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To some extent any published adventure, especially long ones like APs, are going to be about the illusion of choice. If it's well done and well run, there will be meaningful choices, but still limited. There are only so many things written up as part of the AP. If you go too far off the tracks, you're not playing the AP anymore.
Marius Castille wrote:
Doing something like switching to EK without planning it from the start has got to be pretty rare: If nothing else you'd really want a different stat spread than a pure wizard would.
Please. Let's not get too gratuitous here.
He said he wanted interaction, not to watch the GM talk to himself. In other words he wants to be part of the roleplaying, not just an audience.
Now, I don't really have a problem with a GM doing NPC-NPC interaction, as long as it's relatively short and done well. (I've seen it done really well on occasion. And I've seen it be incredibly boring, probably more often)
Vlad Koroboff wrote:
Can you provide a link to a better translation? What did he say that was mistranslated?
Has he complained about the translation, since it's been pretty consistently reported. I'm sure he's aware of it.
Vlad Koroboff wrote:
Especially since Putin has admitted that the troops in question were Russian, despite denying it at the time.Of course, he now insists Russian troops aren't involved in the uprisings in eastern Ukraine. Which may well be true, but his denials aren't particularly convincing.
Static Hamster wrote:
You do. But look when you get them. Resist Energy at 5th, for example. It's second level. So at 4th level a normal sorcerer gets 3 2nd level slots/day, but only 1 2nd level spell known. The crossblooded sorcerer gets 1 less than that, so he still doesn't have any 2nd level spells.At 5th level he'd normally get a second 2nd level spell, but instead gets his first. And a bloodline spell from one of her bloodlines.
The only real reason to go crossblooded is if you really want to stack two bloodline arcana for some specific purpose.
Blaster casters do particularly well with draconic (+1 damage/die in your element) and Elemental (change energy type to match your element). Sadly they generally then do better by switching to wizard to mostly negate the Cross-blooded penalties.:)
Or they've traded out various big ticket items making the wealth far off in a non-obvious fashion.
And a handful of tracking sheets is still simpler than dozens of CRs.
Nor does a character sheet.
All the ITS is, is a separate sheet to replace the small section on the CR where everyone was always supposed to be tracking all of this information.
The difference between a character sheet and the ITS is that the sheet doesn't track what the character has had, just what he currently has.That makes it harder to check cash acquired against cash spent.
The ITS tracks it all, except for cheap items, on the grounds I assume that those won't add up to enough to make a real difference. Possibly a bad assumption in some cases.
Malachi Silverclaw wrote:
Mostly violence, as I understand it. Some of it sexual, at least implied.Deliverance has been suggested as inspiration.
Or of things the speaker considers to be good things. If a particular Queen is a horrible tyrant, she and her supporters would still say she rules (and hasn't been killed at the hands of the rebellion) "by the grace of God".
And kingship by divine right went farther than that. Rebelling against the sovereign was rebelling against the will of God, regardless of the nature or acts of the soveriegn in question. "By the Grace of God" in a monarch's titles reflected that.
Which is quite different from most D&D cosmology. There being multiple deities changes things drastically, if nothing else. As does the more modern outlook on morality, justice and things like rulership that most players and designers bring to the game. Even religious players don't usually bring a medieval take on religion to their games.
Too subtle, perhaps?
That was pretty much my point. And Malachi's too I suspect.
There are cases where such warnings are warranted, but I don't think anything Paizo's produced, with possible exception of the infamous ogres, crosses the line.
Well, if everything happens by the grace of God, then an awful lot of bad things happen by the grace of God. Not only, for example, was the tyrant king by the grace of God, but the rebellion that overthrew him also did so by the grace of God. In which case, grace of God doesn't really mean anything. It says nothing about whether something is good or bad or whether you should oppose it or not.
Taking that viewpoint "kingship by the grace of God" is largely irrelevant.
In reality, an awful lot of horrible people claimed to be ruling by the grace of God, along with some good ones. And there weren't regular miraculous signs or overthrows of those claiming to do so.
In the standard PF fantasy world, access to the Gods is far more direct and obvious. It's not a matter of sometimes there are miracles, which could be coincidence or just faked or could be actual miracles, but actual priests get actual powers from their gods. They can commune with them at high levels and summon their servants. Paladins get miraculous powers and lose them if they do evil or veer to far from law. Within the gameworld, there is object truth. The paladin is good.
On the meta level, what's "Lawful" and what's "good" are subjective, determined by the GM (and/or the players and/or the game/setting designer). Within the gam world it's not subjective.
In a home game, I'd talk about that character with the GM and any player running an orc. See what they think and how you and they want that relationship to play out.
No, you can't always avoid posting something that will be offensive to someone. You can however avoid obvious triggers. Anyone past the age of about 10 has figured out how to do this in normal life. "Don't swear in front of Grandma. She doesn't like it."
One of the ways this fantasy world doesn't have to be like the real world is that LBGTQ people in it can just be part of everyday life, not a discriminated against minority. Much like women can play a more equal role in this fantasy world than in real historical equivalents. Some people find that an enjoyable difference from their real life. Others would prefer a fantasy world where women knew their place or LGBTQ people didn't exist. That's not what Paizo is going for though.
Nothing will make the playing experience better for everyone, at least on the publishing level of "everyone". People like different things. People are bothered by different things. Removing everything that anyone won't like just leaves a bland, boring game.
I like the idea of the warning though. They could just put it on every module: "Warning: There may be content you don't agree with." No need to specify.
Yeah, the problematic thing about that quote is that it applies to anyone who's stubborn and sure of themselves. Not all of them are paladins. Some of them are monsters.
The difference of course is that the paladins are right. If they aren't, they stop being paladins.
Yes. There's nothing in the Trapspotter text about not getting a check because you've already looked.
Searching as you go, even though you have Trapspotting is a common technique in heavily trap infested areas. Take 10 on the search as you go and have the GM roll the Trapspotting. Minimize rolls, have a floor for what you'll find and a chance at finding anything harder than that.
I wager that Natasha Romanova would follow Steve Rogers into Hell itself if he told her it was right ... and that, now, she'd follow him over just about anyone else.
Well, of course. That's Cap's real super-power.
One of my favorite Cap bits is narrative from Miller's Born Again Daredevil series.
(Interesting that you should mention Captain America, who makes fairly clear in The Avengers that he's likely either a Catholic or Anglican Christian with a comment about Thor and Loki: "There's only One God, ma'am ... and I'm pretty sure He doesn't dress like that." [So awesome.])
At the risk of a (further) derail, any reason that implies Catholic or Anglican to you? Rather than Christian in general?I'm pretty sure the vast majority of Christians would agree with that statement. Not to mention Muslims and Jews.
Being the All-American poster boy that he is, Cap is certainly Christian, despite being created by Jews. :) And at least at that time Catholic wouldn't have been acceptable. Barely more than Jewish.
And it was a great line.
It may be an intended feature for the monsters, but it's a feature that usually seems to be ignored. At least in module writeups and the like. Sure it slows the party down, but that has no real efefct, other then maybe removing buffs.I have a hard enough time finding excuses not to bring the entire allied population of the area down on the party's heads as soon they make one loud noise or let an enemy last long enough to yell, without adding more delays on top of it.
I'd rather have the adventure proceed like a commando raid, relying on stealth to start and speed once you lose the stealth than stopping to search every 5' as you go.
Also I see Trapspotter more as "Lots of experience dealing with traps, so I notice the signs even when not specifically looking" than as some near-magical danger sense.
It's not just buffs, but also interactions with monsters. If you're taking minutes (or hours!) in each room or hallway, anyone who might have been alerted by the first fights will have plenty of time to gather their forces and get ready for you. If your dungeon is static, with each encounter separate and waiting in its area to be met, that won't make a difference. (And some should be that way. Mindless undead in a tomb, for example.)In a more dynamic setting, you're likely to kill the guards at the gate, then 5 minutes later find an ambush by the entire tribe fully armed and buffed. If nothing else, they'll get to make a lot more perception checks to hear you coming down the hall, 5' a round.
In many situations, I'd probably just not search and eat the traps. It'll take less time to cure any damage you take than to find the traps. Of course, instant death traps or traps that split the party up for attackers would be a problem.
For me, verisimilitude is paramount. I barely accept the hit point system for simplicity sake for example. But finding well-hidden traps while walking at moderate speed and not cautiously breaks it for me and I see no reason to let it happen, for both my and my players' immersion.
But a rogue (or other class?) with the trapspotter ability noticing traps without even looking for them doesn't break your verisimilitude? He can be hustling (or even running) down the hall and still see the well-hidden trap.
He can do that, but anyone else seeing a trap without individually searching each 5'x5' square is too much?
Different strokes, I guess. It's definitely a house rule though.
OK. Call it "hustling" if you want. Doesn't change the effect.You can search and "Hustle" 30' every round.
Besides, any time you're dealing in feet/round or dealing with actions on this time scale, you're effectively in tactical mode anyway.
You really can't move the same speed. If you're not searching, you can double move and do 60'/round. Searching you move 30' as a move action and search as a standard (or vice versa). Nor is it really "once in a while", unless you're really cocky. Even in a long straight well lit corridor, even taking a move action every other round nets you a -9 penalty on the last bit you'll walk through before looking again. Search, move 30', move 30', move 30', search, etcIf the corridor isn't lit or turns, you'll need to search more often.
I wouldn't be that harsh. If you're moving 30' and searching I'll let you search the whole way, essentially taking your move and standard actions together. If you just make the roll not counting the distance penalty, you'll spot the trap at 10'. A better roll and you'll see it sooner.This also handles corners and dark areas more cleanly. No "I search, then move 10' to the corner and wait until my next turn because I couldn't see that area when I searched."
As I said, I consider the benefit from Trapspotter is being able to double move or to notice traps in combat or while doing other things.
And even when they do, there are always Wand of CLW.
As I said above, all this change would really do is save you the cash for happy sticks.
And pretty much require a character with Cure Minor Wounds in every party.
Because women fought for decades for that to be accepted. Men haven't done that yet.
If you want to change it, go out in public wearing women's clothing. Not because you're transitioning or for sexual thrills or to pass as a woman. Just as a bloke in a dress.
You'll be harassed. You might be fired or kicked out of school or beaten up. But you might make it a little easier for the next one.
More later, but for now: Thank you for clarifying. As I said, I really couldn't figure out what you were objecting to. From my perspective it seemed to be all over the place and changing with every post.I see where you're coming from better now, though I still don't agree about the APs.
When lots of people are playing the module and not having these problems and others read it and don't see the problem there, but one (or possibly a few) person has the problem, isn't it just possible that the problem isn't with the AP, but with the GM running it?
Is it not possible for a GM to "Mary Sue" NPCs that weren't written that way and use them to railroad players when the AP doesn't require it?
I wouldn't go so far as "exactly the same", though it does rely on what people bring to the table.
I'd draw an analogy to the differences between face-to-face conversations and online ones. People do tend to behave differently when not there in person. That's going to affect how they behave in game. You miss a lot of non-verbal social cues. There's less tendency to empathize with people who aren't actually there.
All of this less so if you're playing with people you knew in person, but more so if the only contact is the online game. And probably even more so in a more remote PbP kind of game than a real-time online one.
And your mind is open to change?
Of course, I can't really figure out what you object to. Since you flail back and forth between ranting about controversy and agendas and claiming those aren't the problem at all.
I can tell you don't like the current APs. That you don't like romance options in your RP. That you want APs to be more challenging, by which I assume you mean more and harder combat/trap encounters. That you want more space and time and effort devoted to adventure, again essentially combat encounters, and less to characterization and other fluff.
I'll say again that I want just about the opposite. Less combat, though not necesarily easier, just less. More characterization. More fluff. More roleplay. Even romance.
Which I suppose makes me a fanatic.
The only difference is that I'm not saying the APs are lousy, just that they don't really match my style. Which is fine.
And do it in a stupid, annoying and immersion breaking fashion. If you want full heals between battles, just house rule them in. Don't require someone with orisons and the silliness of casting the same minor spell potentially hundreds of times in quick succession.
Bringing it back with the hex-like limitation of once per day/person wouldn't be a problem. But it also wouldn't be useful, except maybe instead of stabilize or for bleed damage.
In fairness, finding a set of good, compatible online players either requires good luck or a good selection process.
It may just be the latter he hasn't mastered. Which may be his problem, but not in the implied way.
And sort of an interesting question: How do you find good compatible players online?
1) He didn't say anything about how you GM. He said
the style of your GM (as you described them)
Without looking back, weren't you complaining earlier about the NPCs being used as GMPCs and ordering the PCs around? That's a problem with the GM running them, not so much with the AP itself, as many people have said.
2) It doesn't matter whether the NPC tells you his lifestory or not. The GM knows it and uses it to determine how the NPC acts and responds to the PCs. If the PCs pursue it, it may come out. Otherwise it remains in the background. That doesn't mean it doesn't affect the game. That's what background information is for.
Edit: You edited?
I'd say that's more to do with your apparent lack of interest in the NPCs. That's different from, for example, my style of play. I like to get to know NPCs. To learn more about them. You apparently don't. Different styles of play. Not better, not worse. One is better served by more NPC background than the other.
I'd say one first priority would be to get anyone who knows anything to record that 'how to' somewhere.
First priority, until people start getting cold and hungry.
And then they start killing each other for food and shelter.
As far as dealing with the 15-minute day, it seems like this would increase the split between martials and casters. Martials would always be healed up and ready to go from the clerics orison, while the casters would still run out of useful spells.
And honestly, just for thematic reasons, I'd rather something like a "Full Heal" spell with a several minute casting time than have to cast Cure minor wounds 100 times to get someone back to full.
Actually, the only real effect it would have is that no one would bother buying wands of CLWs, since those accomplish essentially the same purpose at the cost of some cash
Jacob Saltband wrote:
Inspired by some of Feist's backstory in Magician?
I'd say you're talking generations. You're going to lose damn near everything just trying to survive those first few years. Even most farmer/hunter/gatherer types aren't going to be able to adapt too quickly to a new world with no supplies, different creatures/plants to find, unknown climate/weather patterns, unknown pests. It's likely that's going to be the only priority for years. While the tools wear out and you hope the guys who know how to work metal live long enough to be able to take time from basic survival to find ores and bootstrap a whole mining/smelting/forging process.
It was interesting, mostly in the relationship between the two. Conan assumes that this strange new world he's come to works just like he's used to and that Cap is just head thug for whoever's in charge, like the guards in the world he's used to. So he moves into the local criminal scene and takes over a gang, like he did many times in Hyboria. (I'm not sure he actually became a pimp, though he did dress in full hollywood pimp style to impress a girl. Which didn't work of course.)After their last confrontation, it ends with Conan wondering if Cap was right and IIRC considering his offer to join the Avengers. That's a What If? sequel I'd have loved to see.
Malachi Silverclaw wrote:
I remember that one. It was one of the better What Ifs.
You can have tons of plot and mystery (and in many cases more) if you devote more to plot options and puzzles rather than a two to four page write up on an NPC and their history which most PC's won't ever see or use anyways unless it becomes a GMPC.
Except more background info on the NPC gives the GM more to base his characterization on and more knowledge of how they fit into what's going on. I'd guess roughly half the 2-page write ups are the villains anyway.
Even if the players never actually learn all the history, that doesn't mean the background doesn't affect the game. That's what background is for.
This is one reason I've taken to just playing short PFS scenarios PbP.
Even with scenarios, there's player attrition and sometimes GM loss, but the investment is less. Even if I lose enthusiasm, I can get through it since the end is in sight and not ruin the game for others.
I suspect real campaigns through PbP work better among players who know each other, but can't meet for FtF, or at least have played together before and have an idea of each other's seriousness and playstyle. Essentially random pick-up games on the site are a crapshoot.
Agreed. That's part of my problem with the "Just file the alignment restrictions off and call it a day" approach. The paladin is built around protecting, healing and inspiring.As well as smiting evil. :)
Swift self-healing may be useful to everyone, but healing others isn't really the evil version's thing. negative energy would be more appropriate for evil ones. Same with other abilities. Less focused on helping allies and more on hurting enemies.
Different spell lists would really be needed. Or at least an expanded one with restrictions on who could take what.
Or perhaps some who want more plot and more NPCs and less space devoted to encounter write-ups since they're going to tweak those for their group anyway?It's not necessarily about "holding their hands" or "doing all the work for the GM", it's about what parts you want detailed and emphasized. As I understand it Aux wants more challenge and more space for encounters. I'd rather have less space devoted to combat and encounters and more for roleplaying stuff:NPCs, plot, mystery, etc.
The Collins-Rector Estate where the first alleged events took place is in Encino, thus California. The kid was 17 and I assume Singer was more than 3 years older at the time, so he would have been open to felony charges.
While I agree that the behavioral restrictions aren't a good way to balance the class, I like the concept of the class as it is and don't think it needs drastic changes.
If a group wants to travel with a paladin, but don't want to deal with a paladin's restrictions then they don't actually want to travel with a paladin. Much like someone who wants to play a paladin but doesn't want to be lawful good - they don't actually want to play a paladin.
And frankly, while I'm not fond of the "trapping a paladin into falling" thing, a paladin who willingly went along with the "go stand over there while we torture the prisoners" game wouldn't last long.
Work out a group that can actually work together. Whether that means don't play the paladin or don't play the torturers, either way works.
Well that's my question: Do you have to mark wand charges used with the correct CR number? The official sheet doesn't really have space to do so.
Why can't multiple consumables be treated the same way?
Not so much "because it might be abused" as "Why encourage people who don't want to play paladins to play paladins"? That will just make more people want less restricted paladins. And more arguments about why they should be allowed.
If you think they're actually underpowered in comparison to other classes, that's a different story.
Given that the "accuser" was underage when this allegedly happened, I don't particularly care what his motives were.
OTOH, given that the alleged events occurred 16 years ago, evidence is going to be hard to come by. Also, the statute of limitations has apparently expired for criminal charges.