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As long as they don't progress the timeline the setting can continue to grow and the only difference between 'nice middle ground' and 'lots of detail' is which books you buy and how many. I would love to see some sort of underground Adventure Path. Most of the published ones are set in jungles, towns or the high sea. Such an AP would have a wealth of monsters already out of the gate as well there are good deal of friendly type races found there. Perhaps it could be an underground/dungeon mix, having it span a few underground areas and a series of dungeons made centuries ago by a Lich(still unliving perhaps). They have to solve some puzzle to a treasure horde using clues from each of the various dungeons. The best thing about that type of AP is that the underground or dungeon areas would most likely have been taken over by other nasty things. All in all I love most of the APs for the Pathfinder game system. Way of the Wicked is one of the best as it allows for an evil game to be run in a new and fantastic way. Saurstalk wrote: Having just finished the game, and knowing already that we have a good base to build from, using Pathfinder, adapting d20 Modern/Future, I'm wondering whether a Mass Effect Pathfinder game would have an appeal and what it would take for Paizo to develop such a campaign setting. No. Just no. Bioware works for EA, and the last thing I want to see is EA getting involved in Pathfinder. Some people are just performing thought exercises and seeing what they can come up with, but won't play the PCs that result. Some people are looking for holes in the system so that they can be corrected. Some people have insufficient rules mastery to even realize that they're bending the rules. Some people are afraid of their GMs killing them if they don't squeeze out every last bonus they can. Some people just enjoy that style. Some people are unfamiliar enough with the game's balance baseline that if they see something they could do, they assume that if they don't do it, they're going to die. (Basically, they don't realize they're already at or above the power curve.) Some people just spot things really easily (i.e., not even looking for a loophole - it's just staring them in the face) and are too compulsive to not use it once they've seen it. (Sort of like how some people can't leave a door ajar once they've seen it.) Gebby wrote: I don't think Pathfinder needs another edition anytime soon(what can you change if you want to keep it compatable with 3.5) , and if WotC plays their cards right, they can make 5e more of a 3x then a 4.5, Pathfinder may not get a chance. Doubtful. Paizo is staffed by people with a LOT of experience in the industry. Their business model is Pro-Active, rather than Re-Active. There's no reason for Wizards plans for 5th edition to influence their business model in any way. Wizards of the Coast is still running off the "repackage, resell everything every 5 years" model of RPG design, partially as a result of Hasbro's influence, and in so doing they've alienated a good portion of the gamer base. As long as their paradigm is one based around Core-Rules as business-model, they're not going to get that portion back. Paizo's bread and butter is Adventures for a stable core system. It requires them to move significantly fewer hardbacks to make their bottom line, and thus doesn't necessitate edition turnover at nearly that rate. Their model is solid, and it's working. Releasing a new edition of PF in reaction to Wizards would be extremely foolish, from a business PoV. Not when Paizo's base loves the consistency and stability of the system they've inherited. Whatever D&D 5.0 ends up being, Paizo is quite dandy right where they are. They don't stand to lose much because even if 5.0 is a wonderfully built system (and it might be) unless WOTC changes their model to one where selling core rulebooks is no longer their bread and butter (thus driving the 5 year cycle of edition changes), they're just not going to draw the numbers back from Paizo. The ship has sailed. Pathfinder isn't going anywhere anytime soon. I've noticed quite a lot of harsh and disrespectful language directed toward the Paizo staff as of late, so I just wanted to take the time give Paizo some well-deserved thanks. Speaking for myself and those I play with, we all absolutely love the work you've put into Pathfinder. All of us find interesting characters to play, and though we have noticed some imbalance occasionally, it is never enough to affect the game negatively and is usually circumstantial anyway. And besides, anything we find to be wrong, we can always houserule anyway! I can't claim to understand how difficult it is to put out as much material as you at Paizo do throughout the year, but I imagine it is a ton of work. And you deserve more credit than you have been given recently. So thank you! And remember that the vast majority of us love what you are doing, we just aren't as vocal about it! Indivar wrote: it seems to bring up the idea that you are imobilized if the entangling is caused by something that is stationary - like roots. This is correct, fail your save and you are immobilised if the entangling object is rooted. However that's not as tough as it may sound, you get a reflex save or a strength check to break free and continue moving on your turn (so the fire giant isn't slowed down for long). The worst thing entangle does is not immobilise foes but slow them down (it makes terrain difficult) and break up their attack into manageable chunks. It's a powerful spell but very situational. if you are in a forest, a druid is going to own it, because that's what druids do. If you are underground, in a dungeon, in a desert, on a city street...it's useless. So let your druid shine while he can, because come the next chapter he'll be playing second fiddle. Or at least one way of interpreting it. As context, I'm a long-time D&D player, but have just recenly started PF - I was looking at creating a monk, and so I've followed the recent threads. My opinion is that 1) there are clearly some contradictions that need resolving, 2) most of the actual positions on the subject I've seen are supportable. I'll not comment on the attitudes and personalities except to say I have seen some clearly incorrect claims made. A big one for me is that "Flurry has NOTHING to do with TWF" - reading the class description makes clear the devs made a connection. The nature of that connection is, granted, VERY uncertain (and contradicted by some published monk examples)- but saying there's no connection is just not reading, IMO. Another I saw too often is the claim that Magic Fist works with all your unarmed blows - I really don't see now people could read it that way. Also, one of my favorite D&D monk characters back in the day wielded a pair of sai: one enchanted with fire-based stuff, and one with cold-based stuff. I always played him as getting half his flurry-strikes with fire, and half with cold. It frankly never occured to me to flurry with just the cold sai vs. a (say) fire elemental - that just wasn't the way flurry worked. My monk had flexibilty over the flaming-sword wielding paladin, but against the right (or wrong, depending on how you look at it) opponent, yeah, he was less effective. And, he was Master of Fire and Ice! I mean, that's more important than some average damage calculation, right? Anyway, I wanted folks to know where I'm coming from, but I'm not looking to re-debate all that's gone before. I want to express what I like about the Flurry/TWF connection. Short version It boils down to "I VASTLY prefer the flavor it gives the monk." What do I mean by that? I see a flurry as representing a monk's ability to use "alternate" types of strikes in a way that the standard fighter class does NOT (or at least, the monk does so more effectively). Frankly, a "flurry" of (say) conventional slashes with a single kama is, to me, boring. It's obviously more efficient (in terms of magic item focus & etc.), but - bleh. When a monk flurries (in my vision), it's because half the blows are something different, and perhaps unexpected - a kick, a push, a smack with the haft of the (again, e.g.) kama. Or from the other hand - which could also hold a kama, obviously, but if you wanted it magic you'd have the burden of enchanting it seperately. And the opportunity to enchant it differently. Even outside the traditional double and/or paired weapon, this works for me. I like the vision of a flurrying monk with a sword in one hand doing unarmed strikes with his other fist/feet/whatever (and per his unarmed damage stats/enhancements) for half his flurry. Just gaining extra iterative attacks with a single weapon doesn't say "flurry" to me. Or for two-handed/reach weapons, I can see half the attacks coming from a smash or thrust from the haft of the weapon, or even from a reach-kick using the haft as a lever (and thus not leaving your square). Again, I'd do half the attacks per his unarmed strike/damage, unless he had a double weapon. I might even let him turn a (e.g., for a sohei) halberd into a double weapon and enchant the haft/spear differently than the axehead. Between flexibilty and flavor, I prefer this kind of approach (details might vary, but this spirit works for me). I doubt it over-gimps the monk, but I confess I'm not overly concerned with absolute equity amongst characters, and I value situational flexibilty quite highly (I found it totally worth it that my two-sai monk had some extra-effective attack twice as often vs. a super-effective attack half as often). And I value flavor over all. Flavor with a connection to mechanics, especially. What's left of the problems created by varied interpretation of TWF-Flurry (unless I missed something) is the Zen Archer, who can't reasonably "half unarmed" or "double/paired weapon" flurry with a bow (firing half the arrows as per his unarmed damage is a bit too wierd for me). A new solution would be needed there. Is there a PF feat to injure multiple opponents with a single arrow? That'd work for me - bow-flurry is attacking 2 foes (within what, 10'? 30'? of each other?) with a single arrow for each normally-paired flurry-BAB. You get the "one item" synergy, but have to spread it across 2 bad guys. And (big bonus, for me) be different from a fighter/archer with bow feats. So, there you go. I entirely understand that other people may have different priorities, and prefer flurrying away with a single weapon at regular-for-that-weapon-everything. I just wanted to express how I'm against that not so much for power reasons as for flavor reasons (and "inside my head" logic - I understand that "inside your head" may vary). Anyone else? "...it's a punch to the stomach to see that a bunch of honest-to-goodness grognards are running the show." Comments like this make it really, really hard to wade through the BS and find anything useable from this "leaked preview." Could've saved everyone the time and just made a ranty post on a message board, kinda like I am now. :) Actually Concordia, I don't think you're overreacting at all.
Want to play up the race aspect? Faction strife? Positions of other scouts and expeditions (even just relative position to the PCs)? What the other scouts are doing?
Same goes for part 3. You'll need to roll encounters for -not just the PCs- but for the PCs camp and all the other camps each day. Again, I did this all out in advance which made it MUCH easier, but it's extra work.
And the same goes here for fleshing out this adventure. You'll need to decide which areas the other factions are exploring. Also if/when the other factions move camps to expedite their exploration. You'll need to decide if/when the city's inhabitants decide to react to the incursion. Now don't get me wrong! I'm loving running this AP. But it's been a labor of love to make it a truly dynamic adventure. Oh and Nullpunkt, glad to hear your players are loving your adventure! I've really enjoyed reading your account thread, but I've noticed that even you have made a number of adjustments. You might not do it as prep work and do it instead on the fly, which is great! I'm just not as good at doing it on the fly and need it more spelled out for me beforehand for my own organization. :) Darwyn wrote:
I'd like this. Especailly if it got into more detail on the construction and mechanics for running a stronghold (economics, etc.). I do this in my own game, but having Paizo do it would be good. It helps the longevity of a campaign for the PCs to have something to do besides level up constantly. Also as Paizo moves forward a rules compendium type book would be great to tie together the latest rules / errata to run the game. BQ wrote:
A book that contains all of these subsystems, revised and expanded as necessary, and perhaps joined by additional subsystems, would not only be cool, but would allow us to use such elements in Adventure Paths, modules, and other products with MUCH GREATER ease. I would love us to do a book like this, and have wanted us to do a book like this since the start, pretty much. Hello fellows of Paizonian status. After four years of this community movement of artistry and general awesomeness, spearheaded by the great Hugo Solis, I am setting up a new way to keep track of your art requests so the artists won't have to browse a long thread and potentially miss requests. Hugo Solis wrote:
What to do? Post your commission in this thread, then head over to this forum and start a new thread with the details of your request. The 'Request Forum' is meant as an organized list to keep your post from getting buried and not so much for discussion outside of the specifics of a request, let's keep this thread active =)The Request Forum does not require you to sign up, just type in the same name you use here on Paizo or sign up anyway. Check out the previous threads to see the art that's been done so far:
I'm hoping for an "ultimate subsystems" (which will hopefully have a much better name) that would compile, update and expand on the various subsystems that Paizo has done, as well as adding additional ones: - Spirits (as an update to the Haunt rules already in the Gamemastery Guide)
jemstone wrote:
Find a copy, it is such an amazing book you will never regret it. This has been growing over the last few months as my PCs have levelled up. They're 9th-10th level now. And buffs, once a simple no-big-deal part of the game ("I cast mage armor before entering the cave") have grown from a nuisance to a PITA to something that's really starting to detract from the game. Yeah, an occasional buff or two is unavoidable. But as you go up in levels, buffs come to dominate play. Party casters throw hours/level buffs at breakfast, minutes/level buffs before a first encounter, and rounds/level buffs as an opening gambit in combat. Everyone throws Haste. (I am getting really sick of running hasted combats. But if the PCs are going to throw it, the bad guys have to do the same.) In designing opponents, I have to pause and calculate THEIR buffs -- the vrock throws Mirror Image and Heroism, the dragon casts Magic Fang and Shield. Buffs mean that catching an enemy unaware becomes even more unbalancing. If your rogue sneaks ahead and spots the boss monster, instead of "sneak attack and a surprise round" it's "we spend five rounds casting rounds/level buffs, followed by sneak attack and a surprise round on the boss who has no buffs up". This is annoying. And the converse is just as bad -- if the enemy party spots the PC campsite, takes a few rounds to throw buffs, and then attacks, the PCs are screwed. I had exactly this happen in a recent session and two PCs got killed fast and I ended up having to throw the fight (by having one NPC do something totally stupid) to avoid a TPK. And I hate throwing fights. There are too g#@$#%n many buffs. A midlevel party has acccess to haste, bless, heroism, mage armor, shield, barkskin, magic vestments, greater magic weapon, prayer, grace, defending bone, effortless armor, shield other, weapon of awe, blur, aid, cat's grace, bears endurance, all the other ability buffs, protection from evil/good/chaos law, magic circle against evil/good/chaos/law, swallow your fear, sanctuary, versatile weapon, align weapon, cloak of winds, obscuring mist, thorn body, defensive shock, ablative barrier, bullet shield, protection from arrows, deflection, resist energy, gravity bow, blessing of courage and light aaaahhhhh aaahhhhhhhhh and this is just a partial selection from the first through third level spell lists. We haven't even considered class powers like Inspire Courage, bloodline buffs, school buffs, domain buffs, or any of the other dozens of buffs that PCs, NPCs and monsters can get just by being their own awesome selves. There are too g%%$%*n many buffs, and then you have to stop and figure out which ones stack. Morale, deflection, enhancement, dodge, luck, profane, holy, trait... wait, this doesn't stack with my ring of protection. No, that's an enhancement bonus, it doesn't add to your existing enhancement bonus, you're only hitting at +12 instead of +14. Now that you've done that, start counting rounds for those rounds/level buffs. (But don't confuse it with the bloodline and domain buffs, which may be something like "one round, but 3+modifier times/day".) Rounds/level buffs will at least be over in a single combat, anyway -- as opposed to minutes/level buffs, which will encourage your PCs to hurry on to the next encounter as fast as they can before Cat's Grace wears off, or hours/level buffs, which by midlevel are effectively always on. (Except when the PCs are peacefully at home in town. Does the mage cast mage armor every morning? Okay, he's 9th level -- does he cast it a second time in the afternoon?) But anyway, buffs last different amounts of time -- we haven't even mentioned the few 10 minute/level ones (few, but including a couple of very popular ones) or the effects of feats and that one guy with the rod of extend lesser metamagic. Make sure you know how long, and keep track when it matters. Now make sure you know which ones are other than a standard action -- a surprising lot of them, especially the bloodline and school powers, are free or swift, and then there are things like the paladin aura buffs which are always on. Except when the paladin is unconscious, of course. And don't forget the ranges -- some are 20 feet, some are 30 feet, while some affect X number of characters who must be within Y feet of each other. And make sure you understand their effects in detail, because they can be game-bending. (Protection from Evil protects against mind control but not against illusions or a phantasmal killer. Haste gives you an extra attack and a longer move but not another standard action or move action.) This is tedious. This is distracting. This is non-fun. THIS DOES NOT ENHANCE THE GAME. I don't know what else to add. This is the advice forum (there isn't a dedicated rants forum), so I guess I'll ask for advice: is there any way to run mid-to-high level play without all these friggin' buffs? I know they're hardwired into the game, but is there any way to at least prune them back a bit? I can't think of any offhand, but I'm open to suggestions. I like 3.x. I like Pathfinder a lot. But the buffs are wearing me down a bit, guys. The buffs are wearing me down. Thoughts? Doug M. "free" and "non-commercial" suggests no need for a "publisher" tag on your name. Lot's of people generate free content and don't claim to be, or ask to be, labeled as "publishers." To me the publisher tag suggests or implies a commercial business entity publishing/distributing content. Mind you I'm not remotely in charge of these decisions so take that for whatever its worth. It's a skill in a game. You don't have to be able to pick locks, tumble acrobatically, speak the language of angels, ride a horse while loading a crossbow (without accidentally killing yourself, the horse or someone else!) or figure out how to activate a crystal ball, for your character to use those skills, so you shouldn't have to be able to convince your mom that the dog ate the Oreos to use bluff or not to freak out about the ding in the car to use diplomacy. If, on the other hand, your GM wishes to give you a +1 or +2 bonus for a particularly awesome speech you've prepared (or a -1 or -2 penalty because you chose to say something terribly inappropriate like 'Let us go or I'll kill your family' and then rolled Diplomacy), that's cool. I try to give convincing appeals to reason, but, in my experience, they are followed by terrible rolls, so it hardly matters. :) In all honesty - I deal with it by using the 1e AD&D FR campaign setting in 4e. No reason not to, FR has gone screwy since 2e AD&D, 3e didn't help and 4e FR doesn't do it for me. Use the FR version that appeals most to you. A campaign setting doesn't really require game mechanics, just the fluff. S. Having spent way too long carrying heavy backpacks while in the army, trying to do anything active while heavily loaded is both very tiring and seriously impedes your capabilities. And on the rare occasions I had to carry a second one on my front (usually while helping carry a stretcher with the backpack's owner on it!) my ability do anything else was about zero. Pathfinder basically hand waves away any in-combat issues with wearing a backpack in combat. Though trying to add rules around the issue would get messy. The idea of wearing two backpacks and still being able to do anything other than walk in a straight line without tripping over and do all the things an adventurer does - which is presumably what your player wants to do - is stretching things. Let him have his two backpacks, sack, bag of holding etc. Then ambush the party and see what he does. "How are you wielding a shield? Wasn't that the arm with which you were carrying that heavy sack? What, it was strapped to your pack? Ok, move at more than half speed and the sack swings around and gets in the way of your sword arm". If he drops the sack, or backpacks, keep note of where he dropped them and have the baddies grab them, or present a situation where he has to decide whether to stay and protect his gear or run away and live. You don't have to be mean about it, just present realistic situations and see how he reacts. Will the rest of the party want to stay and risk dying just so Mr Multi-backpacks can protect his gear? As an aside, how much stuff does he want to carry if he can't fit it in a handy haversack anyway? Sounds like he is a compulsive hoarder. A Scroll of Remove Psychological Disorder wouldn't go astray. Lewy wrote:
See this is what I do not understand about some people. It is not "Automatically" You are given many checks and balances to avoid getting something you do not want. If you as a subscriber choose to ignore those checks and balances, then you can hardly blame Paizo for that. You are given information on the web site, The product catalog that is sent out to subscribers once a year and an email that is sent out a week before the product is sent.. all of this from a company that does care about it's subscribers when truthfully they do not have to give you those checks and balances. The nature of the subscription is that you SHOULD check ahead and see what you are buying instead of putting trust in to what you are getting. Paizo is a company that is in business to make money. They offer us as customers a way to get things shipped to us conveniently through a subscription. If you do not look at what you are getting in advance, you can hardly blame them now can you. They try and give you all the options they can to do so, it is up to you as a responsible consumer to take advantage of that. In my games, balance has always meant that: In the right circumstances, you are the best party member. In other circumstances you may have to defer to someone else. You are never the best party member at all times. What the circumstances are, how often they come up, etc. vary. Your GM is the final arbitrator of balance. Your mileage may vary. Just a thought... Improved Weapon Finesse (combat)
Special: Natural weapons are considered light weapons. Prestige classes should be in the adventure paths, not the rule books. They should be campaign specific. They were originally designed to be a way for the GM to add a little extra color to the world by giving, for example, the elite guard of the king a specific set of abilities/powers, more powerful than feats. They need to return to those roots. PrCs went off the rails when the later game designers started using them as a way to sell more books by offering munchkins pluggable power sets for optimization tricks. Patriciss wrote: If a paladin can not use poisons does that mean he can not drink alcohol and use inhalant mind altering substances? A paladin can't use poison against a foe because it's cowardly, unfair and risks harming other innocent parties, therefore it's dishonourable. If his culture considers drinking alcohol to be an appropriate part of respectful social interaction, or using mind-altering substances to be a religious duty, and it doesn't otherwise cause harm to anyone, he not only can but should do those things. If I were a baker in Golarion, I would give thanks to Abadar for steady customers, Cayden for the simple pleasures in a slice of pie, Desna for the baking turned out right, Erastil and Gozreh for the wheat, Sarenrae for the warm sun, Shelyn for the skill, Torag and Brigh for the anvil upon which I craft my works. I would leave offerings to the Eldest's children (the fey) on my doorstep at night, along with fresh milk, so as to gain their favor, as I would leave out sesame cakes for the crows so they can watch over my home for the Empyreal Lord Andoletta. If my bread is burnt, I would be humbled and make an offering to Ymeri, Queen of the Inferno, and in the long nights of winter, I would make loaves of dark rye to give away to the needy so they do not become one of Urgathoa's hungry dead in the cold night. ...If I were a baker in Golarion, that is. :D Shifty wrote:
Thread winner for me. As DM I get annoyed at players whining everytime you present with a situation that isn't optimal for their current build. If some are upset by not having room for their 2H sword they would have hated the time I had the Wizards spellbook stolen and it took 4 days for the party to find and recover it...
DocWatson
(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber)
Ravingdork wrote:
In terms of mechanics, you are TWFighting from the moment you declare a full-round attack action including at least one additional attack with an off-hand weapon. I don't see what you mean with thrower builds though - nothing pushes them to add an off-hand attack to their full-round attack (and doing so isn't so bad, since a level 11 fighter with improved two weapon fighting and rapid shot could do 6 attacks per round). The one thing I hope WizKids accomplishes that DDM never did: consistent scale. I have DDM figures that are all over the place in scale; 25mm to 33mm, dwarves taller than humans, near-halfling sized humans.....I'm sure everyone is familiar with the problem. Please WizKids, pick a scale and stick with it! Regards, V Robb Smith wrote:
its comparable to the d8 18-20 katana. worth it, but no "need to have". unless you play games from a pure DPR standpoint, its generally better to have a more common weapon, since you'll probably find a better one along the way
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Unless otherwise noted, damage bonuses like that would only apply once per attack, similar to the Evoker Wizards ability. So it would only apply to 1 Scorching Ray, but to every target affected by Fireball. The farcical morality question joke was funny the first time someone made a thread for it. Not so much the fifth or sixth time. Seriously, people, the horse is dead. Beating it some more won't make it any deader or any funnier. So before starting yet another stupid morality question thread, repeat after me: "Yes, it's evil." There, can we stop now? Malaclypse wrote:
Oh! I hope they will turn it into a telenovelo like on Telemundo! Los Paizonos! Hai de Me! Hyrum no esta aqui! (sorry) hehe |
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