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Recent posts by
Troy Taylor:
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Mike McArtor wrote:
What would a Shoanti know about dying Chelaxians?
It's the Chelaxians who know all about dying Shoanti.
;)
Cute. Real cute.
My reply to your humor is a two-handed great sword I refer to as "Oh, this little thing?"
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In taverns the bards of Old Korvosa sing this song ...
Chorus:
In tabards black with silver thread
Dark lasses filled their foes with dread
They danced ‘n fought, and splattered red
Til Ol’ Korvosa cursed their head
Cressida was the wily ol’ arrow
Wise to the ways, no’ of the Narrows
She was the Old Guard’s finest on patrol
Darkly serious, ever brave ‘n bold
Brooding dark, a beauty, a honeydew
Sabina boasted a blade like Orisini drew
Quick to temper, a flashing ember
She took the oath, earned her saber
In tabards black with silver thread
Dark lasses filled their foes with dread
They danced ‘n fought, and splattered red
Til Ol’ Korvosa cursed their head
Cressida and Sabina, what a team they made
What difference tween them? Nary a shade
Dashing and daring, their partnership grew
Back to back they fought, no defeat they knew
No barmaids or wenches to claim as their own
Hot blooded desires had to be sown
Gentlemen callers, looked appetizing, a few
Took noblemen’s sons to bed, adieu
In tabards black with silver thread
Dark lasses filled their foes with dread
They danced ‘n fought, and splattered red
Til Ol’ Korvosa cursed their head
Then came a day, ol’ Neo had to pick
The Guard’s next cap’n, and right quick
Cressida full blooded, wiser by years
Sabina’s Varisian eyes, first of their fears
So Cressida took the Field Marshal’s staff
The office broke their friendship in half
So beneath an autumn Lamashan moon
Bitterness and jealousy did fully bloom
In tabards black with silver thread
Dark lasses filled their foes with dread
They danced ‘n fought, and splattered red
Til Ol’ Korvosa cursed their head
The challenge was offered, and quickly accepted
Steel bared, a blow stuck, 'nother one deflected
Across the ramparts overlooking the ‘Arms
The Zambra they stepped, praising Calistria’s charms
A dazzling display, even Blackjack was impressed
No quarter given, all their sympathies suppressed
Sabina twirled, delivered a near fatal blow
Crouching, Cressida countered, and cut her low
In tabards black with silver thread
Dark lasses filled their foes with dread
They danced ‘n fought, and splattered red
Til Ol’ Korvosa cursed their head
The priests of Abadar would not tell
The extent of injuries, nor the first to fall
Gods’ blessings to cure their bodies so broken
Vencarlo’s gold was the most costly token
Cressida returned to the castle that day
Alone, her heart ached, her king to obey
Sabina, to her mistress, the Queen’s men to be led
Her job, to tuck Illeosa securely in her bed
In tabards black with silver thread
Dark lasses filled their foes with dread
They danced ‘n fought, and splattered red
Til Ol’ Korvosa cursed their head
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I would, for one, advise not straying too far from the base document.
Fix things a consensus of fans want fixed, but my vote is not for a wholesale change in the game.
(If that's what I want, then that option will be available this summer ;) )
I think a lot fans on these messageboards are creative folk, and it's a nice idea to play (let's find a way to tinker and get "our" favorite house rule put into this Pathfinder rpg). There are advocates for a good number of alternative subsystems on the boards right now. Any one of them is cool, neat, and could deliver a kick to a particular playing style.
But taken in their entirety, that's a lot of rules changing, and to me, defeats the purpose of the PF rpg. Optional rules are OK, but the baseline document should remain intact. That's the game we know and love.
Submissions for Dungeon and Dragon magazines had this philosophy (for a host of different reasons, I understand), but the intent was to keep the game grounded, keep it familiar, keep it "knowable" -- if that's even a word.
The basic idea -- to keep the 3.5 rules in print -- is best adhered to if they remain the 3.5 rules.
By all means, fix those things that seem to vex a lot of players. But I'm not sure a wholesale reworking of classes, feats and skills is what will serve you in the long run.
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Stephen:
What a wonderful roleplaying opportunity.
You only lost equipment. The player is OK, and now has to improvise. I mean, bad things happen in dungeons ... and true enough, it sounds like your team did everything they could to ensure the rope was secure, but it still went south.
How often have you watched a movie and seen something like that happen?
I mean, when Willie Scott tosses Indy gun out the window of the moving car, he has to go the entire movie without a firearm. But Indy persevered!
I wouldn't call it it stupid loss. I'd call it an adventure.
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Lord Welkerfan wrote:
Here is my problem with Use Rope--it's not that it's necessarily useless, but that it is too universal. Use Rope is a component of Survival, Theft, Craft(Traps), Climb, and many other skills.
This idea that Use Rope is a component of other skills might be conceptually true, but the rules don't say so. As written (in the SRD and by its absence in the Alpha), only Climb even mentions the use of rope, and then only as a tool that provides bonuses or adjustments (since you can attempt Climb without rope).
I appreciate that as a rock climber you have that skill, or that certain professions might attain it too. But is that an aspect of your strength, your capability to haul yourself up the slope or ledge? Or is it another skill, utilizing dexterity (or intelligence, I'll grant you), enabling you to knot ropes/rig lines, etc? And that, in fact, you're doing two things (if not more) to attain the heights?
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There is something to what the OP says.
It's not that we don't appreciate the hard work Jason's done. Making these suggestions, after all, has spurred discussions on these boards in such a vibrant way.
(And gotten us away from the pro-4E / anti-4E discussions that went nowhere, I might add).
But truly, a Paizo-produced 3.5 book would be a welcome additon to my gaming library and gaming table.
If you must tackle something, skewer those problems that Jason identified in his introduction: grapple and polymorph, and leave it at that.
-- I would say that providing options: from alternative classes and races to interesting uses for skills and new feats -- were all what made Dragon magazine really cool. Taking that approach, and including options as sidebars and what, would really be neat, and make the PF Core Book a greater value than snatching up someone's old 3.5 book on ebay.
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Burrito Al Pastor wrote:
The Rules Compendium had an excellent sidebar on Use Rope:
Logan Bonner wrote:
Use Rope checks are really annoying to fail. Failing a Use Rope check means falling (maybe to your death) or having an enemy escape (also maybe to your death). Yet they come up rarely enough that it's hard to justify buying ranks.
My house rules for Use Rope work as follows. Don't. Yes, you secured the grappling hook, and it holds your weight. Yes, you tie up your enemy, and the bonds are secure.
I've got Rules Compendium, and I've read the sidebar. Respectfully disagree on the analysis of "excellent."
Logan understands it, he just doesn't "get it." Hand-waving use rope is no more acceptable than hand-waving combat, in my book. Exploring the dungeon is part of the adventure too.
It's more than just killing monsters. It's learning how to survive in the deep, dank places of the earth. And securing things with rope, crafting your own traps, securing a perimeter are all dungeon craft skills. PC need these to survive a dungeon crawl.
Now, I understand, not every playing group's adventures focus on the dungeon. Fair enough. But the heart of D&D is the dungeon crawl (Age of Worms, Savage Tide, White Plume Mountain), and ensuring that the PCs have the tools to meet the challenges of dungeons and caverns and tombs, means knowing how to use mundane equipment.
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Consolidate skill list, if your must.
By all means knock out cross-class skills.
But beyond that, my real feeling is that you should keep skill points. Let players customize their characters as they wish.
Certainly, the skill list system in Alpha could be used as an "option" by DMs, or in some campaigns -- probably those free-wheeling quick'n dirty or beer'n pretzel games -- where players want something simplified. But leave it at that, an option.
I think players deserve the chance to make their characters as detailed as they wish. They certainly have their choice of feats -- why make skills any different?
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With respects to all, especially for joining this thread, and making your suggestions:
Selk: While use of professions is a good -- no, make then an excellent and often underused -- way to emulate skills, I think there are fewer sailors and farmers in my dungeons than you suppose. I presume the average thief was neither farmer nor sailor (though a fighter could easily be profession soldier with that in their skill set).
As for climb and survival, the rules -- as written -- don't support your application of use rope. Ascending slopes (a very physical/athletic endeavor) and making your way in the wilderness don't automatically presume the skill of rope handling.
Stephen: Those are all good gamist alternatives to get around rope handling, but ultimately they are work-arounds for a much more elegant game mechanic, a simple d20 skill check. (Nor does being a grappler simulate good rope skills, I think.)
Using rope is a basic dungeoneering skill, necessary for exploring caves, caverns and deep tombs. I use it, and I think retaining it for both utility and flavor is important to the game.
But I think each of you for your suggestions. It's great to see different ways people game.
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Nic's a special guy ... no question there.
But you know, no one talks about what big-hearted, generous lug he is.
I mean, you read in his adventures about the lunatic inquisitive and the man-eating incestuous ogres, and you think, what a swell guy.
And all that's true. But there's a deeper, more meaningful side to Nic Logue. The kind, well, he's too bashful to talk about. But he's modest that way. And who can blame him?
Nic's nuts about theater, you know. And here's where his tale gets really touching.
Cuz, it takes a special kind of guy, like Nic, to hang out backstage -- with all other creepy theater people -- where he shares his specialness. With arms like the black pit-spawned Evard's black tentacles, Nic reaches out to those aspiring stagehands, draws them into dark corners, and shows them the ropes.
To think of the wisdom that Nic imparts to his fellow thespians ... it makes you shiver. A full body shiver, to be sure.
In so many ways, Nic gives back. And not just to the gaming community. But to all those communities with communicable diseases. I'm touched when I hear such stories.
I don't know if they're true. But when I think of Nic, his balding head from a receding hairline, like mine, sweating from hours of intense DMing, I know there's a connection. And I too, want to reach out, and be like Nic.
Reading Nic's adventures strengthens that connection. I must have more. More adventures.
So here's to you Nic. Keep touching people-- with your adventures. And we'll keep playing -- along with you.
With a wink and smile -- Happy St. Paddy's Day!
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