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

Mosaic's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 2,076 posts (2,077 including aliases). 11 reviews. 3 lists. 1 wishlist. 4 Pathfinder Society characters.


RSS

1 to 50 of 2,076 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Taldor *

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Appreciate the suggestions everyone, thanks.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

How would you get art onto the blank pawns? Would you draw right onto them, or maybe print pictures on stickers sheets and stick the pictures to the pawns?

Taldor *

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber
TheFlyingPhoton wrote:
This is an actual class? For middle school? What kind of school is this?

Regular ol' public middle school. We reconfigured the schedule and class offerings a lot between last year and this year, and ended up needing a bunch of electives fast. I pounced with my offer of "I have suggestion that will teach reading and writing skills, math, and critical problem solving..."

Thanks for hte suggestions, and keep 'em comin'. @ULfen Death Squad, Master of the Fallen Fortress should be okay. Only the kids who went to the first Con have level 2 characters, and they make up the majority of my GMs this time; the masses are all brand new level 1's. (They all have level 4-5 characters that they build with the Beginners Box, but I was intentionally pretty loose with those, so they're a bit off from the RAW. We-re rebooting for PFS.]

Taldor *

2 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I'm lucky enough to be teaching a Pathfinder class as an elective this year in middle school. So far, we've played a lot of Basic Box, but the kids are ready to move on to the full CRB and PFS. I took 6 kids to a Con in February and they loved it. What I'd like to do for the rest of the year is emulate the PFS structure in my class. I've got 10 kids who have volunteered to come in during spring break and play a PFS scenario (two actually, 5 kids one day and 5 kids another day). I'll GM, they'll play, get PFS credit, everyone is happy. Then when school comes back from spring break, those kids who have played will GM for the rest of the kids in class. GMs get more PFS credit, other kids get their PFS numbers and first XP, and when the next Con comes around in May, lots of kids will have PFS legal characters and a bit of PFS experience (both XP and RL experience) to go actually go to a COn and play with the wider community.

BUT, after the last Con I had my kids who went GM the mods they'd played for everyone else, and it only went so-so. Main problems was they had played more role-play intensive investigation type mods at the Con. With an adult GM, the more advanced kids loved it. But to then have those kids try to GM it for less sophisticated kids... not so much. The kids back in class just wanted to fight. Which is fine - they're 12-14. But I'd like to pick the next mods that I run for the GMs and that they then run for the rest of the kids in class with that in mind.

I'm looking for:
• Relatively simple plots, linear is fine
• Combat heavy
• Traps are okay but avoid tricky mechanics like haunts or things they have to keep track of like "plague points" or "corruption points"

Suggestions? (Thanks)

Taldor

2 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Knowing that all RW/Golarion comparisons are imperfect, if Taldan = Byzantine, Ulfen = Scandinavian, and Kellid = Slavic, you've got a nice RW parallel. Long, LONG ago, it was Kellid territory, lots of feuding tribes, little organization. Then came a group of Ulfen conquerors who formed a ruling class, but pretty soon just intermarried and blended in, leading to Kellid/Ulfen hybrid population. Then the Taldan Army of Exploration shows up, tries to establish a foothold for the Taldan Empire, fails, but does bring many of the "benefits of civilization" - trade, government structures, organized religion, etc. When the Army crumbled or returned home or whatever, many of the Taldan soldiers probably stayed behind, married local women and went native.

So in modern Brevoy, your average peasant is probably mostly Kellid, but the middle class is more Kellid/Ulfen with distant links to the old Ulfen ruling class, and the ruling classes are probably more Ulfen and Kellid/Ulfen. Pure Ulfen would be rare, but like the England after the Norman Conquest, Ulfen language and culture would be quite stronger in the court. Taldans would be mixed into the peasant and middle classes, but largely absent from the ruling class except in Restov, and you'd be more likely to find relatively pure Taldan enclaves that are less assimilated than other groups.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber
seebs wrote:

I think people are getting caught up between two senses of the word "move".

Is "waving your hands wildly over your head" considered "moving"? For purposes of movement rates, it is not, because it does not change your location. For purposes of someone who is pointing a crossbow at you and said "don't make any sudden moves", it probably is.

Paralysis clearly doesn't mean "you are fixed in space, but can change your pose, wave your arms around, and do other things". It probably does mean "you cannot change your pose, or wave your arms around, but are not fixed in space; however, normally you have no way to change your location if you can't take actions like walking".

The big question is whether directing your movement while using magical flight that isn't based on wings counts as a "purely mental action". I would say it probably does, since there's no hint of any specific physical action you'd have to take.

Agree. Paralyzed means "you can't move," not "you are immobile." When paralyzed, you cannot physically move yourself. But there is nothing preventing you from mentally moving yourself when using the Fly spell because it is your mental exertions that is propelling you, and the Paralyzed condition specifically says you can perform mental actions.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber
AsmodeusUltima wrote:

Iobarria is mostly of mixed Ulfen and Kellid descent; Iobar I, founder of Iobarria, was himself from the Ulfen-founded city state of Orlov.

As for the Issiens, I am not sure if there is official statement of it, but I personally believe they are of Ulfen descent, as they appear to be based on real-world Norse river raiders that would eventually mingle with Slavs and form Russia, etc.

That's the vibe I got too.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I'm ready for a mega-dungeon.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

There's already a thread for this in Miniatures, but that can get kinda' buried and I wanted to make sure anyone who might be interested has a chance to see this. It's down to about 48 hours at this point. Beautiful cave tiles. Tons of stretch goals and freebies. If you're not part of this yet, this is absolutely the cheapest way to get start getting into amazing 3D terrain. Most of it is caves, caves and water, and caves and lava, but there are some wide (full 10') and narrow (5') dungeon passages in there too.

Dwarven Forge Cave Tiles Kickstarter

Enjoy.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Down to about 48 hours at this point. Tons of stretch goals and freebies. Beautiful stuff. If you're not part of this yet, this is absolutely the cheapest way to get start getting into amazing 3D terrain. Most of it is caves, caves and water, and caves and lava, but there are some wide (full 10') and narrow (5') dungeon passages in there too.

Dwarven Forge Cave Tiles Kickstarter

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

We've always played that an invisible foe can allow you to pass through the square, per Overrun.

Don't remember if we gave a free Perception check, but it would make sense, it would be at -20 (invis w/ movement), rather than -40 (invis w no movement), so that's helpful. Thinking about it though, if someone is running through squares, she's not going to be particularly perceptive. The rules account for this by having her move, then stop and listen. I'm not aware of of a RAW penalty for Perception-while-moving.

Maybe go with allow Alice to try it, allow Bob to move out of the way, but in order to make Perception checks (at -20, not -40, if he moves), Alice has to move at half speed. Otherwise she moves at full speed and gets a Perception check at the end.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Was it Reign of Winter where there was a woodsman and his hollow-wooden-with-a-fox-tail-thing lover? If I remember correctly, they were perfectly happy.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Before the days of Kickstarter, I was involved in a number of Wolfgang Baur's patronage projects. That word, "patronage," meant something specific to me. When I signed up and sent some money in, I wasn't pre-ordering a product. I was taking a chance and buying a bit of potential. I knew from day 1 that there were risks involved. But I also knew that I had the chance to get involved on the ground floor of something that might be great. I was willing to pay for that potential. All of Wolfgang's patronage projects turned out amazing.

I also patronize Nick Logue's Razor Coast. Talk about potential - that thing had the possibility of being absolutely amazing! And then it went bust. Bummer. But I never felt "ripped off," and I never asked for my money back. When you shoot for greatness, sometimes you fall short. C'est la vie. (And then, of course, the good folks at Frog God Games and several of the publishes in this very thread jumped in and saved Razor Coast and I am holding that beauty in my hand at this very moment. Thanks again to all involved.]

My point isn't to excuse lack of communication. People who make a promise and take your money should communicate what's going on. But what I am saying is that when folks chip in to Kickstart an unwritten writing project, they have to be aware that there are some risks involved. There is a chance things aren't going to pan out. Kickstarter isn't pre-ordering from Paizo or Amazon. You're supporting someone's creative process because you like their idea and - let's be honest - because it's something you probably can't do yourself. But creativity can't always be forced onto a timeline and greatness doesn't come with a guarantee. Sit back and be patient, cross your fingers but accept that it might never happen, and if you can't live with that, don't "buy" unfinished products. Paizo and the other 3PPs have a wide variety of already-complete material waiting to ship to you within 24 hours of your purchase.

Taldor

2 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

An owlbear peeking out from behind a tree.

Taldor *

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Congratulations. You were almost there at OrcCon and now you've gone and done it. Great job!

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Everybody knows the good guys lost.

Taldor *

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Interesting. I see that now; it is called out explicitly in the PFS Guide. I'm not going to argue with that, but I'm honestly not sure why it would. I've seen a lot of posts that suggest it lasts 1 day/level, but that's not correct.

From the PRD:
"Duration: 1 day/level or until discharged (D)

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check."

It's a single use spell. One Craft check. Sure seems like it shouldn't add anything to Day Job roles. Maybe a single Craft check is understood to last for several hours (or a week, according to the crafting rules) so a bonus to Craft is good for the whole time. But, if that's the case, why doesn't Guidance do the same thing?

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Dot. I have LOTS of opinions about NPC classes. I'll come back later and read yours more carefully and share mine.

Taldor *

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

A Day Job roll is a single roll representing a number of different tasks being performed over a period of time. Anything that modifies a single skill check should not affect Day Job rolls; anything that gives a bonus over a long-period of time - and thus benefits multiple skill checks made over a period of time - should.

Spells like Guidance give a bonus to a single skill attempt, so not applicable to Day Job. IMHO, Fast Fingers gives a benefit to a single skill check, so not applicable. Even Crafter's Fortune only grants a bonus to a single skill check; I'd say no. You'd have to find something that would give a bonus for hours or even days - maybe an extended Owl's Wisdom?

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Here's somebody who has written about a specific wooden sword:
Grasscutter

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I already bought the pdf version. Any chance Paizo or the publisher would give some kind of a discount if I bought the print version too?

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

In my mind, Life = 1 XP/day for your average non-heroic person. So, assuming that your average commoner works just about every day, he or she is going to earn about 350 XP/year. At the medium rate of advancement, it's going take him/her about 6 years to go from level 1 to level 2. Sounds like a good length for an apprenticeship, especially if most commoners start doing their thing around 15 or 16.

It's going to take another 8-9 years to get from level 2 to level 3. Nice early career. You're going to see a lot of these around, plenty of 2nd-level folks. Maybe some of them, through luck or skill, have achieved some Major Success in the careers, earned some XP awards, and moved a little faster.

It'll be 11-12 years from 3rd to 4th, mid career. Still plenty of these around, but not as many as level 2's because not everyone has the same ability scores and some of may never ever have anything like a Major Success, so they're just plodding along 1 XP at a time, falling behind their more skilled counterparts, plus death/disease/random accidents/wandering monsters start to take their toll.

Late careers is going to last over 17 years until he/she reaches 5th level. So our guy/gal started at age 15 + 6 + 8 + 11 + 17 = 57 years old at this point. For your average dirt-poor medieval commoner, he/she is near (or past) the end of his/her productive years, especially with physical ability scores dropping. If he/she is engaged in non-physical work, he she might be able to last a little longer. But it's another 23 years to 6th level (age 70), so most non-heroics just aren't going to get there.

Recap - In my mind, the norm is going to be something like:

  • age 15-20 = level 1
  • age 21-28 = level 2
  • age 29-39 = level 3
  • age 40-56 = level 4
  • age 57-69 = level 5
  • age 70-103 = level 6

Obviously, there will be variations depending on if the individual has any extraordinary adventures - solving a mystery, major success in craft or business, helping defend the town from bandits or roving beasts, etc. And I'm not sure what to do with non-humans. Maybe that's why dwarven craftsmanship is so good - they just have longer to get better on it. And maybe super long-lived races like elves gain Life XP at a slower rate because they're so laid-back - why rush when you've got 700 years to finish a project.

Anyway, no hard and fast rule, an NPC should be as good at something as you want her to be, but if I have to guesstimate, that's about how I do it.

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Regarding actual PFS for the kids, I'm lucky enough to have a 3-times-a-year Con about half mile from where I teach. My school is very inner-city with all the diversity and challenges that that implies. It's also right next to an airport and the Con takes place in one of the myriad of airport hotels. By about 6 months into the class, I had a group of students who were comfortable enough with the rules to go to the Con and play a few games of real PFS Pathfinder.

Benefits:
1) They got to test their rules knowledge and, even more importantly, their problem-solving skills against GMs other than me. My Venture Captain is awesome and set them all up at a table with a GM who also happens to be a middle-school teacher. But by the third game, they had to split up and play at a couple of different tables with mixed groups... and they did fine. It was cute; they all came back with stories of playing with "strangers" and being able to keep up. Serious boost to their confidence.

2) They had to think about their actions and the repercussions of their actions more carefully when they were playing with strangers who'd get mad if they goofed around or made really dumb/thoughtless decisions. They also had to work as a team and coordinate their actions. They got stuck at one point in a narrow corridor and couldn't attack the baddie because the guy with the lowest initiative won surprise and stepped in front of everybody. By the end, they'd started coordinating stepping into melee and out so as to not screw the archer and even delaying to let people get off their actions in the optimal order.

3) It took they're level of play up a notch from our simplified Basic Box to the full CRB. (One of them actually even won a CRB in a raffle! He brings that thing to class every day like a Bible.) Now they ask me questions about whether or not certain bonuses stack or if things provoke AoOs.

4) They saw diverse and well-adjusted adult men and women playing RPGs. They interacted with those adults like civilized human beings (not always the norm for 12-year-olds). Socialization!

5) For my students, seeing that there is something cool outside of their neighborhood, and that it's not really that hard for them to access it, is a world-opening revelation for some of them. I attended a total of 3 games over 2 days with them, but one student came back on his own for 2 more games on the 3rd day of the Con!

[Caveat: Again, when dealing with students and minors, I made it very clear to parents that this was a public event, that their children were welcome to attend, that I would keep an eye on them and let them use my phone if they needed to call home, but that this was not a school event and that I was not "supervising" them... and then I had the parents sign a permission slip anyway. Most were fine with that, though one mom actually came in to the Con to check it out before agree to leave her son - and I totally respect that, too. This age-group is all about balancing trust, responsibility and independence.]

For the last trimester, students in the class are going to get PSF numbers and create new characters according to the more stringent PFS guidelines, and I'm going to have my Con-goers GM them through sanctioned PFS mods. The majority of the kids will get a more advanced experience and characters that they could maybe use at a future Con, and my core group will get even deeper experience and PFS XP for GMing that they can apply the characters they've already played at a Con. And unlike me farming my students for PFS XP for my own characters, I think them getting PFS XP is totally legitimate. (Maybe I can get organizer credit...)

Overall, PFS has served me as a template for a lot of things (good, short mods, an XP model, a way to track their loot), and now that the time is right, it's an appropriate step for some of them to jump into (or all of them in a very sheltered way). But full PFS from the beginning would have been too much.

Taldor

4 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I'm currently teaching a year-long middle-school class called "Adventure Gaming." It's Pathfinder.

My school was short on electives and the principal was pretty open to new ideas. Here's what I pitched her:

"Students will participate in cooperative story telling and will explore academic themes such as character development, the narrative story arc, ensemble casts is film and literature, and the classic hero archetypes. Students will engage in both reading for pleasure (mostly fiction) and reading with a purpose (mostly information texts), vocabulary development, and both fiction and technical writing, and develop a working understanding of simple statistics and probability, as well as practice applying abstract formula and rule systems. And they’ll have fun doing it!"

Here's how I advertised it to students once it was approved"

"Do you crave adventure? Have you ever wanted to be the hero in your own exciting story? Well, now’s your chance. Sign up for “Adventure Gaming” today. This class will teach you to think critically and solve problems while playing pen-and-paper adventure games. Specifically, you will learn to play a fantasy role-playing game called Pathfinder (similar to Dungeons & Dragons) set in a make-believe world of magic and adventure in the spirit of stories like “The Hobbit,” “The Lord of the Rings,” “Percy Jackson,” and “Harry Potter.” You will learn the rules of the game and have plenty of time to actually play in class, but you will also learn how to write about interesting and complex characters and how to structure adventures stories that you write. Warning: You will read in this class; you don’t have to the best reader in the world to enjoy adventure gaming, but you do have to have an open mind and I don’t want to hear anybody complaining about having to read. Same thing with math – role-playing games involve math, but playing Pathfinder will help you feel more comfortable using math in situations outside of math class and will help you to better understand things like formulas, measurements and probability. So take a chance, try something new, and sign-up to be a hero today."

And here is the note I sent home to get signed by parents just to cover my butt:

"Dear Parents,

Greetings! My name is Mr. XYZ. This year I will be teaching your son or daughter an exploratory class called “Adventure Gaming.” In this class, students will learn to think critically and solve problems while playing a fantasy role-playing game called Pathfinder (similar to Dungeons & Dragons) set in a make-believe world of magic and adventure in the spirit of stories like “The Hobbit,” “The Lord of the Rings,” “Percy Jackson,” and “Harry Potter.” They will learn the rules of the game and have time to actually play in class, but will also learn to be better readers and better writers, and will feel more comfortable with math skills like solving formulas and working with measurements and probability. It won’t be all fun and games – students will do plenty of work – but it should be enjoyable and your child will learn new skills, and, hopefully, grow as a person too.

Warning: “Adventure Gaming” is a class about… well… adventure. The students will create and play with stories that involve about the same level of imaginary action, danger and violence as a PG or maybe PG13 movie or video game, much like the in stories listed above. If that is okay with you – game on! And if it’s not, our school offers a wide variety of fantastic exploratory opportunities and a different class might be more suitable for your son or daughter.

Thank you in advance for your involvement and support this year. I look forward to meeting you at Back-to-School Night or sooner. If you have any questions, ideas or issues you would like to discuss, feel free to drop by after school, email me at XYZ@schoolemail, or leave me a message at (123)456-7890.
Sincerely,
Mr. XYZ"

A year is obviously more than a week, but I would highly recommend using the Basic Box as your starting point - there are lots of free downloads to support it that you can use with the kids. With 24 students, to start with, I put them into 6 groups of 4, gave each group an iconic, and ran the whole class through the intro dungeon. Each day the groups switched iconics, so after 4 days, each group had experienced each basic class. Then we spent a day playing with dice, checking out d4s, d6s, d8s, d10s, d12s, and d20s. I had them roll each die 10x and figure out the average. Then we fiddled with different combos - 2d6, 3d6, 3d6+2 - to get the gist of the basic math formulas. Second week we created one character of each basic class together as a whole class on the overhead. We carefully read over the steps and rules for each class and made one together. By the 10th day, they'd played each class and created a character of each class, so they were ready to create their own. They had the whole period, I took them home over the weekend and "audited" them.

10 days to create a character may seem like forever, but dealing with the nuts-and-bolts of an RPG is something totally outside the experience of my students. Frankly, so is carefully reading a set of rules and following directions carefully... which is why this is such an important experience for them.

As the year has progressed I also taught them how to create encounters and how to group 3-4 encounters with an over-arching plot into an adventure. Trimester 1 we wrote a dungeoncrawl together, then they wrote one independently. They took turns GMing the other kids through their dungeons. Tri 2 we wrote a sandbox wilderness adventure together and then they wrote their own and again GMed each other. This Tri 3 we're writing an event-based urban adventure together and then they'll create and GM their own (we've also been following RPG Superstar because it's a perfect fit).

The GMing is a big thing. They're not particularly good at it. It takes hours and hours of playing before one can be a good GM. Anf with 24 kids, there's no way I can GM them all. One thing I've tried is a PFS-style system where I get a handful of kids to stay after school and I'll run them through a short PFS module. After the mod, we'll debrief, and then they'll turn around an run it in class. Works okay. I've had the best luck with having 2 kids co-GM so they can lean on each other for support. The nice thing is there are only a few rules lawyers, so as long as the pace is fast and there's plenty of combat, nobody really cares if they're following the RAW.

That would be my last suggestion. Teach the rules, but don't stress if if you have to cut corners. We crit on a 20 w/o confirmation, there are no AoOs, you can make all skill checks untrained... some of this stuff just doesn't matter to a 12-year-old, and it doesn't have to. Monty Haul! Be generous with treasure and XP (I give 1 XP every day for good game playing and another XP for turning in their HW; takes 10 to level up). Ultimately it's about grabbing some dice, being creative, and having fun.

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber
OgreBattle wrote:

There's a D&D3.5 patch called Trailblazer, they had a great solution of iteratives

BAB+6: You can make two attacks at -2 to hit
BAB+11: You can make two attacks at -1 to hit
BAB+16: You can make two attacks at no penalty

Easy to keep track of and roughly similar output.

LOVE this rule, and it also cuts down on the number of attacks you have to deal with on a given round.

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Various versions of the Jedi Code:

One of the key portions of the Code was a five-line mantra. Several versions of the mantra exist, though the original version was:

Emotion, yet peace.
Ignorance, yet knowledge.
Passion, yet serenity.
Chaos, yet harmony.
Death, yet the Force.

The refined version established by Odan-Urr and transcribed by Homonix Rectonia during the Early Manderon Period was perhaps the best known:

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.

Another version of the code during 32 BBY read as follows:

Jedi are the guardians of peace in the galaxy.
Jedi use their powers to defend and protect, never to attack others.
Jedi respect all life, in any form.
Jedi serve others, rather than rule over them, for the good of the galaxy.
Jedi seek to improve themselves through knowledge and training.

Grand Master Luke Skywalker modified this code slightly upon reestablishing the Jedi Order in the Galaxy:

Jedi are the guardians of peace in the galaxy.
Jedi use their powers to defend and to protect.
Jedi respect all life, in any form.
Jedi serve others rather than ruling over them, for the good of the galaxy.
Jedi seek to improve themselves through knowledge and training.

EDIT: And it's opposite:
The Sith Code

The Sith Code, as written by Sorzus Syn and taught by Darth Bane:

Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I... Stymie... Member in good standing of the He-Man Woman Haters Club... Do solemnly swear to be a he-man and hate women and not play with them or talk to them unless I have to. And especially: never fall in love, and if I do may I die slowly and painfully and suffer for hours - or until I scream bloody murder.

(okay, back to helpful...)

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

The Rules of Fight Club.

1st RULE: You do not talk about FIGHT CLUB.
2nd RULE: You DO NOT talk about FIGHT CLUB.
3rd RULE: If someone says "stop" or goes limp, taps out the fight is over.
4th RULE: Only two guys to a fight.
5th RULE: One fight at a time.
6th RULE: No shirts, no shoes.
7th RULE: Fights will go on as long as they have to.
8th RULE: If this is your first night at FIGHT CLUB, you HAVE to fight.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

If you'd like something a little longer...

The Rule of St. Benedict

Spoiler:

Chapter 1 defines four kinds of monks: (1) Cenobites, those "in a monastery, where they serve under a rule and an abbot"; (2) Anchorites, or hermits, who, after long successful training in a monastery, are now coping single-handedly, with only God for their help; (3) Sarabaites, living by twos and threes together or even alone, with no experience, rule and superior, and thus a law unto themselves; and (4) Gyrovagues, wandering from one monastery to another, slaves to their own wills and appetites.
Chapter 2 describes the necessary qualifications of an abbot, forbids the abbot to make distinctions between persons in the monastery except for particular merit, and warns him he will be answerable for the salvation of the souls in his care.
Chapter 3 ordains the calling of the brothers to council upon all affairs of importance to the community.
Chapter 4 lists 73 "tools for good work" "tools of the spiritual craft" for the "workshop" that is "the enclosure of the monastery and the stability in the community". These are essentially the duties of every Christian and are mainly Scriptural either in letter or in spirit.
Chapter 5 prescribes prompt, ungrudging, and absolute obedience to the superior in all things lawful, "unhesitating obedience" being called the first degree, or step, of humility.
Chapter 6 recommends moderation in the use of speech, but does not enjoin strict silence, nor prohibit profitable or necessary conversation.
Chapter 7 divides humility into twelve degrees, or steps in the ladder that leads to heaven:(1) Fear God; (2) Subordinate one's will to the will of God; (3) Be obedient to one's superior; (4) Be patient amid hardships; (5) Confess one's sins; (6) Accept oneself as a "worthless workman"; (7) Consider oneself "inferior to all"; (8) Follow examples set by superiors; (9) Do not speak until spoken to; (10) Do not laugh; (11) Speak simply and modestly; and (12) Be humble in bodily posture.
Chapters 8-19 regulate the Divine Office, the Godly work to which "nothing is to be preferred", namely the eight canonical hours. Detailed arrangements are made for the number of Psalms, etc., to be recited in winter and summer, on Sundays, weekdays, Holy Days, and at other times.
Chapter 19 emphasizes the reverence owed to the omnipresent God.
Chapter 20 directs that prayer be made with heartfelt compunction rather than many words. It should be prolonged only under the inspiration of divine grace, and in community always kept short and terminated at a sign from the superior.
Chapter 21 regulates the appointment of a Dean over every ten monks.
Chapter 22 regulates the dormitory. Each monk is to have a separate bed and is to sleep in his habit, so as to be ready to rise without delay [for early Vigils]; a light shall burn in the dormitory throughout the night.
Chapters 23-29 specify a graduated scale of punishments for contumacy, disobedience, pride, and other grave faults: first, private admonition; next, public reproof; then separation from the brothers at meals and elsewhere; and finally excommunication (or in the case of those lacking understanding of what this means, corporal punishment instead).
Chapter 30 directs that a wayward brother who has left the monastery must be received again, if he promises to make amends; but if he leaves again, and again, after the third time all return is finally barred.
Chapters 31 and 32 order the appointment of officials to take charge of the goods of the monastery.
Chapter 33 forbids the private possession of anything without the leave of the abbot, who is, however, bound to supply all necessities.
Chapter 34 prescribes a just distribution of such things.
Chapter 35 arranges for the service in the kitchen by all monks in turn.
Chapters 36 and 37 address care of the sick, the old, and the young. They are to have certain dispensations from the strict Rule, chiefly in the matter of food.
Chapter 38 prescribes reading aloud during meals, which duty is to be performed by those who can do so with edification to the rest. Signs are to be used for whatever may be wanted at meals, so that no voice interrupts the reading. The reader eats with the servers after the rest have finished, but he is allowed a little food beforehand in order to lessen the fatigue of reading.
Chapters 39 and 40 regulate the quantity and quality of the food. Two meals a day are allowed, with two cooked dishes at each. Each monk is allowed a pound of bread and a hemina (probably about half a pint) of wine. The flesh of four-footed animals is prohibited except for the sick and the weak.
Chapter 41 prescribes the hours of the meals, which vary with the time of year.
Chapter 42 enjoins the reading an edifying book in the evening, and orders strict silence after Compline.
Chapters 43-46 define penalties for minor faults, such as coming late to prayer or meals.
Chapter 47 requires the abbot to call the brothers to the "work of God" (Opus Dei) in choir, and to appoint chanters and readers.
Chapter 48 emphasizes the importance of daily manual labour appropriate to the ability of the monk. The hours of labour vary with the season but are never less than five hours a day.
Chapter 49 recommends some voluntary self-denial for Lent, with the abbot's sanction.
Chapters 50 and 51 contain rules for monks working in the fields or travelling. They are directed to join in spirit, as far as possible, with their brothers in the monastery at the regular hours of prayers.
Chapter 52 commands that the oratory be used for purposes of devotion only.
Chapter 53 deals with hospitality. Guests are to be met with due courtesy by the abbot or his deputy; during their stay they are to be under the special protection of an appointed monk; they are not to associate with the rest of the community except by special permission.
Chapter 54 forbids the monks to receive letters or gifts without the abbot's leave.
Chapter 55 says clothing is to be adequate and suited to the climate and locality, at the discretion of the abbot. It must be as plain and cheap as is consistent with due economy. Each monk is to have a change of clothes to allow for washing, and when travelling is to have clothes of better quality. Old clothes are to be given to the poor.
Chapter 56 directs the abbot to eat with the guests.
Chapter 57 enjoins humility on the craftsmen of the monastery, and if their work is for sale, it shall be rather below than above the current trade price.
Chapter 58 lays down rules for the admission of new members, which is not to be made too easy. The postulant first spends a short time as a guest; then he is admitted to the novitiate where his vocation is severely tested; during this time he is always free to leave. If after twelve months' probation he perseveres, he may promise before the whole community stabilitate sua et conversatione morum suorum et oboedientia -- "stability, conversion of manners, and obedience". With this vow he binds himself for life to the monastery of his profession.
Chapter 59 allows the admission of boys to the monastery under certain conditions.
Chapter 60 regulates the position of priests who join the community. They are to set an example of humility, and can only exercise their priestly functions by permission of the abbot.
Chapter 61 provides for the reception of strange monks as guests, and for their admission to the community.
Chapter 62 deals with the ordination of priests from within the monastic community.
Chapter 63 lays down that precedence in the community shall be determined by the date of admission, merit of life, or the appointment of the abbot.
Chapter 64 orders that the abbot be elected by his monks, and that he be chosen for his charity, zeal, and discretion.
Chapter 65 allows the appointment of a provost, or prior, but warns that he is to be entirely subject to the abbot and may be admonished, deposed, or expelled for misconduct.
Chapter 66 appoints a porter, and recommends that each monastery be self-contained and avoid intercourse with the outer world.
Chapter 67 instructs monks how to behave on a journey.
Chapter 68 orders that all cheerfully try to do whatever is commanded, however hard it may seem.
Chapter 69 forbids the monks from defending one another.
Chapter 70 prohibits them from striking one another.
Chapter 71 encourages the brothers to be obedient not only to the abbot and his officials, but also to one another.
Chapter 72 briefly exhorts the monks to zeal and fraternal charity
Chapter 73, an epilogue, declares that the Rule is not offered as an ideal of perfection, but merely as a means towards godliness, intended chiefly for beginners in the spiritual life.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

The Declaration of Geneva (Physician's Oath), as currently published:

I solemnly pledge to consecrate my life to the service of humanity;
I will give to my teachers the respect and gratitude that is their due;
I will practice my profession with conscience and dignity;
The health of my patient will be my first consideration;
I will respect the secrets that are confided in me, even after the patient has died;
I will maintain by all the means in my power, the honour and the noble traditions of the medical profession;
My colleagues will be my sisters and brothers;
I will not permit considerations of age, disease or disability, creed, ethnic origin, gender, nationality, political affiliation, race, sexual orientation, social standing or any other factor to intervene between my duty and my patient;
I will maintain the utmost respect for human life;
I will not use my medical knowledge to violate human rights and civil liberties, even under threat;
I make these promises solemnly, freely and upon my honour.

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber
CalebTGordan wrote:
Mosaic's first quote reminded me of some military group's code regarding fear. I'll have to look up the specifics. I think they were in the Dune book series.

Bene Gesserit Litany Against Fear:

I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past me I will turn to see fears path.
Where the fear has gone there will be nothing......Only I will remain.

(An ancient form of the litany already existed during the Butlerian Jihad: "I have no fear, for fear is the little death that kills me over and over. Without fear, I die but once.")

Mentat Oath:
It is by will alone I set my mind in motion. It is by the juice of sapho that thoughts acquire speed, the lips acquire stains, the stains become a warning. It is by will alone I set my mind in motion.

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Bushidō (Japan) expanded and formalized the earlier code of the samurai, and stressed frugality, loyalty, mastery of martial arts, and honor to the death. Under the bushidō ideal, if a samurai failed to uphold his honor he could only regain it by performing seppuku (ritual suicide).

The Bushidō code is typified by seven virtues:

Rectitude (義 gi?)
Courage (勇 yū?)
Benevolence (仁 jin?)
Respect (禮 rei?)
Honesty (誠 makoto?)
Honour (名誉 meiyo?)
Loyalty (忠義 chūgi?)

Associated virtues

Filial piety (孝 kō?)
Wisdom (智 chi?)
Care for the aged (悌 tei?)

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Léon Gautier in his La Chevalerie of 1883 bemoaned the "invasion of Breton romans" which replaced the pure military ethos of the crusades with Arthurian fiction and courtly adventures. Gautier tries to give a "popular summary" of what he proposes was the "ancient code of chivalry" of the 11th and 12th centuries, viz. the military ethos of the crusades which would evolve into the late medieval notion of chivalry. Gautier's "commandments" are:

• Believe the Church's teachings and observe all the Church's directions.
• Defend the Church.
• Respect and defend all weaknesses.
• Love your country.
• Show no mercy to the Infidel. Do not hesitate to make war with them.
• Perform all your feudal duties as long as they do not conflict with the laws of God.
• Never lie or go back on one's word.
• Be generous to everyone.
• Always and everywhere be right and good against evil and injustice.

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Shahadah: declaring there is no god except God, and Muhammad is His Messenger
Salat: ritual prayer five times a day
Sawm: fasting and self-control during the blessed month of Ramadan
Zakat: giving 2.5% of one’s savings to the poor and needy
Hajj: pilgrimage to Mecca at least once in a lifetime if he/she is able to do

5 Pillars of Islam

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I undertake to abstain from causing harm and taking life (both human and non-human).
I undertake to abstain from taking what is not given (for example stealing, displacements that may cause misunderstandings).
I undertake to abstain from sexual activity.
I undertake to abstain from wrong speech: telling lies, deceiving others, manipulating others, using hurtful words.
I undertake to abstain from using intoxicating drinks and drugs, which lead to carelessness.
I undertake to abstain from eating at the wrong time (the right time is after sunrise, before noon).
I undertake to abstain from singing, dancing, playing music, attending entertainment performances, wearing perfume, and using cosmetics and garlands (decorative accessories).
I undertake to abstain from luxurious places for sitting or sleeping, and overindulging in sleep.

Eight Precepts of Buddhism

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

“Be without fear in the face of your enemies.
Be brave and upright that God may love thee.
Speak the truth always, even if it leads to your death.
Safeguard the helpless and do no wrong – that is your oath.”

-The Knight’s Oath (Kingdom of Heaven)

EDIT:

same movie, quote on religion -
“I put no stock in religion. By the word religion I have seen the lunacy of fanatics of every denomination be called the will of God. I have seen too much religion in the eyes of too many murderers. Holiness is in right action, and courage on behalf of those who cannot defend themselves, and goodness. What God desires is here (points to head) and here (points to heart) and what you decide to do every day, you will be a good man – or not.”

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber
Quandary wrote:
I guess since a lot of Setting material is somewhat "in-character/in-game-world perspective", some of it could just be wrong, even if people in the setting believe it.

That's how I always handle anything like this. I actually like to have a little misinformation floating around, competing theories. Makes the setting feel a little more "living."

Taldor *

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Great Con, as always. Thanks to Robyn, Brian and all the GMs. The Special on Saturday was fantastic... even though I died.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Will there be a print version?

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Yeah, so I went back and checked and there are clearly plenty of smalls. I think my brain was crossing minis and pawns when I posted. There are no small pawn bases, right?

Taldor *

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber
The Beard wrote:
IF PFS was like fight club, well, we wouldn't be talking about PFS.

Nor would we be talking about PFS.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I love the WizKids Pathfinder minis, but why no small or tiny bases? There's got to be a reason, I'm just curious what it is.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Great! Thanks for the help.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

If I'm a TWFer, does my "primary hand" always have to be the same hand? My dualist fights with a rapier and dagger; both are magic weapons, but the rapier is also keen. With a strength of 14, the difference between "primary" and "secondary" is only 1 point of damage but when I only make a standard attack, I do so with the rapier. However, I also have Improved TWF (4 attacks) and TW Feint (I can sacrifice my first primary attack for a feint). It occurs to me that in those situations, I'd rather the dagger be my "primary" so I could still use my keen rapier twice (attacks 2 and 4). Can I do that? Can I say "this round, my right is my primary, and next round, left will be my primary"?

Taldor

7 people marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Maybe all the celestials are busy invading an evil planet somewhere. Planet Evilaron where the Angelwound has opened and celestials are spilling out, filling the peasants' heads with ideas like love and freewill. As the evil warlords try to drive them back, they ask themselves, "Where are all the demons and why aren't more of them helping us?"

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

They're also cool for crowds before you know who the bad guys are.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

I like the concept of training, but after reading the posts in this thread, I'm swayed by the idea of rewarding those who train (with bonus skills, spells, XP, maybe even a feat, etc.) rather than penalizing those who do not.

But I have always loved the idea of - at least narratively - of declaring what skills you were going to be working on this level before throwing ranks into them next level, so it'd feel like you'd been working on them and the rank was the culmination of that work. Maybe not every skill, no need to do this to differentiate 5 ranks Acrobatics form 6, but certainly if it's a new skill you're suddenly going to know how to do. Unskilled to 5 ranks in UMD is just jarring. Same with a character who can suddenly use spells or bardsong after killing an orc.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Very cool.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

This would be fantastic. Even if an "all townfolk" set wouldn't be sexy enough to move sales in an builder set, but I'd still love to see these guys and gals sprinkled across a couple of bigger sets.

Taldor

Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

Cool. What would be even better would be if this map could dove-tail with one of the existing city maps so we can start laying out large sections of a city.

Any idea what's going to be on the other side?

1 to 50 of 2,076 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 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.