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I was going to limit them to long arms only but I recently found examples of pistols that use the same breech mechanism. I still haven't figured out how I want to implement them in the game as to what rules effect they would have. The originals were flintlocks so they would be an excellent transition from muzzle-loaders to cartridge based systems.
I'm having the same exact problem.Here's the bug report for mine.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
************** Loaded Assemblies **************
************** JIT Debugging **************
When JIT debugging is enabled, any unhandled exception
That pop-up appears whenever I try to input any data such as typing in each letter of the name or using a drop down menu or...
What is or is NOT "DnD" has changed so much over the last 4 decades that to say something ISN'T "DnD" is comical at best. There was a time when Skills or Proficiencies were "NOT DnD." There was a time when ONLY Fighters and Thieves could use two-weapon fighting. There was a time when only fighter got extra attacks. All of that has changed as the concept of DnD evolved over the intervening decades. The d20 system is flexible enough that you can adapt it to your liking without having to re-engineer the mechanics from scratch or "shoehorn" something in.
I really liked how letting the attacker roll vs a defense speeds up combat. The only thing that changes is who is rolling the dice which means that the all of the relevant dice can be rolled at once. If the green d20 hits then the effect is triggered in addition to any damage from the attack. If the red d20 beats the relevant Defense then the effect happens. All with one roll by one person.
Iterative attacks only came into being with 3E. They tend to bog things down, especially at higher levels when the last of them rarely hit anyway. The SAGA system made them feats and Trailblazer simplified the penalty for each extra attack. I think combining those two ideas would help speed up combat, especially at higher levels, without nullifying feats or abilities that make use of iterative attacks. I'll definitely be using this in the next game I run whenever "Freetime" comes my way again.
I can only think of two or three groups in 30 years of gaming that DIDN'T use some form of Armour as DR. Even in the 1E/2E era where you had to cook up your own from scratch. Yes, I understand that DR didn't exist in the early editions but the concept of armour absorbing some of the damage from an attack has been around far longer than the name "Damage Reduction."
The Wounds/Vigor system just adds a layer above HPs. I like it because it evens the playing field. Even the baddest of the bad have to be careful since a timely critical can ruin their day since Wounds are set at twice your Con. It adds a level of grittiness that I like in my games.
YMMV, of course.
I always thought it was really weird that when you're trying to hurt someone with a weapon YOU rolled a dice, but when you're trying to use a spell against someone THEY roll a dice. Unless the spell is like a beam, in which case YOU roll a dice again. This, admittedly, isn't that big a deal, especially since the "players roll all the dice" rule seems to be a really elegant fix.
I played in a short Star Wars SAGA game and I really liked how that system uses Defenses(Saves).
I would also get rid of iterative attacks and make them feats but have them function like they do in Trailblazer.
I've always used some form of "Armour as DR" in my games so that is a given.
I've never liked HPs so I would use Vitality/Wounds system.
If that mythological "freetime" ever wanders back into my life I'll be making those changes.
There's a few other small things that I'd change but I like everything else.
I've played all the other "core" races to death over the last 20+ years. I'm always looking for something new to play or use as a villain. A sadist, psychopathic goblin pyro with a penchant for knives would make an excellent villain. As long as I _PROMISE_ not to cut, or burn, my fellow party members she might make a good character as well.
What really excites me about the ARG is that i can reskin any of these races and use them in the science-fantasy space opera I want to run. It will be a non-humanocentric campaign where humans are just another upstart young race that hasn't paid its dues but expects everything just handed to them because they want it. Some of the older races find the attitude to be amusing, others less so.
Ryan Dancey wrote:
Like ninja mining, exploration and ratting in EVE. Getting the loot is only half the fun. Getting it home is an adventure in and of itself.
This game is going to be so awesome. This is the fantasy game I've wanted to play since the first Pool of Radiance.
Are there any guidelines to use for developing Style feats like the ones in Ultimate Combat? I think they are an elegant way to simulate fantasy martial arts and I would like to start developing my own. I need a starting point to work from so i don't end up with a bunch uber-powerful and broken junk. I like the idea of building around a theme but I'm having trouble with what the prerequisites should be for each feat in the path and how powerful each feat should be. Also, could the UC Styles be expanded beyond three feats for each style or is it a better idea to leave them be?
This is a bit off topic...
I've been using the "Armour as DR" system from Unearthed Arcana since it came out. I'll be moving over to the system in Ultimate Combat when i start running a game this summer.
I really like how the SAGA system converted Saving Throws into Defenses. I would like to use this system for Pathfinder. I think I have everything worked out but it feels like I'm missing something obvious. With the SAGA system the formula to set DC becomes the bonus to the attack to beat the target's defense.
Something like d20 + spell/effect level + class ability mod vs Defense.
I was considering making it:
It still feels like I'm forgetting something and I can't quite put my finger on it.
Does anyone else have any experience with this?
edit: fixed formatting
Paizo Blog: Paizo Publishing's 10th Anniversary Retrospective--Year 1 (2003)--Fine-Tuning the Magazine Business
I watched the quality of both Dungeon and Dragon wax and wane over the years since I began playing in the mid 80s. Even when I lived in Germany I managed to track down issues! I noticed a definitive change after 2000. It seemed that issues were hard to come by and the quality wasn't there anymore. I also noticed that the was less useful stuff in the issues. All through the 80s and 90s I found something useful in every issue even if it was for a system that I did not play. That seemed to be less and less true after 2000.
Then things started getting better; by leaps and bounds. The issues rapidly exceeded awesome and had me waiting anxiously for every issue again. I realize now that the change coincided with Paizo's ascension. I still have a list of go to issues somewhere and the articles of interest per issue exploded. The Incursion and Dark Sun crossovers made me love you forever.
Thank you so much.
I was furious that the magazines came to and end but I was elated that they ended on a high note with some of the best issues ever.
And then you did it again by polishing by the ruleset and expanding it to go places I always wanted to take it but simply lacked the know-how to pull off. Awesome? We really need a better word for it.
Thanks again! I look forward to many more of these blogs.
I had a similar character concept but I wanted to do a living mech. Something like the aliens from Independence Day. I got as far as deciding that the Mysterious Stranger would be the way to go before stupid priorities got in the way. I wasn't trying to be as abusive as the Gundolon thing. I was thinking of something more along the line of powered armour.
I want ships, wagons, aetherflyers, etc. Magic and mundane.
I REALLY liked Distant Worlds but the lack of crunch for all the gooey fluff was disappointing.
I'd really like a system to build your own vehicles but I'm not expecting that here. I see this book as being a really big "Whole Realms Catalog."
I always felt that the warlock was what the sorcerer should have been. I had the idea to rewrite the PF sorcerer bloodlines into the warlock chassis but I simply don't have the time to pull off that kind of project right now.
I was just going to go with Smilodon's warlock but Master Arminas' version has me thinking. One of the things that I liked about the 4E warlock was the pacts that allowed for variation between warlocks. I could see keeping the invocations but allowing an extremely limited spell list based on which pact the warlock chooses. Another idea would be to have generic utility invocations and pact specific invocations.
So many ideas and so little time.
Would any of that have been a problem if it was a lascivious half-elf? Elf? Halfling?
Thanks for the ratfolk suggestions. I will check them out.
I have played many catfolk characters over the years from Red Box D&D to the tail end of 3.5. My favorite was a lascivious catfolk bard in a Spelljammer campaign. The DM asked me to stop trying to sleep with all of the npcs and I replied:
"In the tradition of the Honorable Captain James Tiberius Kirk it is my moral imperative to seduce any and all willing females that I meet provided they have the necessary plumbing to do the deed."
The whole time he thought "Tiber" was a bad play on "tiger"...
My most recent was a Triani smuggler in a Star Wars SAGA game.
I've always loved cats and I have fun trying to play their attitude as a character. When I was in elementary school waaaaaaaay back in the 80s the teacher read "Puss in Boots" to us. Needless to say, that was who I was playing on the playground until everyone saw Star Wars and then I became Han Solo.
"The Secret of N.I.H.M." cartoon makes me want to play a ratfolk character but I've never seen the race done properly.
"The Velveteen Rabbit" doesn't make me want to play a bunny but "Watership Down" sure as hell does.
The point is to not judge your players for their character choices but to work with them to make the character they WANT to play that has a role in the party. I've had more trouble with dwarves who were either too drunk all the time or just complete jerks, elves who wanted to run free in the wilds in a city based game or sanctimonious paladins. Those tired-to-the-point-of-exhaustion cliches are part and parcel of the "Traditional Core Game" and they make me cry a little inside.
It's your game and you can allow or disallow anything you like but I've found that by working with players to build their characters I lessen my workload by building in plot hooks that I can use.
Of course, YMMV.
I so want to run one of these. So many possibilities. I have to find a GM who'll let me play one of these.
A spy from a country that doesn't exist anymore who has a certain set of skills...
A woman trained to protect the children of a decadent, ultra-rich merchant family...
A dwarf whose clan has silently and efficiently kept the rest of the hold safe from harm...
A debased killer who finds a certain sexuality in the act of murder...
An archer who can place her shot on targets at the very edge of her bow's range with fatal accuracy...
A halfling who hunts bounties for the most vicious criminals and always gets his mark...
I can think of a couple of archetypes to fit this class.
This needs to be canon!
+1 Pathfinder Unearthed Arcana!!!
Just ignore the grognards. This game has been making a mockery of physics since 1974. If you strip out some of the visual elements of Bo9S and changed the serial numbers no one would know difference. There is an unofficial errata that clears up most of the issues surrounding the Bo9S. Most of the derision poured on it came from the "KEEP TEH ANNAMAE OUT OF MAH PHANTACY!!!1!" crowd. Never mind that DnD was doing anime long before anime became popular. I thought the book was a wonderful start and would make a solid basis for a series of "fencing schools" or "swordmanship styles." But I digress...
A martial arts book that expands on the new styles in UC. It should include a system to build your own balanced martial arts style like the 3E Oriental Adventures had but go much further. Martial arts as a hand to hand combat system using a variety of weapons including magic and not limited to just Asian-inspired styles.
A Deities and Demigods type book that covers how to build your own mythology for Pathfinder. This is a necessary addition to the core rules for people who want to build their own pantheon. I don't want stat blocks for gods. Of course, it must have the gods from the classical pantheons included.
A "Manual of the Planes" type book that covers building your own multiverse. I want something setting neutral that not only expands on Paizo's take on the Great Beyond but offers alternates and ways to build your own.
A mid to high level book. 10th to 20 level. This has been discussed to death so I leave it at that.
A "mythic" level book that goes from 20th to ???. I want to kill archdevils, become a demigod and stake a claim to my own little piece of the multiverse. Or maybe I'll just retire to Perth, Western Australia and relax for a spell.
A Psionics book. I want to see Paizo's take on this even if it is completely different than anything that has been done before. The no power points/powerpoints only issue isn't going to be solved to anyone's satisfaction so I say do something completely different that stays true to the concept of psionics. I'll buy it even if I don't use it.
I think those books would round out the generic setting neutral core line and complete the foundations for the Pathfinder game.
I make it clear from the very beginning that I will make spot rulings to cover any rules issues that come up during play and that ruling IS THE LAW. It is not open for discussion nor negotiation at that time.
When the game is over and we are winding down and doing bookkeeping THEN we can discuss the issue and if necessary house-rule it. If the general consensus is that I got it wrong or that someone got the short end of the stick then I will make amends. I'm willing to discus issues and come to a workable solution that everyone can agree on but not in the middle of the game.
The only time I've ever had an issue with this is when someone was trying to pull a "I WIN DnD HOW COOL AM I!!1!" stunt and blew a fuse when either the rules didn't work the way they wanted them to OR I simply refused to let one player ruin the game for everyone else.
When I was running 3.5 I had very little time to game and I wasn't about to waste actual game time on rules discussions.
I'm already selling organs to pay for my Pathfinder habit so I'll be doubling harvest rates to fund this new fix.
I really like what I've read on the FAQ. Finally, a skill-based fantasy MMO built on an IP I WANT to play. I'm also extremely happy that you are NOT going to try and replicate a table-top experience but are designing Pathfinder Online to work within the paradigm of MMOs. Keep the flavor and make the mechanics unique!
I'd like to see EVE-style PVP with "Empire" areas and "Lawless" areas as opposed to "Battlegrounds" type PVP. It allows me to make the choice of whether to carebear it in civilization or take the risk and go play in the woods. Give me choices! Let me make the decisions.
Please don't make it cartoony. It doesn't have to be ultra-realistic but I do want to be rewarded for investing a good rig. Design it for the middle-of-the-road and those of us with high end machines can just crank everything to 11. I think DDO did a good job with that.
Solo play is a must. Sometimes I just don't feeling like dealing with people. Unless I'm killing them...
Just license CCP's Carbon engine. It looks SOOOOOOO SEXSEH!
Todd Stewart wrote:
How are they gonna do that?! Pretend it was all a horrible nightmare after a week long Patrón bender? The only way out of this hole is the "this is one possible timeline" like they did with the most recent "Star Trek."
At this point there is nothing WoTC could do to get my money. I've buried D&D and moved on. I'm still not convinced that 5E isn't going to be a collectible board game. Monte being on board gives me some hope but honestly I broke up with D&D 4 years ago. I don't love her anymore.
I don't think the English language has the proper words to express how much I agree with this statement.
There is so much potential for these levels that has NEVER been tapped and having a "how to" guide for levels 10 - 20 would open up those levels to more people. Having the foundation in ink on the page also gives 3pp a rubric to work from in creating their own products.
That brings up another reason why I want to see Paizo's take on Mythic levels and Psionics. It lays the foundation for 3pp to do their own Mythic level APs or products. I'd play a non-Paizo AP that started at 15th and took you to 30th or so. There is simply too much good material that has hardly ever been touched to not do these books.
I think they should do GameMastery Guide: High Level Campaigns and address these issues BEFORE they attempt to do anything with Mythic levels. There's a lot of material that can be covered there and it would nicely wrap up everything covered in the core book. At that point they could develop the Mythic material with a solid foundation under them. More importantly, the people who have no interest in Mythic level play would have all the tools they need to play through all 20 core levels.
Christopher Delvo wrote:
This is exactly what I was looking for!
I am hoping to be done with new classes. I would like to see an artificer archetype however.
As long as they are balanced, fill a niche in a creative way, are continually supported and, most importantly, fun to play, then I'm all for new classes. Actually, I'm all for new ANYTHING if it meets those criteria.
So far I haven't seen anything that I'd ban outright but there are things I wouldn't use depending on the campaign. As a matter of fact, I'm really impressed with the consistency that I've seen from Paizo so far. I think that are doing much better with non-core base classes than anything in the 3.5 era. They have introduced new classes that I WANT to play and they have given me reasons to play old classes that I would never play or had gotten bored with since I've been playing them in one form or another for ~20 years.
I trust Paizo and I'd really like to see their take on the "Gadgeteer" concept.
I'd like to see a class that specializes in crafting just about anything. Clockwork mechanisms and critters, constructs, mundane items, magical items, odd kitchen utensils that slice and dice and Strange Magick devices that have all sorts of uses and effects but occasionally go _pff_ and sometimes go *KABOOM* in the user's hand.
Of course, for that to happen we'd have to have a crafting and magic item creation systems that made some kind of sense. I'd like to be able to make anything from a spoon to a ship or from a potion to a flying carpet.
I think that is what I want from Ultimate Equipment more than anything. That and a big ol' list of new toys.
An Artificer could be a Alchemist archetype but I think that there is enough room to make a new class that has it's own niche. An expert skill money with a different focus that the rogue. Maybe some clockwork or construct pets for combat ability.
A Free Hand Fighter with Crane Style. Interesting.
Eric Hinkle wrote:
I haven't seen it so I can't comment on it. If it is then I have a new entry on my birthday/Xmas list.
At first I was bummed that they didn't keep the martial arts system from Oriental Adventure but after reading through the feats and thinking them over i realized how much cooler this is. It is an expansion of those concepts that adds a lot of flavor to the game. Well done, Paizo!
I'd still like to see some basic things like circle kick, flying kick and sweep (area trip attack) but the again I've only had about an hour to look through UC and I may have missed them.
I'll also second the call for weapon styles for various weapon combos and schools of fencing.
What we need now is a guide to designing our own martial arts styles that are balanced with these.
Stefan Hill wrote:
I did. In the 80's. I got caught watching it on that newfangled "cable television" that had been installed recently. (This was back when MTV had _GASP_ MUSIC!!!!) I had just made it past the awesome bomber part when my dad walked in and turned it off, telling me it was "not a kid's cartoon." I've owned it on VHS and I will be adding the Blu-Ray to my collection as a birthday present to myself. I loved the South Park homage. After watching that I picked up a copy of the soundtrack.
In the 20 years since then a whole bunch of really cool things happened. The first of which was my friends coming back from college on summer break in the mid 90's with this stuff called "AnnaMae." Fist of the North Star. Ninja Scroll. Akira. Then Cowboy Bebop and Ghost in the Shell. Even though Heavy Metal has a special place in my heart it doesn't hold a Bic lighter up to any of those.
On topic: There's any number of injuries that can cause any of the conditions those feats deal out. When I was a kid I was doing some freestyle BMX tricks and I wracked my self so hard I couldn't see anything but stars for a good ten minutes or so. I did not land on my face or get anything in my eyes but I was effectively blinded. I was in a bar brawl that ended with me getting clocked in the head with a pool cue. When I finally regained consciousness I had headache that lasted for three days and I felt like puking. Drive you sword through that giant's big toe and he'll be cross-eyed with pain and effectively blinded. The feats describe an effect. It's up to you to describe how it was pulled off.
I really like the Armour as DR idea and have used the one in Unearthed Arcana. I used the Defense Bonus + Armour as DR variant with the caveat that you got either your Defense Bonus OR your Armour bonus but not both.
I really like how it is implemented in UC and will use it but I'd like to know how it works with touch attack. Does touch attack trump DR since you don't need to actually bypass it to deliver the effect? What about damage from something like acid arrow. I don't have a copy yet so I'm going off what I remember form paging through a friend's copy.
I'd like to just switch to the Defense system from Star Wars Saga and I think this is a step in the right direction but I'm going to wait until I get my copy in October before I really work on it.
Abraham spalding wrote:
The funny thing is all these 'libertarian paradise' ideas are actually centuries behind the communist in trying the exact same things.
I think the greatest tragedy of humanity is our unfailing ability to ignore our own history and keep repeating the same mistakes over and over.