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Hialin

Purplefixer's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter. Venture-Agent, Australia—WA—Midland. 790 posts (960 including aliases). 5 reviews. No lists. No wishlists. 4 Pathfinder Society characters. 3 aliases.


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Yeah, Big Norse +1.

If you send Grumsmosh the Destroyer, in his Cha 8 and lack of anything useful for a diplomatic situation, lets everyone know your 11 ranks of Diplomacy are delivering the message.

Silvertongue, your bardic minion, can drop the bass with his Skill Focus: Diplomacy and +2 racial buff to Dip checks, delivering your words even better than you could have yourself.

Choose the right tool/minion for the right task.


Livgin has it right. Grappling is laying hands on and grabbing hold, PINNING is the big bear hug. If a grappler is knocked away from their target they lose hold, if the grappler is knocked prone they simply take the -4 on their next grapple check unless they use a move action to stand first.

Grappling prevents YOU from moving, it does not prevent you from being MOVED.

There are a lot of martial arts that rely on using trips to drop an opponent prone while maintaining the upper hand. Consider the choke-slam, the standing leg-lock, or simply standing on your opponent's neck. All these are standing grapples against a prone opponent. You can even knock your foe prone as a standard action, and then pin them with your move action if you have greater grapple! After all, they can't take AoOs against you.


Dan Bong is a weapon that gives a +1 to grapple attempts.

If you attempt a grapple without two free hands, you take a -4.

Does that mean wielding a dan bong gives you a total of -3?

Grappling already gives you a -2 to your CMD, making it easier for your targets to escape you. Shouldn't there be SOME benefit for grappling style characters that adds magical enhancements to their grappling ability? If not the amulet of mighty fists, then body wrap of mighty strikes?

Surely the dan bong isn't designed to make you a 'slightly less effective grappler' while being wielded, so shouldn't grapple attempts made while wielding a +3 dan bong give a +4 bonus?


For my copper?

Flurry of Maneuvers IS a flurry, which swaps out Flurry of Blows for the Maneuver Master Monk. The effect is a full-round action of its own. Still, because Brawler = Monk, the single dip allows you to FullBAB your Flurry of Maneuvers.


I'm inclined to agree with Gallant Armor. Your longsword strike, your shield-bash, and your off-hand kick all get the +1 so long as you continue to wield your blade. If it is put away or knocked loose you lose the bonus.

It's an incredible incentive to continue fighting with a broken weapon in the glorious name of your deity.


Consider your reach as spherical. Remember that you cannot attack anything adjacent (within the 5' sphere) but only in the ring outside. Count your reach from one corner of your square for determining reach, always, and you avoid a lot of weird complications as to where attacks are landing.

Remember that you can also snipe around corners with this trick. You choose one of your corners: if you can make straight lines without intersecting an obstacle to any corner of a target, you can hit it. If you can draw a straight line to EVERY corner of a target, it has no cover.
The same goes for partial (one corner) and improved (three corners) cover.

This means:
If you are standing in 6, you cannot reach 3, 2, 5, 8, or 9. According to RAW you also cannot reach cube 10, but you do get an attack of opportunity if an opponent moves from 10 to 8. You can reach all other cubes. Also, if you are standing at 6, a flying enemy at 8 is NOT flanked by an ally standing at 12, assuming you have a spiked gauntlet to threaten adjacent creatures. An ally would have to be at 10 for the opposite corners rule to apply.


From the Ask James Jacobs thread:

Spoiler:

1) Can an Earth Elemental use Earth Glide to gain the improved cover of creatures chest-deep in water, while still attacking 'creatures on land' with no penalties for itself?

2) Can an Earth Elemental wear equipment? In which slots? Does equipment and gear an Earth Elemental carries go into the ground with it? Can it entomb things?

3) Can an earth elemental take creatures with it when it earth glides, and if it can, can it entomb creatures by making grapple or reposition combat maneuvers?

1) Sure!

2) Yes; assuming it's human shaped, in all the human shape slots. If it's not human shaped, then all the slots that it has that makes sense. It can't carry things with it into solid rock when it earth glides. If it wants to bring its gear with it into the ground, it has to burrow normally without earth glide.

3) No. See #2 above.

Earth Kineticists gain the Earth Glide ability, but they leave all their gear behind when gliding. Can we get a specific errata exception for this?

I can see why Geyser was left out as an earth infusion when pairing these abilities together (no one wants the LOE geyser effect from directly below with tremor sense targetting!), or why spray was left out of sandstorm attacks (sand effectively flowing like water when given the opportunity as it is only VERY TINY BOULDERS), but this seems prohibitive. Having all your permanent bonuses turned off because you took a 5' step to avoid trouble is going to quickly nullify the use of that talent.


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Suggested Change:
"At the end of your turn, if you are grappling an opponent, deal the listed Constrict damage to that opponent."

No more release-grapple-constrict shenanigans. Reason to hold on restored.


1a: Yes; No.
According to James Jacobs. (From the Ask James Jacobs thread)
2) Yes; assuming it's human shaped, in all the human shape slots. If it's not human shaped, then all the slots that it has that makes sense. It can't carry things with it into solid rock when it earth glides. If it wants to bring its gear with it into the ground, it has to burrow normally without earth glide.


Where do you get that? Why would you keep your strength if it has no effect on your abilities?

If you were full defensive when someone hit you with the Duel, would you maintain your +4/6 to AC during the duel?


Fighter: Int 10, Wis 10, Cha 10, Imagination 3

XD

Does that mean as your standard/full round action during the round you cannot go full defensive? You still maintain your AC from Armor and Dexterity.

Can he powerattack with a manifested sword? He is, after all, quite comfortable with the idea of sword. His platonic sword just isn't quite as sharp.


AwesomenessDog wrote:
If someone dug a hole straight through the center of Golarion and back the other side, does the paladin still fall, if so does when is he considered to be ascending again?

He stops falling when he hits Rovagug and gets eaten like a tasty biscuit.

Also the digger.
Also Golarion.


It appears that once you've caught the 18str enemy fighter in your Psychic Duel, he has no recourse but to feebly flail at you with his 1d4 greatsword for 1d4+4 damage by spending one of his attribute granted MP.

Do normal combat options apply? No movement is necessary, and attacking with a construct is a full round action.. but can a monk flurry of blows? Can a fighter power attack? Can a character go full defensive?

Am I wrong in my assumption?


TrollingJoker wrote:


Cavall wrote:

No. Use a real torch

I'm assuming that wasn't meant to sound rude because it does...

Hard to take this seriously when your name is... well...


Transmutation affects a physical subject. I don't see anything here in RAW, but for my money, RAI is that your Giant Form mage crumples to the ground with a soft and useless sigh while you inhabit the body of whatever nasty you just jarred. Nor does Mage Armor go with you, nor does Bull's Strength, Analyze Dweomer, or any other effect on your body. The mind/spirit is its own doohickey.


We're all pretty much agreed that the lurch is silly, though? No dissenters?


Combat Expertise, and all the feats that key off of it, are about superior positioning. You're required to see the opening and react, or anticipate the motions of your opponent.

"If I kick him in the groin, he's going to block with that longsword, and I'm going to be ten inches shorter on the right side."

"I need to wait for his next forward momentum to be able to put my blade under his, so I can turn my hip into him, and grab his belt without getting my thumb cut off."

"I see you've studied capo ferra." "Naturally. But I find that Tibault cancels out capo ferra, don't you?"

"Parry, parry, ho, ha, dodge, thrust... What went wrong?"

Feinting and combat maneuvers are all about playing that mental chess game in which you're one step ahead of the opponent. If you tried to kick *me* in the groin, I'd break your GD shin. But then, I have a level of monk.

As one of the earlier posters pointed out, in a bar-room brawl you end up with dirty tricks and improvised weapons and combat maneuvers all over the place, because no one can take AoOs. But no one does that on a battlefield without significant risk to life and limb, because grabbing your opponent when he's swinging a mace at your skull with the intent to kill you is -really hard-, and at the very least likely to lose you a finger or two.

Perhaps raising the stat requirements for spellcasters is in order to bring things more in line? Wizards needing an intelligence of 13 to cast first level spells seems much more appropriate.


Bob's on board.

Do you believe it's the intention to cause the vehicle to lurch forward up to twenty feet during a basic shift of position?

Do you think Renaissance chauffeurs spent a lot of time backing up laboriously to get the coach into the right place?

I'm hoping for some Dev feedback on this. It's not quite as jarring as pirates dropping dead from lethal rashers of Rum, but it seems like a significant oversight in the rules of the system.


Dave's quotation is correct. Jiggy is correct. If you fail to identify a non-cursed magic item, you are aware that you don't know what the magic item is, and you may try again tomorrow. There are no further penalties for failure, there is no penalty to the next day's roll.


Any other thoughts on this phenomenon? Errata?


Isn't that what deceleration each turn is about? If I'm going 60 with an acceleration of 20, it takes me one, two, three turns to come to a complete stop, 18 seconds, a tremendously long time.

Yet if I accelerate 5 feet from a dead stop, the next turn I drift 5-20. There's no rule covering this other than that, which makes no sense.


Even in combat, 20 feet of drift is SIGNIFICANT. I ease my chariot forward and end up running into the barn wall while trying to line up a shot with the hobgoblin enforcer. This is conducive to neither barn nor chariot safety.


Should there be a 'nudging' maneuver added? Or should the game limit the amount of drift to half acceleration? Or half the previous speed?


Yes. In the case of, say, a merciful shocking grasp, your sneak attack damage converts to non-lethal.


Wearing a coating of silver doesn't prevent someone else's silver weapons from harming you.

5/Silver means you ignore the first five points of damage from each weapon attack that strikes you, unless the damage is dealt with a weapon made of silver. Alchemical silver weapons have a -1 damage penalty, mithril weapons do not.

This doesn't protect you in any way from fire, ice, lightning, or similar elemental attacks. Also be aware that a +3 or higher magical weapon defeats cold-iron/silver DRs.


This still doesn't adress the question of why, when I accelerate five feet from a dead stop, that I drift forward up to twenty feet more when trying to stop the vehicle. This is true of an alchemical sky dragon and of a chariot.


According to the deceleration maneuver this is true of ANY vehicle, as far as I can tell.

Also, we don't appear to be able to five-foot-step as a vehicle, either. Attacks of opportunity for all!


So... I am driving my alchemical steam device. It moves forward five feet as an acceleration action, from a stop. That's great.

Next turn, since I only wanted to move forward five feet... it goes forward TWENTY FEET as I try to stop! AHHHHH! *crash*

Why do I have to be an expert to have even a 50% chance to dock my corvus?

I'm guessing this is not RAI?


This is an excellent question. It goes well with the questions about why touch AC is backwards for vehicles.


We had to homebrew a new archetype to make up for the horrible features of Ragechymist. It really is extremely poorly balanced.

The Morphic Researcher:

Bombs -> Morphic Mutagen
Morphic Mutagen (Su)
The Morphic Researcher gains the Rage class feature, with his
alchemist level counting as and stacking with Barbarian levels for the
purpose of rage, rage rounds per day, and rage powers. This class
feature functions in all ways identical to the rage class feature,
except that the alchemist can access his rage rounds only while
suffering from ability damage, drain, or penalties, and while under
the effects of his mutagen. Any prestige class which adds levels to
the Bombs class feature counts for the Rage class feature as well.
At 3rd, 5th, 7th, and 9th level, the Morphic Researcher gains
a Rage Power to go along with his rage. At 11th level he gains
greater rage. He gains a further rage power at 13th, 15th, 17th, and
19th level.
This class feature replaces Bombs.

Poison Use -> Rage Mutagen

Swift Alchemy -> Morphic Humors
Morphic Humors (Ex)
A Morphic Researcher's internal humors are in a state of infused
balance. Starting at third level, damage to one ability creates a
surge in the others, which in turn expands them. Whenever a Morphic
Researcher suffers ability penalties, the corresponding statistic (as
explained in Mutagens) gains an Alchemical Bonus, stacking with the
alchemical bonus of a mutagen where appropriate.
At 17th level, ability damage and ability drain cause the same
reactions.
This ability replaces swift alchemy and instant alchemy.

Swift Poisoning -> Sturdy Rage

Poison Immunity -> Lumbering Rage

Brutal Mutagen: Whenever the alchemist imbibes a mutagen, he gains two
slam attacks. These are primary attacks and are made using the
alchemist's full base attack bonus. The slam attacks deal 1d8 points
of bashing damage (1d6 if small), and takes no penalties on dealing
subdual damage. While the mutagen is in effect, the alchemist gains a
+2 competence bonus on intimidate checks. The Brutal Mutagen counts
as a Feral Mutagen for the purposes of what affects it, what it
effects, and meeting prerequisites.

Resistant Mutagen: Whenever the alchemist imbibes a mutagen, he may
pick 5 points of damage reduction to fire, cold, acid, or electricity.
The alchemist may choose this discovery multiple times, each time
increasing all other instances of resistance by 5, and picking a new
resistance at 5.

Adamant Mutagen: An alchemist imbibing this mutagen gains damage
reduction 2/adamantine, as if wearing adamantine armor. This
discovery may be chosen multiple times, each time allowing the
alchemist another +2 to his damage reduction, up to half his level.

The alchemist must be level 6 to choose this discovery.
Regenerative Mutagen: Once during the use of his mutagen, the
alchemist gains fast-healing 1 for a number of rounds equal to his
class level, plus his intelligence modifier. This discovery may be
taken more than once, each time allowing the alchemist to use the
regenerative mutagen again during each mutagen use.


What items are and are not allowed on which familiars is now clearly spelled out in the Animal Archive! Silvanshee is a cat with wings so... it's right in there.


While I would make this off limits for Golarion, I wouldn't forbid it from another campaign setting. The making of Ioun Stones has been lost on Golarion for some time, and this is indeed a very Ioun Stoney device!

Otherwise: Hack: Requires Craft Wondrous and Craft Wand, the spell to make it and levitate. Costs as per wand. (CL x SL x 50gp)

Wands are FIFTY CHARGES of a spell that just about anyone can use, and they don't provoke attacks of opportunity. Chill Touch, Ghoul Touch, etc... as long as it's not a ranged attack, wands are excellent little toys for commonly used spells, especially ones you don't want to prepare every day but still use frequently. Infernal Healing is now the most cost-effective HP per GP heal in the game when in a wand!


Sorry. My Chelaxian Tiefling Paladin wears spiked plate armor and does subdual damage with a bardiche. He spends his first round of combat, almost always, demanding surrender and warning that he's a paladin. As if they couldn't tell by the facial tattoo and the relic armor.

-Carry- a scimitar, but don't use it in combat if it's important to your religious rituals. Clerics are going to use them because they're superior to basically any other weapon they can wield without blowing a feat slot. Besides, it'd be nice to have a nice one handed slashing weapon for if your arm is trapped or broken and you can't use that spiffy Falchion.

That being said...

Can you grapple a character/vampire using Gaseous Form?


1) Can an Earth Elemental use Earth Glide to gain the improved cover of creatures chest-deep in water, while still attacking 'creatures on land' with no penalties for itself?

2) Can an Earth Elemental wear equipment? In which slots? Does equipment and gear an Earth Elemental carries go into the ground with it? Can it entomb things?

3) Can an earth elemental take creatures with it when it earth glides, and if it can, can it entomb creatures by making grapple or reposition combat maneuvers?


Yeah, there's a severe lack of correctly sized giant weasel companions, horses, and the most popular animal companions: T-Rex, Ankylosaurus, Tiger, and Gorilla.

A correct plastic wagon mini would go over well, so would some decent heavy armor figs: Spiked plate w/ halberd, spiked shield fighter in plate, mounted knight on a horse w/lance, -DWARVES- of all sorts, especially alchemists and tower-shield dwarves.

Really need to get out some serious class-based minis. One of each race of each class. Gnome Alchemist, Fighter, Witch... Some tiny familiars and some wizard and witch minis with a familiar hitch in the base where the familiar's tiny tiny base sits would be epic.


Same issue here... Wherein do the native outsiders get affected by (Un)Holy Blight/Word? Is a Tiefling Paladin a 'good outsider' for the purposes of these spells?

Venture-Agent, Australia—WA—Midland aka Purplefixer

Any Dev comment as to whether Unholy Blight and such abilities affect a Tiefling Paladin as a 'good outsider' or as a 'good character'?

Goblin Squad Member

Unless you're making rubbing alchohol.

Which should really also apply to rivets and lots of other things, too... like string.

When was the last time you went "WOW! That's some really high quality string!"

Goblin Squad Member

Yes, the lock-picking in Skyrim is -absolutely- a kind of mini-game. It is a skill-based challenge on pattern recognition and elimination of outlying paths to find the single path. It is a 'hot and cold' minigame. It just happens to also be extremely simplistic.

The ancient, ancient game 'Hillsfar' also had a mini-game for lock-picking, one that involved specific shapes of picks and pushing down tumblers. That was a much more complex mini-game layed over the top of the 'lock picking' skin, to achieve the same result.

Goblin Squad Member

We're hoping to run a player-made inn, and sprout our settlement up around that. We'd pay real $$ to customize that.

In fact, if GW gives us our money back at the end of Beta, we'd likely pay during development and help them test out their cash store...

Goblin Squad Member

Yeah...

Signs, Books, Scrolls, Letters... all permanent, stealable in-game resources that can be sold and traded.

We need message boards IN GAME, and maybe something for someone to deliver as mail...

Mailman ftw!

Diplomacy needs hand-offable scrolls and things to take to the next kingdom over, seriously. With seals on.

Goblin Squad Member

HAH! Realistically:

Crime spawns clue. Clue has investigation interface. Investigation interface only turns on if you log on to check if your stuff is still in your house, because otherwise no one sees the -clues-. Soft-Skill based challenge ensues to reveal criminals name.

Goblin Squad Member

/introduce could also have a function attatched. Without argument, you introduce yourself.

/introduce = "Hello. My name is Bram Brightmore."
/introduce Caleb Cowlingsworth the III = "Hello. My name is Caleb Cowlingsworth the III."

"Bram. Stop that."

"Sorry." /introduce THE AMAZING Bram
"Hello. My name is THE AMAZING Bram."

"-.-"

Goblin Squad Member

1 person marked this as a favorite.

GREAT post, KitNyx. Faved.
This is exactly what we're talking about.

And if you can buy/build/manage an 'apprentice' NPC who can follow your instructions and use your own private materials and equipment to follow your commands and carry out the building while you're not there, creating off of a schematic you have designed, so much the better.

Example:

I am creating a set of 22 longswords for the new guardsman contingent of Elysium City. I craft one longsword, focusing on defense and damage, knowing that the NPC guardsmen are going to be -fine- with however much the sword weighs. I pick several heavy alloys and woods from my stock, and assemble the sword. Once it's completed and I'm satisfied with the stats as generated, I go to my NPC 'assistant', who I paid for/unlocked, and enter his dialogue UI. I choose 'make more of these' and give him the sword. He then tells me he needs 22 fir, (which he will make into handles), 220 dolozian enhanced iron (which will make all the metal components of the weapons), and 44 units of pig-leather, to make handle-wraps. I go to my hopper, fill up my encumbrance plus a bit, schlep the eight feet over to him, give him a dirty look for not going over and grabbing the materials himself from the hopper TEN FEET AWAY from him, and then give him the materials. In 22 minutes, my order will be ready.

I then kick back with a mimosa and wait for one of my guildies to come in begging for a new helmet.

Goblin Squad Member

Sounds good, Holey Knight and Wyldethorne! Though... I'm not sure I want a displacer beast hide handgrip...

"What's wrong! Pick up your sword and go after them!"

"Can't... grab... handle...!"

Goblin Squad Member

Nihimon wrote:


I think the "Old Vets" will only be truly "scary" when they're in their "good" gear, and even then a handful of "Heroic Adventurers" will give them a real challenge.

Sounds good, doesn't it?

"I don't want to fight them."

"Why not?! You've been killing bandits out here for two years! You're a renowned bandit hunter. You're not afraid of a little group of eight bandits, are you?"

"Uh. Yes?"

"What!? Why?"

"Jaun... they all have swords. There's eight of them. That's eight chances to stab me every three seconds or so. Against my... what... three chances to stab them? I can only duck and roll so fast. They don't look like -farmers-. They look like -bandits-. If they looked like -farmers- we wouldn't be talking about beating up -bandits-. I'll stay here and keep an eye on them, you go back and grab some help... THEN we'll route them."

Goblin Squad Member

Nihimon wrote:


What I've come to realize is that I might very well choose not to do any crafting in PFO. One of the primary motivators for doing my own crafting in other games is because the market was a joke - the things I wanted to buy simply weren't available.

I expect I will specialize much more in PFO than I have in other games. I probably won't know exactly what specializations I will choose until much more information has been released.

It's the intention of the development team that virtually everything you buy, touch, use, and eat will be crafted by players in some fashion. (Might just be a lot of 'automated crafting' going on by NPC citizenry.) It shouldn't be necessary for *you* to contribute to the economy beyond kill/loot/spend. And speaking just for my fledgeling 12 citizen settlement (so far), =I'd= certainly welcome your sword in protecting caravans, solving wolf attacks, putting down goblin outbreaks, and defending the mine!

Goblin Squad Member

Ryan Mercy wrote:

When I was in beta for another MMO (that I won't mention by name), we spent some time discussing with the developers the crafting issue. Most member of my testing group were in agreeance that a more robust system was always preferable to a more automated and mindless one. But the developers stuck to their guns, letting us know that in their minds 'crafting was not heroic'. This being their justification for a shallow and tacked on system.

I am inclined to disagree with this statement. I think heroism has many faces, and it can't be pared down to just killing bad guys. What's more, a game should stand first and foremost on what is FUN, and there are people out there for whom the social aspect is what is fun. Becoming famous because you make a quality item can be equally rewarded for many people as being famous because you downed a boss first. And you would be amiss to discount this group.

Nuada. Hercules. Anyone else who cranks out their version of 'Excalibur'. 'Nuff said.

Not only should crafting be fun, it should be as fun and involved as slaying monsters!

Adventurers:
* Travel to dungeons.
* Make tactical decisions about arms and gear to benefit them in both their current situation, and in general.
* Spend their time and money on tools and equipment to get them deeper into the dungeon landscape and fight bigger, richer monsters.
* Have to deal with monsters that want to cut their hamstrings, chew their guts out, and lay eggs in their skulls.

Crafters:
* Travel to nodes AND markets.
* Make educated decisions about tools and workspace to maximize their productivity and increase their efficiency or range of proficiency.
* Spend time and money on tools and equipment to get them richer contracts, and craft better, more rewarding 'stuff'.
* Have to deal with rival merchants and bandits, who want to cut their purse strings, chew up their profit margins, and lay eggs in their... no wait...

So you can already see the similarities. Why should it be any different, when you have already gathered your tools (arms and armor/forge and hammer), gotten your resources together (HP, Spells, Mana/Iron, Wood, Leather, Elemental Flame), and headed to the dungeon (reversed for crafters/adventurers), that the FUN PART should then be so wildly different? Adventurers blast their way through the rank and file baddies to eventually get to the boss monster and have a rewarding, entertaining experience. Why are crafters so often stuck with 'aaaaand click. YAY!'

If 'and click yay!' is your style of crafting, okay, why can't we support that with a 'take 10' button, and make the actual act of crafting SO MUCH MORE involved for those who want it to be? And then reward them for being more involved?

If "I want to push a button and it's not fair that you get benefits from playing minigames I don't want to play" is your argument, then maybe you should be more concerned with battling monsters and getting resources and protecting the settlements of those who do?

(Obviously not aiming all this at you, Ryan, I'm just stream-of-consciousness writing!)

Goblin Squad Member

Nihimon wrote:
And while it would be fun to leave it at that, I think Blaeringr is actually correct, but that he's meaning "newbs" and "veterans" as those at the bottom and top, respectively, of the "normal power curve" that Ryan mentions for "Heroic Adventurers".

Very helpful, Nihimon, thanks! Much more constructive than the 'pooh-poohing' I was feeling from Blae.

That 'newb to veteran' curve appears to still leave a -lot- of room for disparity. I'm willing to bet dollars to donuts that your average 'vet' will -still- be able to walk away from an encounter with ten newbies with little more than a hand-cramp from all his button-pushing destruction. And he's not likely to bother and try to loot the bodies afterward, either.

I'm still getting the idea from this post that A crafter being able to push weapons and arms upwards of 2-3 *times* the effectiveness of a baseline newbie sword isn't out of the question.

Ryan Dancey wrote:
"Balance comes when you have conflict between groups of heroic adventurers. In such encounters, the absolute age of the characters should be less important than their tactics, gear, coordination, and player skill."

This is in regards to middle level, 6-10, adventurers. Above level 10, arguably the latter 70+% of your characters life, if the training model follows EVE's exponential growth style, you will be pushing into "Vet Territory". Why shouldn't a veteran smith make swords and armor that tip the balance as much as having another party member in the mix? If his full gear added 25% effectiveness to four party members, he is a virtual, no-HP fifth party member. Very much in the same way as adding another member of the party or adding full WBL makes an encounter +1 EL for Pathfinder!

I think that handles the question 'what about balance'? Since it was never the intent of this original post to say 'by how much', but to ask 'what can we do to make crafting more enjoyable and entertaining for all players', I hope we can move on?

The Devs have to give us more hard numbers before we can give feedback on hard-number issues. We can only brainstorm and salivate.

Also: In Pathfinder, you pay 2/8/18/32/50 THOUSAND gold for simple +1 to +5 bonuses. Don't tell me an 'effective' +2 over and above that (effectively an ADDITIONAL 48k PER SALE) isn't worth the time it takes to level a character that far! As in Mithral Breastplate, player master-crafted goods may become the only 'real choice for enchanting'.

Pathfinder PnP:

In Pathfinder there are only two kinds of armor 'worth' enchanting, outside of very specific circumstances. Worth wearing, really. Mithral breastplate is so cost-effective and effort saving with the movement, sleeping in, and AC bonuses, that it becomes the light/medium armor of choice. If you are going to wear heavy armor, outside of certain noteable exceptions, you wear Adamantine Full-Plate. You build your character with the armor type in mind, you save up to get it as your second or third purchase, you never look back.

Goblin Squad Member

SoR was -excellent-! I played a creepy tree-man armor crafter in that game. The masky tree people were interesting, to begin with, but by the time my three-month-or-so run of the game was up I had barely begun scratching the sheer amount of interest you could really generate in their system.

So you don't want just 'iron swords' either. You'd rather have additives and alchemy, mettalurgy and skill, all playing parts in the way your final item comes out. Getting potent fluxes from your local alchemist to purify the metal and give bonuses on your own checks and tricks for making the certain stats of materials go up or down the directions you want them to be...

So the +1 Sword that comes out of the enchanter also has a host of minor changes, up and/or down, depending on how you did, and what you did, on your end of the crafting?

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