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Recent posts by
mindgamez:
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Asgetrion wrote:
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.
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James Jacobs wrote:
WARNING: I'm an editor, not a math mastermind, and so it's possible some of the following numbers are off...
Michael F wrote:
I don't think that printed 1" scale maps of every battle site in an adventure path is even remotely economically feasible. That would literally be several square yards of color printing.
Correct; I mentioned on one of the many battlemat threads that are currently going that the maps in, for example, Pathfinder #11 were each of a huge castle, and done at a 1" square = 5 feet ratio, would result in a total of nearly 300 square feet of map. A single 8x11 inch sheet of paper is about 0.6 square feet, so that'd still be 180 PAGES of maps for a single volume of Pathfinder.
For a print product that size, we'd probably have to charge more than $30. For a print product that's actual maps of that size the cost would, I suspect, skyrocket.
We could do a PDF version, but that only puts the horror of printing out 180 pages of maps onto the customer.
And if you just want to project those files onto a table, or use them on a virtual table top... you'd best have a really fast connection to the internet to download them and a LOT of hard-drive space to store those files.
All that for one-sixth of the entire adventure path.
All that said... there's obviously a demand for something like this. While a full-resolution set of maps seems unfeasible... we haven't explored all those options yet. But it's not as simple as blowing up the file sizes and putting them on the internet, that's for sure.
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. :)
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Fletch wrote:
This may just come down to play style, but does anybody else have any thoughts on what appear to be filler encounters in published adventures? These are the encounters that just seem to be to kill time and give PCs more opportunities for experience points. Often times, these encounters have nothing to do with the setting or plot.
For example, Room D7 in Burnt Offering's Thistletop or B15 in Hook Mountain's Ft. Rannick. At best I would allow that they offer some encounter variety from whatever monster type otherwise fills the encounter area. Just as often, though, these encounters require a bit of backstory to even explain why they're there and the PCs may never know why there's a harpy living with the ettercaps (or whatever).
Again, this likely comes down to play style, but I've taken to cutting 30-50% of the encounters in the average pre-published adventure for my group.
Any other thoughts?
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.
1. Replace the filler with an encounter that makes more sense to you and your PCs. These are great places to throw encounters at PCs based on obscure character background information. If a PC has a phobia of spiders you can bet my first opportunity I will sub in a spider encounter for something that doesn't mesh well for me. :)
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.
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Mistwalker wrote:
I would say that you arrive at your destination with no speed and oriented in the most conveninent manner for you. If you think about it, the speed in which the ground is moving is much faster at the equator than it is at, say New York City. If the spell can adjust for that, then it should have no problem having you arrive safely.
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.
Mistwalker wrote:
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.
Mistwalker wrote:
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.
Mistwalker wrote:
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.
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Jake_Raven wrote:
First off, weapons and armor are made of steel, not iron. Iron is brittle and heavy and is not a good material for making these things. Take 10 or 20 all you want: It's still going to to be made of a sub-standard materials and not a good substitute for the real thing.
Secondly, making dozens of suits of "iron full plate" will still take a very long time. Each piece of the armor still has to to be fitted to it's intended user. This means measuring, shaping and fitting all the pieces together using rivits and pins, forming that flat, iron wall into rings and plates not to mention cutting it into the propper shapes to begin with.
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.
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Vic Wertz wrote:
Gray Eminence wrote:
I was wondering if You folks at Paizo plan to start such a thing? I must admit that I do not know how much technology, time and effort it is needed to make one, but I thought it would be an interesting thing to have, where we could hear you talk about Pathfinder, Golarion, or PRG on general (or on things you think would be important to discuss), where you could answer questions, etc. To hear you is certainly not the same as to read your comments on the Messageboards (which I also find quite great). So, what do you think?
We've talked about it, and even figured out what we would want to do with it and how we'd want to do it... but I'm not sure when we might have time to actually do it.
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.
Just my $.02.
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TrickyOwlbear wrote:
The 5-star reviews have been rolling in since the July release of Tricky Owlbear Publishing's Behind the Spells: Compendium. Do you have your copy yet of one one of the last must-have books of the 3e era?
Learn why critics call the Compendium "one of my favorites" and how "it's well worth having" in your gaming library. Another reviewer praises, "This is one of the most creative series I have ever read" while another calls the Compendium "a joy to read."
Now is the perfect time to join narrator Maxolt Alberiim as he traces the histories of the best-known spells of the world's most famous fantasy roleplaying game! Whether you want new/variant rules or just a good fiction read, Behind the Spells: Compendium is the right book for you.
The Compendium is available in PRINT at Lulu.com or in PDF format from right here at Paizo!
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.
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Erik Mona wrote:
Right now, no.
Of course, the Pathfinder Advantage will apply to this item.
Truth be told, we will probably set up a NEW subscription for rulebooks in the Pathfinder RPG line, but that's a bit off in the distance.
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? ;)
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James Jacobs wrote:
Krome wrote:
Saurstalk wrote:
IIRC, Paizo had stated that it would have information for exotic weapons, i.e., oriental adventures, and futuristic weapons, i.e., firearms inside the PFRPG. I, too, noticed this missing.
I was under the impression this was to be in the Pathfinder RPG, not the Beta. Could be wrong though.
There probably won't be anything about firearms at all in the Pathfinder RPG, actually. The few pages in the hardcover Campaign Setting is probably going to be it for some time to come.
Thanks James,
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.
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Timespike wrote:
Yasha0006 wrote:
Memorax, may I also suggest this!
3.5 SRD
All the Open content Monster Manual Monster are there as well as Open content variant rules from the Unearthed Arcana and Epic Level Rules.
Bookmark it and its a great resource.
If you're using Firefox, be sure to grab the little search extension, too. That's always handy at games.
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!) :)
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A T wrote:
Ok, let me back up and re-explain the points and where this came about. Then we can have a full interpretation on what is being attempted to be done with the skill condensation.
Here are a list of the skills. They take the places of appraise, craft (weapons), craft (armor), craft (bowyer fletcher), craft (alchemy), craft (poisonmaking), craft (traps), craft (x - all other mundane crafts), forgery, and I will throw in Arcana too because I think that one is important.
Alchemy (same + poisonmaking)
Arms and Armor (armorer, weaponsmith, and bowyer)
Building (building structures, siege engines etc.)
Devices (traps, locks, clockworks etc.)
Finery (art, art objects, gems, wands, forgery, and other forms of finery)
Arcana (magic items)
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?
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Cpt_kirstov wrote:
mindgamez wrote:
Jodah wrote:
It cuts off at 4 minutes.
My audio cut out for the first few minutes then it seems OK. I am only 7:15 in but it is good. The audio quality is very good for a seminar. Good work graywulfe!
same here, went about 4 minutes, had a weird noise, and went out for 20 seconds or so, then went back on - all in all great and very informative... my hate for drow looks like it will be offset by
** spoiler omitted **
Seconded.
I have listened to 50 minutes and aside from the occasional cell phone "durka durka noise" a couple times the audio is stellar.
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A T wrote:
mindgamez wrote:
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 ;)
Then he is not a very good sword maker. A true master would know what the quality craftsmanship is.
In game play, identifying and appraising items is a very important aspect to playing D&D. Mechanically, you want exactly what? Only an elven wizard can identify a thousand year old magic elven blade's "current market value"? First of all D&D does not use a "current market value" system, it has a static value system. I am very happy with getting rid of appraise and passing it on to the 5 proposed item/craft skills (finery, arms and armor, building, devices, alchemy).
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.
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A T wrote:
Brian Taylor wrote:
Yes, but the task at hand is CRAFT (whatever). However, I do agree that appraise (everything) is unrealistic. The jeweler for instance, specializes in identifying jewelery. It makes sense for craft to be more specialized, but appraise more general (but still broken down into reasonable catergories).
I see what you mean. Possibly since the skills are being broken down to a finite 5 skills, it might simply make sense to just cut the "craft" word off of the front so that it will make more sense. Possibly simply reserving that word for the "craft" feats.
For instance, people who know a bit about armor and weapons and how to appraise them and possibly make low end simple weapons if they tried would have a relatively low skill rank in Arms and Armor and those who knew how to craft uncommon, rare and exotic arms and armor would would have a high rank in the skill.
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 ;)
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Mike McArtor wrote:
mindgamez wrote:
Looking at the information in the Campaign Setting I do have a couple of questions.
And for just that reason I have a copy of the PDF on my work computer. Shhh... don't tell my boss! ;)
mindgamez wrote:
1) Do the Rifle, Pistol and Scattergun use a different form of ignition than the rest of the weapons? Why do these not suffer the same misfire chance?
The pistol, revolver, rifle, and scattergun all use a better ignition system than the blunderbuss and musket. The revolver has a higher chance of malfunction because it is the most advanced and intricate (i.e., prone to failure) of the better weapons.
mindgamez wrote:
2) Assuming I am reading the footnote correctly, the effective range of a Blunderbuss is 40'. 2d6 damage from 0-20', 1d6 for 21-40' and after that there aren't any damage dice left. Same goes for Scattergun. Effective out to 90'?
Yes, that's right. Beyond that distance they just loose their oomph. Exactingly realistic? Not really. Fun mechanic? Yes. :)
I was actually worried the RI were too high.
Still think the pistol may be.
Lets see 47g=.489cal, effective out to 200yards, and yet...The PCG wrote:
Pistol: The single-shot, rifled-bore pistol is relatively easy
to conceal. You gain a +2 bonus on Sleight of Hand checks
made to conceal a pistol.
Really? To reach out 200 yards with a large bore pistol like that you need a big gun like this. Seriously where is Merisiel going to hide that?
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