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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. 8,138 posts (8,688 including aliases). 3 reviews. 1 list. 1 wishlist. 7 aliases.

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RPG Superstar 2008 Top 32

You're welcome.

RPG Superstar 2008 Top 32

Please move the Lego TIE Fighter from order 3082249 (and now in my sidecart) to my pending subscription order 3077614 so that I can take advantage of the First 10 shipping promotion. I could not see how to do this myself during checkout.

(Also, my subscription confirmation email listed First 10 under the applied promotions, even though the order did not (quite) qualify and did not gain the benefits thereof.)

RPG Superstar 2008 Top 32

3 people marked this as a favorite.

As discussed in an assortment of threads about crossbows and monk weapons, weapon proficiencies don't really work right.

Ross Byers wrote:
Excaliburproxy wrote:
Maybe we should make a separate thread for a discussion of revamping the simple/martial/exotic system.

That whole system is a holdover from when a fighter might actually be expected to stop using a +1 longsword when he found a +2 battleaxe.

These days, with Weapon Specialization for fighters, and Weapon Focus baked in to the combat math for everyone else (not to mention things like not being able to Dazzling Display with non-focused weapons), the actual use out of blanket proficiency is minimal, and they lead to weird questions like "Is the fighter proficient with all these weapons because they're user-friendly enough that a skilled combatant can just pick it up and go, or because he went to a 'fighter college' and had to take a semester in 'Flails for non-majors' before taking 'Advanced Swording'?"

The first explanation means a kama or a nunchuck shouldn't be exotic, while the second raises all kinds of secondary problems. And neither jives well with real life, where archery is a specialty all its own. I'm much more willing to accept that a guy can transfer skills between swording and axing than between bows and crossbows.

Exotic weapons are a mix of

1) weapons that are mechanically superior to the 'martial' options, thus mechanically justifying a need for a feat. E.g. bastard sword, spiked chain, double weapons
2) 'Maneuver' style weapons that have a very different mode of use than 'put pointy end in that guy' (Whips, nets)
3) Weapons that aren't actually any better than the simple or martial list but are 'exotic' due to an assumed European baseline (monk weapons)

Martial weapons largely make sense, except the fact that so many classes have access to the whole list, which makes for some odd situations (see above quote).

Simple weapons mostly make sense: they're bludgeons, spears, and knives. A child knows how to use them just from looking at them. It you gave one to a chimpanzee, he'd probably be able to make good use of it.

Ranged weapons make no sense. Throwing a knife is way harder than just stabbing someone. Blowguns are not weapons any yahoo knows how to use. Slings take a good amount of practice to actually be good at. Crossbows might be relatively easy to teach, but they're certainly more complicated than a club. (The chimpanzee in the above paragraph would not know how to use a crossbow.) History tells us that becoming a good longbow archer was the work of a lifetime (even with modern compound bows, it takes a lot of practice to shoot effectively.) I'm less clear on where short bows fall in the difficulty spectrum.

Some of these can be rationalized, but the rationalizations don't make sense against the backdrop of the game as a whole: the rules most often apply to adventurers, so we can assume that if you're from a frontier town or you've decided to risk your life for a living, you taught yourself the sling as a child to hunt rabbits and pigeons, or you got the local sheriff to teach you how to shoot a crossbow.
But why then would you practice your aim with a crossbow, but not also learn the basics of using a sword or an axe?
Maybe your local culture uses blowguns instead of slings to hunt small game. But then why are you proficient with both?
(And frankly both of those sound like things that would be cool to cover with traits.)
As for dagger-wielding wizards knowing how to throw them effectively, we might just have to accept that as a side effect of weapon proficiencies applying to a whole weapon, and not just uses of it. (This particular problem I am not going to propose a solution to, because I believe it is excessively granular. It might make the game more realistic, but it does not make the game more fun.)

Plus, the basic equivalency of Martial Weapon Proficiency and Exotic Weapon Proficiency, feat-wise means that you can get weird cases like a character learning how to use an exotic sword like a sawtooth sabre or a kopesh, but still be fumbling around with a normal sword.

I still like the idea of three basic 'tiers' of weapons: weapons basically anyone can use (simple), slightly better weapons that people who actually know how to fight will use (martial), and mechanically superior weapons that require specific training (exotic). I'm not going to try to change do that. But I think some housecleaning is in order.

1) Reshuffle misplaced weapons. Monk weapons go to martial/simple as appropriate. Most projectile weapons go up a level.

2) Just delete some redundant weapons. What was the last character you saw that used a shortbow? And darts are a relic of when Small characters couldn't use javelins properly. And the game doesn't really need a state where Rapid Reload and Special Weapon Proficency (Repeating crossbow) give the same effective benefit.

3) Relabel 'Exotic' weapons as 'Specialist' weapons, to get rid of the 'faraway land' connotation and to imply they're a cut above the more general weapons.

4) No more blanket proficiency. Martial weapons should be attached to Weapon Groups: the Martial Weapon Proficiency feat gets a whole group. Classes that currently get all martial weapons get a handful of weapon groups. Barbarians, cavaliers, paladins, etc. get three. Rangers get two, plus a special one determined by their combat style. For instance, for archers, they would get Special Weapon Proficiency (Longbow), see below. Fighters get four, because they're the weapon-masters. Perhaps they have some ability to trade one or two of these for a Special weapon, maybe they just reply on their supply of bonus feats.
Characters that get access to a deity's favored weapon get its weapon group if it is Martial and that weapon specifically if it is Special.

5) Special Weapon Proficiency generally still gets only a single weapon: since it represents specialized training to learn the intricacies of that particular weapon. Some exceptions may exist, like Double Weapons can probably be a single feat. When appropriate, you must have martial proficiency with the relevant weapon group before getting a special version. No leapfrogging to tripping people with a khopesh without learning how longswords and short swords work. (Obviously, an exception is made when no martial weapons exist in a group, like bows.)

6) Weapon-specialized feats and class features apply to proficiency groups. That is, you take Weapon Focus (Swords) instead of Weapon Focus (Longsword)

Expected result
The result of this is a world where the crossbow is the go-to ranged weapon, even for combatants. The elite ranged weapon, longbows, become the weapons of elves and specialized fighters and rangers.

Martial characters have skill with a wide breadth of weaponry, but allowing for regional or personal variation, and without requiring that every fighter have learned to fight with chains as well as swords.

For characters with only simple weapons (or with an even narrower list, like wizards) Martial Weapon Proficiency is more desirable than going directly to exotic, and is often a prerequisite.

Weapon Focus, Weapon Specialization, Dazzling Display, and others are no longer so focused that a Longsword-using character has essentially no use for a magic short sword. This makes placing treasure that is both useful and organic-looking easier. (But also avoids the slightly unrealistic situation of an expert swordsman suddenly switching to using a hammer, unless the hammer is either very magic or the current foe's weakness.)

RPG Superstar 2008 Top 32

Operation Devil's Fog
Bangalore, India
March 1, 2015

Received reports of alien abductions in India and dispatched a fire team. They discovered a group of bug eyed monsters they've dubbed 'sectoids', wielding some kind of energy weapon. One soldier was lost when two of these beings joined minds to improve their combat abilities. Fortunately, Humberto was able to get a shot at the more passive of the two, which severed the link and killed them both.

Rk. Jack White Kills 0/0
Rk. Anna Visser Kills 0/0 KIA
Rk. Humberto Pena Kills 2/2 (promoted to Sq./Heavy)
Rk. Martina Braun Kills 2/2 (promoted to Sq./Sniper)

RPG Superstar 2008 Top 32

1 person marked this as a favorite.

This thread is a spin off of some of the discussion of crossbows in the absurd rules thread.

The problem: A crossbow-focused martial character like the iconic Harsk has to pay many feats to have the same rate-of-fire as a bow user, and then is behind on damage due to the lack of strength bonuses on bows. Generally speaking, even a crossbow-focused character would do better to just pick up a bow, even with their feats sunk into other weapons.

Some constraints: Bows are martial weapons - They should be better than crossbows. Out goal here shouldn't be to just make crossbows the same as bows but with a 19-20 instead of x3 crit range. We just want the difference to be more like the gap between a mace and a sword.

My proposed answer is twofold:

1) Give a reason to use crossbows
A fighter who decides to focus on a weaker weapon than the longsword usually has a reason: Daggers to be thrown. Rapiers for Weapon Finesse. Scimitars for crit range. Light weapons for TWF.

So we want something a crossbow-wielder can do that a bowman can't.

I propose limiting Snap Shot and related feats to having a loaded crossbow (or firearm, if you're in such a game) in hand. This is a way to recognize that pulling a trigger is faster than pulling and releasing a bow.

That becomes a unique trick that only crossbowmen can pull off, and it is the kind of thing someone might build a character around.

2) Let crossbow users keep up in damage
The simplest and most straightforward way of doing this would be to give crossbows a strength bonus like composite longbows. I have a grander idea.
We get rid of the idea of light/heavy crossbows and instead assign each crossbow a strength rating, and require longer actions to load if you aren't strong enough to pull it. But this doesn't directly apply to damage. Instead, we increase a die size for each strength bonus. A +0 crossbow is a light crossbow: a Str 10 person can load it as a move action and it does 1d8 damage. A Str 9 lower person loads it as a full-round action, because they can't pull it with just their hands (same as they'd take an attack penalty using a composite longbow with too high a Str rating.)
This means your Str 8 wizard will take longer to load. That's fine, since he doesn't normally rely on weapons anyway, and a Str 8 weakling should have a harder time pulling a crossbow. Or he can buy a -1 Str crossbow that deals 1d6 damage.
A +1 Str crossbow is a heavy crossbow: 1d10 damage, but your average joe takes a full-round action to load it. Someone with an above-average strength, though, loads it as easily as the +0 crossbow. And the average damage is the same as a +1 Str Composite Longbow.
A +2 Str crossbow does 1d12.
And so on, though I don't know what dice to sub for 1d14, 1d16, and 1d18.

So why the work to sub dice instead of just flat bonuses? Well, it's kind of fun because it approximates the light/heavy weapons already in the game. But also because of
2a) Make reloading less of a hardship
Someone said that Rapid Reload was sort of a step in the wrong direction: it makes crossbows more like bows instead of letting them excel at being their own thing. They'd rather do things like be a sniper and get maximum effect from single shots. Shoot out kneecaps and that kind of thing.
The trouble is trick shots are the kind of things bows should be able to do too. But increasing the die size makes crossbows synergize better with Vital Strike, which means the 'Shoot and reload' paradigm can be as effective as full-attacking with a bow.

RPG Superstar 2008 Top 32

When I post as myself, and then edit the post to be by an alias, my RPG Superstar title ends up attached to the post. For example, this post.

The same thing also occurred with Adam Daigle's BabaYaga alias getting his Developer title over the weekend.

RPG Superstar 2008 Top 32

When did this happen?

Last I saw it was 'Paizo Publishing, LLC'.

RPG Superstar 2008 Top 32

1 person marked this as FAQ candidate.

The contact other plane spell has varying effects based on the power level of the being contacted. Do you get to specify which deity you are trying to contact, or is it more like 'I want to contact a demigod because that's the DC I can beat, and I don't care which?'

If you can choose a specific deity (i.e. your personal patron), which gods are which level? Clearly Archdevils, Demon Lords, Empyreal Lords, Psychopomp Ushers and so on are demigods. And Pharasma is probably a Greater Deity, since she handles the soul trade for the whole universe. Rovagug, too, based on sheer destructive power. But what about ascended demigods (Sarenrae, Lamashtu, possibly Asmodeus)? What about the Starstone gods? What about local/niche gods like Brigh or Hanspur? Self-ascended gods (Nethys, Irori, maybe Urgathoa?) Is Shelyn more or less powerful than Erastil?

RPG Superstar 2008 Top 32

19 people marked this as a favorite.

By popular demand, I am following up on my 'Good is Hard' thread to clear up another common misconception about alignment.

Law is not Legal.

I will say that again. Law is not Legal.

The 'Law' of alignment is a synonym for 'Order'. That is, the opposite of 'Chaos'. I'm not sure where the original use came from. I have two theories. 1) When the game was young and the Good/Evil axis hadn't even been created yet, and the scale of adventures was more like 'inhabitants of one village against the wilderness', it really was more of 'Law vs. anarchy' and it was Chaotic that was misnamed. 2) 'Lawful X' sounds better than 'Orderly X'.

No one (well, very few people) would argue that a Chaotic person is required to break the law, but I constantly see posts in alignment discussions where someone claims that a Lawful person is required to follow the law of the land (whatever land they happen to be in, apparently) or they are violating their alignment. It's absurd on its face. For one thing, it would mean alignment changes at national borders. For another, it would make most Lawful Evil creatures impossible in most civilized lands, which make many Evil acts illegal.

An aside:
This does not make 'Civilization' innately Good - As I point out in my previous thread, Good is more than just 'not-Evil'. Civilized societies make Evil acts like theft and murder illegal for the simple reason that too many Evil acts make society stop working.

Lawful creatures crave routine, tidiness, predictability. Systems, structures. Even rules and laws - But which rules can vary widely. Some of the worst wars, in the real world and in fiction, are driven by two competing lawful systems trying to prove their superiority to one another.

Lawful followers of any given Lawful god are unlikely to give up their deity just because the King of whatever land they are in bans it.

Pathfinder monks are Lawful because they seek perfection and enlightenment, even if they aren't a member of a larger order or temple. They follow a regimen of exercises, meditation, kata (themselves orderly patterns). That doesn't mean they give two ticks about the local sherrif, unless said sherrif tries to interrupt their morning contemplation.

RPG Superstar 2008 Top 32

7 people marked this as FAQ candidate. 1 person marked this as a favorite.

This is a spin off of this thread where the summoning/binding of Immolation Devils was discussed.

The Immolation devil's Hellfire ability deals half unholy damage. Unholy damage is not defined anywhere I can find (not even unholy blight or an unholy sword deal unholy damage).

Hellfire is also variously defined:

Infernal Duke Pit Fiends can gain a hellfire breath, which deals unholy damage, but it specified to work exactly like flame strike.
Princes of Darkness (not a Rules-line book) defines Hellfire as its own energy type, akin to flame strike, but with some baggage regarding Good and Evil subtypes and protection from evil.
Infernal-bloodline Sorcerers get an ability called Hellfire that merely does fire damage. Similarly the Dumbshow of Garroc says it summons hellfire, but just does fire damage. (These obviously don't bear directly on unholy damage, but they show hellfire is not always exactly the same.)

So how should the Immolation Devil's ability be interpreted?

Is it like the Infernal Duke's ability, and is just flame strike, but known to be from an Evil caster (whereas flame strike needs to accomodate Chaotic, Evil, Good, Lawful, True Neutral and Druidic casters, and so can't say 'holy' or 'unholy'?)

Should it be assumed to work the way Hellfire from Princes of Darkness works, leaving most Evil creatures immune but Good creatures vulnerable?

RPG Superstar 2008 Top 32

I think there is a missing closing italics tag in this blog post.

RPG Superstar 2008 Top 32

70 people marked this as a favorite.

A bit...inspired by the Alignments of Pastry thread, I wanted to clear up what appears to be a common misconception (in my opinion) about Good and Evil.

Good is Hard.

Let me repeat that. Good is Hard.

What makes Good hard? Let's go back to basics. At its simplest, Evil is about being willing to hurt others to help yourself. Good, as Evil's opposite, is about being willing to hurt yourself to help others. Evil is selfish, Good is selfless.

Good is also more than 'not doing Evil'. That's Neutral. We equate Good with purity because it is so very easy to lose.

Not stealing? That's easy.
Giving my stuff away to make someone else's life better? That's hard.
Restraining myself from stabbing someone because I don't like them? That's easy.
Risking (or giving!) my life to save some guy I don't even know? That's really hard.

It's difficult enough to remain Good as a monk in a monastery, where temptation is minimized: there will always be the ability to say 'screw this' to celibacy and bland food and working long hours at potentially backbreaking labor for no personal reward.

Good is hard.

It's more difficult in civilization proper, even surrounded by Good-to-Neutral neighbors. The Prisoner's Dilemma and the Tragedy of the Commons tell us that you do better personally by worrying about yourself first. The orphanage isn't going to close just because you personally don't donate. You earned that money fair and square.

Good is hard.

Being Good as an Adventurer is even harder because, in addition to 'killing things and taking their stuff' being hard to justify in the first place, all of a sudden you're running into all the moral dilemmas that shopkeepers get to avoid. When does killing orcs turn from self-defense into genocide? What do you do with an Evil creature that has surrendered? Am I doing more Good by keeping the magical doodad than selling it to a rich idiot and tithing the proceeds?

Good is hard.

I think there is a certain tendency for people to think 'I consider myself a good person, therefore I'm Good.', and thus lowering the bar. Everyone thinks they're doing the 'right' thing, even Evil ones. That is what makes the alignments different. Most people are Neutral.

Likewise, I've seen comments to the effect of charm person isn't an [Evil] spell, therefore it is fine to use on everyone, all the time. Play-doh is labelled non-toxic, that doesn't mean its food. Charming a person is harm, same as stabbing them with a sword (swords aren't Evil) or lighting them on fire (neither are fireballs and alchemist's fire.) Charming a guard into letting you pass is certainly better than killing them, but it isn't harmless.

Good is hard.

Nor is killing an Evil being always Good: if it were, Good and Evil might as well be Team Red and Team Blue. They are opposites, but they are not perfect mirrors of each other. Paladins aren't Good because they kill Evil things. They are good because they put their lives on the line to protect those who cannot defend themselves. They get a reputation for being Lawful Stupid because they don't always take the expedient path to rooting out Evil, but that is because they know the easy way is not always the Good way, and fear the slippery slope.

Good is hard.

RPG Superstar 2008 Top 32

I'm still having difficulty seeing the RPG Superstar Rules or Judges pages using Chrome: the window refreshes several times before getting the 'You have made too many requests for the same page too quickly. Please wait a minute before trying again.' page.

Sometimes mashing the 'stop' button quickly works, sometimes it doesn't.

RPG Superstar 2008 Top 32

Found this today:
Hero Forge Kickstarter

Not to be confused with HeroForge, the character building software.

Though it would be cool to upload one to the other.

RPG Superstar 2008 Top 32

I could have sworn these were a thing. Now I can't find them.

RPG Superstar 2008 Top 32

I'm having some trouble getting files to download from My Downloads. They seem to personalize fine, but when I try to actually download them my loading indicator just spins.

RPG Superstar 2008 Top 32

Inquisitors gain the ability to use all four detect alignment spells at will.

However, these are not their typical spells (it's a spell-like ability), so I'm not sure the alignment restrictions apply. Can a NG inquisitor of a NG god use detect good as a spell-like ability, even though it's an [Evil] spell?

RPG Superstar 2008 Top 32

6 people marked this as a favorite.

The popularity of discussing unreleased books pollutes the usefulness of product discussion threads to a certain degree. For instance, the Bestiary 4 thread is more than 1,000 posts long and no one in the general public has seen it. In a month, all of the useful discussion of what the book actually contains will be hidden 20 pages into the discussion thread.

Perhaps products need two discussion threads 'prerelease' and 'regular', the latter created and the former locked when the book starts shipping to consumers.

RPG Superstar 2008 Top 32

If I post as myself, then edit my post to be by an alias, the 'characters' tab on the online campaign incorrectly lists me as a character, with a 'most recent' post of that post. The alias's most recent post is not updated.

E.g. my WotR game. Lucius Erasmian is listed as having last posted on Monday, while I am listed as having posted 4 hours ago.

RPG Superstar 2008 Top 32

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

I realized today that planar binding has some weird interactions with non-neutral casters.

If I am an Chaotic Evil wizard and want to bind a demon to my service, I have to use magic circle against evil or magic circle against chaos. Those are [Good] and [Lawful] spells respectively. That's a little weird, but hey, wizards can cast whatever spell they want, right? It's not broken, just a little weird.

Let's say I'm a sorcerer instead. Suddenly I need to know a magic circle spell to get use out of spending a spell known on planar binding. Possibly more than one type of magic circle spell if I want to be able to conjure up things of different alignments. Or buy scrolls or something. It would be neat if planar binding specified what happens if you try to use it without a circle. Also, I need to take dimensional anchor, since so many things I might conjure can just slip out of the circle.

Okay, so maybe sorcerers aren't meant to be making pacts with Outsiders, and shouldn't take planar binding in the first place. But it's a bloodline spells for Infernal sorcerers, restricted to devils only. Or for Djinni or Efreeti bloodlines. It's a free gift with a hefty shipping and handling charge to use. (Especially for the Infernal sorcerer, who needs to invest in the magic circles that oppose his bloodline. Sure, this isn't a mechanical penalty on being opposite the bloodline, but it bothers me anyway.)

I'm also skipping over the part where fiendish animals are not Outsiders, so they technically can't be summoned with planar binding or planar ally in the first place, since the design intent is clear that they should be able to, even if that isn't what the spell says.

Okay, now for the things that just don't work. If I'm a cleric with the Devil subdomain, I get to cast planar binding as a domain spell. But only to get devils. But to contain those, I need magic circle against law, or magic circle against chaos, neither of which I can cast because either I'm LE or my patron is if I have the Devil subdomain. Demon has the same problem. Domain spells you can't use!

Daemons are NE, so you can sort of cheat and use magic circle against chaos or magic circle against law on them as being nonchaotic/nonlawful, so they're only sorta broken.

Interestingly, the Good creature subdomains get planar ally instead of binding and don't have the same issue.

RPG Superstar 2008 Top 32

Outsider is a horribly overloaded creature type. Would anything awful happen if there was just a Devil type, a Demon type, a Genie type, and so on? And allowing designers to create new full-on types instead of just subtypes when making new monsters?

It just seems so awkward to me that humanoid-bane and outsider-bane (or favored enemy types), work so completely differently (new humanoids do require new bane types, but outsiders don't).

And that creatures as so astoundingly different as Aasimar and Qlippoth share a type. And that a ranger can't specialize in hunting Demons without also being good at hunting Efreet (but not Djinni) and Devils (or alternatively being good at hunting Proteans and Azata).

It would seem to leave certain 'one off' outsiders like Couatl out in the cold, but a Couatl could easily be a Magical Beast. And that problem already basically occurs with 'rare' humanoid types like wayang, in that you'll probably meet one all campaign, making it practically immune to bane weapons or favored enemy.

RPG Superstar 2008 Top 32

If I attempt to switch to the 'My Campaigns' tab from the messageboards, while Focus is turned on, I get an error stating there is no element on the page named 'auc_" and then a long string of numbers.

I get this error in Chrome and Mobile Safari.

RPG Superstar 2008 Top 32

1 person marked this as a favorite.

Adventure paths tend to have a bunch of related products released at the same time in the other product lines. I was thinking a 'related products' or 'suggested reading' section could be added to the APs sections on the store.

So the 'suggested reading' for Wrath of the Righteous would have the recent/concurrent releases of Mythic Adventures, the Guide to the Worldwound and the like, but also older products like Book of the Damned vol. 2.

Assistant Software Developer

Discussion thread for new blog entry What To Expect From Early Access Beta

RPG Superstar 2008 Top 32

I gave the pictures a poke. Feast your eyes!

RPG Superstar 2008 Top 32

1 person marked this as a favorite.

We're pleased announce that PaizoCon attendees who subscribe to our products can opt to pick up Paizo's July releases in person at PaizoCon!

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