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Skeld wrote:
That's much more sensible than my approach. I'll have to see just what the pricepoint is to evaluate my irrationality. I have this fear about my credit card details propagating through the world, unfortunately so I dont generally buy much online other than from Paizo and Amazon. Spoiler:
In the original, there was a chance of meeting three rune giants at once ( maybe even more I think). Even though I'm unlikely to run it that high, if that were still the situation, I'd probably want three rune giant figures "just in case" I ended up running the AP in its entirety some day. If that scenario is less likely, there's less reason to get three rune giants. Although three standard cases is probably more than I need, I'm quite tempted to get three huge cases - so a third rune giant isn't an impossibility, just less likely. Dabbler wrote:
I still think its true, even if they "failed badly" in this instance (I wouldn't know). We still want them to try to make the game as good as possible. What else do we want them to aim for? ReconstructorFleet wrote:
I can understand people disagreeing with a design decision - that happens all the time. I just dont understand queries along the lines of "Paizo say this was always how the rules were intended. Do you think they're being honest about that?" EDIT: Furthermore, it seems to me that significant rules changes are hardly frequent occurences. If they do happen, it will presumably be because the game designers think it's the best thing to do. Personally, I'd like game designers to be worrying about how to make the best game they can, rather than to be worrying about issues of 'precedent'. Can I ask why it matters? Admittedly, our group has a terrible understanding of the rules and a willingness to remain oblivious, so things like this make no difference to us (we can misunderstand something no matter how many times it's clarified). I could see this being an issue with PFS players, but since Paizo are allowing PFS characters to be rebuilt it seems like they're sticking with what the rules were intended but giving people the benefit of the doubt in case anyone has been harmed by the misunderstanding/lack of clarity. I dont really see the importance of establishing whether its a change or a clarification (my default assumption is people tell the truth and the 'head honcho' said it's a clarification - therefore it's a clarification). If Paizo have changed their mind it's presumably because they think this makes the game better. If they're explaining a previously misunderstood rule it's presumably because they think the original (misunderstood) rule makes the game better. Either way, the game designers are trying to make the game as good as possible. Isnt that the best thing for them to do? It's not like they pop in with frequent revisions/clarifications to the rules do they? Concerns about precedent seem unwarranted, to me. wolflord wrote: 3. A Knowledge/monster info app that gives you select information based on a skill check roll. For example, if we encounter a new undead thing the Gm gives us the number of the monster and we put it into the app. We then see a picture of it but that is it. The app allows you to input a skill check roll (or autoroll for you) such as a Knowledge Religion roll of 23 and it tells you any info that the check would grant you. (the name of the creature, immunities, special attacks, weaknesses, etc.). Yeah, this would be good too. I've previously wondered about the possibility of such a thing through the gamemastery cards line (with a picture on one side and three potential pieces of information based on increasing DC on the other) but there hasnt been much interest. Maybe it would be better/easier through an app. The apps I'd like to see (paying no attention to Paizo's ability to produce them or any technical issues): 1. Character builder with the functionality of the 4E one
Cheers. I have a feeling you've told me that before, in fact. :/ Do you have any ideas as to how many Encounter Packs are likely to be released from the Heroes and Monsters set? Is it likely that they will all have been announced (if not released) by the time the Rise of the Runelords set is available? I expect this was answered somewhere (I even have a vague memory of asking it, embarassinlgy) but the various mini threads are a little long... Is the Encounter Pack discount tied to an encounter pack from the set we subscribed to? Or could I (for example) use one or two encounter pack discounts I "earnt" via a heroes and monsters subscription to purchase a RoTRL encounter pack? (subject to the expiry date) There's a school of thought which says that second darkness doesn't work too well as an AP given that the first and last halves don't mesh particularly well. Maybe the first two instalments of that AP would work as a lead-in? (though you might face similar PC motivational problems that the AP does, I don't know the background to slumbering tsar). Bandavaar the Brave wrote:
Well my "how to combat meta gaming" advice is pretty short: There's absolutely nothing you can do about it other than talking and agreeing with your group that it's a bad idea (fwiw, it's not a problem if someone meta games at our table). If someone decides they're going to act on out of game information, other players can't do anything about it without joining in the metagaming, in my view. Bandavaar the Brave wrote:
For my part it's nothing to do with whether you're a nice person or not, it's the behaviour itself - influencing another player's actions in a way which reduces their freedom of choice (even a little bit) seems to me to be a breach of the implied contract of RPGing. Even if your motivation is ".. offering more role playing options" and you have no malevolent intentions, I'd be wary that it wouldnt be taken well by those players who were affected by behaviour-altering spells. .You mentioned you spoke to two or three of the players - personally, I think you need to speak to all of them (or at least be sure that nobody is going to mind). I know the DM said you can't talk about your character concepts, but given you already have with some of them (and it appears he has too, given the motivation of this thread), I think you should give everyone the opportunity to express any concern. If everyone is happy with it, I dont see any issue. There's lots of different ways to play. I think it's important enough to work out BEFORE any potential issue arises in game though. Purely because the "My guy would kill* your guy. I'm just roleplaying!" schtick is rarely a happy experience for anyone. * I realise you're not aiming for this kind of confrontation, but it might happen anyhow. selios wrote:
I can't see how the price for a case won't go up somewhere around 50% given the number of minis per case is increasing (from just over 80 to just over 120). Especially since the number of large/huge minis is greater - presumably that implies a greater cost per mini. Their goal is for 93% of cases to include a complete set (at this stage, anyhow). The higher number of minis (presumably coupled with the size distribution) made the goal of 100% that they tried for with H&M unachievable. I don't have much to say really. I'm looking forward to the upcoming 4E releases and wish they'd persevered for longer but c'est la vie. I'm also looking forward to D&D next - although I have a niggling fear it's going to be even more digitally focussed than 4E which will disappoint me. In passing, I don't think the goal of a new edition is to be better than the last -that's the main reason I never really understand "picking sides" in the various edition comparisons. 4E and PF try and fulfil different goals, in my view - there isn't any universal rpg standard by which I can measure "progress" merely a preference for different games in different situations. No, I'm afraid an optimiser (or indeed anyone with even mild system mastery) would cringe at our table. We pretty much just play magic users as damage dealers. Magus isnt the sort of thing we'd play, but I guess I'd let them cast the spell as part of the first attack and give them any iterative attacks as well. I concede it's probably not a good idea in most capaigns, but it works fine for us. (And it means our fighters dont have to stand still throughout the battle, which is the main thing we found annoying). EDIT: I'm not sure why I decided to address your points in reverse order, but there you go. Just in a contrary mood I guess. :/ James Jacobs wrote:
Cheers. I'm sure he wasn't trying to be difficult - his concept is a mercenary fighter whose life is war and who therefore venerates the god of battle (I think). Appreciate your view. Thanks. Hi James. I'm curious what you think about a current thread (it's not particularly acrimonious, but there are differing views): Could a LN character feasibly worship Gorum? The character in question is a fighter with a religious trait of some description. (Which I mention due to another poster posting: Quote:
I think they are taking a somewhat nostalgic 'let's try and pick the best bits from previous editions' approach, rather than inventing some new, revolutionary system. As such, I think the chances of anything eye-poppingly innovative are pretty slender. It's hard to read mood without actually being face-to-face with the people who matter, but it seems to me that the reconciliation of a fractured fanbase and the identification of the iconic bits of D&D are very much the focus of this change. Personally, the most pleased I've been has been the recognition of the value of a "one-hour game of D&D". 4E is currently our game of choice, but it didnt take us long to houserule combats to make them go faster. Similarly with PF, although it's a little easier there since we dont know the rules well enough to make us play slowly. We have limited time to play at this stage of life - I don't like playing for an evening without substantially advancing the plot due to getting bogged down in some protracted combat. Anguish wrote:
Presumably, the number of larges and presence of huge minis will increase the per mini price somewhat. I still think its good value, but it's certainly going to be a hit (especially for those with multiple subscriptions). shallowsoul wrote: If you want rules light then go and pick up the Pathfinder Beginner Boxset or go and play 4th edition. If you take Pathfinder and make it rules light like 4th edition then you have 4th edition and since that edition already exists then why would you bother? Have you played many RPGs besides D&D and Pathfinder? In my view, he's not going to learn anything from in-game consequences. What that will do is increase the whininess and provoke (with some justification) accusations from him that you're 'out to get him'. He's presumably oblivious to the fact that he's reducing other people's fun or he enjoys being a jerk. It's best to be completely frank about the problem outside of the game - then give him every chance to reform himself (with occasional nudges as he learns how he can enhance everyone else's fun). That way, if he's just currently oblivious, everyone can continue playing together and enjoying themselves and there's no need for further action. If he hears what you say, understands the other players arent enjoying themselves and continues to act in a way detrimental to group fun, then you can probably conclude he enjoys being a jerk. As such - how do you think jerks react when bad things happen to them in game? Is it likely to help? cranewings wrote:
I agree with the sentiment you express here (go play something else is hardly going to solve the problem of "The game I'm playing isn't perfect"). Nonetheless, I think the Paizo writers (and editors, developers, publishers, artists, etcetera...) are something special. It's always seemed to me that, as a group, RPG fans grossly overestimate their own abilities at game design and grossly underestimate the skill and talent of those who manage to make a living at it for many years. Ultimately, I'm agreeing with you that suggesting alternate rules shouldnt be seen as such a grievous sin - but I think one should recognise that Paizo produce something special and a huge proportion of their recipe for success is the unusual degree of talent amongst the people doing it. EDIT: This isnt as off-topic as it sounds, since there are quite often threads where posters will repeatedly declare some facet of the game 'broken', 'unbalanced' or something similar and insist that the developers didnt understand what they were doing or didnt think through the consequences. Then the aggrieved fan will continue explaining how they are correct even when their points are addressed by the people who wrote the rules. Chances are, if you have an opinion which seems to be contrary to an expert's view - you're wrong. One shouldnt abandon one's principles, of course. But it's worth taking a breath and reconsidering. ....End of rant (sorry about that, not sure where it came from). Kor - Orc Scrollkeeper wrote:
Nice work. Can I ask how you decide on the order in which you list the minis? It's no big deal, but could I suggest you list them in order of sizes? I know you write it above the mini anyhow, but if there isnt any determining factor it might provide a useful overview if the smalls and huges were all grouped together. (In this set in particular, since one may be considering specifically buying a set of the four huge minis). EDIT: Oh, I see - it's date order. Still, grouping them by size might be something to consider. Vic's original post mentions that the MSRP of a standard booster pack is $14.99. I havent seen anything else. If it's anything like Heroes and Monsters, I think a case was roughly 85% the cost of buying the boosters individually (prior to any paizo discounting). EDIT: There was also mention that the huge booster might be $24.99 but that hasnt been confirmed as anything official yet. Robert Little wrote:
Really? Where did you see that? I had presumed it would be like Heroes and Monsters. :( Still decent value, but I better increase my monthly gift voucher purchase... I dont have a clue about game-balance issues, so leaving that aside - it would seem to me to be a better model if there were a diminishing return or, alternatively, if it became harder to work faster. In other words, I like your second option better. I'd go with +5DC to accelerate the time to 4 hours/1000 gp and a further +10 (ie +15 to the base DC) to accelerate the time to 2 hours/1000 gp. Anunnaki wrote:
Thanks. Somewhat disappointing, but that's life, I guess. :/ The Drunken Dragon wrote: Firstly: Numeria. An enormous metallic creation from beyond the stars crashes into my back/front/everyyard. Oh, groovy. I'm going to go lick the strange slime coming off its walls on the off chance that it's an awesome hallucongin, and not a radioactive super-toxin from another dimension that'll cause my inside to rip inside out...seriously, whose idea was it to sample strange fluids seeping out a freakin' spaceship's walls?! Reminds me of that age old question: "What was going through the mind of the first person to milk a cow?" Anunnaki wrote:
No worries - it did look a little odd. :) Are you planning on selling the hardcopies through Paizo once it/they are released? I prefer to get my stuff here so I can manage receiving shipments, credit card charges, etcetera without having to track lots of different companies. I don't know how interested you are in spending more money. Ultimately RPGs are very cheap entertainment for half a dozen people - nonetheless, the GM often ends up spending the majority and there's always something else to buy, unfortunately. If you were interested in a bought adventure, I'd recommend Crypt of the Everflame. Although it was written for the full ruleset, not the beginner box, it was also specifically designed as an introduction to the system and is based on a story of 'bright eyed new adventurers embarking on their first quest' so I think it would be ideally suited for people new to RPGs. The fact you have six players instead of the assumed four is not something I'd stress over, if I were you. You could add an additional monster here or there and maybe increase some of the 'solo' monsters hit points a little bit. Ultimately though, beginners are generally not going to be as familiar with the rules and are quite likely to adopt some sub-optimal tactics, so going easy on them in the first few sessions is not unreasonable, in my view. You'd need to be quite familiar with the material as it is significantly larger than Black Fang's dungeon. There are also one or two parts which arent as clear as they could be (stairs going nowhere which arent mentioned in the text, a locked door with no mention of where the key is, etcetera - those things you can work out and/or make up easily enough, but it's best to do that before the session, in my view, otherwise the players have to watch you frowning and flicking through pages, frantically reading...) You would be unlikely to complete it in one session, but that has the added bonus that, if everyone is keen to continue, you have a few sessions ready to go while you all learn the system. There are also occasional references to a rule from the core rules not present in the beginner box. However, I'd strongly recommend not ruling it out on this basis. I personally ignore a large portion of the Core Rules on a routine basis (I just dont have the brainspace to memorise 500+ pages of rules) and it has no impact on my player's experience of the game - they dont know I'm leaving out some complicated sub-systems of the rules. If you did go that route, Paizo also sell A Double-Sided Flip Mat of the Entire Dungeon which I found to be super useful. It's just like the flipmat you got in the beginner box but with a different dungeon on each side. Of course, it's not really necessary since you can use the blank side of the map which came with the beginner box. With regard to the story - Crypt of the Everflame isnt written as being near Sandpoint, although you could easily transplant it there in your world if you wanted to continue focussing your stories on that portion of Golarion. I'm also kind of assuming that those who played the first time are going to start again with new characters, although that wouldnt really matter (provided they are all still first level - it can be annoying to play in a game where some characters are higher level than others, since the low level PCs can feel a little bit like 'extras'. Having said all of that - one of the most rewarding parts of GMing is creating your own material. If you were up to it, I'd certainly encourage you to give it a shot - once again, the players dont know whether you're reading from a glossy, professionally written book or some hand scrawled, dog eared notes. It can be a good idea to read through some pre-written adventures though if you have the cash to spend - see how the professionals do it. Good luck. :) Comrade Anklebiter wrote:
I'm sure they care about sanctions, threats of attack and other direct expressions of power. I'm willing to bet they don't lose any sleep over being labelled "baddies" though. That's my point. There isn't any real distinction between a "rogue state" and a "staunch ally" other than approval - its all subjective, agenda driven political speak. Nations aren't citizens of the world and they aren't bound by some overarching legal framework. The heart of nationhood is power - if you can't hold your position through power or the threat of power, you aren't a state (or won't remain one for long, anyhow). There's nothing more legitimate than that (unfortunately). Differing people will advocate different standards from the moral authority of democratic mandate to appeals to divine authority. We shouldn't get carried away with our own country's propaganda, in my view. We have a moral obligation as citizens (particularly in a rich, democratic country) to critique our own government's actions. Falling into the trap of "goodies versus baddies" is something to be avoided, in my view. Kryzbyn wrote: I meant being sued in international court. Then I dont understand. Quote: It's generally bad form to ask a nation guard against the spread of communism, then throw them under the bus when they're caught doing so. I dont think those responsible for taking the US to the International Court of Justice had previously asked the US to guard against the spread of communism. Nor was the UN set up to "guard against the spread of communism".
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