No, I'm just against a government attempting to regulate an unregulated currency. It's out of their control and they're pissed.
Darksol the Painbringer wrote:
As the question says. Basically want to know if it's even possible for the Cleric class to function without worshipping a deity for a character concept I'd like to bring to life.
Quoting a response I gave almost a year ago here:
Clerics (along with inquisitors), to me, are the only truly offensive aspect of the game. I don't mind religions in games--the associated drama can be fantastic--but when a game attaches mechanics to an "existing" deity it becomes a different issue. And it's not just the patron requirement: deities in most settings are untouchable by even the highest HD mortal around. "Faith" is not magical and I'm sick of seeing mundanes drawing power from it.
I also wrote:
That's my stance; my solution is to treat the character with levels in cleric as a kind of space mage...but without the usual scifi accoutrements. The character might not even be aware of space as we understand it, but accepts that there is a source of power beyond.
Get Malwarebytes (install in safe mode if necessary) and scan in safe mode without networking. Try to kill anything that crops up, reboot and scan again; if the second scan is clear, restart normally and check for improvements.
Everyone in the US should be calling for an internal security reform; none of this garbage is acceptable. If PRISM/Stellar Wind has to be used, it should focus on every employee (including senators, reps, president, etc.) in the three branches and allow for public access.
His reasons for sacrificing his freedoms for others' and Julian Assange shows support. We've assumed our government was spying on us for years...turns out we were right.
all of my "YES"
Most parents today don't really want kids, just the absurd social status that accompanies child ownership.
I love how an assortment of text can be seen as "foam flecked ranting" and a genuine complaint about the direction of a franchise can be labeled "entitled, whining, elitist nerd rage".
Microsoft's Phil Spencer claims that there are advantages to DRM. Yes, yes there are...for the publishers. The next generation of consoles (following the XBone, Wii, PS) will likely be little more than a terminal that renders gameplay, leaving customers at the mercy of the publishers. Then I'll be able to wear my "I CALLED IT M!@$~+%*+~@%S!" T-shirt with exaggerated pride.
This comes up a lot, so I thought it could do with its own thread.
When I see "Broadband Internet Connection" listed under a game's requirements, I don't get angry or depressed, I just ask WHY? This is not a question of corporate vs. customer rights as much as a question of efficiency.
An oft-quoted response to "why do we have to be online" complaints is "well you're online most of the time anyway...", yet we're not. Not really. I log onto Steam when I plan to play, I open a browser only when I need to, I download only when I feel the compulsion to do so. Every connection has a legitimate reason.
As to concerns about licensing and "proper usage":
How does this apply to the topic at hand? For an example: It is none of Bioware or EA's business that I modify NPC textures or models in my personal installation of Dragon Age 2. None.
I blame Square Enix's poor reaction to Nude Raider mods for all the "proper usage" legalese... Another example: I routinely edit a game's ini files to hasten its launch time. If every meaningless "is this a legal copy, no there's no real content in this update" update replaces those files and forces me to do everything all over again, I consider the process inefficient. Let's say that my ini edits were only to force the game to run at a tolerable resolution. Is that also improper usage? No, not in context.
Until I sign a service plan instead of a license agreement, I expect to be able to access content I paid for however I choose. With this in mind, it is inefficient for me to be connected constantly.
Your mileage may vary.
...I seriously laughed for a solid minute after reading this. That'll make for a nice stealth update one day. Although I seriously doubt they'll disable the content, just charge the active Live account per extra user. And this is only if the filing wasn't more of a "wow that's a hilariously awful idea, let's file it before anyone else tries it".
* While I do like the idea of a hands-free remote, I need to be able to control and reprogram the device as I see fit.
Occasionally Neutral Evil and Lawful Evil work together.
Late 2014 seems so far away...
Generic Villain wrote:
American (and Western) society is a bad joke. "Acceptable" society hides from reality behind blissful ignorance and identical suburban rental homes (none of us really own property, not really); it's become dead skin that simply won't rot off. The fact that people won't be honest with themselves is why I said "everyone knows", because everyone is aware of their own half-thoughts and restrained desires. Many would rather lie to themselves as they bully others than face their own issues.
Generic Villain wrote:
Every transition is painful, but the quick and precise incisions hurt the least.
Nope, never made it to Rome.
I'm still not satisfied with the state of things:
How many generations will this country have to cycle through before sex becomes a non-issue? As long as there's still a closet, baby steps are just bandages.
Why, oh why, are people so incapable of playing normal, good people? Please share your insight.
Not incapable, just uninterested.
Heroism is boring. I have to live in a world that expects good actions, but never rewards; I tend to get disillusioned on a regular basis. I'm surrounded by cultures I hate and want nothing to do with, yet customer service demands polite conversations with the clueless beasts on the other side of the counter. I honestly don't live in a world I want to save. With these issues floating about in my head, I could care less about heroic endeavors...
I'm not even interested in anti-heroes or black knights anymore; give me villainy. I have to be a "normal" (as if that word means anything), good person on a daily basis; the appeal of taking what I want and running rampant across a fantasy setting is significant.
The cure for this is representing the antagonists as something everyone at the table hates and loathes. Use a group's real life frustrations as momentum and build NPCs the players will want to hate and keep friendly NPCs few and far between.
I'm going to be strangled in my sleep by my own wallet...I know it.
Reminds me of a Sigil/Union/urban planar campaign I ran years ago:
Wealthy and decadent vampire lord hires the party to retrieve a solar and preserve the celestial's heart. Preserving a fresh heart and subsequently re-animating the organ was a common practice that allowed a vampire to savor a favored taste a bit longer than normally possible. The vampire in question had previously bought an aasimar slave and accidentally drained her; his reasoning was that the taste intoxicated one to such levels that reason vanished and a gluttonous euphoria overcame him. He sought to recapture that feeling and the costs be damned.
What the party didn't know was the vampire had also been experimenting with fiendish consumption in preparation for taking a level in the Acolyte of the Skin PrC (absorbs fiend's essence and eventually gets the half-fiend template). In mixing the aasimar's holy taint with a bit of fiendish energy, an internal reaction rocked the vampire's anatomy and just happened to hit the right spots to trigger a pleasing experience. By the time the party would return with the prize, the vampire lord would have completed his training (and, in fact, all ten levels of AotS).
The party managed to slay a solar and preserve the corpse--almost a campaign in and of itself--in order to finish the vampire's celestial "wine". Before paying the party, he poured a glass to sample only to experience the full celestial-vs-fiend reaction as his body caught fire. The vampire's body literally exploded as he attempted to transform into a mist to avoid the damage.
The party's immediate reward was permanent resistance vs. certain energy types.
I'd add ghost sound or some other siren effect used to lure prey. Alternatively, give them an ability to briefly animate corpses that also flushes the skin and mimics life; think wolf-in-sheep's-clothing. Villager sees a seemingly wounded deer, goes in to finish it off and collect the meat, gets tangled in web, and becomes an arachnid's snack.
I don't have a "top 10"; anytime I see 'always' next to an alignment, I'm reminded of yet another unnecessary 3.5 remnant. However there are a few instances of alignment assignments that have always pissed me off:
Demons/daemons - I know that with ancient Christianity hijacking the Greek term (and villifying entire pantheons), neither version of the word will rarely be seen in a positive light (outside of linux/unix distros). In addition, the unwillingness of many to accept something sinister as non-evil certainly cements existing biases. Personally, I think 'outsider' should be swapped with demon or daemon, but too many good ideas have been grafted onto that image/cultural thematic for many publishers or writers to try anything different.
Also, I would answer concerns of "what would we use in place of daemons/devils/quippoths/etc?" with "anything". Seriously, the potential is staggering; one could adapt an unaligned daemon to any good, chaotic, lawful, or evil role with a minimal amount of work. Rather than having several types of outsiders (with a dozen species each), I'd love to see a hundred different varieties of unaligned daemons with variations covering specific roles (savior, tempter, destroyer, annoyer, and so on).
Undead - The evil nature attached to this brand of "monster" has been addressed above and I thoroughly support the idea of heroic or, at least, apathetic undead. I get that people want creepy creatures in their games (hell, so do I), but there's no need to cling to an over-established trope every time. Asian ghost stories are perfect examples of non-evil-but-f!&*ing-vicious-and-bitter-undead. Of course, all of those examples could be confined to ghost templates, but why should they? Creepy =/= evil.
An associated annoyance is the "positive energy = good" & "negative energy = evil". I know gothic horror and similar styles thrive on this, but I'd love to see both energy types vanish.
As I think about it, more and more, I really want to write up a mage's school campaign setting--focusing entirely on the school/academy and the surrounding region.
Awesome. I've had my fill of obsidian-skinned drow since Forgotten Realms; Paizo's dark blue drows were bringing me around and this seals it.
Many might just ignore something they dislike and move on with it, but when the artwork matches or comes close to what you see in your mind, it makes all the difference in the world.
Yes but if a person doesn't want it in their game why are the posting in a thread about mature content books? Since obviously the reason for the thread is to discuss them for use in a game.
Show me a multi-page thread where this doesn't happen...
Thread's made announcing the gunslinger class.
Thread's made to announce ninja and samurai classes.
Someone makes a thread about wanting epic/mythic mechanics.
Someone makes a thread about wanting non-combat mechanics.
Someone makes a thread about wanting an evil module/adventure path.
And so on, and so on. I try to avoid threads about things I have no interest in. The thread never goes anywhere useful with people b~+*+ing about the topic in every other post. Yes sometimes I do fail that will save (Shattered Star announcement being the only one I remember)...
Sure, I've never been a fan of D&D/Pathfinder's magic divisions; arcane and divine seem pointless as magic is simply magic. Since both are here to stay, I've altered the flavor a bit:
Arcane deals with manipulating the immediate reality/sphere. This type of magic is anchored to the caster's material plane, but not necessarily limited to that world. Arcane means changing local physics to suit the mage's needs.
Divine involves cosmic elements and is invoked from an opposite perspective. This color of magic snakes its way to the caster from either Lovecraftian paradoxes (oracles & yet-to-be-named-cleric-alternate-class) or fey-world/Hedge/First World dreams (druids & rangers). I use a combination of archetypes to keep paladins spell-less, but useful; I don't use inquisitors at all at this point unless using Golarion, FR, etc. Divine means bringing new laws of physics to the prime.
Obviously, there's a s*+#load of overlap in each magic's sphere of influence, but that's only because I'm trying to adapt the system's mechanics to something that makes sense to me.
With the witch sharing divine abilities and remaining an arcane caster, I flavor the class as a weird, "unnatural" variant to the wizard.
I allow my players to add the outsiders or elementals they want based on the mechanics behind summon monster:
Each level and the highest CR creature available in the core rulebook.
Summon Monster I - 1/2
None of these mechanics have been spelled out by Paizo, but the pattern speaks for itself. Summon nature's ally follows the same logic.
Hope this helps.
Not only have my players been responsible for re-animated infant corpse-mail armor, but they also found out that the living variants make excellent giant flails.
A fun idea that came to me whilst reading:
Swap the mind and soul of the goodly king's only heir (preferably eight or so years old--or less) with some local irredeemable villain languishing in prison. Let the prisoner know what you're planning so that he'll act out his role well enough to avoid suspicion for at least a year or two. As the blackguard grows more and more bold, the king and queen begin to wonder how to address the problem and slowly sink into despair. Eventually, the false-heir's crimes will become so heinous that the city will demand justice. The monarch will either be forced to quell an uprising or execute his own flesh and blood--or so he thinks.
When judgment finally comes, reveal the deception and discreetly switch them back. Between the realization that their child effectively grew up in prison, a monster lived his life and laid waste to their health and sanity, and that the peasantry now hate their king and queen, madness is certain to set in.
The bolded text describes an alternate cleric class that I've been working on periodically since I bought the APG and saw the antipaladin. I don't see "divine" magic (mostly defensive & utility spells cast through armor) as originating from deities, but rather from the cosmos. Could be a natural resource floating through galaxies or some weird Lovecraftian connection--either way the caster receives their spells through meditation as this unusual energy is drawn in. My goal is to give the class a few options that alter the cleric's channeling ability in the same way as an specialist necromancer, except offering other options besides undead management.
I have a problem with any class pulling their power from an entity that can cut them off; nothing is appealing about a class like that. I've had to rework the logic behind summoners and witches to sort out such problems as well. For many, fantasy gaming is empowerment and nothing detracts from that like becoming a servant of something just to cast spells.