
Tessai |

Indeed.
Was a complicated day today: kids on vacations and at home + job interview = Slow Posting :D
In any case I will forward you Tessais' purchases - it will be a short one -> She is poor after all :/
40 gp for the Cold Iron Rapier
150 for 3x Enlarge Potions [created by Brandon]
e-mail inc.
P.S. Brandon I am going to assume you will e-mail JCServant with the purchases you requested from Tessai?

Brandon Harcroft |

I didn't really feel I could add anything until I saw Tarvi's reaction. Also, ridiculously busy day today. Flying up to Scotland with work tomorrow so may not post regularly over the next two days.
Tessai - I will indeed :)

Beppo van Drotske |

At this point, the Bit of Luck and Hero Point rule changes are the ones that really stand out, at this point pretty much entirely because they make us somewhat less powerful. That's not to say that I have any legitimate reasons to object to either one.
Still, I wonder if you could share your reasoning for those changes - bit of luck too strong? Have we had trouble with hero point boosts and rerolls?

Beppo van Drotske |

The haggling rules are very interesting. I wonder if the DCs aren't a bit high, though I understand that you are probably trying to avoid having a character consistently be able to obtain deep discounts - have you played around with some party "face" types to test it out?

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Yeah...both of them in my regular games got a bit out of control. With the bit of luck, it was actually the NPC I was running in the party I was controlling. It's a basic cleric ability that in my experience, just blows all others away. When dealing with PCS who have multiple attacks and the such, it was like hero point on steroids. For a basic cleric power, it's more powerful than most higher level spells.
In our regular groups, they nearly never ran out of hero points...so I had to taper them back a bit.
As far as DCs, I just remember this one MEAN paladin who was toting a +17 by level 8. Bad pally. BAD.

Brandon Harcroft |

Hmmm... I have reservations over these house rules JC.
1 – Alchemist bombs. This isn’t going to be relevant to us but I’d still like to offer my opinion. I think applying SR to bombs is a massive nerf. Yes flavour-wise they are infused with a bit of magic but that’s only fluff and nothing really mechanical behind it. Once mixed they just become Molotov cocktails. These are just super powered alchemical items, not spells. I feel like adding the +5 to beat SR is a token gesture and adds a level of complexity that doesn’t need to be there.
2 – The same goes for the witch hexes. Why change the cackle? Yes I know they can maintain it whilst doing other things but that is their main schtik. Again with the SR. If someone chooses to really optimize a witch with cackles they can shut down a lot of enemies. But I could min-max a wizard, cleric, rogue, fighter, monk who could all take enemies out of the fight. That doesn’t mean we should nerf their abilities.
3 – Bit of Luck. Really? Is it that bad? I know rerolls are a great thing to have but given the sacrifice to the action economy of not doing anything proactive themselves, I think giving a compatriot a great ability is fine. Clerics are the supporting cast, built to buff. In my opinion it is the best domain power but look at the divination specialist wizard. Being able to act in the surprise round, the boost to initiative all but guaranteeing they act first, combined with a carefully placed battlefield control spell and the fight is over before its started. There are many more comparisons I could draw but I don’t think there’s a need.
4 -
As far as DCs, I just remember this one MEAN paladin who was toting a +17 by level 8
Why is that a bad thing? If he has chosen to optimize his guy as a handsome, charming socialite I say all power to him. As long as he is at least trying to role play it and not just kicking down doors and punching people in the face all the time I say all power to him.
5 – At the end of the day the players are the heroes. Let them do heroic stuff.
6 – House rules in general. Personally, I think the game is complicated enough without having a house rule document that starts to look like it’s own Core Rule Book. I’m very much a fan of ‘if it ain’t broke don’t fix it’ and for the most part I think the game balances extremely well. Yes I know there is the axiom of ‘if you don’t want it in your game, throw it out’ but I think that brings its own problems. Look how long it took us to get used to the positioning in this game and the cover rules for ranged attacks (which I suspect not everyone understands still – I know I don’t :/).
Anyway, those are my observations and I’m sorry if that sounds like an angry rant but I just found out Affleck is Batman.
I go in peace.

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I appreciate the feedback.
1- SR isn't really a concern until higher levels. Unfortunately, what was happening in my high level group, is because of the touch AC rules for bombs and no SR, the alchemist could easily damage creatures WAY above the party's CR. (Ex, a level 26 dragon for a level 15 party) that no one else could touch. The challenge is that the game really isn't balanced at all for touch based attack classes. An alchemist still has a significantly better chance of impacting a dragon with bombs than a wizard with spells or a fighter with a sword.
2. Same thing. Witch could slumber a high level devil that no one else could touch (assuming it just got a little unlucky on its save). SR is designed to make high level beasties tougher to one shot off with the right spell. At the high level of play, it was silly watching the wizard struggle while the witch basically got a free ride, in a manner of speaking
1 and 2. I think what was more concerning was using either of these against the high level party. A group of enemy fighters couldn't touch the high AC, SR buffed (They had a cleric handing out SR and doing dispel magic if that failed) group, but a group of gunslingers and alchemists shredded them. The idea of a 'touch attack based class' was added by Paizo with those classes. They just aren't balanced at high levels because touch ACs for most players and monsters are nearly the same as they are at level 1.
3. Yes, it's that bad. I wrote about that one above. Mind you, *I* was the one playing the cleric of Desna in the group. I love my NPCs that I get to play in party. However, when I find myself PREFERRING to do a first level cleric power over most 3rd level spells, that's an issue. I've played a lot of clerics over the last 3 years. No other low level cleric power is anywhere close to being this useful. It's a powerful attack (average of +5 to hit) and defense (saving throw) buff all wrapped into one. Basically unlimited hero points for one round. And, I want you guys to know, I *rarely* make these decisions unilaterally. It was the *players* in that group who kept commenting how bloody useful it was. The higher level they got, the more they commented.
4. Nope. Never said it was a bad thing. However, since players don't normally get to bargin down, and this is, in effect, giving the players a way to earn more, save more money than normal, I balanced the DCs with what optimized players can do in mind....lest someone start getting 25 percent off everything by level 5.
5. Sure. But a fighter should feel as heroic as an alchemist as a wizard, more or less. Broken mechanics and classes that are way out whack take away from that. Again, I don't make these change lightly. Take the summoner banning. I've run 3 now through campaigns. I can't tell you how many times I've seen barbarians and fighters fighting side by side, complaining that the eidelon does their job, but better. I've had two player change out to ranged classes, because they didn't see the point. The eidolon has their AC, more attacks and more damage. On top of that, The eidolon has a caster who gets an extra action each round on TOP of all that damage that the fighter doesn't even get. Etc., etc.
6. There are several types of houserules. The ones that re balance the game certainly do add a little more complexity than what's there, but not much. It's not hard to figure summoners are banned, guns resolve vs. flat foot and hexes/bombs resolve vs. SR. That takes only a minute to understand, and if a player forgets, I remind them.
The houserules to make Pbp work are MUCH more complicated and take longer to learn, adding substantially to what players normally know and bring to the table. However, most people agree that once understood, they make Pbp move a lot faster/easier, so the payback to the players are worth the investment.
The third type of houserules are those the optional ones to enhance the game for players. Power points, relationship rules and the beta bargaining rules. While the jury is still out on bargaining rules, for the most part, players like these extra, optional rules and what they bring to the table. Occasionally, they do not. The play up/down rules really didn't hit a home run, so you may have notice, I took them out :)
In conclusion, I want you emphasize, that I don't just make decisions based on feeling. I crunch a lot of number (I'm an accountant after all) and have a lot of experience playing this game. Even then, i do not make the decisions without a lot of input from players. It's not about balancing the game vs. the bad guys. I can easily make bad guys more challenging. It's about making the game fun for as many people as possible. This is the first house rule go around where I've actually 'nurfed' some classes wholesale, and its taken me nearly 3 years, running an average of 3 games/week to get there. And, most importantly, the houserules are designed to make the game more fun for players as a whole (though a class getting a nurf may not feel that), not done arbitrarily for kicks and giggles, nor to make life more balanced for the monsters.

Tessai |

Guys, just wanted to give you a heads up - During the next two weeks, my posting will probably be sparse, if any at all.
I am going on vacations with the family from the 25th to the 28th August. Then I am back for a couple of days, and off again from the 1st to the 8th September.
I will try to drop a line from my phone every once in a while, but I cannot guarantee it.

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LOL. Well, for those of you who don't remember, I don't like to GM PC in any of my games. Several reasons...
- I never play the PC nearly as good as the players do. PCs these days have so many bells & whistles (abilities, spells, feats, etc) that I can never remember to use half of them.
- Occasionally, a PC dies while under GM control, and that's never a good thing.
- And when you combine these two elements (a PC dies under GM control because he did not use a defensive ability that she had), then what you have are players who want GM to reverse decisions that happened while they were out (on very valid grounds). And, y'all KNOW how much I loathe going back.
So, yeah....not something I like to do.
Mind you, occasionally, in Pbp, I'll roll for a player or have them cast a spell or something if they miss a post and I know that their move was absolutely critical. But I really don't like going above that.
Usually, for short term absences, I adjust encounters down a bit and call it a day. If a player is going to be gone for a longer period of time, like a leave of absence, and the party feels that the PC was covering a critical role, I usually offer the PCs the assistance of a hireling.

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I'm doing fine. Thanks. I was getting flooded with emails and phone calls, since I was connected to many here in the state. I think I'm through most of it, and things are settling down. If you all ever get a chance to talk with me on Skype or phone sometime, I'm happy to share more details. I may do a blog entry on it sometime down the road. It was a very...interesting year to say the least. Regardless, Aemon is right. I'm still running for you all, lolz. If anything, its just one less thing competing for my attention. Thank you all for your support. Now, let's do this thang!

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Moving forward, the 'morning' post will likely happen earlier..around 8.30a to 9a EST most of the time. I've been testing that and its easier with my new job responsibilities. I will be somewhat flexable as I continue to test it. Keep that in mind, and either post the night before or a little earlier. Thanks :)
As far as the chest items....Do you all want to keep all this stuff, or do you want to be selective? If you want to be selective, I'll pay you all out per the uploaded worksheet (over 2k each) and then you all buy exactly what you want off of that or any normal item(s). Alternatively, the group can keep the whole haul, as is. The list of items remains on the sheet for future purchases. Keep in mind, prices for multiple items is for the entire lot. (In other words, if it says Potion x6, the price/cost listed is for the lot of six).