Pathfinder Design Team wrote:
It's one thing to be able to one shot an enemy whenever the rogue sets up a situation where they are sneak attacking.
It's a whole different thing when the rogue one shots an enemy during the surprise round.
I agree, once combat has really started, it shouldn't be possible without some really lucky rolls mixed in with a very solid character to just off creatures and NPCs all over the place, but during a surprise round when the rogue has every conceivable advantage on his side? There really should be some extra bonus damage there to increase the chance of "slitting a guard's throat", especially when you're starting to deal with things significantly lower than your CR.
Nothing says Bad Ass(TM) like having a 5% chance of possibly having the opportunity of making a mook pass out (Protip: Hyperbole).
I do things like that all the time to keep things fun for the players, especially when fighting the cannon fodder.
El Ronza wrote:
Eberron had that problem. Essentially, it was full moon time, all the time.
I really don't know why the Da Vinci Code was so successful. It was an okay read. Far fetched in a sort of fun way but the "twist" wasn't all that twisty and only controversial if you're religious in a Christian sort of way. It wasn't exactly the first time I read or heard the theory central to the mystery.
It was far too complex for an archetype and needed to be either an alternate class based on the summoner or a whole new base class. The concept is pretty boss, but the execution is an absolute mess. It'd be nice to see them, or a 3PP for that matter, take a stab at "Synthesist 2.0"
Well look at that. It's a full round action that's actually a move-action-then-attack-like-action-not-to-be-confused-with-an-"attack"-act ion action. It looks like, according to the wording, the bonus and penalty are triggered when you make the attack.
Someday we'll have a streamlined-cut-the-fat built-from-the-ground-up ruleset in PF that doesn't spawn quite as many RAW/RAI/RWTF FAQ threads.
I'll just continue to pretend that a full-round action is a full-round action so as to not have 200 pages of IF/AND/BUT.
I received my book today and I live in London, Ontario so never fear, if the thing managed to make its way to my home in less than a week from shipping, it'll arrive in no time.
Check your e-mail associated with the Kickstarter, I got a UPS notice to let me know that it was on its way.
The setting and mechanics are awesome. I love, love, LOVE the flavor of the nano and it's the first time in a pen and paper RPG that I *want* to play a primary caster, more than the others by far.
I just received my physical copy today, along with the player's guide, and it is absolutely awesome.
The system, the fluff, the lore, even the class makeup and how it handles level up/advancement: priceless. I'm really looking forward to putting it into action and I highly recommend the product to anyone that loved science-fantasy, if only for the awesome setting flavor and character ideas.
Where did the idea of vampires being destroyed in sunlight come from anyways? The earliest reference I know of is the 1922 movie Nosferatu, but I don't know if that is actually where it comes from...
According to this page you've pretty much hit the nail on the head.
Essentially, "Movie makers needed a dramatic way to kill the vamp at the end and mere exposure to sunlight became the conventional way to do it."
And that's pretty much it according to my hasty, unsourced Google search!
I'd love to just have the mythic vampire lose access to his bonus feats, fast healing and spell-like/supernatural abilities suppressed in direct sunlight. They return if he spends one, full round not exposed to sunlight. Boom. Done.
Go Count Dracula!
I figured as much from the section on cantrips/orisons. I have to say, very cool. There's something about having the flexibility to "hang" spells, cast right out of a spellbook or channel raw magic power that makes magic feel like it has more of a place in the world than just a game mechanic.
Have you tweaked the system any since Pathfinder came about?
"Any sufficiently advanced technology is indistinguishable from magic."
This should be the design mantra of the strange technology discovered in Numeria and even of the makeup of the "Iron Gods" themselves. Going beyond basic laser rifles and antigravity boots to truly hyperadvanced pieces far beyond today's capabilities that are limited only by the designer's imagination but that would have served a function aboard the ship(s?) and thus giving the PCs a glimpse into what their civilization, or at least the civilizations aboard the ship, was like. Remember, these items were scattered about Numeria due to the crash landing of a ship created by a civilization that is capable of intergalactic transportation using machines instead of magic.
James Sutter wrote:
I should have known that my hero was going to be a Frog.
Unless, of course, the mythic character adds running around with an antimagic field to his list of tactics.
What would "pure" Vancian casting look like in D20/Pathfinder? Keep in mind that I haven't read the books (yes, shame on me) and am more-or-less curious to know what the real difference would be like.
At the moment my current changes are as follows:
Anything that relies on Intelligence is more or less just ideas being thrown around. I'm still not sure if I should, just so that there isn't a default "this is the way to do it" fighter.
I do agree there should be more incentive for the fighter to go different routes than the Weapon Focus/Weapon Specialization chains along with Power Attack, though I do feel that being able to swap out feats gives them that edge, where they can choose more situational tactical feat chains on a given day and not be penalized for not taking the optimal path.
It's moreso to represent that smarter fighters are more capable when it comes to having a variety of tactics in their martial repertoire and to give a bonus to all those fighters who have to snag Combat Expertise to be able to use maneuvers. Gives them more of a reason to have an Int higher than 10. That's kind of weak, I know.
If anything, a mechanic like that wouldn't make much sense tied into another stat. I could see Wisdom (the cunning of a warrior and being able to switch tactics on the fly) maybe but Intelligence works from that angle.
Yes and no.
There's a difference between the advantage that, say, 25 minutes of prep time gives you and the advantage that a minute does. Also, it begs the question does it circumvent the restriction on the 8 hours between retraining a tactical feat slot? If it doesn't, what is the point of the main ability if the fighter can just swap out as a standard action anyways?
I played around with a similar mechanic with my first idea but feel that, ultimately, it just gives the character way too much freedom unless there's some sort of limit on what feats can be chosen and that starts to add extra paperwork. It already does in the sense that it gives the fighter the same advantage that the wizard has, without a need to pay for it in any way: every splatbook that comes out and new Combat feat that's released, there are more free options.
I'm wondering if a limit should be placed on the tactical feats ability, and how to implement it without going too meta.
I'd rather do something that was based on fighter level with a maximum number of times per day equal to the fighter's Intelligence mod than 3+. With the tactical feat option and a 14 Int with your suggestion, a fighter could swap out all his tactical feats in less than a minute giving him huge advantages for fights.
That'd have been pretty flavorful and cool. Making the sun still a source of weakness but, at the same time, being able to overcome it to an extent as a one of the first vampires or whatever flavor you're using.
That or being able to frolic out in the sun for a number of extra rounds/minutes equal to your mythic rank before being staggered then destroyed.
Mythic Adventures wrote:
Now, a regular vampire, when in direct sunlight, takes no damage and is staggered for one round. When you're staggered, you're only able to take a single move action or a standard action but you can still take swift, immediate and free actions.
A mythic vampire, who can now "overcome" his weaknesses, becomes nauseated. Being nauseated is far worse than being staggered as you can only take a move action. In addition, they now take 10 points of damage, as opposed to no damage, and lose their fast healing for the round on top of it.
Both are destroyed on round two.
How, exactly, are they "overcoming" their weakness against the sun when it makes exposure to the sun even more dangerous?
Shouldn't a mythic vampire become MORE resistant to the effects of the sun considering it's under a set of abilities that is specifically called overcome weakness?
I suggest keep the staggered on the first round, then 10 damage per round after instead of full destruction.
Irnk, Dead-Eye's Prodigal wrote:
Behold the long awaited 2015 Adventure Path featuring the PCs as lumberjacks forced to work for the Lumber Consortium. Gasp at the levels of mundane epicness over the course of six volumes of different months chopping down trees, being threatened and dealing with paying bills, all culminating in an epic decision where the PCs must choose whether to stay part of the system, or finally break free from the oppressive drudgery and change careers to something more rewarding.
An Adventure Path that takes characters from levels 1 through... well, you may reach level 2, or 3. Maybe.
Your wallet is saved!