Matthew Morris wrote:
REALLY???I am well aware I can live without this mini. I was pointing out that in my opinion you shouldn't put an item up for sale when you won't sell it without bundling it with another, vastly more expensive item.
And I am willing to meet the price point advertised except they won't sell this item at that price. Don't mark something at $14.99 if you have to get something for $274.99 to qualify to buy it. Bad Practice and I expect better from Paizo.
Never said EVIL. Just Disappointed. I thought might be cool to give this mini to a friend who plays pathfinder and collects dragon statues. But I can't.
Just saying don't put it on the site as an item only to add the disclaimer saying "oh by the way, you need to buy an entire case of another item to be able to order this." I get "exclusivity" but this is just poorly presented. If you have to buy something else to get it why is this on the main product page for the Battles line as a separate item.
And the scarcity is completely artificial, I assume on the part of WizKids. I refuse to believe that there is a sudden special black dragon plastic shortage. These types of products are based on the model of make the stuff people really want hard to get unless they buy the cheaper to make stuff they don't want. This is why I won't buy random packs of any product. I would pay a premium of this item if it were offered stand alone but if you don't want to sell it to me you lose that business and some respect as well. Sorry for me it is a matter of principal.
Honestly don't care who forces the artificial rarity. Boils down to this. You put a product on your site I want but won't sell it to me unless I buy $275 in stuff I don't want, expect me to reassess giving you my future business.
Adding my 2¢. I can't really say much about my Core Rulebook (I tend to look to my PDF, easier to carry) but I own hundreds of pounds of gaming books and almost all the large hardbound books have seam breaks. I notice it in most of the larger books from Wizards of the Cost. I have 4 copies of the 2nd ed players handbook and none of them is above "cardboard folio full of loose paper" grade. Same with my 3.0 dmg.
The larger the book the more often I have seen them separate from the binding. Just sayin. Perhaps pushing 600 pages on that stock is more than the binding tech can handle. All the books that big I have that survive use more coarser paper and of lighter weight which seems to take to binding better but would never hold up to gamers.
By the way DogBone hold down the left alt key and type 0162 for the ¢ symbol on a PC, no idea how it works for Mac/"ix".
Another thing to watch out for with solo/lone wolf adventuring is RolePlaying encounters tend to run long. Without the check of dirty looks from the rest of the party for being a spotlight hog RP tends to expand.
Just opened my heavy box for order 1443213 and found that instead of my copy of Pathfinder Companion: Sargava, the Lost Colony (PFRPG) Print Edition i had a copy of Pathfinder Adventure Path 34 Kingmaker: Blood for Blood. I do have a subscription for that as well but not in my name (roommate renews it every year for my birthday, so that is in her name on her account). I didn't even realize the mistake until I went and looked at my downloads. Haven't gotten my PF:AP for this month, think they might have gotten switch on the packing line? Anyway as of now I am short one copy of Pathfinder Companion: Sargava, the Lost Colony (PFRPG) Print Edition. Thanks
Wolfgang Baur wrote:
All you are doing by holding the PDF is telling people like me who rarely buy dead tree editions (other than my Paizo subs) anymore, that you don't want my business. Sorry to hear that. The product looks interesting but it isn't enough for me to come back and give you my money after you made me wait.
Xaaon of Xen'Drik wrote:
What is OneNote?
OneNote is like Evernote or other note-taking software. It lets you gather text, hand drawn images, pictures and other rich media into color coded tabbed files so you can keep everything strait. When you copy information from a website it preserves the source information so you don't have to make notes and if you want to go back to the original page there is a link included in your pasted information. Invaluable if you use maps and images from the web as well as rules notes and monsters from the SRD etc. to create your campaign. I have used both OneNote and Evernote but I prefer OneNote but it is not free. Comes with most modern Office packages though.I use it to build my world, do research, create adventures, keep session notes, NPC lists, quick sketches of maps, and to organize loot. Could not run my game without it (or my laptop).
Jason Beardsley wrote:
I use OpenOffice, it works just as well. Though, for character generation, I'm still using PCGen. IIRC, they're updating it for use with PRPG rules in a future version.
I love Open Office but is seldom works for Character Generators without headaches. If you can't get it with a new PC and you can afford it drop the $80 for MS Office Student and Home which gets you everything you need. Most Excel 2000 and 2003 templates open just fine in 2007 if you can get over the interface. And as PDK indicated, mastering Excel can't hurt your employability.Also as a GM who lives off of his laptop, OneNote is the best way to organize your game related notes and quick map sketches you will find.
On the topic of iron pots...If memory serves the iron used to make pots and pans (and stoves and wheel hubs etc) is cast iron. The 1sp/lb iron is more likely wrought iron. Wrought iron can be easily welded, and alloyed and can be used to make steel, cast iron cannot without further refining which would likely raise its cost to 1sp/lb. Cast iron has many useful properties, purity is not one of them.
Well if you can't stipulate the required information to accurately judge longitude and latitude, what about creating your own coordinate system. There isn't a rule that everyone has to agree on a global system. Pick a location that would be the most important to whoever created the system then select a direction that has meaning for them (that becomes 0 degrees) and create a coordinate system based on degrees from that direction and distance. The Romans had a central "Golden Milestone" in Rome to which all distance measures in the empire were relative.
Then your players have a two-fold mystery to puzzle out; both that it is coordinates and then who's they are and how to read them.
OK so a portable hole is a sort of on again, off again” gateway to a specific pocket of some (presumed the astral) plane in the form of a cylinder 10’ long and 6’ in diameter. A bag of holding is a small gateway to a spongy elastic “nondimensional space” that due to its violent reaction when brought into contact with a portable hole would seem to also be associated with the astral plane. I don’t know if any of the following have been addressed elsewhere by some d20 or pathfindery authority but here are some of my questions I would like to see answered eventually.
Perhaps the terms Extradimensional and nondimensional could be better defined or unified.
Then you come to the question of what happens to any of these items in the area of effect of a dimensional lock spell or if hit with dimensional anchor?
I definitely agree, and speaking of the subject: I cannot understand the "role" and function of this item in the game. What is it supposed to do for you? And, furthermore, if it's going to be "nerfed", will it have any "real" qualities beyond remaining a "flavour" item?
Coupled with a retainer or NPC working for the PCs it becomes the largest storage device ever. Dump treasure you don't want to lug around. Resupply with potions you have used up by sending a note through and waiting for them to fill your order or just keep a selection within arms reach of the other side. Stick your head through and and shout "Big Lizard! Fetch my sword of big lizard slaying and send it through NOW!"
Why go back home when anything you need can be sent to you? Why live on trail rations when your chef can send hot meals through to you and your comrades come dinner time. Can't find the solution to a puzzle? Send a note and have lunch while your trusted servant consults the local sage on the subject.
The PCs in my current game have access to a similar magic though theirs is only about 8" around and they have found hundreds of uses for it. Add a shrink item spell and it gets more interesting.
The item as is is pretty nerfed anyway. 100lbs goes quick if you get creative. I would like to have the in/out sides thing clarified and and know if you can see through it without sticking your head through. But those are just minor rulings a GM can make.
James Jacobs wrote:
1100 Pages from an inkjet printer with cartridge yields in the 30-50 pages range makes that projector look cost effective!
I only use minis for major set peice battles so maybe 2-3 of the maps in the folio get printed out and taped together. For now I run the map from the PDF through the Rasterbator (download the offline version for big files with low dot sizes) and print them cheaply on my laser printer or a friend's color laser.if you crank the dot size down to 2mm and fiddle with the scaling you can get the grid just about right. That said I would drop $30 on a pdf that did this for me. :)
James Jacobs wrote:
Actaully... I'd quite like to see this spell toned down. Mabye even something down to "Reflex Negates" or something. I've seen far too many Gargantuan and Colossal creatures frozen in place by this spell.
What about making the movement of the critter caught in the fog a function of its strength?
...the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet for each 10 points of strengh (rounded down)...
That would put a cloud giant at a movement of 15' and a bulette at 10' shile restricting most medium and smaller creatures to 5'. Math might need adjusting but you get my point.
How do you guys rule when say, three PC's want to work together to carry a heavy object? Say its something that is far too heavy for one person to carry. Do you just add all of their strengths together? That would seem to be too strong. Do you use some version of Aid Another, like have the additional carriers make Aid Another checks and if they succeed they give the initial carrier a +2 strength for the purposes of carrying the heavy object? Just wondering what other people do or if there is a rule I am missing.
Couldn't find any ruling anywhere but I would say since you assume each would have an equal load, multiply the number of movers by the lowest carrying capacity. If they have STRs of 12, 15 & 18 that would be heavy load ratings of 130, 200 & 300lbs. If they work together they can lift 390lbs (3x130) or if just the 2 strongest lift together they can lift 400lbs (2x200). Just my 2cp.
Well let me start with: To each his own. Now I do the same thing occasionally but I often find other uses for filler. Before I go into that though I should point out that the filler in APs is harder to cut since is cuts XP which means the PCs may be under powered in later episodes unless you make up the encounters.
That said I generally do one of two things.
2. Use it as a hook for a side trek adventure or to move your meta-plot if you have one simmering. Nudge the PCs into figuring out why those critters were there and working together. You can spin that into a whole story arc but beware derailing your main plot.
If you have your own sub plot in motion a small monster substitution or a change in an NPC can move your plot forward and neatly fold the adventure into your story. APs are tougher since they are generally the meta-plot themselves but when I ran savage tide I had a second meta-plot running in the background based on one of the PCs history. It gave me room to slide in my own and other published Dungeon stuff to give them a break from the main plot and so some deeper RP.
Steven Tindall wrote:
14 Drow rangers? I now sit giggling over the thought of the battle that must have broken out every time there was a magic scimitar in the hoard. Must have been easy to claim all the cool spell caster swag though. Tap the bard on the shoulder and point, "look a big hat" then just stuff you pockets full of anything that doesn't have an edge on it.
Which I agree is fine for a 5th level spell. But our table was dealing with a lot more lower level teleporation in Dimensional Leap and Dimension Door and they wanted that velocity to carry. Think less classic D&D and more XMen Nightcrawler. So we ruled Teleport was just a longer distance version and ended up implementing a skill based teleporation system that allowed for velocity to be affected by the act of teleporting as well as directionality. Complex but better to the flavor of PCs that could do short teleports 4-6 times a day. It was the only way to develop internal consistence for dimensional magic.
Yes, lead should work to stop someone from teleporting into a room. I would say that the hole would need to be bigger than a pin hole, and on the same side as the teleporter. Think of a plastic box with a hole in one side, and you trying to throw a snow ball at it. If the hole is on the wrong side, there is no chance that any snow/water will get inside.
Our ruling at the table too, except the smaller the opening the higher the DC for your skill check. This allowed for lead to be mixed with mortar and be a fairly effective deterrent except for the most skilled teleporters.
It would have to be a fairly significant change for the familiarity to be changed. Simply re-arranging the furniture or even bringing in new furniture should not really affect the spell.
In the old school game Mishaps meant transfixing an object or structure (or the ground itself) and that is how you got instant death. The mental inertia of that lead to the question of what happens if you transfix a chair? Since we ruled it did mess with familiarity and made it much less safe. I should point out that when we rewrote the rules for including a check we also drastically increased the chance of mishap in unfamiliar areas. In our rules a room with a web of piano wire hung throughout was a way to prevent teleportation. This lead to specified teleport markers in many locations that allow safer travel and the introduction of a cantrip that allowed you to send ahead the sound of chimes to warn people that a teleporter was inbound. Again, a matter of flavor and PRPG shifts mishap to a more general "scrambled" effect which might need some tweaking.
I would say yes, that you can intentionally appear in mid-air and have had players do so with their characters (it was one way of getting around a dimensional lock at the top of a spire -teleport in and feather fall). As for a large change like a burned down building, I would go with a drop of 1 level of familiarity and have them arrive on the ground.
Appearing in mid-air was a tough call since if you allow that you open the door for teleport object to be used to drop heavy stuff on people. What is the damage from having a burning cast iron stove dropped on your head? Not much worry when it is a 7th level spell but when it is a granted power of an Orien Blade it becomes more tiresome. When they can drop alchemist's fire on the other side of a closed door or even teleport a foe 20' strait up or off the side of the tower it crops up a lot.A burned down building is 10' of falling damage in our world.
Don't know if these have been answered elsewhere or if anybody cares but a few teleport (and teleport like ability) questions that I would like to see clarified. Not necessarily in the spell description but perhaps a section on dimensional magics? These are all things that had to be ruled on at my table in the last 2 years. Yes I asked for it with a campaign of Orien marked in Eberron. I know Jason can't address all of these but these are just some of the things that get asked, I assume other have had similar questions.
A young girl (NPC) is annoyed with her sister (PC) for using her Dimensional Leap ability (Eberron marked Orien) to bypass her locked door. NPC tells PC that every time she locks the door she is going to rearrange the furniture in the room so she can't know where to appear. How much deterrent is that under PRPG?
I am with Jake_Raven on this.The wall of iron is not much of an issue. If you think about it, who is going to want to go through the hassle of reducing it to manageable chunks. A wall of iron is a minimum of 5.5 inches thick and 5' wide at its narrowest and 110' long (since the beta lists the thickness at 1/2 inch per level if you choose to double the area, assuming 11th level caster)or 1' thick by 5' by 55'. I seriously doubt anyone would buy it since most forges would not a have furnace with an opening anywhere near that size.
Either they would need to find the magical equivalent of an industrial plasma cutter or the PCs would have to build a forging operation on a scale orders of magnitude larger than any likely found in a campaign just to process the stuff into anything useful. Pure iron isn't really much use to anyone unless you just need a heavy object.
The short answer is "whatever the GM says" but here is how I as GM would handle it.
You want to make bows. The example of a bow isn't the same as a pair of knit gloves. Yarn can be used to make almost any knit fabric, but a bow is going to need a very specific piece of wood that isn't going to be used for anything else. The wood needs to be carefully selected for grain and growth. It would take a bowyer to find that one perfect staff to start with. If you were in my game it would either be an adventure on its own to find the right wood or a roll of #d# days to locate and a skill check to harvest it without damage. Then another skill check to craft. Done and in this case free (unless you had to buy the saw to cut it) barring any woodcutting fees or whatnot.
Now if you were a leatherworker and wanted to make a suit of studded leather armor I would say. 50% cost to buy leather and studs from local craftsmen and a successful skill check to assemble.
I have always felt that if you are willing to invest in a craft skill, equipment within your skill, and skill level, should be cheaper of even free. This is why you need a GM and not charts. Each case is unique. If you wanted to take armor smithing and start with full plate it would not only take one hell of a skill check roll but also 85-90% of the cost to get the steel of the right quality and in the right quantity to make it. Also the reputation of the character will influence price from suppliers.
We use ritual magic in my campaigns but more like the rules from Spellbound than 4e. Except we substitute temporary spell levels or CON (for non-casters) loss for the "currency" of the ritual. Since ritual magic is above and beyond the magic allocated by the normal rules there needs to be a cost to balance it.
Buff magics in general need to be looked at long and hard. They work ok for a team player who uses them wisely but for their cost vs other magics there isn't much incentive to add them to the daily pool. Most of my players see them as useful when they build items and little else.
Some "classes" of magic need the treatment polymorph got in PRPG Beta. Divinations need rehshed in general and Teleportation effects need more hard and fast rules, but that is a pet peeve of mine.
One thing about spells that always bugged me is how area effect spells are adjudicated. I was reading another thread lamenting the weakness of the Evoker and it reminded me of one of my long standing annoyances with D&D. Why doesn't a bigger critter inside a fireball take more damage then a medium creature?
Vic Wertz wrote:
As someone who listens to 20+ hours of podcasts each week, I would fully support a Paizo Podcast. I would love to see you guys (I mean that in totally gender neutral way) embrace this medium. While other companies have launched podcasts, they have failed to really utilize the medium to its potential. Not only can it gat the word out to a wider audience, the feed can be used to deliver other content like short, unobtrusive ads and announcements of things like new lines or RPG Superstar etc.
Some products do not lend them selves to audio or print. In addition to a pathfinder podcast I would love to see you guys put out short (2-3 minute) product spotlight video. I think that would do a better job of selling products like Flipmats, map tile sets or Compleat Encounters than any print or spoken advertising ever could. If you routinely deliver a solid podcast I, for one, wouldn't mind you dropping an ad into the feed from time to time.
Any chance on getting a page count on this? Sounds like a book I would enjoy but it is hard to cough up $15 for a digital copy without knowing how much meat it has to it.
Erik Mona wrote:
Yes, please. So I can place the preorder for my subscription...hay, wait a minute. Oh well preordered until the wallet vampire Rulebook Subscription is available.
I am in as long as a subscription includes the PDFs. I am not even sure why I get the print versions anymore, the other day I realized I had finished running the first 3 APs and none of their bindings were cracked. I run off a laptop and put all my visual aids on the titanic HDTV but for some reason I like to have the books on the shelf, each AP in its own magazine file. How are we expected to use these books, they look so good who would want to crack one? ;)
I use this one every once in a while, Dragondex.There is also Tholos.
I have to disagree. The Blade of Orien Prestige Class upgrades the Dimensional Leap to a Move action which makes the blade PC in my game a pain to control in battle. Every bad guy is outflanked and hit from all sides. She routinely jumps the high AC tank in the group behind the biggest threat and they cut them to ribbons. I have learned to plan this into encounters but it is a powerful ability that she didn't acquire until 9th level. Granting that power to a level one PC is perhaps a bit over the top.
As an aside, the description of the powers for the Blade of Orien indicate that one of the powers allows you to use your Dimensional Leap without provoking an AoO. This would presume that under other circumstances it does provoke an AoO which I would not think to be the case.
The nature of the game and the number of Marked Orien characters in play have made us rewrite the rules of Dimension Door, Dimensional Leap, Teleport, and all the other teleportation, gate & dimensional magics as well as detail how extra-dimensional spaces work just to figure out how all this stuff interacts. I think these effects need to be better explained in general in Pathfinder, it has generated 10 typed pages of rules in our house rules document under 3.5.
david ferris wrote:
Every group I have played with runs Fly as an advanced Levitate. I that sense it would seem hovering would be possible without penalty. But in 3e and PRPG fly is part of the Transmutation school. This implies some form of physical change and could be read to mean the spell grants a form of winged flight (material component is a wing feather after all) but still...
What really bugs me is the speed of flight. Fly grants a flight speed of about 7mph. The wind chart doesn't make much sense if you cannot fly faster. In anything less than a light breeze you can't make headway into the wind. Can flying creatures "run" or "sprint"? Overland Flight allows a hustle but Fly doesn't stipulate.
Once you get used to the combat mechanics, which could take as long as 15 minutes, True20 plays like any d20 game. If you can do it with d20 Modern/Past/Future, Spycraft, or d20 Star Wars, you can do it with True20. I have used it to run Space Opera, Modern, Victorian Horror and am preparing to run Stargate SG1 RPG ported over to True20. If you want more narrative and less crunch without resorting to Fate or one of the other "indy" games this is the system for you. It has become our go to system for any game not D&D. with a little practice any d20 supplement can be converted in your head on the fly if need be.
It feels like d20 without the weight of the mechanics getting in the way of your story. The magic system is very free form and a lot of fun to play and a breeze to GM. You just have to get used to winging it. There isn't a chart to refer to for every possible action. Set a difficulty and everything feels like a skill check. I have the Original edition and the companion but I still might pick up a copy of the revised just for the compactness of having my entire GM library reduced to one book and my laptop. Can't hurt to have an extra copy around for character gen anyway.
Jal Dorak wrote:
If I am reading you right, you are looking for a step by step First, then etc type of list for creation and another for leveling up. I concur. I would really like to see such a flowchart, especially if it also reminds players to recalculate their skills/combat modifiers/initiative for updated stats. I have seen dozens of PCs that have miscalculated combat abilities that have gotten them killed because they forgot to increase to hit and damage after adding STR or realizing 2 levels later that some combats may have gone another way if they had remembered their initiative bonus and updated their CRS.
On the flip side, every been in that argument with new players who recalculate all their hit points when their CON goes up and argue it doesn't SAY it ISN"T retroactive and you are stuck paging through your books trying to find the rule you know is there somewhere, if it even is. Grrrrrrr. There are a lot of places in the leveling rules that should be laid out more clearly for the less experienced players and GMs.
Let me think
James Jacobs wrote:
I like squirreling them away in a small part of the world, that way the GM who hates guns in his campaign can just comment that out and move on. What is there is more than enough to bring them into play and I doubt if you put in more it would make any but a small % of the audience happy anyway, if this thread is any indication.
Me, I refuse to acknowledge the take on elves in Races of the Wild. We still play with the fluff text from 2nd edition that basically says elves mature very slowly, not reaching adolescence until about age 70 or so. I don't know what the take on it is for Pathfinder, but I'm not likely to change that anytime soon in my games.
I am with you on this. We never acknowledged the third edition elven aging.
Good but I prefer the sovelior_sage SRD. Handy downloadable version available on the main page to keep on your laptop for games in places w/o wifi (!gasp!) :)
The damage for these is a bit on the light side, but not far off from what we used for our rules in our pirate campaign. But we added a few quirks...
If you roll a natural 1. Take a -4 to hit and roll again. This signifies a hang fire. If your second roll hits, you score a hit but your place in initiative order drops to the end for the rest of the encounter. If you miss the gun is fouled and must be unloaded (2 full round actions) and reloaded. If you roll a 1 on the second roll. Gun explodes. You take 2x damage dice of the weapon.
If you roll the highest damage possible on the die roll it again and add the results. Keep rolling until you don't get the highest value of the die. All dice rolled are doubled if you confirm a crit. Note: damage rerolls not used for scatterguns.
Guns are lethal.
A T wrote:
While I wouldn't mind seeing some of the craft skills combined these are too condensed to both in game balance and logically. Armor making and sword making are completely separate arts and should be, bowyer is a third that has almost nothing to do with either. The bowyer is a very specialized carpenter not a very specialized blacksmith. Covering all the things a PC wants to make with one skill is akin to a new skill make all the cool crap I want with no real way to balance that out.
Finery? One craft skill that covers every form of artistic expression conceived by man? Where was that class when I was in school?
And finally, Craft Arcana. Why not replace 8 feats with one skill? Are we talking about the same game?
I have listened to 50 minutes and aside from the occasional cell phone "durka durka noise" a couple times the audio is stellar.
A T wrote:
And yet your master sword maker has no basis by your own rule with which to estimate the value of a magic sword not being a spellcaster with craft magic weapon.
I have a friend who is a gunsmith. He is very skilled at his craft. If you hand him a 18th century flintlock pistol he might be able to tall you how good a gun it is but not that it is worth $50,000 in the collector's market because he doesn't deal antique guns, he modifies and repairs them.
Thousand year old magic swords are not commodities. They are singular items that have value not just based on craftsmanship but also their magical properties and history. There should never be a standard valuation on singular items. The cost of a unique item is "what the market will bear." Appraise is the skill of estimating that value.
After August's shipments I can understand people having less money to throw around. Ouch. With both APs and the Campaign Setting HC, if my subs weren't a yearly birthday gift it would have been my entire gaming budget for 3 months. As it stands, I have been picking up extra shifts just to afford the stuff I buy myself on the side. ;)
A T wrote:
I think there is a point here that needs to be restated.
PRPG Beta wrote:
With this skill, you can evaluate the value of any object, picking out priceless treasures from worthless junk. If you are trained in this skill, you can use it in conjunction with detect magic to ascertain the properties of a magic item.
While I think that your rank in craft (if you have one) for the object in question should modify this roll, the point should be made this skill determines the VALUE not the quality. Remember some people paid ridiculous coin for Beanie Babies at one point. This skill also includes knowing the market and estimating what the sale value is. Not every sword maker can tell what the thousand year old magic elven blade is worth in the current market. He usually has enough trouble pricing his own goods. Just sayin ;)