|
|||||||||||||||||||||||
|
nogoodscallywag wrote:
Sure, a GM can rule however he wants. But if you want to talk about that, take it to the Houserules/Homebrew forum. This is the Rules forum, where we talk about what the rules actually say, and the people who wrote the rules are the ultimate authority on that.
I'll just quote G. K. Chesterton, because he sums up my thoughts on Hermea quite well: "The one objection to scientific marriage [i.e. selective breeding] which is worthy of final attention is simply that such a thing could only be imposed on unthinkable slaves and cowards. I do not know whether the scientific marriage-mongers are right (as they say) or wrong (as Mr. [H. G.] Wells says) in saying that medical supervision would produce strong and healthy men. I am only certain that if it did, the first act of the strong and healthy men would be to smash the medical supervision."
Scott Betts wrote:
Oh, so you don't like it when people lump atheists together based on that one incredibly broad label? Well, guess what? I don't like it either. That was my point. There have been billions and billions of Christians throughout history. Many were great humanitarians. Some were mass-murdering Nazis. Likewise, there have been billions of atheists throughout history. Many were great humanitarians. Some were mass-murdering communists. And while many gamers have even founded charities, a few have snapped and committed suicide or gone on crime sprees because they got too involved in their character. But it's the bad ones that always make the news. As G. K. Chesterton said of newspapers, "They cannot announce the happiness of mankind at all. They cannot describe all the forks that are not stolen, or all the marriages that are not judiciously dissolved. Hence the complex picture they give of life is of necessity fallacious; they can only represent what is unusual." If you go through life assuming all Christians think like the Westboro Baptist Church or Pat Robertson by default, you're going to end up with a very skewed and cynical view of the world.
Chris Shaeffer wrote: Back when I said I was moving to Seattle, I somehow instead ended up going to China for two weeks, coming back to Philly for two weeks of office drudgery, going back to China for two more weeks, and then going to South Korea for a week. This is why you always triple-check your gate number before you board the plane.
Brett Cochran wrote: Speaking from the GM perspective, I have always found it easy to make tactical adjustments or NPC choices to adjust an encounter from deadly to epic or memorable. However, I have never been able to take an under-powered encounter and make it epic or memorable unless the PCs happen to do something incredibly, well... dumb. That's true, up to a point. I think you can use tactics to adjust the difficulty down a little bit, but if you do it too much, the bad guys come off just looking like incompetents. So the difficulty still needs to be fairly well-tuned. The strange thing is, Season 4 was changed to expect 6-person tables, which fit my experience at the time. But ever since then, it seems more and more of my games are 3 or 4-player tables. In the majority of the games I've GMed in the last few months, I've had to run a pregen. And I don't feel the scaling for smaller parties is very significant. For instance, giving the sickened condition to a monster who kills people with a breath weapon isn't being very generous...
Jiggy wrote:
But I don't want to see people sign up for a 7-11 scenario, show up with their level 8 character, and not be able to play because even though their character is a legal level for the tier, they're not really legal, because they fall outside the unadvertised subtier.
Orthos wrote: Pet peeve of the morning: people who ride your bumper (while you are going the speed limit) in a one-lane road, then when it becomes two lane speed up to pass you, get in front of you, then proceed to drive at 5-under. After growing up watching my dad drive, I'm convinced that the most aggressive passers don't really care about going faster. They just can't stand to have someone in front of them. It's not a speed thing; it's a control thing.
I didn't mind the 2XP system, until someone pointed out that it will allow inexperience players to get into higher-level play too quickly, before they have the chance to really learn how to handle it. We'll end up with people who have only played 9 to 10 games in 7-11 scenarios and still don't really know what they're doing.
@1970Zombie: With what you're proposing, someone could sign up for a scenario in a tier they could legally play in, but show up and find out everyone else wants to play in the wrong subtier for him, and he legally can't play with anything other than a pregen. I think that's something we want to avoid.
Jiggy wrote: Player 1: "I expect the campaign to conform to my schedule. If I'm out for a few sessions, everyone else should find a way to accommodate me." You know, I could have made the same argument against Michael Brock's suggestion that I have the higher-level players go slow-track to accomodate the newer players. Jiggy wrote: Player 2: "Even though I have multiple other places to get my gaming fix, the campaign rules should be such that I can attend this one too without having to make any concessions to their limited resources or otherwise do anything but be a leech." You've been living in the big city too long; not everyone has "multiple other places to get my gaming fix." The bi-weekly game I run is the only PFS within almost 100 miles. If one of my players gets subtiered out of my game, and they can't make the 1.5 hour drive to Asheville, they don't get to play for a month. Jiggy wrote: "I should always be able to play exactly the PC I want, in exactly the scenario I want, on exactly the date I want. I should never have to use a pregen, play a different PC/scenario, or even wait for a better opportunity. Again, need I remind you how peeved you were when that happened to you at that Con we went to? When the only place you could play in Race for the Runecarved Key was the 12+ table with a level 10 character, wouldn't you have been even more upset if you didn't get 12+ level rewards?
Lormyr wrote: If it was not for some players who often go out of there way to seat at tables in such a fashion that allowed them to constantly play up, this change and discussion would not even be necessary. Exactly. If we want to say "These problems would be solved if people were just less self-centered," let's apply that to the handful of people gaming the current system.
Pirate Rob wrote:
In the meantime, while I'm still trying to grow the community past one table per day and get someone other than me to GM, then yeah.
Michael Brock wrote:
He's right, that would solve all our problems. But that's not something the campaign staff or an event coordinator can enforce, so it shouldn't be an assumption that we base campaign rules on.
Jiggy wrote:
At the local game that I run, we do have only one table. The PCs do range in level, because not everyone started at the same time. It's the same players every week, so if we made people play pregens instead of playing up, that's all they would ever be able to play, because they'll never catch up. I got the older players to start new characters, but then the new guy gets his PC up to level 2 or 3, then invites a friend to start at level 1, and the whole thing is about to happen all over again. At my not-so-local game where I play, just about every game day we have an entire table worth of people showing up without having registered, so things get shuffled around, and people play in games or at tiers they didn't expect (you DO remember what happened at Con of the North with all those tables we signed up for ahead of time, right?). These are not imaginary issues. While some players gaming the system will end up a couple of levels ahead in the WBL curve, as someone noted above, that difference pales in comparison to the difference caused by different levels of system mastery. While this new solution might make things a little more fair from a certain perspective, it does so by removing options for putting tables together, that will only make it harder to organize.
Fortress of the Nail:
When Markus Gael tried to barter information for his freedom from the oubliette, the players didn't want to let him go. So Reiko used her Vanishing Trick to convince him that her water flask was really a potion of invisibility, and poured him a dose to escape with. When they returned from the portal after rescuing the Paracountess, they heard a scuffle coming from the cells, and were prepared for another fight. They opened the door to discover the Hellknights dragging Gael back into his cell, while he raved about how he was invisible, and they shouldn't be able to see him!
I was able to get one of my players to try GMing the First Steps series after I brought in a couple of guest GMs from another city. I think it can help to break the mindset of "This guy GMs, these guys play." The First Steps is also a good one to get people started with, since it's free and they've probably already played it, so it's familiar too. You might also consider putting on a small local convention to get some boons, and make sure the players know that if they GM, they automatically get a cool boon that lets them play an exotic race. And since you're the store owner, you could even offer a small discount on snacks and GMing supplies (maps, initiative trackers, condition cards, etc.) to people on days that they're GMing a PFS game.
You're right that it's not worth it to put a rank in at every level. But a single rank in a skill for your best mental stat, plus the class skill bonus, and you've probably got a decent +5 at least. But it boggles my mind how people claim that a Day Job isn't worth a single skill rank, but it's worth 5 Prestige Points. PP are a much scarcer resource than skill ranks for all but the dumbest fighters/paladins/clerics.
If you want a Day Job just for the gold, then no, it's not worth it. If you want a Day Job for flavor/roleplaying purposes, then go crazy. I've got a monk with Profession (gardener), a cleric of Torag with Profession (miner) who fights with a shovel, and a fighter with Craft (fiction), who gives his novel manuscript to the VC at the end of the mission briefing to solicit comments. If you want a useful Day Job skill, go with Profession (sailor) or Craft (traps), because those are the only ones I've ever seen specifically called out in the scenario to be really useful.
ElPapoFugitivo wrote:
The only person I see telling people their experiences are invalid is you. ElPapoFugitivo wrote:
If you want to keep this thread civil, I recommend you take a deep breath, take your finger off the caps lock button, and talk to people like they're people, and not "the problem."
Douglas Muir 406 wrote:
I have no problem with admitting that I benefit from a certain amount of privilege for being a straight, white male, at least in principle. In practice, however, it gets trickier. Because usually, especially on the internet, when someone starts pointing out my privilege, it's not being used as a tool for enlightenment, but as a weapon to shut me up. Usually when someone brings up my privilege, they aren't saying "You don't understand what it's like for us, so let me give you some examples..." Instead, they're usually saying "You don't understand what it's like for us, so shut up and get out of this conversation." Of course, I don't see that in this thread*; I appreciate that the posters on this thread have kept the tone leaps and bounds ahead of what you'd find in the comments on a YouTube video, or even a CNN article. But frankly, I'm not surprised that some of the guys are getting defensive, because I, for one, have been throroughly conditioned to expect that when someone says "You don't know what it's like because of your privilege," the next sentence will be them jumping down my throat for daring to disagree with them. That being said, I'm not sure what else Paizo can do, short of starting a charm school for under-socialized geeks. From what I've seen (which is restricted to Society play), the published content seems fair, with large numbers of female heroes, villains, and NPCs. The only hiccup I see is that all of the divine-powered iconics are female (unless you count Harsk the ranger, and honestly, can you ever be completely sure about dwarves?). *EDIT:
Quote: So just hush up and listen. And there it is. I knew it was too good to last.
Andrew Christian wrote:
You only say that because you haven't seen my Axe Beak's disguise bonus. "Why does that old woman keep squawking?"
Jiggy wrote:
What he failed to mention is that he kept the key to the room and locked it inside with him, despite my ninja specifically telling him to give it to me so I could get back in with the rest of the group. I'm never letting him live that down :-|
This tree sways silently in the wind, its scraggly branches swinging from side to side as if searching for prey to seize in its clutches.
Iceroot devourers were once normal trees that became the final resting place of a traveler lost in the frozen wilderness. As the tree continued to grow around the corpse, it internalized the deathly cold and silence of the falling snow, and began to hunger for the warmth and life the traveler once possessed. When killed and broken open, the unfortunate traveler’s gear can usually be found intact within. The trunk is typically at least 3 feet in diameter, and the iceroot devourer can grow as tall as 40 feet. Most are formed from coniferous trees, but some deciduous versions exist, although they remain dormant during the warmer spring and summer months. Iceroot devourers usually stay in one location, standing still while they wait for adventurers or animals to wander nearby. They can sense warm-blooded prey and other heat sources, and when that prey comes within reach, the iceroot devourer grabs it with claw-like branches to keep it from escaping, while the aura of silence keeps it from crying out to its companions. Iceroot devourers are found mostly in the perpetual winter of Irrisen, but also in the more northerly taigas of the Lands of the Linnorm Kings and Mendev. There are even rumors that some of them were created on purpose through experiments with necromantic magic, by the servants of Baba Yaga.
drumlord wrote:
To make it even easier on the devs, how about a way to flag a post in the thread with something that says "This guy has the right answer"?
ciretose wrote:
Yes. It's been pointed out several times already that Combat Maneuver checks are also attack rolls, and can auto-succeed/fail even though they aren't rolled against AC, because that is a property of attack rolls, not a property of AC.
Giorgios Abate wrote:
Better yet, we should all do a massive Kingmaker AP, and play our own archetypes! Sadly, out of 36 players, we'd still have no cleric, or full arcane caster!
I'm supervising an emissions test at work, and it should get done just before the entries are revealed. Of course, as you can tell by this post, "supervising" leaves plenty of time to use the internet while I wait, so I'm not spared from this obsessive following of the forums. #FirstWorldProblems
Krulack wrote:
You can change absolutely anything about you character, except for the character number, and any consumables that have been used.
Kind of. I'm fairly sure that I didn't make something bad, but I just don't know if it's sufficiently good. I'm still trying to wrap my mind around why the Hound Master was so overwhelmingly popular 2 years ago, because it just didn't wow me. But on the other hand, I just got a contract in my email yesterday from a magazine that wants to buy one of my short stories. So even if this doesn't go well, I've got that going for me. If I keep it up, I could earn a solid $50-100 per year doing that!
Gralton Infiltrator (Alchemist)
This ability otherwise functions as and replaces the mutagen and persistent mutagen class abilities (a Gralton infiltrator cannot create mutagens unless he selects the mutagen discovery).
Getting back to the contest, I wonder if changing up the Round 1 category could change the demographics. It seems to me (and these are of course broad generalizations, to which there are many exceptions, and on which we shouldn't base any assumptions about individuals) that males tend to be more interested in the technical/rules-oriented side of RPGs (such as designing new items), while females are more interested in the social/character-oriented side. It might be a worthwhile experiment if next year, rather than designing a Wondrous Item in the first round, we had to do a 300-word write-up of an NPC. Do you think that would shift the demographics of the contestants?
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
