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Being one of the original... patrons (before being a backer became commonplace) of Sinister Adventures timeframe, and having not folded my pledge, I can't praise enough Louis, Nick, Rich, all the awesome guys who contributed to the effort, and the fine people at Frog God games that made this possible.
Same answer from the other thread:
Well, after my disappointment in the D&D Next playtest, I fell for it, downloaded the pdf and read it (thank you tablet!).
It's actually good enough to take the place of the Rules Cyclopedia (maybe not the free pdf, but the hardbacks will surely do), as a medium-low complexity game, it does feel like the D&D I grew up with, and perhaps I'll whip up a game or two using the rules.
It's not a ruleset that entices me to cast aside other - more interesting - games, both less, equally, or more complex.
It's nice, it has the right feel, but lacks pretty much everything else that make an RPG interesting.
Let's hope that splatbook apocalypse will not kill it too soon.
Doesn't mean you have to like it.Well, I do, but I also wouldn't (or couldn't) force it on anyone.
Be extra careful with healing necessities and time needed for getting back in action. Try something alchemical to make up with the lack of magic, maybe with some fun after effects.
Same with large groups of bad guys swarming the PCs, as they'll sorely miss crowd control spells.
Take care using monsters that feature really high AC values. These take into consideration magic buffs to be properly dealt with, and relying only on class levels, feats and ability scores could be dangerous, especially at higher (8+) levels.
That said, you'll discover that player ingenuity and creativity will solve most problems, and some "fodder" monsters will take back their nastiness.
HPs (for playing characters) is a catch-it-all value that includes fatigue, stress, demoralization, and actual damage.
It's strange that a game so much concerned with combat (not just PFRPG, the whole D&D/D20 thingie since the start) it keeps chugging along such grey areas...
Hayato Ken wrote:
Note that some people say everything but a horse is an exotic mount.
I myself usually go along that baseline, but then again, the camel and the dromedary are pretty common mounts in real world cultures, and boy! they do ride quite differently than the horse, and use very different saddles and equipment.
In a fantasy world where riding dogs are common (even if only in some cultures/races), the saddle and equipment for riding a wolf should differ very little from the norm. Trained animal, tamed animal, or whatever.
Honestly I have no real arguments against it. Tabletop lingo (PC, character, etc.) was used since a while ago in most digital RPGs - both single and multiplayer - and now the digital lingo is making its way back to tabletop. The same could be said about calling low level enemies "mobs".Cross-pollination, feedback influences, whatever you want to call it.
I'm more concerned about talking about PCs/toons only as tanks, DPS, healbots and such, limiting the tabletop experience in equivalents from the digital framework and discarding or not taking in consideration anything else (social interaction, investigation) that doesn't quite compare to combat proficiency.
But that's just me.
James Jacobs wrote:
A few of the NPCs will probably utilize some Mythic rules, but the AP is for non-mythic PCs.
James Jacobs wrote:
This adventure path isn't about baby steps. It's about us pushing the boundaries after doing over a dozen other adventure paths, some of which have started to take those baby steps ("Rasputin Must Die") already. The time for baby steps is behind us! :-)
Enthusiasm falling... back on the fence.
Perhaps a little devil's advocate, but I sure would be angry if my GM saved classes for special snowflake NPCs and denied them to his PCs. The players are supposed to be the heroes, not the supporting cast.
While I absolutely agree, I also feel compelled to say that they're the heroes because of what they do, not (only) because of what they are.Important NPCs must be special as much as the playing characters, even exotic or exceedingly rare, and even moreso due to their limited playing time in a show focused on the PCs.
Players requesting to have "all the options" to perform as protagonists is not a valid argument - at least in my book.
Seen it. Once, then they learned.
Short story, the group charged into melee, crashing headlong into an orc multi-tribal horde.
The rest of the party went through a lot of hurt, while trying to get their comrades back to safety, harassed by lowly troops and slowed by the occasional elite enemy (orc warchiefs, ogres, an handful of giants), and ran for their lives as soon as possible.
Back at their base camp, they also suffered the indignity of an army officer berating them for risking their lives of most capable warriors and spellcasters just for a few dozen orcs.
tl;dr: split the party. Wreck their strategy.
1. Yup. Tabletop RPGs, boardgames, wargames (even that old grognard stuff with hex maps and card counters!!), videogames (mostly puzzle/platforms, RPGs and FPS).
2. Not needed.
3. Not needed. We agreed very early in our relationship that each one had his/her own hobbies and need for space/personal time. Gamers do understand.
4. At my FLGS, while buying the Tome of Horrors. Ah!
5. She pushes me further, with something along the line of "Oohh, shiny...get it!". Can be hard on the wallet.
6. No spawn.
I do have a tablet, with a couple of CAD apps, which I do use to make annotations, corrections and updates "on the field" (naval engineering).
Do I appreciate the sheer usefulness of the whole thing? Sure I do.
Do I like the CAD interface (precision, usability, responsiveness, etc.)? Nope.
Do I think the two things should look the same on the two very different environments (desktop with keyboard and mouse vs tablet with touchscreen)? Nope, again.
Is the tablet apt to be used for prolonged typing (as in writing lines of code, or just detailed reports), or digital drawing with layers, filters, effects, and a hundred other professional kinds of work? Nope, for the third time.
An handheld, portable device such as a touchscreen tablet is really usful for minor corrections, small and absolutely not complex updates, or even generic sketching a layout of a new work. But it's close to useless for detailed, in depth or long term working (don't get me started on batteries duration).
A single, unified user interface is ANTTDNW (another nice trick that does not work), at least with the current technology.
As far as user interfaces are involved, unifying the desktop and mobile environment is simply stupid. I'm not using my CAD the same way I'm fiddling with my tablet, get over it once and for all.
And this is true for a hundred other professional softwares.
Taku Ooka Nin wrote:
Sorry but my brain kinda crashed into a brick wall and refused to read further after this.
You dig a 10 ft. deep (about 3 metres) trench every time you camp around a defensive area. Every time. 10 ft. deep.
Even with a gross approximation, how long is this trench? Do you accomplish this herculean feat alone? Do you have some kind of magic assistance in doing this?
Yet another vote for Call of Cthulhu - the d100 version.
More recent systems, The One Ring (set 5 years after the Battle of Five Armies) which deals a lot with travelling and social interactions with the people of the Middle Earth; and A song of Ice and Fire RPG, which has a robust social interaction system and an equally developed domain management part.
Warhammer Fantasy Roleplay 3rd Ed. (with the Lure of Power supplement) can be easily used for a political/social campaign in which physical combat is the least frequent option.
Also, Thousand Suns is a good sci-fi game that has combat not in the forefront, and I seem to recall that Rogue Trader features an interesting commercial focus, with a great concept of managing your own space vessel and its crew.
A lot of Cortex based games, like Leverage, also do not have combat as the main element of the game.
Sorry, I don't get the part in which you have to choose a deity and you have all the dwarven pantheon written down on your sheet.
I'd like to see bigger tiles, like the ones produced by Rakham for its Cadwallon/Confrontation lines (they were called something like "reversible hybrid tiles"), massive 12" x 12" laminated card tiles.
But they would also heavily interfere with flip mats and map packs, which I understand is not a good idea.