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Ross Byers

Ross Byers's page

RPG Superstar 2008 Top 32. RPG Superstar 2014 Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber. Pathfinder Society Member. 9,376 posts (10,019 including aliases). 3 reviews. 2 lists. 1 wishlist. 8 aliases.


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RPG Superstar 2008 Top 32 , Star Voter 2014

5 people marked this as a favorite.

Of the three, only Weaving has the forehead for the role.

RPG Superstar 2008 Top 32 , Star Voter 2014

1 person marked this as a favorite.
Sara Marie wrote:

liz: Can we get Alan Rickman to do our voice messages?

liz: Because Alan Rickman = Karzoug

I'm still going with Hugo Weaving.

RPG Superstar 2008 Top 32 , Star Voter 2014

4 people marked this as a favorite.
James Raine wrote:
Announced on the 20th, eh? I turn 31 on the 21st. Howsabout y'all give me a very happy birthday and put me in the top 32 for my gift? ;)

They're saving that for your 32nd birthday.

RPG Superstar 2008 Top 32 , Star Voter 2014

1 person marked this as a favorite.

This bug from last year is still around when I try to view the rules pages.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Artifacts are not mere magical items: they do not have Craft Magic Arms and Armor, Forge Ring, Craft Staff, or Craft Rod as a construction requirement because they don't have construction requirements.

They also tend to be plot-specific in a way that doesn't favor the single-item format for RPG Superstar - Without the context of a campaign, they're just overpowered items. That let their author avoid one of the hardest parts of item design: pricing.

I won't speak for the judges, but Artifacts are flirting hard with DQ.

Intelligent items are legal: an intelligent sword is still a specific magic sword. But I'd avoid it for a number of reasons:


  • Since intelligent items have personalities, it can raise the question of if you're designing a magic weapon or an NPC. This is similar to how, in previous years, Wondrous Items that could be used to make attack rolls raised the question of if it was truly a wondrous item, or a magic weapon shoehorned into the contest.
  • There is minimal precedent for the crafting of intelligent items. Construction requirements become awkward.
  • There are guidelines for the pricing of intelligent items, but they aren't exactly rigorous and need lots of manual adjustment.
  • Is your item cool because of what it does, or what it is? Would it still be cool as a non-intelligent item with the same powers?

RPG Superstar 2008 Top 32 , Star Voter 2014

4 people marked this as a favorite.

The inverse of Clarke's law (Any sufficiently advanced technology is indistinguishable from magic) is that any rigorously defined magic is indistinguishable from technology.

When you mix the two, it highlights both of these in a way that (generally) does not serve the purpose of immersion.

RPG Superstar 2008 Top 32 , Star Voter 2014

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'Griege'. Heh.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Would a reanimated turducken be one creature or three?

RPG Superstar 2008 Top 32 , Star Voter 2014

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Kvantum wrote:
Are there in fact days when it doesn't fall from the sky there?

We call them 'July' and 'August'.

RPG Superstar 2008 Top 32 , Star Voter 2014

4 people marked this as a favorite.
Liz Courts wrote:
Diego: I don't have an umbrella. Because I haven't had to deal with the terror of having water fall from the sky before

Diego has no idea what he's gotten himself into.

RPG Superstar 2008 Top 32 , Star Voter 2014

1 person marked this as a favorite.

And a high-level spellcaster with access to major creation, fabricate, and gate, with wish and shadow conjuration to fill in any gaps can create nearly anything they imagine. But that doesn't mean you can make a 6th level character that can make anything they imagine.

RPG Superstar 2008 Top 32 , Star Voter 2014

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I'm not really sure what you're trying to say (how is a class that focuses on creation powers not 'Consciously' doing something?) but:

If this is something you think everyone does, regardless of character class, then you're not looking for a class or an archetype: you're trying to make it a racial ability or just game rule (otherwise you're going to have 'I think every character should have a level in X'.)

If you're looking for a class that can move heaven and earth at 1st level, that's overpowered. Just because you think some particular way of looking at the world is better, that is not a reason to break the game. I mean, do what you want for your home game, but that kind of input is really not helpful for a playtest for a book release.

Also, it's probably best not to involve how you think the real-world works. Clerics don't really parallel what priests in the real world do. Witches don't follow real pagan (or Satanic) traditions. Druidism was a Celtic religion, not a secret society of nature worshipers.

Frankly, I find the way you describe 'unconscious' action to be excessively Solipsistic for a team game, or in general, really. The idea that a fighter is unconsciously responsible for creating his sword, instead of the blacksmith who actually forged it robs the blacksmith of his agency: he's no longer a person with free will, but an automaton who entire existence serves to answer the fighter's one need. That's jarring enough applied to NPC, but can be destructive in the context of a team game: does the cleric exist purely so that your Conscious character has healing available when he desires it? What happens if two Conscious characters have conflicting goals?

I'm having a lot of difficulty reconciling your post above with your previous statements about thinking that a 3.5E Shaper Psion fills this role. What does a Shaper do that a Psychic focusing on Conjuration spells can't?

RPG Superstar 2008 Top 32 , Star Voter 2014

1 person marked this as a favorite.

I don't think it's a particularly religious term. Mostly it seems used to sell self-help books.

But I'm getting off topic. My point wasn't to derail the thread with a discussion of The Secret's validity or lack therof. It was to discuss how appropriate EltonJ's idea was for the topic, and possibly how to drill it down to it's occult turn-of-the-(last)century roots.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Odraude wrote:
I don't have access to a computer (on phone) or DSP's Psionics. So can someone give me, in 100 words or less, what Attraction and Shapers do?

Psions had to pick specialties the way wizards can. A Shaper was the psionic answer to a Conjurer.

The Law of Attraction thing, best I can tell, is the idea that one can 'attract' things or outcomes via force of will. As a general idea, that's been part of magic and/or prayer since ever. Under the term 'Law of Attraction', it appeared at the end of the 19th century, and it's most recent manifestation comes from Esther Hicks who claims to have gotten it from a non-corporeal entity named 'Abraham'. Her version became the film version of The Secret, which was then turned into a book of the same name.

RPG Superstar 2008 Top 32 , Star Voter 2014

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I will be shocked if this book doesn't contain stuff for existing classes, Magefox.

RPG Superstar 2008 Top 32 , Star Voter 2014

1 person marked this as a favorite.
Morzadian wrote:
With the slow culling of d&d prestige classes from the pathfinder framework, gish classes is something that is missing in the pathfinder system.

Nevermind the alchemist, bloodrager, bard, magus, inquisitor, warpriest, hunter, and investigator?

RPG Superstar 2008 Top 32 , Star Voter 2014

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I guess I should have posted this here, instead of in it's own thread:

Ross Byers wrote:

Channeling Cheapy and Sean, I wanted to remind people what makes for good playtest feedback.

I've updated Cheapy's ACG post for Occult Adventures.

I’m not the end-all-be-all for what Paizo wants from this, but here are my thoughts on the topic.


  • You are not the lead designer. Jason is.
  • Ignore typos and grammatical errors. That’s not what they want to playtest. They want you to test the rules.
  • Give feedback, not opinions. If you don’t like the idea of the new classes, then don’t just say that. It’s not too helpful as that ship has sailed long ago.
  • You’re still not the lead designer. Jason is still the lead designer. That’s his job.
  • Don’t make houserules for it and then give feedback with those rules influencing your perceptions. Think of it like a recipe site. You go there to find a recipe, and you see a 1 star review for a pasta recipe you’re looking at. The review states that the cook substituted ice cream for butter, and marmite for pesto sauce. Surprisingly, the cook found the recipe to be absolutely horrible. But this review isn’t helpful. It’s helpful for a pasta recipe that includes ice cream instead of butter and marmite instead of pesto sauce. But that’s not the recipe they were reviewing. At all. The recipe they were reviewing had butter and pesto.
  • Remember that the point of the playtest is to work out all the kinks so that you don’t have to make houserules about the classes.
  • Play the game, see what happens. A lot of problems seem like they’ll exist in pure theorycrafting, but don’t really show up in actual play. Keep this in mind. (There was a time when the Summoner was considered underpowered.)
  • If you can, try to playtest multiple different power-levels of the game. How these new, advanced classes work out could be a lot different between a group consisting of synthesist god-tank-pouncers, zen archers, optimized God wizards, and AM BARBARIAN and a group consisting of a sword and board paladin, a rogue rapier-duelist, a cleric of healing and love, and a sorcerer focusing on illusions.
  • Core! Core is great because it sets the base-line level of power. It’s fine if you play some tengu with 5 natural attacks at first level or some aasimar that through various rules hoops has some feats meant for tieflings, but if you find that with the new classes you’re making a completely ridiculous character, consider how much of that is due to the new classes versus the non-core rules. In fact, keep that in mind with core rules as well.
  • I believe that the default assumption in the game is 15 point buy with the core races and the balanced option for wealth by level. Testing at this point is a great way to test.
  • These classes aren't going to be perfect. They might have serious flaws. But that’s what the playtest is for. Designing is hard, doubly so for a base class.
  • Positive feedback, or at least constructive feedback, is immensely preferred to negative feedback. See Sean’s post here for a bit on that. But suffice to say, positive feedback is more helpful because it fosters a helpful environment. It’s the difference between working together and stand-offishly stating your “factpinions” as gospel. If you ever start a sentence that follows this form, you’re doing it wrong: "<feature X> is the worst thing I've ever seen and here’s how I would change it to make it <(balanced, useful, cool, English)>."
  • Despite saying that positive feedback fosters an environment of working together, we aren't working together to make the classes. Jason is still the lead designer of Pathfinder. The odds are probable that you aren’t. Our job, insomuch as it can be called that, is to playtest and report in an unbiased fashion to let them sift through the results.
  • PFS play is useful because it provides a set, known standard of rules. It’s a great environment for testing, as theoretically it’s run the same everywhere. But that doesn't mean that home games aren't useful. In fact, home games can provide very useful information, as sometimes restricting options is a great way to see how these classes do. Core and APG only, no Golarion line crunch? That’s going to present a vastly different playtest result than if done in PFS. Keep this in mind, and try to list your playtest parameters out at the beginning of any playtest reports you give. If someone were to come up with a basic form for all playtest feedback, that’d be solid, and I would recommend everyone use it, just to make sifting through information easier.
  • Try to keep track of die rolls in your playtest report. There's a difference between power and luck. Did your kinesicist kick ass because it's overpowered, or because you didn't roll below a 12 all session? Are too many foes immune to your Mesmerist, or did they just all make their Will saves? I've had encounters that would appear to prove that a Sorcerer makes a great crossbowman: die rolls are important.

RPG Superstar 2008 Top 32 , Star Voter 2014

8 people marked this as a favorite.

Channeling Cheapy and Sean, I wanted to remind people what makes for good playtest feedback.

I've updated Cheapy's ACG post for Occult Adventures.

I’m not the end-all-be-all for what Paizo wants from this, but here are my thoughts on the topic.


  • You are not the lead designer. Jason is.
  • Ignore typos and grammatical errors. That’s not what they want to playtest. They want you to test the rules.
  • Give feedback, not opinions. If you don’t like the idea of the new classes, then don’t just say that. It’s not too helpful as that ship has sailed long ago.
  • You’re still not the lead designer. Jason is still the lead designer. That’s his job.
  • Don’t make houserules for it and then give feedback with those rules influencing your perceptions. Think of it like a recipe site. You go there to find a recipe, and you see a 1 star review for a pasta recipe you’re looking at. The review states that the cook substituted ice cream for butter, and marmite for pesto sauce. Surprisingly, the cook found the recipe to be absolutely horrible. But this review isn’t helpful. It’s helpful for a pasta recipe that includes ice cream instead of butter and marmite instead of pesto sauce. But that’s not the recipe they were reviewing. At all. The recipe they were reviewing had butter and pesto.
  • Remember that the point of the playtest is to work out all the kinks so that you don’t have to make houserules about the classes.
  • Play the game, see what happens. A lot of problems seem like they’ll exist in pure theorycrafting, but don’t really show up in actual play. Keep this in mind. (There was a time when the Summoner was considered underpowered.)
  • If you can, try to playtest multiple different power-levels of the game. How these new, advanced classes work out could be a lot different between a group consisting of synthesist god-tank-pouncers, zen archers, optimized God wizards, and AM BARBARIAN and a group consisting of a sword and board paladin, a rogue rapier-duelist, a cleric of healing and love, and a sorcerer focusing on illusions.
  • Core! Core is great because it sets the base-line level of power. It’s fine if you play some tengu with 5 natural attacks at first level or some aasimar that through various rules hoops has some feats meant for tieflings, but if you find that with the new classes you’re making a completely ridiculous character, consider how much of that is due to the new classes versus the non-core rules. In fact, keep that in mind with core rules as well.
  • I believe that the default assumption in the game is 15 point buy with the core races and the balanced option for wealth by level. Testing at this point is a great way to test.
  • These classes aren't going to be perfect. They might have serious flaws. But that’s what the playtest is for. Designing is hard, doubly so for a base class.
  • Positive feedback, or at least constructive feedback, is immensely preferred to negative feedback. See Sean’s post here for a bit on that. But suffice to say, positive feedback is more helpful because it fosters a helpful environment. It’s the difference between working together and stand-offishly stating your “factpinions” as gospel. If you ever start a sentence that follows this form, you’re doing it wrong: "<feature X> is the worst thing I've ever seen and here’s how I would change it to make it <(balanced, useful, cool, English)>."
  • Despite saying that positive feedback fosters an environment of working together, we aren't working together to make the classes. Jason is still the lead designer of Pathfinder. The odds are probable that you aren’t. Our job, insomuch as it can be called that, is to playtest and report in an unbiased fashion to let them sift through the results.
  • PFS play is useful because it provides a set, known standard of rules. It’s a great environment for testing, as theoretically it’s run the same everywhere. But that doesn't mean that home games aren't useful. In fact, home games can provide very useful information, as sometimes restricting options is a great way to see how these classes do. Core and APG only, no Golarion line crunch? That’s going to present a vastly different playtest result than if done in PFS. Keep this in mind, and try to list your playtest parameters out at the beginning of any playtest reports you give. If someone were to come up with a basic form for all playtest feedback, that’d be solid, and I would recommend everyone use it, just to make sifting through information easier.
  • Try to keep track of die rolls in your playtest report. There's a difference between power and luck. Did your kinesicist kick ass because it's overpowered, or because you didn't roll below a 12 all session? Are too many foes immune to your Mesmerist, or did they just all make their Will saves? I've had encounters that would appear to prove that a Sorcerer makes a great crossbowman: die rolls are important.

RPG Superstar 2008 Top 32 , Star Voter 2014

1 person marked this as a favorite.
Morzadian wrote:

Also Jason Buhlman, James Jacobs and Jason Nelson are great game designers and need to be hands on in every stage of the design process.

Outsourcing work is a recipe for another disaster.

Jason Nelson isn't a Paizo employee. He's a freelancer.

Most of Paizo's products are partially or fully written by freelancers. You may like some of those products more than others, but please don't take that as some kind of evidence that the ones you like weren't written by freelancers.

RPG Superstar 2008 Top 32 , Star Voter 2014

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I'm surprised Chris took the tooth fairy instead of a Numerian robot.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Readerbreeder wrote:
Katina Mathieson wrote:
Ashley: fake spiders are a great way to get a place accidentally burnt down
My three daughters would agree with you; in fact, for them anything with more than four legs is adequate cause for arsonous behavior. How do you get someone to stop being terrified of something 1/10,000 your size?

They already figured that out. Fire.

RPG Superstar 2008 Top 32 , Star Voter 2014

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The caster templates are great, because they give spell levels according to HD.

Which means a Wizard templated Giant will have spells relevant to his CR. Rather than lower level spells strapped to increased melee damage and Str score that won't be used, because caster.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Look at it this way. We live in a world where if a genius works for their entire life, they can make a small improvement in human abilities. They get Nobel prizes or have scientific principles named after them. Marie Curie. Louis Pasteur. Alan Turing. Werner Von Braun. Newton. Einstein.

But in a world of magic, a genius working for his entire life can teleport or raise the dead. Two things mankind might not EVER be able to do in the world of science.

Sure, science might pay off more, for the masses and in a thousand generations. But for the guy who could actually generate progress, re-discovering the same arcane principles certainly holds more allure.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Magic isn't strictly a force for stasis, but it isn't democratic.

Spellbooks aren't standard: they need expert conversion and translation by the person using them.

Powerful magic is used by a tiny minority of high-level people, who can't easily share their knowledge with each other (and even if they could, that doesn't mean that a first level wizard could cast fireball.)

Magic items can be used by anyone, but are prohibitively expensive for even minor benefits. And magic items can't really help with making more magic items in the same way as using machines to create more machines: they can't be made in an assembly line, just by that small pool of powerful magic users.

In a world where every automobile had to be made by hand by a guy with a Ph.D. in engineering (an not even by a technician or underling with blueprints) there will be a lot fewer cars. (In this analogy, an airplane could only be made by the CEO of Boeing, by hand.)

And since you have to level up to use things, it is impossible to skip ahead: an apprentice wizard has to learn how a steam engine works before building a combustion engine before building a turbine. (As opposed to technological specialties, where the people who can design turbines in their sleep would probably fail at trying to make a working steam locomotive, at least on the first try.)

That's not so much stasis (where some force is actively holding progress back) so much as 'When you reach the limits of the potential there is no where else to go.'

RPG Superstar 2008 Top 32 , Star Voter 2014

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Berselius wrote:
does it worship Thremyr?

This is a Core-line hardcover, which means Golarion-specific proper nouns (like deities outside the core 20) are generally avoided.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Quote:
In the simplest terms, nuclear fission breaks a single atom into two whereas nuclear fusion combines two atoms into one.

A few 'or mores' would improve this one. Also, these processes work on nuclei, not atoms.

Quote:
Fusion, the holy grail of nuclear power, creates three to four times as much energy as fission.

More energy per what? Mass of fuel? Cost of fuel? Per reaction? Any assumptions on efficiency?

Quote:
More importantly, fusion’s key advantage over fission is that it does not produce cancer-causing radioactive waste.

This is quite false. Hydrogen fusion doesn't produce radioactive material as spent fuel in the same way that uranium (or plutonium, or thorium...) fission does, but it still produces neutrons, which have to go somewhere, and aren't contained by magnetic fields (they aren't charged). In effect, the parts of the reactor will absorb neutrons and transmute into radioactive material. It's certainly LESS waste than a fission reactor, but way more than zero.

Spoiler:
There is a theoretical helium-3 fusion process that does not emit neutrons, but it would need to be very carefully regulated to prevent more common dirty fusion from happening, and you'd need a supply of helium-3. The best source of which is probably the Moon, which kind of takes the 'cheap' and 'unlimited' parts of the benefit out.

Quote:
cheap and plentiful hydrogen (deuterium and tritium)

Cheap is a relative term, especially when compared to uranium or coal, so I'm going to let that slide, but deuterium represents .0156% of the hydrogen on Earth. It's only plentiful in the sense of there being a LOT of ocean for us to process to get it. Tritium, on the other hand, basically does not occur naturally. There are a few ways to get tritium: 1) Bombard deuterium with neutrons 2) Bombard lithium with neutrons (to trigger a fission reaction) 3) Collect it as waste from a fission reactor. If tritium is cheap or plentiful, it is only because of fission plants. (Tritium is also radioactive, so say hi to cancer causing radiation again.)

Quote:
enabling everything from unlimited fresh water to engines that take spacecraft to Mars in one month instead of six,

Fusion has no special relationship to those things. Any source of power can be used to desalinate water, and fission-based nuclear rockets have been designed since the 50's. I guess because you'll have a lot of desalinated water sitting around after you've gotten done sucking the deuterium out of it?

Quote:
The key breakthrough involves using a “magnetic bottle” to contain the vast amount of heat,

This is just woefully short on details. We've been experimenting with magnetic containment for fusion since 1956. The key breakthrough might be something about magnetic bottles, or how their magnetic bottle works, or a unique way of deploying one, but I think we can agree it is false to call Lockheed's 'key breakthrough' something invented by the Soviets back before color TV.

Quote:
Containing and controlling the staggering levels of heat and pressure involved has hampered countless previous efforts to use fusion for generating electricity.

The problem hasn't really been containing the power, it's been containing it in a way that uses less power than can usefully be extracted from the reaction.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Orcs of Golarion and Classic Monsters Revisited both explain that there is a great deal of variance orc appearance due to widely varying amounts of human blood and the possibility of more than one 'original' orc bloodline when they came up from underground.

This serves both as a great bit of in-world lore (that orc->half-orc->human is more of a continuum than neatly dividable) and provides a good deal of CYA for various artists having different ideas of what 'orc' might mean.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Any monster can be good: just write a new alignment into the stat block. Just like PC races.

If that feels too easy, there's the atonement spell.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Berselius wrote:
Can you give info on the Svathurim monster or Frost Giant-specific feats?

Svathurim

RPG Superstar 2008 Top 32 , Star Voter 2014

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Town Cryer wrote:
THIS BREAKING NEWS just coming in (as of a few years ago), SCANDAL rocks the Asmodean Paladin Team as it's been discovered they've been been injecting serious doses of mistaken references to cover up the noncanoness of their existence! Asmodeus, in a rare instance of when he DIDN'T shoot his mouth off, could not be reached for comment.

It turns out that they were Champion of the Faith Warpriests and Hellknights the entire time.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Wiggz wrote:
I don't think I've made an argument that it shouldn't... the point of this thread was to learn what exactly the LGBT community was fighting for that wasn't already within its legal grasp.

And I think many people in this thread have provided excellent examples.

Marriage comes with a lot of automatic legal rights that would require a lot of paperwork and legal fees to keep up to date a la carte.
Likewise, legal work-arounds often require extra paperwork and signatures when you try to use them. Oddly, many institutions will take a marriage at face value with no extra paperwork.
Marriages are recognized across state lines (in theory).
Marriage ties into hundreds of years of legal precedents, where domestic partnerships might not. (For instance, divorce law is well established. Dissolving a domestic partnership is less so.)
And of course, the whole thing where 'separate but equal' is, pretty much by definition, not actually equal.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Wiggz wrote:
'what you do in your bedroom is your business but I don't want to hear about it' to have to somehow be legally compelled to say aloud 'I accept your lifestyle'.

Legal gay marriage won't force bigots to publicly say "I accept your lifestyle" anymore than legalizing interracial marriage forced racists to say the same.

Anyone who says "What you do in your bedroom is your business but I don't want to hear about it." is either actually saying

1)'I don't want to see evidence that Gay people exist.', which is bigoted b~!*%*%~. It's asking gay people to stay closeted for the benefit of some stranger. (Because this wouldn't just apply to marriage. It applies to simple things like going out in public together.)

or 2) 'I have no problem with gay people but thinking about gay sex makes me uncomfortable', in which case they need to get over themselves. When you hear a straight couple is getting married, you don't immediately think about what they do in their bedroom.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Clockwork mage?

*looks closer*

Robot clockwork mage!?

RPG Superstar 2008 Top 32 , Star Voter 2014

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Belabras wrote:
In the market report, home values in the Worldwound continue their downward spiral. Is gentrification possible in this hell on Golarion? See what our experts say...

Local paper sued by Church of Asmodeus for slandering the good name of Hell.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Good news, everyone! I found a candidate for the holy bolt!

RPG Superstar 2008 Top 32 , Star Voter 2014

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Finn Kveldulfr wrote:
but under the current magic item rules (and their implications even for simple things), they aren't low cost.

Those formulas are guidelines more than hard rules: the best indicator is to compare against existing items and figure out which a generic character would prefer. For cosmetic items with no mechanical benefit, like the self-chilling mug, that's kind of undefined, since a PC is unaffected by it. The price can be as low as your GM feels is reasonable.

The purifying well bucket, casting a 0 level spell with a defined mechanical benefit might cost a decent amount, but its a community investment and is still probably easier to create than a water treatment plant. It's the kind of thing a church might produce at-cost for the local parish.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Jeven wrote:
Ross Byers wrote:

That's completely untrained labor, from someone with no craft/profession skills. A middle class household, with an income based on a Profession skill and Skill Focus (Profession) has a vastly improved income. (Even if they're a level 1 commoner with a 10 Wis.)

1sp/day is 'minimum wage'. It doesn't represent an average.

The 1sp per day (hireling, untrained) is "the typical daily wage for laborers, maids, and other menial workers" (CRB).

The 3sp per day (hireling, trained) is "the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings."

110 gold or so per year still doesn't seem like much for the skilled types, especially after living expenses are deducted.

A commoner with a rank in a profession has a profession bonus of +4. Taking 10, he earns 7 gp a week, or 1 gp a day. If he spent his feat on Skill Focus (Profession), his bonus is +7, and taking 10 earns him 8.5 gp a week.

This creates a contradiction. There are a few ways to reconcile it.

  • 3 sp hires a skilled hireling for a day, but isn't exclusive. If a 'hireling' averages three clients, there's a day's wage.
  • The true cost of a hireling is 3 sp plus room and board: this can account for some of the discrepancy.
  • The game is not an economic simulator and it is best if we don't look at it too hard.

Taking 10:
I'm not sure you actually can take 10 on a Profession check, but a single die is a linear distribution, so the 'average' result of a week is 10.5. Over the course of a year, we might as well assume they take 10.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Jeven wrote:

The CRB gives a commoner (hireling, untrained) a wage of 1sp per day. After you deduct cost of food, clothing and housing from that meager amount, there wouldn't be much left over for them to spend on magical appliances.

Also since it only costs 35gp or so a year for a full-time housekeeper, then there doesn't seem a need for the wealthy to invest in really expensive magical housekeeping equipment.

That's completely untrained labor, from someone with no craft/profession skills. A middle class household, with an income based on a Profession skill and Skill Focus (Profession) has a vastly improved income. (Even if they're a level 1 commoner with a 10 Wis.)

1sp/day is 'minimum wage'. It doesn't represent an average.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Shindalm wrote:
I'm fairly sure I read somewhere in the lore that Nex in fact died during their war, but Geb couldn't accept that fact without solid proof. I'll have to do some hunting when I get home. Otherwise I'd assume the same as you.

Nex disappeared into a private demiplane and vanished. He may have been mortally wounded. He may have ceased to exist when the demiplane disappeared. He may have escaped, but aged to death in the intervening centuries. He may be trapped in another universe. He may be biding his time until he returns.

Because if you accidentally prove to Geb that Nex is still alive, then he would return to the world full-time and get back to the work of killing Nex.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Secane wrote:

One day, Paizo will publish the Golarion's version of The IKEA catalogue, which will include many magical conveniences and items. Stuff that won't fit in books meant for adventurers.

OOHHhhh, look! Ever-chill FÄRGRIK beer tankards! Only 5gp!

In seriousness, there is a lot of possibilities for 'mundane' magical items that adventurers, governments, and other big spenders would have no interest in, that are within reach for middle-class families or lower-class villages. A water bucket at the well that casts purify food and drink on the well-water. Washboards that make for cleaner laundry. Drink mugs that are always cold. Kettles that boil themselves.

It's not that they don't exist, its that they are low-cost and low-value, so adventurers don't care, so they don't get space in rulebooks.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Liz Courts wrote:
Ross Byers wrote:
And when you have leftover Fritos from making Frito pie, you can make Frito chilaquiles.
...Leftover?

It happens sometimes if you do not come equipped with sufficient amounts of chili.

RPG Superstar 2008 Top 32 , Star Voter 2014

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And when you have leftover Fritos from making Frito pie, you can make Frito chilaquiles.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Sushewakka wrote:
Secane wrote:
OOHHhhh, look! Ever-chill FÄRGRIK beer tankards! Only 5gp!
Crafting Requirements: Caster Level 1, prestidigitation

Or ray of frost.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Sara Marie wrote:
redacted: Pathfinder Player Companion: Roombas of the Inner Sea

It could feature dungeon-cleaning monsters like the otyugh and gelatinous cube!

RPG Superstar 2008 Top 32 , Star Voter 2014

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It's kind of neat that the shiv that skeleton in the spacesuit is going to stab you with was once part of his faceplate.

RPG Superstar 2008 Top 32 , Star Voter 2014

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Bandw2 wrote:
also, if a feat is worth +1 to hit, why not +1 to damage?

There are much more elegant ways to have such a feat than EWP (Bastard Sword).

RPG Superstar 2008 Top 32 , Star Voter 2014

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Montana77 wrote:
Well, the Pathfinder Longsword is actually a historical Arming sword or a broadsword, while the Bastard sword is the historical Longsword.

Historical weapons have shifted names and meaning several times: 'bastard sword' was originally a term for armorers and historians to refer to swords that don't neatly fit into their contemporary definitions, before it became a term for 'hand and a half sword'. That is, it once meant 'sword of uncertain/illegitimate origin', before it meant 'crossbreed sword'.

We don't need the 2nd edition Arms and Equipment guide that was exhaustive over different medieval specimens of weapons and armor with different rules for each, and 37 polearms. We need, for the game, broader weapon definitions that can apply to various weapons, the same way 'fighter' can be anything from a gladiator to a caravan guard to a knight to a grizzled mercenary.

'Longsword' should be able to able encompass any mostly-straight sword of sufficient length and heft to fight with a slashing motion, but not so long or heavy as to require two hands for a strong, skilled wielder. Longswords, broadswords, dao, katanas, and so on.

Scimitars and rapiers should, between them, cover most of the sabers, cavalry swords, and cutlasses.

Battleaxe should be able to encompass any axe bigger than a hatchet but small enough that it could be used with a shield.

Maces and morningstars do not need to be different weapons.

We don't need a billion different polearms just because weapons historians love to split those particular hairs. Does the game really benefit from having different (or repeated) rules for a glaive, naginata, halberd, and glaive-guisarme, despite them being fundamentally the same weapon?

RPG Superstar 2008 Top 32 , Star Voter 2014

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The bastard sword (or the Dwarven waraxe) is the iconic hand-and-a-half weapon. But no one ever uses it as one: anyone interested in wading in two-handed would rather just use a greatsword (and save a feat), and most shield-and-sword builds would rather use a feat for something other than one-bigger die size and less-frequent loot drops.

Add to that the fact that the entire 'one-handed' weapon category are hand-and-a-half weapons in that you can switch to a two handed grip for more damage (assuming a Str > 14.) Historically, longswords/broadswords were likely to be hand-and-a-half hilted.

It might be interesting to re-evaluate the weapon categories from light/one-handed/two-handed to something like light (daggers, shortswords)/one-handed (sabers, rapiers, scimitars)/half-and-a-half (longsword, battleaxe, mace)/two-handed (greataxe, greatsword), perhaps with simple Str pre-reqs to proficiency instead of requiring a secondary feat.

RPG Superstar 2008 Top 32 , Star Voter 2014

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So. Um. That's one way to get rid of an entangling relationship that could reflect badly on you.

Also, if you're going to bribe someone, use money that doesn't have your face all over it.

RPG Superstar 2008 Top 32 , Star Voter 2014

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catdragon wrote:
Anyone happen to notice that the link for the large sized picture at the top sends you to the home page? Disappointing my computer for a new desktop. :)

The correct link is here.

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