I don't see any problem with named character cards. If it were an RPG, sure, I might wonder why I ran into a specific person at a specific location ... but I'm really not going to worry about that in a card game.
After all, that's why I play the full-bore RPG 3+ times/month - to actually enjoy those story, elements, etc.
On the other hand, I'm not going to obsess about who owned Park Place in Monopoly before it went on the market, why it's empty, and if it has rats in the basement. I'm going to go "cool! Park Place!" and buy it if I get the chance :)
(casts raise thread)
As always, I'm impressed with DeathQuaker's insight :)
From my own experience, high-level and low-level games are 100% different games, and the only thing that can make a high-level campaign work is having plot that is far more important than mechanics.
The key to having a high-level game work is to make the combat mechanics secondary. If combat is primary, all high-level games turn into a rocket-tag exercise in who has found the bestest fastest I-win combination.
(After all, as DeathQuaker stated so well earlier, the best way to handle high-level games is not as an arms race between the players and GM, but instead by accepting the insane powers high-level characters have and working that into the storyline.)
On the other hand, if plot takes precedence, then who can cast the fastest most winningest spell is no longer the prime consideration, instead the character interaction and the story move to front and center.
That's not to say that combat is irrelevant. Who wouldn't want to take down Cthulhu, smash an elder brain, or invade the capital city of the aboleth, kicking ass and taking names?
The point is that there needs to be more to a high-level game, or else it gets stale very, very fast.
(Note that in my opinion plot takes precedence over combat in all games, not just high-level games, but in low-level games it's not quite as critical since the crazy power that higher-level characters have doesn't affect the mechanics quite so much.)
The thing is, I have a suspicion that most people who say they don't like high level games in fact don't like high level combat, which can easily turn into a tedium of number crunching, spell lookups, and other dreary mechanical drudgery.
Oh! Too bad I didn't read this one first :)
And you guys are the best. Really. In what's rapidly becoming a scary number of years, I've never run across a company that treated its customers so incredibly well.
I'll add more store credit. Thanks!
(and thanks for looking at my order; I'd been wondering it about it but wasn't going to bother you all about it until after 11/4, since that was your projected end date, so again, thanks!!)
Edit: I just added store credit, so could you use that to cover the difference? Pretty please? :)
A set in August, a set in October, a set in December and a set in January?
That's sets in 4 out of 6 months, and with what I've been hearing about the paintwork on the most recent set, do they really want to be cramming yet another one out the door so soon? Perhaps they should take a breather.
(never mind the financial pain of four sets in six months!)
Well, a few things to consider here.
First, the action economy will greatly favor the PCs.
Second, the PCs should be fully rested and provisioned, and they ought to know they're looking for a troll (given all the wanted posters), so if they're caught by surprise then shame on them.
Finally, even though Sigurx has a pretty good attack bonus, he's still got only average damage compared to a party of four characters, especially if they deny him full attacks.
Your call, but that doesn't seem like an excessively difficult encounter, especially given that it's as much intended to be a roleplaying encounters as it is a "beat the crap out of the evil monster" encounter.
Okay, so I've got the following orders in the system:
2873041 - Psionics Augmented, Volume 1 (PFRPG) Print/PDF Bundle
Thing is, I didn't realize that Psionics Augmented was part of Ultimate Psionics and I didn't need the former if I got the latter.
I haven't downloaded Psionics Augmented yet (and won't), any chance you can refund the cost for Psionics Augmented (and remove it from my downloads) and just leave Ultimate Psionics in my sidecart?
Plus, it would be cool if the product description for Psionics Augmented said something about it; I thought I needed both :(
Hey, can you guys double-up my adventure card game subscription? Please start it with the earliest thing I can (I guess that will be the second part of the adventure path -- Skinsaw, right?)
I've found that in playing with two groups, it's painful with one set. So I guess I'll need two.
(though a new base game will have to wait until after the vast pain that will be the December shipment :)
Speaking of stat-block mistakes: Agmazar the Star Titan has Thanatopic Spell as one of its feats. Perhaps the idea is to let its SLAs use this effect or perhaps its Channel Negative Energy, but right now this feat does nothing for the poor kaiju.
Nobody's commented on this. What's the scoop? I'm assuming it's intended to be "Thanatopic All Abilities" but that's just a guess.
Edit: So what's the difference between having a frame and having a purple frame?
I'm guessing any "superscriber" earns you a frame, but you have to be a Paizo superscriber to have the purple frame?
Things like the CR system are no more than guidelines; they'll never substitute for a real person deciding how difficult a given encounter is for their particular table.
An encounter that might be a cakewalk for one party might end up being a TPK for another; it all depends on abilities, etc.
In short, CR is a guideline for the inexperienced, not a hard-and-fast rule for the experienced. As you've already noted with the large earth elemental :)
I have not read the actual module, but based on your description, I'd say the ceiling of the room extends 20 feet above ground level, which is where the platforms would be. In addition, there is a 5-foot drop from the platforms to the surface of the water, which is 15-feet deep.
Were the room empty of water, it might be described as a room with a 40-foot ceiling with a number of platforms atop 20-foot columns, but I think they described it differently due to the water.
Use the character sheet PDF instead of the card and use any mini you like to go with it.
I prefer using the minis as tokens over the cards anyways, and you don't actually *need* the cards with the rules, the character sheets are just fine.
True, the vast majority of the pilot cards are non-canon - but if I have to buy additional minis of ones I already have just to get a couple additional cards, that's not going to be a big draw for me. I've already got four of each ship (one of each large), plus the three from the base set, and this is not an inexpensive game.
In general, the biggest issue I have with non-canon ships is that they *look* non-canon. The HWK-290, for example, doesn't look to me much like any of the other ships.
(but then again, you could say the same of the Slave I or cloud cars, too, so that's probably not super-relevant)
I'd definitely want the PDF, that's a no-brainer; I like them for reference, etc.; it's super-easy to reference a PDF instead of finding a card in the box.
However, I find the idea of print-on-demand decks really enticing. I don't sleeve my cards, as I find it to be a pain in the derriere, and not trashing my actual set with repeated gameplay for simply $8 plus shipping would be awesome. I'd replace the entire deck and just use that.
What I really want to see is a travel case that will make it easy to set aside a partially played game and pick it up later.
We'll be playing a lot at lunchtime here at work, and I'm probably going to rework one of my old CCG boxes with partitions so I can quickly put aside and lay back out an in-progress game.
In any event, I really do hope they're planning on having module decks. That would be awesome.
I'm unclear why any house rules would be needed at all - couldn't you just vary the number and mix of cards in the locations to make it easier or harder?
For example, if one additional monster were added to each Brigandoom! location, that would have a significant impact on the difficulty, and wouldn't involve any rules changes at all. Heck, I can see fan scenarios being created and rated for difficulty in some as yet unspecified manner.
Which has me thinking ... I wonder if there could be the equivalent of Tomb of Horrors for the Adventure Card Game. Hell, I bet Paizo could put out decks that could be the basis for games based on existing modules like Tomb of the Iron Medusa or the Dragon's Demand. That would be pretty damn cool.
I agree. The most common connotation of a petition is in the case of disgruntled people trying to force someone who doesn't want to to do something.
Like then the people in my town put together a petition to try to force the town council to stop Dollar Tree from opening a warehouse, for example.
I'm going to reserve judgement until I see what the next wave brings. In general I agree with you about canon vs. non-canon ships, and if the next wave is all oddball ships that aren't from the primary source (Star Wars, The Empire Strikes Back and Return of the Jedi) then I'll have far less interest.
However, I'm not sure where they have to go from here other than non-canon material. It's a tactical game, so even a ship like the Tantive IV would be far too large, and there's not a lot of other options.
After all, what's left that could be made at a feasible scale?
In Star Wars we had A, B and X wings, and TIEs and Vader's TIE, and the Falcon. All covered.
In Empire we had the same, the transports used to flee Hoth, TIE bombers/TIE interceptors, and the Slave I. All covered. I *guess* you could include cloud cars, but I got the impression those were for atmosphere only.
In Jedi, I can't recall any new tactical ships.
So, in short we've got transports and maybe cloud cars as options.
I guess I'll have to pull out my old Decipher CCG and see what I'm forgetting :)
Okay, here's my two cents. All opinions are my own :)
I have both the limited and regular edition.
Before looking at the criticisms of the individual images, I leafed through my book myself to see if I noticed any "horrifying pixelation."
Dunno if I should be ashamed or not, but I did not. I did notice that some images seemed less clear than others, but that was about it and I attributed it to source or age.
Then I went through the list of actual pages with issues. Yep, given a page and having someone say "compare *this* with *that*" I can definitely see the issues, but I couldn't before they were pointed out.
However, I do think some of the complaints are 100% justified. When there's a bunch of sketches all of the same vintage (pages 26 and 27 come to mind here), or ones that Paizo themselves have rights to (the cover of the Core Rulebook comes to mind), I completely agree that having even the level of degradation that is evident is a flaw that could and should have been entirely avoided.
Am I sorry I bought the book? Hell no, WAR is one of my favorite 4 artists in the world (WAR, Whelan, Mapplethorpe and Nagel), but it is a shame that whoever did the layout let such flaws slip through, and that person should definitely accept some of the responsibility.
The crux of the matter: if you are an artist or you work in the field, you will notice these things. The book is NOT horribly defective by any stretch of the imagination, but there are errors in it that could have been avoided, unfortunately.
Evil Midnight Lurker wrote:
...given the number of innocent souls Hell steals, I do not see why anyone should have any kind of problem with this at all. Fair is fair.
I'd think in the upper planes it'd be more like "What the? How are these getting in here!? Pharasma! Clean up this mess!!"
I had been wondering if that was where you were going with that - whether you'd specifically meant Chronicles of Riddick the movie vs "the chronicles of Riddick" as in all three movies and the animated short.
Yes indeed, the Necromongers and the invasion ... that could be a fascinating start of a campaign, now that you mention it.
<tangent>(It would be so cool, however, if they reverted Knowledge (Local) to Gather Information, since that's what it actually is)</tangent>
I agree ... I'd prefer not to see an uber-skill for magic; I think the skill system doesn't need *more* compaction.
(for example, Acrobatics is now an uber-skill that does everything; I liked it better when it was split up a bit more - heck, I'm surprised they didn't combine Climb in there too)
Okay, I just had never noticed it before under SR, that's all.
Note that I completely disagree with the rant about SR. Spell Resistance means you inherently resist spells. Wanting it any other way is wanting all of the benefits but none of the drawbacks.
On the other hand, I do agree that it makes the (harmless) tag on SR pretty damn pointless :)
(however, it's been that way since 3.5e, not like the Pathfinder developers decided to add it.)
Be sure to include the theatrical release; I think it did a good job of getting back to the roots. Not that the second movie was bad, but I don't think it held up to the first one.
Currently I'm in two groups; one meets bi-weekly on Fridays. We typically don't get started until 7-7:30, and play for anywhere between 3-5 hours; most often we're finishing up around 11pm.
Of course, like many long-time groups, we've known each other for years, so keeping the game on track can be problematic at times, especially when one of the players is in a chatty mood.
The second group is a little more serious because it's not a group of friends (some of us are friends; others are acquaintances brought to the table). This group plays on the first Sunday of every month regardless of who can or can't make it; I switched this policy recently because there were several people that I just tired of working around their schedule after the game was delayed for 2 months and then they forgot.
We're scheduled from 1-6 and typically start by 1:30 (there's always one in every crowd who's habitually late, and Murphy says it's almost always the cleric). We don't have a hard stop at 6pm, but I try to wrap things up by 5:30 so I can give out XP and the like before people start to disappear.
It's funny ... for years, I'd stopped using random encounters entirely. However, I've recently started using them again. I *always* pre-roll all of them, so I can lead in properly, etc., but I really like the idea of things happening "on the way."
Plus, I've also decided it's a great way to combat the 15-minute adventuring day. If the players can't assume they're perfectly safe because they decided to rest for the day, it's much harder for them to go nova for every encounter.
I agree whole-heartedly about the delay, however - I don't think I'd ever roll for random encounters during the game, as it would just delay everything.
Thread resurrection FTW! :)
I started GMing because I was sick and tired of table favoritism. Of course, that was back in ye olden days, and hasn't been an issue for years.
I've continued for a lot of reasons. I like to write, I like designing and worldbuilding and creating all the unknowns that the players have to solve, and I like creating something that's fun for everyone to play.
Another, related reason is that of all my friends, I seem to be one of the few who's willing to actually stick with it for more than a few months; most campaigns haven't lasted long, while I'm just too damn stubborn to let them die, even if I have to cycle in new players to keep the campaign going :)
All of the above. I've had combats last upwards of 20 rounds, and combats last 1 round.
This weekend, I believe a shipboard combat (3 werewolves and 8 wolves vs. the 4 PCs and a half-dozen crew) lasted something like 11-12 rounds. I'd have to check my notes to be sure, but as I recall there was probably something like 3 rounds before combat started as the distance closed on the river, and then probably 8 rounds of combat before they freed the surviving wolf and tied up the remaining, unconscious werewolf.
An earlier combat with the same 4 PCs vs two phase spiders probably took 10-12 rounds; again there were several rounds before combat where they knew *something* was going to happen, and then there was a lot of readying of actions during combat for some indiscernable reason :)
I like encounters to have a lot going on so they're interesting, and I like the opponents, just like the PCs, to have more than one initiative grouping. So, for example, on the ship, I had one count for the wolves, one count for the leader werewolf, one for the two lesser werewolves, and one for the crew, all in addition to the four PC initiative counts.
If it had just been a pack of wolves, I'd probably have split the wolves into multiple groups, each with their own initiative. Seems a lot more realistic to me than having, say, 12 wolves all somehow mystically acting in unison :)
See, I look at it in such a way that I don't really worry about balance concerns. By definition the mythic rules are imbalanced. Really. The way I see it, a party with mythic characters will be playing a different sort of game. Sure, they can accomplish crazy things. Great! So they should be actually doing crazy things.
They won't be ridding the town of that goblin tribe, nor tracking down that pesky owlbear lair, nor going after a few random bandits. That's not the point. They should be doing the kind of crazy, off the wall stuff that you see in superhero comics. That's the point :)
I'm dealing with a bit of the same issue with the new campaign I'm preparing to start up. They've all designed their own races (using a 20-point ARG build), and have a 25-point buy. AND they're all first level. In their first game, they took out a wyvern with ease. So what? It's not like I'm going to punish them for it - I'm still in the phase of judging what the difficulty level ought to be for them, and then we'll start getting to the heart of the matter.
And they did make the observation (similar to above) that while they're really powerful because of their monstrous builds, they are still first-level characters and have a bit of a glass heel, too.
Anyways, I don't view this as any different than the old 3.5e epic rules, or, really any high-level play in general. If you're going to try to min/max the Mythic rules, you will break the game. No question. So you can't play as if that's the point. You have to play as if you now can tell epic, world-spanning stories you'd never have been able to tell with the core rules.
And if someone has an "I win" combination, well, either create an in-game reason why it can't be done every time (I've done that in the past), have a tacit agreement that it won't be used all the time (not as good, but that's been done too), or have lots of opponents for whom that magic combo doesn't work (my least favorite, as I'm a fan of versimilitude, and to suddenly have 95% of the opponents immune to sleep just breaks it down for me).
Ah, yes, our old friends...
Beeholdor: ... just don't say Candyman three times.
Displaser Beest: ... all it wants is some frickin' lasers.
Mined Flaier: ... blows you into at least 15 pieces of flaier. Advanced ones blow you into at least 37 pieces.
Carryon Crawlor: ... kind of like a rot grub, for luggage (but not The Luggage).
Youand-Tee: ... a common sight at "dance halls."
Bodysnatchers Revisited: doppelgangers, faceless stalkers, intellect devourers, and other such. All creepily able to take on the form of those close to you (sometimes literally) and then make you run screaming into the night.
Note that these are different than puppet masters - creatures that don't kill you but let you watch as they take away everything you hold dear :)
I think it's as intended, and that's fine. Recall, a focus does not get used up in the casting of the spell, and treating them as the same removes some not uncommon tropes "Oh, no, all my belongings are gone ... now I can only cast a subset of my spells!!"
That's one hell of a thread. Okay, some things I want to comment on.
1. Hands down, Paizo has the best customer service of any company I've ever dealt with. Period. Discover is close; they're pretty damn good, but nobody has ever made me feel like I mattered as much as Paizo has.
I've been a subscriber since day one, though initially *only* of the Adventure Paths, and even then it was outstanding. Now I'm sure the warehouse staff finds my orders staggering ( as does my bank account :O ) and I still feel the same way.
2. Holy crap folks, they're releasing a record-breaking amount of material at the same time as the single largest yearly event they support and *anyone* is surprised that the company is strained?
It's a fact of life that statistics (and its buddy, queueing theory) suck. It causes rush hour traffic, it causes your line to always seem to go slowest at the grocery store, and it means that yeah, once in a while your service will be crappier than every single other persons.
I mean, *someone* is gonna be last ... and sometimes it's you. Hell, feels like it's me a lot of the time too, but I realize that's all the psychology of the situation - if you're not one of the first people who has access, then you feel like you've been slighted.
But put things in perspective, folks. You're dealing with a company that really, truly wants to do the right thing for their customers. Lisa didn't start this company to be a millionaire ... she started it because this is something she loves. And that shows in every aspect of the company. Unfortunately for us sometimes, one part of her view of the company is that it's a small company, and that does have an impact at times like this, meaning that they don't (and won't) have the staff to make deliveries of this magnitude a breeze for them.
There's things you certainly should be concerned about waiting for: an ambulance ... the fire department ... the police to respond to that 911 call you just made. But this? I just can't see this being the world-ending, angst-inducing event people are making it out to be.
Maybe point out that surprising the GM doesn't make for a good game?
In any event, what's wrong with having them face the Andoran army, anyways? I mean, they did decide to side with a dude who's about to get invaded, so it shouldn't come as a shocker to see him get his clock cleaned by the invading army. I see any of the following:
A. Play up the "it's a losing battle, but we'll make them pay" aspect.
B. Invent some kind of an ally that they might be able to bring to the table if they succeed on some crazy quest.
C. Create an infiltration adventure for them - have them have to go as spies into Andoran and somehow negate the threat of the army.
All of them are a lot of work for you, and IMO it wasn't very fair of the players to go off the rails like this without warning.
One of the first things I looked at once I opened the box:
So that's not bad. Now I have to figure out how to display it.
I'd guess they'll offer a combo once Paizo has the PDF available; I pre-ordered it from Frog God directly and got both :)
Edit: Though I think the Frog God folks ought to get some pointers from Paizo; their PDFs are kinda slow in comparison.