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Yes I am a grognard as are some of the people I play, with, others are 25 to 19. I like both complexity and simplicity in the systems I use, ranging from Red Box Basic in 1982 to AD&D, 2nd Ed, Star Frontiers (which is still the best RPG TSR ever created, sans the switch to the FASERIP system), Marvel Superheroes, Palladium Books (all systems, ALL the time), 3.x, Pathfinder, Paranoia, Fireborn, Deadlands, Space Opera, Mythus, Dark Conspiracy, Twilight 2000, and a host of others. As for rules, I don't care about RAW if it gets in the way of the game being fun. I do get asked about the rules for stuff a lot of the time when we play Pathfinder, but if it doesn't work, then out the door it goes. I love characters that are well developed roleplaying wise, rather then filling some silly role that people still cling to because they can't let go of the mechanical box that they put themselves in. Mechanical builds just for the sake of mechanics is in my eyes nothing more then an exercise in theorycrafting.
The joy of Pathfinder and the d20 system in general is its ability to support roleplaying concepts with good mechanics. I use a lot of third party products and older stuff, especially since I hate to let stuff sit and rot on my shelf. I did get rid of a lot of 1st and 2nd ed things to make room for moving, but PDFs are a nice way to lessen the book load. I also embrace technology for saving time on rules lookups (like 3.5 grappling or 2nd Ed overbearing or Pathfinder cover rules), but I will dump my phone to have some better interaction rather then checking what random cat video or political rant my Facebook friends and family have posted. As for not building things mechanically sound and getting accused of not playing well, blargh on the people who say that. This bad not wrong fun crap doesn't move anything forward.
Third party Pathfinder to 3.0 or the older WOTC stuff are good influences to modify Second Darkness with. The Eldereth Veluythera from FR was a group of elven speciests (sp?) who support culling or killing off humanity as well as any who challenge/threaten the elven peoples, drow including. Using them as an addition to the White Council and adding more intrigue makes Second Darkness even more fun.
For more traditional adventures, I would recommend Rise of the Drow, et.al for that piece, or converting over the oldie but goodie 2002 WOTC 3.0 module for FR whose name escapes me in which you fight lots of drow who worship Kiaransalee. As for the racist side, that will always be there whenever drow are done with brown skin. Technically the color is supposed to be ebony black from old editions (FF in particular), with shades of purple or albinos that are pure bone white (ala the above module), and there are also the really angry gray drow barbarians from Green Ronin's super duper awesome Plot and Poison 3.0 piece called drey, and the aquatic drow.
Rolling will save for scarab shield.
Scarab shield: 1d20 + 3 ⇒ (13) + 3 = 16
The scarab swarm is unfazed by the magic of Varisia's scarab shield. Apparently this must be a cheap knockoff from Cheliax.
Zohreh, you are nauseated from the thousands of beetles crawling around you. I am refraining from further description because that's just nasty.
Swarm initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Varisia and Fionnid are up, then the swarm, then Jandar-Kai, Chulain, Zariya, and Zohreh.
I expand out the numbers of lesser minions to match any force multipliers the party generates for combat (like summons, cohorts, and minions equipped with one-shot magic items to make them useful for a couple of rounds), kick up DCs if they go with a skill monkey or crafting bot for leadership, and they have personalities. The cohort also doesn't become just a second lower level PC that way. Plus the PC cohorts that are crafting bots will make contracts so they earn a piece of the pie when selling their hard crafted items. IE, the best way to treat cohorts and followers are as people with their own interest, not just NPC bots. If you want NPC bots, go play party based PC games.
Heh. I've been in at least three noble drow raise the house in the viewpoint of Lolth games over the years.
Why do so many people deny players the right to play exotic races? It's racism, plain and simple. Anything too far different from the self is rejected out of hand, with no consideration for the quality of the character or player. That, or species'ism. ;)
1. To avoid someone taking the race for mechanical advantages only. Noble drow are one of the better examples of this.
2. Fear of the exotic race disrupting the GM's story: Some GMs, whether due to fear of change or inexperience, don't like exotic races because it can disrupt their story. Playing the reactions of normal races or even the odd planetouched to things like the plant people from space or four armed insects (ala thri-kreen) etc, adds more complexity to the game.
Orfamay Quest wrote:
Umm, you missed my entire point. All races go adventuring for many of the same reasons. The reasons are either cultural, financial, emotional, or a direct threat to that person's existence or others. For example, in Golarion we have the elves that are raised by other races that are called the Forlorn. Elves of Golarion even states that many adventuring elves are drawn from this group, as these elves follow the shorter lived views of their peer group rather then the long-term take things as it goes view of elves raised amongst their race. So there is one background example of how an elf can be played with a short term viewpoint. However, normal elves are easy to play. It just means the player has to take the long-term viewpoint on solutions to problems, and look at things in patterns via intuition rather then logic. I understand your reluctance to allow non-core races for the roleplaying aspect, but if you never let or help a player with increasing his or her roleplaying ability by allowing them to play a non-core race or even the core races based on an agreement on how the character's background works, then you're going to be stuck with the same six races or even humans as long as you game. If that works for you, more power to you and your players.
As for playing non-core races, every time I get a chance. Especially non-humanoids. Having played for almost 4 decades, I've played the stock races far too much, from the old standard tropes to things like elven paladins using crossbows and dwarven barbarians dual-wielding longswords. So when you have races like kobolds, goblins, ratfolk, etc available, they fit my style of play better. I especially like the 3rd party supplements and retread of Savage Species that allow you to play monster classes that can also multiclass into the stock classes. Noble Wild, where you play an intelligent talking animal, is another cool change. I've had intelligent lion cubs becoming fighters, purple dragon psionicists, a goblin investigator who piloted a suit of steam-powered medium size armor, dwarven ghosts who were gun-mages from the Iron Kingdoms books, kobold mech pilots, intelligent cat rogues who had opposable thumbs due to a random fey wanting to spread mischief by cursing the entire cat's family line, and even more.
In fact, other systems ENCOURAGE radical race use such as Rifts by Palladium. Dimensional rifts dumping in things from all over the universe into a PA magic-devastated and rich Earth, why be human?
An elf goes adventuring for many of the same reasons that regular shorter-lived people go adventuring, experience, maturity, the desire to do good, guiding short-lived people to better methods of living by giving them the view and experience of the longer lived races, and new sources of daisies to munch. Do you realize how hard it is to grow daisies under the shade of old growth forests? Or find orcs to kill if you stay in your forest and carve wood all day.
Everyone gets 265 xp. Treasure incoming
After the skeletons are slain, you find this amongst their corpses and the nearby abandoned shacks.
3 heavy steel shields (10 each).
1527 gp or so.
A dragon themed AP would have a dragon as the BBEG. Not as a lieutenant or local color as Paizo often uses them, but an actual draconic main badguy. A grand example is Flame from Dungeon 1, or the red dragon in the otherwise blah Dragon Mountain. They don't need to be around every bush as they are in FR (along with 27 other super good groups of high level NPCs) or hanging out eating along with people in Greyhawk city (ala Greyhawk or steel dragons), or two entire nations of them with 2nd Ed Council of Wyrms or the 3.5 retread of the same in Eberron, but more then just an encounter to get your slay on. That's how you do a dragon themed AP. We've had fey, demons, randomly emo lich wannabes, pirates with weather crowns, oni, an immortal wizard from a 10000 year + civilization founded on sin, and so on. Dragons are the next logical step.
A dragon themed AP would be awesome. I appreciate the experiment with the Cthulu stuff and I am a fantasy/sci-fi mix fanboy, but the hobgoblin war and Giantslayer have no interest for me. As for Cheliax, blah. How about a dragon AP set in Andoran, in which a blue or green dragon slowly manipulates the downfall of the first real democracy seen in the Inner Sea, trying to move the country backwards towards a tyrannical ruler in the name of their own version of liberty? Or one of the outer planar dragons decides to conquer another area via a planar portal? You could even do a combination of outer planar travel and dragons, which is something we haven't seen at all.
Jade Regent. The first four paths are far too set on the journey and the caravan system. It was marketed as an exploration of the Dragon Empires, and ended up being tropey as hell (Viking ninjas, opium addicted Chinese spider women, and so on). A better bet would be to lessen the neverending trip across the snow belt and the North Pole, and more material added to Minkai.
Easy. When you post any build that is sub-optimal or that is driven by roleplaying choices, it causes the build oriented people to go crazy because it's not fulfilling their theory crafting or insistence on specialization as the only way to play.
Also Paladins. Paladins are awesome thematically and mechanically. The issue, I think, is that many people play them as Lawful Stupid rather then Lawful Good. They are a good class to boost your roleplaying skills, especially if you're a moral relativist or only see grey everywhere rather then black and white.
Also agree on Path of War, Psionics, Arcanum (aka akashics), monster classes, core only races (boring as hell. Oh look, it's the seventeenth version of an elven ranger or wizard with a bow, or the dwarf warpriest or half-orc barbarian. PASS!), and not using RAW 100% of the time for any discussion. Oh and animate dead/undead creation not being treated as an evil spell.
Lastly, the fighter and the rogue being subpar, and the summoner being overpowered. None of those have ever been true in any Pathfinder game I have played since the start. Apparently I must be just be lucky.
Atheism in Golarion isn't denying the gods exist. Instead, it's the belief that any deific power, whether native or not, isn't worth the effort to worship. They even state that in several of the setting books. For a non-believer who completely denies the gods exist, they are pretty much boned since all people who die go to the Boneyard and get judged by Phasrama. Most likely they'll end up being resent back as a new soul or have to listen to Justin Bieber/elevator music while the death based bureaucracy decides what to do with such an unbeliever. As far as the Realms go, you have to worship a god or become Faithless or False ever since Kelemvor got tired of people committing suicide by not believing in the gods because they knew they would get a fair shake in the afterlife.
Now in your own setting, you could deny the gods' existence all you like, and if your belief is strong enough in a world in which magic exists, you would most likely be less subject to divine magic due to the strength of your belief. I found a regular class way back in 3.0 that extends this disbelief into magic, and can even eliminate the magical powers of magical beasts or dragon or outsiders by disbelieving or using science to dismiss their existence. There is also the idea of the godkillers, a group of mortals that slays gods because they are not worthy of worship, and the true atheist who can't be resurrected or raised because they believe the soul doesn't exist and vanishes after they are born.