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Verbal components should ideally be shouted - "VENTAS FERROS!" - but a firm, projecting tone, as a professional speaker would use, is acceptable. You are, after all, warping the very laws of the universe to your will. The least you could do is be a little confident, a little forceful in your manner. A hand-talker has about as much chance as surreptitiously slipping the somatic components of a spell into his conversation as he has of accidentally speaking American Sign Language with his gestures. Material components must be presented to the universe at large and sacrificed in a manner indicative of the pride and might of a wizard. The universe doesn't grant ultimate cosmic power to people who cry because they crushed a live cricket, stabbed their own hand, or devoured a raw hunk of beholder flesh. You wanna be a sneaky-ass wizard, take the damn feats. Lyingbastard wrote: I'd say that Vampires are classically supposed to be intelligent seductive predators, far from the walking, decaying, predatory corpses that most undead are. You've got a funny definition of classically, since 19th century Bram Stoker is the first guy to really do "seductive" with vampires, and even his Dracula is something of a brutal thug. You don't get sexy, smart, seductive, beautiful dead people until Anne Rice and "Interview With the Vampire" in the early 1980s. Before then, they were, for the most part, walking, decaying, predatory corpses. Lyingbastard wrote: Zombies are animated cannibalistic cadavers. Since the 1970s and Romero. Lyingbastard wrote: Ghouls feed on corpses, do they not? That alone means they'd be quite foul to the senses - like humanoid vultures. Had a hamburger lately? Feeding on a corpse. Fried chicken? Feeding on a corpse. Eaten a carrot? Another corpse. We hate ghouls because they eat the interred, human dead, and the socio-religious revulsion that engenders. Ghouls were initially a desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lured unwary travellers into the desert wastes to slay and devour them. The creature also preyed on kids, robbed graves, drank blood (OMG VAMPIRE), and ate the dead, taking on the form of the one they previously ate. Lovecraft made them a physical, material thing, and D&D made them dead things that ate the dead. There's nothing inherently repulsive about their appearance classically. Joe Abercrombie's noir fantasy novels have what are effectively ghouls - men and women who eat the human dead to gain phenomenal mystic powers, and they can be very beautiful and very compellingly charismatic. Now, mummies; mummies are sexy. Set wrote:
That's badass and I'm going to look for this product based on this prestige class. EDIT: and at a *dollar* over at DriveThruRPG, purchased. Cappa's Favorite Monsters Revisted: 1. Wolf-in-Sheep's-Clothing
Long-term Cappadocius favorites Otyughs and Gelatinous Cubes have already been covered, thus prompting the promotion of Nilbogs and Su-Monsters to the top ten. sowhereaminow wrote:
If they're not colossal jerkwads, and if they give half a crap about society, they'd be all over the former. sowhereaminow wrote:
Would those be the magic items that provide no benefit to society at large, the funds in the form of gold and treasures stolen from indigenous populations, new spells that focus mostly on killing other people in increasingly gruesome fashion when they're not about enslaving other sapient beings, and the rare artifacts that are, nine times out of ten, dedicated to some dark god and precipitate potential apocalypses? So what you're saying is that the Wizards' colleges ARE run by colossal jerkwads who don't give a crap about society? ;) Set wrote:
This defeats the purpose of glowing rats and flaming pigeons - they're easy to find and ubiquitous! See a rat scurrying along? Zap it with The Glow. All those pigeons on the statues of Abrogail I? Zap 'em with The Glow. If you have to catch and tattoo the rats, you might as well just hire those lazy bastards in the Lamplighter's Guild again. Matthew Morris wrote:
continual flame as written, doesn't. Clever Jack's improved continual flame, researched at great expense (four whole nights at the pub!), does. My wizards DO tend to be fond of dropping basic continual flames on the Dwarf's beard, though. Set wrote:
You could also just cast it on all the pigeons and rats. Disciple of Sakura wrote: It's worth noting that Paizo created Golarion before casters had infinite cantrips, so they obviously weren't considering the impact zero-point energy would have on their world. But if they're going to provide infinite magic to all those classes, it's something that should be taken into account. It's something that should, perhaps, have been taken into account when they conceived the idea in the first place. I know that the "infinite create water" effect came up at least once during the Beta playtest, but Paizo apparently didn't consider that the ramifications of one WIS 10 cleric generating enough water to sustain a village was a potential problem, even though it throws several baseline assumptions about how the world works out of whack. I'm of two minds on the subject. On the one hand, it's D&D and you're meant to be killing things and taking their stuff while crawling around in an inexplicably underground labyrinth. Maybe there are lamplighter's guilds, and maybe there are Level 1 sorcerors doing the job, and maybe some civic minded wizard made hundreds of everburning torches for the city. Who cares? You take your sword, you follow the plot, you kill the monsters, and you get the loot. Stop asking so many questions! It's like speculation about the Endor Holocaust or R2-D2: the Only True Jedi - it's missing the point. If you can't suspend your disbelief enough to enjoy D&D "straight", why are you playing D&D? On the other hand, Paizo's biggest selling point for me has always been the richness of the world, and the care taken to have everything make as much sense as possible without sucking the pulp adventure out of things. That sense of verisimilitude does encourage people to ask about Water-Lords of Thuvia vs create water, and Scribner's and Lamplighter's Guilds, and how you explain some of the purely game-balance based costs in realistic terms. And I think Paizo should capitalize on these questions. The fact that threads like this exist means there probably is a market for an article in an AP issue (maybe one of the Kingmakers) about the magical economy of Avistan, or what "wizard society" looks like in the various nations, or how to create a sense of depth by faking a market economy with varying prices. Maybe some of this will be covered in the Gamemastery Manual. I give Paizo a hard time sometimes, because I'm ornery and somehow associated argumentation with friendship as a youth, but I trust them to make the product that will do the best for Paizo, even if it upsets some of us more simulation-y gamers. Doug's Workshop wrote:
I've always assumed the reason was "wizards are curmudgeonly old bastards and don't want a line around the block asking them if they could use some of their phenomenal arcane power to do something they perceive to be trivial or beneath them, so they charge exorbitant fees to keep the hoi polloi and the casually curious away." KaeYoss wrote:
GOOD. Means he won't go learning fireball and blowing up my factory. Maybe we can send kids to some sort of building, where they learn to go from one place to another at the sound of a bell, learn to follow orders from an arbitrary and shifting panel of superiors, fill out paperwork, and practice repetitive tasks all day. We can call it Schul or Skool or something, and have an entire generation prepared to learn their one cantrip, get their three shillings a day, and keep their mouths shut instead of asking why they can't be wizards, too. Doug's Workshop wrote:
The mantra in the indie scene is "Rules matter". Playing a Pathfinder adventure path using PFRPG will produce a different experience than using GURPS. The rules of a game determine what kind of story you can tell with that game - it's a sort of hobby-time Sapir-Whorf hypothesis. You'll never get a romance game out of the PFRPG rules - at best, you can ignore them to get your romance. Doug's Workshop wrote: I don't need to know why the price of a 1st level spell is 100gp, only that it is and there's probably a good reason for it. Game balance. Pretty much the sole reason. :D Doug's Workshop wrote:
The folks in the chat could tell you all about my plans for a Spell Component Tycoon game. I probably won't be using the Home Invasion-based ruleset of the standard OGL, but the mad, beautiful settings of D&D are ripe for examining the social challenges of dealing with bat farmers, tiny foci sculptors, and vendors of nilbog urine while trying to avoid having the high-level wizard who was unhappy when the 250 GP of rubies he bought were not of a high-enough quality for the spell he was casting from casting fireball on your warehouse, or coping with the noble lady who bought the "cursed" dress of scintillating colors (makes the pretty color patterns, but doesn't daze or conceal; one of those happy accidents that sometimes occur when making magic items) and then tells all her friends that you're an amazing magical tailor. JoelF847 wrote: Once the spellcaster can cast 1st level spells, they have even less reason to do work for cantrips, especially in a drudgerous way 4800 times per day. If your campaign world uses different assumptions, then it may be an issue, but in mine, it's not. On the other hand, you need all of an Intelligence 10 to cast cantrips, and I bet there are hundreds, if not thousands, of lazy farmboys of average intelligence who would have no problem learning their ONE spell and going to work on the magic assembly line if it meant not being knee-deep in pig poop 14 hours a day, every day, until they die. It just takes one entrepreneurial wizard willing to teach one cantrip to a hundred kids to kick off a magitech revolution. The 50 GP cost of mending is an entirely wizard-created cost, as the spell has no material components. Set up shop with half a dozen one-cantrip wonders and charge 1 SP to cast mending and you will have folks lined up around the block. They'll be BEGGING to give you their coin. jscott991 wrote:
Wizards does, in fact, own the Tiamat portrayed as a dragon-goddess with five heads representing each of the basic chromatic types and serving as the evil mother goddess of dragon-kind. Technically, TSR owned her, then Wizards bought TSR. They do not, on the other hand, own the real Tiamat portrayed as the primal sea, the chaos before creation, and mother of many kinds of monsters. Ganzir wrote:
I would suspect to give a more pulpy, but also more "realistic", feel to the Gods, living wherever they please, being Gods, rather than the "All CN gods live in Limbo, whether it makes sense or not" of AD&D. I mean, Norgorber obviously lives in Axis because he's a creature of cities and shadows and secrets, whereas NE Abaddon is a land of deserts and everything out in the open and covered in blood. I will note he's still hiding on a Neutral plane. jscott991 wrote:
Which returns to my question, so many posts back, about whether that was 3 million HUMAN Chelish, or 3 million Chelish period. 3 million Chelish period made me scratch my head, 3 million HUMAN Chelish made me shrug and go, "Sure. We don't get a good census on gnomes and orcs and mermelants and jabberwocks" yoda8myhead wrote:
Although I wouldn't mind a poster of the Inner Sea Region on my wall rather than the CS' map of the Inner Sea Reigon. jscott991 wrote:
That would be an exciting change of pace from a lot of traditional fantasy RPG settings. :) jscott991 wrote: However, doing this will force you to assume that lots of cities that are not shown anywhere dot the countryside of Avistan. Either that or Avistan has a huge rural population. I don't have any problem whatsoever with a pre-industrial society having a huge rural population, nor do I have a problem with lots of small cities. However, the more I look, the more it seems Avistan really is underpopulated. Just for comparison purposes, the entirety of Europe in 1500 (a not unreasonable year to apply to Avistan as a whole) had 154 cities with at least 10,000 inhabitants, and 225 cities with under 10,000 inhabitants. This gave Europe, as a whole, a 7.4% urbanization rate in 1500. Given Barbarian kingdoms, non-human realms with non-human demographics and population patterns (I would think Kiyonin and Belzken might have as low as a 3% or less Urbanization, while Dwarven kingdoms might be as high as 25%!), and so forth, 10% urbanization overall might be high or low, depending on how much unexplored wilderness you want or how much more advanced over renaissance Europe you want it to be. Europe 1500 has a total of 80 million people (coming off a couple of centuries of plague pandemics), and your totals give the entirety of Avistan at... 23.25 million, a THIRD of Europe. But Avistan also has an area of (and this could be wildly inaccurate, I'm guesstimating from an undersized web image at this point) 2.4 million sq. mi and Europe is a little under four million sq. miles. So, a third of the people in just over half of the area... Not as underpopulated as my initial impressions, but still pretty frontiersy. jscott991 wrote:
Why are either of these assumptions being made? Golarion is postapocalyptic, yes, but it's also had something like 5,000-10,000 years to recover. We don't have any major population wiping plagues, even a low-magic world is going to be doing a bit better than a no-magic world unless, like Glorantha, the magic is REQUIRED to get to a no-magic baseline. The area today known as "Metropolitan" France (basically, what we USians would just call France. French people include the colonies and islands and so forth as par of France, hence the distinction) had, in 120 AD a population estimated in the neighborhood of 7 million people. This is more than twice as many as you give the entire nation of Cheliax. Rome, the city of Rome itself, had a population of 1 million in 120 AD. Now, by the time of its effective collapse, in 530 or so, that had dropped to 150,000 people, and hemorrhaged people until it got down to a low of 20,000 in the medieval period. Now we're looking more like Cheliax, in terms of cities, at least. In 530, due to war and lack of infrastructure, Metropolitan France had collapsed to around 6 million people, with Paris sitting at 80,000 people in 120 AD, and 30,000 in 530. By 1328 or so (right before the population crashes of the Black Plague), Paris has 250,000 inhabitants, and Metro France sat at 20 million. France was, and is, more heavily urbanized than a lot of Europe at similar times, but a population of 3 million for Cheliax seems to be really low-balling unless Cheliax has significantly less area than France. For reference sake, Metro France has an area of 545,630 sq km (or 210,669 sq mi).
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