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Recent posts by
Seldriss:
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I got mine in the beginning of last week.
The screen is very solid, sturdy.
On the negative side, i regret that there is not more information on the screen.
It could be written in smaller size, to condense more stuff.
I would have liked also a little booklet of some sort coming with it, like some other RPGs offer sometimes, such as a digest of some rules, NPC stats and so on.
But Paizo never said they would do anything like that so i don't really complain.
All in all the screen is still good. Although pretty expensive, considering the shipping.
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Suzaku wrote:
Now what house rules do you have Seldriss?
How much time do you have ? ;)
Some players pretend my houserules are somewhat the Pathfinder rules.
But that's not the case, although many of my houserules have similarities with Pathfinder.
In short :
Races : There are a lot of new races or variants. The core races are adjusted to fit the setting, and even humans have subraces (more than thirty).
Classes : All the core classes have been modified to fit the campaign setting and balance the additional ones. There are many additional classes and variants for the players to customize their characters.
Skills : Minimum 4 points per level, some merged skills, no class or non-class skills, alternative crafting rules.
Feats : Different progression, weapon groups, free feats, many modifications.
Combat : Initiative modifiers for weapon speeds and spellcasting, hit locations, critics & fumbles tables, damage reduction from armor...
Magic : Spell Points, advanced specialization and domains, alternative magic, runes, rituals, mana recovery and channeling, metamagic rules for spells alteration...
Psionics : Remix of 3.5 (mainly) and 3.0 (talents and combat modes), templates.
Other : Action Points.
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Agreed, David.
And after all, that's your conversion, not an official one.
But then, as i said, i would suggest you to remove the radioactivity thing, and replace it with something equivalent, but more fitting in the setting.
Radioactivity is not very heroicfantasyesque (neologism) ;)
You could use some kind of a magic addiction, a debilitative effect or a mark from the shadows, a bit like the shadar-kai's affliction (that's what i used personally), an ancient curse, a banishment, whatever...
And as i mentioned before, don't forget the Light Sensitivity.
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Skylancer4 wrote:
Im going to have to disagree with the choice to not give -2 Con as well. Even now in the PF Bestiary, Drow who live underground and deal with "radiation" still have the penalty to con. Also, if I remember correctly, the shadow elves had a fairly large occurance of malformation and even had a ritual where they would take malformed babies and leave them in the caves to fend for themselves. I just think this is personal preference with what you would like to see with the race (which I can understand) as opposed to what is already established. The description of the race in the Gaz. book even describes them as the typical elf stature and build, frail, not hearty like a jungle elf for example.
Indeed the Shadow Elves originally had Dex +1, Con -1, Int +1 & Cha -1.
But i understand the point of David, he wants to make something different from the typical drow or elf, even if it differs from the original Shadow Elf from Mystara.
After all, these are destined to be from another world, Golarion i presume...
But then i would suggest to remove the radioactive thing and make up something original and new.
As a matter of fact, i happened to use Shadowelves in my own campaign world, but with a different story, something more in tune with the actual shadows, the shadow plane and shadow magic, similar in some points with the shadar-kai, but without the crazy aspect.
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Technically, Shadow Elves were not from AD&D 2nd edition, they were from D&D, the basic game, from Mystara, even if the Gazetteer was published in the 2nd edition era.
They should have the -2 Con penalty, as they are frail as other elves.
Therefore their stats should be Dex +2, Con -2, Int +2, Cha -2.
They should also have Light Sensitivity, like many subterranean races.
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Fantasy Grounds stands apart from its competition by a beautiful interface and impressive tools, too many to list here.
I was considering using it with my group, for our online campaign, but two main factors made me reconsider :
The price : Although i don't mind, my players won't pay for a program. Greedy players :(
The technical aspect : Once again the interface is beautiful, and there are many useful tools, but all this makes the game experience too computerized in my own taste. Also i don't want to prepare everything on my computer, such as NPCs, maps and the rest.
Basically i want my game to stay true to the original table game experience, we just need the computer to connect through internet.
So we are just using Skype for the vocal chat, and for the maps, we are using OpenRPG, just for the option for me to draw maps live, instead of loading them from my hard drive.
But that's just me and it is not a criticism against Fantasy Grounds.
If you and your players don't mind relying on a program, go for it, Fantasy Grounds is a great product.
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James Jacobs wrote:
To be totally mercenary... we WANT folks to buy our Adventure Paths. they're the backbone product that keeps Paizo afloat.
I see it as a necessity—we have a lot of eggs in the AP basket, and that's on purpose. We don't want folks to not buy six volumes because, say, they don't like a particular AP's plot. We want to fill EVERY AP volume with a nice mix of material so that even when we're doing an AP you don't want to use or won't ever run, those volumes will still have material you can use. It's a critical part of what makes the AP line successful, I suspect.
That's a very valid point.
However, some of us don't buy adventure paths.
I don't, as i don't ever buy adventures or modules. The same way i was not buying Dungeon Magazine. It is not about the quality or anything, that's just that i prefer to make my own adventures.
And i am not going to buy a AP just because there are a few pages about some critters. I am sure i am not the only one.
Hmmm... To be honest, i actually bought some, because they had some stuff i was interested in, like the recent article about tieflings.
This perfectly illustrates James's point, and the efficiency of the product... (damn)
Anyway... Having these monsters from Adventure Paths compiled in one book would be something i would enjoy.
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Wolfgang Baur wrote:
Apparently there's podcasters who love it as well, at Happy Jack's.
I'm surprised we haven't seen more discussion of the new Pathfinder ranger variant here, though. Worth doing those in future? Or would people rather have more Pathfinder articles like the Torture one by Hank Woon?
I know Tome of Secrets and some others have done classes, so.... Just wondering.
I already made a Ranger with no spells variant years ago.
Not Pathfinder but still.
Some comments about the Kobold Spell-Less Ranger :
I would give terrain first, then enemy afterwards.
I am a bit confused about the Nature Healing, and i'd rather give him something else, like extend his stealth attack to mobile combat, in the same idea as the Scout's skirmish.
But by all means, yes, please, more class variants.
I love these, as they provide variety.
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stuart haffenden wrote:
Sorry, but "space" if that is the reason, is a poor one frankly.
What we all want is a Bestiary containing all the critters. So it'll cost us an extra $10-20, that's fair enough. We're all going to pay for it eventually; I'd happily pay for it. I don't want Bestiary volume 1, 2, 3 etc. etc. [sounding familiar yet?]
So any new buyers of Pathfinder Adventure Path #13, for example, are still going to be directed to earlier editions of AP's instead of the Bestiary for creatures in that adventure [see page 22 & 79], which is crazy.
Will the existing pdf's be changed with Bestiary listing replacing the MM ones? Probably not, because not all the monsters that the current AP's have used have made it into the Bestiary!
The Core rulebook has 575 pages. Why can't the Bestiary be as large as that? I haven't seen a whole lot of complaints regarding the size of that book or it's price for that matter.
The first Bestiary is a collection of the basic monsters for the game.
The monsters from the Pathfinder adventures are not basic monsters, so Paizo prefers to put them in the next Bestiary.
As a reminder, there are about 100 monsters in scenarii, and as the format is one page per monster, that would be 100 extra pages.
I understand you don't want to fall in the same chain of products than for D&D3, but there will be a Bestiary II, and probably III, IV...
The same way an Advanced Player's Handbook is coming, as well as a Advanced Dungeon Master's Guide (i'm not sure if these are the actual names but nevermind).
Don't see it as a vile commercial assault, but as extensions of the game, which must sell books to stay alive.
A game could just have one, two or three corebooks and that's all. But it wouldn't last very long, once all the players would have bought them.
This being said, nobody is forcing you to buy all the books.
You can run Pathfinder RPG for years with just the Core Rulebook and the Bestiary.
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KaeYoss wrote:
I can understand that you don't care for game balance, but the official rules cannot ignore it. That way lays the ninja class with d100 HD, double BAB, all strong saves, all spells, 20+ skill points, a feat at every level, and using 2 katanas at once (and, of course, the katanas do 100d100 damage, always crit for instant kill, and give you +20 charisma because you're so damn cool with those)
Don't be condescending, KaeYoss, please...
It doesn't serve the debate.
I mentioned i houseruled the scimitar damage to 1d8, as i prefer that as a DM.
I never said it should be officially changed (such a call would be ridiculous anyway).
And i know about game balance, even the points raised by James.
I still keep my change as a DM, and it still doesn't make the scimitar the number one weapon in my games, because my players just don't pick a weapon for its damage, crits or uberness...
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KaeYoss wrote:
There you have your answer why it had the same damage as a longsword in 2e, but has a smaller damage die in 3e: In 2e, the weapons were pretty much the same in game terms, while 3e, with its introduction of other crit modifiers offered a way to differentiate the weapons: Either more base damage or better chance of critting.
I don't agree.
And the damage was the same from before 2nd edition. It was already the case in 1st ed.
But nevermind.
Anyway, crit range or not, i don't agree its damage should be lower than a longsword's.
The two weapons have the same lethal potential, so they should do the same damage. 1d8.
I houseruled that years ago.
Besides, the argument that the scimitar should make less damage than the longsword because of its crit range doesn't make sense.
If it was the case, then the kukri should be 1d3, as it is the same size than a dagger, but with a better crit range.
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