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Hmm, I've gamed with someone for 10+ years who occasionally cheats on his rolls. I guess I never felt the need to kick him from the group. I wouldn't kick someone to the curb, if their only flaw is an occasional episode of cheating. As a GM, it is fairly easy to compensate to negate a single person's cheating.
Specify strict procedures for rolling dice. Like, the dice must be clearly readable, and all rolls must be witnessed by another. Make a dice rolling pen for the center of the table, and rolls only count if they are done in the pen. Define procedures for 'cocked' dice, and so on.
The population density of New York City is 26000 people per square mile, but this is using high rise apartments. If you figure apartment buildings are about 30 stories tall in NYC and you want your fantasy city to be about two stories tall, then change your population by a factor of (2/30) to be about 1700 people per square mile.
So a city with a population of 17000 would encompass about 10 square miles, or have a diameter of about 3.5 miles.
A "wealthy" city would have a lower population density, while a "poor" city would pack the people in. Higher population densities mean more disease, crime, and unrest.
If the caster is flying and has 6 mirror images, is Step Up going to be helpful?
If your goal is to defeat a caster as a martial character, I think you are better served by playing an archer. You can full attack the flying caster without needing to move, Step Up, or fly. The best way to stop a caster from casting a spell is to take away all of their hit points.
Well, if a particular fight is going really well for the players and the monsters don't stand a chance, you can just say that the players win, without tediously rolling it out.
Locations can add to the excitement, along with environmental factors. Say the bad guys ambush the group at a tavern, but before they rush in to attack, they light the building on fire. There would be panicking villagers and smoke and fire to contend with, in addition to the fight at hand.
A narrow bridge over a deep chasm is always fun. Have the big bad guy say 'None shall pass'.
For Aasimar, Ifrit, Sylph, Gnolls, and Elves, the favored class option for Oracles is "Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation."
Apply this to the Oracle's revelation that grants an animal companion, and the animal companion's level can be 50% higher than the oracle's level.
Thomas Long 175 wrote:
That is literally the worst idea in this thread.
Well, that may be. It is difficult to determine all the dynamics of the situation given the limited information, and to formulate the best solution that will work for these individuals. Ultimately, the original poster will decide what to do. This was just a suggestion, and sometimes I do make ludicrously bad suggestions, but then they can still be helpful because it causes one to think about what makes a good or bad solution.
And yes, Obscuring Mist for the win, but not everyone will think of that, be able to cast it, and win initiative.
To be fair, you did show them a big bag of candy, and then tell them they couldn't have any.
Let them create ludicrously optimized races with lots of points. Play it for a while and see how it goes. Set campaign on easy mode and let them stomp everything.
When you grow bored with this, design a powerful encounter that will kill all the characters, like 48 level 1 wizards all casting a single magic missile (that's 168 damage per round) as a CR 10 encounter. Have them all spread out in a large area, so melee guys can only kill one per round.
Then have a generous druid come by and cast reincarnate on each of them. Have them roll randomly for a mundane race that they come back as.
They could be scrying one of your associates, rather than you. They could scrying your ship, rather than you. Possibly you have a magical 'tracking locator' in your possession.
One of your associates could actually be the mystery character, or they are feeding the mystery character information.
The mystery character could be a figment of your imagination or the result of a cursed magic item.
It could be the avatar of a god that is making sure you uphold your obligations.
Instead of confiscating weapons and such, the city guard ask the adventurers to leave a 'damage deposit' with the authorities. It will be refunded when the group leaves town and have not gotten into trouble.
If the city suspects the adventurers of possible wrongdoing, a city guard of the same gender will be assigned to each adventurer. They will watch their assigned suspect the entire time they are in the city. Of course, the adventurers will have to pay a 'nominal fee' for this 'service'. If the adventurers evade their watchers, they will be considered to be criminals.
In the short term, 'no', I don't think a new edition is needed. But, I would like for Paizo to be looking to the future and keeping notes on things that would make for a better and more balanced game. I'd say, when Pathfinder reaches the 10 year mark, would be a good time for a Pathfinder 2E. I think 'Unchained' is a good measure to bridge the gap.
I'd suspect that P2E would share enough similarities with P1E so adventure paths and such, would not be obsolete, similar to how 3.0 and 3.5 adventures can be used in Pathfinder now.
Having a 'face' in the group isn't really a requirement for RotRL as far as I have seen (your experience may vary). It wouldn't hurt to have a 'face', but the adventure won't grind to a halt if someone fails a diplomacy check.
Wands of Cure Light Wounds or Infernal Healing can be used by the Witch, who does have some divine casting ability.
I'd recommend playing whatever class you feel like playing, without feeling the need to fill a particular 'role'.
Say a player makes a barbarian with rage and power attack and he carries a big two handed hammer. For that character his tool set consists of a big hammer. And to that character, every problem is going to look like a nail that needs to be pounded with his hammer.
I think you can use Pathfinder for what you want to do, but you are going to have to communicate your vision with your players so they can make versatile characters with more than one tool in their toolbox.
The Pathfinder system really focuses characters on combat. You build your character to maximize damage output or to control the combat. There isn't much to designing characters in regards to non-combat actions other than assigning a few meager skill points. Pathfinder is made for combat, and it is a fun system for that.
I think if you are going to do what you are thinking about (having a game not based on combat so much), you are going to need a different game system. The Fate system might work for what you envision.
Zen Archer mostly builds itself. Keep in mind the Rapid Shot and Multishot feats won't stack with their Flurry of Arrows.
You will want wisdom as your highest stat, as Zen Archers may use that instead of DEX for their archery attacks, and WIS adds to your Will save, AC, CMD, and Ki pool. After WIS, you want STR, CON, DEX. Both INT and CHA can be low or dumped.
Bonus feats you want:
At 9th level take Clustered Shots for your feat.
As a zen archer, you get a lot of free feats like Perfect Strike, Weapon Specialization, Weapon Focus, and Point Blank Master. So you can spend your feats from level 1,3,5,7 on whatever suits your fancy, and they don't need to be archery related.
Spending Ki will use up your swift action, so it won't work with Arcane Strike. The extra attack from Ki does stack with Haste.
Get an Adaptive Bow for +1000gp, as it will allow you to use the bow at full STR if you get a STR buff, and without a penalty if your STR gets drained.
Carry a backup bow, as Sunder or Disarm would ruin your day, otherwise. Also lots of arrows and quivers. And spare bow strings.
Monks also have the best saving throws in the game.
If your group lacks ranged attackers, than I'd say Stinking Cloud to shut down ranged opponents (although Obscuring Mist can do this too).
Don't take a second 'pit' spell. The level 2 Create Pit is sufficient.
Slow is great due to the selective targeting, and the Slow spell affects undead, while undead will be immune to the Fort save of the Stinking Cloud. If you are ambushed by a bunch of ghouls, Slow is the better spell.
Three evil people performed a vile ritual to be more powerful. They got their power, but they became fused together into a single being. Only one of the three is in control at a time, line a Dr Jeckle and Mr. Hyde, along with another facet. The abilities of the 3-fold person changes, depending on who is in charge.
When the rules don't fit the story you want to tell, break the rules.
Late in the story, the player characters may witness the bad guy transform before their eyes, and they get the big reveal that it has been this one menace all along. *cue evil laughter*
I propose a human sylvan sorcerer. The animal companion adds even more melee, while you have one of the best faces in the whole game AND the fey part of the arcana adding +2 to DC
Great choice, but I think you lose the +2 to enchantment DC to get the Animal Companion.
By the way, Kitsune have the Favored Class option of: Sorcerer: Add +1/4 to the DC of enchantment spells. Which is nice if you go with the regular Fey bloodline.
Instead of nerfing the archer, find ways to boost up the other characters. For example, allow melee characters to take an equivalent feat as Point Blank Shot (+1 attack, +1 damage), but with melee weapons. Give melee characters the Rapid Strike feat (+1 extra attack, for -2 to all attacks). Find a way for melee characters to be able to pounce--home-brew magic item: Boots of Pouncing.
Then, boost up the hp of the monsters, and let the characters DPS away at them.
Tactically, force the archer to take a move action to be able to see the target. The main advantage of the archer is being able to full attack every round without having to move. Melee characters have to move into position, so they don't get a full attack as often.
If the players want to play stupidly, let them. Don't dumb things down or pull punches, though. Tell the players to have a backup character ready (or two), so they can jump back into the action. Who needs healing when you can play a new character at full hp. With the new character's starting money, this can become profitable for the surviving characters, looting the soon to be dead characters.
Buy a few arrows of gunslinger slaying.
Cast Still/Silenced Fog Cloud on the Gunslinger, and then use Bluff to claim the gunslinger is cheating by obscuring the fight with the smoke from their guns, with the intention of getting them disqualified.
Tell your GM that you will all roll up gunslingers for your next character, if the GM doesn't let your current characters win the fight.
Taku Ooka Nin wrote:
What is 'Edward's Perfect Body'?
Oh, and if there was a gaming group of cute girls who wanted me to play the 'Twilight version of Vampire the Masquerade' with them, I would be making a character. But it is far from my first choice of what to play.
There may come a time and place to play your tweaked out home brew campaign world, and your friends should at least humor you enough to play a few sessions of it, if there is no other game going on. I've played in such a game and it wasn't that bad. The GM ran out of material after 2 sessions, because they spent their time on the setting rather than the story. I'd tell you all about it, but the GM made me sign a NDA so no one could steal his ideas.
Demontroll, have you considered the possibility that you're letting your prejudice affect your judgment? That your dislike of steam tech and guns in fantasy worlds is causing you to see anything that uses them as automatically without merit?
Well, I don't want to play a 'My Little Pony RPG' because I don't like the setting. Now maybe a really good GM could make it interesting playing cute ponies for a week or two, but I don't see it holding my interest. So yeah, I am biased, I don't like guns in a fantasy setting (they are fine in any other appropriate setting), and I don't like Steampunk, and I don't want to play the Twilight version of Vampire the Masquerade.
Personally, I don't like adventures where there is no adventure, and the GM just talks about all the 'cool original stuff' in their homemade world. I'm also not a fan of Steampunk and guns in a fantasy RPG.
Maybe your players want a more traditional DnD game world. Use your creative energy to make good stories and memorable characters that fit within the more typical fantasy setting.
Well, assuming you are not forced to play a human, a race with darkvision would really help for sneaking around in the dark. Otherwise you need to use a light source to see where you are going, and that will give away your position. Maybe you can get darkvision through another means (other than using up a 2nd level spell).
I have the same experience (PCs having high AC so monsters can only hit them on a '20'). This starts at level 1 and the monsters never seem to catch up. The game isn't balanced when facing optimized characters.
The easy solution is to give all of your monsters a bonus to hit so they are hitting the highest AC in the group about 20% of the time with their best attack. You can just claim the monsters are 'elite', or give monsters 'bad guy' amulets that give them a huge magical bonus to hit. Anyone who wears a 'bad guy' amulet becomes dominated by the main 'bad guy' in the adventure.
If monsters only ever hit on a '20' the game isn't challenging and isn't fun for the GM.
I've always had my characters tie a cord to the wand and then to my belt, then you can just drop the wand as a free action and it dangles from your belt. Now you wouldn't want a longsword dangling from a string tied to your belt, but I don't see a problem with a little wooden stick.
If that doesn't work: Play a Tiefling with a prehensile tail. Have a familiar pick up your dropped wands. Train a guard dog to 'fetch' your 'sticks', but not chew on them. Trained monkey. Hire a torchbearer to hand you wands.
Best way is just to play the game, and not worry about dropping things. Unless the GM is forcing you to drop things, just ignore it and assume it doesn't happen.