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Swordpriest

Tels's page

RPG Superstar 6 Season Star Voter. Pathfinder Society Member. 8,245 posts (8,294 including aliases). 1 review. 6 lists. No wishlists. 11 aliases.


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Seriously, Ashiel is designing the game he thinks will be the most fun for everyone, and you seem intent on making him design the game that will be the most fun for only you.

Straight up, it s far better to have rules for the game, than not have rules. Green and Purple players can play in games with rules, but Orange players can't play in games without rules. It's far better, for everyone, to make rules for the game instead of leaving it vague. It's one of the faults of the older editions is vague rules that never get answered for one reason or another.


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The thing about skills is, it's chump change to boost them. +5 to a skill is 2,500 and, essentially, balances out 5 ranks. Take a two level six characters with the same stats, one has 6 ranks in a skill, the other has 1 rank and the item. Both have the same modifier, and, therefore, are identical in Pathfinder. In A shield system, the guy with 6 ranks could walk on water, or maybe jump through a small dimensional tear and teleport a short range, or restart a dead person's heart, etc. But the guy with the item can't because he never learned how.

A person is not a master of a skill because items are boosting his modifier, he's a master because he knows how to do it, with, or without, other boosts.


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Kryzbyn wrote:
Let the (kitten) bodies hit the floor.

Seems relevant.


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Mashallah wrote:

What I mean is, if you have, say, 3 bonus attacks (for example, 2 from flurry, 1 from haste), is there ever any reason to make less than the 4 attacks you can do without any penalty whatsoever?

Is there ever any reason to make a fifth attack and thus suffer a penalty on the other 4 attacks which are otherwise without any penalty?

I'm afraid of the potential situation where both options would be suboptimal, essentially making using only your special extra attacks the only meaningful option for characters who possess such special extra attacks, effectively removing the whole multiple attack system for such characters.

Using my above hypothetical, the melee character with a BAB of 8 takes a -6 penalty to make 3 extra attacks, but then also uses Flurry for 3 more bonus attacks at no additional penalty all 7 attacks are made at the same -6 penalty, for a net BAB of 2, and all attacks deal half damage.

HypotheticAlly, it might be good for criticAl or status based characters that rely on simply hitting, but not for damage focused characters.


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The way I've gathered it may work is that, essentially, they add a free attack with no penalties.

For example, you may have a BAB of 8 and opt to make 4 attacks (1 normal and 3 additional, each giving a -2 penalty) with a bonus of +2 before any modifies. But, just before you attack, the wizard casts haste allowing you to make a 5th attack, but what th out the usual -2 penalty. Flurry might work the same way.

Hmmm... it might be interesting, based on what I can recall of the system, if Flurry let you make an additional attack at no penalty for each additional attack you make. For example, the above fighter making 4 total attacks would instead get to make 7 attacks. As a downside, maybe each attack only does half damage. It would be a great option for critical or status based characters, but not for ones who rely on damage to take out foes.


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Ashiel wrote:

As an aside, unless the dragon is just trying to show off his swagger, it's usually more cost effective to just cast mage armor. I'm reminded of a thread I was in years ago where some people got up in arms because I mentioned that I had a green dragon (who was a high ranking member of an army the PCs were opposing) was wearing some custom made masterwork studded leather (+3 armor, -0 CP) as a mark of his station.

They complained that it was clearly unfair to the 3/4 BAB classes, especially monks and that putting armor on dragons was unfair, against the rules, unnecessarily antagonistic (especially to monks), etc.

I was like, "Guys...the dragon already has mage armor. The armor is literally for show. The dragon still gets more mileage out of mage armor and it's something it already had".

>_>

Ah yes, that thread. :)


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This is why I try to keep a PDF of each edition of a book so I can pick/choose/ignore what I want.


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Klara Meison wrote:
Trogdar wrote:
Maybe make a general rule about not being able to throw bundles of alchemist fire, but using multiples with a fuse is okay? I figure you should be able to do something like that for internal consistency if nothing else.

That might work, but the question I would then have would be "Why?". You can do that in the real world, so why can't you do that here? Does the universe teleport anyone who attempts such an act into a Sphere of Annihilation?

I would hazard a guess that, technically, per RAW, you can't because the game says throwing a splash weapon is a standard action. Therefore, you can't throw multiples of any combination because RAW says so. Also, technically, if you had 100 alchemists fires detonate somehow, it still deals damage as 100 alchemists fires. So resist every fire 10 will negate all of the damage because it is 100 separate instances of 1d6 damage each.


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Klara Meison wrote:
You can start your own cult like that)

*cough*

Well now...

This is a bit awkward.

It's like people don't know we exist. :(


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Alceste008 wrote:
Alex Martin wrote:
Blackvial wrote:

New animated short out Hanzo vs Genji

Dragons

Maybe it's just me, but that one may be the best one yet. Of course, hints are the last one involves the old Overwatch teammates - Reaper vs. Soldier 76 taking place in Dorado.

I have really enjoyed their animated shorts. Alive with Window maker was the first short that highlighted a "villain" although Tracer was there as well.

Sadly, I am not that interested in the game. I prefer co-op and single player games these days.

Shun the non-believer!


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Also, outside of formalised debates, arguing/debating IRL has that small issue of tangents and interruptions. Online, someone can, typically, create their entire argument in a single, or at least their counter argument, rebuttal, whatever. Online, you can address everyone of a person's points, individually, and use their post as a reference to make sure you don't forget.

You usually can't do this in person. There's always interruptions, and someone always nitpicks one aspect of a point until you end use going down tangential paths.

In addition, emotions flare using more in person. You can quickly end an argument by looking your cool and yelling or getting upset. Flaring emotions often lead to the interruptions and tangents mentioned before.


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Ashiel wrote:
Tels wrote:

So, the overall BBEG for the campaign I'm using the skill casting system in is a Mystic Theurge, and I think I'm going to have him use this for his encounter. I think this fight, even without stuff like this, is going to be super difficult in the new system. If they don't kill him in a single round, he can always retreat, use heal, and then come back to the fight.

With this setup, he could userighteous might to override alter self and turn into gargantuan mammoth, then, while buffed with other spells, fight in melee and spell combat. I might keep a herd of mammoths around for s#$%s and giggles and watch them get nervous as each mammoth is a potential host. Then fight the astral form, then the real body, then the clone, finally, the demonized version. Should be fun!

Cool! I'm always interested in hearing about how it's going. ^_^

How's the group been enjoying it so far, by the way?

They've liked it s far, especially since they're only level 1 and a half. The casters are really enjoying this fact they don't have to be 'not casters' after two fights because they're out of spells. I'm using the spell damage and ability burn as side effects for failing to cast, and one of the players failed 3 checks in a row. After taking 3d6 points of damage (barely surviving) and 3 wisdom burn, he suddenly found himself a lot more wary of spellcasting. The other casters were too as he nearly killed himself trying to cast his spells.

Suddenly, boosting your concentration checks became very important. In Pathfinder/D&D, if you fail, you simply loose the spell. In this system, failing the check may very well kill you.

I also get to throw more little fights and encounters at them because I don't have to worry about the healer running out of spells. This makes for more populated dungeons, and I fully intend to have some sort of party vs. Horde fight later on, so they can get that hack n'slash video game feel to it.


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Tels wrote:
Ashiel wrote:

Another thing I'd like to bring up is you might consider your final encounter to actually be made of several encounters. Because of spells like clone or even astral projection, it's possible to encounter high end super bosses over multiple "phases" of the fight. It's actually not only possible for high-end bosses to be slain multiple times during the same encounter but it's downright practical for some of them.

When dealing with the queen of Cheliax, she may have some very impressive contingencies to her sudden demise. Perhaps after her former namesake, Abrogail the first was slain, she may have taken precautions. Maybe she's even signed an infernal contract so that when her soul reaches hell she is instantly made into a great devil as part of her dealings.

Without even getting too far flung, said sorceress could literally be slain 4 times without it getting too weird. For example, if she initially fought the party via astral projection she would have a copy of herself and her gear that she could plane shift back to the material plane while her body is in stasis. She then fights the party and gets defeated in phase #1. Redoubling her efforts, she then fights them for realsies, only to get slain in phase #2. She wakes up from her clone immediately when slain to teleport in an begin phase #3. When she is slain then, she finally returns to exact her revenge as a powerful evil outsider of immense power for phase #4.

Naturally additional minions and allies could add into each phase, such as her in final devil form swarming the city with devils through a gate spell or something, or otherwise doing all kinds of stuff worthy of Ghostbusters. You could really go nuts with it. :D

Just to spice things up a little, there's always using astral projection then casting magic jar into the body of a mammoth (for the low, low price of 15,000 gp, get youself a mammoth today!), then using alter self to appear humanoid. Fight as a mammoth, fight as a projection, fight as herself, fight as her clone, then fight her as a Devil.

So, the overall BBEG for the campaign I'm using the skill casting system in is a Mystic Theurge, and I think I'm going to have him use this for his encounter. I think this fight, even without stuff like this, is going to be super difficult in the new system. If they don't kill him in a single round, he can always retreat, use heal, and then come back to the fight.

With this setup, he could userighteous might to override alter self and turn into gargantuan mammoth, then, while buffed with other spells, fight in melee and spell combat. I might keep a herd of mammoths around for s##&s and giggles and watch them get nervous as each mammoth is a potential host. Then fight the astral form, then the real body, then the clone, finally, the demonized version. Should be fun!


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Irontruth wrote:
Tels wrote:
I hope they don't do the Destiny thing and keep it out of the game, I'd love to learn more about the history and setting of the game, along with the characters. I just don't want to have to go out of game to do it.

Just curious, what do you think that would look like in a game that's entirely designed around PvP matchmaking where matches last about 10 minutes?

The game doesn't have a single player mode, there is no story mode. The game is entirely built around PvP.

Well, and I may get some flak for this as, apparently, the Overwatch community despises Battleborn, but Battleborn let's you unlock lore and background as you play each character more with specific types of challenges.

For exa m please, there might be a challenge for Soldier and Reaper to kill each other in combat 10 times and then you unlock some of the more about the two. Or after healing X amount of damage with your Cry ability as Mei, you unlock some information about how she was part of a research team that got stranded AnTarctica and used Cryostasis to survive. But due to failures in the facility, Mei was the only survivor and woke up in a world greatly change from the one she was a part of decades before. Or after Hanzo kills Genji so many times, you unlock why Hanzo was originally forced to kill his brother. Or after Genji is healed for X amount of damage by Zenyatta, you learn Genji is the disciple of Zenyatta and Zenyatta helped Genji come to terms with his new robotic body.

They could also drop little paragraphs or lore in the loading screen, and each but of lore, once viewed for the first time, unlocks for permanent viewing in a separate tab. They designed it so you can browse your hero gallery while searching for matches, so why not be able to browse the Lore as well?


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My only issue with the game, so far, is how much lore and background is withheld. I hope it makes it into the game somehow. Blizzard has, apparently, released character bAckgrounds somewhere, as they are on the Overwatch Wiki, but none of it was in the Beta. For example, the full name of the characters, age, nationality etc.

A lot of the characters are interwoven, for example, Soldier 76 used to be the Commander of Overwatch, whereas Reaper was once his best friend but turned bitter and jealous as he helped form Overwatch and got passed up for the Commander position. This turned sour and lead to a division in Overwatch resulting in a battle inside the headquarters, causing an explosion. Both Soldier and Reaper were presumed dead, and the explosion was attributed to an accident, though rumors of the battle surfaced. Afterwards, both Soldier and Reaper adopted their new identities.

Or how Widowmaker was once the wife of one of the higher ups of Overwatch, before being brainwashed into killing her husband by the Talon mercenaries (the same people who attacked Winston with Reapers help in the animated short). Then they subjected her to more brainwashing and experiments, completely stripping her of her personality and emotions, and slowing down her heartbeat, turning her into the person she is today.

I hope they don't do the Destiny thing and keep it out of the game, I'd love to learn more about the history and setting of the game, along with the characters. I just don't want to have to go out of game to do it.


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Icehawk wrote:

I sorta end up tracking stuff like that as a player anyways. Cus they're sorta relevant to me. Not so much the hat though.

I've a fever and am slightly delusional right now, so feel free to ignore me if I'm having a derp moment, but I came to the conclusion a bit ago that one thing that is unrealistic in the setting is... Ocean travel. Realistically, no sane person should ever go near the ocean, making all sailors unhinged, or insanely powerful.

Ashiel's pointed out how deadly water is as an environment before, so I hardly need to broach it again, but the sort of creatures who live in the ocean are terrifyingly deadly. And there's very little reason most can't just eat a hole through the bottom of your ship. Even a Sahuagin knows how to work an auger drill.

Even the biggest ships have very limited space on them as well. 30ft by 100ft is a lot smaller than you might think when you've got 1-6 huge creatures clambering on board. If they didn't just sink your ship anyways.

So I dunno. I think the only people who'd dare go near the water would be druids, cus everyone else just... Dies. It only works cus npcs don't get random encounters like pcs do.

Hydrokinetics would like to have a word with you.


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The problem in Pathfinder is Paizo seems to have taken a much different view on what the commoner is. I mean, cutthroat lawyer is 9th level according to the NPC coded.

You know, in looking through NPC Codex again, it'd be amusing to generate a world based on the stats of NPCs in the codex. Like play in a campaign where the law firm down the street also happens to be one of the deadliest groups of warriors in the town. Where the Princess only needs rescuing because she wants to be rescued. Where the 2nd level city guard calls upon the local tavern for backup (barkeep and barmaids).

Truly, a crazy world.


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Well, you could do it with a melee weapon using impaling critcal. Cast antimagic field on a rapier or something, impale it on someone, then leave it there.


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I never even got that far in Kingmaker. My GM decided that all of the commoners of the kingdom thought I was an evil necromancer controlling the throne, despite never using necromancer. My GM had it so people on the streets actively avoided me in terror, hastening away if they saw me.

I ended up deciding I was going to change that, and wrote up a huge plan to create a 'Festival of Lights' funded by me. I priced out the whole thing, including a bunch of new magical items for fun and games, like a magical laser tag or magical dodgeball and a holographic planetarium. Was going to end the whole thing with a Tangled-esque sky lantern display and a speech I'd written.

I did, ultimately, have plans for a magitech kingdom, as my wizard was design to be a 'magical Leonardo Da'Vinci' but I ended up dropping out due to issues with the GM.


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Koko The Gorilla wrote:
*turns to face Tacticslion, breathes fog on glass, waits for Tacticslion's reaction*

What comes to mind.


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I blame Cosmo for the stomach problems causing me to miss work tonight.


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Tacticslion wrote:
I will say that, at least in my case, I was definitely experience a strength penalty, drop, or something similar as well as a mental thing. I couldn't even open a bag of salad - salad - without scissors! :)

To be fair, you may have just encountered one of those freak bags that has DR 30/slashing so you need scissors or a knife to open it.


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Klara Meison wrote:
Tels wrote:
It's probably the subject of rape. Paizo doesn't really tolerate talking about it here on the forums.
But Ashiel said in the end that it was consensual.

Not true. The GM decided she liked it, but that doesn't mean consent. You could force someone to go down a water slide, and then find out they enjoyed the ride. That doesn't mean they consented though, only that they may consent to further rides down the slide.


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It's probably the subject of rape. Paizo doesn't really tolerate talking about it here on the forums.


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For anyone who is curious, looks like it was Ashiel's "worst encounter" post and everything that spawned from it that was deleted.


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It has less to do with that encounter and more to do with the flavor of the region. Korvosa has had imp vs psuedodragon wars for scores of years, it's a major factor of the city's history. On the meta side, one of the few art pieces of Korvosa itself is of a massive battle between the imps and pusedodragons.

The issue of the pusedodragons has been a long-standing conflict of rules and flavor/fluff. Since they can't region the psuedodragon entirely, the next best option is to publish a variant that has evolved over the many generations to fight the imps.


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You may be happy to know that in the upcoming CotCT Hardcover, they are releasing a Korvosa variant of the psuedodragon specifically to address the issue of imps vs psuedodragons. Supposedly, the idea of Korvosa comes from James Jacobs homebrew setting where pusedodragons are 'beefier' or something like that. I dunno, perhaps they were better in a fight in 2nd edition when he started building his campaign setting?


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One thing I've really noticed in building bosses for later encounters is divine casters are super nasty if you don't drop them ASAP. If they have a reliable method of retreating, they can take a few rounds to heal up, rebuff, and return to the fight. Makes for longer, more drawn out battles that can be fought over the course of multiple battlefields. If you've ever wanted a fight like in Monty Oum's (R.I.P.) Dead Fantasy series, this is the casting system for you.

For example, I've got a cleric 1/Oracle 8 that uses his mystery for earth glide and can channel as a move action with the earth negative energy channel for a 60 ft. AoE difficult terrain. With Featherstep Slippers, a reach weapon, lunge and enlarge, he can kite the party for a long time, then earth glide away to heal up and return to fight multiple times. It's pretty nasty.

It also indirectly buffs "all day" classes because they never run out of steam, only HP, which can be restored through spells no problem. I can also throw more status effects, like poisons, because they can prepare remove poison and not have to worry about running out. So things like ambushing the party with lots of different poison effects aren't necessarily the end of the adventuring day.


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The players are only level 1 so far, but I've noticed they can deal with a lot more due to the staying power of the casters. For example, I threw them up against a pack of 12 wolves in 2 waves and they were able to survive because the casters could keep pumping out spells.


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Hey Ashiel, just wanted to let you know that I started a game recently with your skill casting system, with a few changes.


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Klara Meison wrote:
What is the worst example of encounter design you have ever seen(i.e. how not to design encounters)? Best example?

Better yet, do a homebrew best and worst and a published best and worst.


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Ashiel wrote:

If I have my way, blasting will be a...well, blast. It should not only be effective but feel a lot more "epic" in usage. Especially with the mid to high level blasting spells (basically fireball+).

Blasting has been kind of lagging behind a lot of other spells for a while now. I'd like to bring it up a bit. Rather than just pushing more damage, we'll be seeing blasting spells that have more debuffs, DoTs, or battlefield control elements in addition to simply dealing damage.

(^_^)

Yeah, that's kind.d of the only real way to play a blaster right now unless you build your entire character to boost damage. Like the crossblooded sorcerer with orc/elemental bloodline and goblin fire drums etc.

Best blaster I've ever seen in play was an eleven wizard I played. She was built specifically to specialize in fireballs with the admixture evocation school, eleven FCB, two traits to reduce metamagic costs on fireball, rime/dazing spell and the ability to spontaneously cast fireball via preferred spell/spell perfection.


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John Kretzer wrote:
Tels wrote:
John Kretzer wrote:
I Blame Cosmo that Pazio still has not come out with a rogue/wizard hybrid class yet.
I blame Cosmo for only being able to get so erect.
I blame Cosmo for not getting this.

There is a limit on how erect I can get and a rogue/wizard hybrid class puts me at my limit. I was blaming Cosmo for my limited mortal erectability.


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John Kretzer wrote:
I Blame Cosmo that Pazio still has not come out with a rogue/wizard hybrid class yet.

I blame Cosmo for only being able to get so erect.


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I blame Cosmo for John Cena infecting Scooby Doo.


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I get it now:
Kryzbyn wrote:
"RP-ness"
Tacticslion wrote:
Try saying it aloud without the "r" - it sounds like a different word entirely.


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?????


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wraithstrike wrote:
you can't see the sun, moon, or stars in the sky.

To be fair, I'm sure the Sun/Moon/Stars have terrible stealth modifiers.


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Undone wrote:
Tels wrote:
Undone wrote:
Melkiador wrote:
The kineticist could really use a wild talent or feat that allows their blasts to benefit in some other way from effects like haste. It's kind of crummy that the kineticist can't often benefit from having helpful teammates. It's a team based game, and the kineticist is missing out on the good parts of that.

The first time I read it I thought they had that (the ability to do multiple attacks for an infusion) but it turns out that wasn't the case. Honestly I feel like this infusion would literally fix 100% of the issues.

Full attack Infusion
Level 3, Burn 1
You can full attack with your blasts taking a -5 for each attack beyond the first (Simulating full BAB) You can make one more attack at +6 to +10 BAB, two at +11 to +14 and at +15 to +20 you can make 3 additional attacks. This benefits from haste.

It's a good thing you're not in charge of the kineticist because that's terribly designed and OP for the class.
I mean they clearly don't have an issue with it attacking more than once since it can be quickened and they can buy an extra blast which can also be quickened. They also give you access to a full attack as long as you attack different targets. Being able to burn down a single target is pretty much the core of pathfinder in real games. The problem is the effects come at a level where damage no longer matters much. Honestly the damage is underwhelming and while 1 burn might be a bit on the aggressively costed side you could easily just make it 2. Heck we practically have that infusion in K Whip/Blade.

Yeah, you can quicken. At 13th level. For 3 burn.

Meanwhile, yours let's you full attack at 7th level for 1 burn. Come 13th level, one could, theoretically attack 4 times at +9/+4/+9/+9 by accepting 4 burn (quicken + full attack infusion) at 6d6+modifiers or 12d6+modifiers for another 2 burn as a composite blast on each attack. With a 24 con and overflow you have a +15 or +11 modifier on those blasts meaning you're doing an average of 36 damage for physical hits or 32 damage for energy hits on the basic blast. Or you can drop the Quicken and Empower for 50% more damage on 3 attacks instead of making 4 attacks. With a physical, hasted blast using empower, you can deal 162 points of damage in a round if all 3 attacks hit. Need I mention this is done at range and can be done pretty much all day?

Pretty much the only way a Full Attack Infusion could work is if it prevented you from, essentially using it with any other class abilities. No infusions, no mutagenesis, no composite blasts, no Overflow, etc.


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Tacticslion wrote:
*something something nargles*

Sooo... Luna Lovegood?


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So I just found out there is an anime/light novel series called Nyaruko: Crawling with Love, from Japan, about a boy who, it seems, forms a harem out of Lovecraftian creatures taking the form of girls. Quick speed read of the premise has him gaining the affection of Nyaruko (Nyarlathotep), Chtugha (Cthulhu), and Hastur (a male love interest).

Your thoughts? Worst nightmare? Abomination? Kill it with fire?


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I blame Cosmo for the intense pain I've been feeling in my feet since starting my new job.


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Don't forget to beg Erik Mona for a Laori mini since she is getting new art!

Erik's thread.


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Erik Mona wrote:
Tels wrote:


What about a Laori Vaus mini?

Almost certainly not.

Art is subjective, and all, and I don't mean any offense to the folks involved, but the illustrations of this character we have published have been among my absolute least favorite renditions of any character in a Pathfinder book.

So unless we had some reason to re-illustrate her, and unless that illustration took a decidedly different approach than "cute girl in a razor-blade catsuit," there is a precisely 0% chance that I would want to make a mini of her.

Sorry!

Since she's getting new artwork....

Pleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleaseple asepleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleaseplease pleasepleaselease!!!!!!!!!!!!!!!


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*commence fangirling*

*Squeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee*


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With the CotCT hardcover will Laori Vaus get new artwork and possibly a mini? Oh please, oh please, oh please, oh please, oh please, oh please! Absolutely a fan favorite and it's been a terrible shame she never got a mini.


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Icehawk wrote:
Ashiel wrote:
Icehawk wrote:

In my experience, traps on their own are exactly as Klara says. They're boring and ineffectual and binary. Sure, they waste some resources if you f##* up, but generally they aren't that big a deal.

What makes Traps good is when you combine them with existing monsters who can make use of it to their advantage. Dealing with a trap that shoots half a dozen negative energy rays all over a room every 3 rounds is mostly an exercise in Death Ward or a skill check with a dispel magic.

Fighting a lich in said room at the same time starts becoming more interesting. Having Death Wards still an excellent idea, cus lich, but the trap is healing the lich and he might dispel the death ward right off of you.

A pit trap by itself is mostly annoying. A pit trap with kobolds on the far side with some cover and some grease vials and alchemist fire is something ashiel came up with and suddenly it's a lot more irksome.

Treat Traps like terrain that the pcs can viably do something about, but if ignored will be a consistent threat. You can't disarm a volcano, and barring having maybe 4 of those geyser bottles of infinite water, you're not making it less volcano-y anytime soon. But you could disarm a trapped forge that's designed to constantly increase the heat levels in an area when activated. Which can be quite the nasty thing to face some salamander clerics amidst.

Pretty much this. One of the issues I see a lot with traps in D&D (and this is a mistake I made a lot in the early days) is that people try to make the trap the encounter but that's frequently very boring and not very climactic.

In more recent years, I've learned that traps are like super-environment effects. Things that change the dynamics of a situation so that tension or creativity can be produced. Sometimes it's fun to place traps and hazards that neither "side" in an encounter is aware of, or that both are aware of, which can result in doing things like Mortal Kombat style area-fatalities by

...

I take the opposite stance, I like those kinds of things as long as it makes sense to be there. A weak ceiling in a worn down, rotting building? Sure, completely reasonable, but not if it's a well maintained building. Many things should still grant a roll though, like a knowledge (engineering) check to notice the weak ceiling.

Also, traps do and don't have hp/break DCs, not listed in their statblocks sure, but the material they are made of do have those stats elsewhere. Wood, for example, has hardness 8 and 5 hp per inch of thickness if I recall correctly.


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I'm not suree what people wanted out of the plot for WotR, I mean, the whole premise is that you are thrust dead center into a war between a nearly unstoppable demonic horde and the mortal world. In order to end the war, you will travel into the Abyss to slay the Demon Lord behind it all. Paizo pretty much delivered the plot they said they were going to do. I think alot of people just had differing expectations for the plot of a war and were disappointed they didn't get what they expected.

I'm not saying it's a great plot, just that they didn't deliver something other than what they promised.


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Rysky wrote:
I Blame Cosmo that I'm not allowed to throat punch homophobes at work.

Technically, whatt you are and are not allowed to do only matters if you get caught.

I blame Cosmo for Rysky not knowing how rules work.

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