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Yes, it is more of an intro. However, I imagine a combination of a stripped down rule set from the BB and some of the Unchained options might give you a start. I would be interested in seeing a supplement for faster game play. I was looking at Numenera as a more cinematic option for role playing, but have too much invested in Pathfinder / 3.5 to make the plunge. Perhaps if I found the right gaming group.
Makes sense, but with the smaller stat blocks of AD&D specifically, is it harder to convert on the fly to 5th Ed? I've heard that monsters are not modeled on the 3 + edition idea of massive stat blocks that are built in a similar manner as Player Characters.
If you liked Dorkness Rising you also might enjoy LARPs: The Series. Although based on live action role-playing it gives some good ideas regarding the interaction in an RPG.
I'm still interested in knowing how easy it is to convert on the fly from AD&D or 2nd edition. It is fairly easy to do a Pathfinder conversion from 3.5, probably less so than 3.0. That was a big reason for converting to PF after 4th Ed. was announced. Knowing if my AD&D or 2nd edition materials would be useful with 5th edition might convince me to hold on to them a bit longer, and possibly give more impetus to try the new edition.
I put in an order on Sunday and was planning on adding the Holiday Promotional sale, but did not see an option to do so. After sending out a couple of emails I see that you have a backlog, and then I noticed that the order has already shipped - despite me wanting to add it to my next subscription.
Is it possible to add my holiday promotional code now, since I did not get a chance during checkout?
Additionally, I was also looking for the option to add this order to my next subscription shipment. I did not see an option for that as well. I understand that the shipment has already left the building, but I would have not even made this order without the double incentive of the extra 10% holiday sale and the savings from subscription bundling shipping.
Is there a possibility to resolve this issue? The Order number is 3395113
This is exactly why I don't read beyond the guest judges' posts before I vote - because I feel that I should get an opinion from the people who will possibly be working with the winner. But other than that, I don't want to be swayed in any way. Sometimes, I will return after the contest is over to see other peoples' opinions, or if I am having a hard time deciding on a particular round I will read past the guest judges comments (very rarely, for the latter).
I'm not sure why you are looking for a video. Is it to see how other people play the game? If so, I don't think that is the best way to play Pathfinder. Everyone has their own take on how to role-play.
Are you looking for a video to actually teach them how to play the game? If so, I would recommend picking up the Pathfinder starter box, as that gives a simplified version of the rules. The introductory adventure does a great job of highlighting how to play the game as you can just pick it up out of the box and start playing within 15 minutes (using pregens).
I would have to agree with Jericho. One of the many things I really liked about the Eberron setting was the idea that wizards did not just isolate themselves, studying in their own towers, but many mages utilized magic to create things that advanced "technology". The trains, airships, and artificer class all added to the idea that magic should integrally shape the world - and make it easier to get around. I would mine that setting for ideas to easily drop into your campaign (seeing as how it is based on 3.5).
A bastard sword can be extremely useful to a mounted warrior who fails a ride check to guide the mount with knees. You can use one hand to grab the reins and still attack. Admittedly, that won't happen very often with the low DC, but at lower levels its possible - especially with armor check penalties.
I resemble that statement. But what do you mean by:
Do you pay the NPCs to show up at your gaming table? Or do you have the player characters pay them to tag along?
I have no idea what you are saying here. What magical paraphernalia and on whose schedule?
Kevin Mack wrote:
Does anyone else have problems when looking at the Pdf (Computer seems to really struggle with it.)
I am wondering if part of the problem might be the size of the pdf. I have an older laptop and it has a lot of problems with memory intensive documents in the cache. Can anyone tell me what is the size of this pdf?
Since you are aiming to become a loremaster, if you decide to stay away from Enchantment and Necromancy, perhaps your PC could oppose these spells because they take away from freedom and natural balance. As a neutral character, the idea of someone being enchanted to do things they might not normally do would be abhorrent. Additionally, the evil inherent in necromancy (from both a metagame and personal PC perspective) disturbs the natural process of decay and renewal. Just a couple ideas for you.
Jeff Morse wrote:
I tried to PM you, but I think you have that disabled. I am interested in a weekend game and there are a lot of other APs or modules I would play. I've tried my hand at GMing and would be happy to do that as well if needed - but I really want to do some gaming as a player. Let me know how to get in contact privately so we can discuss this offline.
DM Sothal wrote:
Yet to this day we find new tribes in some remote parts of rain-forest that haven't had any contact to the outside civilization.
Not so much. "No contact with outside civilization" is really impossible in our world, and the trope exists because of sensationalist media reporting. These reports of "lost peoples" are often contested by scholars who work in the areas, and sometimes even revealed as a hoax by journalists. To be quite honest, I would like to see a Golarion sourcebook that addresses the interconnections between what many posters are arguing is a too fractured of a fantasy world. Like our own, there are a lot of cultures and a huge range of technologies. Why not embrace that in Golarion and explore it more fully in a book focused on the trade and contact between cultures and countries?
The Evil Queen wrote:
Oh, just give me a giant putzi fly. Or a swarm, which would be a very frightening thing a day or so after the attack.
James Jacobs wrote:
Out of curiosity, were such rules included in Mythic Adventures?
There is a reason that we have these records. Ancient African empires were some of the most advanced in the world (and let's keep in mind that Egypt is an African country). In the 12th century, Great Zimbabwe had a larger population than London. Why haven't you heard about Great Zimbabwe? This is because the ruins were the only thing left at the onset of the colonial onslaught of Africa (partly in ruins because of colonialism, check out the book "Guns, Germs and Steel" for a fascinating and accessible history lesson). The popular stereotype of Africa as a continent of "lost" civilizations is so prevalent that Paizo has utilized them in their background on the Mwangi Expanse.
This is not a critique of Paizo - as other posters have pointed out, they are acknowledging other human races in Golarion - but rather pointing out overarching issues of ignoring/ignorance of Africa's direct involvement and contribution to the rest of the world. Pottery shards from Chinese dynasties were found in the Great Zimbabwe ruins, demonstrating the active global trade networks before colonialism occurred. Although Paizo does a great job of representing fantasy worlds with all of the complications we deal with now, I'm hoping if they ever expand their world building into Garund the game designers will show us a more interesting picture than ruined civilizations.
A very good question, and one I am interested in seeing what others think as I just made a halfling windrider (from 3E). Although he will initially be using a riding dog, there is the possibility that I may have to ride a horse at some point. It seems like a -5 penalty is reasonable for a small creature riding a large mount. Anybody else want to weigh in on this one?
Not sure about DDN, because I just don't have the time to play a lot of game systems anymore (nor money for the switch). I made a significant investment with 3.5, and the change to 4E with its emphasis on MMORPG "game balance" really turned me off - despite my love of Eberron. So I will stick with Pathfinder, as I sell the last of my 1E nostalgia (mostly Dungeon mags). I bought the Pathfinder Beginner Box for my son, even though he won't be playing for at least another 5 years. If Pathfinder continues to innovate without completely out-dating everything they've done in the past, I will continue to be a loyal customer.
In short, I will keep on eye on DDN, but plan on sticking with Pathfinder.
I just want to echo all the sentiments that the community has raised above. In addition to being thankful to Paizo, the open dialogue, and the learning experience, I've also found it fascinating to see how the event has grown over the years. Watching the first few years evolve as gonzo entries became more polished - with guidance from Paizo, who also seemed to be growing with the event - has provided great insight to what is expected of professional designers.
Bryan Bloomer wrote:
Thank you for the comments Bryan. I appreciate you recognizing some of subtleties in the boots - which unfortunately might have been too much like burying my lead (as they say in the advertising world). Your point about these being seen as a joke item is something I hadn't even considered, but will definitely keep in mind for next year.
Saint Caleth wrote:
Thank you for the feedback Saint Caleth. I think that I spent too much space on the mechanics and buried my lead. For the record, I did actually state the hardness and hp, but this just clarifies that I had probably lost you by that point. Right you are about the lack of superstar.
Thank you for the feedback MrCab. I think I buried my lead here. The (implied) point was that you can still make an acrobatics check to avoid AoOs by walking over/through the combat. If you failed your check than the AoO could only be taken against the stilts.
Mikko Kallio wrote:
Thank you for the vote of confidence Mikko! I voted for your Deck of Falling Houses numerous times, but it seems like once you get past the first massive hurdle of making Top 32, continuing on becomes even more challenging. I find that each year I learn a lot about designing magic items, but I can't even imagine the learning and challenges involved once you get to the next level. Ultimately, that is what this contest is all about - recalibrating our mojo sense from year to year!
Stiltwalkers in the house! Thanks for the review, and although you can jump with drywall (maybe) or spring loaded stilts, I figured that not many people can jump - as in the game skill - using peg stilts. That aside, I was worried about the formatting issue after some comments on the Voter's Incessant Ramble, and agree that was probably my downfall. I think your idea of adding an attack option would have definitely kicked it up a notch.
So other than utilizing the players in my gaming group as a writer's circle - and drawing on your experience in the industry - do you have alternate ideas on how to connect with people who would be interested in sharing writing? It also seems a little counter intuitive to share your design ideas with others, but I guess you just share your secondary ideas to practice the writing, correct? Thanks again, I really appreciate your feedback!
Thanks for a great round one, everyone! I would appreciate any feedback, and fear that I should have paid more attention to formatting. Are there other problems?
Aura faint transmutation; CL 3rd
On command, the stilts lengthen up to 30’ as a standard action and shorten as a swift action. If at least 5’ above an enemy, the boots provide the wearer a +1 bonus for attacking foes from higher ground. The stilts can be used for a total of 30 minutes per day, although this time need not be consecutive.
The wearer makes an Acrobatics check to walk at half speed (DC 5), and can increase movement to full speed by adding 10 to the DC. All conditional modifiers listed in the Acrobatics skill apply as an addition to the base DC – including walking on narrow surfaces. The boots follow all the rules of Acrobatics with the following exceptions: moving through a threatened area or an enemy’s space and provoking an attack of opportunity allows an attack on the stilts if the user is out of reach; the wearer cannot use them in medium or heavy armor or while carrying a medium or heavy load; and the user cannot jump in them, although if lengthened to 30’ then up to 10’ wide pits can be stepped over as a regular part of movement.
If the user is tripped or the stilts are sundered (20 hps, hardness 5) then the wearer falls and takes damage as if deliberately jumping from the appropriate height (p.443).
Anthony Adam wrote:
Right, and how exactly am I supposed to get any work done in this time?!? I suppose rather than letting the anticipation kill my work productivity, it is better to just throw up my hands and return to editing my monster. Good luck to all!
Another option is to give opportunities for the other PCs to slow down. The downtime rules in Ultimate Campaign provide nice options for everyone to stay busy between adventures. Maybe the fighter wants to open a tavern, the rogue wants to start a Thieves Guild, the druid plans on opening an herbalist's shop, or whatever. This way all the characters have something to do while the crafter makes the magic items.
After Kingmaker I had to unsubscribe from the Adventure Paths, because, with a student's income I couldn't justify the expense. But the innovation with this adventure path - Baba Yaga's hut, interplanetary and time travel - I'm back on board for at least this ride. Once again, Paizo's creativity made me a loyal (subscribing) customer.