|
|
|
|
|
Seldriss's page
Pathfinder Society Member. 1,552 posts. No reviews. No lists. 2 wishlists. 1 alias.
|
bump
Tonight, I saw on Lord Aldraas server (RP/PvE, US East) some folks on Tython from the "Pathfinder" guild.
Anybody here is one of them?
Interested and dotting for future checks...
Doppelganger Assassin.
What about a Doppelganger?
Dark Age of Camelot.
I know the game is still running online, but it got old and it is time for a DAoC II.
It was my absolute favorite game of all time, and I didn't even play in RvR.
The atmosphere, the cultural identity of each realm, this was incredible.
I never played a game, RPG or MMORPG, with so much immersion and roleplaying.
Mythic should stop wasting their time with Warhammer and bring us back Dark Age of Camelot...
I want more. I want to get back to Hibernia and Midgard (Albion not so much).
I am coming back to this, because I am still pondering and wondering about the skills.
One thing I liked with the x4 multiplier at 1st level was that it could reflect the background of the character, before his adventuring life.
I don't think the +3 from class skill can replace that, as it is linked to the class, therefore doesn't transcribe what the character was doing before taking the road to adventure.
What do you fellows think?
Hmm... I thought this was a thread about sexy librarians.
But I guess it's not really the topic.
Or... is it? ;)
I am guessing she is throwing cookies, like shuriken...
Well, you might have convinced me for the skills.
I don't have Ultimate Combat yet, so I couldn't compare their version with mine (which is inspired by Unearthed Arcana).
I'll look it up online, if it is on the Pathfinder reference document or Pathfinder Wiki.
For the classes, you are probably right.
As my goal is not to mess too much with the core rules, I might just use the classes as RAW and convert my version into archetypes, or class variants as they used to be called.
Thanks Tim, that's exactly the kind of comments I am looking for.
Thank you, TOZ, but I already saw Kirth's houserules (and I must say they are pretty interesting).
But I am not looking for more houserules.
On the contrary, I am trying to reduce mine, to come closer to core rules.
The point of this thread is to get the opinion of other DMs or players about the houserules I listed, if they are somewhat similar to some others they experienced and what feedback or suggestions they might have on them.

Hello folks,
I love Pathfinder, since the Beta.
However, until now I was running a D&D campaign, modified with many houserules, to the point it was quite another d20 system.
The reason I didn't make the switch to Pathfinder was probably that a conversion of my stuff would be too much work.
But recently I decided to make the jump, for various reasons:
It has several common changes in rules with my houserules.
As an official system, it will be more accessible to my players, as more transparent.
As a current system in print, it is more open to new players.
Now, Pathfinder or not, I still want to keep some of my houserules for thematic or mechanical reasons.
Overall, I want to recenter around a core system, while still keeping some houserules, but reduced to the ones really useful. So I would like some opinion about my main houserules:
Races: The campaign setting I run has specific races, including human subraces. I don't think I will really change much, but I might trim them down, and retailor them to the Pathfinder format.
I must admit I am not always convinced by the concept of +2 to a physical stat, +2 to a mental one and -2 to a third one. Some races don't feel like having mental bonuses to me.
Classes: I made my own versions of the base classes, as well as additional classes and class variants.
I might turn them into archetypes. No real question here, but still wondering. As DMs do you use core classes or do you change them? I am talking about important changes of course, not minor addons.
Skills: I abolished the barrier of class skills vs. non-class skills many years ago, to give more freedom in customization of characters.
Now, even if I admit the Pathfinder skills system is nice, I am not sure I will go back to class skills/non-class skills.
And I think I would miss the multiplier from 1st level, which translated the background of the character before he was an adventurer.
Feats: I reviewed some, created others and give some to everyone for free, like Power Attack and Weapon Finesse.
I also use weapon groups instead of simple/martial/exotic weapons and am wondering how they would work in Pathfinder.
Combat: I roll for initiative on every round, to avoid the routine.
I also use hit locations and armor damage reduction, not really for "realism" but to make combat grittier.
I also used advanced crits and fumbles but I might drop these.
Magic: I use Spell Points, not vancian magic (spells per day). This is one of the main houserules I intend to keep.
I give some of the metamagic feats as "innate" enabling spellcasters to modify their spells, but at higher cost in spell points and extending their casting time.
There are some other things, about combat and other things, but these are my main houserules.
So I would appreciate some comments or suggestions from DMs or players with similar houserules or just an opinion about that stuff.
I know I am not giving much details about these houserules, I just mention them as general ideas, not on a technical level.
Please try to be constructive and not just abrasive against one houserule or another, or houserules in general.
Thank you in advance.
- Seldriss -
Brooklyn here.
I am two stops away from Coney Island.
But I am in the yellow zone so I feel so much safer than my neighbor next block who is in orange ;)
I ain't afraid of no storm, hurricane or whatever.
But nerf druids anyway ;)
Bumping my question about regrouping the elemental Genius Guides into one (see above)...
Interesting...
Dotting for later...
Dot to check this after work.
This should be interesting, as I often appreciate your posts, Laurefindel...
I felt it at work, in uptown New York, some boxes around me were moving funny.
My wife down in Brooklyn felt it too, and saw our TV and computer monitors wobbling.
Weird.
I don't know if it has been asked before, but do you plan to regroup the four elements guides (air, earth, fire and water) (or five with ice) into one volume one day?
That would be very convenient.
I would suggest:
+2 Str, +2 Con, -2 Cha
Darkvision
+1 natural armor
Intimidate +2, Perception +2
The +4 Str and -2 Int could work but Gnolls don't look so strong to me.
+2 Str seems enough especially with +2 Con, which make them good for combat and it avoids the Int penalty.
Scent and a bite attack would make sense but Gnolls don't have these in D&D or Pathfinder, so probably not.
Considering the animal change was just in name and appearance, as long the stats are the same than the ones for an "official" creature like a dog, it has no impact on the game, so I don't see any problem with that.
It is just a cosmetic change, reskinning, as you said, Kris.
It could have been a dog, a pig, a miniature horse or an anteater, it doesn't really matter.
It's like a player saying "So my elf has blue hair and only four fingers on each hand, due to her fey heritage".
There should be no reason to refuse that, in Pathfinder Society or in a convention.
On the contrary, it recognizes a little bit of imagination and creativity from the player and allows her to have some fun. That's what the game is supposed to be about.
By ruling this out, it frustrates the player and even causes her to leave. That's too bad.
Thanks.
Actually I checked in the PFRPG CoreBook and it mentions just reptilian and goblinoid subtypes.
I was just surprised as lizardmen - huh, lizardfolks - are rarely portraited as enemies. But nevermind.
I don't have Gnomes of Golarion, but what's wrong with Lizardfolks?
Skummyone wrote: The 3.5 manual lists it as SU Huh... My Monster Manual 3.5 says it is Ex, not Su.
The fever is lited as Su, but the paralysis is listed as Ex.
Another option is to convert the spell resistance into a bonus to saves versus magic, like half the SR or just half the level of the creature, but then grant a save to the creature against all spells (unless they state no SR) and suffer no effect if the save is made (like no damage from a fireball).
This way you remove the extra rolling and save time.
Skummyone wrote: Big question that decides a TPK here. Ghouls attack in an anti-magic area. Is the paralysis an ex ability or a su ability? Taking a dinner break - opinions desperately requested! The ghoul or ghast ability is an Ex ability. Well, according to D&D Monster Manual.
It is not listed as any type in the Bestiary.
(by the way how do you know what type it is in Pathfinder?)
The options you listed are good, they bring a logic to the research, but they don't have to be the only ones.
A spell external to the basic list of a cleric doesn't have to be an ancient forgotten ritual.
It can be an unorthodox spell used by a marginal or even dissident branch of the cult, therefore not commonly used by the official cult or even clerics in general.
It could be the adaptation of a spell used by some other casters, divine or not, through mutual contact and influence.
It could also be just the product of the imagination and creativity of an individual, like the character himself, which would make it unknown and unique.
There are many other possibilities, which could turn this thread into a "1001 new Cleric Spells and their Sources"...
I use spell resistance as an active ability, instead of passive.
In my mind it is like a "super save" versus magic, so the defender should make the roll himself.
In that condition, the roll and DC are reversed:
The defender rolls 1d20 + level versus DC10 + caster level of the attacker.
Example: The defender is a 5th level character, supposed to have SR10 + level (SR15) and the attacker is a 5th level caster.
The defender rolls 1d20+5 versus DC15.
/sigh
I have seen sooooo many amnesiac characters that I wouldn't be able to respond without being rude.
Which I am anyway by just saying that as you didn't say anything wrong. So I am sorry, and please don't take it personal.
But honestly, the amnesia card has been played a lot. Especially with assassins. In games, books, movies...
Jason Bourne is unfortunately a perfect example of such a lame twist. XIII is another one.
"The poor guy who doesn't remember he was a cold blooded criminal" is often an excuse to use a assassin without assuming he is a criminal, then turning in a melodramatic nice guy, sure to get the girl in the end.
In games I would say it is worse, as in my experience it is often a trope for lazy players who don't want to write a decent background for their character and would rather improvise cheesy flashbacks along their adventures.
Once again sorry to chime in your thread.
Once again it is not personal.
Good luck with your character.
You can see them in the line of the class variants or racial substitution levels of D&D 3rd Edition.
If you go further, you can see them as the old kits of AD&D 2nd Edition.
The system is different but the idea is similar: Customization.
Strangely nobody mentioned yet that the Skunk was in the Tome of Horrors (vol 1)?
Isn't there a Pathfinder version of the Artificer?
My mother in law.
(no link, I don't want to scare you guys)
Wasn't there a replay feature like that in the game Commandos?
First you were sneaking around, backstabbing, sabotaging with each of your guys and after that it was replayed in normal time. Or something like that?
TriOmegaZero wrote: Dwarven Metal Brushed Steel set.
They're beautiful, have a good heft, and are excellent for throwing at unruly players. >:3
+20
Many years ago I was thinking it would be so cool to have a set of metal dice.
Now I have them and they are by far my favorite ones.
"Normal" dice don't feel right now, as they are too light in comparison.
I don't even look for new dice anymore and my old favorite sets are all jealous, stuck in their bag.
Congratulations, Slipstream, that's always good to hear about new players, even moreso when it's about players bringing in their precious halves or their best friends.
Cheers :)
For information, Halflings had a +1 racial bonus to hit with slings and thrown weapons in AD&D 2nd edition.
You can use that as a racial trait if you want.
Of course, it doesn't change the damage, but hitting more often is still good.
Another rumor is that Bill Slavicsek was forced to resign so that Sebastian could take his place at WotC and herald one of the first signs of the apocalypse:
The 5th Edition of D&D.
With ponies.
For sure, the departure of Bill Slavicsek is going to bring a looooot of speculation...
After all, gamers are known to have a lot of imagination ;)
Wait and see, wait and see...
Oh, I agree, a wizard with a larger repertoire of spells has definitely a tactical advantage.
I just don't think the sorcerer is really at a disadvantage or "nerfed" with a slower spell progression and less known spells. A bit, but nothing really crippling.
Now, I must say that I don't run core D&D or Pathfinder games, I am giving several perks to both the wizard and the sorcerer, so none of them has real reasons to complain.
Although some of my players still do. But well, you know, players... ;)
So I guess this new spell progression of yours could please many...
My first guess would probably be to play a Bard, to fit any role and any situation.
But of course it depends on many other factors, such as the other players characters, the campaign setting, the style of adventure, the group generally style of gameplay...
Umbral Reaver wrote:
You never see a wizard complaining his role is invalidated by the party's sorcerer, do you?
Well, to be honest, I have no Wizard among my players characters.
As a matter of fact, none of my players has ever played a Wizard in the 3rd edition era.
I do believe that the flexibility of spontaneous casting gives a advantage to sorcerers.
Even if wizards have a larger repertoire and can manage very well with some strategic preparation.
Personally, I generally subscribe to the concept that the sorcerer, being often a natural and instinctive caster, learns his magic at a slower rate than his academic wizard cousin.
Now, of course, some sorcerers belong to a collective of arcane tradition which should enable them to progress faster, like druids do.
That's the point of some class variants or archetypes, like slow with bloodline powers and fast (wizard's progression) with less abilities.
In other words, you mean to align them on the Wizard progression?
I don't know...
To me, the bloodline abilities and the spontaneous casting compensate largely for the slower spell progression and learning, but I know that some players complain they don't, like some of my players.
If you drop the monster hit dice and start from the bottom, it would give this:
Medium Humanoid (Goblinoid)
Speed 30ft
+4 Str, +2 dex, +2 Con, -2 Cha
Darkvision 60ft
Scent
+3 natural armor
Intimidate +4, Stealth +4
Languages: Common, Goblin
If you think that's unbalanced, you can tone it down:
Str bonus lowered to +2
+2 or even +1 natural armor
Perception +2 by scent
Intimidate & Stealth bonus reduced to +2
Druid class, Animal Companion, p52:
Pathfinder RPG Core Rulebook wrote: Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
I think there is also a store somewhere on 2nd Avenue, I don't know if it's still there.
One or two years ago, there was also some guys who were talking about opening another spot, but it seemed more like a fantasy than an actual project. Never heard about them anymore.

Kolokotroni wrote:
Really? I never knew. Though I guess I never frequented the strat, and just assumed there wasnt any since there was none visible. I will have to check it out sometime. Still only 1 store for the whole of New York City is pretty thin dont you think?
There used to be be more stores in New York City, but they closed for the most part.
Neutral Ground was quite well known too, it closed a while ago.
There are at least two left in Brooklyn: Kings Games and another one (forgot the name).
But that's true that basically the Strat is the main store.
Yes there is some game space inside.
When you enter the store, follow the right side, you'll see a door, often open, which leads to a small room with a few tables and a stairway going downstairs to a large gaming room.
You can play for no charge and even can get a discount if you play there, as you bring potential customers.
The room is sometimes flooded with Warhammer 40k or other games like that, but there is often also some D&D and Pathfinder games.
I used to play and GM there, although I don't frequent much the store these days, as we now play at a player's place.
But the Strat is a great store.
Actually I am supposed to play tomorrow, I might pass by...
Greetings, folks,
I recently stopped my subscription to World of Warcraft and I am considering to switch to another MMORPG.
Preferably one with no monthly fee.
In the past I played Dark Age of Camelot, Star Wars Galaxies and Lord of the Rings Online.
I usually prefer heroic & fantasy to sci-fi and I am more interested by roleplaying and the community than grinding, überness or the special effects.
What are your favorite MMORPGs of the moment?
Years ago I converted to D&D some elements of Dark Age of Camelot (one of the best games of all time).
Most of the conversions were character races, classes concepts and monsters, which fit my campaign setting, semi-historical, therefore easily compatible with DAoC.
Really? Wow.
I don't have this book.
I guess that's another reason for me to buy it now :)
|
|