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MisterSlanky's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 2,856 posts (3,437 including aliases). 52 reviews. 2 lists. 1 wishlist. 15 Pathfinder Society characters. 5 aliases.


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Mike Kimmel wrote:
As an occasional scenario author, I'm curious as to whether anyone has examples of good, fun, non-railroad scenarios. Ones in which you feel the GM and players have a great deal of flexibility. Which scenarios (from any season) should authors keep in mind so that we can deliver more content like that in the future?

I'll be honest, I don't always find a railroad "bad", as long as it's sufficiently interesting to hold my attention. I also think that a lot of the options for non-railroad are still railroady. Take Sun Orchid for example. There are still a limited number of ways that you can succeed at that mission, but what it does well is disguise that railroad.

I feel that some of my dislike of some of the non-railroad scenarios is based more on their complexity and the required prep time to run them correctly. All too often GMs feel they can run cold, which works just fine in the linear story, but turns out to be a disaster in the complicated non-railroads. So if I were to focus on something, it would be keeping the complexity down. But that's just me.

My favorite scenario is still Silent Tide. That scenario is about as railroady as they come, but it's themed well, has interesting characters, has a good mix of "encounter types" and can be run fairly quickly and easily.

Shadow Lodge

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andreww wrote:
Quote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

Glad to see that little rule tidbit isn't completely lost.

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GM Lamplighter wrote:
Come on, this is why the synthesist summoner was banned.

I thought it was banned because it was not thematically appropriate to Golarion. Jesting aside, my sythesist wasn't min/maxed to high hell and the rebuild was worse than the original.

This topic aside, the idea of a gnome riding a human is hardly unique or novel at this point. I personally know well two people who have had this "idea", and it's one that drives me batty every time I hear it. Even if it were allowed, it's going to require more than just a backpack to pull it off (custom exotic saddle comes to mind), but I'm going to have to board the "expect table variance" train on this puppy.

Shadow Lodge

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^^ Don't trust him!

Welcome to Minneapolis! We have lots of gaming stores and opportunities to play. We bite only when asked to, and we like beer.

As Keith (don't trust him) noted, one of the best way to meet local players of Pathfinder (and even find a home game) is to come and play with us at Pathfinder Society events. The Minneapolis/St. Paul Pathfinder Society Meetup Site is a great way to find events.

Shadow Lodge ****

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Ms. Pleiades wrote:
I know that at the beginning of each scenario, I'll start with undead raised from previous scenarios, but I'm wondering if as an option I'd be able to purchase an animal, kill it, and raise it (or wait for it to die, and then raise it).

Making sure you saw the response to this comment. Any undead you create expire at the end of the scenario. You will begin every scenario with zero undead minions.

Shadow Lodge ****

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The conversation is not about somebody that GMed first and now wants to play. It's about somebody that played first and now wants to take up the seat (with a replay) from a newer player who has not yet had the opportunity to play.

Regardless, I'd support a decision to let the replayer go home 100% of the time. I'm glad to hear that this situation resolved itself on its own without having to have that conversation.

Shadow Lodge ****

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jon dehning wrote:
He needed sunlight. Slanki can not live on High Life and Slim Jims. Trust me.

I'm my own person thank you very much, and I do resent the implication that I somehow need to be "let out".

And High Life sucks and you're not allowed to have any. It sucks about 100% times more than Kitsune, and almost as much as Gnomes.

But I won't TPK your table over it because at least you brought beer.

Even if it's crappy beer.

Shadow Lodge ****

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jon dehning wrote:
He needed sunlight. Slanki can not live on High Life and Slim Jims. Trust me.

I'm my own person thank you very much, and I do resent the implication that I somehow need to be "let out".

And High Life sucks and you're not allowed to have any. It sucks about 100% times more than Kitsune, and almost as much as Gnomes.

Shadow Lodge ****

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Hmm wrote:

See, Jon? That's why you need me!

Hmm

To help him lower the bar further?

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I suppose I shouldn't complain too much. Having Kitsune as allowable races gives me a reason to try to TPK tables. I probably wouldn't otherwise.

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Todd Morgan wrote:
Under your sessions you should be able to report the error over the website. That should be the fix for the online portion of the problem.

Did you know, that in my eight seasons now of Pathfinder Society, that button has yet to do anything other than report there's a problem which then sits somewhere with no action being taken?

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Damn you for not removing the hell that are Kitsune from our midst!

*shakes fist*

No really...

*shakes fist*

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Hmm wrote:
But I don't think quests would replace the other evergreens completely, because of the tradeoff of having to invest time to get your money.

We are literally discussing around 250 gp. Yes I get that at level 1 that's half your gold, but this is literally 250 gp. Are we at the min/max point where we have to fight the loss of what accounts to 10 day job checks? Is that what this is about, maximizing gold intake?

I say leave things the way they are.

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Hmm wrote:
I want to GM an all-kitsune or tengu table through play-by-post in an evergreen.

I would be happy to participate as a player and ensure that no Kitsune survive.

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Wow - even if they're not ready to announce, the fact that they have a schedule up a good two months in advance really shows top-notch leadership on their part. Go Indy.

Shadow Lodge

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Remember folks, my conversation was with John Compton (a knowledgeable fellow, but not a designer that is making these decisions). He does more than generally know his stuff though, and it was in a public setting where I was a player at a game. Nothing's been set in stone with a passing comment to a player at PaizoCon. Heck, maybe I'm completely nuts (although I've had what I heard confirmed by a fellow player). You're still free to run as you see fit (though as always, expect table variation if you're running in an official PFS game).

But as I said, until I hear otherwise, I have my answer as a player and a GM. I've wound up rebuilding two PFS characters because of this.

Shadow Lodge ****

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Murdock Mudeater wrote:
How often have you retrained your character? If they are reasonable, I assume you've done it?

I've done feat retraining on no less than 4 characters. I've done a near full rebuild of AT, spells, and feats on one character (which cost me 17 PP). So it can, and sometimes is done.

It's not supposed to be easy, and in fact, it's supposed to make you think twice, three times, or even maybe decide it's not worth it at all before you do so.

Shadow Lodge

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What others have said. It appears you may not be familiar with the Additional Resources page, which is vital for knowing what is legal, and what is not legal in Pathfinder Society (i.e. that Pepperbox rifles are not legal). The other suggestions for FAQ reading are also important.

I will loudly mirror what everybody else is saying here. Pathfinder society does not reward stupid, ugly characters. You'll discover some diplomacy, and the ability to have some backup skills to be far more fun than being a combat monster. Also - take Craft (alchemy), one rank is absolutely required as a gunslinger. There is no discussion on this point.

That all said, this thread is far more appropriate for advice, than PFS.

Shadow Lodge ****

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Rachael Bowen wrote:
We will be giving demos :) We did about 150 at PaizoCon and will be doing them all weekend at GenCon! We're also going to release a demo video for folks who can't make it to the con or don't have iPads to check it out.

Legitimate question - if I don't have an iPad, why would I want/need to check it out?

I'll admit the same frustration over the subscription model as others even if I did have an iPad. Much of what I'd use this product for can come free through the PRD.

Shadow Lodge ****

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Murdock Mudeater wrote:
I don't think there is an official Facebook page for PFS.
Right, and the lack of official one coupled with this one which doesn't say it's unofficial, makes this Facebook page certainly appear to represent paizo. I would strongly suggest a clearer distinction, either via paizo or this Facebook group.

Curiously walked in on this conversation. More curiously, I can't see the group either.

Shadow Lodge ****

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SCPRedMage wrote:
** spoiler omitted **

You may want to talk to your GM. There is no way to 'fail' that encounter. Tactics as written do not allow it to occur, and you will meet the encounter's BBEG. You may not receive all the background information for...

Spoiler:
...failing to go to the ethereal plane...

...but you absolutely should 'finish' the encounter.

Shadow Lodge ****

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SCPRedMage wrote:
In reference to your spoiler.

Spoiler:
Did he not have the oracle come to the material plane as outlined in round four (I believe) as written in his tactics? That seems absolutely punitive to me.
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Nefreet wrote:
Ask a local VO to attend one of your sessions and provide feedback.

Meh, all current past VOs where I live are garbage, I'd never want one of them at my table.

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I'm not using it, mainly because I don't buy Apple products. So while the product sounds interesting, it's not a whole lot of use to me.

So if a huge part of your mission is to gather user feedback, that would be mine. Recognize that there are more valid platforms than iPad. At least Hero Lab can be used on a PC, but even if they can't figure this platform issue out either; this can't be used on anything of mine.

Shadow Lodge

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This was awesome Mark, you did a stellar job. I really enjoyed myself, and it looked like most everybody did as well. I mean it when I say I had as much fun as I did in Wes' Mass Effect game.

I'm really looking forward to the link to the pregens and scenarios.

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Space was a fairly significant problem in the grand ballroom this year. Having helped set up previous years I would suggest trying to get it spread out a little more. We used to come in, find out what fire code required, and then move the tables out a bit to help spread things. There was quite a bit of wasted space side-to-side (as was evidenced by us moving our table into a corner, and having (and giving our fellow players near us) a much more positive experience because of it).

My big complaint/concern was how afternoon PFS slots were set-up, and the total lack of communication regarding said topic, but that's a conversation for a different staff.

Shadow Lodge ****

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TOZ wrote:
Were you blinded by the light?

With thunderlips in the thread, please don't go there. PLEASE.

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I think my highlight was getting Mark Seifter to validate my math on what the range of "real" prices of the original Jingasa based on the multiple ways to figure out its price.

It's not often you have a developer discuss what you think might be crazy math called out as one of the possible calculations, and then verifying the other options were correct as well.

Shadow Lodge

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I was using Battle Song of the People's Revolt to supply a teamwork feat.

I know (and appreciate) John's presence and value his interpretation, so for now, until I hear otherwise via FAQ, this is how I'll run it, and expect players at my tables to abide by the rule.

I may not like it, but until the FAQ gets its needed enhancement, I don't see an option.

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Kevin Willis wrote:
Even the "Druma Lodge" table with the scenario author as the GM adjourned to the hallway and finished in about 8 or 9 hours total.

We did the same and did every encounter, and didn't get drunk, so we're probably a good litmus test of actual time. I went to bed at 3:00 AM, so that would put it at roughly a 7.5 hour scenario for our table. We had some good roleplay interaction as well, but eventually just powered through it at 1:30 AM.

Shadow Lodge ****

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I really had high hopes for this one after last year's superb Serpent's Rise special. Unfortunately, I think the mechanics, timing, and pace bogged this down to the point it simply is not playable in a convention slot. It has the opportunity to be absolutely excellent, but as it stands, it's just not there.

I need a chance to sit down and really read it through cover-to-cover, and until I do so any commentary should be considered as armchair GMing, but there really seemed to be a pacing issue in that one. My table wasn't drunk (having done our imbibing the night before and wanting a "night off"), but we struggled pretty significantly to get through the first investigation in any reasonable amount of time. We treated it like any investigation and then found ourselves woefully behind schedule immediately afterwards.

After that we expected a very similar straightforward run through much like Serpent's Ire (external social interactions followed by a well paced set of encounters), what happened though is that as we thought we were getting through things, everything ground to a complete halt again to make "discoveries". Furthermore, as agents on the mission we couldn't even comprehend why we wanted to look for loot. So instead of continuing proper pacing, we had to stop, and find a way to get moving again - which can be a struggle at 1:30 AM.

Don't get me wrong, I liked the story and idea, but there was something off with the whole thing. I'd like to believe it had something to do with either the beginning or middle exploratory sections, but until I read through it, it's hard to say.

Shadow Lodge

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I was playing my Dirge Bard with both Inspire Courage and a Masterpiece this weekend at PaizoCon. While he's a designer, not a developer, John Compton - a man very aware of rules - came up to the table and informed us that they cannot stack.

This may be a sign of things to come, but until then, it was made clear in my mind - they cannot stack.

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Branding Opportunity wrote:
I'm not dead yet!

I told Walter. There was much rejoicing, until we read this.

Quit trying to stay alive!

We want payback for PaizoCon 2011.

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Feral wrote:

Alex Greenshields (author of Dalsine Affair and the one famous for introducing PFS to the murderous magus class) was just crit by a spellstriking shocking grasp.

Karma is real!

This makes me more happy than almost anything yet!

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Hmm wrote:

No race is being retired? I can keep my kitsunes, and snuggle them close?

Hmm

Except Kitsune, they were exempted and are now kill on sight for being allied with Aspis. Good riddance.

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Playing Mark Moreland's excellent Marvel/Pathfinder mashup. In the first round we've had Wolverine do a flying crit off a roof, spider man has been flying across the battlefield and Doctor Strange (played by yours truly) just got four doombots (robots) in perfect lightning bolt formation. Black widow then popped out of invisibility to devastate another before one hit by the lighning bolt crewed through my arcane barrier. Iron man finished it up with a missile barrage and Captain America Vaught another with a sheield bash!

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Today the Aspis learned a dangerous lesson. That being the Decemverate chose well at its Pathfinder SWAT selection and on which missions unmitigated success is required.

Cheers to the people of Druma and your new protectors. That Aspis rat didn't stand a chance.

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Painlord wrote:

Ah piddlespot. Ryan Freakin' Bolduan aka Mr.Freakin'Slanky just came by and disparaged, in loud and no uncertain words, Seelah *AND* Lini (as if saying Seelah sucked wasn't bad enough) were the worst characters in the ACG for tablet game. He quoted Valeros and Harsk as characters worth playing.

Wow. Just wow. Shots fired.

Thinking something doesn't make it right...

And Lini is so bad I'd rather not play the game at all. She just makes me mad.

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Mista Moore wrote:

All the Minnesota peoples are asleep I lost at roshambo so I'll be forced to spoon with Ryan in our "queen-size" bed. Dehning pointed out to me the who's who at paizo at the hotel bar, pack of drunks if you ask me (not the paizo staff Jon and myself that is). Excited to play a retired scenario tomorrow afternoon with Mark Moreland(SP) gming. That being said my drink could use ice but I'm too lazy to walk down the hall and get it, dog gone-it in-room ice machines stat Hilton.

I will point out you were true to your word. I did get spooned last night. Amongst other things we will not speak of.

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Bah! Missed it this year!

By one.

Shadow Lodge ****

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My error for forgetting to remove the critical word in that one.

Still...

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Muser wrote:
Remember that becoming undead is not cleared with raise dead but requires freaking true resurrection.

Which my table learned dramatically and painfully as the channel + quick channel left the room at positive hit points and the player, who spent the rest of the scenario bragging about his AC quickly realized that his touch AC was not nearly as impressive.

Shadow Lodge ****

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First off, awesome scenario. I'll try to consolidate more thoughts as I dig into things.

The linchpin to it all:

Even though it's high level, and it involves high level combats, the real linchpin to this entire story are the social encounters. Without them it's "just combat". So when you're running it, make sure the players are relaying the story back to you. What I've found works is to ask the players to describe what they think is going on to their superiors, or to the Emir, or to the team's they're coordinating. It consolidates the storyline in their head and turns it into more than just block text.

More importantly is the "You be a VC" section of the story. This can be run very well, but it's very easy to screw up (I tended more towards the later). Trying to give the PCs the ammunition they need to become the Venture Captains without letting them hang themselves with mechanics is key. In other words, even though it's easy to give yourself more time for combats at the expense of this section - don't. Provide sufficient time. Having them be venture captains is key, because without it, this scenario is just fighting.

How we discussed running:

It starts by providing large note cards & post-its.

On the post-its, include "ideas for kinds of missions you could send the team on". These should be elevator pitches, not information about "I suspect this will happen with this group," and more a "your objective is". More blank ones can be provided for them to create their own missions of their own choice with their own elevator pitches. The idea is to get the group thinking of what they want their Pathfinders to do.

Then, once they have their post-it notes in hand, hand out the descriptions of the teams, and a note card for each team with the team name at the top. Have the group assign the teams by putting the post-it with the mission description on the card. What this is doing is eliminating the confusion of "I intended to say". Trust me, it's easy for things to go awry at that point, especially as players start talking over each other and start suggesting "variants" of the core missions.

Next, have the player bullet point out items that will go into their mission briefing to the pathfinder team. Tell them to be creative in what they want them to investigate, who they're looking for, and what information they chose to provide.

Then say, "I'm going to hit up the restroom, get a drink, and be back in 15 minutes. After I'm back you need to give me a note card of a team with a post-it for a mission elevator pitch, and three bullet points items of what you're planning on telling your Pathfinders.

At this point figure out appropriate skills based on the post-it of the mission (most will probably come from the scenario, but if they're very creative there could be lots of options). Then determine the base bonus each team gets based on their skills and the player rolls for the knowledge skills.

Next based on the knowledge skills, be creative and tweak out their descriptions a bit (nothing too serious, but name places and/or people that their characters know about) and hand the post it back. At this time the players should be ready to actually give a briefing, and hopefully with little confusion.

Combat spoiler:
The first encounter did not go at all as planned. The group never made it to the astral plane and didn't actually suspect it much at all. The problem is the following: easy to grapple characters like to fly, hard to grapple characters like to be on the ground, the bad guys can't fly. I can see this happening again and again. Trying to both grapple and maintain the grapple is REALLY difficult. The entire combat just happened in the desert.

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Thunderlips, or any of his "friends" make an appearance.

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graystone wrote:
Kalindlara wrote:
As for Windy Escape, given that it's only accessible to one of the boon races

In PFS. We aren't talking only about PFS are we?

"members of other races can learn to cast them with GM permission"

Because if you're playing in a home game your GM can equally easily rule that the old Jingasa exists...

If you're playing in a home game and complaining, don't use the update.

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I have a Dhampir Pathfinder Society character.

You have to remember two things:

1) Channeling can be positive or negative energy.
2) You must specify if you are trying to "heal" or trying to "harm".

1) Gary is good, therefore he positive channels to "heal" - The dhampir, who cannot be healed by positive energy (as undead are not) does not have anything happen. Vladimir wishes he had taken damage, because although the positive aura is pleasantly warm, doesn't heal any damage (but would have).

2) Vladimir is evil, therefore he negative channels to harm - The dhampir, who cannot be harmed by negative energy (as undead are not), does not have anything happen. Gary though does take damage because living people are harmed by negative energy to harm.

3) Gary again, being good, puts out positive energy in harm mode - The dhampir, being harmed by positive energy as undead says "OW!" and takes damage as if he were undead.

4) Vladimir, the evil cleric, puts out negative energy in heal mode - The dhampir, who is not harmed by negative energy, but instead healed by negative energy heals the damage he just took from Gary as if he were undead.

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Marcus Steelfeather wrote:
And now there's almost no good option for the head magic slot, just specific itens for specific builds. With this change, they could easily merge the head and headband slots and call it a day, and now we only need the big six. Horray for the diversity. #kappa

This, and most of the arguments about "limiting diversity" and "I'm going to quit Pathfinder Society now" are nothing more than hyperbole.

Hate the change, that's fine, but at least be honest about it. You don't like it. Changing one item doesn't "limit diversity" when everybody has the same item in the first place. Changing one item doesn't mean that there's "no good option". There's one less overpowered option. Saying that "you might as well get rid of the two slots" doesn't do anything to advance an argument that there's a lack of diversity now. In fact, the absolute contradictions in the arguments being made are amazing.

You may like that, and that's fine, but to expand it to the point that "everything sucks now" isn't doing anything to move your argument forward.

How about alternatives? Point out how much it WOULD have cost. Once you see how outrageous that is, try working with the system and propose a reasonable change. Instead of just saying "waaah, I hate things now" figure out why, really figure out why, and then propose the "right solution". Not in terms of sweeping "you shouldn't have" but rather in terms of what would have been realistic. Otherwise that's all this is, complaining.

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Cylerist wrote:

What I don't understand about some of the changes (Feather step boots and Jingasa especially) is that the function of the item could remain the same and the pricing redone to match it. i.e. extra gp for boots being continuous effect and the higher price for "luck" instead of deflection and the "avoid a crit" of the Jingasa. This would have keep them within the item creation rules without nerfing their powers (they would just cost more to be balanced).

Which would have then resulted in page after page of complaints that the price changed too much. The change to the item would have resulted in a hat in the tens of thousands of gold (there's a good post somewhere on the math behind it). You don't think that would have caused complaining too?

It was a broken item. A hideously broken item that outshined every other item available for a vast majority of the player base. Any change to the item, price or otherwise would have just led to just as many complaints as we have now. Paizo's damned if they do, damned if they don't.

And I'm very glad they did.

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Chris Lambertz wrote:
If it helps, we adjusted the ticket format to fit in the dimensions of the badge holders we include in the packets last year :)

But not the dimensions of the badge holders from this year.

Gotta keep you on your toes. ;-)

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Leg o' Lamb wrote:
All of that will be on site. If you have a favorite lanyard, I recommend you bring it.

Thanks for the reminder - that is something I often forget.

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