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Even if the Pcs could close the Worldwound to further incursions it would take centuries of work to repair the damage to Golarion and make The Worldwound obsolete.
All of the demonic hordes trapped here when the Worldwound is sealed would just dig in for an extended siege. They would gain more control of the Worldwound but lose the ability to bring in reinforcements on demand. Perhaps the area that they control shrinks to those areas closer to the actual closed Worldwound where their will is absolute while the areas closer to the edges fall to the crusaders.
Even that scenario does not fix the damage done in a day. The evil of the Abyss has permeated the very essence of Golarion and the symptoms of that will ripple through the land for a long time. The Worldwound will continue to fester and the reclaimed lands will still be toxic for hundreds, if not, thousands of years. The demons have all the time in eternity to work their plots while the mortal races have an attention span of decades or centuries at the most.
This is how I will go about when I finally get a chance to run the AP.
Wrong John Silver wrote:
Ignoring the body parts that you suck at/just hate drawing worked just fine for Rob Liefeld...
I never liked the way D20 Modern was set up but I really liked the supplements for D20 Future, Apocalypse, Past and Cyberscape settings. I wanted to marry all those together for a massive Star*Drive campaign but it was too much work. I would love to have a PF supplement that addresses how to handle the elements of SF with the PF rules. I hope the Iron Gods AP opens this can of worms and gives us an idea of where to go. I fear that Piazo will take the "a laser pistol is just a wand of scorching ray" route that completely short changes the awesome technology of science fiction. I don't want full blown tech manuals and layouts like BattleTech. Just a good selection of gear from various tech levels from early Info Age to Far Future that is easily modifiable. Throw in some pointers on how to run a SF campaign with the various SF genres and you've got my money!
I still hope they change the names of the Bloodrager and Warpriest. The devs themselves said they were not 100% happy with those. Regardless of what ends up in the book I'm calling the Warpriest the "Sentinel." I'm not sure what to do about the Bloodrager. I don't want to make up some faux fantasy name that is just as bad if not worse. I'm going to do some research into mythology and folklore to see if I can find anything that will fit the concept. There has to be something from the Nordic or Germanic myths and legends that is close enough to use.
Other than that I'm really happy with the way the classes have turned out and can't wait to see the devs final polish when the book comes out. I REALLY want to play an Arcanist. I was completely underwhelmed by the first incarnation of the class but love the "hacker of magic" class that evolved from that. I hope they take that concept and run with it.
Other than that, I'm a little sad that a class called "Slayer" didn't get an ability called "Shred."
Fine. I'll get my coat.
Check this out:
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!