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Nah, it was awesomely done by our DM. He managed to generate a real sense of fear and confusion during the encounters in farmlands.
Within the rules of 4e, which we were playing it would have been passive perception. She could have used active perception to check before shooting. She didn't, and she didn't pass the passive either, be that because of what numbers said or tablecraft by our DM.
While I know Treia feels like a newbie for that, I also know she looks back on the whole thing fondly.
So on to advice for you... Make mistakes,and enjoy them, learn form them. They are the things that we will talk and laigh about with the guys when Lonzo is DMing our kids first adventures. It is also how Gazebos are born. Ask these guys about that ;)
Oh, and more specific and practical advice...
... always look before you leap.
... If the pretty lady is in asking for you help, it's like 2 in 3 she is going to screw you over.
... Do not trust Chests of treasure...ever...
If your questions is how, the answer is usually 'a wizard didit.'
Editing, layout, art direction and development are all done in-house at Paizo. They are static costs.
Some writing is done in house to, but I think it is fair to say that majority is done by freelancers. However, the cost of writing a book is relatively low, words are cheap. Those words also happen spin out into other sources of income, if they had not written edge of anarchy(I think) there would be no harrow deck, no burnt offerings, no goblin plushies. They can't predict which thing are going to go down well so there is an opportunity cost too
Art is a lot more expensive, but art also finds a lot of secondary uses from marketing to other profits.
So in short, not producing a book will not reduce their cost nearly as much as you seem to think, while it will reduce their income and the way the fans see their output significantly
And many of them STILL have significant issues at launch relating to unexpected popularity. I mean, every one know, you don't try to play a blizzard game until three days after release.
So instead each month there is a period where some people have gotten their PDFs and others have not and everyone is posting on the boards saying, 'what is in it? how does the new XYZ work? et cetera'
which is actually a pretty healthy thing for the community, it generates a good deal of discussion, interest and excitement.
Chad Newman wrote:
My bad chad, my can't do words spelling is infectious it seems.
No! I must spew weirdly disproportional vitriol about how awful Paizo are because they offered a great deal , in a manner that can help lots of people, and I have no sense of proportion!
Roby George wrote:
Suggestion, give it a few of days. Download once the rush has calmed down. Do you have a game you must prep for? If so, congrats, Paizo give you ample opportunity to access large chunks of the player material in other ways, such as the PRD.
-I own fairly significant chunk of the PDFs you get in the humble deal.
-I know that there are currently serious issues with down loads.
Yet, I am still going to be taking paizo up on the deal.
Because even owning all but two of hardbacks, it is still an insanely good deal, and I know that despite the current demand and issues meeting it, I will get my PDFs. Patience, it is a skill people could do worse than to learn.
My wife and I have been playing in a 4e adaption of rise of the runelords for a while no.
She has apparently lost her mind, and is writing fic about her character from the campaign. The setting isn't Golarion, because you know, product identity, but yeah.
I thought I would share it with you. Please be nice to her ;)
Vic Wertz wrote:
Does the fact that, in each case(save the name and the exact material component), the game mechanics in those five lines appear in the SRD on existing spells mean that the terms are in effect Open games content, even if the spell is not?
Tom has a mental illness. Tom attends a book club with his three best friends every month. Each session of book club, the host repeatedly makes falls claims about Tom's illness many of which are insulting and hurtful. The host does not mean harm, he is just ignorant.
Are tom's friends wrong to ask the host to change his behaviour?
James has a mental illness. James attends a games night with his three best friends every month. Each session, the host repeatedly makes falls claims about Tom's illness many of which are insulting and hurtful. The host does not mean harm, he is just going by what the game say.
Are james's friends wrong to ask the host to change his behaviour?
Depends on what your trying to achieve.
Trying to ride hard over a long distance? Well that is a constitution check.
Trying to calm spooked horses? Well that is wisdom.
Trying to reach down to the ground to grab a bag as you ride by? Well, that is dexterity.
Want to pathfind your way down a difficult slope, well that might be wisdom or intelligence.
I would actually be fairly interested in a roleplaying game about actual, real world mental illness, and ways it might interact with a fantasy setting. A murderhobo based story game where your characters progression is a downward spiral into PTSD could be really interesting for instance.
I don't think we'll see one anytime soon. A, it would be a fairly hard game to design, and B, the design of one that wasn't exploitative would be even harder.
That said I have exactly no problem with most classic sanity systems. I say that as someone who has suffered from mental illness, and has a family with several mentally ill people in it.
Because, the insanity depicted in such games isn't mental illness. It has only a passing resemblance to some sorts of mental illness. It's has different causes, different effects and exists for a different set of reasons.
That said. If a person at my table says, "I'm not okay with sanity mechanics...", and their reason is something other than "wah wah wah I want power fantasy!!!!", I will totally stop running games with sanity mechanics.
If they say "wah, wah, wah, I want power fantasy!!!!" I will do my best to hook them up with a gaming group that is a better fit for them.
There is a real concern that at anytime the earth might be struck by a large iron meteor of a size that could wipe out human life.
Can you provide examples specific cases of this having happened, in a manner that could conseivably causes harm?
I was going to say more, specifically that the main reason I am interested in the subject is actually the details of how thetobacco tactic works , and ways in which it can be countered. Anything that shines light on Cato, heartland and George C. Marshal, and their activities as spreaders of misinformation is useful.
The legal recourse side of this sounds pretty interesting, certainly I hadn't considered that any of these legal avenues might be effective ways of taking action against exxon.
Getting back to Exxon and the growing evidenc ethey have intentionally misled the public... it has actually been rather well understood that they have been doing this for a while.
Interestingly, the book that really covers the extent to which this is an intentional approach to spreading disinformation is merchants of doubt. Apparently it has recently been made into a documentry.
I haven't yet got to the stage of digging into the spell list, with that kind of detail yet.
What I can say without looking at it too closely, is that large numbers of people teleporting all over the world is entirely outside of the spirit of the campaign setting.
A lot of the solution to this comes from the fact that spell casting is exceedingly rare, and high level spell casting is rarer still. I'd need to look at the spell in depth before I could give a definitive answer though.
My initial reaction is that I will replace it with a spell that allows movement through the fey realm or underworld, with some material world time dilation and significant cost (year of your life kinda stuff).
Mikko Kallio wrote:
* The background is too distracting. I find myself unable to view the map because the walls are so hypnotizing... hypno... tizing...
I appreciate it isn't something your into, however, it is part of my style, and one of the things most of the people who follow my work like so, it isn't going anywhere.
Mikko Kallio wrote:
* There isn't a lot of room for the PCs. One of the PCs will be doing all the fighting while the buddies are cheering, buffing him, or trying to hit the foes with ranged attacks from behind cover.
Some of my best experience playing DnD can be described that way ;), but there are a lot of opportunities for the party or the monsters might use the environment to change this
Mikko Kallio wrote:
* It's a pretty standard dungeon crawl map, nothing terribly new or exciting about it. For RPGSS, I'd recommend something more imaginative for the location.
That might be a valid concern, but not one that is likely to change my approach. I'd rather do a "standard dungeon" that makes narrative sense, and do it well, than "gonzo-nonsensical land of adventure version 4.0". I would be infinately happier creating this this, than any of the maps who's designers are still in rpg superstar.
Just going over it quickly I can count at least 13 locations where a group can maintain a 2:1 melee advantage via choke point. Not to mention that every one of those 5' corridors functions as an enforces 1:1. So yes, there are choke points. Lot of them, all over the map.
It is a set of caves and catacombs. You know what caves and catacombs are? They are Claustrophobic. You believe this is a criticism, but what your in fact saying is that I made a map that conforms to the tropes and purpose for which it was drawn.
and prevents any real teamwork.
The very claustrophomic nature of the environment allows all sorts of interesting teamwork, from the springing of meaningful ambushes, through to staggered retreat to more defensible positions.
There are six stair cases, two piles of crates, a cliff and a waterfall. But sure, it lacks dimensionality. <.< >.> <.<
In fairness, it does have less than I would like (in fact, less than the finished piece would as there is meant to be a collapse through from the very highest layer adjoining the secret door, down through to the stairs, that I seem to have turned off the layer for when I exported this version), but hey, there is a limit to the amount and types of elevation change that would have made sense in the map.
All that isn't to say that their isn't meaningful feed back that could be given. The most obvious is that it really only offers a single linier path to competion, and there is very poor connectivity between the the different areas. That means meaningful choices regarding exploration of the map is going to be limited.
I am not opposed to getting feedback (it isn't what I posted it for but I'll take it ), but that feed back aught to actually be you know useful and accurate.
A, not posted for review. Shared in an idle moment for people to enjoy. If I wanted review of it this is not where I'd come for it. I'd ask Dyson Logos, simon forester or one of the othe members of the cartography brain trust ;). As for looking lazy...dude, if I have no need of a thing, I am not going to waste effort on it. The scale and style is outside my normal playground, so the last few bits of polish were not going to be useful practice. If you consider that lazy, fin, for I am comfortable considering it economical use of effort.The entry may include up to 50 words of explanation not presented on the map itself.
B. The rules for round 2 say "The entry [b]may[/] include up to 50 words of explanation not presented on the map itself".
It's interesting, if a little busy. Looks like an abandoned crypt that's been taken over by smugglers; I'd definitely use it. That said there could be a stronger tactical emphasis, a legend, some highth notes for the different terrain features, a name, and a 50 word description.
You realise that the reason it doesn't have a key, is that it is unfinished.
This is pretty much the state it was in when the top 32 came out. That said, I suspect that if I were to drop this into one of the G+ mapping communities, all but one feature would be instantly understood byost viewers. Dungeon Maps have a language.
As for text.
No a good map speaks for itself.
-you understood the difference in theme between the two major regions.
-you understand the map has dimensionality
As for a stronger tactical emphasis,the map has:
-Numerous chock points
Do you really think it needs more, cause honestly there are a fair number opportunities just in that list.
This is the map I was working on in the run up for use if I had made it through. It isn't great(not my best to be certain, but I usually work with different scales), especially when compared to the people I consider to be good map designers, but hey I still like it. here