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Steve Geddes's page

Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Maps Subscriber. 8,032 posts (9,090 including aliases). 12 reviews. No lists. No wishlists. 9 aliases.


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Me neither, but the product picture of those three seems (to me, at least) to be substantially different from the newer maps.

The style continues to evolve, but in my opinion those first few seem like a real break from the rest.


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TriOmegaZero wrote:
My group was willing to try 5E, but then they pulled the plug on digital products and my GM ragequit.

Fwiw, they don't seem to have "pulled the plug". It appears that their relationship with the software developer broke down in some way.

For some reason they're averse to PDFs of the core books (my guess is that it's part of their whole "be friendly to FLGS" strategy) but they continue to produce other, free PDF expansions and/or supplements.


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Here's my number one request.

Number two.

And third request.

I have pretty much zero expectation that will happen, though. I dare say the difference in art style makes them a non starter.


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Complain?


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Thanks for posting that. Looking forward to seeing these (I had no idea they had already published two 5E modules).


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Do you have to use such a small font in these blogs?


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Kthulhu wrote:
Oh, you got the edition that required a blacksmith, Steve? I'm going to require pictures. :D

I just had a picture pop up on my iPad somehow. The finished product looks pretty awesome. :)


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Have you looked into getting a U.S. Address? Having them shipped there and then posted to you by friends/business? (At the very least you should be able to reduce shipping costs if you're not impatient to get them).


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Good luck with it. You're an extremely valuable contributor to the gaming community. Here's hoping you get rewarded for it, the way you deserve. :)


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Running an army is expensive (especially in the field) - it's probably not a problem to give out an unusual amount of wealth as long as you also provide an unusual need for it.


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How lucky are we? Managed by a ninja and directed by a robot. :)


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Flynn Greywalker wrote:
Some people have moved to D&5e, but I think that may be short lived. Paizo does a better campaign world in my opinion and these other continents will help extend the interest.

Given WotC's approach to settings at the moment, I wouldnt suspect there to be a lot of dropoff in the non-rulebook lines anyhow.

Given they arent releasing any 5E-specific campaign settings (and thus any DM looking around for a published 5E campaign has to adapt a non-5E setting anyhow) WotC's success with 5E will hopefully translate into even more success for Paizo's campaign settings and adventures.


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You learn something new every day. :)
(And by "you" I obviously mean me).


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DCC requires a particular kind of silly mindset, in my experience. I think I'd get people to post a sort of 'recruitment alias' including half a dozen level zero PCs (or however many you decide is right). In DCC you dont really need lots of room for stats/backgrounds etcetera, that can be fleshed out later once you've completed the funnel.

Then I'd run them through the funnel and, once they know who they're actual (ie surviving) PC is, get them to create a new alias with that PC's details.

I dont think you need to adopt a first-come-first-served approach necessarily. However, the criteria for selection is obviously not going to be based on the PC - since neither the player nor DM knows who the PC is going to be at the start of the game. Rather it would be based on frequency of posting, past history, lottery or whatever else you deemed suitable.

Alternatively, you could skip the funnel and get people to roll up 1st level PCs (with some stat generation system or other) but I think that takes an essential characteristic of DCC away. It's a feature of the system choosing whether you aim to keep your character with an 18 and two 4s or whether you go for the one with straight 14s - I think a DCC game without that would lose a lot of its charm.


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Jester David wrote:
Charon's Little Helper wrote:
Jester David wrote:


D&D tried this with the change from 3.0 to 3.5, which was not well received.
Wait... what? Sure - there was grumping - but 3.5 sold very well. Paizo is a company - not a politician. They would only care slightly (if at all) about grumping so long as it sold.

"Sold well" if you mean crashed the gaming market and caused multiple gaming stores to go under with the weight of unsellable 3.0 merchandize.

Even just looking at its own sales, 3.5e sold far fewer core rulebooks than 3.0 did over twice as many years. It did fine - better than accessories - but it wasn't amazing.

Really? I didnt know that.

I wasnt playing D&D during the 2nd or 3rd editions, so was oblivious at the time - I'd always heard (or perhaps just assumed) that 3.0 did well but that 3.5 did amazing.


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One trap to avoid, in my admittedly limited experience, is combining classes with multiple bonus actions. It grants flexibility, but part of what makes many of those paths cool is the bonus actions available - if you end up rarely using one class's granted bonus actions, it can detract from the feel and make one facet of the character somewhat anaemic.


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I don't know much about it, but aren't there sites which provide a U.S. Address for you so you can accumulate a number of packages over time and then send them bulk/slow?

Something like this?

I'm not sure how customs and/or VAT factors into that though.


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Yes you did.


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Personally, I'd rather suggest a wallaby but, if you're not up to going and getting one yourself - a couple of grand.

.

.

.

Plus international shipping and customs charges....


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Myfly wrote:

Hopefully this problem is now understood and being considered. This is the reason why I came up with the new InTernational Distribution Model where everybody will profit from. See above posts.

For 5 adventure decks in one oversea shippment I pay
80 USD for 5 item plus 20 USD shipping.
That is 100 USD for paizo. On this 100 USD, both import tax and German VAT are applied.
So total 120 USD for one monthly shipment.
That is roundabout 120 Euro for 5 adventure packs, which is 24 Euro per pack. In Germany, I pay for 1 pack around 15 Euro, however, here not always all promos are included.

So 9 Euro price diffenence PER adventure deck due to the old-fashioned distribution model. So I pay on the top of the German price, 9 Euro for 100% obtainment of the promo card.
This is a pretty bad distribution model for international subscribers only supporting USPS and the German customs from the Paizo customer's wallet.

There's a few problems I mentioned above which you didnt respond to. I'm repeating myself, but it's this or filing tax returns...

1. When you buy an AP deck from the local games store, paizo make less money than when you buy from them directly. The entire 9 Euro difference doesnt go to them, but some of it definitely does. You keep saying "nobody will lose" and it's just not true. Paizo offer a cheap option and a promo-enhanced "premium" option at a higher price, you want everything at the cheap price. (In fact, they offer many different ways of getting the game, but those are the two you're focussing on).

2. The importer has to pay the international shipping costs. You keep discounting it as though USPS will ship big boxes around the world for nothing. Even though you wont be billed for it directly, whoever is billed for it will charge you for it. They will get a discount per unit, due to shipping larger volume, however you're making what is currently a two-entity transaction into a four-entity transaction and the two newcomers are going to want money to be involved.

Currently: you order from Paizo, they pack it up and ship it to you, USPS charge you for a small package, Germany charges you taxes, you unwrap it.

Under your scheme, you order from Paizo, they tell whichever local game store you've nominated to receive it from that they've posted you a coupon to redeem, Paizo or the gaming store tell the distributor that you're entitled to a copy, paizo pack your copy up with a bunch of other european orders and send it to the distributor, USPS charge the distributor for a large shipment (a little bit cheaper per unit than you would have paid), whichever European country the distributor resides in charges them taxes (a little bit cheaper per unit than you would have paid), they unwrap it, they pack up your copy to send to the German game store, they ship it within Europe, the gaming store unpacks it, the gaming store notifies you it's arrived, you go and collect it.

Your scheme saves you whatever import tax you would be charged on the retail value of one item and whatever overseas shipping you would be charged for an individual package.

Your scheme has the following additional costs:
1. The distributor's handling charges
2. The overseas shipping costs of the entire shipment, divided amongst the various items
3. The import tax charged on your item at wholesale rate
4. The domestic shipping to the gaming store
5. The distributor's profit
6. The retailer's handling charges
7. The retailer's profit

In addition, the extra number of steps will increase the risk of damage and/or lost components. The issue of gaming stores moving or closing without advising paizo/the distributor will result in Customer Service headaches for both (which costs money). There will be people who dont show - who gets stuck with the cost then? Do the retailers ship it all the way back to the US (paying international shipping once more)? Do they end up holding stock they didnt want? All of this is going to be factored into whatever price you end up paying.

All of those additional costs might be covered by the saving in costs you are seeing - but you're going to pay for them somehow. The same issue arises for anyone international looking for German boardgames. I can buy a kangaroo cheaper than you can.

It's just more expensive to buy something when you're a long way from where it's produced. How could it be any other way, if you think about it?


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GreyWolfLord wrote:
Steve Geddes wrote:
What do you consider is entailed by "feeling like D&D?

Overall, those are different things to different people, but when you get to it...here are some key items that signify D&D to me in it's feel.

4 key classes or groups - Fighters, Clerics, Magic-Users, and Thieves. Almost all other characters can fall into one of those four groups. (5e has this).

General Elves are better at Dexterity and have bad constitution, General Dwarves have good Constitution and can be bad at CHA, Halflings have good DEX and bad STR, and Humans tend to be the baseline. (5e fails at this as for starters, the baseline of each of the 4 core races is actually two fold, and those two choices have at least one choice which varies from tradition).

Fighters get better at hitting than everyone else. This is represented typically by them getting what is equivalent of a +1 to hit at every level to show that they get a LOT better at hitting things quickly, far quicker than someone like a Wizard (not represented by 5e).

Fighters get at least a D10 to HP typically, and can use any weapon and any armor. They have more HP than anyone else.

Theives have at a lot lower HP than fighters, but are normally a second tier in regards to fighting. They are not as good at fighting or hitting as Fighters (so they do not get a +1 every level to hit) but they are NOT as bad as spellcasters. (5e does not replicate this)

Thieves get a LOT of abilities that they eventually excel at (though not necessarily at first). Everyone might be able to move quietly or Hide behind objects or see if they can hear people speaking or moving, but Thieves get an extra chance and better ability eventually. These would be normal rogue skills such as Hide in Shadows, Move Silently, Open Locks, Climb Walls, Pick Pockets, Find and Remove Traps, Read Languages (eventually even Magical), Detect Noise and so forth. These are done by a percentile roll which represents that they are almost useless in using these skills above and...

Cheers.


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Aelryinth wrote:

Heh, Bard/Magic-user is not on the list of allowed multiclasses. ;)

==Aelrynth

That's something worth considering in contrasting the old and new. Strange as it may sound, it wasn't terribly important for the rules to be consistent - as a consequence "playing D&D" had a different meaning. Deciding how initiative is going to work (for example) isn't houseruling. There are various mutually inconsistent systems and its not always clear exactly which is the "default".


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GreyWolfLord wrote:
MAJT69 wrote:
Steve Geddes wrote:

I find 3.5 to be very "non-D&Dish" - one of the reasons I prefer 5E (and preferred 4E-post essentials) is that it felt more like what I grew up with - a kind of hodge-podge of 0E and 1st edition AD&D.

I think it's all dependant on what core things you consider to constitute "being D&D". Character customisation over random determination feels much more to me like GURPS than D&D to me. Similarly with the rewarding of hyper-specialisation.
3.5's emphasis on objective rules subsystems and de-emphasis of DM fiat is another stumbling block for me when I play it.

Agree absolutely, Steve.

D&D 5th feels like D&D to me, unlike many previous editions.

Except...

... they released stuff for other editions.

Which is why I'm here. PF/3.5 is far from perfect for me. But it's still alive.

I'd have to disagree. 3.5 and even PF feels more like D&D than 5e (which is still pick and multiclass as you want, with a ton of unnecessary skills...but now...Wizards can hit the same as a fighter because they both get a +6... AT LEVEL 20 for goodness sake).

Of course, PF and 3.5 don't really feel like the AD&D and OD&D stuff to me either (they are like...completely separate and different games).

So...take that as you will...but if given a choice between which feels more like D&D to me, 5e or 3e or PF...I'll go with a 3e or PF choice every time.

What's odd is people say they don't feel like 4e was like D&D, but then turn around and say 5e does...did they play the same 4e I did?

5e is basically taking the same concepts of 4e and doing away with the daily and encounter powers (well for the most part, they still have a limited version of that in 5e but call it other items). Heck, they even have the basic same armor system in place...and even the same abilities to hit are there, but instead of having it ability reliant (so whereas in 4e a Rogue may use DEX for martial attacks while a Cleric uses WIS for martial attacks and a Fighter uses STR...they...

What do you consider is entailed by "feeling like D&D?


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Yeah, that's a good summation, I think (as far as it's possible to summarise such things). I find 5E PCs a little too powerful for my tastes, but once AD&D characters get up to name levels I feel the same way.


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I think he was referring to the big six as the un-worked-out kink, rather than the magic mart itself:

"...buying the compulsory 'big 6' items at the magic mart..."

You only need to be remotely interested in optimisation to conclude that the big 6 are flat out better choices than their equally priced alternatives (even though they're usually more dull). If you deny players those by giving them 'interesting' or flavorful items and making it difficult to exchange what they find for the big six, they will struggle against encounters they're expected to be able to defeat at high levels.

It doesnt really matter how you obtain them - Pathfinder seems to say "Here's a whole bunch of cool magical items. You won't want most of them - just the dull, boring and effective ones."


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Our reconciliation basically allowed half-elves to dual class in that specific instance - so if you were a fighter, you could switch to thief along the way but you were then committed to becoming a bard.

Having said that, I don't think I've ever seen anyone actually make it to becoming a bard..


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As I understand things (though this is based on conversations several years ago, so who knows how accurate my memory is or whether things have changed):

When a subscription run happens, everyone due a shipment is sorted into cohorts of identical order types. So everyone getting just the AP is one cohort, everyone getting just the AP and player companion is another, everyone getting the AP, the RPG hardcover and with something in their sidecart is a third cohort, etcetera. The the system does each cohort in some logistical-efficiency-determined but varying-each-month sequence. Some moths everyone who is a superscriber will go first, sometimes last. Sometimes having only one subscription is a bonus, other times a hindrance. (I think the semi-randomisation of that was to ensure that ordering lots of product didn't push you to the back of the queue and so that one group of subscribers weren't always last).

The order in which cohorts are processed is not totally random (from experience, I suspect that preorders and 'ship with future subscription' orders are a net hindrance) however it's effectively so from our side of the screen, since the algorithm is not entirely deterministic - having a particular set of subscriptions will be beneficial some months and detrimental others.

What I do keep an eye out for are people with identical sets of subscriptions to me - if all the superscribers start posting about how they've got their PDFs and I still haven't had my books shipped, I generally wait a day or two and then send CS an email or start a thread. Occasionally, it turns out my order has gone to limbo - usually it's just impatience though. :/


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Is that some kind of threat? :p


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MMCJawa wrote:
Steve Geddes wrote:
MMCJawa wrote:
Steve Geddes wrote:

In my view, the new setting should be tied to the new rules.

I think if you put out new rules whilst continuing to expand Golarion, you're going to have to put a lot of effort into converting how-things-used-to-work into how-they-work-now. Also, whatever is possible in Golarion has to be possible in the new ruleset - I'd rather they give themselves a free reign when and if they feel it's the right time for a "PF2".

Unless they switch genres (Say to science fiction, or to gritty low magic fantasy) I don't see why they would need to switch settings. Fighters and wizards still exist, just mechanics underlying them would be different.

What I meant is that you'd need to re-do books with a lot of mechanical stuff. So all the Gods would stay the same, but if there's no such thing as domains (for example) in PF2 then you need to redo all the books detailing clerics, paladins, etcetera to bring them in line with the new system. Also you face the PR/customer service problem of people buying a 'Golarion' book from the PF1 era which doesnt work with the new RPG (PF2) they've just bought.

Alternately, you create a 'new system' but ensure old splatbooks are still viable - and I personally think that's imposing a needlessly harsh restriction on the designers of the game.

Most of the setting books (including the Hardcover setting books) are fairly rules light. Depending on the degree of edition change there might be little need for updating.

You give the example of domains changing, but there are plenty of ways they could deal with domains

Don't change them at all.
Have them exist but give them different options/spells/etc
Have them exist but only have how they are used by classes change
Consolidate them into smaller sets (or break them into new domains)
Completely revamp/delete them

Not all of the above changes are likely to produce the same degree of need for change within the setting.

In addition, abandoning Golarion and restarting with a new setting poses probably more problems than changing the rules. For one, you invalidate all the existing APs/modules/CS books/player companions, whereas only the player companions would really risk obsoletion with a rules set.

Secondly, a lot of the creators like James Jacobs have ported a lot of their game elements they have spent decades working on within the game. I don't think many of them would be very happy with abandoning them to a "dead" setting.

For me, I see zero signs that the CS/AP/Module line is running out of ideas/niche space, so I see no need to switch from Golarion to something else, especially with so much unmined material

Me neither. Nor do I see any need to abandon the ruleset.

However, if they do decide to switch to a brand new rule set, I think they should also switch settings.


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Skeld wrote:

If Paizo releases a Pathfinder 2e, it will be as backward compatible to PF1e as PF was to D&D3.5 when PF was released. Anyone expecting an entirely new, or wildly different, game is going to be sorely disappointed because Paizo isn't going to release a game that will invalidate their entire back-catalog.

The entire idea of PFRPG was predicated on the fact that people didn't want a completely new game. As bets go, it was a huge winner.

-Skeld

This would be my preference. However, I think there's an argument that 'what people want' has changed from 2008/9 to now.

In my opinion, a big part of the backwards compatibility value was derived due to the existence of a segment of the market who thought 4E was coming out too soon and a second segment who thought it was too different. Who knows what the sizes of those segments will be in a few more years time?


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Nathanael Love wrote:
Steve Geddes wrote:
MMCJawa wrote:
Steve Geddes wrote:

In my view, the new setting should be tied to the new rules.

I think if you put out new rules whilst continuing to expand Golarion, you're going to have to put a lot of effort into converting how-things-used-to-work into how-they-work-now. Also, whatever is possible in Golarion has to be possible in the new ruleset - I'd rather they give themselves a free reign when and if they feel it's the right time for a "PF2".

Unless they switch genres (Say to science fiction, or to gritty low magic fantasy) I don't see why they would need to switch settings. Fighters and wizards still exist, just mechanics underlying them would be different.

What I meant is that you'd need to re-do books with a lot of mechanical stuff. So all the Gods would stay the same, but if there's no such thing as domains (for example) in PF2 then you need to redo all the books detailing clerics, paladins, etcetera to bring them in line with the new system. Also you face the PR/customer service problem of people buying a 'Golarion' book from the PF1 era which doesnt work with the new RPG (PF2) they've just bought.

Alternately, you create a 'new system' but ensure old splatbooks are still viable - and I personally think that's imposing a needlessly harsh restriction on the designers of the game.

Its not "if there are no such thing as domains" . . if PF 2.0 isn't released under the OGL license there can't be "domains" because a non d20/OGL system would have to shed all that language altogether.

The terminology isnt important - if PF2 doesnt have the concept of a domain (whatever it's called) then all the Golarion sourcebooks referencing such would need to be republished or would be non-compatible with PF2.

However, in my opinion, the chance of Paizo releasing an RPG and not using the OGL are negligible. That's a separate issue from whether it's compatibile with PF1 though - being released under the OGL doesnt imply it's compatible with PF (or D&D 3.5, for that matter).


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MMCJawa wrote:
Steve Geddes wrote:

In my view, the new setting should be tied to the new rules.

I think if you put out new rules whilst continuing to expand Golarion, you're going to have to put a lot of effort into converting how-things-used-to-work into how-they-work-now. Also, whatever is possible in Golarion has to be possible in the new ruleset - I'd rather they give themselves a free reign when and if they feel it's the right time for a "PF2".

Unless they switch genres (Say to science fiction, or to gritty low magic fantasy) I don't see why they would need to switch settings. Fighters and wizards still exist, just mechanics underlying them would be different.

What I meant is that you'd need to re-do books with a lot of mechanical stuff. So all the Gods would stay the same, but if there's no such thing as domains (for example) in PF2 then you need to redo all the books detailing clerics, paladins, etcetera to bring them in line with the new system. Also you face the PR/customer service problem of people buying a 'Golarion' book from the PF1 era which doesnt work with the new RPG (PF2) they've just bought.

Alternately, you create a 'new system' but ensure old splatbooks are still viable - and I personally think that's imposing a needlessly harsh restriction on the designers of the game.


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Jason Nelson wrote:
I'm interested in the Patreon model, as it seems to work well for plenty of folks, but this is also an experiment. If we find that using Patreon makes things harder instead of easier, we'll continue looking at other options to make LG subscriptions work best for us and our customers.

Don't take me as a datapoint, Jason. I'm always going to struggle.

The concept (click here and get everything posted to you as soon as it's done) is an awesome one. This is almost certainly what my IT friends refer to as a PICNIC.

Spoiler:
Problem In Chair, Not In Computer


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El Ronza wrote:

Steve, this may be a dumb question, and I'm sorry if this comes across as patronizing... but can you see a grey "log in" button in the top right of your screen? To the right of the search bar? I got confused for a while, because apparently Patreon won't keep you logged in. (Most annoying, I rather wish it would.)

If you're not seeing that at all, then that's really weird.

No worries - thanks for the help. When talking technology, I prefer people to err on the side of patronising. There's a lot I just can't get to work. :/

I'm not seeing a "log in" button, nor even a search bar. :(

If I go to patreon.com, I see a whole bunch of projects and some category sidebars down the left hand side. Across the top of the page is just a thick, grey bar. Hovering my mouse all over that and clicking wildly doesn't reveal any hidden links.

If I follow the en5iders link I received today, it takes me to their project, but the only option I have is to "become a patron". There's some Twitter, gmail and "follow" buttons near the top of the individual project, but needless to say I don't know any of that stuff. There's also no search bar, no way to log in, nor any "contact us" or FAQ.

We recently got a new type of "NBN" internet connection and the installer laughed pretty hard at my computer (which is about ten years old). It only has a dodgy little wifi receiver attached rather than built in and it no longer sees our new fangled modem. I wonder if I'm going to need to bite the bullet and upgrade. Perhaps my internet explorer is too old also?


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In my view, the new setting should be tied to the new rules.

I think if you put out new rules whilst continuing to expand Golarion, you're going to have to put a lot of effort into converting how-things-used-to-work into how-they-work-now. Also, whatever is possible in Golarion has to be possible in the new ruleset - I'd rather they give themselves a free reign when and if they feel it's the right time for a "PF2".


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I've heard research referenced that the 'greenest' solution is to have a hardcopy of books you'll reference frequently over an extended period and softcopy of the books you'll read once.

However, given the pace of change nowadays, I think that by the time anyone knows the real answer to these things, it's probably changed anyway.


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thejeff wrote:

Training can work well for some types of game. The trouble with making part of the basic game rules is that it rules out certain forms of the game. It's hard to go off on epic quests if you have to keep stopping to go back to a trainer. If there's any sense that your goal is urgent it gets pretty silly to keep going back to town to train. Even on small scale quests - "I know the whole town is dying of the plague, but we've got enough experience to level and I know we'll need to be stronger to face the last monsters and bring back the cure, so you'll just have to wait a couple weeks."

For more episodic games it can work just fine. If you're going out for short missions and coming back to home base, it's great.

On the other hand, no training (or at least practising) requirements mean you can leave home as a just-graduated apprentice and return a few months later as the greatest wizard the world has seen for centuries.

I think the real problem is trying to model the way we learn skills/abilities (very much a gradual process full of three steps forward/two steps back moments) in an easy-to-administer way. Whichever way you jump - it will break immersion in one way or the other. (Even partial levels dont replicate the experience I'm sure we've all had of seeming to go backwards in something you're working hard at).

I like the training rules (even thieves who can rarely afford to train their second level unless they've had a huge haul all in one go) but not due to a 'realism' element. Rather because it provides some in-game reason to not always be tearing around the countryside saving the world. I think the downtime options in UC are a decent replacement.


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This isnt totally on-topic, but it's not totally off-topc either. Can anyone tell me how to log in to Patreon?

I've signed up and supported a couple of projects. However, whenever I return to patreon.com - I just get a list of 'spotlighted' projects with no login tab. There's also no FAQ link, nor any 'contact us' details.

If I go to a project I've supported (like Legendary Games) - all I see are a whole lot of "Patron only" pictures and an invitation to become a patron. There's no way to indicate I'm already signed up...Similarly with an email I just received showing a new release with another project I'm supporting - I follow the link to the new material but all I can do is to sign up as a patron again.

Terribly confused. :(


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I find 3.5 to be very "non-D&Dish" - one of the reasons I prefer 5E (and preferred 4E-post essentials) is that it felt more like what I grew up with - a kind of hodge-podge of 0E and 1st edition AD&D.

I think it's all dependant on what core things you consider to constitute "being D&D". Character customisation over random determination feels much more to me like GURPS than D&D to me. Similarly with the rewarding of hyper-specialisation.

3.5's emphasis on objective rules subsystems and de-emphasis of DM fiat is another stumbling block for me when I play it.


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wraithstrike wrote:
Kthulhu wrote:
Soullos wrote:
That dude in the interview said "story" so much it kind of lost all meaning. >_> Sorry, two adventures a year is not enough. What a depressing interview.

Yet some people here can't stop fanwanking over Paizo's APs. The Module line is an afterthought for both the fans and the company.

And how many of those APs does Paizo put out per year? Let me get out my counting fingers....

Since nobody was able to confirm how big a "story" is your comment does not mean much right now.

Tyrranny of Dragons was about 160 pages of adventure material (not counting the appendices which had the statblocks and Magic items, nor the online material).

Princes of the Apocalypse had 180 pages (also excluding appendices and the PDFS material).

I'd rank them as "about the same" size. Part of the increased page count in the latter story was due to a "side quest" section, so it seems likely a group wouldn't use all of that.


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I'm lucky enough to be able to sample lots of different systems. Sadly I never get time to play them all. In that respect, even paizo don't put out enough stuff for me. :)

As far as the interview goes, I'll be interested to see how the splatbook situation develops. He said they were going to listen to the fans in that regard. It seems to me that there's strong demand for more mechanical options. Time will tell whether that is any more than lip service.


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Adorable? Is it really necessary to patronise those with differing preferences than you?


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Fair enough (I did pay cold, hard cash for the printed copy). I guess I don't really see what's missing out of it - granted there's no classes (or new paths) this time around, but that doesn't seem to have been ruled out as such, going forward.

I appreciate the perspective anyhow - as I said, I'm not trying to persuade anyone, just understand. It sounds to me like pathfinder is the best choice for you and I'm personally glad that the two systems are serving different markets in that way.


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What figure is the leftmost statue (with the yellow-y/green-y base)?

I don't remember seeing that anywhere.


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Timitius wrote:
F. Wesley Schneider wrote:

Easily the best campaign I've ever been a part of. Thanks for the thousandth time to James for being the world's best GM.

In the end, though, I'm just glad we didn't have to fight Velmarius. Styrian got quite attached to his little collection of enchantment undoing tchotchkes.

What Wes said.

Thank you sooooo much for inviting me into the campaign in September 2009. I still have all the emails of our exchanges as I joined, too. James is a phenomenal GM, and I learned a tremendous amount just SITTING at the table with all these guys. Truly an opportunity of a lifetime....one that I will always be grateful for (and will continue to tell stories about for years to come).

Feel that? The ill-concealed jealousy of nerds all over the world...


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*sigh*

Just once, I'd love it if we could talk about D&D without talking about Pathfinder and vice versa. Ditto (but even moreseo) with discussing Paizo and WotC.

They're different companies, making different games for different audiences. As I understand it, so far 5E has been a terrific success and Pathfinder sales haven't dipped in response. What's not to be glad about, no matter what game you play?


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:)


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MAJT69 wrote:

I understand those who feel Pathfinder has too much 'bloat'.

But as I see it, there's a huge TON of content, and you can use what you want - I think few GMs are going to use _everything_.

But D&D is sticking by its choice not to offer ANY new classes, archetypes, etc.

I originally was okay with the concept of two adventures per year with each coupled with a player's book with 5th edition versions of races, classes, archetypes, etc. That way, we would eventually see Eberron, Psionics, etc.

Now that's been completely tossed aside, and I find it bizarre.

by the way, I'm not trying to change your mind, but can I ask why you consider this to have been "tossed aside"?

It seems to me that the elemental evil players guide is exactly what you were looking for (or willing to accept, anyhow). Granted this, specific book doesn't have new classes/paths but it does have new feats, races and spells.

As I said, I'm not arguing with you, but I don't quite understand the pessimism from people in general that the OP's article has provoked. I'd appreciate hearing why this doesn't fit the bill in terms of expansion of mechanical options.


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Hi Erik. Does the hiring of mike mean you're going to be freed up a little more to be more directly engaged in adventure/sourcebook writing?


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My impression is that they were definitely burned by 4E and are taking a 'slow and steady' approach to development/expansion this time around.

I'm more of the view that splat books will happen eventually. Provided the success of the core game continues and the fans keep asking for them. (They've certainly indicated they're open to them, down the track).

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