Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Grey Render

MisterSlanky's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 2,754 posts (3,233 including aliases). 51 reviews. 2 lists. 1 wishlist. 15 Pathfinder Society characters. 4 aliases.


1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>
Shadow Lodge ****

7 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Andrew Christian wrote:
I don't know what else to say. Nerves are very RAW up here right now.

Do we really need to include the whole RAW, RAI argument in this thread too? We've told you about this Andy, you can't have it both ways.

Shadow Lodge ****

6 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
BigNorseWolf wrote:
I'm really not getting your point.

Let's stop talking in euphemisms then.

Paizo really, and I mean really upped the requirements for being a Venture Captain, or any Venture Officer really, awhile ago. They're now significant enough, I as a former VC, wouldn't even consider applying for the position due to the fact that it's now pretty much an unpaid "job". To be clear, I'm not using that term lightly, it's a job with far more responsibilities than empowerment/advantages that easily requires at least part-time employment levels of dedication. This unpaid sales/marketing job, may come with advantages in the form of the ego boost and sense of self-importance it grants but also comes with access to product. But let's be honest, how many VCs aren't already subscribers, so this benefit is far less valuable than it would seem. In any case, the job requires dedication, time, and access to personal resources in the form, quite frankly, as your own money out of pocket to market the hell out of the product.

The new requirement requires that you "take the lead in organizing" at two or more conventions. This doesn't mean "helping out" this means "organizing". VLs have similar responsibilities. This was an enormous burden already put on the venture core. Originally, VOs were required to help out at PaizoCon or Gen Con, where "helping out" comes, not insignificantly, out of their own pockets as travel dollars. Now, the VOs are responsible for setting up and organizing convention play locally. Operative term here is convention, which is pretty explicitly stated. Some areas have lots of conventions, some do not. So in order to meet this goal, the VOs now need to start working on creating their own "conventions" in order to make this arbitrary and in no-way easy goal. In many cases, the VOs, which are already paying for this "privilege" to be a VO, are now needing to start paying for a lot more out of their own pocket. Some areas, such as Minneapolis/St. Paul, were able to negotiate better rates with event space at the local "game store" (which is a game store in name only, since it's really the convention space for organized play of Asmodee/Fantasy Flight Games) in order to meet this burden. This burden takes at least a dozen people weeks/months to pull off, because you know...organizing a convention is in no way easy.

So, by deciding to call an enormous classification of convention play "game days" simply because of venue, they have made meeting this requirement fundamentally more difficult. Flippantly calling it "a rose by any other name" is not only an insult, but absolutely offensive to the amount of work that these good people put into running things for their local players. Something I might add, that they decided to do because it was helping people, not just helping us play our game (see the commentary about the amount of money raised for charity).

So yes, this arbitrary decision to start calling one thing a rose, and one thing not a rose, when both actually are does smell. It smells absolutely rotten, and I'm actually embarrassed for Paizo at this point at the harm that this has done to the relationship with local players.

Shadow Lodge ****

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
BigNorseWolf wrote:
Jolene Danner wrote:


We don't want to be a "Game Day with boons" we want to be a Convention. It sounds like it's dumb, but it matters. I plan game days all the time. They don't take me nearly as long as planning this convention that's under threat of Game Day.
Rose by another name and all that. I don't see what the difference is if its just in a name?

Ahem...

Venture Captain Requirements wrote:
Take the lead organizing Pathfinder Society activities at two or more conventions a year. Conventions must have 15+ sessions over three days to qualify. These conventions do not need to be in your community.

A rose by any other name is not always a rose.

Shadow Lodge ****

4 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Jolene Danner wrote:

This is the saddest thing I've read today. And I post the news online for a living.

Being punished by not being called a convention simply because we get space at a retail venue. A retail venue that RENTS the event center to us. A convention that only asks for BOONS not gift certificates because we're operating out of a retail venue and want people to purchase the vendor's inventory.

A retail venue that gave us probably $1,000 in product support for rewards too because they recognize that we can all work together, not apart. Don't forget that.

Then there's the worst part. I also read the following out of this post...

"Hello Venture Officers. Because we want to make sure you're helping make PFS what it should be, we're going to require you support conventions to keep our hobby helpful. It seems only fair to us."

*Musings behind the scenes...*

"Oh, and we're going to raise the bar for what we call a convention. Good luck with that."

I was a VC, and the amount of money I spent out-of-pocket to support this hobby was outstanding. I did so with a smile, because I honestly enjoy the hobby and the game. I'm trying to imagine though what it would have been like if this had popped up during my tenure. First turning this into a job, and then pulling those requirements and turning them into something more difficult to achieve is just astounding to me. I'm trying to imagine what it would have been like knowing that I fought tooth and nail to get a more inexpensive game space available for me, only to find out that because it's "attached to a game store" it no longer "counts".

I've been skeptical since the addition of the RVC system; that skepticism has changed to outright distrust with this latest announcement. Seeing what just happened, gutting what became the one convention I really, and I mean really looked forward to to a "game day" because of this kind of bureaucracy.

Shadow Lodge ****

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
TimD wrote:
I have to concur with Drogon with the concerns here.

Here's another hearty "Drogon, keep up the discussion, because you're right" from the peanut gallery.

Shadow Lodge ****

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
jon dehning wrote:
A three day con with over 75 tables that raised $3,755 for charity is now a game day.

Wait, we're a game day now? Is this because we have a local "game store" that serves as awesome convention space, but because it's a "game store" it's no longer a convention? This is just absurd. This store would bend over backwards for us, and the dollar totals for sales that I heard they pulled in over the convention time vastly, vastly outweigh what we pulled in for charity too.

I hated conventions and the crap about them before; this just takes the cake.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Make me a product that 80% of the population can use, and I'll stop b&%@@ing".

Deliver a product rather than a promise on a platform I can use, and I'll really stop b@#~@ing.

There are plenty of software authors that have figured this out, and the fact that those of us that won't shell out more money for yet another platform get the shaft, yet again, is getting annoying (I'm looking at you Wolflair and Hero Lab).

Shadow Lodge ****

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

This is a bit of dead horse, since a campaign decision was already made about three years ago, but due to the change in leadership, I'm respectfully asking for a reconsideration to not providing an alternative to the Improved Leadership ability of Battle Heralds. The original thread is here.

Battle Heralds receive Improved Leadership:
A battle herald with the Leadership feat adds her inspiring command bonus to her leadership score.

The final decision was...

Mike Brock wrote:
After taking a look at Improved Leadership, we will not be replacing it with anything else. Since the class still functions without that ability, and could be altogether ignored by someone who doesn't have the Leadership in normal home play, their is no need to make an exception here.

The request is to find an alternative to Improved Leadership for Battle Herads, due to the the Leadership feat being illegal for PFS. There are plenty of precedents for swapping out a class feature that uses a game mechanic that is not appropriate for PFS. I've included a non-comprehensive list of examples where class abilities were swapped out due to the base feature not being part of PFS (often crafting, sometimes dream magic or reincarnation effects).

Examples of class abilities swapped out:

  • Core scribe scroll change for wizards
  • Champions of balance bloodline swap out for Spontaneous Generation
  • Agent of Rebirth ability for Faith & Philosophies domain
  • Shaman swap outs for Craft Wondorous Item and awaken
  • Nature oracle changes for awaken
  • Forgemaster replacing both Craft Magic Arms and Armor and Master Smith
  • Energy siege shot and arcane cannon changes for Bonded Witch
  • Promethean alchemists and promethean disciple discovery exchange
  • Occult adventures sorcerer bloodline changes for ghost whip
  • The swap out of dream voyage for the Psychic
  • Normal and greater create mindscape being changed for patrons
  • The best example I can find that involves Leadership directly is that Sentinel prestige classes explicitly give up their "Righteous Leader" special ability at level 8 for persuasive.

    I would ask there to be a reconsideration of this class ability, in the hope to find an alternative that would be class/ability appropriate. Thanks!

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    Here's our path to figuring out Ghostbane Dirge.

    Ghostly qualities include...
    Ghosts have the incorporeal subtype and the incorporeal defensive ability.

    The Incorporeal subtype reads...
    An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

    The Incorporeal Monster Rules reade..
    An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

    So the ruling would be

    A casting of ghostbane dirge is subject to the Incorporeal Monster Rule of "Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature".

    Assuming that you make the 50% check, save is successful, etc. Then the subject takes full damage, doesn't get a 50% miss chance on spells/spell-like abilities, as noted.

    Now, if you can get ghost touch (not ghostbane dirge) on your weapons, then rather than referecing the Incorporeal Monster Rule, you have to go to the Incorporeal Subtype and read that..."An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."

    At this point they're subject to critical hits and sneak attack.

    It's kind of a double whammy. My group didn't use the ghostbane dirge to cancel out the Monster Rule, but rather ghost touch to cancel out the incorporeal subtype.

    Aaah Pathfinder rules complications and the need to look in four places for the rule.

    The clarification
    Regardless of what I just wrote though, the discussion of ghostbane dirge is moot per this post here.

    Shadow Lodge

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    Yup - pretty clear we still have a problem. Considering when I'm running this next I'm wondering if we have an ETA update.

    Shadow Lodge ****

    4 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Mark Stratton wrote:
    One of the things I try to be very clear about is avoiding using a public venue for a private game. If I am going to run a private game for PFS credit (for example, my home Rise of the Runelords campaign), I wouldn't run that in a public venue - I would run that at my home, or that of one of the players.

    Disagree wholeheartedly. Gaming at its heart is a social activity. Who are any of us to deny a group of friends the ability to play in a public place where they may see other friends? Maybe this originates from being able to play in a region with upwards of 6-7 major game stores with multiple tables and what is designed to be a hugely social atmosphere with on-site food and in at least one case, dozens of tables. If I see friends playing "private" games in a public space though, it means they're inviting any of us to interact with them, maybe not at the level of the game they are playing, but certainly as friends.

    In the case of trying to pull in PFS characters it even means being able to say, "well this is a private game, but on <insert day here> there's a great public game for you to try.

    So for me, I'll always welcome private games in public spaces.

    Shadow Lodge

    2 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Leg o' Lamb wrote:
    Marc Radle wrote:
    There's a nearby Thai food place???? Awesome! How close to the hotel? Anyone have a name or more info? :)
    It is literally across the street from the hotel. I hear the Drunken Noodles are quite good.

    They're fantastic! Both going down and coming up. I strongly suggest getting to taste them twice by visiting the booze shop next door.

    Shadow Lodge

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Silbeg wrote:
    FYI - a little added tidbit pointed out by Mister Slanky... in D&D grapple rules if you were grappled, you did not threaten.

    Hey now. Just because I remember the whole "you have to enter your opponents square" crap, doesn't mean you need to drag my name into it!

    Quit pointing out I'm old enough to know this.

    Shadow Lodge

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    This is pretty unfortunate. I do enjoy the WBG series more than a lot of the long term players, but the every other year thing was really what I needed. Sure, the other FRPGD scenarios have been pretty horrible and pulling in new players, but at least it was something fresh every other year.

    I'll enjoy it, but I am disappointed. It's too bad that there can't be an attempt to write something new in concept that pulls in the new players.

    Dark Archive

    1 person marked this as a favorite.
    Tactical Maps & Handouts

    Eeew Jack, just eew. It's the ghost of 10 year old girl.

    Scarab Sages

    1 person marked this as a favorite.
    Female Dwarf | HP:18/18 | AC: 19 (11 Tch, 18 Fl) | CMB: +3, CMD: 14 (18 vs. bull rush, 18 vs. trip) | F: +5*, R: +1*, W: +6* (*+3 vs. poison, spells, and spell-like abilities) | Init: +1 | Perc: +6, SM: +6 | Speed 20ft | Shirt Reroll: 1/1 Animal Focus: 1/1 | Spells: 1st 2/2 | Active conditions: None.

    Sigríðr watches Blue in slow-motion start to fall from the floor above, only to hover a moment before he steps back onto the ledge. She shouts, "The crocodile is dead! I got him."

    Sovereign Court ****

    2 people marked this as a favorite.
    BigNorseWolf wrote:
    Cast ant haul. It will last you until monday.

    Don't tell me what to do. Peasant.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    Here's one for the pedantic rules lawyers among us. And I have done this.

    Check and see how many low level halfling/gnome cavaliers have mounts that aren't encumbered. If the answer is, "they're not", somebody is lying, because at that level the dogs, wolves, etc. strength isn't enough to handle the rider, and the rider's equipment.

    In fact, if there's anywhere encumbrance is usually ignored in PFS, this is the place. And this is not a statement of it should be ignored, more of a statement of, "bet you don't always think of this one."

    Shadow Lodge ****

    4 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Auke Teeninga wrote:
    If you didn't know Tonya is the Organised Play Coordinator

    Oraganized Auke. Take your silly European understanding elsewhere. This thread is 'Murican. ;-)

    Shadow Lodge ****

    2 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Tonya Woldridge wrote:
    There are other ways, besides reskinning to accomplish the original goal—not ditching a valued animal companion for an upgrade. Let's focus on the OP and ways to make their idea work that don't violate the reskinning rules.

    Tonya, I agree. But the OP has presented this as a questions, the responses indicate that he's locked into he wants to make, his interpretation of the rules, and a position of "I should be able to reskin". This in turn has turned this into a rehash of the reskinning rules. If there were a feat, trait, or otherwise that would permit him to do this I would happily mention it just to get the stupid argument to die yet again, but without appreciating that there are reskinning rules, and they're there for a reason, it's hard to get any give on the other side.

    I want to have a pig, but I'm going to use the stats for a dog - but it's still a pig.

    I want to have a griffon, but I'm going to use the stats for a horse - but it's still a griffon.

    So now it's just an ongoing continuation of the reskinnning argument in the exact same lines as the original pig discussion.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Lune wrote:
    Andrew Christian wrote:
    The Celestial template doesn't change the creature type.
    That is not true and I have linked it several times.

    Go read the template. It's okay I'll wait.

    Now please, come back, and with a copy/paste, please state EXACTLY where it changes the creature type. I'm guessing you can't.

    Quote:


    It says right there in the feat that it becomes a magical beast. Later in your post you contradict yourself saying that the creature type does change so maybe I am confused by your wording?

    Yup, it does. Why does it? Because the celestial template does not. So that's what do we have to go on. In fact, the feat's wording needs to clarify that you gain the celestial template and change to a creature type of magical beast.

    Quote:

    You say that a Celestial horse must still be identifiable as a horse even though it isn't even an animal anymore because that is how the rules work. What rules?

    Returning to the same question: can you tell me what a Celestial horse looks like? If not why are you opposed to me telling you what it looks like?

    Auke responded to your exact question. Your celestial horse is a horse. Nothing but a horse. It's a horse that happens to live in the higher planes. It doesn't have an outsider template, it doesn't have magical flying powers, it doesn't have horns or feathers or scales, and it doesn't have anything else other than being a perfect specimen of a horse. Now because you're spending a feat, it also happens to be a magical beast, which has a different set of mechanical benefits. But it's still just a horse.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Lune wrote:
    I thought it would be a fun topic to discuss.

    It absolutely wasn't fun the first time. In fact, the first time turned into a huge mess that caused the FAQ to be posted.

    It then wasn't fun the next ten times it came up; what would make this time fun?

    Shadow Lodge

    3 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    olePigeon wrote:
    Wait. Maybe. Can I use Quick Draw with an Underground Chemist? Seems to be a contradiction in wording.

    I agree. This is the best way to make a PFS character. Find a loophole. Yup, nothing can go wrong with that plan.

    Shadow Lodge

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    olePigeon wrote:
    I believe the Vivisectionist is banned in PFS for being too strong.

    Vivisectionists are banned for being evil. I should know. I got them banned.

    Shadow Lodge

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    olePigeon wrote:
    My concern is late game effectiveness, past 3rd level.

    This is "late game"? Wow...

    Feral mutagen and claw/claw/bite is effective start-to-stop career-wise, so this argument doesn't hold water against the vast number of alchemists I've encountered (and mine for that matter).

    Quote:
    1d6+4 at 7th level is negligible.

    Color most of my characters pointless then. Guess I'll write off my paladin that does 1d6+6 on an attack at level 10. Yup, can't fight anything at that level with my regular non-touch attack bonus. Nope, those hounds of Tindalos didn't die last night.

    Your expectations of what is "effective" don't seem to represent the reality of what can be effective. Maybe an adjustment of expectations is in order?

    Quote:
    If I could Quick Draw alchemical items, it'd pretty much solve everything. Bombs would be great burst damage with limited AOE, but being able to keep up with the Wizard and Fighter by being able to throw Alchemist's Fire and Acid Flask as a full attack would be great. With a Hybridization Funnel, even better.

    But you're not a wizard. And you're not a fighter. And your goals and effectiveness are very different than either class. If you want to be either, I'd suggest making one of those two classes.

    Quote:
    And it's not an advantage. Those items take up a lot of resources, even at 1/3 cost. You're going to dropping ducats like nothing just to keep supplied on ammunition.

    Tell that to my gunslinger buddy that uses only adamantine rounds.

    Maybe instead of complaining about the one feature you think would make you more effective you should search out other routes of being effective?

    Shadow Lodge

    7 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    An interesting conundrum, and one I think is more confined by your preconceived ideas of how to play an alchemist than actual mechanics.

    Quote:
    I wanted to buck that trend. I wanted to make a full Alchemist. It's just... well, I'm tired of the glares I get from other gamers when I can't participate in combat effectively.

    This is unfortunate. How much of it is you, and how much of it is them? Yesterday I had a player complain that a vital strike sword & board player "wasn't an effective fighter" because it didn't fit his idea of how much damage a fighter should be doing. Said fighter was actually fine. It was that player's problem, not an actual problem with the character.

    Quote:
    His spells are personal use and very limited during combat.

    Not entirely true. You could take the discovery that eliminates this problem if you feel it's critical to be able to use extracts on others.

    Quote:
    He can't do melee

    Feral mutagen claw/claw/bite alchemists have a reputation of being particularly tough, especially at the low levels. This is an option since the mutagen is easy to replace mid-adventuring-day.

    Quote:
    A crossbow doing a measly 1d6 per round is just pathetic past 1st level... and this will drag on until 8th level.

    You have throw anything (my alchemist doesn't, but I'm kinda dumb that way and dropped it). Meaning you're likely doing 1d6+4 per round on touch with splash damage. Pulling the item (move) and using it (standard) is fundamentally no slower than using the crossbow you've indicated you have. Add to this that you probably have point blank, splash weapon mastery, etc. and you're doing pretty well with that touch AC attack.

    Now I do agree after making a few straight up alchemists that they're not always the easiest to build, and it's easy to kind of muck around with trying to do too much, but I really don't think this is the issue you've said it to be. You sure this is a problem with the way that the powers that be(tm) rule things?

    Shadow Lodge ****

    3 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    So for the DC on the ritual to go into dreamland. I did some reading in the Occult book and it seems that the DCs listed there for their examples are very much in-line for the DCs posted on the research checks for the two tiers. So that's where I'd stick until we hear otherwise (so DC 25 and 30 I believe).

    Sovereign Court ****

    1 person marked this as a favorite.

    I was merely speaking to the more intelligent of the two of you.

    Sovereign Court ****

    1 person marked this as a favorite.

    My ability to record images of you did fine Thundernuts.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    The folks at Bath and Body Works, clearly.

    Sovereign Court ****

    1 person marked this as a favorite.
    Ms. Quick wrote:

    Gods....

    That which is seen...

    I've seen horrors in my day, but there was one thing that cannot be unseen.

    I blame all of you. Jack especially.

    Scarab Sages ****

    1 person marked this as a favorite.

    Who left this here?

    And what's that over there?

    Shadow Lodge

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    *sigh*

    Thank you @Misroi for giving something firm to start with. Don't know if I agree that it says what you're saying it says, but it is absolutely a start.

    This is the reason I no longer visit rules forums. I don't need you to read-into the intent of my question, I'm looking for an actual place to start and a place to go to better understand both the ruling, and potential alternatives/pitfalls to the ruling. It's like every time a question is posted, all the intent is read, but none of the actual question is answered.

    We all look at rules with the blinders on. "It works this way because it works this way." Whether you like it or not, the language in this game is atrocious. It's is very easy to interpret a different way. I'm a long term player and I interpret differently than all of you. I run it the same way because everybody does, but I do interpret it differently. Sometimes, I'm just looking to see if we've interpreted it correctly, because if there's a group that thinks otherwise, there may be a reason we all think otherwise, especially when you compound it with the awful language used in the definitions of the game.

    That's fine though - I'll look into it on my free time.

    Shadow Lodge ****

    3 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Bob Jonquet wrote:
    Its not about bureaucracy, its about (1) alleviating the huge influx of communication directed at the OPC and (2) creating a structure where the most experienced Venture-Officers can better mentor newer volunteers. With over 500 Venture-Officers, direct contact with the CC/OPC is becoming quite a challenge to maintain and the RVCs will help by vetting a lot of the communication traffic that has until now been falling on the OPC to address. We will have the opportunity to answer questions and help resolve issues that arise leaving Tonya more available to tackle community-wide initiatives. The regions put us in direct, regular contact with the Venture-leaders of the various areas creating a more defined support structure that can help with all manner of logistical and organizational needs.

    Sounds like a job to me. In fact it sounds an awful lot like a job. This is especially true considering the already considerable "requirements" to be a Venture Officer. Additionally, the level of coordination you're just describing (each of your managing what I would guess is roughly a tenth of the VC community), is in no certain terms work, and a lot of it.

    And it sounds like a not-so flat organization in your workplace either with an extra management layer, which means bureaucracy, whether you like it or not.

    Good luck to you, I mean it, but there's a not-so-fine line between volunteerism and "working for free". The later I'm not so sure is terribly legal either.

    Shadow Lodge ****

    7 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    With words such as " facilitate communication", "supervise", and "support" in context of "duties" are these folks now considered employees of Paizo?

    Not keen on congratulating people on getting more work and creating further levels of bureaucracy in a "volunteer" corps.

    I'll happily congratulate the 5-star GMs though!

    Silver Crusade

    1 person marked this as a favorite.
    Male NG Human (“Varisian”) Fighter (Lore Warden/Martial Master) 1 / Slayer 1 | HP: 23/23 | AC: 16 (11 Tch, 15 Fl) | CMB: +5, CMD: 16 (17 vs. grapple & trip) | F: +6 (+5 circumstance bonus vs. cold weather), R: +3, W: +1 | Init: +1 | Perc: +5, SM: +5 | Speed 20/30ft | Shirt Reroll: 1/1 | Spells: n/a | Active conditions: Affable

    Davorin looks over at Sgt. Blue, "You fool, it's icy, you'll never get away from it!" Davorin cringes a bit at what he imagines is an inevitable paralyzed magus.

    Sgt. Blue wrote:
    After that the Galtian man tumbles one 5' square away with the undead.

    That's half the problem - no 5' steps due to ice

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    BigNorseWolf wrote:
    Archives of nethys. Look for funny white X. Not perfect, but as I'm not doing brain surgery, close enough for state work.

    This is what I wind up doing. Or I use Hero Labs. But, considering the number of errors I've found over time, I usually want to confirm on more unusual character builds, which isn't always easy.

    Shadow Lodge ****

    8 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Harrowed-Path wrote:

    if you aren't a developer.

    I am done with replying to you.

    Want to know the best way to get a developer to ignore you? Pose a question, get reasonable responses that answer your question, yet continue to call out a developer like a petulant child.

    You have a valid and comprehensive list of reasons why things are generally banned on the Additional Resources list provided by Kalindlara in a very nice and friendly fashion. You have evidence that most things aren't banned from BigNorseWolf in again a very friendly and postive manner. Although nicely asked, you will only provide one specific banned content from the Addtional Resources (the Catfolk). You've been given the specicic reason why by Nefreet, who to his credit, did a spectacular job being kind about it at the point where frankly I'm surprised anybody did.

    If all you're here to do is complain, and pound your feet on the ground until a developer shows up, good luck. Chances are that developer will be locking the thread, not replying to it.

    Shadow Lodge ****

    2 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    p-sto wrote:
    We have an online sign up system. But it seems unavoidable to have a surge of sign up the day of a game or last minute drop outs or walk ins. It's very much a case of GMs being flexible in what they run or sending people home a lot of the time. We've tried to encourage players to communicate more but not much has changed.

    That is solvable. It just takes persistence on the effort of the organizers, and training for those gaming.

    One time sent home and you'll start signing up.

    Shadow Lodge ****

    3 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    GM Lamplighter wrote:

    Another one, probably more controversial: NEVER PLAY OR RUN A SCENARIO COLD.

    As in, never GM a game you haven't prepped; never play in a game the GM is running cold. You only have one chance to experience a story for the first time. GMs owe it to the players and the authors to not miss stuff by being unprepared; players shouldn't encourage GMs to run this way by playing in their games.

    I second, third, fourth, fifth, and sixth this comment.

    We have a game store that was (is) notorious for the GMs running the scenarios cold. Now that I don't have to be politically correct, I have no qualms stating that I will not under any circumstances enter and play at this store. Yes the coordinator that caused most of the problems has moved on, but the habit that started there does continue there, and I have better places to play my games.

    I've seen new players walk away from PFS because they have an "experienced" GM run the game cold. It's worse if you're not that comfortable with the game.

    So, I don't care if you're flippin' Eric Brittain (the best GM I've seen and a man I swear can do no wrong), please don't do this to your players.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Peachbottom wrote:
    I missed that this was under the PFS thread. PFS has some silly rules.

    This isn't exactly a PFS specific rule, this is pretty much a core rule. You can increase your animal's intelligence, but it stays an animal. This was covered by a general blog post a few years back.

    Shadow Lodge ****

    4 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Mike Eckrich wrote:
    Also makes a lot of sense if the group is playing the higher tier. You might not want to slow the group down with a 6th level, and a 7th level pre-gen might be a better fit.

    In my day, when I was a Venture Officer, words of this nature would have never left my lips.

    I show up to game days to play my character. Suggesting that somebody not play their character (and I quote here), "to slow the group down with a 6th level" blows my mind. About five years ago, at Gen Con, we forever lost a player, a good friend of mine in fact, because nearly these exact words left the mouth of the players at his very first Pathfinder table at a convention. He showed up with his Level 2 druid, sat down with a table of 4 & 5's, and was promptly told that he would hurt their group too much and he should play Kyra. He got up, left, and never came back to the game.

    Now...the original poster asked if he could play the low level pregen because he felt overpowered, which is fine, if a player has made a decision on his or her own, they do whatever you want, but I'd strongly, strongly consider words more carefully in the manner that you may "slow down" a group of higher level players.

    Shadow Lodge ****

    2 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    My experiences with the puzzle were about on-par for what's being reported.

    As soon as they got the note, they immediately started going the math route. The moment they did so, everything fell apart, and I would say that's one of the critical flaws to the puzzle, you start heading down the wrong rabbit hole, and you'll never come out.

    I wound up leaving for a quick drink and by the time I came back I could tell they were forever lost on trying to figure out the puzzle. Not even the "easy" clue put them back on track. At that point, we were running short, and I could tell frustration was setting in, so I just handwaved the whole thing for them.

    I hate, hate, loathe, and despise puzzles like this in scenarios. There needs to be a method of mechanical solution or crap like this happens. I've seen it at tables with kids, I've seen it at tables with really smart people, and I've seen it at tables that are so hungover they can barely figure out how to add their attack roll to a d20. The one thing though that was unforgivable is that the puzzle absolutely halted the scenario mid-action and the pace never picked back up again. It was the wrong puzzle, and the wrong spot.

    I have to agree with Matthew, I won't run this again. It wasn't Darkest Vengeance hateworthy due to some other interesting mechanics, but it certainly is down near the bottom.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    At it's heart, even though we all love playing Pathfinder, SkålCon is about giving back to the community. Yes we are all about getting together and playing the game we love, but we also want to show how big of a heart we all have. Therefore, I am offering up the following challenge goal for SkålCon in an effort to pull new players into the game and to earn donations where there otherwise aren't any. My hope is that others of you consider doing the same - this is a good cause after all.

    I will purchase a ticket at the door for the first two unregistered players that meet the following criteria:


    • Do not have a current PFS number
    • Did not register on WarHorn (or cheated by removing their registration to take advantage of this)
    • Are confirmed by any PFS leadership as not an active, current, or former player
    • Were not planning to attend SkålCon in the first place
    • Are not trying to game the system and get in for free by my offer (as determined by the above PFS leadership)

    I'm hoping one of you can recruit a player from the store floor to come and play a game with us - even if it's just for one session. If they play for more and love it, hopefully will gain a new player, and more importantly, hopefully they will know what kind of cause we will be getting together for.

    See you all tomorrow!

    Sovereign Court ****

    1 person marked this as a favorite.
    BigNorseWolf wrote:
    No. Whats being asked is that you actually SEE every possible consequence of future action (and non action) and how it affects people. HUGE difference.

    I can see every possible outcome. They're called divination spells. Hells, even our cleric can do that kind of magic. What are you, some dumb barbarian that doesn't believe in superstitious voodoo? I tell you...the Pathfinders the Decemvirate makes me interact with get dumber every day.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
    Andrew Christian wrote:
    And we both know how well that is going to work. I can't count how many times GMs can't even read the tactic blocks on badguys and just go gung-ho with severely deadly tactics. We see lots and lots of complaints about some adventure or other being too difficult, and when we hear what happened, its largely because of this.

    I know!

    I had this GM once start off combat with a chain lightning and a fire snake even though the tactics clearly said that the bad guy wanted to toy with the enemies first. Fortunately he only killed two PCs.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    Just Humans. Let's make Golarion human-centric again. ;-)

    Shadow Lodge ****

    3 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    I feel like such a Pathfinder right now. We were given limited information and told to connect dots on using an item in no way that made sense.

    Is this what those terrible "Venture Captains" do to their fodder? If so, it's strange they haven't rebelled so far.

    Shadow Lodge ****

    1 person marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    I still think the rule is silly for all the reasons that if you care to know you can dig them up in my post history.

    Shadow Lodge ****

    2 people marked this as a favorite.
    Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

    IMHO Retraining is nothing more than (another) tool used primarily (not always, but primarily) by those more interested in tweeking out every last ounce of power out of their character rather than just playing. Having watched them grow more powerful with each release (and subsequently watched my fun playing at those tables go down), seeing more tools available for those kinds of players doesn't make me happy. In fact, in your specific example of traits, I find them to be primary examples of what defines a character. So while retraining of feats, classes, and even hit points irritates me to no end, I find it abhorrent to allow trait retraining because it damages my verisimilitude.

    So your examples of why it wouldn't hurt gameplay mean nothing to me, because they do not address a fundamental issue I have with the rules in general.

    Retraining is a phenomenon from the MMO world, and frankly it's one I think PnP gaming can do without. It'll never be allowed at my home table, and while the decision has been made for PFS, I'll be happy to enforce every last rule involving retraining to the letter to try to minimize it from occurring. We already have enough custom rules in PFS, we do not need a custom rule for this.

    1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>

    ©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.