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nosig's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 8,694 posts (10,008 including aliases). No reviews. 1 list. No wishlists. 33 Pathfinder Society characters. 1 alias.


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The Exchange ****

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Simon Kort wrote:

I have heard that one before aye. The idea would be rather simple.

"Add a option that shows played info, but does not filter out scenarios" it could be a toggle.

Unfortunately I am extremely busy at work and organising a convention here in the Netherlands at the moment. There is also a known bug with editing characters at the moment.

I promise I will try to get into this one soon, cause it should be not-that-much-work for a lot of gain.

Thank you for all your hard work.

The Exchange ****

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Azten wrote:
SmiloDan wrote:
You're running a rebel insurgency campaign, and every player approaches you outside of the game and tells you they want to secretly play a double agent working for the big evil empire.
I'd love to watch this blow up in their faces as, since they do not know the others work for the same empire they do, they sabatoge all the plans to backstab and inadvertently win the war for the rebellion!

"...have we drifted into a Paranoia game?"

The Exchange ****

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ok, a suggestion on "Inter-Table Interaction" (a term I think I just coined).

How about a "puzzle" challenge that you only get 3 of the required 4 parts for, and you get "an extra piece" that actually belongs to the table beside you. Now you arrange the 3 parts to your "mcguffen" and find you are a piece short - and you have a extra bit... how long does it take you to figure out that someone else has your missing piece? How much longer does it take for you to figure you have someone else's? (and here's the kicker) How long does it take you to realize that you need to take your extra piece to another table. NOT just get your "mcguffen" put together, but "Cooperate".

Explore! - Find your cache of broken mcguffen pieces.

Report! - "Hay, we found most of a Blue McGuffen! and this extra Red piece "

Cooperate! - "Hay, who needs a Red McGuffen piece?"

The Exchange ****

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Some time ago, I was running the low tier table at a multi-table special(APL 1-2), when the adventure got to the major Challenge (Required a Disable Device DC60?!!! - everyone was supposed to find a way around this - flight or climbing or something) and the "big guy" at my table (a 3rd level Dwarven druid that got dropped in to fill the table up to 4 PCs) announces he's going up and using a Boon that he has just gotten. It allows his PC to succeed at "any one skill check the PC is untrained in" .... and he says he's going to open the gate.

I read the Boon. I called the head judge. Who looked it over and went to tell the high level table that they saw a Dwarven druid walk up and push the gate open. From the Tier 1-2 table. It was one of the high lights of the night for my table. And we still tell that story...

The Exchange ****

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I just ran a 3-4 table of Cosmic Captive, and at one point the PCs are being attacked by XXXX. As the blurb ends I set up maybe 8 or 9 pawns and the Mook in the front yells "Follow me!" and charges into combat, being followed by a mass of enemies - and I say - "and a stray fireball from the that table" pointing at what everyone knows is the 10-11 table beside us "erupts at the edge of your battle, incinerating" drag most of the pawns off the map "a bunch of the enemy!". Heck, for a 10 second toss into the game - it added a "feel" of being part of a larger event.

(another point)
At several Multi-table events I've run Buffing PCs and always felt kind of short changed when I couldn't turn to the table beside us and "toss them a bone". Say I'm running a Cleric and I cast hero's feast, that would effect 1 target per level, and I only half use it. I'd love to pass the extra to a different table. Or as we are "gearing up" at the start of the event, have my Bard use "Triple Time" (again 1 target per level) to add an hour of +10 ft. movement to several PCs NOT on my table. Or a Witch with healing hex... just wander over to another table and say "anyone need any healing?". This would be cool.

The Exchange

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I want to thank everyone in this thread. I recently ruled this wrong in a PFS game I was judging at CogCon (not giving an animal companion the Inspire bonus) when I should have allowed it.

Now I need to see if I can track down at least SOME of the players that were at that table and tell them the correct way to do it.

The Exchange ****

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Casting my vote to start with First Steps 1.

First Steps 1, then Wounded Wisp, then Confirmation.

And I really hate to agree with BNW... even when I think he's right. Gah! now I have to go take a shower again...

The Exchange

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I can still remember my sisters first character. She was the very strong not so bright 1/2 orc and after her a couple games had saved enough money to by a Comp. Long Bow, for her high strength. We told her how to cost in Master Work, etc. ...

SO, in the middle of her first game after buying her new bow, combat starts at range and she's ready! She whips out her bow, and waits her turn.... It looks like it's going to be a long shooting match and someone asks if she has 2 quivers of arrows. Her expression was priceless..."you have to buy arrows too?!"

The funniest part was that she, herself, had actually shot competitively in Archery Competitions.

Scarab Sages ****

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sigh... ok, let's take a look at these.

0-14 The Many Fortunes of Grandmaster Torch:

- At this time Torch doesn't work for or with the Pathfinder Society. In fact, most of his experience with them has been when PCs show up at his home (while he is "in a bath") and demand he provide them with information (what he sells to make a living) for free. You know, "Cause we're Pathfinders!" (0-01 Silent Tide.) Behind the scenes Torch is using the PFS, as he would anyone who comes along. Much like the PFS agents do. Really burns when someone uses our own tactics on us.

1-45 Delirium's Tangle:

Again - At this time Torch doesn't work for or with the Pathfinder Society. Well, except for that "Hay, you need to give us this for FREE 'cause we're PATHFINDERS!" bit we keep pulling on him. Yeah, another chance for the "little guy" to screw the big company. GM Torch - Independent Information Broker. PFS - "Information? Hay - it's our's."

4-23 Rivalry's End:

SO - "know you can't just walk away from the Organization - it's not like you can just retire...". How the heck did the 10 get him to work for them anyway? I figure he was being blackmailed in some way, and once he got enough on the 10 to quit he did. And what's the last thing he says to the Agents?

"Thanks."

and the Shadow Lodge

"And especially to you, who enabled me to get away from the 10."

and he disappears (while many PCs try to kill him, 'cause, you know, "this isn't an organization you can just quit. We're not going to let you just walk away."

What other Faction lead has actually said "Thanks"?

Destiny of the Sands I and III:

After leaving the PFS, and running away to the edge of the world (well, really far from the "City at the Center of the World" anyway), while trying to put his business back together - who shows up? You guessed it. PFS agents. And what do they want? Why, free information again. Yeah, like that's going to happen. "Wait, if he wont give it to you free, remind him of XXX. He'll cough it up then." Yeah - blackmail him again...Seemed to work, sort of. Great organization we work for right?

I do notice there is no scenarios mentioned between years 1 and end of year 4 - during the time GM Torch actually worked as part of the PFS and you know, appeared in every scenario on the Faction Mission sheets if not in the scenario. You know, the Faction Missions that said things like "Be careful, this is dangerous".

The Exchange ****

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Tony Lindman wrote:

One of my seekers had to actively avoid any scenarios that included contact with him for his last 4-5 levels, after an incident that made him vow Torch would die if he ever showed his face again. I really didn't want to have to report that character as dead, but couldn't come up with any way he would ever see Torch and not attack on sight.

Out of game, I personally despise the character. I will be happy never to encounter him again.

And I (both in character and OOC) have a hard time understanding this. Clearly we have not encountered the same NPC.

The Exchange ****

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Hilary Moon Murphy wrote:

Just keep egging me on, Nosig... See where that gets you!

Hmm

Ok, I'm not going to duck responsibility for this. And I'm not just parroting other peoples words here, they are all myna. No way am I going to chicken out of this challenge, no matter how fowl this discussion gets...

;-)

The Exchange ****

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you help organize a game so that your Alchemist/Wizard can swap spells with another players Wizard. As the rest of the PCs trickle in this seems to set the theme for the night.

Arcanist

Sorcerer

and

Sorcerer.

Yeah - your Alchemist (mind chemist) is the front liner, and the Healer... and the trapsmith... But heck, we've got arcane caster covered! Good thing we didn't face Golems!

The Exchange ****

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Hilary Moon Murphy wrote:

If you'd like another report, I can do that, Tony.

And yes... I love my bird puns. They give us all something to crow about.

Hmm

Well, we wouldn't want to be robin you of your bird puns.... It might be more than we could swallow.

;-)

The Exchange ****

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a minute or two with a prestidigitation will clean up most issues with dirt/bloodstains/horsesweat - and then combined with Masterwork armor/items of clothing (all Magic items are masterwork) should give someone a step in the right direction.

Then again, I actually met Sam Walton many years ago. He looked like a well dressed farmer... and drove an older pickup truck.

The Exchange ****

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nosig wrote:

and because the judge is in "control" of circumstance bonuses, because he is the only one to know ALL the information (we hope!), he needs to have all the information available to him... and how is the best way we give that to him? After all - he might know that you get an EXTRA bonus in these circumstances!

Judge "skill check?"
Player "13, 15 with a tool"

that works for me - how about you?

floating this old comment of mine to the top of the discussion.

"the judge is in 'control' of circumstance bonuses" - and only they can allow them added in or not - depending on circumstances. So, really, when the judge asks for what the PC got on a skill check, we should be telling him the result without the bonus for masterword tools added in. And then add that we have a tool that gives a +2 Circumstance bonus.

Judge "Knowledge (Rules)?"
Player "13, 15 with a tablet"

The Exchange ****

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Murdock Mudeater wrote:

I'm tempted to do a full plate+tower shield Undine, just so I can have a hight AC character character that isn't afraid of water...Especially if I take that Amphibous racial trait or feat option.

Kinda lackluster, I know, but there is an appeal here.

This... Has my interest. I may just steal this idea if you don't mind. I may combine it with other things.

The Exchange

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Bandw2 wrote:
nosig wrote:

I had a group of PCs tangle with Werewolves and we did the "extreme worry" bit while the PCs burned a bunch of resources and jumped thru hoops to be sure not to contract Lycanthropy ... then in the next meeting they encountered someone who said "Well, I don't need to worry about you lot being Werewolves" (they were in an area known to be infested). They responded puzzled. "Well - only humanoids can catch it, and you lot are 2 Aasimar, 2 Tieflings and a Sylph. Yep, nice to see an entire group who are immune to this scourge." Yeah, later that NPC led them into a trap - the NPC was human, and infected. ;-)

bahahaha, he should have kept quiet and kept selling them "wolf'sbane" and "silver laced" "medicinals".

The funniest part was that I hadn't picked up on the fact that they were all immune until after we had played several games where some of them were bitten. And we were tracking who had been bitten, and when. Then we resolved all the "possible infections" - rushing to get everyone "cured" before the next full moon... and the day after that I remembered everyones race. So next game I had the "wolf hunter" encounter, and dropped the "you lot are immune" note - whereupon several of the players realized it to. I could see that "light bulb of realization" flash above each of their heads. It was glorious!

Sovereign Court

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If you guys start going on about coconuts and swallows ... this thread will get even funnier.

The Exchange

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I had a group of PCs tangle with Werewolves and we did the "extreme worry" bit while the PCs burned a bunch of resources and jumped thru hoops to be sure not to contract Lycanthropy ... then in the next meeting they encountered someone who said "Well, I don't need to worry about you lot being Werewolves" (they were in an area known to be infested). They responded puzzled. "Well - only humanoids can catch it, and you lot are 2 Aasimar, 2 Tieflings and a Sylph. Yep, nice to see an entire group who are immune to this scourge." Yeah, later that NPC led them into a trap - the NPC was human, and infected. ;-)

The Exchange

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I've really tried to stay away from this thread... but sometimes we miss our will saves (likely because we can't Take 10 on Saving throws)

Repeating an old post of mine...

"I am very much in the Take 10 camp. I even "have the T-Shirt".

And I try real hard not to tell other people how to play this game of ours. When I am the judge at a table and it comes to a skill check that the players need to make - I might even say "give me a XXX check - roll or take ten, what do you get?" This is the closest I come just assuming that the PCs take 10 and narrating/telling the players the result. Even when I know that the DC is such that the PC can make it on a roll of 2 ... even when I realize that it is going to slow the game down, make it harder for the PCs, even when I KNOW it will be less fun... I let the players chose. Why do I do this? Because, you know, I'm not the player. If they want to roll the dice that's fine - perhaps they find it more fun that way.

I don't. But then, I did say "when I am the judge at a table..."

When I'm the player - and it's my choice - please don't take that away from me because you think it will be more fun. Let me play my character... the way I have fun with it.

I could try to explain why I find rolling the dice cheapens the "fun", reducing a game of imagination and skill to one of randomness and chance. But you know, if you don't see it, I don't want to force you to play it my way....

Why do people insist that I can't be having fun - when they see me doing it over and over again? Why do they insist that I "do it right - the fun way"?

sorry - this is a hot button for me, and sometimes I get carried away. I'll try to go back to lurking again..."

sarcasm alert!
But with the Non-FAQ post, it looks like that doesn't apply any more....

As the DM, now I can just require the players to take 10 when I "want to control the pacing and tension" of the game. Outside of combat, when the PCs aren't threatened by anything I personally would consider dangerous...I really CAN force people to play it my way... Knowledge skill check? Just ask them what their bonus is and add 10 - that's what they know. No need to have everyone roll dice and wait while they all shout different numbers at me, only to have the guy who always rolls 17+ on his "special" dice no one else can read get the high roll again. "Which of you has the best Knowledge Nobility? And what's the bonus? +4? To bad, a 15 would have gotten you more info..." yeah, I can feel the drama now, can't you?
sarcasm off

Sorry, I'm not sure if I'm up to doing that though... I hate telling someone else how to play the game "right"...

Sovereign Court ****

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Disk Elemental wrote:
DM Beckett wrote:

I can't think of any occasions where Charm Person is used against the characters, and only a small handful of occasions that either Hold Person or Dominate Person might potentially be.

Enlarge (or now with some Dex to Damage options Reduce Person) however, is a very common buff to utilize, from level 1 onwards, which is why I mentioned it.

Well, since we've devolved into spouting anecdotal evidence, I've been hit with Hold/Dominate/Charm effects many, many times, but have never been enlarged or reduced. Therefore, the Outsider subtype has no practical downsides.

It also makes my hideous laughter spells... both more and less effective. Most normal targets (humanoids) get a +4 on the save. But I guess it is more effective when I use it on Elementals or Demons....

The Exchange ****

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Disk Elemental wrote:
DM Beckett wrote:

I can't think of any occasions where Charm Person is used against the characters, and only a small handful of occasions that either Hold Person or Dominate Person might potentially be.

Enlarge (or now with some Dex to Damage options Reduce Person) however, is a very common buff to utilize, from level 1 onwards, which is why I mentioned it.

Well, since we've devolved into spouting anecdotal evidence, I've been hit with Hold/Dominate/Charm effects many, many times, but have never been enlarged or reduced. Therefore, the Outsider subtype has no practical downsides.

a minor difference...

the spell Unholy Blight (and similar ones for Law/Chaos/Evil) actually does more damage to Aasimar/Tieflings....

"The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. "

having sucked up one of these when my fellow party members got 4d8 - (average 18HP) and I absorbed 9d6 (31.5HP)... being a Good Tiefling can have it's down sides. ;-)

The Exchange

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BigNorseWolf wrote:
Kahel Stormbender wrote:
And again, removing the special characters changes how the word is enunciated. And thus it's not the same term. But that's neither here nor there.

Its not like English has consistent correlation between letters to the sound they make. Thats why you can spell fish Ghoti

and my dog named "Phydeaux"...

Scarab Sages

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nosig wrote:
Kahel Stormbender wrote:

Minor quibble... but it's Coup de Gras, not Coup de Grace.

Also, how many lodges carry around rope mainly because they take prisoners so regularly? Or have a monk who uses non-lethal strikes by preference unless facing undead, clear monsters, or proven unredeemable foes?

Quite a number of my PCs carry (more than one) set of manacles- often both Large and Small, as well as Medium.

One of my masterwork sets are fur lined and very stylish. Though I usually refer to them as "Fuzzy Love Cuffs"

;)

The Exchange ****

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Majuba wrote:

Glad you brought this up - on the pregen side it was one of the problems that was solved when "you can assign it to a new character #" was originally allowed. Hadn't thought of this consequence with playing the actual PC. I guess since you have your group doing this, they'll just have to share resources for a raise.

Regardless, it's unlikely enough to happen that you need to plan/worry about it.

four players of 2nd level PCs look down at 4 dead PCs...

Player A: "Well - if we all chip in, maybe we can bring Jo back - she had a couple 7th level CRs on her Barbarian."
Player B:"Heck, the gold for this one is only a fraction over 400 - so even if she sells all our stuff she's not going to have enough for a Raise Dead, let alone the Restorations..."
Player C: "Who was it suggested we play this Evergreen anyway?
Player D: "On the bright note - you can only play this with a 2nd level PC once. So this will never happen to us again."

Scarab Sages

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Nefreet wrote:

Wait, are people seriously claiming that a –1 Diplomacy PC can't Aid when the DC is 20?

That is not what that passage means.

Player: "I'd like to Aid, GM?"
GM: "I'm sorry, you're too ugly to even attempt it."

No. It means that if you couldn't attempt the roll to begin with, then you can't Aid.

It does not mean that if you couldn't make the DC, you can't Aid.

Those are two entirely different circumstances.

Clearly all the people in the Operating Room clustered around the Brain Surgeon can do that operation - otherwise they couldn't help right?

;)

I think Surgical Assistants are very underpaid.

The Exchange ****

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Jeff Hazuka wrote:

I always assumed "Slot Zero" referred to the time we scheduled them- -Midnight, or Zero o'Clock. Didn't know there was a bit of "old-people legacy" to the term.

yeah, it's an old guy term. Left over from "Before Season Zero"... lol!

Back from the days when the scenario was called a Mod, and the Chronicle was a Cert.

The Exchange ****

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We should always try to have the option to have an INTRO level game available. Nothing worse than to see all the games offered are Tier 5+... I've even heard the advice given once to "Come in next Saturday - we do our Intro games on the weekend." I pulled out my Evergreen folder and ran First Steps for 3 beginners and a defector from the 5-9 table that day. And submitted the paperwork with my Event number rather than the Shops...

Maybe we should offer some type of reward to a player who "brings a new gamer" with them - say a companion Boon to the First Time player boon... a "Reward" for a recruiter who get's someone to start a XXX-1 PC.

The Exchange

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you guys still at it? I've given up on this long ago. I don't think you are likely to convense each other of anything...so at this point you are just wasting time. My advice would be to take a deep breath, and maybe go play some games...move on. You'll be happier. Unless you really get enjoyment out of on-line arguments?

The Exchange

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I have worked long and hard to get some players out of their phones and to at least pay attention to the game during the "talky parts" - part of the way I do this is to let them maybe influence the out-come by rolling an "aid another" (or at least to let them think they made the difference), During a "Gather Information" check - "You Aided? Hay Diplomancer, the Barbarian asked if you checked with the Bar-tender of the dockside bar... And when you checked there he told you..." -

Now I get to try to convince the next batch of players that I'm not going to impose a penility to their results - just because they were trying to play the game too. After all, "that's what the last judge did".

After all - "I'm only here for the fights" is a common enough attitude even when I'm granting a measly +2 bonus on a skill check that the Diplomancer often beats by 10 or 12 anyway... And it's totally worth it when the 12 year old running a barbarian get's to brag to her big brother that he "couldn't have done it without my telling you to check with the Bartender!"

Hay, as long as we are penalizing Diplomacy for failed "aid another" checks - how about penalizing Combat rolls too? When the Diplomancer fails to boost the Attack roll with an "aid another" check in combat, shouldn't he give his ally a "-1" to hit or something?

The Exchange

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looks in... nope, not even going to stick my nose in there. Been burned to many times... Totally not worth it.

Sovereign Court ****

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Nefreet wrote:

Indeed.

A general rule of "Go by the Tier on the Chronicle" would be the easiest, universal, and most sensible solution.

"...the easiest, universal, and most sensible solution.", so clearly this is not the one we'll be going with.

;)

The Exchange

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spell Full Pouch:

School: transmutation
Level: alchemist 2, bard 2, druid 2, inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 2
Casting Time: 1 swift action
Components: V, S, M (alchemical reagents or herbs worth 1 gp)
Range: touch
Targets: 1 object touched
Duration: instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: no
You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of disease, a poison, a magic potion, or another type of consumable item. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. Saves against the new alchemical item's affects use the original item's save DC or the save DC of this spell, whichever is higher.

Ok,... How does this spell work? Am I missing something here? Duration is instantaneous, so it creates a duplicate of an Alchemical item. Often with a better save.

So... Say Al the Alchemist wants to use a 2nd level extract of full pouch to create an extra tanglefoot bag. He reaching for his existing 'bag and ... Casts this extract? Creating a copy which he then puts on the table in front of him. Does he have two tanglefoot bags? One with a different DC?

Can he do this again? And again (if he has the 2nd level extracts to do this)? Until he has a dozen tanglefoot bags on the table?

The Exchange ****

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claudekennilol wrote:
BigNorseWolf wrote:
Tim Statler wrote:
To minimize Geek Sodoku, we post each month's offering ahead of time on Warhorn.net. That way everyone knows what is offered and when.
Which results in people not showing up, which is a HUGE problem when you have a small group.
I'm confused, how does having people sign up and commit in advance result with people not showing up?

I look and see that there are two things offered that I have played. So I don't bother to show up.

as a result, the 4 "walk-ins" that would have loved to play an evergreen, that I could run in my sleep, don't form a table and maybe don't get seated.

Scarab Sages ****

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Rei wrote:
TOZ wrote:
MisterSlanky wrote:
BigNorseWolf wrote:
Welcome to the institution.
In need of institutionalization is the way most of us could be described. Yes.
I'm not locked in here. I can leave any time I want!

"Relax" said the Dreng man,

"We are programmed to receive
You can check out any time you like
But you can never leave"

there are whispers from the shadows of one man who got out. He was a Grand Master...

The Exchange ****

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pH unbalanced wrote:
Nefreet wrote:
Jeff Hazuka wrote:
Isn't this just going to lead into a "properly filled out chronicles" debate?
My wager is on alignment.

So you believe that any character whose paperwork is clear enough to allow them to replay a 4+ year-ago scenario should be forced into a Lawful alignment?

Got it. I agree.

nah, the PLAYER is lawful, the character... might not even be literate.

The Exchange ****

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Nohwear wrote:
Let's look at this another way, would you be if someone sat down at the table then pulled out a book explaining that since their character is not very effective they are just going to catch up on some reading?

about the same as when the player is in a cell phone and is only "in game" to roll a couple dice and shout numbers at the judge...

The Exchange ****

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oh, I don't know. To make any progress with this "issue", I think first we need to define what "excessive builds" are. And in what instance they are "excessive". And decide if they are really a problem - realizing what is excessive in one situation is kind of useless in another.

I played a game last night at Tier 1-2. We had 5 players.
A 1, three 2's and a level 4 (later "discovered" as level 5).

The 4/5 PC... very much needs to be audited. (The judge talked to the VC after the game - so hopefully the "problem child" will be addressed privately, before he walk into another game, in a less confrontational setting, and get some helpful direction about playing by the rules). This guy stated that he had two +2 equivalent magic weapons, as well as other equipment ("I saved my loot to be able to afford them), and relied on Potion of CLW for healing (that he just never seemed to track during the game) and... goodness, to many issues to go over here. But clearly "excessive"

But you know what? The level 4/5 was pretty close to being useless the entire scenario. And worse yet, seemed to detract from the fun of the game - by being useless. The guy was designed to do one thing - melee combat. And the scenario was for the most part RP. And the player had no idea of how to, and appeared to have no desire to, role play. He wanted to discuss how to write a scenario, and ideas for his home game, and ... so many other things that did not relate to the current adventure or even PFS... He was even kind of "extra" in the final fight. It took place in a "restricted movement" area where the lower level PCs carried the fighting to the BBE, (the "Combat Machine" did get the last attack on the BBE... but the 1st level PC actually delayed his attack that likely would have dropped the BBE so that the 5th level would get to take one attack in the combat. Yeah, the 1st level was modifying his play to include the "excessive build" guy - you know, to include him in the game. Even then the judge had to stop play to figure out how the E.B. guy was +12 on his attacks (two weapon fighting, but with his roll he needed a +12 to get that hit)... Yeah, it was during this melee round (the last as the game was ending) that he announced he was actually 5th level (he needed a BAB of +5 to get his numbers to come out close....). (I didn't get the particulars on the attacks - by this time I was trying to ignore the guy as much as possible.)

So... which of the PCs were "Excessive"?
The 1st level Occultist who was able to get into combat? And had most of the Knowledge skills we needed?
The 2nd level Bolt Ace who was able to shot the BBE and the other monster encountered in the game?
The 2nd level Kineticist who was able to shot the BBE (and added to the RP with "cute PC traits")?
the 2nd level Bard, who talked us thru at least one combat encounter?

Or the 4/5th level guy with way more gear than he could afford?

The Exchange ****

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Nefreet wrote:

No.

It was a prod to take your rules-based discussion out of a humorous thread and move it to a more appropriate forum.

Sorry.

Gone now.

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Jason Wu wrote:

What is being described is a player problem.

Not a character problem.

Period.

Players who don't hold back even if it is detrimental to the fun of the rest of the table will continue to be a problem even if such caps are put into place. They'll just find different ways to optimize.

In all cases the solution is NOT more character rules.

The solution is to TALK to the players in question.

Let them know what they are doing is affecting the others. If they still then continue to run roughshod, perhaps they should seek out a different play venue besides PFS.
-j

I think you pegged it.

This is a player problem that the OP is suggesting a rule fix for. It would not have the results he intends...

IMHO (the following is just my OPINION - feel free to skip it) we CAN'T fix this with game rules. Not effectively. We can't as game designers or organizers or even as judges at the table "fix" the way people act.

But you know what? We as players can, and in fact always have. If a player is a real pain to play with - we don't play with him. It's the old "Playground rules." In time he fixes his problem (whatever it is), or he goes and plays Pokémon-Go or something (not meaning to imply Pokémon-Go players are less that fine people - just picking a random other part of the hobby).

It's maybe not real nice when it happens, it might not be pretty, ... and when I encounter it I may out of the kindness of my heart try to "fix the problem" (you know, TALK to the problem - "hey guy, don't cheat on dice rolls - yeah, we can all tell..." or "hey lady, how about toning it down a little and letting the Barbarian get in a couple swings too".). But I don't have to fix it. And I don't expect that something/someone else, some rule/"authority figure" will fix it, or even "control it".

People will be people. In the end, life is to short for bad games. Play with friends. Talk to people. And if you want to pull some great gimmick (like doing 150HP damage in a round), don't keep it a secret, share it with your "friends" at the table. Enjoy. Better yet, enjoy it with them. PLAY!

"If it's not fun, don't do it."

sheesh, now I need to go wash my face... sorry about that

Scarab Sages ****

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"A proposal for limiting excessive builds. "

wait... don't we have this already?

It's call the Core Campaign

The Exchange ****

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I vote no. Please.

So many problems with this...

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Ferious Thune wrote:

I have no comment on whether or not it's an appropriate spell for the campaign. I just want to know if I need to stop using it and whether or not I can sell back a wand of it.

I think the PFS FAQ still overrides other rules about using evil spells, but this is something that should definitely be considered for clarification, as I'm sure it will become a major source of table variation until there's some official word from the campaign.

I'm not going to be comfortable telling a player the item they've been using for years will suddenly turn them evil based solely on a sidebar in a book I don't own while there is an FAQ from the campaign stating otherwise.

+1

I like this post... in case you didn't notice.

:)

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Nefreet wrote:

Ok.

What do you propose?

don't change anything. proceed as we have the last 3-5 years.

;-)

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Hillis Mallory III wrote:
andreww wrote:
nosig wrote:
Hillis Mallory III wrote:
I tried to use my Wand of Infernal Healing on the Eidolon... Didn't work. Sorry man.

?

Ok, I'll bite. Why didn't it work?

Some people believe that because Eidolons don't heal naturally that they cannot benefit from fast healing.

I am not one of them.

Eh, to each their own. The evolution is a higher level ability and the Summoner does have Rejuvenate Eidolon. Cure spells still work as well as channeling and such.

Just can't add to something that isn't there, thats all.

How would you feel about using the spell Infernal Healing on undead? They don't heal naturally, so by your ruling on the spell and Eidolons ("...don't heal naturally that they cannot benefit from fast healing..."), Undead could not benefit from the Fast Healing granted by the spell. But ... don't some Undead have "fast healing"?

"Fast Healing: A bloody skeleton has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1)."

Does this mean that you would rule that a bloody skeleton doesn't actually heal damage?

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Sigh....

I wish someone would put it in the Guide in understandable language. At this point I don't really care how it is - I'm tired of trying to explain it to new players, only to have to change it (again) the next time I'm running it.

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I realize this is silly, but every time I read the title of this thread, I get the image of it being about repairing Clockwork Familiars.

You know, buying tiny gears to replace broken ones...

The Exchange ****

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BigNorseWolf wrote:
I could have sworn there was a book boon to sell an item for more than 50% of what you paid for it. Anyone have any idea what it is/where it's from?

The book is "Song of the Serpent" (a Pathfinder Tale):

The boon is called Kalistrade Appraisal: "you have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used cross it off your Chronicle sheet."

The Exchange ****

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Hilary Moon Murphy wrote:

Explore. Cooperate. Report.

These are the words that drew me into PFS, and these are the ideals that keep me here. I'm going to agree with Paul, and ask that for the moment we should set aside the question of the unclear writing in this section of the guide. What I want us to do is to look into the heart of what was intended here by these changes, and ask: does it help us explore, cooperate and report?

Pre-Gens and their Usage

If you look through my past posts, you'll find that I'm an unabashed fan of the pre-gens. I have played them multiple times, trying out a wide variety. Pregens have allowed me to taste new classes, and have given me a chance to try them out. I like the current set of pregens, and have read their back stories, and enjoyed roleplaying the ones that I've tried. They're old friends.

In my area, I've often spent time with newcomers who've come in with a pregen. Aside from the jokes about Kyra Clones, the iconics are often treated as celebrities at the tables they sit at. "Oh, Seoni. It's great to see you again! You may not remember me, but we adventured together at Azlant Ridge."

Heck, I know multiple people who've built a character based on the iconics. The only pregen "abuse" that I've ever seen is people using up the pregen's stock of potions and wands first because theirs will magically restock next adventure.

One of the things that I have loved about the Pre-Gens is that they encouraged us to "Explore." Try out this new class. Try out this new game.

They also encouraged us to "Cooperate." When a group of six people discover that they're lacking some key element -- skills, martial combat, diplomacy, arcane power -- I've seen players say, "No problem, I'll bring in a pregen. I've always wanted to give the Investigator Class a try."

Perhaps the only thing they might have been weak upon was "Report" but I've seen people happily diving in, trying new things, and helping their team come home.

Ramifications

It...

This was the best post in this entire thread. In fact, I think it is the best response I have read on the board in months, if not years.

I would like to buy you a beer if I every get to a Con you are at - but perhaps a brownie would be better? Edge or Center?

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