Archpaladin Zousha |
Archpaladin Zousha wrote:I think my last question might have gotten lost in the recent shuffle (it happens *shrug*) so I'd like to repeat it here:
As the elfxpert on the site, in your opinion, would an elf (especially a Forlorn) be creepy if they fell in love with a human they'd known since the human was born, basically?
If the elf fell in love after the human was all grown up, no.
I was thinking more along the lines of teenagers (the elf in question is basically an elf "teenager" at this point, like he was only 20 years old or something when the human was born).
James Jacobs Creative Director |
2 people marked this as a favorite. |
James Jacobs wrote:The only time I've ever seen Iggwilv expressed as a character, was in Gygax's Gord books. Did you read those?messy wrote:what can you tell me about this?
if you were to compare iggwilv's personality to that of a well-known person (real or fictional), who would it be?
Ha! Villains was my first published book. I had a blast writing it; it's filled with a LOT of crazy freaky bad guys and bad gals, many of whom were somewhat inspired by my home campaign setting. As a result, if you read through Villains, you'll see NPCs who bear more than a striking resemblance to, say, Queen Illeosa, and you might see a few familiar names, such as "Sandpoint" or "Krune," although used in different ways than they ended up being used in Golarion.
Iggwilv's personality would probably be closest to ... hmmmm ... maybe a combination of Baba Yaga, Cersei Lannister, and Ailester Crowley, I guess?
I did, and loved them.
Iggwilv was, as it works out, kinda my favorite NPC from Greyhawk, and I've actually had probably more of a hand in establishing her character than anyone other than Gygax himself—I wrote many Demonomicon of Iggwilv articles for Dragon Magazine (each of which carried bits and pieces of Iggwilv's character, as the supposed writer of the non-rules portion of those articles), and included her in the Savage Tide Adventure Path (in which I did a LOT of work building up her personality and character and history, based on Gygax's work before, and with Wolfgang Baur's help), and then did even more with her in my portion of Expedition to the Ruins of Greyhawk.
So yeah... I'm pretty knowledgable about Iggwilv.
Named my warlock in World of Warcraft after her, even!
James Jacobs Creative Director |
1 person marked this as a favorite. |
Ross Byers wrote:Short of finding a high level Abadarite to cast commune, how would you get a paternity test?Isn't this one of Pharasma's portfolios as the goddess most concerned with births?
Perhaps... although childbirth is not the same as lineage. Childbirth is a part of the life/death cycle, while lineage is largely a social construct, and as such that's more of a thing that a deity of cities or society or civilization would be interested in promoting.
James Jacobs Creative Director |
James Jacobs wrote:I was thinking more along the lines of teenagers (the elf in question is basically an elf "teenager" at this point, like he was only 20 years old or something when the human was born).Archpaladin Zousha wrote:I think my last question might have gotten lost in the recent shuffle (it happens *shrug*) so I'd like to repeat it here:
As the elfxpert on the site, in your opinion, would an elf (especially a Forlorn) be creepy if they fell in love with a human they'd known since the human was born, basically?
If the elf fell in love after the human was all grown up, no.
Adults involved in romantic relationships with underage people is creepy in my opinion. Not sure what more there is to say on the subject, other than get in a big argument about what is and isn't "underage."
James Jacobs Creative Director |
3 people marked this as a favorite. |
What do Linnorms sound like when they talk? Deep and regal like Bebedict Cumberbatch or creaky and ssssnake like?
What does Fafnheir sound like?
They sound like thunderstorms that found a voice.
Fafnheir sounds like a hurricane during an earthquake that found a voice.
AKA: Loud, deep, and primeval. Not creaky, not snakelike, and CERTAINLY not regal.
Rysky |
Rysky wrote:What do Linnorms sound like when they talk? Deep and regal like Bebedict Cumberbatch or creaky and ssssnake like?
What does Fafnheir sound like?
They sound like thunderstorms that found a voice.
Fafnheir sounds like a hurricane during an earthquake that found a voice.
AKA: Loud, deep, and primeval. Not creaky, not snakelike, and CERTAINLY not regal.
This. Makes me. So damn happy.
Oncoming_Storm |
So our Curse of the Crimson Throne campaign is coming back after losing a few players to real life problems, we're introducing 2 new players near the tail end of book 3 (we had just finished the encounter with Cindermaw before the break). How should we go about introducing them?
We've already decided to D-Door to Kaer Maga to sell loot, so we could run into them there.
If it helps, one of the players was hoping to be a Hellknight.
tl;dr What's a good way to introduce new players and characters near the end of Curse of the Crimson Throne?
James Jacobs Creative Director |
So our Curse of the Crimson Throne campaign is coming back after losing a few players to real life problems, we're introducing 2 new players near the tail end of book 3 (we had just finished the encounter with Cindermaw before the break). How should we go about introducing them?
We've already decided to D-Door to Kaer Maga to sell loot, so we could run into them there.
If it helps, one of the players was hoping to be a Hellknight.
tl;dr What's a good way to introduce new players and characters near the end of Curse of the Crimson Throne?
I've always preferred to let the player of the new character help come up with a reason why they're joining the group, and prefer to help guide them by weaving them into the particulars of how the rest of the group works and where they're at. Not knowing everything about your group I can't really help the way I would in my game. Further, your post is quite confusing... you say that you're introducing the characters at the end of book 3, but Cindermaw is near the end of book 4, and then you finish off by asking how to introduce new characters near the end of the entire campaign, which is book 6.
My suggestion for the Hellknight would be that the PC is a member of the Order of the Nail; the group that's got the most interest in Varisia and is stationed near Korvosa, and who would have a vested interest in seeing the queen removed.
Archpaladin Zousha |
Archpaladin Zousha wrote:Adults involved in romantic relationships with underage people is creepy in my opinion. Not sure what more there is to say on the subject, other than get in a big argument about what is and isn't "underage."James Jacobs wrote:I was thinking more along the lines of teenagers (the elf in question is basically an elf "teenager" at this point, like he was only 20 years old or something when the human was born).Archpaladin Zousha wrote:I think my last question might have gotten lost in the recent shuffle (it happens *shrug*) so I'd like to repeat it here:
As the elfxpert on the site, in your opinion, would an elf (especially a Forlorn) be creepy if they fell in love with a human they'd known since the human was born, basically?
If the elf fell in love after the human was all grown up, no.
Honestly, there's no real adults in this scenario. Both the elf and human would be considered "teens." It's that the elven definition of "teenager" is a lot older than the definition of it for a human. I guess part of its just that elf adolescence seems very hard for me to comprehend. Can you offer any insight into that?
Spook205 |
Thanks for the earlier answers.
Time for more goofball questions.
1.) In your opinion. How common should say CR 13+ monsters be? The general ethic I've encountered is that's the point where you're getting legendary, but usual table experience seems to have higher level parties encountering progressively more and more of the big guys.
2.) Do nations like Cheliax and the like account for the location of dragons into their defense plans? Akin to treating say a red dragon as a natural hazard along one's border?
3.) How conversant is the average golarianite regarding the monsters in his world? Like, is it 'weird green football head people' or 'goblins!'
4.) How do the river kingdoms maintain any external trade when they're essentially kleptocracies ruled by arbitrary whim? Why would people do business with kingdoms who literally might just beat me senseless and steal my stuff if they have a bigger club? Its not like they seem like they have really high demand commodities there.
5.) Does anyone like the mi-go?
James Jacobs Creative Director |
James Jacobs wrote:Honestly, there's no real adults in this scenario. Both the elf and human would be considered "teens." It's that the elven definition of "teenager" is a lot older than the definition of it for a human. I guess part of its just that elf adolescence seems very hard for me to comprehend. Can you offer any insight into that?Archpaladin Zousha wrote:Adults involved in romantic relationships with underage people is creepy in my opinion. Not sure what more there is to say on the subject, other than get in a big argument about what is and isn't "underage."James Jacobs wrote:I was thinking more along the lines of teenagers (the elf in question is basically an elf "teenager" at this point, like he was only 20 years old or something when the human was born).Archpaladin Zousha wrote:I think my last question might have gotten lost in the recent shuffle (it happens *shrug*) so I'd like to repeat it here:
As the elfxpert on the site, in your opinion, would an elf (especially a Forlorn) be creepy if they fell in love with a human they'd known since the human was born, basically?
If the elf fell in love after the human was all grown up, no.
In a case like this... it's biological and physical maturity that matters. Ignore ages. They're irrelevant when you're no longer talking just about humans.
As for insight into how an elf's adolescence is the span of a human lifetime? It tends to mess them up if they spend time with humans. Hence the Forlorn. Your scenario is probably the number one cause of elves becoming Forlorn.
James Jacobs Creative Director |
2 people marked this as a favorite. |
Thanks for the earlier answers.
Time for more goofball questions.
1.) In your opinion. How common should say CR 13+ monsters be? The general ethic I've encountered is that's the point where you're getting legendary, but usual table experience seems to have higher level parties encountering progressively more and more of the big guys.
2.) Do nations like Cheliax and the like account for the location of dragons into their defense plans? Akin to treating say a red dragon as a natural hazard along one's border?
3.) How conversant is the average golarianite regarding the monsters in his world? Like, is it 'weird green football head people' or 'goblins!'
4.) How do the river kingdoms maintain any external trade when they're essentially kleptocracies ruled by arbitrary whim? Why would people do business with kingdoms who literally might just beat me senseless and steal my stuff if they have a bigger club? Its not like they seem like they have really high demand commodities there.
5.) Does anyone like the mi-go?
1) Depends entirely where you're at. On Golarion? Not common at all. On the Abyss? Quite common. In any event, there's ALWAYS enough to populate the encounters you need for your adventure. It's important to keep in mind that adventures aren't the only part of the world. Just because they're the bulk of what we do with Golarion doesn't mean they're the rule. This is one of the reasons so many high level adventures take place in remote locations or on other planes though.
2) Not as natural hazards, no, but as potential allies or enemies, yes.
3) That's covered by knowledge skill checks. Most folks aren't skilled in Knowledge skills, so they wouldn't know much more than common knowledge. For something like a gobliin... those are commonplace enough that folks know what they are and call them goblins. For something like a isitoq, that's a lot more obscure and folks would generally be ignorant of it. It is, of course, ENTIRELY regionalized. It's possible that in an undead-heavy place far from goblin tribe lands, like Geb, that the locals would know what an istoq is on sight and have no idea what a goblin was.
4) That's covered in the River Kingdoms books. They're NOT "kleptocracies" ruled by "arbitrary whim." It's not 100% banditry. Add to that the fact that the kingdoms are located in the core of Avistan's most extensive watershed and presto... you have trade going ALL OVER the place between Taldor and Mendev, between Lastwall and Galt, between everywhere else.
5) Yes. I do.
James Jacobs Creative Director |
1 person marked this as a favorite. |
When you have PCs start a rules sub-system, like a skill challenge or something that can be outside the norm, do you explain everything ahead of time? Or try to lead them and their ideas to see what happens?
I explain it to them ahead of time. It's not cool to "trick" the players into stumbling along blind and making mistakes based on knowledge they should have... ESPECIALLY when, in game, there's no reasonable in-game reason why their CHARACTER wouldn't know how to handle the situation. The character doesn't care what rules are used to resolve a situation, and so if you introduce a complex sub-system for resolving how to counterfeit coins, a player's rogue character who's got an in-world history of being a con-artist would know how to go about it whether or not you used your complex sub-system or simply had the player make a Craft check.
Jeffrey Swank Contributor |
Seannoss |
Seannoss wrote:When you have PCs start a rules sub-system, like a skill challenge or something that can be outside the norm, do you explain everything ahead of time? Or try to lead them and their ideas to see what happens?I explain it to them ahead of time. It's not cool to "trick" the players into stumbling along blind and making mistakes based on knowledge they should have... ESPECIALLY when, in game, there's no reasonable in-game reason why their CHARACTER wouldn't know how to handle the situation. The character doesn't care what rules are used to resolve a situation, and so if you introduce a complex sub-system for resolving how to counterfeit coins, a player's rogue character who's got an in-world history of being a con-artist would know how to go about it whether or not you used your complex sub-system or simply had the player make a Craft check.
I agree, I don't want to trick or fool my PCs as that isn't nice. But it always feels like an odd transition. Even more unusual after saying what skills can do what. But I like emphasizing skills at times too, to reward other types of characters.
Hmmm... I need a question. Do you think there's a chance that magic items and/or crafting ever get revamped in PF? I think its one of the weakest parts of the system.
Oncoming_Storm |
I've always preferred to let the player of the new character help come up with a reason why they're joining the group, and prefer to help guide them by weaving them into the particulars of how the rest of the group works and where they're at.
We are doing that. One player had the idea that he's been a fan of our characters and after we skipped town he'd gone looking for us and gained a ton of experience in the process.
Further, your post is quite confusing... you say that you're introducing the characters at the end of book 3, but Cindermaw is near the end of book 4, and then you finish off by asking how to introduce new characters near the end of the entire campaign, which is book 6.
I guess calling it book 3 was a typo. And I said nothing about book 6, the end of book 4 is "near the end" of the AP. It's certainly closer to the end than to the beginning.
My suggestion for the Hellknight would be that the PC is a member of the Order of the Nail; the group that's got the most interest in Varisia and is stationed near Korvosa, and who would have a vested interest in seeing the queen removed.
I'll pass this along to him. Thanks.
James Jacobs Creative Director |
Archpaladin Zousha |
Archpaladin Zousha wrote:James Jacobs wrote:Honestly, there's no real adults in this scenario. Both the elf and human would be considered "teens." It's that the elven definition of "teenager" is a lot older than the definition of it for a human. I guess part of its just that elf adolescence seems very hard for me to comprehend. Can you offer any insight into that?Archpaladin Zousha wrote:Adults involved in romantic relationships with underage people is creepy in my opinion. Not sure what more there is to say on the subject, other than get in a big argument about what is and isn't "underage."James Jacobs wrote:I was thinking more along the lines of teenagers (the elf in question is basically an elf "teenager" at this point, like he was only 20 years old or something when the human was born).Archpaladin Zousha wrote:I think my last question might have gotten lost in the recent shuffle (it happens *shrug*) so I'd like to repeat it here:
As the elfxpert on the site, in your opinion, would an elf (especially a Forlorn) be creepy if they fell in love with a human they'd known since the human was born, basically?
If the elf fell in love after the human was all grown up, no.
In a case like this... it's biological and physical maturity that matters. Ignore ages. They're irrelevant when you're no longer talking just about humans.
As for insight into how an elf's adolescence is the span of a human lifetime? It tends to mess them up if they spend time with humans. Hence the Forlorn. Your scenario is probably the number one cause of elves becoming Forlorn.
Yeah, I was going for Forlorn with the character. Thanks for the advice!
Are there elven enclaves in Taldor?
Triphoppenskip |
Jeffrey Swank wrote:Why not all three? I would think that'd be a personal preference. :PHi James,
Would the syrinx typically view ratfolk as food, potential slaves or vermin to be eradicated?
I prefer that they think of us as gods to be worshipped.
Now for my question. Any suggestions for combating the "Magic Mart" syndrome? Back in my old school days of gaming magic items were something we won in a hard fought combat after marching three days barefoot through the snow, uphill I might add. We never found a +3 sword of awesomeness just laying about gathering dust in a shop. Even in some of the bigger cities a plus 1 item was about the best we could expect to find. Or should I just give in and accept that times have changed and even the smallest hovel will have Discount Dan's Armor Clearing House where you can find racks and racks of armor of all sizes, materials, and enchantments.
*Edit I know that there are rules dealing with this in the core rulebook but I'm really wondering more about combatting the mindset that most of my players seem to have these days that if it has a gp vaule by it then it must be available pretty much anywhere items are sold.
James Jacobs Creative Director |
James Jacobs wrote:Seannoss wrote:When you have PCs start a rules sub-system, like a skill challenge or something that can be outside the norm, do you explain everything ahead of time? Or try to lead them and their ideas to see what happens?I explain it to them ahead of time. It's not cool to "trick" the players into stumbling along blind and making mistakes based on knowledge they should have... ESPECIALLY when, in game, there's no reasonable in-game reason why their CHARACTER wouldn't know how to handle the situation. The character doesn't care what rules are used to resolve a situation, and so if you introduce a complex sub-system for resolving how to counterfeit coins, a player's rogue character who's got an in-world history of being a con-artist would know how to go about it whether or not you used your complex sub-system or simply had the player make a Craft check.I agree, I don't want to trick or fool my PCs as that isn't nice. But it always feels like an odd transition. Even more unusual after saying what skills can do what. But I like emphasizing skills at times too, to reward other types of characters.
Hmmm... I need a question. Do you think there's a chance that magic items and/or crafting ever get revamped in PF? I think its one of the weakest parts of the system.
Keep in mind that first and foremost, it's a game. Don't let the fact that the game has a compelling story to propel it along get in the way of that. The players are there to play the game, and that means roll dice and shift stats and do all that. And The only way the players have to directly interact with the world you're running is via those rules, so hiding them from the players is kinda the same as hiding the story from them. Just as it's fun to let the players see the plot and world and NPCs you've created by letting them interact with them, it's just as important and fun to let the PCs see the new subsystems you (or the adventure's designer/developer) have created.
I believe that Pathfinder Unchained presents some variant rules for people to play around with and try out... but a full-fledged official "revamping" of the system isn't something that can or should happen until we switch editions, since SO much of the game is interwoven at that point. Once you touch the game's economy, that starts impacting treasure, encounter design, XP awards, monster strength, weapon balance, spell balance.... it spirals out of control fast.
Biztak |
is there a book detailing the different wizard schools of golarion?
also barring the earth breaker is there something similar to a two handed war hammer? if a medium character finds a large warhammer could he take the hammerhead and mount it on a different handle creating a two handed weapon apropiate for his size and so loosing the penaltie for different sized weapons?
James Jacobs Creative Director |
Yeah, I was going for Forlorn with the character. Thanks for the advice!
Are there elven enclaves in Taldor?
Elves absolutely live in Taldor. Some live among humans. There are probably a few villages here or there of predominantly elven population, although nothing that significant. They don't call them "enclaves" though.
James Jacobs Creative Director |
is there a book detailing the different wizard schools of golarion?
also barring the earth breaker is there something similar to a two handed war hammer? if a medium character finds a large warhammer could he take the hammerhead and mount it on a different handle creating a two handed weapon apropiate for his size and so loosing the penaltie for different sized weapons?
Inner Sea Magic talks a bit about some of the Academies, but not in great detail. We've also detailed a few even more, such as the Academie in Korvosa (which has an adventure set there).
The earth breaker is essentially the two-handed warhammer. It's got the exact same stats such a weapon would have, so there's no need for a separate entry for that weapon.
Whether or not a character could jury-rig a two-handed hammer like that is up to your GM and that character's Craft skill check (or however he manages to do it). In the end, the result would still have the same stats as an earth breaker.
James Jacobs Creative Director |
2 people marked this as a favorite. |
James Jacobs wrote:Jeffrey Swank wrote:Why not all three? I would think that'd be a personal preference. :PHi James,
Would the syrinx typically view ratfolk as food, potential slaves or vermin to be eradicated?
I prefer that they think of us as gods to be worshipped.
Now for my question. Any suggestions for combating the "Magic Mart" syndrome? Back in my old school days of gaming magic items were something we won in a hard fought combat after marching three days barefoot through the snow, uphill I might add. We never found a +3 sword of awesomeness just laying about gathering dust in a shop. Even in some of the bigger cities a plus 1 item was about the best we could expect to find. Or should I just give in and accept that times have changed and even the smallest hovel will have Discount Dan's Armor Clearing House where you can find racks and racks of armor of all sizes, materials, and enchantments.
*Edit I know that there are rules dealing with this in the core rulebook but I'm really wondering more about combatting the mindset that most of my players seem to have these days that if it has a gp vaule by it then it must be available pretty much anywhere items are sold.
Rebuild the entire game to divorce magic items from gold pieces for one. That means you need to engineer an entirely different way to quantify a magic item's power, unless you also want to remove player character magic item creation from the game as well, in which case you can simply say "No magic shops and no item creation in my game—you get what you find!" and then role-play out each and every time the PCs decide they want to sell their stuff and work out a different way to balance how much magical gear any one NPC owns.
In other words... if your're playing Pathfinder, you kinda have to be comfortable with the idea of PCs (and NPCs) being able to buy magic items in your world.
My favorite method of handling this is to custom build the items that are for sale in any city. Roll up or arbitrarily assign what items the PCs can buy, perhaps with a minimum value below which there's enough for sale all the time if you wish. This way, when the PCs go shopping, you can turn those trips into roleplay encounters, use them to sneak in details about your city, or seed adventure hooks. You also get to control exactly what items are and aren't available. It's a HELL of a lot more paperwork and bookkeeping on your behalf as the GM, though.
My personal preference is to build specific load outs for each shop the PCs have access to at the start of a campaign and adjust those offerings manually for the first few levels, but once the PCs hit about 5th to 7th level or thereabouts, letting them go to the "big city" and simply shop to their hearts' content can be a good reward to the PCs.
I used to play in those supposed "good old days" as well, and frankly... I didn't like it. The fact was that player characters ended up with a ridiculous amount of magic stuff that they didn't use, but didn't want to throw away. A +1 longsword had value, but not if you had a +2 longsword, but if you couldn't sell the +1 longsword... what do you do with it? Logically, in world, it MAKES SENSE that there would be a way to sell that sword.
Anyway. They way you combat the idea that "if it has a gp value then it must be available anywhere" is to train your players from the start. From the VERY FIRST adventure. When they go shopping for items, have them make Diplomacy or Knowledge (local) checks if you want so they'll get a list of stores, then when they visit a store, hand them a "menu" of what items are for sale at that store. Let them shop from that menu, and if there's nothing they want, they can go look for a second or a third or whatever store. Each of which you'll give them menus for. And if they're specifically looking for one item in particular... then they either need to take the item crafting feat and make it themselves, find an NPC with that feat and hire the NPC to make it for them, or search city after city for a shop where the item is for sale. You can turn that into a pretty strong adventure hook—"The item you want is for sale in Korvosa, but you're in Magnimar now, and that means an overland journey along the Mushfens!"
But be wary that players in this age get tired of that pretty quickly, especially if you turn the idea of gearing up into what amounts to busywork before they're allowed to actually get back to playing the game.
And finally... if you DO do away with free-for-all shopping... don't be a jerk. YOU know what items and weapons and gear your players' characters want and need. Put them in the adventure for them to find! If you have one fighter in the group and he uses a longsword and no one else in the group uses martial weapons... then put a magic longsword in the giant's treasure, NOT a magic warhammer.
Archpaladin Zousha |
Archpaladin Zousha wrote:Elves absolutely live in Taldor. Some live among humans. There are probably a few villages here or there of predominantly elven population, although nothing that significant. They don't call them "enclaves" though.Yeah, I was going for Forlorn with the character. Thanks for the advice!
Are there elven enclaves in Taldor?
Taldor seems, at least on first glance, to be relatively stable, in the sense that villages aren't wiped off the map every other week due to things like war or monster activity. Are there instances where stuff like this happens? I tend to get the impression that the big nations of the Inner Sea, like Taldor, Cheliax, Andoran, Qadira and Osirion are "peaceful" in the sense that the kinds of tragic backstories like villages burned to the ground by marauding armies of insane cultists generally don't happen.
I'm trying to figure out why the elf I'm working on would be orphaned and thus become Forlorn, yesee.
Also, what happens to Ulfen who fail the Ulfen Guard? Are they executed because given their close proximity to the emperor it's kinda like treason, or would they just be fired?
Mackenzie Kavanaugh |
But be wary that players in this age get tired of that pretty quickly, especially if you turn the idea of gearing up into what amounts to busywork before they're allowed to actually get back to playing the game.
I would have figured you would use such events as an opportunity to move the story forward, having the shopkeep mention offhandedly that she heard about an item like that turning up in Kaer Maga... which just happens to be where the party needs to head to continue the campaign.
xavier c |
xavier c wrote:1)Will you guys ever make a book about spaceships?
2)If someone was to use a Miracle or wish spell to maximum effect to create a spaceship. How big would that spaceship be?
3)How many Miracle or wish spells would one have to cast to get a eldar craft world level spaceship?
4)Some time ago i asked if you can create life/outsiders from nothing with a Miracle(or wish)spell and you said yes.Now i want to ask how many lets say angels can you create with one casting of a Miracle spell at maximum effect?
1) Anything's possible, I suppose, but a book about spaceships is pretty close to the bottom of the to-do list for a game about a fantasy setting.
2) How good a miracle or wish works is left entirely up to the GM. If I were the GM, the spell effects would be varied, depending on the nature of the deity/faith from which the miracle is coming, or depending on who's casting the wish... but it likely wouldn't be that big. Just off the top of my head, I'd probably say big enough for 4 people.
3) Again, depends on the GM. And whether or not he/she wants those in the game. Wish is DELIBERATELY left open to the GM's interpretation. I wouldn't allow those in my Golarion game, and so no amount of wishes would work. That's something that should and needs to be the goal of an entire campaign. MAYBE if the point of the campaign was discovering and gaining control of such a ship, I'd require a wish or three to allow the PCs the ability to fly it or to repair it.
4) Also up to the GM. "One" is the best answer though.
4)So One" is the best answer. If it was a mythic miracle or wish how many lifeforms(like angels) would you say someone can create?
James Jacobs Creative Director |
2 people marked this as a favorite. |
James, what would you do if you walked into the office to find blood smeared all over your desk, chair and walls?
Theres also a fully grown grizzly bear in the break room
** spoiler omitted **
I'd turn right around and check to see if anyone else in the office could tell me what's going on. The police would be called at some point.
And the break room's all the way in the warehouse. Not worried. They can handle grizzly bears in there. They handle worse than that daily!
James Jacobs Creative Director |
1 person marked this as a favorite. |
James Jacobs wrote:Archpaladin Zousha wrote:Elves absolutely live in Taldor. Some live among humans. There are probably a few villages here or there of predominantly elven population, although nothing that significant. They don't call them "enclaves" though.Yeah, I was going for Forlorn with the character. Thanks for the advice!
Are there elven enclaves in Taldor?
Taldor seems, at least on first glance, to be relatively stable, in the sense that villages aren't wiped off the map every other week due to things like war or monster activity. Are there instances where stuff like this happens? I tend to get the impression that the big nations of the Inner Sea, like Taldor, Cheliax, Andoran, Qadira and Osirion are "peaceful" in the sense that the kinds of tragic backstories like villages burned to the ground by marauding armies of insane cultists generally don't happen.
I'm trying to figure out why the elf I'm working on would be orphaned and thus become Forlorn, yesee.
Also, what happens to Ulfen who fail the Ulfen Guard? Are they executed because given their close proximity to the emperor it's kinda like treason, or would they just be fired?
All of the Inner Sea is relatively stable, but you can have bandits or monsters or the plague or whatever swoop in and destroy small villages or towns anywhere therein. That can happen pretty much anywhere. It's what happened to Kyra, for example. Galt's probably the best nation for you to have this happen in, I suppose, and it's right next to Taldor. But it can absolutely happen anywhere in the Inner Sea.
Failed Ulfen Guards... dunno. Haven't really put much personal thought into them at all. I suppose they'd be exiled and/or shunned at best. WHY they failed would influence their fate.
James Jacobs Creative Director |
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James Jacobs wrote:But be wary that players in this age get tired of that pretty quickly, especially if you turn the idea of gearing up into what amounts to busywork before they're allowed to actually get back to playing the game.I would have figured you would use such events as an opportunity to move the story forward, having the shopkeep mention offhandedly that she heard about an item like that turning up in Kaer Maga... which just happens to be where the party needs to head to continue the campaign.
Not every GM is created equal, though. And I wasn't talking about me. I was trying to warn all the GMs out there to be careful at replacing things that most players actually quite enjoy with things that most players won't enjoy.
James Jacobs Creative Director |
4)So One" is the best answer. If it was a mythic miracle or wish how many lifeforms(like angels) would you say someone can create?
As many as made sense for the story I wanted to be told.
You're getting into the realm of "things deities can do." And that's also the realm of "We don't put limits or quantify exactly what deities can do, because that's not the point."
Triphoppenskip |
Triphoppenskip wrote:James Jacobs wrote:Jeffrey Swank wrote:Why not all three? I would think that'd be a personal preference. :PHi James,
Would the syrinx typically view ratfolk as food, potential slaves or vermin to be eradicated?
I prefer that they think of us as gods to be worshipped.
Now for my question. Any suggestions for combating the "Magic Mart" syndrome? Back in my old school days of gaming magic items were something we won in a hard fought combat after marching three days barefoot through the snow, uphill I might add. We never found a +3 sword of awesomeness just laying about gathering dust in a shop. Even in some of the bigger cities a plus 1 item was about the best we could expect to find. Or should I just give in and accept that times have changed and even the smallest hovel will have Discount Dan's Armor Clearing House where you can find racks and racks of armor of all sizes, materials, and enchantments.
*Edit I know that there are rules dealing with this in the core rulebook but I'm really wondering more about combatting the mindset that most of my players seem to have these days that if it has a gp vaule by it then it must be available pretty much anywhere items are sold.
Rebuild the entire game to divorce magic items from gold pieces for one. That means you need to engineer an entirely different way to quantify a magic item's power, unless you also want to remove player character magic item creation from the game as well, in which case you can simply say "No magic shops and no item creation in my game—you get what you find!" and then role-play out each and every time the PCs decide they want to sell their stuff and work out a different way to balance how much magical gear any one NPC owns.
In other words... if your're playing Pathfinder, you kinda have to be comfortable with the idea of PCs (and NPCs) being able to buy magic items in your world.
My favorite method of handling this is to custom build the items that are for sale...
Grrrrr wrote a nice long reply plus follow up question only to have the goblins attack when I hit submit post now it's gone. So I'll ask this instead. WHY MUST GOBLINS BE SO MEAN!?!
xavier c |
xavier c wrote:4)So One" is the best answer. If it was a mythic miracle or wish how many lifeforms(like angels) would you say someone can create?
As many as made sense for the story I wanted to be told.
You're getting into the realm of "things deities can do." And that's also the realm of "We don't put limits or quantify exactly what deities can do, because that's not the point."
I was going to say Characters with the Divine Source mythic power and demigods.
KetchupKing |
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Good evening James! Hope work is going well. Just a few questions that have been on my mind here...
1. I imagine Kobold and Imperial Dragon interaction is rare in the extreme (unless there are kobolds in Tian Xia, just doesn't feel like there would be), but how do the two species view each other?
2. Is there any really classic tabletop monster you've just never actually fought?
3. Were any of the runelords we know married?
4. How would you describe the architecture/art style to be found in Pan Majang (the clockwork necropolis in the darklands of southern Tian Xia)? I'm kinda picturing Thai or Balinese.
5. Where does Jubilex stand on the CR scale?
6. If you could build any golem in reality, which one would you pick and why?
Thanks for taking the time out of your schedule to answer questions like you do! It's very much appreciated. Have a good night!
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
1 person marked this as a favorite. |
Good evening James! Hope work is going well. Just a few questions that have been on my mind here...
1. I imagine Kobold and Imperial Dragon interaction is rare in the extreme (unless there are kobolds in Tian Xia, just doesn't feel like there would be), but how do the two species view each other?
2. Is there any really classic tabletop monster you've just never actually fought?
3. Were any of the runelords we know married?
4. How would you describe the architecture/art style to be found in Pan Majang (the clockwork necropolis in the darklands of southern Tian Xia)? I'm kinda picturing Thai or Balinese.
5. Where does Jubilex stand on the CR scale?
6. If you could build any golem in reality, which one would you pick and why?Thanks for taking the time out of your schedule to answer questions like you do! It's very much appreciated. Have a good night!
1) Their interaction is rare enough that there is no racial view really. It'd be on a personal, case-by-case basis.
2) None come to mind. I have been playing the game for over 3 decades though...
3) Nope. Some certainly had consorts, but marriage implies an equality with another, and none of the runelords were into that.
4) Like the inside of a complicated clock expanded to city scale by Guillarmo del Toro. So... the underground complex from Hellboy.
5) Hmmm. Don't have my list handy here at work, but I think I've got him set at 27. Maybe 28.
6) Fossil golem. Because it's the closest we've come yet to dinosaur golem.
Darius Darrenbar |
James,
Been reading over Towns of the Inner Seas and some of the earlier adventure modules from way back when. What are the chances we're going to see an adventure path centered in Andoran in the next few years?
Falcon's Hollow has received a lot of development over the years, seems like it would be the perfect setting to start off. Especially considering a lot of the groundwork has already been laid out what with the history being flushed out for both the town and a many of its inhabitants. Would cool to see some more familiar NPC's (Ralla, the kobold children, Jeva, etc.) and what's become of them over the years.
Archpaladin Zousha |
Archpaladin Zousha wrote:James Jacobs wrote:Archpaladin Zousha wrote:Elves absolutely live in Taldor. Some live among humans. There are probably a few villages here or there of predominantly elven population, although nothing that significant. They don't call them "enclaves" though.Yeah, I was going for Forlorn with the character. Thanks for the advice!
Are there elven enclaves in Taldor?
Taldor seems, at least on first glance, to be relatively stable, in the sense that villages aren't wiped off the map every other week due to things like war or monster activity. Are there instances where stuff like this happens? I tend to get the impression that the big nations of the Inner Sea, like Taldor, Cheliax, Andoran, Qadira and Osirion are "peaceful" in the sense that the kinds of tragic backstories like villages burned to the ground by marauding armies of insane cultists generally don't happen.
I'm trying to figure out why the elf I'm working on would be orphaned and thus become Forlorn, yesee.
Also, what happens to Ulfen who fail the Ulfen Guard? Are they executed because given their close proximity to the emperor it's kinda like treason, or would they just be fired?
All of the Inner Sea is relatively stable, but you can have bandits or monsters or the plague or whatever swoop in and destroy small villages or towns anywhere therein. That can happen pretty much anywhere. It's what happened to Kyra, for example. Galt's probably the best nation for you to have this happen in, I suppose, and it's right next to Taldor. But it can absolutely happen anywhere in the Inner Sea.
Failed Ulfen Guards... dunno. Haven't really put much personal thought into them at all. I suppose they'd be exiled and/or shunned at best. WHY they failed would influence their fate.
AND Galt is right between Kyonin and Taldor! That's perfect!
I'll work on the Ulfen Guard thing myself, I guess. I want the failed guard to survive for this story, after all!
It's all starting to come together! Thanks James! :D
And now to ask a question that DOESN'T have to do with this train of thought:
Who's cooler, Visigoths or Ostrogoths?
snickersimba |
Could you explain more about why cosmo is treated like hes such a psychotic lunatic? I actually want to understand more about the paizo staff. Explain your coworkers as best as possible, before I accidentally offend one of them.
I apologize for offending you if I have ever done so.
Also, pathfinder needs some more comedic moments, like, how the iconics know eachother/what they do in there downtime and how they interact.
Mostly I just want to see merishiel beat the crap out of valereos
The Cube of Rubix |
Hello,
I had a question about Paladins and their Weapon Proficiency.
Now I had a discussion with someone on my own specific question board and they laid out why it was done but I was curious why not give Paladins their gods favored weapons?
I mean now, I know in core the favored weapons where all martial or simple and the class gains both freely. But with the new Inner Sea Gods and so forth, would it be reasonable to give a Paladin proficiency in their gods favored weapon?