambling about ALL my weird crews would be waxing too far afield) Bravo! Over here I posted a bit of waxing poetic about my current Game. I mentioned the wacky mix of characters from across the D&D/OGL multiverse. (Elven epic wizard/fighter/thief/gate crasher, Dwarven evoker wizard/astrogineer, Gnome archivist/sorcerer, Bariaur planar ranger, Kitsune bard/nogitsune, Half-demon sorcerer, Halfling rogue) I'm just curious what odd, eclectic, fun and otherwise weird combinations of characters other people have come up with in their own games. Drakli wrote:
In the current Golarion canon, it would appear that Slaad have been replaced by the Protean critters. I think those make much better sense, given what I've read of them to this point. Barator wrote:
My wife and I are playing in her homebrew universe, in combination with some published universe material. Given that it's a plane-spanning, multiverse jumping hootinanny, we use a LOT of different sources for material. For the main GMPC, we're using a wizard(universalist)/fighter/thief of epic level, and he's pretty much textbook PFRPG. For my first (of many) characters, we're using a flat stock of wizard(evoker) and will soon be adding the Astrogineer PRC from "When The Sky Falls" (from which we're already using the engram rules and which will play a moderate part in the game overall) Next up is my Gnome (textbook PFRPG race) Archivist/Fey Bloodline Sorcerer. Archivist is from Heroes of Horror, the Sorcerer is straight up PFRPG. Eventual goal is to spec this character out by adding on Mystic Theurge (because it really fits the character) Then there's the Bariaur Planar Ranger. Bariaur rules combined from the OGL Fanbook for Planescape and the D&D 3.x Planar Handbook (or is it Manual... I always mix those up) and with the Planar Ranger variant from Unearthed Arcana. Otherwise, she's built on PFRPG ranger. Significantly doubt she'll be multi-classing. Next is the Kitsune Bard/Nogitsune. The race and the Nogitsune class are both drawn from an OGL fanbook called "Kitsunemori" with some of the equipment from Oriental Adventures. I'm thinking (somewhat jokingly) of adding Cleric to the mix, and pledging her to a homebrew trickster deity. Then there's the other GMPC, a Alou Demon Infernal Bloodline Sorcerer. Mostly textbook PFRPG, and I'm not sure where my wife pulled the racial stuff honestly. And last, but not least, there's the newly added PFRPG Halfling Rogue with rules from the traits enhancement book. She's... a bit in over her head, and is currently one of my favorite 'pure RP characters' There's discussion of adding a PFRPG built Druid, a Modron Outcast Psion (again from the OGL fanbook for Planescape, with material from the wizards.com web release on Modrons) and other wacky hijinx. In other news, I've been wanting to post about this group for a while now. This is the first chance I've gotten. I am rather fond of this little band, and would like to know if anyone else has fantastic tales of their own motley crew of disparate worlds/books/resources. Ooh, my favorite "Bad" guys. I have always loved Paladins, but I secretly (shh!) adore the Anti-Paladin. The concept of this yang to the Paladin's Yin is greatly anticipated. The old-school vibe of the name is very good in my opinion, as it truly does represent the opposite side of the shiny "Lawful Good and Violent About It" coin. *does a little evil happy dance*
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