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Recent posts by
Sir_Wulf:
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Derek Poppink wrote:
"We assume that you have enough bags, backpacks, or muscle to haul around the loot you find or, in the cast of an urban scenario, immediate access to markets and bazaars where you can sell your goods. While this system isn’t entirely realistic, it removes an incredible time sink from the play process (processing gear) and helps keep the scenario on track, on time, and moving fast."
The PFS rules assume that hammering out details of looting, packing, and selling treasure aren't the sort of adventures people prefer to play. Call me crazy, but I suspect they're right.
On the other hand, I make sure that my character has appropriate gear. As a GM, I expect my players to pay reasonable attention to their gear as well. If a guy jots down his character in the 15 minutes before a game is supposed to begin, I'll let him handwave the trail rations or backpack he forgot to write down. If a guy shows up with a fifth-level character but no list of routine gear he's carrying, he'd better not expect me to go along with "My guy has three weeks' rations, two waterskins, silk rope and a grapple," in the middle of a desert.
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Chris Mortika wrote:
If there were two parties, one who, say, teleported past an entire castle of deadly traps and CR 24 monsters in order to appear in the central treasure room and steal the Staff of MacGuffin, and the other of which fought its way through the castle, I'd award a great deal more XP to the second party, even though both parties "overcame" the same guards.
So, lets say a low-level party is walking through the woods, and is seen by a pair of bugbear scouts. The scouts slip away and report back to their boss. The party may, or may not, have even been aware of the scouts. Should the PCs get experience for that? Not yet, because the scouts are still out there, and still a threat. They haven't yet been overcome, even though they left their patrol positions.
Chris, thank you for providing a solid and well-described example. The experience characters receive should reflect the challenge faced by the characters, while the challenge ratings of the various monsters reflect the threat they pose to a typical party. If your party isn’t typical (such as the monk in question), the DM should adjust the experience they receive. Suppose the solitary monk had encountered a ravening pack of rust monsters? How much experience would you give him for ridding the realm of their menace?
Chris Mortika wrote:
Of course you can plaster a personality on a highly effective build. You can also play Magic "in character" (I'm not playing a Red/Green deck; I'm playing Lyra Aelf-friend, Druid Priestess. And Lyra taps into the power of the Richland Forests and Mount Dread to stun your wretched beast.") You can probably play chess in character, too. (My knight would indeed assault your strange moving castle, but he is sick, sick of war, I tell you, and stays in camp, heart-sick at how his life has led him to this point. But! This young soldier over here has come up with a crafty plan, and attempts to sneak his way past the army encamped over the hills.)
This bit was the high point of the thread for me.
About candles of invocation: If you think that’s a good idea, Jabsco, you need to read more. I recommend Black Easter by James Blish, in which an arrogant demon summoner sets Armaggeddon into motion with his magic. It has some interesting descriptions of the hazards encountered when one traffics with beings of supernatural power: Such a caster must tread very carefully indeed.
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Sean Mahoney wrote:
Imagine a fighter sheathing his weapon and standing aside at the beginning of a fight, watching the creatures they are fighting charge in at his squishier friends.
Imagine a rogue searching for traps, declaring the door safe and then allowing the cleric to walk through a trapped door.
Then imagine a rogue who unleashes a horde of undead upon the party because he broke the seal on a tomb despite the entire party's vehement objections.
Imagine a fighter executing foes after they've surrendered, when the party desperately needs information from them.
Imagine a wizard who uses his spells to control innocent townsfolk, forcing them to help an ill-conceived plot to hurt a shopkeeper. Imagine an ensuing brawl with the city guard and the party's desperate attempts to save their reputation in the town.
Then imagine the Lawful Good cleric telling the perpetrator to "deal with your own problems".
"But you're the cleric! You have to heal me!"
That's more the scenario I was trying to describe. One of my players is a good friend, but ALL his characters are chaotic vengeful, bordering on evil. He just can't seem to play righteous PCs.
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Sanakht Inaros wrote:
Having played LA and LG, I enjoyed the cert system. Yes, you can end up with all the goodies at the end of a mod. But there will be times when you will only end up with the gold. There were a couple times where I ended up with the majority of the goodies because I was a cleric of Larissa. But there were also times when I ended up with a buttload of gold and no items. At marketplaces, my character would use the gold to upgrade his magical items. And a lot of times, I ended up with far more gold in sessions I got nothing the I did when i got the majority of magic items.
The chronicles/AR system may have its flaws, but to sit there and restrict characters to one bundle per level is just downright asinine.
Unfortunately, those systems that are most fair and equitable can be the most artificial, while straightforward systems like certs can be abused. While I liked some aspects of the cert system, I've been at a couple of tables where some juvenile jackass demanded the best items, forced a "roll off", then turned the item in for gold. That sort of thing left a very bad taste in my mouth.
Those who didn't play Living Arcanis at conventions often missed out on the opportunity to attend marketplaces. Some of my friends only played in home games and couldn't use their gold to buy magic items as you mentioned.
I haven't seen any one perfect solution to the problem of fairly dividing treasure. The Living Realms solution seems to give characters a reasonable variety of treasure items without overloading them with magic.
The Pathfinder Society's system also gives most characters the correct amount of treasure for their level, but people compare their gains to those found in home games, where it is common for some characters to find treasure not matched for their level. In many home games, a few characters find magic weapons, armor, wands, or other potent magic while still first level, long before such items fall in the expected wealth level.
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I'm generally against federally-managed health care, for several reasons:
1.) My father shared many tales of frustration from his dealings with the Canadian system when he first lived up there.
2.) Arizona has a health care system for the indigent already in place. It doesn't seem to work all that well, but forms a "safety net" of sorts.
3.) I work in corrections, and the prison's state-managed health care isn't something I would choose for myself. Their bureaucratic inability to eliminate problematic (discourteous, unprofessional, or inept) staff leaves me aghast.
4.) My experiences with the Feds suggest that there's nothing they can't massively screw up.
5.) Now is a terrible time to tackle a major new social program. The government has been hemorraging money for over eight years, so they decide NOW is the time for massive new entitlement programs?
Interestingly, my father's wife has chronic care issues: Her ongoing problems were a factor in their decision to return to Canada (She's a Canadian citizen). Since he owned a small business, her medical costs were very burdensome while they lived in the States.
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pjackson wrote:
The bard seems frustrated in the fights but has spent a lot of time questioning people. She is trying to understand the characters, which means I need to. She is also making assumptions about how the society works, which have mislead her once. She was assuming a more feudal society.
The areas dominated by Magnimar and Riddleport don't really fit a feudal model. Instead of holding land in fealty to a sovereign, most of the area's lands appear to be allodial (privately owned). Preindustrial cultures that followed such a model included the city states of Medieval Italy and parts of Germany.
There may be notable exceptions. I expect that Sandpoint's leading families own significant parts of the town and hope to control more. Townsfolk living in their properties may pay in an odd patchwork of coinage, barter, and required service. As an example, a PC given deed to a cottage as a reward for their heroism might find the current tenants required to yearly pay them 64 gold pieces, 5 chickens, 30 iron nails, and five days labor cutting peat from local marshland. The PCs may be required to provide security against goblins if they wish to collect the peat. If the callous PCs plan to live in their new cottage, they might have to throw out the current tenants.
Water rights were a major bone of contention in Medieval society, with farmers and mill owners building dams and diverting watercourses. In such a culture, the building of mills was often strictly regulated, to keep millers from interfering with each other's business and ensure that local landowners maintained monopolistic control over their mills.
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I threw together a sidequest encounter that you could easily adapt for your game.
In Magnimar, the party sought out an elderly scholar to get information about where pegasi could be found (one player wanted a pegasus cohort/mount in the worst way). They found him living as a virtual prisoner, confined by his abusive stepson.
A sorcerer of moderate power, the stepson hoped to pressure the old scholar into revealing the location of treasures he had hidden years earlier, but the stubborn old-timer refused to cooperate. A pack of his stepson's friends moved into the house with them, dissolute goons eager to share the old man's treasure.
Until the treasure was found, the stepson refused to let anyone else see the old man, telling others that his stepfather was quite senile.
In my game, a deadly brawl broke out between the adventurers and the stepson's thuggish houseguests. The local watch responded, and the situation looked grim for the party. Fortunately for them, the scholar's estate was just down the boulevard from the Scarnetti's manse. Aware of what the "Heroes of Sandpoint" had done for their relatives, a pair of Scarnettis turned up, vouching for the party's innocence. Since I had played up the Scarnettis in Sandpoint as little better than gangsters, the party was more than a little worried to be in their debt.
In your game, I'd change out the scholar to be an elderly merchant, one of the Seven. The cultists hadn't gotten to him yet because his stepson keeps him locked away, imprisoned in a mansion filled with violent goons.
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Erik Mona wrote:
I hate to be the bearer of bad news to the keeper of the Pathfinder Wiki, but the flumph was NOT in the 1E Monster Manual, and it was NOT designed by Gary Gygax.
In the first place, you should never let facts get in the way of a good story.
Secondly, this implies that if we can find an endorsement of flumphs by E. Gary Gygax, they're in. Our mission now is simple: We must find (or manufacture) such a document. I'm sure someone has an old Fiend Folio with Gary's wholehearted "thumbs up" scrawled on it.
(If we'd learned of this issue sooner, we could have slipped Erik Mona a few stiff drinks at PaizoCon, then snuck the flumph into his notes while he was distracted. Something like,"Put this one on the Bestiary cover" would have muddied the waters long enough to guarantee flumphs their rightful place in Golarion.)
Perhaps an extensive marketing campaign would galvanize public opinion toward this poor, maligned creature. Flumphs could be the new heralds of Abadar, guardians of his celestial vaults. After all, what's more trustworthy than a flumph?
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A small bundle of slightly toxic herbs lie in the pouch of a deceased half-elven female. A DC 15 Heal check reveals them to be a potent abortifacient, ordinarily steeped in hot water and taken as a tea.
A notorious bandit hides a small wallet in bandages wrapped around his ankle. Tattered love letters lie within. Dated 21 years earlier, these prove that a local nobleman once courted the highwayman's mother.
The gold-chased chastity belt of a knight's daughter hides a small, locked compartment, in which she keeps a golden locket incribed with a lewd poem. She keeps the belt's key hidden elsewhere.
Hidden in an orc's vermin-infested felt hat, a small pouch holds 16 green glass beads. Detect magic reveals a faint aura of Divination on the beads. If arranged in a circle, the northernmost bead slowly rolls out of position.
Another useful list can be found at the Strolen's Citadel website. Take a look at What Has It Got In Its Pocketses?
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The man tossed and turned, visions of brutal warfare filling his dreams. A half-orc hunted him through the night, a cruel and heartless priest eager to murder him. Staggering to his feet, the groggy warrior frantically began to don his armor, somehow certain that the visions were real, that the half-orc was coming.
As the warrior buckled on his broadsword, a gutteral voice begin chanting outside the pavilion: the half-orc priest had arrived! His calloused hand jerked for his weapon's hilt, but suddenly, a thunderous crash almost knocked him from his feet! He staggered back, reeling from the blast as his pavilion wall tore asunder, revealing his foe scarcely five paces away! The half-breed priest clutched a shattered holy symbol in his gauntleted hand, an expression of shock and fear filling his eyes.
The bloodthirsty war god would have his battle.
As soon as he tried to cast darkness, I'd have his holy symbol shatter. Until he successfully atones, proving his valor in grim battle, I'd rule that any other holy symbol of Gorum he touches also shatters.
Of course, the followers of Norgorber would soon appear, hoping to recruit one who clearly sees the superiority of thier methods...
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I've run it twice now and padded out the timeline by a few rounds between each event. In that time, the dragon was flying around, periodically snatching and devouring hapless citizens. The giants were arguing about where to attack, then tearing buildings apart and grabbing citizens.
Realistically, most parties will be run ragged before they've faced a fraction of the raiders. My first team took down the giant leader and several other giants, but hid in the ruins rather than face the dragon.
The second party took out several giants, then the party's bard tried to talk the dragon out of attacking. Her hasty diplomacy was only slightly successful ("I like you, elf-blood. I'll eat you last.") and the party retreated into a rope trick to avoid the dragon. fortunately, it only waited a few rounds before the giant's leader called it to attack another target.
The party then ran north, salvaging a few clerical scrolls from the burning temple. Discovering silence among the scrolls, they laid an ambush for the giants' leader. The bard took his head and flew south to meet the dragon again, tossing the giant's head to it and suggesting the raid was done. Impressed by the bard's chutzpah and concerned that it had underestimated the town's defenders, the dragon left.
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Christina Rossetti wrote:
"Lizzie, Lizzie, have you tasted
For my sake the fruit forbidden?
Must your light like mine be hidden,
Your young life like mine be wasted,
Undone in mine undoing,
And ruined in my ruin;
Thirsty, cankered, goblin-ridden?"
In a world where goblin fruits carry cruel addiction and soul-wracking hunger worse than any opiate, the paladin's duty may be clear: Death to any who lure innocents to their doom. The paladin doesn't need to see such a transaction take place, for all the realm recognizes the goblin merchants' infamy.
The question then arises, "Are these tales true in the paladins' world, or are they mere legends, phantasms born of race hatred and peasant superstition?" Are goblins merely shrewd merchants, or does every dealing with them imperil the buyer's soul?
Such questions aren't answered by a knight's swift axe, nor is such rude justice appropriate from a paladin. If he wasn't absolutely certain that his actions furthered justice, he shouldn't have struck.
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