Ankheg

Niilo John Van Steinburg's page

Goblin Squad Member. Organized Play Member. 70 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.



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What a great thread! Lots of surprises - things I overlooked or assumed were the same as before, etc. I've played all versions of D&D (version 4 excluded) since I started at the age of 5, so perhaps that's my excuse :o)

I'm not sure if Telodzrum is still maintaining his copy, but the latest printing of the Core rules changed spellcraft. Specifically, this current entry in the list (emphasis mine):

Awesome thread's summary wrote:
4. Wizards learning new spells require time and a Spellcraft check. If the Spellcraft check fails, it cannot be tried again until the wizard gains a rank in Spellcraft. The wizard may Take 10 on the Spellcraft check.

is now changed by this (ditto):

PRD wrote:
If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again.

http://paizo.com/pathfinderRPG/prd/skills/spellcraft.html

I also have to repeat the mention of that particular rule regarding spell preparation. I never knew that a spell caster could keep slots empty and spend 15 minutes later filling them up again. Found that out for the first time on Sunday while reading Tark's Big Holy Book of Clerical Optimization. Blew me away :o) Yay for reducing Vancian magic limitations!

- Niilo


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Hi everyone,

I've noticed that my new players are missing a lot of the things I take for granted. Perception checks, looking for traps, etc. One player in particular (the rogue/Merisiel) is brand new to gaming of any sort and I'm afraid that she may get frustrated if she thinks she's not contributing much to the party.

I'm toying with the idea of giving the players a rough check list of possible things to do in certain situations. I don't want to come across as telling them what to do, but I hope that this would actually make them more autonomous (i.e., less spoon feeding).

Please let me know what you think and/or if you have any suggested additions/changes. Thanks.

- Niilo

Starting the Adventure
- stock up on expendibles (e.g., arrows, potions, food)
- ask NPC's for more information about quest (e.g., how far? what is the area like?)

Exploring
- should you be sneaking? [stealth check]
- can you hear anything? [perception check]

New Area/Room
- look around for danger [perception check]
- found a monster? Go to "Encounter!"
- search for treasure or clues [perception check]

Encounter!
- do you know anything about these creature that could help? [knowledge check]
- do you want to try talking to them? [diplomacy check]
- can the environment/area impact a fight? (e.g., is there cover; can you retreat) [ask the GM and/or knowledge/perception checks]
- if you fight and triump, return to "New Area/Room"

Treasure
- is it safe? [perception check]
- is it trapped? Remove the trap [disable devices check]
- is it magical? [cast Detect Magic]
- is it immediately useful? Give it to someone who can use it.

After the Adventure
- split the loot
- buy new gear
- is there any knowledge that you need to gain? (e.g., asking NPCs about a clue or researching a tough monster you fought)


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I'll lend my support to the idea of taking it chunks at a time. I was introduced to role-playing (briefly) when I was 5, and begged for the D&D Red Box when I was 6. Being young and impatient, I only learned enough rules to get playing. Over the years, I would regularly re-read a rule and realize I had been using it wrong or not using it at all. But I still had fun!

Hmm, maybe the adult me should listen more to the child me - I often get so concerned with using the rules right these days that it's stressful for me. :o)

- Niilo


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49. Whenever you go hiking you remark on the areas that would a great location for a goblin ambush.

50. Whenever you experience nature, you desperately think of ways that you can accurately describe the wonderful sights, sounds, and smells to your players.


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25. Going to d20pfsrd.com to look up a single rule is a bigger time-sink trap than YouTube, Wikipedia, and TVTropes combined.


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Compiled Errata so far (not including what's listed in the current Player Pack and GM Kit PDFs):

Hero's Handbook
===============
Page 2: The Dice You Need section should not list d6.

Page 19: Under 1st Level Cleric Spells, it should say "If your Wisdom ability score is 12 or higher" instead of 13 or higher.

Page 23: The specific weapons listed for Weapon Groups should be considered examples for those groups, since a number of weapons are missing.

Page 29: Under 1st Level Wizard Spells, it should say "If your Intelligence ability score is 12 or higher" instead of 13 or higher.

Page 31: Under 5th Level Wizard, it should say that you can get "an extra 3rd-level spell" with high intelligence, not a 2nd-level spell.

Page 43: For the Precise Shot feat, the Prerequisite should be "Point-Blank Shot".

Page 43: For the Toughness feat, ignore the line that talks about Fighters.

Pregen Cleric (Kyra)
====================
The Sun's Blessing special power was omitted on purpose, for simplicity.

Pregen Fighter (Valeros)
========================
F: Hit Points should be 11, not 12.

G: Longsword Attack Bonus should be +5, not +4.

H (sidebar): Longsword (When Using Shield) Attack Bonus should be +5, not +4.

I (sidebar): Longsword (with Power Attack) Attack Bonus should be +4, not +3.

Pregen Wizard (Ezren)
=====================
F (sidebar): Hand of the Apprentice should say "Roll 1d20+4 to hit" instead of +3.

G: The first weapon should be "Masterwork Quarterstaff" instead of "Quarterstaff" and the Attack Bonus should be +2 instead of +1.

J: "masterwork quarterstaff (arcane bond)" should be listed instead of "quarterstaff".

Beginner Box GM Kit
===================
Page 12: Bronze Deadeye Amulet incorrectly references the "1st-level wizard spell" true strike. A description of this ability is coming.