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TwilightKnight wrote:
Because that's exactly how it sounded? We have one person's account of the situation which admits to the guy getting on 'everyone's' nerves. That sounds as if the environment is not the most joyful does it not? Now, as none of us baring the OP are members of this group, we have no first hand knowledge whatsoever and keep in mind we also just have one side of this. That side is asking to try to specifically target and neutralize a player's character that the poster identifies negatively with.. So yeah, that sounds adversarial to me. I could be wrong. But I could be right as well. I respond based that it's quacking and walking like a duck for it to be a duck. It may be a plethora of other things, but I'll go with the odds. -James I always imagined the flavor of the ability is such that the shadow you summon actually IS your own shadow. You literally animate your own shadow. That's why losing it or banishing it requires a Fort save - you're basically ripping out a part of yourself, and you have to wait a month for it to "grow back," as it were, before you can animate it again. It also explains why it can't create shades, why you can communicate with it, and why it uses your saves and hit points - it functions more closely to a wizard's familiar (with whom he shares a part of his soul) than to a typical summoned creature. When Pathfinder released the Core, it attempted to learn from the mistakes of 3.5 regarding the decline of the iconic builds. The bump in power to the iconics was intended, it was stated, to bring them in line with later base releases that were more powerful than the core versions, and becoming more common than intended. At some point, I expect Paizo is going to need to do a new release. I hope it is more like 3.0 to 3.5 rather than a new version, with a nod to backward compatibility or at least ease of conversion. But I also don't think it is far off as we've reached a point of complexity and loophole manipulation that is making a "common" character build far from common. With that in mind, I humbly offer these suggestions. 1. Make the core weapons, that is the weapons most commonly used, the best weapons. Because people will commonly use the best weapon. Sure, exotic weapons can be better, but they also require a feat. So if you want a cool new weapon, make it exotic, rather than tacking it on the martial list. 2. When re-designing the classes to be what a single developer envisions them to be, rather than the amalgam some of the recent classes have become. Pick a single developer who loves the class, let them design what they what that class to be thematically, then everyone else playtest it down to power level equality when they are done making it "cool". I am looking particularly at the Monk, Ninja and Gunslinger, but I think this is true of many of the new classes and some of the variant classes that seem to be victim of having too many cooks in the kitchen prior to playtest release. 3. Keep it simpler. Stop adding addendum point systems and alternate rules. If it is a spell like ability you only want them to use so many times a day, make it that. If it is something you want them to always be able to do, make it that. No more "if you have a grit/ki point" stuff that makes players and GMs keep multiple running tallies. Caster classes already do that, which is fine because that is more or less the entirety of the class. Don't make what should be simple, complicated. It isn't a computer game, it's table top. 4. Don't start from scratch. You have built a library we all want to keep using. When 3.5 came out, we didn't have to throw out our 3.0 books, modules and adventures. We still haven't had to, and that is great as it lets everyone play at their own level. But that said... 5. Clear the slate with each class. You did a great job last time with lessons learned from 3.5. Sure, some stuff didn't work, but for the most part the changes really improved the product and play. I feel like a lot of the new classes really just need to get the same treatment you gave to the 3.5 classes. 6. Stop taking concepts you want to exist and trying to force them onto archtypes. I'm not talking the variations of the actual theme archtypes, those make sense and are...well...archtypes. I'm talking things like the Summoner with a powersuit or the bard archaeologist. Those are great concepts, I want to play those things. However when they are shoehorned onto the bard and summoner templates, the unintended consequences of mash up both fail to give us the cool thing we want, as we want it. I don't want to hear about base class creep, if it is a concept that is "big" enough, it deserves proper treatment. And not the "Gunslinger that was going to be a fighter alternate, but then became some Frankenstein's monster of two many ideas in one bag..." To sum up, good job for the last 5 years or so making what we are currently playing. But we may be reaching a point where a reboot is needed to clear some of the memory. When that time comes, please reboot using the same strategy you used to convert from 3.5. If you do, I think you will get similar positive results. "Hey, Steve. It is really cool that you managed to bump you AC so high, but now, with the disparity between your character and your fellow party members, I'm having a bit of trouble designing varied and appropriate difficulty encounters; they'll either be too easy for you and you'll be bored, or too hard for the others and they will get frustrated. I don't want to have to resort to tricks to damage you regularly that bypass your AC and ruin all of the work that you've done on your character, would you mind doing a slight rebuild or modification to tone it back some? I'd appreciate it a lot." SunsetPsychosis wrote: Remind him of the most important rule. Rule Zero. The one that says that whatever you say, goes. Do NOT say this, at least not this way. Laying down the rule-zero right off the bat is the surest way to piss off a rule-centric player. Rule zero is fine, but should not be used to justify a lack of rules knowledge, which is what the rules-centric character is concerned about. Make them your rules lawyer. Tell them that if they know the exact location of the text off-hand than you'll use it, but otherwise you'll make a "for the moment" ruling while they search. This legitimizes their concern for rules while also ensuring that the game doesn't get slowed down. In the meantime, it couldn't hurt to learn rules better. There's only so far you can go, but a look-up shouldn't happen more than once or twice a session. Also, tell them that you reserve the right to make stuff up. This means that sometimes the enemies will have a special ability that you give them for the express purpose of bypassing a normal rule. (For example, give them a special ability that makes their magic not show under detect magic.) This includes the possibility of new spells and/or feats. I love what Monte Cook said at a seminar at GenCon a few years ago. Instead of restricting what the players can do, try making challenges that REQUIRE them to use their abilities. That way the players feel good that they can use them, and the GM feels good that he doesn't have to worry about them being used at more unexpected times. Can they fly? make the enemy castle a floating one that they have to fly to, then they get to make the spell useful, and you get to keep it out of the way of the challenges where you don't want them to fly. I will put it bluntly. Chris, not only were you wrong but you owe that player an apology. It was also so easily handled. When you get to the goblins, it turns out these goblins love bacon. They go into a bacon! frenzy and react the same way to the pig the same way they would otherwise react to the dog/horse, with only a slightly different motivation. More importantly, your players are delighted. As for the reflavoring, it's done all the time and sometime is even REQUIRED. For example, I had a an eight year old boy playing the Cheliax faction and his mother sit down last convention for Murder on the Throaty Mermaid. The Cheliax contact in that module is Spoiler: . It was MY JOB as a GM to work around it, which I did by making her a traveling entertainer and making her a whore Spoiler:
romantic encounter, which is central to her and her paramour's alibi, genuinely romantic. I did the same thing with the zombie wolf in Among the Dead, simply because had a better mini for a giant bird. Stats did not change and the gaming was enhanced. As a player, I have a paladin who is from Minkai, now 9th level, who uses a glaive she calls it a Naginata, and a bastard sword which is a 'katana'. She worships her divine ancestress, Lady Sun, who the 'gai- I mean inhabits of Avistian call Sarenrae.' She is changing from Andoran to Lantern Lodge for season three but gee, I can't change my feats because the rules don't allow that even though there are NOW stats for the Katana and Naginata. Which is a better? Allowing the the retoactive grandfathered in reflavoring (which won't be repeated with a new character) or lecturing me as a player in front of other players or asking me to gimp my character in in the name of accuracy. Basically, not going along with cosmetic reflavoring is nothing other than bad GMing, period. I cannot be polite about how strongly I feel about this. That is totally different from a mechanical mistake like a summoner who took reach multiple times. In those cases, the onus is the player to get their character right and if you have to gimp them at the table, too bad. Currently there is a debate going on about why sword canes were added if they were not mechanically better than X. There was a huge thread about the Monk vow of poverty, and how horrible it was. To which I slam my head repeatedly into my desk. Crazy thought here, maybe every build isn't an optimal build. Maybe, and I know I'm going to get a little nuts here but stay with me, maybe some people think flavor is more important that power because maybe they actually play the game to create a story with the DM, and they want to play an interesting character in that story. Maybe, and this could just be crazy talk, some people think that your huge eideolon with 15 attacks would probably not be allowed in most major cities, or your Svirfneblin or Dhampir may cause some interaction problems in well lit rooms. Maybe some DM actually ask the question "What do these characters look like when they walk in a room, and how would people react to them" Maybe a sword cane is less conspicuous and that has value. Maybe as a player you want the challenge of trying to build a monk character without significant gear. Maybe some of us are less worried that the new splat book didn't give you the broken option you were hoping for so you could show all your friends how awesome your broken combo is in a made up world for a little while until the Devs realize a mistake and errata it. Maybe...just maybe...some of us like having more options, while still allowing old options to have value and not be obsolete. Crazy, I know... mdt wrote:
I prefer to run games with strong storylines in which the player characters are the KEY element of that story—they have plotlines as important as the plotlines of the campaign itself. As a result, I find PC death (or otherwise loosing a PC) to be disruptive, annoying, and frustrating. To combat this, I use hero point-type mechanics in games I run to help give the PCs a bit of control over the fickle hand of fate—a PC who dies due to a monster's lucky critical hit is lame. Once PCs can cast spells like raise dead or breath of life, then that's certainly a help... but still—having your character die sucks. It means that you can't play the game until your character is brought back to life, and NOTHING you can do in game can really speed that process along. Any GM who thinks that death isn't a worry or isn't something that players are worried about needs to try playing the game from the player side of things. For a long time, I only ran games, and I kind of had the same feeling about PC death—it's no good if no PCs die, because then the players think you're soft. That's not true. It's not the death that causes stress and tension—it's the possibility of it. Once I played a few campaigns as a player, I really got a new appreciation for GMs who play fair AND who periodically fudge things or make things work periodically in the player's favor. Games where the GM don't do this I find to be too frustrating, and I often lose interest in those games. As for spellbooks and familiars... why have them? For flavor. That wizards use spellbooks and sorcerers don't is cool—it's compelling and interesting flavor. And it does put a bit more responsibility on the PCs' side to take care of the book or familiar... but a GM who sets out to specifically destroy these thing is a jerk in the same way he'd be a jerk if, say, he knew a ranger took "Favored Enemy (dragon)" and then adjusted every adventure so that there'd never be a dragon in the game. A GM's MOST IMPORTANT job is to make sure the players have fun, because if they don't have fun, they go away and then the game doesn't happen at all. A GM who is a jerk and enjoys crippling characters by killing them or taking their things away doesn't deserve to play the game. After casting around in search of the right solution for battlemat condition markers, I realized that there wasn't anything out there that was both immediately legible and completely unobtrusive. I like the Litko markers, but I don't like that the text of them is hidden by the mini. I like the Dark Platypus magnetic flags, but it seems like a lot of rigmarole, and it puts more clutter on the map. I have no desire to use those stacking magnet rings I've seen used elsewhere, and the pipe cleaner/rubberband options just looked bad IMO. Yeah, I'm picky. Your point? So I fired up Photoshop and made my own, as I'm sure many before me have done. As I am currently just getting into the WorldWorks Games paper terrain, cardstock was a natural choice. That said, I wanted something that could be used either as a flat cardstock tag to slide under a mini, or -- in the case of close melee -- in such a way as to show the condition without it being hidden under the bases of surrounding minis. I made a page of counters to include all possible states (many of them only rarely needed, but hey, it's paper, and I had room). In fact, the only condition left off was "broken," because I couldn't foresee ever needing that on a map. Here are a few pics of what I came up with: pics of Pathfinder Counters Here's how they work: 1. Print the .pdf page on 80 lb cardstock or similar. Regular paper works fine, too, but if you want them to last longer than a session, cardstock is a nice choice. NOTE: make sure your print page is set to print at 100% size (no scaling). 2. Grab some scissors (or if you are a papercraft adept, reach for your cutting mat, steel ruler and snap-off blade). 3. Decide whether you want the counters to lie flat on the map, or for the colored tabs to stand up vertically. 3a. If you choose the former, cut just below the colored tabs. 3b. If you choose the latter, cut just above the colored tabs. That's it! So have at it by clicking the link below: cheap as free, peeps: redcelt32, have you checked out the Random Name Generator at Behind the Name? One of the tricks I use is generate a whole bunch of NPC names ahead of time and keep it in my GM notebook and scratch names off as I go.
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Tracking right or left handedness isn't something we bother with in Pathfinder. The ONLY time an attack is considered an off-hand attack is when you make an attack with a second weapon in the same round you make an attack with a first weapon. If you have a longsword in your right hand and a shield in your left, and you only attack with a shield bash in a round, that shield bash is NOT considered an off-hand or secondary attack for that round. It's a relatively easy bit of house rules to institute handedness, though, if you're looking for that level of additional detail... but that's not a level of detail we want to assume for the core game. This is a last case scenario, but I'd love for all players to be able to describe their characters VISUALLY to me prior to a PFS session beginning. In my experience, this can sometimes get awkward and non-descriptive for some players. For players that have difficulty with this, I'd love to see them fill out this template: "[insert name] steps into the [insert lighting/surrounding conditions]
[OPTIONAL:]
Please note I know there's plenty of great roleplayers who can do much better than this when they introduce their characters. For players who resort to saying things like 'Um, he looks like Bruce Willis in armour. I guess.' This is for them. Here's an example: "Oakland steps into the bright sunlight.
At Oakland's side there is a ridiculously oversized spaniel quadruped Eidolon. The creature's bulging eyes regard the surroundings with passive stupidity. Drool hangs from its maw." Now you go! Feel free to add some fine tuning! I've recently put together a method to develop 1" and 2" mini-circle-token thingies for my face-to-face gaming needs, and I thought I'd share. I got the idea from here, but was too cheap to buy those materials and tools. Plus, I'm impatient, so I didn't want to order anything online. Everything below is available at my local Wal-Mart and HobbyLobby. Hopefully your home town has similar. Anyway, here goes... You will need: A) A printer that can handle thick paper. Preferably a color ink jet. B) Texture-backed card stock - Wal-Mart, ~$6/50 sheets C) White construction paper - HobbyLobby, ~$2/50 sheets OR Wal-Mart, ~$2/8 sheets (in a multi-color pack, wherein you give the colors to your kid and keep just the white sheets, etc) D) Paper-cutter and/or scissors. (Must trim 1/2" from construction paper so it goes through the ink jet. Also helps to slice rows of tokens into ribbons for easy punching.) - Wal-Mart, ~$11 for the sliding-razor blades model cutter. E) Spray-on adhesive. I used Elmer's Craft Glue and it works great. - Wal-Mart, ~$6/can. F) Used pizza box or similar disposable surface. G) 1" inch and 2" inch scrap-booking 'Craft Lever' punches. Like so. - HobbyLobby, ~$9/$11 H) TokenTool. This will require Java as well, but you probably have that already. J) OpenOffice or similar to lay-out the images for printing. I) Stock images. Google images works well. Also wallpapers on this site, from the pfsrd site, or from within your pdfs. You decide... Steps: 1) Locate the desired image. Save it in an 'images' folder. 2) Open TokenTool. Drag and drop the image from the images folder onto the software. Use the scroll to resize the image and drag whatever representation you wish into the circle on the left. The right-hand side will preview your token. Select whichever border-ring suits you best, and save the file in a 'tokens' folder. 3) Repeat until you've covered all the imaginable tokens you might wish. You can get a LOT of them on a single page, depending on their size, as you'll see in a moment. 4) Open OpenOffice Writer (or similar). Go into the Page preferences and set the size to 12" long. Also set the margins to the minimum your printer will support. 5) Drag a token from your 'tokens' folder onto the new document. Position it in the corner. Drag all subsequent tokens adjacent to the first one. OO handles this rather well. Where necessary, resize the image to be exactly either 1"x1" or 2"x2". You can also copy+paste image squares to easily make rows of the same creature. 6) Save this file. You never know. 7) Take a sheet of the construction paper and trim off one half inch from either side. Make sure you get a straight, even cut. If you slip up, trim it again. Better too small than it causing a jam. 8) Load that sheet, all by itself, into your printer. 9) Print the document from above. Go nudge the paper into the pickup rollers on the printer, if need-be. 10) Take the printed sheet and lay it face-down on your pizza box. Take your spray glue and give it a generous coating. Don't be afraid to over-spray. That's what the box is for... 11) Take a sheet of the card stock, hold the textured side TOWARDS YOURSELF, and lay it down against the now-sticky, face-down construction paper. Count to five and peel the two off the pizza box carefully. 12) Let the glue set. 30 minutes is plenty. 13) Trim the margins off of your sheet, so you can get your punch in close to the circles. Optionally, use your cutter to slice your rows of tokens into strips. If you do, expect some square edges on your circles. If you don't have a pair of scissors handy to get all the resulting triangles out of your way while cutting. I recommend the strips. Your call, though. 14) Remove the plastic shield/catch from the bottom of your punch. They're not intended to make circles. They're intended to make holes. Plus you'll need to see what you're doing. 15) Position the punch upside down and slide it over the circle you intend to cut. You should see the finished product in the bottom of the punch before you squeeze it. This is your last chance to make them look nice, so be careful. 16) Punch, punch, punch your way to glory. Set them aside and let them harden/dry fully. NOTES: i) Watch the thickness of your materials. That 1" punch won't take anything so thick as cardboard and punch it cleanly. Remember this when shopping for cardstock. Thin is fine. The textured back is key, as it will help keep them from slipping around on the game surface. ii) DO NOT CLEAR COAT THEM. I tried a lot, a lot, a lot of different ways to seal them and wasn't happy with any of the results. Unless you're some kind of spray-sealer expert, just skip it. Besides, you can always print more, right? Thanks guys, and I hope you enjoy your tokens as much as I'm grooving on mine.
Skeld
(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Battles Case Subscriber)
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Now that the FAQ is being more frequently updated, I figured I'd bump this thread and mark it as a FAQ candidate :) So, for specific phrasing: "Should 'Spiritual Weapon' and 'Spiritual Ally' use base attack bonus + Charisma modifier (instead of Wisdom) when cast by an Oracle?" "Will future printings include more standardized phrasing for spells that should use the relevant casting stat, now that there are divine casters whose spells are not based on their Wisdom modifier?" Trebonius wrote:
yes, there is. It's not a written statement, but it is in the Core Rulebook/PRD. It gives the information you're looking for. Please see the Core Rules: Combat: Combat Maneuvers section PRD wrote:
If you're using a weapon for the manuever then add the weapon's enhancement to your attack roll and/or weapon focus in addition to the normal attack modifiers (like flanking, etc.). PRD wrote:
Hope that helps! For Pathfinder Society, the prices for all consumables, such as scrolls, that use spells from the cleric/druid/wizard spell list are based on the cost of that item as made by a cleric/druid/wizard regardless of the class's spell list it is on. This means a bard can buy a scroll of cure light wounds at the cleric/druid/wizard scroll cost but still buy it as an arcane scroll of cure light wounds. This also means that a paladin can buy a scroll of lesser restoration at the cleric/druid/wizard scroll cost and still cast it as a paladin scroll. Scrolls that contain spells that do not appear on the cleric/druid/wizard list are made at the appropriate costs for their classes. Alexander Kilcoyne wrote:
harmor wrote:
Skip the horseshoes, just buy a masterwork horse. Voila! +1 to-hit.
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Chris Mortika wrote:
First, let me give a bit of background. Back when I was at Wizards, at the start of 3E I worked with Jonathan Tweet on a bunch of advice columns, including an article called "How to Design a Feat." One of the concepts we established was "things should be the same, or they should be different." (And by "different" I mean "very different" so you don't mix up the two.) That concept helps players remember different rules--if rule X is already in the game, and you're creating new rule Y that works a lot like X, you should either (1) make Y work EXACTLY like X, or make Y work differently than X. That way, players can remember that Y works like X, or not accidentally confuse how Y and X work. And if Y feels a lot like X, it's almost certainly supposed to work like X, and things that attach to X should be able to attach to Y. For example, imagine an alternate universe where the PFRPG feat Improved Trip gave a +2 bonus on trip maneuvers, but Improved Sunder gave a +3 on sunder maneuvers, Improved Grapple gave a +4 on grapples, and Improved Disarm gave a +2, and only some of them said you didn't provoke an AOO for attempting the maneuver. That would be incredibly confusing and hard to remember--unless you were a total memory freak, every time you encountered one of those feats you'd have to look up the exact bonus it gave because the listed bonuses were all very similar, and you'd have to look up whether or not it provoked an AOO because there wasn't a clear pattern to which ones did or didn't. Instead, in this universe, all of those feats give a +2, they all let you do the maneuver without provoking an AOO, and all of them give you a +2 to your CMD when defending against that sort of maneuver. Not only does this mean the feats are balanced against each other, but they're consistent and therefore easy to remember. Likewise, all of the +2/+2 skill feats give you +2 to two skills, not +1 to one skill and +3 to another skill. Consistency in rules means you have to memorize fewer specifics and just remember things like "the core skill bonus feats give +2/+2" and "the improved maneuver feats are all +2 offense/+2 defense/no AOO." That helps you play the game and run the game. So when the cleric class has a header section called "Class Features" and under that is an entry that says "Channel Energy," and the oracle class has a section called "Class Features" and under that is an entry that says "Channel: You can channel positive energy like a cleric," and the paladin class has a section called "Class Features" and under that is an entry that says "Channel Positive Energy (Su): ... she gains the supernatural ability to channel positive energy like a cleric," those all are intended to work the same way, even though they're not given identical names. For one, because the paladin and oracle "versions" of that ability tell you it works like the cleric "version" of the ability. For two, because having them all work the same way is simpler and easier to remember than each of them working a different way. Now, given, the oracle gets 1+Chamod per day instead of the cleric's 3+Chamod, and the paladin spends uses of lay on hands instead of a separate X/day allotment, but if you line up a good cleric 5, a life oracle 5, and a paladin 5, and tell each of them to channel a burst of positive energy, all three of them are healing 3d6 to living or dealing 3d6 to undead, DC 10 + 1/2 level + Chamod, 30 ft. radius, no AOO, and so on. Exactly the same. Because it's easier to remember that way. Because it makes the game easier to run that way. And that means things like Improved Channel and Alignment Channel and Extra Channel should apply equally to the cleric, life oracle, and paladin (you'll note for Extra Channel the paladin ability's counting method of uses per day for the feat is slightly diff because the paladin ability is based on using lay on hands, but the net result is the paladin gets +2 uses of channel per day, just like the cleric and oracle). Because to do otherwise means we need different versions of these feats for oracles and paladins because under the strictest interpretation, neither of them has a class ability that's specifically and explicitly named "channel energy;" and three sets of redundant identical feats for clerics, oracles, and paladins is lame and a waste of space. If it walks like a duck and quacks like a duck, it's probably a duck. If you line up Daffy Duck, Donald Duck, Duckman, and Howard the Duck, from a game standpoint it makes sense that a +1 duck-bane arrow is going to do +2d6 damage in addition to normal arrow damage if you shoot any of them, because they're all ducks. And if you shot that arrow at "Duckie" from Pretty in Pink, it wouldn't get any bonus damage, because he isn't a duck. And you should be able to see why those first four are ducks and the last one isn't. And if for some reason two things that seem almost the same (like "channel energy" vs. "channel" vs. "channel positive energy") shouldn't act exactly the same, count on us to tell you how it is different. For example, take the necromancer "power over undead" ability; you can't heal or harm with it, but you can use Command Undead or Turn Undead with it (both of which are based on channeling), and can take feats that augment those two applications, but not feats that alter your purpose away from undead. So, necromancers get an ability that works just like channel energy, except (1) it always works like Command Undead or Turn Undead (i.e., no heal-harm aspect), and (2) can't ever be used on something other than undead. Does the necromancer have an ability called "channel energy"? No. Does it let you do stuff that clerics with Command Undead or Turn Undead can? Yes. In those cases, does it work exactly like channel energy modified by those feats? Yes. Does it make sense that the necromancer can use feats and abilities that rely on channel energy as long as the feat or ability augments their power over undead? Yes. So if there was a "Prerequisite: channel energy class feature" feat that increase the number of d6s you healed or harmed, would you let a necromancer take it? No, because their channel never heals or harms. If there was a "Prerequisite: channel energy class feature" feat that increased the number of HD of undead you could command or turn at one time, would you let a necromancer take it? Yeah, because that sounds exactly like something the necromancer should be able to do with his channeling ability, as it's something a Command Undead/Turn Undead cleric ought to be able to do it. What about a channel feat that changed the area from a sphere to a cone? Sure, because you could see a Command Undead/Turn Undead cleric taking that feat. Sometimes rules aren't going to have the exact same name or wording.
Could the game be more "perfect" by using exactly the same terminology? Yes, mostly. But I think holding that up as some kind of ideal is a pipe dream. Even programmers, who copy a subroutine from one part of a program to use as a model in a different part, still make changes sometimes, either because they better understand how the coding works since they wrote the original sub, or something unique is needed for that sub in the new location, or whatever. But, as Monte says, "the DM is not a robot." Players aren't robots, either. And as James Wyatt says, "You can never write a rule that is so clear that *everyone* understands it." Skip Williams used to get Sage Advice questions like, "Do I have to take Power Attack before I take Cleave?" Obviously the answer is "yes"... but it wasn't obvious to that reader, for some reason. Now, that's a very simplistic example, and the "channel energy class feature" prereq is not a simplistic example, but I think you get the gist of it: sometimes you're going to have to make rulings based on how you think the rules fit together. Sometimes it's more obvious than others how those rules fit together, but if they seem to have the same root, it's better to assume they're supposed to work the same way than to doubt your own ability to realize the similarities between them. If "channel energy" and "channel positive energy" and "channel" aren't all class features (even though they're all listed in the "Class Features" part of their respective class writeups, and even though the book never defines exactly what a "class feature" is, although each class's "Class Feature" entry does say "The following are class features of the [class]" or even "All of the following are class features of the [class]"), you'd have to wonder why the Core Rulebook didn't include paladin versions of Improved Channel and Turn Undead that have "channel positive energy" as a prerequisite. And you'd have to wonder why consecrate boosts cleric channel energy DCs but not paladin channel positive energy DCs (the spell specifically says "The DC to resist positive channeled energy..." which probably means a cleric channeling positive energy, but is unclear if that also means a paladin's "channel positive energy" ability). And so on. When, realistically, it makes sense that paladins should be able to take Improved Channel, and that consecrate should affect paladin channel DCs just as well as it affects cleric positive channel DCs. And likewise for life oracles. And necromancers. Things should be the same, or they should be different. (To be continued, as I don't want to lose this post....) (Actually, I'm going to bed, I'll address the other points tomorrow!) Alexander Kilcoyne wrote:
Which is why I don't give rules responses to "Developer response needed!" threads. Ravingdork wrote:
When 50 people read something and get the same impression the problem isn't the readers. The emotionless and expressionless nature of text does not easily transmit the the subtle things like sarcasm and tone that you may mean when you type. Combine this with a relative lack of context because most of the communication here is so brief (compared with a book or even an article) and you leave the reader with little or no means to detect a subtle distinction that you think you're conveying. This has to be taken into account when writing. Also, when you're asking about the very specific wording on a ruling, it would help if you would just cut to the chase and explain how you plan on exploiting it in the beginning rather than starting the semantics discussion first. These terms mean different, very specific things: * wizard spell list (all spells that have "wizard" in the Level line, which a wizard could potentially learn)
A wizard can use a wand if its spell appears on the wizard spell list. :) Fozzy Hammer wrote: Um...Shouldn't the designers and developers agree upon how a rule should work before publishing the rule? I can read a rule and understand how it works. Jason or Stephen can do the same. We talk to each other after our readthroughs to clear up any questions we have. But that still means it's possible for me to read the rule and interpret the answer as "π," and for Jason and Stephen to read the rule and interpret the answer as "22/7." All three of us are right, it's just in some corner cases where the slight differences in our rightness is an issue. Or, to look at it differently, it's possible for all three of us to agree that it's "22/7," and when the book is published have a player point out that using π instead of 22/7 affects things elsewhere in the game. More importantly, sometimes we disagree on whether or not a rule is "clear enough." In most cases, it's impossible to make a rule clear enough that EVERYONE who reads it is going to exactly understand all permutations of how it works... and trying to get close to that 100% comprehension would mean many feats and spells would be a page long. So sometimes we discuss something, agree that it's not clear enough as written, and add a sentence or two to clarify it... which may put us at 99.9% clarity, but there's still that .1% of the readers that aren't going to get exactly what we mean, or are going to think of some weird combo we never thought to address (like a four-armed magus using spell combat, a 2H weapon, and a buckler). Just remember that for every rule that you think is perfectly clear, there's a Sage Advice question from a player to Dragon Magazine about that rule (for example, one person actually asked "Do I have to take Power Attack before I can take Cleave?"). Do I think that most of the rules are clear enough for a typical player? Yes. Do I think that many of them are too wordy and could be written in a more clear and concise manner? Yes. Do I think that confusion about an unclear rule means you're stupid? No. There are unclear rules in the books. High up on the list are the Spellcraft/crafting issue, the animal companion Intelligence issue, and the HIPS/Stealth issue. The reason why those issues were/are part of the design blog was so we could work out a ruling and get the Core Rulebook changed to include that ruling in a clear way. And for those things, Jason, Stephen, and I want to sit down for an hour to discuss each of them so we work it all out. Jason could have just posted a two-sentence response to each of those topics just to be done with it, but it deserves more thought than that and he knows it, so we're going to give it the time it deserves--and now that the Beginner Box is just about out the door, we can take that hour-per-topic to deal with this important issue. Yes, it sucks that these issues haven't yet been answered... but I'd rather they be reasoned out and answered in a correct and fair way, than giving a half-assed answer that may later have significant conflicts with other rules. Some call me Tim wrote:
Correct. It doesn't state that it changes whether or not you provoke, so it doesn't change it. leo1925 wrote: 2)What action does it require to "wear" the weapon cord? Free? the cord is simply part of the weapon and i am assumed that i "wear" the cord when i draw my weapon? or what? Since it takes a full-round action to untie the cord, it seems logical to assume that it would take at least a full-round action to tie the cord. I don't see anything that restricts you from doing this long before a fight, but remember that its two-foot length might restrict other activities. I agree with this, too. Takamonk wrote: All things are up to DM discretion. Yes, but that's as much of a cop-out answer as explaining everything in your campaign as, "um, a wizard did it." Creatures can only wears rings on fingers (and can only use two rings at once) for a reason in the game. Changing that requires you to think about the reason for it and the consequences of changing it. Here's some advice to people planning to design archetypes (it's too late to affect this round, it's really just an FYI): 1) Just because the math is the same doesn't mean it has the same value.
2) An offensive bonus is more valuable than a defensive bonus of the same number.
3) It is safer and easier to trade abilities one-for-one.
4) Limiting an existing class ability to one already-available choice isn't cool, nor is it a limitation.
5) Giving away too much at low-levels encourages multiclass dipping.
6) Don't swap in a new ability that's simply better than the original.
7) Keep in mind the character level where comparable abilities become available.
AngrySpirit wrote:
What a bad GMing job. seriously?! That happened? If he was holding it when he fell, wouldn't it be considered "equipt" and therefore part and parcel of said "falling damage"? He would no more take damage from it that he would his other "equipt" items, like weapons, backpack, etc. It's part of the damage "calculations".
One of my "basic" GM rules : Heroes do not die ignoble deaths unless they work to deserve it. Accidents of dice rolling happen, do not punish the player for it. Now the elemental situation just sounds funny and gross all at the same time. heh Hi all, I talked to Bill this weekend and received some big news in regards to The Tome of Horrors Complete (PF and S&W editions). In order to have the books available by Gen Con, we are closing the preorders after June 30th so we will know how many of each to print. We will likely print a few extras, but the books are going to be fairly expensive to print on anything other than a large scale, so there is unlikely to be a reprint (not impossible, but there would have to be a huge demand to justify the cost). So while the pdf will remain available, those hoping to catch a physical copy other than through preorder could have difficulty finding it. There have been some copies ordered for distribution through Noble Knight and Troll and Toad I believe, but again due to its prohibitive cost I don't believe that there will be very many on store shelves. Frog God is just a little company, and this is hugemongous book, so we can't just flood the market with copies without knowing how many will sell or not. So I just wanted to let you all know; no rush and no need to panic, but we did have to set a hard date on which to end preorders so we can actually print the book, and I wanted to make sure you all knew with as much prior notice as possible. Thanks, Greg Sometimes you need a little help fighting monsters, especially when one or more have completely wiped out your stalwart band of adventurers—several times. Kobolds, of course, recognize the necessity for adding a little firepower to the group when that sort of thing happens. To assist all those hapless, soon-to-be-dead-meat adventurers out there, Kobold Quarterly is starting a new contest, the Relics of Power contest! This time around our focus is on artifacts. We want you, our fans, to design some amazingly useful and interesting artifacts that adventurers can use to vanquish all those nasty villains and powerful monsters that keep pestering them. Each artifact will be evaluated by a panel of industry professionals and by the fans. And, yes, fame and prizes play a part in this. So, what do you need to do? First, read all the stuff below, then start designing! Here’s how it works: To enter this contest, your artifact submission MUST…
Who's judging?
Minor and major artifacts are welcome! And they don’t necessarily have to be completely combat-oriented—have fun with them. Find all the extra details and other rules here, at Koboldquarterly.com. -The Kobold Quarterly News Minion.
DEWN MOU'TAIN wrote:
Firstly, I rue my poor BBEG design. No supervillain worth his salt should go down to one critical hit. Secondly, I use my description to turn it into a crowning moment of awesome for the PC: "You charge toward your foe, and take a surging lightning bolt hammering into your chest with barely a wobble, so focused are you on this terrible foe. As your sword arm raises, images of all the terrible suffering he has created flash through your mind and your righteous indignation drives on your sword arm with incresible force. You are almost willing the destruction of this terrible enemy of virtue!
Frequently Unknown Rules (through post 570)
This is a list compiled by the users of http://paizo.com/paizo/messageboards. The contents are those items identified as rules that are often unknown or forgotten, whether these were rules new to Pathfinder, rules that had changed from D&D or SRD 3.5 to Pathfinder, or which have not changed, but are frequently unknown, missed or forgotten. This list avoids taking a position on subjects that are highly debated and irresolvable due to rules conflicts or ambiguity. On the other hand, items that come up frequently, but are easily answerable by a direct reading of the rules, are included, as are both positions if the distinction is easy to explain. It also does not attempt to comment on every possible change. In particular, for Spells and Feats, only those that are extremely common or have wide-ranging impact are included. The list is ordered by the type of change and then in by the order of the Pathfinder Core Rulebook chapters. Items that fall in multiple areas often appear in both. This list is an ongoing project and is unlikely to ever be complete. If you see something missing, add it. Changes from the last summary are shown in italics.
Classes
Skills
Feats and Traits
Equipment
Additional Rules
Combat
Magic
Spells
Prestige Classes, Gamemastering, Environment, NPCs
Magic Items
Appendices and Monster Rules
Always like this, but frequently misplayed or not known previously Races
Classes
Skills
Feats
Equipment
Additional Rules
Combat
Magic
Spells
Prestige Classes, Gamemastering, Environment, NPCs
Magic Items
Appendices and Monster Rules
It’s the same between SRD and PF, but PF makes it confused 1. Reach weapons for small and medium creatures have a reach of 10 feet. Despite a diagram that says otherwise, they can still attack two squares on a diagonal.
It’s the same between SRD and PF, but PF makes it clear 1. Wizards with prestige classes only get 2 free spells when gaining a level of wizard, not when gaining a level of the prestige class.
Pending Resolution or More Complex than Can Be Dealt With Here
Whether ray of enfeeblement deals ability damage or it applies a penalty to an ability score, the FAQ is correct in that it says: 1) Weapon Specialization (ray) only adds to hit point damage caused by a ray attack that would normally deal hit point damage.
I'm not sure what sneak attack has to do with this. I don't see where you're getting that a FAQ about Improved Critical and Weapon Specialization (a FAQ which doesn't mention sneak attack at all) has anything to do with sneak attack. Please do not debate rules in this thread In the spirit of the Frequently Unknown Rules thread, this thread is for the group think collection of those rules or rules topics that are highly debated, possibly unresolvable due to contradiction or ambiguity, or otherwise nearly impossible to obtain a meeting of the mind. I will maintain a summary list, as done for the Frequently Unknown Rules thread, along with links to the detailed argument threads. In a perfect world, identify the rules issue, the conflicting positions, and the rules source that gives rise to the problem. Provide links to either existing discussions on the topic, or start new threads with links here if appropriate. If a position has been misrepresented, post your rebuttal and then take the discussion elsewhere, with a link from here to that thread. Please do not debate rules in this thread Additionally, if the message hasn't gotten across, Please do not debate rules in this thread. I know there are people out there looking for good character sheets, particularly ones that aren't colour and that incorporate the recent additions. I've been designing some character sheets for Pathfinder (based on the much more complete set I did for D&D 3.5) that I hope people will find useful. Download the PDF from my website here
These sheets feature:
8 people marked this as FAQ candidate. Staff response: no reply required.
83 people marked this as a favorite.
I'll start. A Bard doesn't need the Perform skill. The only performances that require it are Countersong and Distraction. Inspire Courage et al don't mention it at all, and you don't even need to use your primary artform when using it. It was intentionally left ambiguous so bards didn't have to keep on playing their instrument while using the performances. It's a free action to continue the performance. |
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