Order # 2439172
1) The Complete Advanced Feats (PFRPG) Print Edition (moved from 2272809)
Still haven't received the Print half of the print/PDF bundle of The Complete Advanced Feats ...
and the order above got severe water damage either between your facility and post, or between post and my house.
I have a pic I can email if needed for your records
this may be the first product that i have ever been interested in that i may not buy because of the cover art
it's forcing me to rethink the quote "you can't judge a book by it's cover"
is it some creature from other LPjr products that I'm not aware of?
LOL, i thought of the three the only one i was SURE that would get picked by this community was Statuary, was worried that the other two may get outvoted
and it was the opposite, Enigma and Sanctum won fairly by a good margin and Statuary was nipped by less than 10%
Anyone at paizo/GW know who came up with the Statuary concept and who I can talk to about where that was headed? Even if just a smidge more of a head start on that plot?
p.s. it would be pretty substantial to be the FIRST guild to post this consistently ... increase market share lol
wouldnt necessarily have to be reposts
just keep categories and when a dev posts something you can enter the info (paraphrased) under that category
sort of a "What we know"
categories could be:
our first ragequit?
Vic Wertz wrote:
I am gonna have to disagree a little with that last part
in PvP the adversary WANTS to kill you
in TTRPG the DM does play the adversaries but he is on your side, he doesn't WANT to kill you (at least a DM who wants to keep players more than a couple sessions). If you do something OOC or meta or stupid RP or just extremely unlucky, then he will kill you. But that isn't the same as someone ACTIVELY seeking ways to do so
Wow, speaking of Vader LOL
anger leads to hate...
I've definitely touched a nerve here, hey knock yourself out with Darth Tony if we can force anonymous as Forencith suggests
LOL, all kidding aside, the naming conventions should be as the setting you are in
although i am loving the last three posts, ideas are what we need
i love disguise in a sandbox, especially if the avatar can change according to your disguise skill, and your name with it
"if he dies ... he dies."
(the Drago method)
most fun I've ever had was on a "perma-death" NWN server ... my PC lived to 10th level and took five years RL ... and those servers were not catered to you CL to the extreme, If you were dumb enough to walk into a giant den at level 3 then you died fast and hard and rolled up another PC.
you had to scout, and research, and ask questions, and actually play like you would it it was your PCs life on the line because ... IT WAS!!!
now saying that, that is not conducive to longterm player happiness in an MMO. But I do think that dying should be severe enough that people just dont throw themselves at everything they come across, and should actually THINK about whether to enter that unknown cave, etc.
one of my fondest memories on that NWN server was three of us going into a cave that was SUPPOSED to be empty to see if we could turn it into a secret shrine. There was a momma red dragon with two dragon eggs. I made my saving throw so the breath of flame only did 78hp damage (to my rear as I was in full sprint out of the mouth of the cave). No chivalric saving of my two fellas, no charging and hoping for the 20/20, no "well-i'll-just-insta-rez and come back with a momma red with 66% of her hp". Point being I ran immediately. You tend to play it like you should when death matters.
you don't have to break immersion to institute "fast travel"
have a magic portal that teleports you from a main hub to another main hub (not real sure if they are considered common in Golarion but PFO is stretching some PFRPG rules so might as well put a magic portal in that can magick me from Thornkeep to Absalom and back)
could be a gold sink too (charge 100 gp to use) ... or even a player kingdom with a mage 20 could build their own portal inside their fort
Devs: umm .. yeah.... Waruko, we have a complaint from a Drizz't fellow that says you have griefed him. Killing him everytime he logs on.
Waruko: That's true.
Devs: ohh ... ummm ... care to give us your side of the story, we have a policy against Griefing, it's in the downloadable manual.
Waruko: He named his character Drizz't.
Devs: Good point. Carry on.
hopefully naming conventions will save you the three minutes of your life you won't get back from having to go through the conversation above :)
who said anything about limiting normal sounding names?
i'll ask a question, what would your PF GM say if you showed him your character sheet with the name KewlDoodz?
he'd tell you to change the name
your post went off on a tangent somewhere in the ether, I re-read my initial post three times and can't find ANYTHING that even remotely resembles what you are talking about
no i COMPLETELY got the joke and the point (own every FR product ever printed and so vastly familiar with Drizz't and the tendency for online players to play goodly drow rangers)
was a GM in a hardcore RP server in neverwinter nights that banned the playing of good drow
so trust me i get it, i should have put the smiley face after my post mayhaps
my point was that luckily for him he wouldn't make it in game with that name to be instakilled all day LOL
@Beacher - a REAL LIFE mod clears or doesn't clear the name (since there are so few players added each month
so it would DEFINITELY stop Manboobs
Doctor Carrion wrote:
you didn't donate...
but you said "We" raised 300k and want everything now for free!
The game could also support tree huggers by granting them some bonus depending upon the degree of the local forestation - in areas of thicker forest druids would have their magic augmented and rangers would get bonuses to stealth and efficiency of their companions.
one 'power' you could give druidsy/rangery types is to have the local wildlife (especially the predators) not bother (go agro on) them
perhaps even give druids the ability to force wildife to agro on people
and if the druid uses this ability due to protecting against resource depletion, then he will not be flagged for retribution. if he uses it just to attack people travelling in "his" forest then he can get flagged
i stopped reading this thread when it resorted to fatigue from combat because i'm okay with whatever GW decides there
so if this has been mentioned i just give it a +1:
what I would like to see fatigue for is the sprinting everywhere across the map every day
and for PvE wandering monsters to spawn substantially more for the cross country runners
if you are in a rush get a horse
with such a small playerbase, and with that small playerbase being grown in small increments...
would it be too much to ask to have naming conventions for characters (and guilds)?
1) Capital first letter followed by lowercase letters for both first and last name
these could be moderated (whether by human or by AI) naming with accepted/declined upon character creation with a fantasy name generator for a guide
and guild names moderated also
I for one would love to log on and not see:
"PLAYERS ONLINE: Yo_Momma, ManBeast, Da$#!+, Ben Dover, U-my-%&*%# , etc
And I would also not want to have to hire the OneDayKillaz for an assassination contract.
just say no to PC monsters, and even the planar PCs
breaks immersion IMO
now an idea could be to allow customers to play NPC monsters in a non-griefing situation
perhaps, the first couple months for the non4500/9000 that get in, GW could allow them moderated access to the server as goblin/kobold/mite tribes
LOL, yes I am thinking ahead...
As we have all experienced in MMOs, there will be an percentage of powergamer/griefer playerbase no matter what GW does.
Not only that but even the most diehard IC roleplayers just wanna go kill something just to kill something every once in awhile.
So I introduce to you PFO's first expansion area: The Worldwound
Here the roleplayer can go with his alt character and join the war against the spread of demons to get his "fix".
Here the powergamer can go when the sandbox doesn't appeal to him.
Here the griefer can go when he gets put in "timeout" by GW. Sort of a weregild to work off if you will.
A virtual battlefield map will keep track of the spread or decline of the demon advance based on the players actions.
*removes tongue from cheek*
umm Ryan ... SWG was hugely successful for the players
your mention of SWG giving players what they didn't want (complex systems, roleplaying) has me confused ... I thought that was what we did want?!?
I would go to bed at 1am and set my alarm at 4am to play a couple hours before work ... crazy, crazy, fun ... all player driven
the crafting was and has had NO rival in MMOs, please take a look at it
I could care less what SOE had to do to please its investors, they got the sandbox part right
so I hope GW doesn't look at SWG as a failure, it was the opposite of that pre-patches
shifty, it's too bad that you didn't "get it" ... SWG was 100% player driven sandbox ... SOE didn't provide much plot, but we didn't let that stop us, we created our own
am I missing something, I thought that is what a sandbox was
and you have stated 13 times that not having an auction house is a deal breaker ... but have not expounded on the reasons why ... so i assume you keep repeating yourself to generate discussion about auction houses but no one has anything to discuss off of an "not having auctions houses is lame" comment x13
Vic Wertz wrote:
umm ... yeah I wish I could remove the word "Here" from my OP title
the OP was just a copy/paste of the email/survey
sorry to confuse
I tend to vote for things I haven't seen before
so I like STATUARY for Buhlman's ... it gives a sense of story/mystery ... What stories do the statues tell? ... The others seem rinse/repeat oldies but goodies (undead, spiders, abandoned lab, etc)
ENIGMA VAULTS was my choice for Jacobs' level for the same reasons above, it just seems a story untold. Where were all these artifacts found, and what do they have in common?
SANCTUM OF A LOST AGE was my vote for Mona's level. The tie-in with the Azlanti was interesting especially the fact that they are not undead even after all of these years. How have they survived this long? Fountain of Youth? (although I also liked FINAL EXAM)
Thanks for supporting Pathfinder Online! We promised you the ability to vote for the themes of the Thornkeep dungeon levels by Jason Bulmahn, James Jacobs, and Erik Mona, and now's your chance! We need your answers Reward Survey
Thanks for supporting Pathfinder Online! We promised you the ability to vote for the themes of the Thornkeep dungeon levels by Jason Bulmahn, James Jacobs, and Erik Mona, and now's your chance! We need your answers by 12:01 AM Pacific Time on Thursday, June 14. We also need your T-shirt size.
Options for Jason Bulmahn's level:
Haunted Crypts: The dead do not rest easy in the crypts beneath the goblin warren. Undead prowl the ancient halls, but one lone figure moves among them, clad in scarlet robes, bearing an ancient silver lantern. What's worse, the dead seem to follow his commands.
Lord of Webs: The halls beneath the goblin den are the home of countless spiders, spinning thick webs that block the way and snare the unwary. More than just mindless hunters, the spiders act with purpose, funneling their prey into the deeper halls where an even more dangerous foe awaits.
The Statuary: Some master craftsman must have spent a lifetime carving all the statues carefully placed throughout the halls beneath the goblin lair. Oddly, the statues seem to be telling a story. While the meaning is not entirely clear, one thing is certain: Something terrible happened here and the malevolence behind it still lurks nearby.
Watery Grave: The caverns beneath the goblin tribe's lair are flooded in places, apparently intentionally. Cunning traps and deadly chambers await those brave enough to risk the dark waters. Worse still, there are creatures that have taken up residence here, hunting in the stagnant pools.
Forgotten Laboratory: The goblins of the dungeon's upper level took more than one trinket from the ancient laboratory that dwells beneath them. The wizard that created these items also performed dangerous experiments, many of which have gone out of control over the years. Stranger still, someone appears to be using the ancient equipment with sinister results.
Options for James Jacobs' level:
Caverns of the Blind God: The degenerate descendants of the wizard's apprentices live on in these tangled caverns in a way, although their lives are in fact unlives, for they have become ghouls and worse. They follow the commands of the squirming thing they know as the Blind God, a creature that dwells at the heart of the caverns and who will soon wish to spread its influence into the lands above.
The Clockwork Crux: The mad wizard who built and dwelt in these dungeons kept many secrets in a complex, clockwork library whose chambers at once point shifted and moved, yet now these chambers have fallen into disrepair and lie in a tangled, haphazardly connected mess—a mess that has become infested with strange and sinister intruders from the Darklands deep below.
The Enigma Vaults: In ages past, the mad wizard who dwelt in these halls collected many strange items in his travels—and the strangest of those he put on display here, in a museum-like complex he called the Enigma Vaults. When a group of thieves made their way into the vaults in hopes of a huge payday, they released something far beyond their capacity to control, and now they serve as the thralls of a sinister influence from a dark and distant world.
Fane of the Serpent Fiend: In the halls of a vast temple once devoted to the demon lord of serpents, strange shapes slither through the shadows. Here, a monstrous serpent infused with strange magic from the Abyss rules, and its devoted followers chant prayers to its squamous glory as they scour the wilds above for fresh sacrifices.
The Shrouded Chambers: In what was once a magnificent complex of glittering banquet halls, fine bathing chambers, silk-draped harem rooms, and decadent deviations, strange fungal growths have taken root. What dwells here now is a foul mockery of the beauty that once graced these halls, and the creatures that now dwell within comprise the foul court of a sinister fungus queen who has turned her eyes to the lands above.
Options for Erik Mona's level:
The Halls of Refuse: The malignant leakage of 100 centuries pools in this fetid ruin, smeared with ancient oozes and polluted by far more contemporary mutants. With rival adventurers seeking to plunder the halls of their remaining treasures and a bizarre intelligence fueling the amorphous inhabitants, the Halls of Refuse promise rich rewards for those willing to risk an oozy oblivion.
Sanctum of a Lost Age: Scholars claim the dungeons below Thornkeep were built by the Ancient Azlanti, but how do they know, really? If Rozimus of Tymon speaks true, the third level below the goblin warrens holds survivors of that long-dead empire eager to return to the world and share the lore of their glorious age. They're not undead, Rozimus claims, or illusory phantoms, but true living and breathing High Azlanti! But why does Rozimus know so much about them, and why is he so eager to return to the dungeon he claims almost killed him 5 years ago?
The Grand Estate of Marquis Dorvenium Thallan (In Exile): Agents of the Gray Gardeners have tracked the infamous Galtan noble Lord Dorvenium Thallan to a ruined dungeon below Thornkeep, where he and his murderous agents fled the justice of the Final Blades at the dawn of the Red Revolution. Rumors claim Thallan liberated the treasures of several high-placed Galtans before fleeing here, and ever since True Patriots of Galt and the scoundrels of the River Kingdoms have tried to crack his lair and return the ill-gotten goods to the People (or, alternatively, to their own barren coffers).
Dust of the Darklands: Delving deeper beneath the dungeons of Thornkeep leads to an ancient temple overrun by the vanguard of an army of Darklands beasts boiling up from the depths! What fell designs does the unlikely alliance of gray dwarves, and morlocks have on the surface world? What is the creature they refer to as the "Veiled Master" that seems to lead them? And why do they seem to be fleeing something even worse from deeper below?
Final Exam: Decades ago, a long-dead River Kingdoms lodge of the Pathfinder Society used a dungeon below Thornkeep as a makeshift headquarters and final testing ground for their most promising agents. Sealed records in the deepest vaults of the Society's headquarters in Absalom suggest that the "infernal exam" housed in the dungeon eventually spelled the doom of the entire lodge, whose corpses lurk there still as animate proctors, still administering their challenges to those brave enough to attempt them.
ok, i think some are misreading my OP, and it's my fault for the way it's worded
i don't mind the soft opening strategy, i'm asking if the Kickstarter has them re-thinking of increasing the 4500 to say 15000, 20000, 25000 ... still INCREDIBLY small initial start that would still be defined as soft.
I'm not talking about a "taking my ball and going home" quitting attitude of the customer base
I'm not talking about having an unlimited opening number
I'm talking about:
"we formed this 50-member guild and 11 got in month one, 6 got in month two, 4 got in month three, 10 got in month 4, 6 got in month five (including the leader who chartered the guild, bought the website where the guild hosts their meetings, and got everything organized), and after five months 13 members still are not invited."
That is the situation that will happen in my opinion. I think that the word will get out about the style of this MMO. Roleplayers are tired of the "hey let's log on and go on a raid". style of playing. The RP community wants their own style of MMO, and I just asked if GW/Paizo may rethink their math because they were overwhelmed by the kickstarter (I think the spokesmen used the word "humbled"). I think that the number of players (both initial and at the year and 3-year marks for this MMO could be 10X the number that GW/Paizo is throwing around in their head.
In the situation above for the guild, the guild members and even guild leaders are getting invites off and on and trying to live vicariously perhaps on their guild forums through the ones actually getting in. Just can't be a good situation and the guild could break up before it ever starts. Griefing is one of the major reasons MMO's lose their customers, and it's own math has GW/Paizo sort of mini-griefing it's own membership unintentionally.
so i'm asking is their a larger number of invitees per month that can be handled, yet still keep their beta (yet-not-beta) "soft" style opening?
a guild that trickles in over a 7 month stretch and still not everyone in VS a guild that maybe EVERYBODY is in by month 3 ... has a MUCH greater chance of making the months (years?) of guild planning worth it and GW/Paizo has a much greater chance of keeping customers who are a part of player communities. IF you (I'm a teacher/coach IRL and have studied this extensively) do ANY kind of research on high-school dropouts, you'll find that the only reason (that is quantifiable and able to be correlated) kids stay in school is because of extra-curricular involvement. If GW/Paizo wants a strong playerbase that won't "drop out" ... strong player groups are the key ingredient.
The member who does get in has a OOC choice. Do I leave the guild that I have worked with for months (years?) and join this new guild formed by the merging of 3 other guilds that broke apart due to a substantial numbers of its members/leaders not getting invites? Or do I hold on and hope that the original guild still holds its structure even when more than half the guild isn't in game?
To make a long story short (too late!!!) I love what GW/Paizo is doing. I've read EVERY blog/website entry on their project. I want an MMORPG, not another MMO, which it seems like is their goal too and I cant wait. I've put my money where my mouth is. This is one of my main concerns.
I wonder if the Kickstarter has GW and Paizo rethinking some of their math?
What about the customers you may lose if they don't get an invite in the first few months?
I can see a VERY real occurrence of say 25000-50000 potential customers at launch and I can see a VERY real occurrence of frustration if month after month after month after month (just do the math) they are still "locked out"
ESPECIALLY those that have contributed (I'm in for $200 on just the tech demo, no telling what I'll pledge for the real launch Kickstarter)
What about the guilds who are 50 member strong and they break apart before they can get started simply do to the staggering membership month they get in?
((("At launch, and for the first seven months following, we will cap new paying players at 4,500 per month. Four thousand five hundred new paying players monthly. We expect to keep only about 25% of those players on a long-term basis...")))
was a bio-engineer in the EARLY days of SWG, i bred rancors
people came from planets over just to get one and paid half their SWG savings LOL
was good stuff...
i also remember finding in a very remote, very dangerous spot a resource that had 998 efficiency in one of the much needed rare types ... i guarded that secret and bled it dry ... you cant imagine how fun that was
but I am not without mercy so I shall provide the alternate witch-brewed version (with an added ST) from the 1986 October Dragon magazine (#114 i think)
Brew Love Potion
Philter of Love: (Source: Dungeon Masters Guide, 2nd Edition):
Exceptions: The victim is affected only by the witch. The victim gains a ((( -4 to save against being charmed))). The effect lasts for 8 + 2d4 turns. The potion has a chance of affecting a victim of the same HD/level or less of the witch who brewed the potion. Only humans/demi-humans/humanoids are affected.
These add a save, a humanoid only, and a level limit ...
sorry for casting resurrection on the thread, but was doing a search for this EXACT subject to see if PF had changed it
i'm glad they haven't ... it's a great roleplaying fluff magic item, it's a shame that some just look at how the item MIGHT be used to manipulate SOMETHING in their game
if it's the Players, then why are you whining about worrying they may sneak by the BBEG, you are the DM?
i gotcha, so not "canon" but the ideas were used in the creation of certain NPCs and places in Golarion
makes sense as they pre-dated the setting
any of the others besides Ninja/Gorilla/Whispering Tyrant?
after some searching and guessing, it looks like Vault of the Whispering Tyrant and Throne of the Gorilla King have been labeled by paizo as taking place in Golarion
do any of the others have a place in the campaign setting?
well spoken Revan
i am saying that guns are controversial and have MANY (if not the MAJORITY) of traditional Swords & Sorcery, Dungeons & Dragons gamers AGAINST their implementation
Paizo decided that we are adding Guns despite their anti-Swords & Sorcery and anti-Dungeons & Dragons "feel"
if Paizo can add guns why can't they add psionics since Paizo seems to be getting away from traditional Swords & Sorcery RPG?
hope that makes better sense, i know that guns and psionics are different in mechanics, but they are the "same" in that they are out-of-the-box for traditional S&S RPGs
saying all that above, i have NO problem with what Paizo is doing with guns, i think it is okay ... just asking because i would like to see psionics too since Paizo showed the guts to go against the grain
Matt Stich wrote:
to all of the folk who are answering in this thread (paraphrased) ... "i don't like guns and i don't like psionics so my answer is no"
please re-read the OP ...
what it is saying is "since the pandora's box of guns is now open cant we open psionics?"
meaning the arguments AGAINST bringing some form (which form is irrelevant) of psionics to the game by the PAIZO team is blown up by bringing guns
if you can bring guns to Swords and Sorcery RPG you can bring psionics
what it is saying is that now that guns are here the arguments against psionics have less weight
for example someone above said (paraphrased) "psionics are too sci-fi for Pathfinder"
to AGREE with the example above you have to say guns are not sci-fi they are swords and sorcery-ish, dungeon and dragon-ish
that is the argument, guns = psionics as far as the hesitation to add to Swords and Sorcery ... once you add one you can add the other officially