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My daughter is very soft spoken and can have trouble making herself heard in a loud room.
She has a voice amplifier and puts the speaker on the table, letting the players adjust the volume so that they can hear her when she GMs. This has worked well for her and her players, and without blaring loudly enough to bother neighbouring tables.
I too would like to see the ban reconsidered.
I don't believe that the wealth by level is affected much in the long run, that is over the course of a PFS characters playable levels.
As to the question about does Blood Money work with spells that take longer than a standard action to cast, I am going to rely on James Jacob's response. I am aware that he is not part of the design team, however he is the only Paizo employee to speak about the spell, and I believe that he was the original creator of the spell (so he would have a solid grasp of how the spell was/is supposed to work).
I may be wrong, but most of the issues being raised against blood money seem to be theory crafting and not related to actual play issues.
As to table variance, it is a subject that covers a lot of ground for all kinds of things, not just this spell. Spring-loaded wrist sheaths spring to mind and the variance on whether a dowel with a scroll wrapped around it would work or not. Table variance should not be a reason to ban an item or spell.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber
Out of curiosity, how have people been handling having the horse pull the keelboat while going through the Ghostlight Marsh?
There shouldn't be a riverbank for the horses to be able to walk on while pulling the keelboat.
I am considering saying that the druids used stone shape spells to create a path along the southern shore. It has several underwater holes in it to allow swamp creatures passage. And now has a few areas where the horse have to swim a bit (while the keelboat anchors and waits, or if in a hurry, rows) before they can resume pulling the keelboat - always a dangerous time due to crocs and such.
How about this:
Play with your durable bolts and shuriken.
If a GM states that they are not legal, use them as regular bolts/shuriken (or have a few regular ones in case) and have the bard/cleric/druid/sorcerer/wizard cast "mending" on them (as they weight less than a pound each, they can be repaired by the 0 level spell).
Please note that the Core, page 141, ammunition section states that "generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses....". To me this means that the arrow/bolt is broken (can no longer be fired), the shuriken has warps in the points rendering it unstable in flight (hence, can no longer be thrown accurately). Thus the spell "mending" should be able to repair them (as you will have all of the pieces).
Would the suggestion above be acceptable to both current sides of the discussion?
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber
Animal Archive, front inside cover has lists of item slots available for various body types.
For Quadruped (hooves) one of the slots listed is feet (horseshoes).
To me it seems clear that the various magical horseshoes would work on centaurs and Pegasus.
If you like the West or North West of the map, then you may want to talk to the folks of the High Road Covenant (Tavernhold, Stoneroot Glade and Talonguard).
We will gladly show you were to find the resources that you are looking for, and help you set yourself up.
You can find us by a call out in General, or by going to the main Golarion Mumble and dropping down to the HRC chat rooms - there is usually someone on. Golarion.Mumble.Com, port 3093.
Gol Tink wrote:
I wasn't trying to say that it was only Golgotha's job to convert the reluctant PvPers. I was simply suggesting that as a community, we need to find a way to do so.
Gol Tink wrote:
P.S, if any of your members continue to think that because they took Tabomo and I when outnumbered and not really being serious, I would be more than happy to meet them on the field and kick their butts one on one. I just won't put the enjoyment of my players at risk if we are out on a roam.
I think that some of may just take you up on that.:)
I get it. Your messaging is very clear, but if you want to launch a Golgotha smear campaign you should be meticulously clear on your details. Why would anyone place credibility in what you stated after when your first few phrases contradict themselves?
Then I haven't been clear, as it has never been my intention of doing a smear campaign. I was addressing the issue that Savage Grace raised in the first post in this thread.
yet rarely do I see Golgothans fight with even odds
This was in my first post in the thread. I will admit that when I responded to the comments from Phyllain, Tink and Savage Grace, that I should have stated that I have only seen it once.
At the end of the day Stoneroot's impression of Golgotha is irrelevant. You have MADE it irrelevant.
I do not speak for Stoneroot. I am not an officer in Stoneroot, nor am I one of the leaders. My statements are my own.
It is unfortunate that my comments have raised your ire, as it was not my intention. I have found your comments to new players in "General" to be helpful and have a fair bit of respect for you for that.
Perhaps I should have quoted the other posts.
Or expanded on the fact that it left the impression that as Stoneroot had come out with the upper hand in that encounter, that Golgotha was no longer willing to meet Stoneroot on even terms. That Golgotha is unable to compete unless they have the advantage in numbers. I know that that isn't the case, but the impression is still there.
Gol Tink wrote:
3rd time. We didn't send a spy, one of our guys logged off early, came back on, saw you guys and said so on TS. We moved up to find you, literally ran right into you, and attacked. There wasn't an ambush. We weren't in stealth. You had literally as much time to react as we did, we just reacted a whole bunch faster. You seriously overestimate my organisational skill if you think attacking you while wolves were on you was purposeful.
Nice to know what happened, but as I mentioned above, the perception was there that it was well planned out. I will note that the "spy" was running into Stoneroot and didn't appear to be logging back in, so still appears to be a spy - however I am willing to accept that you didn't deliberately set it up
(Hey, wait a moment - wouldn't a devious lawful evil person want me to underestimate them? :))
Gol Tink wrote:
If this was Open Enrolment, you would be 100% correct. This is where Ryan appears to want the game to go.
But this isn't yet Open Enrolment, it is still Early Enrolment, with all of the bugs, hiccups and opportunities to influence where the game is going.
Savage Grace wrote:
I tried for 2 months because it seemed like INFORMED crowdforging was going to be vital to having a good game in 2016.
This is part of what I am trying to address in this thread.
The Devs have stated that they were surprised by the fact that we weren't killing each other more than we are. That there was more resistance to PvP than they expected. That apparently most players are not in companies.
If you want to have more PvP in the game, you (or someone else) will have to find a way to get the players that are reluctant (or opposed) to join in PvP. My tournament suggestion above was an attempt at getting those folks doing PvP in a manner that wouldn't turn them against the idea, as most seem to experience PvP when they are gang ganked - leaving a very negative impression of PvP.
Example: Reluctant PvPer participates in 4 tournaments, dies in the first round each time, but learns something.
In both cases, the Reluctant PvPer died 4 times, lost 4 durability. But the take home impression was vastly different.
My last MMO was Ultima Online years ago. There was non-consensual PvP - but when they came out with the PvP free facet of the shard, the original non-consensual PvP facets of the shards became ghost facets. This speaks loudly to Devs about what that community wanted.
I would prefer that this community build an attitude that accepted PvP. If the veterans in the system all accept PvP, and forward that acceptance to the new folks in Open Enrolment, I suspect that there will be a lot of fun PvP for everyone. However, if there is strong resistance to PvP, I suspect that the Devs will have to put limits onto PvP, limits that will frustrate you and those that want PvP.
So, once again, do you have any suggestions on how to shift the attitude of those Reluctant PvPer?
Gol Phyllain wrote:
Yeah Golgotha never fights people in groups that out number them. Nope, never happens.
I have no doubt that you have done just that, but I haven't seen it.
To my knowledge, I have fought Golgothans 5 times.
1st fight, Tink and Tubomo attacked 3 from Stoneroot while they were out doing some PvE (and apparently is the only time that Tink has been killed in PvP).
2nd time, while doing PvE, 8 Golgothans attacked 3 from Stoneroot Glade.
3rd time (perhaps part 2 to the second time), Stoneroot went and got 3 others, bringing a total of 6, and challenged via Whisper those 8 Golgothans. The Golgothans sent a spy to determine our number, route and timing - and then 10 Golgothans ambused us before the agreed upon combat hex (great tactics - hit from Stealth while we were passing near a large group of wolves, so not only had to fight at 10 to 6 odds, but also had to fight the wolves).
4th time, was when I was trying to take a Callabean tower, the first Golgothan on the seen waited until re-inforcements had arrived before attacking - 3 Golgothans vs me (using my daughter's archer). After the second death, the archer had lost several pieces of key gear and was withdrawing, when Tink (apparently on the way to the tower - to bring the odds to 4 to 1) attacked (managed to break combat before dying).
5th time, while out with my gatherer, Tink killed him (and as mentioned above was very civil and answered questions about his technique and possible counters).
Others in the NW corner of the map have had similar encounters with Golgothans.
Offers to fight on even terms have so far been turned down.
This is why the impression is building up in the NW that Golgothans are more interested in gang ganking than in real PvP combat.
I do not mind PvP. You Golgothans state that you enjoy PvP and bemoan the lack of PvP in the game, that people don't want to engage in PvP with you. Yet attempts to get you to engage in PvP in a manner that will also be fun (and a learning experience) for those more reluctant to PvP are ignored or dismissed.
Since you appear to have no interest in my attempts to get those reluctant to try PvP, do you have any suggestions?
Savage Grace wrote:
I was one of those people.
I have PvPed in PFO and enjoyed a lot of those fights.
But some were less enjoyable, and would likely have turned off a reluctant PvPer.
One of Golgotha's claims is that they are the best PvPers in the game right now - yet rarely do I see Golgothans fight with even odds - most fights they outnumber their opponents - so is it numbers or ability that is coming into play?
In one fight, when I suggested even odds, the response I received was that even odds were for suckers/losers.
When it was suggested that tournaments be held, the response that I remember is that Golgotha wasn't interested in that kind of fight.
The perception is that Golgothan's aren't interested in skilled PvP, but in gang ganking smaller groups.
That perception also colours the perception of PvP in general.
So how do you get people to engage in PvP? To get them wanting to engage in PvP?
I am willing to put up a T2+3 Captain's Chainmail as the prize for a tournament next weekend (have to make the armour first :)), say 8 Golgothans vs 8 non-golgothans (likely Coal Road folks) with eliminations so that the winner of the last fight get's the prize (with everyone else taking a single hit to durability). Would that be sufficiently attractive to get you to participate?
Disclaimer: I was killed by Tink the other day when out gathering (I have no issue with that, it is a danger of gathering alone). After the fight I had a conversation with him about how he had managed to catch me, then kill me - he explained what he had done and when asked, provided some possible counters. That type of interaction raises my interest (and skills) in PvP.
I also think that these node dungeons should expire at server down, regardless of whether they have been fully explored or emptied.
This will help avoid camping of the exits or other choice spots.
One issue that would need to be resolved would be what happens to players who log out (or don't manage to get out of the node dungeon) before server down? Where do they respawn? Do they take a durability hit, but keep all loot?
TEO Lone_Wolf wrote:
But what you are suggesting there would need some kind of new mechanic to flag the delvers.
I think it would be easier to have the dungeons be PVP free areas (the mechanic for that already exists)
Savage Grace wrote:
only skimmed the replies, but in response to the O.P. One key part of settlements is the bank, especially if/when people can be locked out of foreign banks.
I think that people not being able to use banks in some settlements will cause all kinds of trouble with game mechanics and likely be counter to part of the game design philosophy.
Merchants who list items in the Auction Houses (AH) have those items returned to their local bank vault if no one buys them - what happens if they are locked out? This will discourage travelling merchants.
What happens to the items in a bank vault if a settlement suddenly removes your banking permission?
What happens with caravans and large quantities? Or even someone travelling, buying and selling in settlements as they explore the river kingdoms? Or even coming down to help with an escalation (like what happened last weekend with Riverbank and the Ogg escalation) - if you can't keep more than what you can carry you won't get a lot of offers for help.
Abadar, the God of civilization, is also the God of Banks - in game, I cannot see that god putting up with that kind of thing
Repeat of what I said/reported in the GW forums:
One other thing that a group of us in the Ustalav Home Hex noticed is that when you clear an area, and are still there a few minutes later, you often get a spawn drop on you, seemingly appearing around you.
This is deadly when you are already in a tough fight, getting one, or sometimes two other spawn appear and aggro on you is usually deadly.
Another thing that was noticed was that if a PC hadn't been in the area, it was still fairly clear, but once a PC went through the area, the high spawn rate started and covered the area.
Pyronous Rath wrote:
I wonder if that may part of the problem.
I know that when Energetic Field is used before combat, my spells do more damage, due to the higher attack rating.
When I use a bow on different characters, I know that the one with ranged attack 45 does more damage than the one with ranged 25.
So maybe not as big a problem as some have made it out to be.
The melee ones pack a punch, as appropriate to their color, and the casters debuff you - most likely making it easier for the melee ones to hurt you.
Hmm, is it similar to the way that the Broken Men Escalation elder priests (red) seem to most debuff after the first spell or two? Same AI issue?
Open letter to all settlement and company leaders - RiverBank is becoming the River Academy and would like your help.
You can do a lot solo in PFO. I gather, hunt, clear escalations often by myself. It is faster and can be fun to do that in a group.
Where you need the group is for refining and crafting. You do not have the time to learn all of the refining and crafting skills yourself - you need to trade with refiners and/or crafters to get the gear that makes your life easier. Same as in the Table Top game - your character can't learn all of the making skills or all of the magic item making feats - you trade with team mates or buy them.
The other group related activity in PFO is that settlements limit how high your skills can go - you have to be part of a settlement to gain access to higher level trainers. However, there are some companies that have stated that they are or will be mostly for solo players, so that they can benefit from the higher level skills.
I do back-up to try and throw off their rhythm. :)
I have also noticed this even when using a longbow and using half-draw to attack - it get's interrupted.
I started the thread because I had noticed an increase in the number of interrupts and was wondering if it was a deliberate change, accidental or if is simply the random numbers messing with me.
I have noticed something since EE 3 came out and was wondering if anyone else is having the same problem (or have I simply his a bad patch of random numbers).
When fighting NPCs that have archers, I have noticed two things.
A single archer interrupted my character more than 10 times in a row, then I managed to get a spell off, but it took 10 or so tries again before I could get a second spell of. This happened repeatedly since EE 3 went into effect.
So, is there a change to the way interrupt works?
I have had some success adventuring with a staff.
I am adjusting my tactics since the changes in EE 3 (cooldown for cantrips).
But with a T1 +2 Charged Staff, I am able to take down Ogre Louts and Runts and even large groups of broken men/bandits with multiple yellows. Admittedly, I have had to run on occasion.
I also have a battle focus as my alternate weapon to be able to use both variant of minor cure, to speed up the recovery process.
I seem to be missing something in my understanding (or forgotten it).
When you cast spells, you use up power (the yellow bar on the health bar). It does not refresh on it's own like stamina and hit points. I was under the impression that it could only be recovered in town or inns/camps (not yet in the game).
Yet when spells were cast, and a return to town happened, the yellow bar didn't seem to be refreshing (this was before the server downtime so it is possible that it was/is a slow process).
Is there a specific place or way to recover power?
Is there a specific place to find out what you stamina and/or power totals are? Hit points are on the character sheet, but I am unsure where to find the others.
I suspect that you will not have any luck with your suggestion. It would make significant changes in the way the game is set up and designed.
Settlement training is based on the number of towers that the settlement controls - the more towers, the higher level of feat that you can train.
From what I understand, this is done for several reasons, including but not limited to:
I was wondering if anyone had found a way to be able to access/use/receive the communications?
When I tab, I see them (they are usually under a table), but I can't seem to retrieve them : I have tried single clicks and double clicks on both mouse buttons.
It seems that they can be retrieved as I saw in one hex that one of the thirty had been retrieved. So, what am I doing wrong?
I do have a couple of odd questions about husks.
When you log out, your avatar stays logged in for a bit before disappearing.
If someone knows you are about to log out (like when you say goodnight to folks at the bank and someone overhears), and kills your avatar after you have "quit", does the husk disappear at the same time and re-appear when you log back in? Does it stay around for the full 30 minutes, even if you are not logged in?
Midnight of Golgotha wrote:
Midnight of Golgotha wrote:
I find it amusing that you are attempting to ridicule your opponents for the time it took them to respond to your prepared in advance raid (long enough to alert the Devs). :)
Perhaps in the interest in working out any bugs in the PvP system, it would better to offer a challenge that would be two separate battles:
The winning Team is the one who had the most standing members at the end of both fights.
Later fights could be arranged around defending a tower, or a town, or a gusher, or etc...
Our game uses a unique real-time based XP system. Characters gain XP through the passage of time, not through being logged in. So the characters that are created in the first month will be the characters with the most XP for all time. A special perk
Caldeathe Baequiannia wrote:
Or they may like their leadership role in the new settlement so much that they become double agents.:)
I saw those icons, but not the ones that appear in above the center of your health bar - what do they indicate?As mentioned above, I have seen a scale like image, a hands up image, a foot - and can't remember the rest. What do they signify?
Thanks for the info on the spell words. Is there a full list somewhere?
Thanks. That is helpful.
And what the spell words mean?
I have an idea on some of the items, but am likely wrong in several cases.
Neadenil Edam wrote:
Where can one find a list explaining all of the terms of the cantrips/orisons/spells?
And where can one find a list of what the little symbols that appear in combat on your health bar mean?
Don't the Auction Houses need to work a wee bit more smoothly before that will work (and the experienced players will actually put items in the AH)?
I think that the AH needs to work better before they completely cancel the drops on the starter goblins.
Suggestion would be to keep weapons and armor on the starter goblins until the AH is working sufficiently well that it is being used by both new and experienced players.
How is that going to be done at an Auction House?
This requires that the new player find an armorer and weaponsmith (or articifer or iconographer or bowyer or etc) to trade with them to get the weapon and armor that they need/want.
I don't see this as being fun for new players - running around and asking (having to beg) for an experienced player to make them an item when they are new.
It is much more challenging for a game to thrive if new players don't enjoy themselves in the first few hours of playing - they simply move on to something else.
In my opinion, having to beg/ask experience players for gear isn't fun. And if you do find one willing to make you gear in exchange for resources, you have to your first few hours gathering resources, then trying to hook up with that experienced player (and potentially wait while they refine and then make the gear), which again doesn't seem fun.
When my gatherer lost his armor due to a wolf mob being next to the shrine, I had more trouble gathering, as mobs of goblins that I used to wade into without any trouble now killed me. I ended up going back to base and getting another suit of armor (one gotten from a starter town goblin mob - as has been all of my armors to date). It was annoying and not really fun, but it was only a small blip on my enjoyment of PFO.
TLDR: keep weapons and armor drops on starter goblins