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trednis wrote: Would an enemy be allowed a reflex saving throw to avoid falling in the pit if they were moved the 10' by shifting sands? If the enemy had previously failed the Reflex save to avoid becoming entangled - so that he's entangled in the sands until at least his next turn and save possibility - I'd rule that the shifting sand would automatically drop him into the pit; after all the description of the "Create Pit" spell clearly states that "Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect." Given the relative short duration of both spells, I'd be inclined to reward the player's ingenuity and tactical thinking. mearrin69 wrote:
Both. Even if I tend to limit the availability of the magic market a lot. I like the pregenerated list, 'cause it gives me a quick reference of stuff available when I'm in a pinch, and it also works as a refence to thematically characterize the settlement in available goods (maybe lots of potions, or strange wands, perhaps mostly weapons and armors, a good selection of wondrous items, even a couple of powerful rings, etc.). I like the generic random format 'cause if I have a specific idea in mind and enough time to rework the list from the ground up, I don't have to retro-engineer the exact number of dice I can roll to generate the list - a very minor hassle, but a hassle nonetheless. Second Edition has a number of (IMO) sorely needed adjustements to races and origins/talents, in addition to the integration of a number of erratas and typo revisions/term switching. It's quite interesting when comparing the balance issues that have been addressed, and I feel it's a great system. A definite improvement.
Moreover, with the recent release of the Adventure Companion, which features more crunchy stuff (classes of all the three tiers, feats and combat tricks, campaign options), there's the possibility of covering a lot of fantasy archetypes that just weren't properly feasible with the core book - half races, to name one. I found a guide to convert/add the d20 Conan setting to FC (google a bit), and I think that it would be a great fit for this ruleset, as it has minimal magic going around and the action dice/campaign qualities thing that's at the core of FC is just perfect. I think that "vanilla" is intended for a setting without specific rules that more or less override those of the core rulebooks or that require specific add-ons to fully function as a whole.
I tend to prefer vanilla-oriented setting (Golarion, the Scarred Lands) where minimal adjustements are needed - mostly regarding the gods/pantheon.
Having the adventure presented in the "here's the dungeon door, go kill something" was acceptable 20 years ago or so, but right now doesn't cut it anylonger...
So vanilla setting, but no vanilla rules or adventures, so to speak. A level and class based defense bonus (basically a stacking untyped bonus which is lost when flat footed, as the Dodge subtype messes with touch attacks).
First thing, great use of a low level creepy monster with no hard rules to back up its wickedness. DMing at its finest. If you'd like to use it further during the campaign (which is a great idea: not only the legend of the PCs is growing, but also the shadow of their enemies), I'd suggest to avoid any direct showdown - or at least any definitive one - but rather use the developing thawn (rogue and ranger levels, maybe even an ineffective witch for a completely different ballpark) as an harasser during their movements and as a bogeyman for the fringe settlements of their kingdom. Whenever they're in the wilderness, bad things happen to the creatures and the land surrounding them; if they stay for too long distant from a border hex with people living in (farms, watchtowers), creepy and bloody messages summon them... and so on.
The thawn could even develop unwillingly a cult following of sorts from displaced humanoids defeated by the PCs during their colonization of the Green Belt (a very long-term effect). A motley crew of vengeful monsters idolizing the mostly indifferent shadowy nemesis of the rulers of the land. You could even work further some future connection with the main BBEG of the campaign, whose interest is piqued after a number of unsettling effects that the thawn manages to impart on the PCs. I have recently picked up the revised second printing (that comes with a bunch of neat changes) and the Adventure Companion, that features three different settings (all of them quite interesting) and a lot of crunchy addons - two new base classes, a bunch of expert classes and even some awe-inspiring master classes.
I am quite tempted to run a couple of Golarion based games, maybe converting some adventures such as the ones set in the Darkmoon Vale area, starting from the classic Hollow's Last Hope.
Zherog wrote:
Looking forward (with due zen-like calm) for the pathfinderized version of RC! ;-) To the north lies the nation of Brevoy. More infos in PF issue #31. To the east there is the wilderness of ruined Iobaria. More infos in PF issue #33. Southwest there is Pitax (detailed in issue #35) and southeast Mivon (detailed in Guide to the River Kingdoms). In the distant west, beyond a stretch of Pitax controlled land, there is Numeria (look no further than the Inner Sea World Guide, but also in the Campaign Primer, and in the old in the Pathfinder Gazetteer and Campaign Setting). Usually a trap has a point of origin for its effect and one or more triggers.
A magical trap that has an area of effect greater than the distance between its point of origin and the trigger point (the range of vision, I suppose), is quite clever in theory books but bound to frustrate players to no end, as they have virtually no means - excluding clever divination magic or clues dropped previously - to discover and avoid it. Sounds like a bad design. Clark Peterson wrote:
Yup, I know of Slumbering Tsar. I'm just waiting for the final hardcover. Wicht wrote:
This. I preordered both Razor Coast and The Anarchist GameMaster CookBook as soon as they were announced (preorders still standing), I had hopes at LPJ's words, and I had a good laugh mostly at my own gullibility when the joke was in the open. On the other hand, I really don't think that RC is a joke in itself. Lou agresta, a bunch of proofreaders, the Ling9000 (is that the correct codename?) sweated way too much over it to consider it a joke. The only thing I've noticed in GMing without a screen is that players are somewhat encouraged to metagame, deducing the enemy's combat modifiers and guessing skills and whatnots from the rolls and the game results. Not really my style. Other than that, as others have already said, the screen is useful for notes, minis, counters, and even more stuff. Serpent body with human(oid?) head, and the trademark sorcerous powers are good enough to qualify them as aberrations, IMO. Usually I give them an aura of mistery, with time lost traditions and habits, and a general indifference to others' cultural values. Not really monstrous humanoids (head/face only), not really magical beasts (nagas have a closer connection to civilization). Things really weird. Maybe with a weird brain too. James Sutter wrote:
A two years long suicide mission, suffering disgrace and shame, only to reach the optimal conditions to exact revenge and restore their master's name. Ah! :) Marc Radle wrote:
Hell yeah! KaeYoss wrote:
Each and every copy has a hidden chip with GPS and recording/transmitting abilities, that sends data straight to the authors network. Then, if you change the rules, an army of pirate ninja cyborgs with occult power ups is sent your way. YOU WILL OBEY THE RULES. :-)Seriously, just a reference in the foreword or a sidebar ("You'd better not make any change to the rules presented in this book, because players expect the game to be consistent with each and every GM out there, etcetera") would be enough to put me in a bad mood.
Noah Fentz wrote:
Oh, better to clear it now: I don't want you to agree with the changes I applied to the rules. That would be quite (a lot) arrogant by me. I'm content to have my players agree with them and even propose them first.I've seen enough characters breaking the mold of the "class job" to merrily disagree with that point, but it's a way different thing to discuss. Noah Fentz wrote: The root of my pain is a lack of using RAW as new players or players new to the system. Changing the RAW should only be done by those with enough experience with the system to avoid possibly unforeseen complications with other game mechanics. I understand that. Having played various RPGs since I was 13yo - now I'm 36 - and using the d20 system since 2001, I feel pretty comfortable in applying changes and barring options. Lots of game balance mistakes along the road, too. Some of them coming from the very official rulebooks published for a now spellplagued setting. :-)But I don't like the idea of needing a "Customization License" either. Messing around with the rules is a building block of gaining experience and confidence with a system, making a GM/player know where and when problems might arise by allowing, changing or barring a game element. Noah Fentz wrote:
They have their class feature. They also know that some creatures are not so vulnerable to the the same class feature, but that class feature is not completely going away. Same goes for clerics and their channel energy: I went for a more granular and custom based approach rather than the "blast of divine power", and used the options from The Book of Experimental Might, so a cleric must choose to develop undead turning or blasting insted of positive/negative energy channelling that influences outsiders, or healing powers, and so on. Do these changes drastically nerf the classes? Not at all. Do they change the setting? Neither.
I would be very unhappy with a game that openly does not allow me to custom-fit the rules to my preferences. northbrb wrote: Basically what i am saying is if it exists in Golarion as a player option i want to be able to use it, The world is built on the material presented and assumes that that material exists. I beg to differ. On many PF books there's the note "this is your game, use this material as you want" from the very author's foreword, and while it's often referred to fluff rather than crunch, the designers themselves have stated more than once on these boards that house and table rules are to be expected. As a GM, I know I have and use them in my games. For example I do not allow a bunch of options from the APG; others I have changed in various ways (favored class benefits, I'm looking at you). The summoner class, having 8 players at my table, is not allowed either.
Major changes to the setting (as for removing deities, feat chains, iconic spells, core classes, etc.) are not something that I consider. After all, if I want something radically different, it would be better to develop my own homebrew setting and ruleset.
Ordering a GM to rigorously follow canon both in fluff and in crunch it's something to be expected only in PFS games, IMO. GregH wrote:
Depending on the situation, the NPC could have readied the items for quick use (eg. alerted or already engaged in combat), or he may need to fumble a bit retrieving them (stealthy approach, ambush along the road). It's really a thing of DM judgement on a case-by-case basis. Skaorn wrote: What do you think you'd do? I think I'd be rather skeptical, but would consider the system of an hypothetical 5th edition based on its own merits. Right now I'm playing PFRPG, which is my default system of choice; DragonAge RPG, which has some fun, fast and furious streamlined mechanics, and that despite the obvious shortcomings of the only set released so far (hurry GR!) looks promising; and WHFRP, that has such a different approach to roleplaying with all those custom dice and counters and cards and underlying rules that is a breath of fresh air - and a bit of a brain teaser. And to be honest, I'm happy this way. A game that is detailed and flexible, with a setting I really like; a game that is simpler and relatively hasslefree; and a game that is "something completely different". That is, not counting other system I own and like such as FantasyCraft, the various 3.5 settings with their own custom rules (Iron Heroes or Thieves' World), a large library of d20 3PP supplements, and two shelves of boardgames. 5th ed will have to conquer its own place with qualities that don't rely on the D&D brand name nor on assumptions based on the "reliable fan" effect.
Stephen Radney-MacFarland wrote:
Rule 0 is indeed Golarion canon. I love the Paizo attitude. joela wrote: Now I'm curious. How many of y'all as GMs actually go through the rules to verify your major NPCs and, especially, the BB, can actually do major plot scenes like the above (or transform into a dragon or summon/conjure hordes of minions with a swift action as she makes her escape, etc....) I usually stay within the rules own limitations and possibilities. When these hopelessly collide with the concept I developed, I use the one-shot, one of a kind, unmovable or unusable (by anyone else) magic item, recovered somehow by the BBEG. However this is the exeption rather than the norm.Is an orc/half-orc who gets the Sympathetic Rage lesser rage bonus effectively considered raging? Because that would qualify also for the Amplified Rage, and I can see thematically fit but overpowered teams of orc barbarians with a switching "rage leader" that fuels teammates into a frenzy of whopping stacking modifiers... Mok wrote: So how long before this antiquated system gives way? When will digital be triumphant at Paizo? Seems that Paizo has already answered. While PDF documents are excellent for a quick reference at the gaming table, even the most "pro-digital transition" player I've met agrees that so far nothing beats printed books for ease of reading.
As soon as electronic readers could give the same feeling and/or home printing or print-on-demand services allow for inexpensive harcovers of reasonable quality, I as a customer will be ready for such a transition. BigCrunch wrote: there are any number of spells that as a player i would use to prevent such a tactic. Entangle the area around you, stone spikes, etc. That gives a large area and will do alot of damage to them by the time they get to you. Not to mention it works as difficult terrain thereby slowing them down to half speed Agreed. Battlefield control/alteration spells can wreak havoc both on the melee characters's abilities and they morale - I've seen quite often that even a minor malus can deter some players.gbonehead wrote:
Not really, he's a bit more subtle (but not too much). Like "We'd rather stay in the city and keep an eye on the situation, there seems to be a lot going on between the crime guilds and stuff (the previous 3 adventures)" - "No, your patron assures you that everything is kept under control by his agents, he'd send you to the frontier keep that stopped responding a month ago" - "Well, OK" - "When you get back to the city, you find it in flames, ruined and savaged by rebels who have acted without serious opposition" - "Ahrrr, let's join them, just to screw up the story".
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