There is another thread where Vic (I think) officially states that you cannot recharge magic armor after it has been buried. What that power allows you to do is recharge the card instead of discarding it when you reset your hand at the end of the turn.
Edit: found it http://paizo.com/threads/rzs2q5e0?Recharging-magic-armours#2
Add me to the list of those with this problem. I only noticed it recently when I tried to open the adventure path forum and was unable to do so. All I get is a blank page. I can use workarounds to get to the forum, but it is somewhat annoying.
I will probably continue to buy all modules for the foreseeable future, since I can always use more sources of inspiration. However, I would also like more higher level options. After about 12 is just seems to dry up. There are a few higher, but no where near the variety.
I wish there were a way to pre-order this. I don't object to paying for it.
My local gaming shop refuses to participate in Free RPG day. A friend and I even offered to pay half the cost asking only that as long as we were there at opening we get first crack at the offerings (otherwise with the same limits as everyone else). They were not interested. I admit that it confuses me because the shop does a lot of traffic related to games and always has an excellent turnout for Free Comic Book Day. Hopefully there will be leftovers again this year for me to order.
I agree with the basic premise of your blog post that having some idea of what is coming can be beneficial to the story and increase everyone's enjoyment. However, I also feel that it really depends on the quality of roleplaying that the player is capable of. I have some friends that I would not want to have prior knowledge. For whatever reason they have a hard time separating in-character knowledge from player knowledge. Others i would happily let read the module ahead of time because they can keep the two separate. I wish you luck on your experiment.
My group tried something similar to this. We gave an extra 50% damage for each extra attack. A character with 2 attacks would get rolled damage plus bonuses times 1.5, 3 attacks would double damage, 4 attacks would be 2.5, etc. For damage reduction I simply multiplied it by the number of attacks the character would have had so an attacker with 3 attacks against DR 5 would lost 15 off the attack.
It did have the advantage of speeding up combat, but there were still flaws. The biggest was with the kensai maximizing his damage which resulted in some huge hits. I'm fairly good with math on the fly so the multiplication was not an issue for me, but I can see it being a problem for some people. Creatures with high DR were also a small problem. One bad roll by the attacker could result in almost no damage being done whereas multiple attacks would have averaged out more in the long run. In the end we decided to drop the system, but it was an interesting variation and I am glad we tried it.
While I don't believe there is any one true answer. A couple of things that have worked in my group are to refer to the player by character name, especially when doing initiative, and regularly asking players if that comment was in character.
Also entertaining is to have npcs react as if the stupid thing the player just said was in character, though I'm not sure if it is really effective in encouraging roleplaying.
The biggest problem I have run into being a GM to a witch is that much of the flavor of the class leans toward evil. This is not to say that you cannot play a good witch, just that it is a bit harder because a number of the options, especially the hexes, really are meant for evil characters.
GM burnout happens to the best of us. I run for our group the majority of the time, but every year or so I just need to take a break and someone else runs a different game for a while. Sometimes we go back to the game I was running and sometimes we don't.
I'm speaking entirely from my own experience here, but there is a possibility that the problem is that you are running an adventure path. This is not intended as a slam on adventure paths in general or Runelords in particular, I own all of the APs and have enjoyed reading most of them. However, my experience is that after a couple of books in an adventure path I begin to feel overly restricted by the plot and get bored as a result. This usually results in dropping the campaign. I use adventure paths as inspiration and to pull encounters for my home grown campaign. I find it more creatively satisfying. My suggestion is that you use adventure paths as a springboard for ideas. Weave several plot threads from them together and throw out others that do not interest you. Add spice with plots you made up yourself and you may find that you are having fun again.
On the other hand, you may not. Some people are just not meant to be GMs. Only you can judge whether that is the case for you. I do think that you have made the right choice in the short run by having someone else run something for a bit. We all need a break once in a while.
Another possibility is the round robin GM. It sounds like none of your friends are highly enthusiastic about running a game, however there is at least one who is willing to run one occasionally since you got your friend to run Tomb of Horrors. Perhaps the two of you can both play and GM a game together. Alternate weeks or months and make sure you leave lots of plot threads for the other to build upon. One word of warning if you go this route. Make sure that while you are the GM your character is either not involved at all, or gets less than the other players. Doing so significantly reduces the chances of hurt feelings and claims of DMPC.
Ultimately the best advice I can give is just to experiment with new ways of doing things. Different things work with different groups.
On a related note, you mention that one of your players still has trouble with calculating for the 8th level character. My question would be if this player is having fun. If the answer is yes there are two ways you can handle it. The first is to just ignore it. Some people just go through the numbers every time and there is not really anything we can do about it. Just try to stay patient. The second approach is to help create a cheatsheet on a notecard and break down all of the calculations so that all the player needs to do is find the proper action and roll the die, then apply the single modifier.
If the answer is no, then you need to determine if the numbers are a cause or a symptom. If they are a cause then the notecard I suggested above can be a great help. If they are a symptom the you need to find a way to get the player more involved in the game. Perhaps tailor some plot points to directly involve the player and give him a chance to shine. Lastly, it may be that Pathfinder is not the right fit for this player (or group). Some people just do not enjoy all of the number crunching involved. The next time you are all together calmly discuss what you expressed here on the messageboard and get input from them. The feedback they give you may be surprising.
There have also been some indicators that even if there is a 2nd edition of Pathfinder they intend to stay reasonably close to what is currently there, though I am too lazy to look up the actual quotes.
Think of it more like the transition from 1st ed D&D to 2nd ed or from 3 to 3.5. Not everything will work perfectly, but the core of the game will stay recognisably the same. There will definitely be some changes at some point but that time is not now and even when it comes you should still be able to play your old characters without having to recreate them from scratch.
Personally, and this is pure supposition on my part, I think that Paizo is a transparent enough company that they will announce any 2nd edition plans well in advance and will most likely have some sort of playtest for any new rules being considered.
Mythic for example is scheduled for release next August and we have known about is since last August, at least in a general sense. The playtest is getting a lot of screen time because it is a new approach to raising the power level of characters, even so it is still just an optional supplement.
My experience has been almost exactly like Bugleyman's. I want to like the map packs, but there are just too many I dislike for me to keep a subscription. Now I buy the occasional map pack (vehicles was exactly what I like to see) and all of the flip maps. I would happily subscribe again if there was a purely flip map subscription, especially monthly, or if more of the map packs fall into the multiconfiguration style.
Elves needing sleep is one of the things that changed between 3.5 and Pathfinder, so yes there are references to them not needing sleep, but the majority if not all of them are from 3.5 materials.
In my experience the only wands that ever run out of charges are the ones which either started with very few (less than 10 when found) or wands of Cure light wounds. Everything else has a limit, but is used rarely enough that they never get used up. So for practical purposes wands are already perminant magic items already in my games. Perhaps it is just a result of my DM style or my player's style but that is how it seems to work out. This change would just make it official.
This is a fairly minor issue, but I would like it if there were a way to set items I purchase to default to sidecart/ship with subscription instead of ship immediately. Perhaps I am missing something. I dislike having to change the item status for multiple items in order to save on shipping.
Don't be afraid to screw up. In most cases (in my experience) the mistakes are small and another layer of paint will cover the mistake. For those occasions where the mistake is larger and you feel like you want to start over, it is almost always possible to strip the paint off of a metal miniature. I use Simple Green, but there are other products out there. My understanding is that many of the plastics can also be safely stripped, but I have never done it so do not have details.
I like the idea of pregenerated characters and single encounters. I very fondly remember the old D&D book of lairs. I would find something along those lines quite useful. I homebrew so more complex adventures such as modules or adventure paths are significantly less useful to me.
I would like class acts wizards.
Banned: Summoner - I just don't like them
Cleric - I have never been a fan of the cleric as written and they do not fit my setting very well. Cleric is more of a role playing option. There are a few traits and feats which can provide limited access to some of the cleric powers. These can be taken by most spell casting classes.
Monk/Ninja/Samauri - None of these work well with the setting (a mashup of Greek and Roman influences)
Modified: Wizard - The wizard/cleric spell list is combined. If a spell is on both lists it will typically be cast at the higher level.
While it is definitely on the high end, 200 is not that unusual for a very limited special cover for a popular comic. It all depends on where your collecting interests lie I suppose. The price is too high for my personal collection, I've never been a collector of alternate covers, but I would be quite surprised if Paizo has any of these left a few years from now.
I'm really looking forward to this one. I hate creating npcs, so this will save me a lot of time. Sure I will probably have to adapt some or all of them on the fly while I run my game, but when my other (realistic) choice is just making stuff up from scratch on game day, this will be great!
Wise Tiki, Because Skull and Shackles 6 and Shattered Star 1 are scheduled to ship at the same time you will not be able to sign up for Shattered Star 1 by clilcking on the button until after they start shipping (or at least authorizing payments, I'm not sure exactly when the rollover occurs). However, Paizo has awesome customer service and if you contact them at email@example.com, I would bet that they will be able to get you set up right away.
It looks pretty good to me. One thing to keep in mind is that just because the invasion is not going to happen for months yet does not mean that there will be no giant attacks in that time. Some giants acting as scouts ahead of the main army would be a good way to keep your players on their toes without necessarily turning up the heat so much that they decide to change their plans again.
In the house campaign I am currently running the group is leveling at fast until they hit 7, then dropping to medium until something around 12 - 14 at which point we will move to slow. This allows us the character development that comes from starting at a low level, but gets us to the (for us) more interesting mid and high levels fairly quickly.
For the other campaign I am running Kingmaker so we have been at medium, but I may have to adjust that as I am starting to add more and more extra content.
I only saw two voices speaking up about what was worth buying, and what wasn't. I got nothing but respect for End and D_M, but it seemed to me that more opinions were needed.
I have to admit that I have thought off and on about doing some reviews for exactly this reason. Thank you for starting this thread and giving me the reminder that I needed to stop procrastinating and just do the reviews.
I played in a game like this once. The second time my Wizard committed suicide out of frustration over not being able to cast spells it actually worked. The first time I was saved against my will by healing. I then informed them that I was not having any fun with this game and went home. The next week we played at my house and I ran the game. I am still friends with most of the players and it was almost 10 years ago.
You do have options available to you. Offer to run a game on another night of the week, see if someone else wants to run one, find other players and start a new group. But the biggest choice is to stop being miserable in this game, or to keep playing. Everything else is just details.
Sometime in the last 10 or so years I read a set of rules about characters having an innate standard of living where for example if someone was at Poor they had to pay for everything and if they were Rich they could get items below 100 gold for free. I no longer remember the details, but that was the gist of it. Can anyone direct me to the correct book? I'm sure I have it in my collection somewhere, but so far have not managed to locate it. Initially I thought it was a Pathfinder rule, but I now suspect that it was somewhere in the third edition era.
This is pretty much exactly what my group does as well. It keeps everyone on an equal level without a lot of extra bookkeeping. It also eliminates the temptation to cheat and pad how much exp the player has because there are always 2-3 to check the total against. Furthermore it eliminates the problem of players who lose their character sheets and forget their total exp. I had a player in a prior campaign who was present every week and always got full exp. In spite of this he had the lowest total in the party because he regularly lost his character sheet and had to guess on the total. By keeping everyone at the same exp that problem has been eliminated.
I know that I am in the minority, but I actually like the size of the troll. I have always pictured trolls as only a bit larger than humans. If you figure that the vampire is in the six foot range, and factor in the fact that the troll is crouching down and somewhat stooped, that puts the troll at around nine feet. Seens about right for the cr and niche trolls play in the game. I like the idea of a large creature that is not so big it is falling off the edges of the base.
James Jacobs wrote:
I did, and I suspect that you are correct about the typo, though whether it was at my end or yours I am not sure. I did not go back and double check my work. The double semicolon was the key to cracking it for me.
Since we are getting close to the end of announced projects, I suspect that you are working mostly on unannounced stuff these days. Are you working on anything you can talk about today? I'm not fishing for spoilers, just curious about how far in advance you need to work for your position.
James Jacobs wrote:
James, thanks for the quick bit of code to decipher. It added a nice diversion to what has otherwise been a dull day.
How has the snowfall been treating you?
So if I preordered my case after October 1st I will not be able to purchase this from Paizo at all?
You should still be able to get it by doing a subscription. The way i understand it, if they are offering the subscription they have enough of these to go around.
In our game last night we had encounters with several different types of lycanthrope and noticed that weretigers do not have the curse of lycanthropy. Is there a mythological reason behind this or is it just for design variety, or is it something else entirely?
Basically, my players are considering to elect a High Priest of a deity that is unpopular among the locals, then incentify the locals into converting to that deity's religion with tax breaks. As a GM, my first instinct would be to rule that the High Priest role is technically vacant because the person they're placing into power is not meeting the spiritual needs of the kingdom. What do you think?
I'm not James obviously, but it sounds like an interesting idea to me. There is some precedent in the real world for this kind of thing. There are many examples in Europe of the leader of the country changing and forcing the populace to convert from Catholicism to protestantism or vice versa. I would guess you would not have to dig very deep to find similar examples in other cultures, especially in places where there is a state religion.
Now for my question. Why do you think that the molds, slimes, oozes and jellies have proven so successful and appeared in most if not all versions of the game? I have never really seen the appeal and wonder what I am missing. The main reason I ask is that the one Pathfinder society adventure I bought was about 1/3 slimes and molds. Not the norm, I know, but it did somewhat put me off and I did not start buying Pathfinder modules until almost a year later when I discovered this thread and you convinced me to pick up the adventure paths. Thanks for an insightful and entertaining read. I wish I had picked up one of the adventure paths first.
I got tired of my players not having significant knowldege skills. I gave them 1 extra skill point per level which must be used to buy a knowldege skill. So far the change has been positive. I would think that adding a blanket 2 per level to be spent on anything would not be out of line.