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The Eel wrote:
Wrong answer. The mistake still lies within the rules as written. There is no valid reason to allow a high strength bonus for a composite bow but deny that bonus with a long bow. Seriously, even in the real world, it is possible to make a long bow with a stronger or weaker draw strength, and this would be reflected in game terms by allowing strength bonuses. I would be happy just to see a correction of a long standing mistake that has been plaguing the game since back in 3.0 - the idea that a long bow cannot be made to give a strength bonus is just totally wrong. Especially in a magical world with nifty materials like adamantine and mithral, it is no harder to craft a long bow for a high strength than it is to make a composite bow for high strength. Please, end this long lasting mistake. I'm new to this thread, and unfortunately I don't have the time to read all of the previous posts. Hopefully, I am not repeating things that have already been said. If I am, then I apologize. Does anyone remember the FIRST edition Oriental Adventures and the martial arts system therein? If you do not, it was based on the idea that you select certain basics about a style (hard, soft) and the main form of attack (strike, kick, weapon) and add up the various modifiers based on these choices (AC modifier, damage per attack, number of attacks). The style might teach a couple of monk type weapons. After that, you would select a certain number of special maneuvers available to that art. These special maneuvers varied wildly, but were very much like feats in their ability to give bonuses or special powers (weapon breaker, iron fist, circle kick, levitate, steel cloth). Using this system, I had a couple of characters that used savate as their primary method of fighting. Sadly, they would be a little over powered if they were brought directly into Pathfinder - two attacks per round at full BAB, doing 1d8 damage, and that is BEFORE adding in any of the special maneuvers. Circle kick did double damage, flying kick did triple damage. Of course, if you miss, you are prone... And all of that was for a 1st level fighter. Jeff de luna wrote:
Oh, yeah, there was one other thing... The class as originally written had a dance of death ability. When I tried to make it a specialized bard, I looked at the deadly performance ability at 20th level, and changed the whole thing to a Dance of Life or Death at 20th level, where they get to make a deadly performance or a resurrection. Bardess wrote: I feel that the +2 bonus should be an add-on, just like the +2 bonus on channeling resistance CD of the Glory domain. As for the "real" granted powers, maybe making animals and vegetables grow, or create food? I'd also replace some of the granted spells with something more "combat-useful". Hmm, a few years ago, I ran a campaign where one piece of advice that I gave the players at the start was that there would be scenarios that if they even drew their swords at all, they had lost the encounter. That campaign was all about nobles houses and their intrigues. It is really for something like that that I want to bring in the qedeshot. The class is not really meant to be a "combat" oriented class. rather, they are there to aid and boost the community where they live. Heck, back for 3.0, I once created a prestige class for the expert NPC class - Doctor of Physic, a skilled healer, able to make a few potions at higher levels but moistly depending on skill in heal. Jeff de luna wrote:
In all this time, I never once thought of that. And that is exactly why I started this discussion. Here is the Fertility domain as written in Testament: This domain covers personal and animal fertility and the characteristics of ones offspring, as opposed to the fertility of the fields, which is covered by the Plant domain. Granted Power: You receive +2 to all Fortitude saves involving Endurance, and +1 to all Charisma skill checks made for the purpose of seduction. Spells:
I have been looking at this for a couple of months now, and I still can't come up with anything that I think works as a good granted power for 8th level... Jeff de luna wrote:
I read that. I liked it, but I'm still not positive that oracles fit in my world, at least not as written. Very close, but not quite. That said, I did like what was written there. Alzrius wrote: You may want to check out the official 3.0 to 3.5 conversion (part one) for Testament over in Targum Magazine #4. I got the revised spell list when the author posted it on his blog, but I have not seen any issues of Targum. Did it change anything other than the spell list? Pagan priest wrote:
I'm still not happy with my own efforts in this conversion. I think that the Qedeshot can mostly work as a bard archetype - sort of. I still can't manage to get the Fertility domain to feel right. Any suggestions? If you are interested, here is the web address for LASFS:
At this moment, I don't know if any other RPG gamers will be there. I'll try to get the word out, and maybe we can figure out a viable weekly alternative. I've sent you an e-mail with my phone number. There were several things in Testament that I really liked, things that fit well into my own campaign world. One of the things that I have had a bit of a time converting was the Qedeshot class. It is a near perfect fit for the clergy of several of the Goddesses in my homebrew pantheon. I just can't seem to make the transition in a way that makes me happy. Especially with the addition of acrobatics, to make for a Minoan bull dancer type character. Has anyone else converted this class? Has anyone else converted any of the other stuff from this book? TJen777 wrote:
I live in Sylmar, not too far from where the 5 and the 10 freeway meet. My son and I are interested in getting a game going. Indeed, my son would like to learn to DM. Unfortunately, our apartment is not really all that suitable to hosting a gaming group. Ever hear of LASFS? That's the Los Angeles Science Fantasy Society, they have open gaming every Friday night, generally from about 6:00 or 7:00 on to whenever the Keyholder wants to leave (usually by midnight). They also have their Second Sunday, which is gaming on (surprisingly) the second Sunday of each month, starting after the board meeting ends, about 2:00 and going (once again) to whenever the Keyholder wants to leave (almost always before midnight). I have not been by there recently, so I don't think that there are any games in progress at this time, but it might be possible to get a couple of people interested, if there were to be a game. Oh, I should point out that most of the gamers at the club are more interested in the various board games and card games... Mah Jong has a fair sized following, as do the "build a railroad" type games, etc, etc, etc. Kevida wrote: As far as the "Sci-Fi" thing goes, I was thinking about a homebrew "Pathfiderized" Traveller T20 (Traveller for the D20 System). Now that was a system that also had potential but never got the respect that it deserved! I LOVE T20 Traveller! I am still rather angry about the stuff that went on at QLI that kept it from getting the support it could have had before the license expired. Sigh. Currently, if I were to actually run a modernish type game, I would use the T20 rules with a few modifications to some of the classes. Erik Mona wrote:
Well, I am really coming late to this thread, but I'd still like to toss my 2 coppers in, especially now that Pathfinder has been around awhile and has grown nicely. I have had a great deal of fun with the d20M system, except for a couple of problem areas. I did not mind the concept of the attribute based classes, but they made it very hard to portray certain facets of real life. Like being a soldier, for example. A year after enlisting, after finishing boot camp and advanced training, a young soldier will have learned the basics of their trade - firing their weapon, including firing short bursts, firing some of the support weapons, etc. In other words, things that in game terms require too many feats to be learned by any character below 5th level. Mind you, I am not saying that that newbie should be a great soldier, but he should be adequate to the job he is expected to perform. So, having said that, I guess that I'd have to go with "B" - some of the mechanics need some tweaking to work. And I guess that I am in the minority when I say that I think that the wealth system worked just fine. I never had a problem with it (except in an "Old West" game we played for a short time) and it was a lot better than having to worry about car payments, electricity bills, credit card payments, etc, etc, etc. I play these games to get away from stuff like that! Those map packs and flip mats look good, and I await their arrival at my FLGS. Now, if only they were to be accompanied by some stuff with a modern or SF theme...
The flip maps are good, and I am getting them as they come out, but they are somewhat limited. They are of a fixed size and shape and are smaller than the gaming table on which I generally play. Also, they have only one layout, although that is mitigated by the ease of drawing on them. As such, I would really like to see map packs with basic wilderness terrain, stuff without any artificial constructs at all. I would love to be able to just deal out a forest just by tossing a set of cards out on the gaming mat, and then add in a campsite if I need on. A river, some mountan terrain, islands in a swamp, desert mesas and gullies, these would be real nice to have as well. Bellona wrote:
I guess that I really should have gotten the Heroes of Battle back when it came out. That is the exact rule for which I was looking. Thanks! In the Crusades, the knights would form up for cavelry charges stirrup to stirrup, making the 5 x 10 the only "realistic" figure basing. The whole point of the heavy cavely charge was that there was no where to dodge between the horses. However, once the charge has carried home, the fighting breaks down to individual melees, with the horses whirling about in that above mentioned "electron cloud" analogy. Seems to me that the big problem is how to show this on the battle mat. I have no problem with the idea that a group of knights should be able to charge their foes in a stirrup to stirrup charge. Of course, they should all be moving together as a unit, which brings up more problems, this time with the initiative system and simultaneous actions... Mike McArtor wrote:
Yes, there is a somewhat limited market for SF RPG, just like there is a limited market for fantasy RPG, or modern RPG, or superhero RPG, etc. I was not suggesing that Piazo make a new SF RPG. What I am suggesting is that Paizo could do a great job by expanding their existing line of Map Pack products to include things with a SF theme. Like perhaps a starship pack:
Now, I realize that Star Wars has a lot of iconic ships that could not be used due to licensing restrictions. On the other hand, both the T20 and Mongoose versions of the Traveller rules have open gaming license portions. And there is also all the posible types of buildings available... Gailbraithe wrote: Paizo couldn't make map with terrain indicators consistent with the Star Wars minis game. That would be a violation of WOTCs trade dress. While making terrain indicators that were similar to the SW CMG would be a no-no, I suspect that making tiles that were consistant would be another matter entirely. Just using blue for green and yellow for orange for example. If these tiles are at all similar to the map packs, they would be intended for stand alone use rather than being part of an existing play map and then the color differences should not be a problem (except for the most anal retentive of gamers). Pagan priest wrote:
I just wanted to being this back up to the forefront, since it had been a while. Well, I just got a copy of Galaxy Tiles, and I definately want to repeat my request for Paizo to put out some tiles like the Game Mastery Map Pack. Mind you, the Galaxy Tiles aren't bad, really, they are just... not good. I already have a mega-mat for wet erase markers that I can use for open spaces. I don't need to waste tiles on open spaces, I need tiles for cargo containers, furniture filled rooms, the bridges of starships, all that kind of stuff. Instead, one of the tiles that WotC put out has a huge open area (8" x 10") with two computer consoles and chairs in the middle. That's it, nothing else in there. Please, Paizo, make some good tiles for us! I would really like to see some sci fi based stuff as well. Specifically, I just bought the Map Pack: Temples, but I am currently running a Star Wars game. I would seriously love to have something like a Map Pack: Starships or Map Pack: Cantinas of the Outer Rim. Well, okay, actual licensing would be way too expensive and would give Lucas too much control, but there are plenty of generic ways to do this. My wish list:
I should think that rather than having cetain movie specific locations that would be usless if you are not playing that movie scene, it would ba a lot better to have more generic locations. How about a cantina located deep inside the underlevels of Coruscant, or an outer rim landing bay, or the bridge of a bulk liner? Perhaps the tiles necessary to lay out a smuggler's base? But Vader's meditation chamber? How many campaigns would even use that once? |
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