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Recent posts by
janxious:
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Jeremy Mac Donald wrote:
janxious wrote:
It's all headed to the same endpoint. A graph of the paths a party can take wouldn't be too hard to create. Label nodes with expected levels, possible sidequests, etc. I always wanted something like that for an AP. If I have time tomorrow, I will throw something together that maps Burnt Offerings under 3.5 rules to demonstrate.
Umm - well if you do this post it on the RotRLs forum, but, uhh .... thats a hell of a lot of work and I'm not really sure how applicable it will even be to this conversion. We don't know how the XP system works in 4E and we are not in 100% of agreement on what we are even aiming for as the end point as of yet. I'm just concerned that you'll pump 40 hours into this and it won't be all that important in terms of doing a conversion.
You're killing any enthusiasm I had for helping do conversions.
That said, I still have a little left over and I think there's probably a place for something similar to my original idea. I did a test run with the 3.5 rules and quickly learned the mapping I originally envisioned was ill-suited. I came up with something different in a spreadsheet, but it's not where it needs to be yet. The utility I got out of my experiment was a listing of all the pre-ordained points in the module where XP is given out. This is a good start on helping a DM see where XP is coming from and what the encounter levels are like throughout the module. Let me give an example (from memory, calculations are at home.):
Against the Goblins; EL 3; 8xCR1/3, 1xCR3; Expected Party Level (Main Quests Only):1; Expected Party Level (Main Quests + Side Quests):2; XP (Main Only): 425 (Overpowering); XP (Main + Side): 425 (Very Difficult);
Adapting this to 4e wouldn't be hard, and having variations for all the different flavours that are developed would be as simple as adding another row to a spreadsheet. Assuming some sort of wiki, one could just add his own conversion entry to the list and a quick identification of why it is unique. We could also remove expected levels bits because we know 4e is based on a static XP for level x monsters, regardless of party level. Anyway, if there's no perceived value from anyone, I'll just drop this idea entirely. :)
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erian_7 wrote:
A final thought (well, as sure as I say that I'll re-read Suzerain and come up with something else...):
The system for initiative and combat order in Suzerain is very interesting to me. It breaks actions down into:
Full Actions (includes movement, attacking, etc.)
Free actions (because we always have to clarify that witty repartee is okay!)
and
Double Actions (take two actions and merge them into one, but with check penalties--similar to the Savage Worlds multi-action penalty mechanic)
...
This all sounds Really cool.
For some reason, this reminds me of the chase mechanics Paizo has presented in... PF7? Anyway, I may run a test night with non-static initiatives.
Any chance you will give a go at adapting the rules for the interrupts and dynamic initiative to work in 3e town?
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erian_7 wrote:
Another Suzerain thought-nugget...
I've seen some discussions on social encounter mechanics, intimidation, diplomacy, etc. here as folks think on this approach for Pathfinder. Suzerain's approach to this is a unified health system tied to three separate attributes--Physical health measures what we'd understand as HP in d20; how much damage you can take before going down. The innovation comes in having Mental and Social/Spiritual health as well.
...
I think one could use this idea to build a handy sub-system to have in place for certain adventure types. Cthulhu/Horror/Pulp/etc. would be modelled very well by splitting HP across physical|mental. Yes, HP is an abstraction, but why not have two abstractions? :)
Anyway, it's a cool idea. I'm not so hot on the spiritual health, though I guess you could model how close to living one's god's ideal. Maybe give you x Spritual HP, and when you hit zero, your alignment changes, you lose spells, or you need atonement (or all of the above).
The tie-in to stats is interesting. too. I think it would work better in DnD terms to be able to "burn" stats to recharge your HP and then get restoration and what have you for at least the mental and physical HP.
Good stuff.
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Daeglin wrote:
Jeremy Mac Donald wrote:
I've recently been looking at ways to have schedules that are web-based and editable(?) by groups which led me to looking at some of the offerings from Google.
An alternative to a wiki would be to look at Google Docs. They are web-based, can be accessed and edited by groups, and could be modified, copied/pasted/printed and I believe linked to. Haven't used them myself, but may be an alternative.
Google Docs is indeed pretty good. I like it less for formatting than something like wikimedia.
Important terms for google docs fromTOS:
8.2 You should be aware that Content presented to you as part of the Services, including but not limited to advertisements in the Services and sponsored Content within the Services may be protected by intellectual property rights which are owned by the sponsors or advertisers who provide that Content to Google (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this Content (either in whole or in part) unless you have been specifically told that you may do so by Google or by the owners of that Content, in a separate agreement.
11.2 You agree that this licence includes a right for Google to make such Content available to other companies, organizations or individuals with whom Google has relationships for the provision of syndicated services, and to use such Content in connection with the provision of those services.
11.3 You understand that Google, in performing the required technical steps to provide the Services to our users, may (a) transmit or distribute your Content over various public networks and in various media; and (b) make such changes to your Content as are necessary to conform and adapt that Content to the technical requirements of connecting networks, devices, services or media. You agree that this licence shall permit Google to take these actions.
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Keith Richmond wrote:
janxious wrote:
These guys seem really tough to me (based on the tactics section in the PF1 book). That doesn't mean I don't like them. :)
Hmm, tough in which way? 1st level 4e monsters are fairly tough, yes - I could have gone with minions, but that felt like they'd have less chance to use their abilities.
I think it's an effect of not making them a different kind of minion. I don't think it's especially tough for a 4e level 1. The guys in the 3.5 version seem like 1 trick ponies who will get creamed by PCs. These guys do not.
Keith Richmond wrote:
janxious wrote:
That said, I don't really like how pyromaniac works. Maybe rolling 2 attacks per ability (?) is common in 4e monsters.
It happens - it's not ultra common, nor ultra rare. In this case I went that route because using the attack rolled would likely _also_ miss an alternative goblin target. I'm okay with autohitting and killing goblin minions, but for the 'set on fire' effect it needs to hit a real person.
Of course, alternatively it could just hit the skirmisher himself.
I think I would rather have sustained randomness (i.e. some goblin just gets set on fire), but what you have is probably more fair to the monsters side. I may revise this opinion when we see what grenade weapon rules look like. ;)
Keith Richmond wrote:
janxious wrote:
There's also no rule about the dogslicer breaking on a 1, which would cause the goblin to flee in terror.
Nope, I went with it hurting itself instead. I intended to have the minions use that rule, but not the pyros (among other things, because the pyros _have_ another weapon)
I agree with your logic here.
Most of my comments might be coming from not seeing this torchbearer and his minions all at once. You've explained this stuff well and convinced me. It's the kind of stuff I would want to see in a sidebar, actually. :D
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Majuba wrote:
Ross Byers wrote:
Jackdaedalus wrote:
Possible way to accommodate dabbling would be to buy 2 in class skill up to the cross-class level with the option to buy them up to full value at one of the later bumps.
I like that, actually. Anyone opposed to that option?
Erm... not at all. Jack, I think you just saved the new skill system in my home game. We need a name for this. For now I'm calling it "Class" and "Dabbled". "Cross-Class" would be equal to, but distinct, from "Dabbled".
Can one have a "dabbled cross-class"?
Anyway, not opposed to trying anything. Additionally, maybe you should suggest this in the alpha feedback forum, Jack? Maybe you already have and I missed it. There are ever so many threads.
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pres man wrote:
Thanks for the respect folks. ;)
Anyway, the reason I thought it might be misleading is if you go back to the quote, you see:
wrote:
When Paizo made the decision to go full steam ahead with ongoing 3.5 support, I brought the rules into the office and we began poring over them as a team. A lot of great work came out of the past few months with nearly everybody in our editorial staff offering up suggestions and ideas to make the rules even better.
...
Now maybe the problem is just my reading compression, or maybe Jason just mispoke.
You're right if Jason didn't misspeak.
I also don't care because A) PF:RPG rules were given out freely the day they were announced and B) the crunch is OGL.
I can't imagine what kind of excited I would be for 4e if WotC had done the same thing at GenCon last year. Heck, I might not even be BUYING Paizo products any more. As it is, we've got one company that is showing us the cool stuff up front, and another one that isn't.
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If the excitement is there for "spiritual" conversions of the source material, that is probably where it will end up. Always easier to get stuff when people are excited about it, right?
I agree that use of sidebars would be keen both as a "why this is a good fit for 4e" and a "here's a way to change it up to make it closer to the original".
As for encouraging the purchase of modules and referencing them, all (afaik) the Pathfinders and Modules have easy reference numbers (e.g. B1, C2, etc.) and I'm guessing a good way to go about it might be something like this:
Section Q2
Original: 3 Goblin Donkey Riders & 5 Abyssal Donkeys
Update:
Goblin Donkey Rider
Level 4 Skirmisher
<stuff>
<abilities>
Exploding Donkey
M +4 vs Armor When rider is slain, donkey explodes to spite the party for 3d6 donkey damage.
<more stuff>
Sidebar
You might want to make the abyssal donkey more of a threat. Here are stats for an Abyssal Donkey. Remove Exploding Donkey ability from Goblin Donkey Rider and increase the to hit on his spirited donkey corraling to +8 from +6.
<Abyssal Donkey stats>
Just my take on how things might be handled.
Abyssal Donkey is copyright 2007 janxious. Do not look at, poke, or ridicule abyssal donkeys. They're not nice.
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Keith Richmond wrote:
Just figure I can prod this slightly every now and then until release day and we can get serious... so, a possible look on Goblin Pyros.
Went with skirmisher.
These guys seem really tough to me (based on the tactics section in the PF1 book). That doesn't mean I don't like them. :)
That said, I don't really like how pyromaniac works. Maybe rolling 2 attacks per ability (?) is common in 4e monsters. I need to go and look at the big list I have again. Anyway, I would suggest just making the torch hit a random goblin adjacent to the original target or to just use the attack bonus rolled the first time and leave it "random goblin in range".
There's also no rule about the dogslicer breaking on a 1, which would cause the goblin to flee in terror.
Thanks, Keith.
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Jeremy Mac Donald wrote:
This is from the Burnt Offerings conversion thread. I'm moving it here becuase my commentary really is about conversions in general and not about RotRLs in particular.
janxious wrote:
I haven't run any RotRL, but I've thought about the attack on Sandpoint. I think it would be fun to have the gobos find some enlarge potions. Hilarious shenanigans ensue. :D I'm imagining the big ones suddenly turning on the little ones to get back at them for past transgressions.
As for converting, you could probably base an enlarged goblin on the gnoll stats and just add in the goofy qualities like falling on their own sword with a 1.
I've argued above that we need to decide whether we want to make a 'spiritual' versus a 'pure' conversion pretty much prior to actually doing a conversion. However I think this idea moves outside of each model. Whats being suggested here is more is something that simply is not part of an adventure. This is basically an enhancement. You take an idea that you like and add it to the module. I generally don't feel this sort of thing has any place in a conversion. A conversion is not really the place to show off our good ideas - though if we went with some kind of a Wiki model we could have a place that includes good ideas. They should not be part of the core product however.
I agree with you completely. My suggestion would have been better placed in a "Spice up your goblin raid!" thread in the RotRL forums. At least it brought the issue to light, though!
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Krome wrote:
yeah, I can see other non melee classes without the iterative attacks.
For me it is not the number of attacks per round, or the number of spells available per round, it is that as you get higher the casters get literally dozens of spells to choose from.
Truly, when we were playing at 20th level and I had 5 attacks my attacks took a few moments to finish. But the cleric could literally take 10 minutes to pick out that one spell he was going to use. Then the wizard was next and he takes 10 minutes to find his one spell. Then the Rogue gets in her attacks and is done in seconds, then back to me real quick. Twenty Five minutes for a round; five for two melee characters and twenty for the two casters.
While I had 5 attacks the casters spend disproportional amount of time in combat.
Is this not a problem for others? Do others find that casters are able to choose from dozens of spells more quickly than a few attacks can be resolved?
I like you're fifteenth level attack round above. I don't know how good it would be against anyone with any AC... It's certainly exciting, though!
As to this question, it generally comes down to how hard the DM is on people. If he lets your casters get away with it (or if no one in the party minds) then I it will happen. If it's a problem, your group just needs to come up with something to *make* the casters choose. Egg timer, loss of turn, etc. I've played a high level caster and for me I usually had 4 or 5 spells "on deck" and would pick one when my time came up. Getting through all the effects a high level spell can have is a completely different can of worms. Books like Complete Mage added at will abilities for wizards. I know it has helped a lot for our group to have reliable damage from our caster with no complicated effects. He can basically sit back and lob damage and bring out the funky spells as necessary.
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