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1,936 posts. Alias of Turin the Mad.


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KestrelZ wrote:

Although much later than hoped, at least it will become reality given that the pdf exists and some backers received physical copies. Maybe the rest of us will have it before 2019.

This is a lot better than Palladium's promised "Mechanoids Space" that was advertised in 1993 - supposedly to come out in Spring of 1994. 24 years later and it still doesn't exist, yet is advertised as "coming soon". Cthulhu himself preordered it, and when he finally wakes up a millennia or two from now it will still be "coming soon".

Should see the firestorm over their "handling" of their Robotech-related Kickstarter. Five years of failure right there.


John Napier 698 wrote:
I live inside the city limits. Pittsburgh has Shotspotter. Meaning that the use of firearms would bring dozens of Police cars to my general area within a few minutes.

Crossbows do not go bang. ;)


JankInTheTank wrote:

Holy moly, my party is happy to be done with book 3! We finally finished dealing with the Arkonas, and it didn't end well.

Name of PC: Boom
Class/level: Alchemist (Grenadier) 10
Adventure: Escape From Old Korvosa
Catalyst: Greedy Party
Honorable Mention: The rest of the party

The Gory Details: ** spoiler omitted **...

There is no shame in [redacted's] game. Well-deserved. :D


DungeonmasterCal wrote:
The Mad Comrade wrote:
As for grilling, well, I don't do it. A former roommate left a really nice gas grill here when he moved out and I've never used it, because I don't now how and I'm also a bit pyrophobic. I'll just take my burgers as evolution has mandated; from a restaurant.
You seemed so game for it last year, DMCal...
That was before I realized I'm utterly inept. I was very excited to try it, but the tanks weren't hooked up and were empty, besides. The grilled burgers I did get were at a family cookout, where I at least did some burger flipping.

Charcoal at the park's grills. It takes practice and some pointers.


Now I'm hearing this in the Narrator's voice. KUTGW Greylurker. :D


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DungeonmasterCal wrote:

I live in Arkansas and we have our own mosquito problems. While possibly not as bad as Louisiana (though I'd say we run a pretty close second) it's miserable, especially in the flatlands and delta.

As for grilling, well, I don't do it. A former roommate left a really nice gas grill here when he moved out and I've never used it, because I don't now how and I'm also a bit pyrophobic. I'll just take my burgers as evolution has mandated; from a restaurant.

You seemed so game for it last year, DMCal...


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Skeeters, man. Aliens have nothing on skeeters. 3 tiki lamps are required to get a 2/3rds chance of not being turned into a bloodless husk on my own patio...


Awesome as always, carborundum!


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NobodysHome wrote:

LOL. I've never had a 5-person campaign, so I have no idea. :-P

^______^

Doesn't feel any different while leaving room for a "fifth wheel" character to shine instead of having to step into one of the four "classic positions". I like it.

Given my druthers I'd prefer a 5-player table as both GM and player.

The primary difficulty I've found is that the larger the group the greater the likelihood of inter-player drama cropping up. Four is often a sweet spot from that perspective too, as the less drama, the better.

I get the burnout, NBH. Young, healthy and nothing better to do lends for copious gaming time. Getting A Life slaps brakes onto that runaway wagon PDQ. I'm impressed you've managed to keep that many games going for so long after Getting A Life. Kudos!


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6+, absolutely. 5 or less works well for me. :)


Greylurker wrote:
The Mad Comrade wrote:


Love the music in the Darkest Dungeon, as well as the Narrator's smack talk. I have/had a now-abandoned CJ I was working on that used hyperlinked YouTube sound clips from DD at various points - mostly when characters were horribly slaughtered.

The music is great isn't it, I am seriously considering dropping the 10$ for the Soundtrack

Worth it, especially if you work it into a campaign or two. *grin*


Greylurker wrote:

Taking a break from Fallout for a bit and returning to the Darkest Dungeon.

There have been many changes and additions since I last walked these terrible halls. The buzz of bloodthirsty insects dominates the courtyard and the Flagellant (among others) joins my cause in his ongoing quest for personal suffering. There are many new parts of the Hamlet waiting to be repaired but I've no funds to do so as yet.

The astrologers tell of a falling comet to come next week. Perhaps I shall wait for this before I begin my quest

(New DLC on the 19th)

Love the music in the Darkest Dungeon, as well as the Narrator's smack talk. I have/had a now-abandoned CJ I was working on that used hyperlinked YouTube sound clips from DD at various points - mostly when characters were horribly slaughtered.


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My experience is that groups of 4 or 5 work just fine in APs as-written. The extra set of actions offsets the slightly watered down loot. The quick-n-dirty XP division chart shows the exact same XP awards for groups of 4 or 5, so that's what I use for groups of 4 or 5.

The bigger, nastier published campaigns that are written for larger groups are another beast altogether. Rappan Athuk and especially the Slumbering Tsar are brutal and (at least for tST) are explicitly written to accommodate larger player groups.

My experience has also been that high-ability-score groups have more fun. I'm sure others disagree, but we routinely use a 25-point-buy, have been the entire time we've been playing Pathfinder (since the Alpha/Beta playtest). YMMV. :)


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Waffles' Santini's voice after the waffles thing is now matched to Donkey from Shrek.


Holy Cow this looks really ... REALLY ... good.


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Poldaran these stories expanding on the aftermath of Kyle's campaign are quite engaging. Please continue!


Todd Stewart wrote:
All I know is that if my RotRL group played this AP (which I absolutely want to do) we might have problems as my RotRL PC had a bit of a crush on Alaznist. XD

Unrequited love on the wrong end of a meteor swarm is kinda rough, eh? ;-)


Uqbarian wrote:
The Mad Comrade wrote:
I'm not clear on what Crystal means by 'Afro-futurism' - MCU Wakanda-esque I guess? - but southern Garund always struck me as the proverbial Dark Continent. Not the 'infested with cannibal savages' kind, rather the 'pre-historic horrors lurk beneath the insect-and-monster-infested ultimate hostile wilderness' kind. The Isle of Dread writ across most of the entire continent kind. Perhaps more serpentfolk lay in torpor? A great temple of gold lurks in the bowels of at utterly hostile jungle eager to devour foolhardy treasure seekers in a Lost World environ?

That's kind of the Mwangi Expanse, isn't it? (Also, Nagajor and the Valashmai Jungle in Tian Xia cover a lot of similar thematic territory.)

motteditor wrote:
The Mad Comrade wrote:
Re: The Ironbound Archipelago
I think the assumption in the panel was this would have been a Viking-esque themed AP, which met with a lot of pleasure. (I know I'd be very interested in such a theme.)
A Viking-themed Queenmaker AP would be awesome! :)

The Iron Archipelago shares space with some stuff, e.g. the Ruins of Azlant, among others.

It sounds like a rather large archipelago.

Re: Garund and the Mwangi Expanse: well, my memory of Garund is a tad spotty. Playing time-wise I've clocked time in the sandy bits on the northeastern shore and the Serpent's Skull stretch of it. A dabbling along the northwestern coast. The rest of it left the mental impression of "more jungle and cool stuff featuring darker and deeper secrets".

I'd like a large area to not be overly inhabited by anything with language skills for a change. An expedition into the unknown. Kingmaker does not qualify as an expedition into the unknown.


Starbuck_II wrote:
Xathos of Varisia wrote:

Cutting back the wealth can be done by adjusting the cost of magic items and then lowering the wealth discovered by an appropriate factor. They've already said they want magic items to be level appropriate and to be special. To do that, they wanted to end the reliance on "gotta have" items.

Great. Now take that a step further and make the crafting system so it is much more difficult to make magic items. In PF1 the system allows for a DC 5 penalty in lieu of many crafting requirements. That was a huge mistake and was a meaningless penalty. The result in any campaign that allowed it was an overabundance of magical gear and high powered gear at that.

If an item requires a CL of 11 to make, then that's it. It if requires a wizard, that's it. If it requires a druid, that's it. No more DC 5 freebie penalties. Make loot from adventures meaningful. That also means adjusting that loot so that it is level appropriate.

Adjusting the economics can be done.

Wouldn't items would still be made, just they'd have flaws (or curses)?

The attempt could not be made at all. You know the 'recipe' which requires all of the 'ingredients' to work.

If you have all of the ingredients, congratulations, you can make a Chelish Chocolate Cake. If you do not have all of the ingredients, you have a bunch of food cluttering up your kitchen.

Perhaps those ingredients you do have could be used to make something else ... but you cannot make a Defective Chelish Chocolate Cake.


Picturing that coppers are a buck/euro/take your pick. If the economy scales to a silver is a $100, then a gp is serious money: $10k. Even at $1k = 1 gp, $100 = 1 sp, $1 = 1 cp, I'm in like Flynn. Allows reintroducing electrum coins in 10 sp, 20 sp and 50 sp denominations. Platinum could similarly feature in different mintings and value, rivaling the jewel-grade corundum and diamonds and the nicest pieces of jewelry.

i.e., job offers paying gold are Serious Business. Dragon hoards with tens of thousands of coppers and thousands of silvers are Serious Money. Gold, platinum, gems, jewelry, trade bars of precious metals and "objects of art" become really valuable.


Lots more radzombies?


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Getting drunk is a good way to destroy some math. ;)


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Being "filthy rich" has its own kind of power, usually accompanying significant social status in the quasi-medieval settings of most Pathfinder/D&D campaigns.

For me the most satisfying campaign arcs were not the ones where Our Heroes Saved the [insert geographic region or planet name here] from Utter Annihilation Yet Again. They are the far rarer Carve a [insert national polity] out of the monster-infested Borderlands with aught but your characters' skills and abilities to carry the load.

In Ye Olde Days of 1e AD&D especially this is when my groups really looked forward to attaining 'name level' and started hoarding piles of swag. Not to set up shop in some fancy nancy metropolis ruled by Other Folk for Aeons, but to clear out the boonies, crush/diplomancy the denizens and put their very names on the game world map.

f'r'example, Pathfinder Goblin PCs carving out a Gobbotopia in the depths of eastern Casmaran (Casmaron?).


sanwah68 wrote:
The Mad Comrade wrote:
Nice work sanwah68. That will help with the always important management of expectations. Thanks!
My pleasure. Ahh...Epectation Management, the most important aspect of any project, and where things have the most potential to go pear shaped.

That they surely do. ;)


86% on Rotten Tomatoes, looks like a lot of fun.

NSFW YouTube trailer linky

Surprised me to find no one here talking about this film. Comes out tonight/tomorrow, snagged a solo screening of it come next Tuesday.


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Hama wrote:
Yeah the moment I read the words 'Online survival RPG' I lost any and all insterest.

*nods* "Online-only" is a sure-fire way to get me not to touch any game. Dealing with that requirement for work is bad enough. I do not want this in entertainment I pay for.


Nice work sanwah68. That will help with the always important management of expectations. Thanks!


That is pretty sweet stuff.


With +5 disruption holy undead bane feet!

Bypassing DR/epic, it's the only way to be sure.


Benchak the Nightstalker wrote:

RE: The GMPC issue

** spoiler omitted **

GMPC issue:

That could work.


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Fare thee well, Sissyl.

Second star to the right and straight on 'til morning.


Doktor Weasel wrote:
MMCJawa wrote:
Alchemaic wrote:

Am I the only one who finds it a bit odd that there's going to be a second AP storyline based around Tar? There's been overlap with countries and locations and even some NPCs before, sure, but this feels to me like if someone took the "continuing the adventure" section from an AP and rescaled it for 1-20.

That's just my thoughts, but since there's sections of map that have at best only been tangentially touched before (Land of the Linnorm Kings, Realm of the Mammoth Lords, Nidal, Galt, most of Garund, Casmaron) I feel like there's more to work with besides bringing back something older.

Well the last Tar AP was less about Tar, and more Gothic Horror in general. So that itch IMO hasn't been scratched yet.
But will the PCs actually fight him this time? My guess is probably not. He'd wipe the floor with non-mythic PCs. Although maybe he'd be weakened due to recently breaking free, and that might take him down to a more manageable level.

That heavily depends on the specific non-mythic characters.

PCs absolutely should beat down Tar-Baphon, by hook or by crook, mythic and all in this AP.


Hopefully that means we can build refrigerators along with our power armor. I hate not being able to properly chill my personal physician Dr. Pepper and attorney Mr. Pibb, Esq.

Assuming the game doesn't suck eggs, of course.


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Greylurker wrote:

Today I take on my most difficult role.

Today I become the Silver Shroud

May the forces of evil beware

Ok that was the plan at anyrate, but although this costume is pretty tough and the Submachine gun is nice, I can't help but feel this would be easier with some body armor and my trusty .44 pistol

trick it out right and you're golden ... er, Silver!! BWAH HAH HAH!!


Joana wrote:
The Mad Comrade wrote:
Does Latin even have the letter u? I know there is a V, but I thought Latin only had 24 letters.
No J or W.

thanks!


motteditor wrote:
The Mad Comrade wrote:
Re: The Ironbound Archipelago

From the Pathfinder Wiki: The Ironbound Archipelago is a network of islands in the Steaming Sea off the north-western coast of Avistan. It consists of a chain of islands over 300 miles long. There are often considered to be thirteen major islands (if Mordant Spire is included), and countless minor ones. Many of the islands are uninhabited, but others are able to support sizeable communities. The northernmost islands are generally claimed by various Linnorm Kings. The number varies, as islands often regain independence when a Linnorm King dies. Currently, the Linnorm Kingdom of the Ironbound Islands consists of five of the main islands and numerous smaller ones

--

I think the assumption in the panel was this would have been a Viking-esque themed AP, which met with a lot of pleasure. (I know I'd be very interested in such a theme.)

That would be fun. Up against some stiff competition from the FGG campaign along the same vein in terms of theme.


Does Latin even have the letter u? I know there is a V, but I thought Latin only had 24 letters.


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AnimatedPaper wrote:
Arachnofiend wrote:
As others have said, there's plenty of design space for Monks (and similarly, Barbarians) to differentiate themselves from Fighters with a focus on supernatural abilities. I wouldn't be surprised if they end up giving Monks a spell point pool they can use for ki powers, really.

It would be really weird if they didn't.

Although that brings up a point. We know now that even powers are attached to a spell list, even if you can't use a slot to cast them. Do we think Monks are getting Arcane or Occult powers? I can see an argument made for either, and both might shape the direction the class goes in different ways.

Depending on the "school" (for lack of a better term),a Monk's Qi powers may access any one of the spell lists.


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NobodysHome wrote:
The Mad Comrade wrote:
With summer break looming will it be possible to run longer sessions? IIRC your sessions are generally pretty short at 3-4 hours' length.

The sessions are typically 6:30 - 9:00 pm, so 2.5 hours, minus a bit to get organized.

Longer sessions are extremely unlikely:

  • While the kids are on summer break, *I* still have to work, meaning that even in an ideal world where I just get off work, set up, and run we wouldn't be able to start before 4:30 pm. And that would be very hard on me. A more reasonable start time would be 5:30 pm.
  • Unfortunately, with Mr. Stereotype in Germany, and his father over there some weeks, the 6:30 pm start time for us translates to him getting up at 2:30 am, playing until 5:00 am, and then getting ready for and going to school. Making him get up even earlier at 1:30 am would be even more of a hardship on him.
  • End times are similarly problematic: I get up at 5:00 am, so I prefer to end the game at 9:00 pm sharp. Bacon Boy will be on the East Coast for the summer, meaning we're already playing until midnight, and he's doing some kind of internship, so playing later would be hard on him.

  • The 2.5-hour sessions work for us, and I think longer sessions would just result in more burnout. And the logistics just aren't there.

    Oh wowza, that'd do it. Hadn't grokked your group's logistics. Game on!


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    The body of lore/folklore about what in D&D/Pathfinder are "monks" from Earth history alone is staggeringly broad and deep.

    Previous posts on the topic have been made. A few 3rd-party supplements touch on some of these abilities in PF1.

    It will be fascinating to see where this goes in PF2.


    76 is one of the 'control' vaults in the D.C. Metro region, isn't it?

    Now that is interesting.


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    With summer break looming will it be possible to run longer sessions? IIRC your sessions are generally pretty short at 3-4 hours' length.


    motteditor wrote:

    There may be some minor spoilers for past APs here. Nothing for War for the Crown onward, though.

    Introductions started off with Crystal amusingly complaining that she had to sit in the office next to Ron, who's an optimist. I think there was even hissing.

    Most of the discussion centered around the final two 1e adventure paths, details of which I've posted elsewhere in the forum, but there were some other notes:
    * I asked if they were thinking of doing 3-volume Pathfinder APs (like the Starfinder ones), but they were uncertain. They're still waiting to see reaction to the shorter Starfinder APs before making any decisions.

    IMO relying on Starfinder to gauge doing 3-volume Pathfinder APs is not the way to go. Not every story requires a 1-17+ campaign to tell. Similar to the pre-3e "module series" one can have a series of 3-chapter APs covering sequential 'level bands' tell a longer story or a series of shorter ones. A "nine chapter AP" is also well within the realm of the possible, or even a 12-chapter AP, if the story is deemed awesome enough to warrant development on this scale.

    Suggest letting the needs of the campaign-story determine the length and level 'bands' for future Pathfinder APs.

    motteditor wrote:


    * They haven't decided what effects of the previous APs will be reflected in 2e Golarion. James is pushing for them all. I believe they said the Worldwound will definitely be closed. It's also "very possible" a chunk of Cheliax will be taken out in a new map (to reflect Hell's Rebels). The status quo after War for the Crown may also be reflected.

    A few of the 1e APs will have no visible effect on the campaign setting, so those can be safely ignored. Concur with James Jacobs in using the 'good guys win, more or less' endings of the rest of the APs in setting up the 2e campaign setting.

    motteditor wrote:


    * They initially said they would "probably" do another evil AP, but then started downplaying that. It didn't sound like it would be anytime soon. They did point out that many of the APs could be played with evil characters now.

    Skull and Shackles was, for all practical purposes, an Evil campaign. Many of the APs can be played with evil-aligned characters ... but most of them are not particularly Evil-friendly, being more difficult to play for most Evil groups as compared to 'traditionally' Good-and-Neutral groups. A more Evil-friendly campaign/AP would probably need to involve an area the development team is willing to shred.

    Perhaps Galt as something of an "Evil Mirrorverse" of War for the Crown.

    Being the right-hand minions of Choral the Conqueror in savaging Iobaria.

    Exiles so vile that they could not be easily executed for whatever reason, but they could be severely gimped (strip most character classes down to their skivvies and they are nowhere nearly as dangerous), Super-geased to never again cross 'the River Eyeseen'/[insert geographical border feature here] and dumped off 'convict island'-style to do or die on their own. The same in reverse, heroes so bold that a mighty foe elected to exile them as above to a wilderness more than a thousand miles away after taking all of their stuff. 'You have earned my respect. For that I banish you henceforth never to return, under pain of permanent death.' Naturally, Our Villains/Heroes would eventually figure out a way to break their exile before exacting their vengeance.

    motteditor wrote:


    * They discussed the areas they're most interested in:
    - Ron: Exploring fringe-ier areas (he specifically mentioned Iobaria).
    - James: More Varisia or Tanglebriar
    - Crystal: Southern Garund (mentioned Afro-futurism)
    - Adam: Also more off-map areas, specifically Arcadia (this led to a brief chat I discussed in one of the spoilered posts I posted earlier).

    • Casmaran and Arcadia beg for significant future adventuring mayhem.
    • Tanglebriar, sign me up. That place should be pretty exciting to deal with!
    • I'm not clear on what Crystal means by 'Afro-futurism' - MCU Wakanda-esque I guess? - but southern Garund always struck me as the proverbial Dark Continent. Not the 'infested with cannibal savages' kind, rather the 'pre-historic horrors lurk beneath the insect-and-monster-infested ultimate hostile wilderness' kind. The Isle of Dread writ across most of the entire continent kind. Perhaps more serpentfolk lay in torpor? A great temple of gold lurks in the bowels of at utterly hostile jungle eager to devour foolhardy treasure seekers in a Lost World environ?

    motteditor wrote:


    * Someone asked if they were going to do another kingdom-building-style AP, which led to discussion of something they previous considered from Crystal. Dubbed "Queenmaker," it would have taken place in the Ironbound Archipelago.

    No idea where this archipelago is, but "Queenmaker" (applying the lessons learned from Kingmaker) would be pretty sweet.

    motteditor wrote:


    * They're more likely to do something in Jalmeray than Vudra.

    Jalmeray thanks to its 'mascot' sounds much more interesting than Vudra. Or am I thinking of Jandalay? Hrmmmm....

    motteditor wrote:


    * They also discussed wanting to revive the module line as there are some stories that are better suited for that than an AP. In the Secrets of Golarion...

    In the same vein as 3-chapter APs, some stories are better suited to smaller formats, or a series of smaller formats, than the 'standard' 6-chapter AP.


    Phillip Gastone wrote:
    James Jacobs wrote:
    Samy wrote:
    So the 2e World Guide is going to describe the Worldwound as closed? Huh. Seems like a bit of a waste of concept.

    The six-part Adventure Path on the Worldwound pretty much told the primary story we intended to tell with the region, but it's worth pointing out that even though the Worldwound is closed, the region remains a demon-haunted, demon controlled post-apocalyptic wasteland.

    It just changed from one that mortals have no hope of ever defeating and reclaiming to one that DOES have hope for eventual defeat and reclaiming.

    A perfect setting for DOOM

    Complete with invincible pink phase ronkers? (If so, steer clear...)


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    Word is that her agents have dropped her ... 'twould seem that an entire river's worth of bridges were lit simultaneously.

    Oops.


    Start-up sounds awesome ... the latter parts ... not so much, from the current niblets of information.


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    cool ... and ugh:


    • Love the "woke up dead" angle. Very refreshing, only seen it done at all well once before.
    • Escorting someone else to do all of the buttkicking, let alone two someone elses to administer said buttkicking ... just, ugh.

    As GM and player I detest escort scenes, let alone a third-to-half of a campaign apparently being built around having to do so in order to kick the bad guys' buttocks, and - it would appear - to not even be the ones administering the buttkicking? C'mon, gang, better can be done on this.

    Temporary awesome angel-possessed templates, the "temporary mythic power" set-up outlined - with a dollop of pillaging from Legendary Games' take on Mythic rules - anything but 'escort the Mary Sues to the bad guy and enjoy the flavor text'.

    Why not tie the beginning to the end? The PCs' bargain to leave the Boneyard by the end results in becoming super psychopomps tasked with dragging Tar-Baphon kicking and screaming back to the Boneyard for Pharasma's Judgement.

    The start up though ... seven kinds of awesome.


    ratcatbo wrote:
    Somone posted more info on tyrants grasp its deffently not going to be a carion crown sequel probly not going to take place in ustlav at all

    Same BBEG. There is no specific reason why it could not be a sequel other than comfort zone.


    Poldaran wrote:
    UnArcaneElection wrote:

    ^I thought that's what Kytons are for . . . .

    Oh, and by the way, I just couldn't hold in this terrible pun related to Reign of Winter any longer . . . .

    Lulz.

    My players: DON'T READ THAT LINK. Fellow GM, you're fine. But I don't think you come here.

    Having already played RoW to a successful conclusion, I'm safe.

    Also, Lulz.

    Also, terrible pun, you should be proud, UnArcaneElection.


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    Shisumo wrote:
    ratcatbo wrote:
    Yea kind of meh about this ap to, mostly case the entier point of carion crown was to stop him rising so i guess that ap was ppintless now
    Carrion Crown was about preventing the creation of a cheap knockoff (who still would have been super powerful). This is going to be about the real deal.

    You get to Tar-Baphon's front door step, so to speak, and that's it in Carrion Crown.

    I'd like to see this AP actually take the risk of being a Carrion Crown sequel. Doubt it will happen though. *shrugs*

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