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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.
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.
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.
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.
Ah yes, that thread. :)
Klara Meison wrote:
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.
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.
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.
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!
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?
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.
Hydrokinetics would like to have a word with you.
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.
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.
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.
Klara Meison wrote:
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.
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.
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?
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.
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.
John Kretzer wrote:
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.
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.
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?
Erik Mona wrote:
Since she's getting new artwork....
Pleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleaseple asepleasepleasepleasepleasepleasepleasepleasepleasepleasepleasepleaseplease pleasepleaselease!!!!!!!!!!!!!!!
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.
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.