| CaveToad |
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I have always found this to be a fallacy though. Yes, many of the smartest and brightest may be involved in the arcane arts, but depending how the training and schooling works, that could be prohibitively expensive, not every genius becomes a mage, and it doesn't take a genius to come up with a good idea. The peasant in the field is always looking for a way to do things easier and more efficiently, and the archmage in the tower sure doesn't have the peasant in his mind, "Let's see invent a magical plow for Bob from Muckville, or find the artifact that will let me turn into a lich muahhaha. Sorry Bob". I would think there would be plenty of mundane researchers still looking for ways to innovate. It is also hard to draw similarities in a fantasy world to real world. What if the world had no Age of Discovery, no over population, no religious schisms, more wars, less wars, etc. So many things shape the outcome of progress. The destruction of ancient libraries and lost knowledge, all fascinating what if scenarios. Throw in magic, and monsters, and Gods that manifest in flesh and blood, and other planes that you can actually travel too, and more immortal creatures that you can shake a stick at, well it gets really tricky to predict what would, could or should happen. Eventually its just a situation of 'dang my friends just want to kill some orcs on a Saturday night and eat pizza'.
Fun to consider.
| Aury'tss |
All true, there are definitely still mundane researchers and that explanation isn't everything. But, some percentage of people that might have become mundane researchers might have pursued arcane instead.
And like I said, I'm guessing technological progress is more exponential than it is linear, and that percentage being turned away from mundane research since the start of time makes the pathfinder reality much slower to progress technology than ours. How much is impossible to know, especially like you said with all those variables, so it can be set at whatever rate or level you want.
I just find it a nice start to explaining it, because I think it definitely would have a major effect on the world. Most of my players aren't interested in the world outside their storyline for me to have done much more explaining, hahaha. They are more adventurers than they are explorers.
| Dalang Teniel |
Technically speaking, Draconic wouldn't change much because;
A) Why would you change a perfect language?
B) It is Ancient and perfected, refer to A.
C) Think like a Dragon and not a human ... ;-)
D) Exception to above, it's Cave Toad's world.
Counterargument:
A) Draconic is the language of Kobolds, Lizardfolk, and Troglodytes, all extremely short-lived races.
B) Kobold Draconic is frequently described in 3.5 as very different from the dragon kind.
C) Latin, when used as a scholarly language by scientists, changed a great deal in 1,000 years—and we're talking about 10,000 here.
D) Assuming some event knocked out a lot of dragons, Arcane and Kobold Draconic would certainly evolve into their own languages; if new dragons start learning their language from wizards, bam, total linguistic shift.
| Shaeyl Nygct |
I prefer to consider that mental capacity of "innovation" as simply being non-existent or greatly muted in fantasy worlds like Golarion.
People just don't come up with new ideas. "If it ain't broke..."
Keep in mind that longer lived races are going to be more resistant to change of the language as well.
While all of this is fascinating to many of us (myself included), I believe that many people would like to know if they should mark any/all of their current languages, including common, as ancient.
| Dalang Teniel |
Linguistic shifts aren't innovation—they're people dying. No language in our world has remained intact for more than 1,000-2,000 years—even with other races living 5x as long, we could well see a lot of shift in 10,000.
(For instance: Nobody in Golarion spoke Common 2,000 years ago, or Shoanti 4,000 years ago, or even Thassilonian 6,000 years ago—it was all Shory and Azlanti and whatnot)
| Xanya Zellor |
I just got the craziest idea. A party of a large, a medium a small and a tiny character they can all ride on top of each other. Then they could just all pick a bunch of teamwork feats that scale of how many adjacent or other things that let you help adjacent allies :).
| Dalang Teniel |
Without being creatures suited for riding, there's some massive penalties in play there...
| CaveToad |
The Advanced Character Guide updated errata came out a few days ago. I encourage everyone to take a look at this, particularly if you have one of the ACG classes as part of your gestalt. There are some significant changes in there, and I see quite a few that will alter people's builds here. I will be going by the new updates rules, so please make adjustments as needed. If some change has removed a 'feature' that was core to your build, we can discuss. I will be reviewing the errata again and taking a look at everyone who has an ACG class and making sure that things affected are adjusted as needed.
| Aury'tss |
| 2 people marked this as a favorite. |
I drew the map we were (probably) all given!
I messed up early on though so the colors are kinda messed up.
| Lump |
The Advanced Character Guide updated errata came out a few days ago. I encourage everyone to take a look at this, particularly if you have one of the ACG classes as part of your gestalt. There are some significant changes in there, and I see quite a few that will alter people's builds here. I will be going by the new updates rules, so please make adjustments as needed. If some change has removed a 'feature' that was core to your build, we can discuss. I will be reviewing the errata again and taking a look at everyone who has an ACG class and making sure that things affected are adjusted as needed.
cant open this for some reason
| Hotaru of the Society |
This may help It's not a download and instead is just what d20pfsrd is using to show what they've already updated and such.
There's a lot there. Probably the biggest one for a high-stat campaign is the removal of divine protection as a 'why ever be a paladin again?' :P
| Lotham |
No, that makes the feat an improvement. There's already an errata saying you can't add the same attribute more than once to... anything. That's why I don't have a Reflex save of +10 right now. So the change lets you get an extra +1 to all saves instead of being completely useless.
| Dalang Teniel |
Lotham, you're reading the first errata. The newer errata for Divine Protection is "1/day"
| Xanya Zellor |
In my opinion the old battle cry was a better feat than divine protection (even though the old version of the later would have been the eqivalent of 12 of the other save boosting feats on my character), but that was nerfed heavily as well. Both are now pretty meh, but but more in line with other feats.
It doesn't seem like my summoner archtype got any changes, though there is a huge boost to the life link hex which makes if actually useful for me. That's good because the options for hexes were really limited with my wis-mod. Xanya with her massive hp-pool, dr and protective tumor familiar can tank a lot of damage by the time we reach that level. By my reading of protector familar, shield other and lifelink Xanya could chose to have 3 of the five damage go to Ikik.
| Dalang Teniel |
Battle Cry was roughly the same nerf they applied to Courageous Weapon in a recent errata, which is also a somewhat big deal (it now only applies to saves vs fear).
| CaveToad |
I drew the map we were (probably) all given!
I messed up early on though so the colors are kinda messed up.
Nice!!
| Hotaru of the Society |
Looking over the changes, the most striking changes to me are:
Consume Spells: Arcanists being limited in the number of consumable spells is a huge deal; they go from nearly unlimited magical shenanigans potential to far less. (this required being high level (20) to truly take advantage of)
Brawlers can now use shields (huzzah!)
Hunters gain Skirmisher Tricks for their pets (extra huzzah!)
Divine Protection: Huge (Much needed) nerf. Probably a little too heavy-handed.
Several Hexes were changed to once per day (as they were intended).
Skalds can use horns. :|
Luck Blessing is no longer best Minor Blessing. Still very nice.
War Blessing is still ridiculous.
Just about everybody lost Parry and Riposte.
Precise Strike is now a swashbuckler thing.
Feral Hunter is now very nice.
The near-removal of pounce from all Eidolon related stuff continues to have my approval. (Base Eidolons still have it).
| Quassine Alator |
Aury'tss wrote:Nice!!I drew the map we were (probably) all given!
I messed up early on though so the colors are kinda messed up.
I second that, very nice!
| Dalang Teniel |
Yeah... the Arcanist's counterspell and dimensional slide are set back in line with other abilities (though this just puts the similar PoW PrCs further ahead).
Brawlers using shields is huge, because it doesn't interfere with their flurry, and gives them a new edge against UMonks. Shield Champion is also actually proficient with shield bashes now.
Hunters (and Divine Huntmasters) always had Skirmisher Tricks for their pets; they just used to be unlimited/day, which was a very overpowered exploit.
And, of course, the Divine Huntmaster I play whose build revolves around Divine Protection and Betraying Blow is no longer valid...
| Quassine Alator |
He's mistaken unless he is talking about an earlier nerf or an errata after 7/22/2015. I just check the 7/22/2015 Errata, there is no mention of Dimensional Slide or any slide for that matter.
| Dalang Teniel |
Exactly that. The rate at which an archaist can use any exploits has been vastly reduced.
| Xanya Zellor |
Yet another hugely nerfing errata from paizo... I don't like this trend.
| Xanya Zellor |
I really dislike that they change stuff like this. It means we can no longer trust in our plans. @CaveToad: What about letting those who rely on something that has changed just use the old version? It'll create way less disruption.
| CaveToad |
I really dislike that they change stuff like this. It means we can no longer trust in our plans. @CaveToad: What about letting those who rely on something that has changed just use the old version? It'll create way less disruption.
well clearly they are changing it because they feel it needs balancing due to potential exploits, which are popular choices for builds. I think sometimes they don't rebalance things properly, but then again they didn't plan correctly to start with.
In any event, I said I would use all errata and corrections as they are released. If anyone's build is massively destroyed, they can contact me, but it might be an indication that build was built of something too good to start with if it crumbles like a house of cards. maybe not. Retraining options are available.
| Quassine Alator |
Wow, lots of changes this year!
| Xanya Zellor |
some stuff came up today and I wasn't able to post like i wanted. just an fyi
We'll be looking forward to your return :)
| Makoto 'Maks' Kasumi |
| Xanya Zellor |
Hope you feel better soon. I must say I'm not too thrilled about another massive mass-meeting... I thought we were ahead of the other groups since we arrived at the city, but I guess not... I hope we can split up soon...
| Quassine Alator |
Not a problem CT, get well!
| CaveToad |
Hope you feel better soon. I must say I'm not too thrilled about another massive mass-meeting... I thought we were ahead of the other groups since we arrived at the city, but I guess not... I hope we can split up soon...
You arrived at the fort the same night (evening of day 4) as everyone else, just a few hours earlier. Everyone had met with the Thain on day 5, and with Marshal Hawke later on. There isn't any particular need to interact with the other groups, the option is there for those who wish to. You will be acting independently in the field so there isn't too much to worry about.
| Xanya Zellor |
I assume the following is in effect?:
New Tactics
Maneuvers and Mounted Combat - When a martial disciple initiates a martial maneuver (strike or boost) during a mounted charge attack, the initiation of the maneuver overrides the damage bonuses that are sometimes gained (such as from the feat Spirited Charge or while wielding a lance) while performing this action. The initiator inflicts damage as if it were a normal attack while mounted and then the strike and/or boost’s additional damage and effects apply to the target. If the strike includes a charge attack component, the initiator’s mount forgoes its action this round and performs a full round action to facilitate the movement portion of the strike and may move up to twice its base movement speed as if it were charging. Apply the effects of the strike to the initiator’s attack at the end of this charge as normal. Martial counters and stances are unaffected by being mounted, and may be applied or used as normal.
Which means I won't be benefiting much from such things... It seems really weird to me that it applies to boosts as well though...
| Xanya Zellor |
It is actually closer to Xanya's appearance, but there are only so many blueish skinned red-haired pictures to chose from...
Also that rule seems to have a really stupid interaction with encouraging roar... If an ally uses it Xanya's damage is cut in three on a charge?
| Shaeyl Nygct |
Is Xanya initiating the roar, or her ally?
If an ally, the ally looses their charge bonus, not the ally's that get the boost.
Note the language "The initiator inflicts damage..."
It is also pretty clear that the encouraging roar damage would apply after other effects, so it wouldn't get increased for charging, sneak attack, etc.
| CaveToad |
I assume the following is in effect?:
Quote:Which means I won't be benefiting much from such things... It seems really weird to me that it applies to boosts as well though...New Tactics
Maneuvers and Mounted Combat - When a martial disciple initiates a martial maneuver (strike or boost) during a mounted charge attack, the initiation of the maneuver overrides the damage bonuses that are sometimes gained (such as from the feat Spirited Charge or while wielding a lance) while performing this action. The initiator inflicts damage as if it were a normal attack while mounted and then the strike and/or boost’s additional damage and effects apply to the target. If the strike includes a charge attack component, the initiator’s mount forgoes its action this round and performs a full round action to facilitate the movement portion of the strike and may move up to twice its base movement speed as if it were charging. Apply the effects of the strike to the initiator’s attack at the end of this charge as normal. Martial counters and stances are unaffected by being mounted, and may be applied or used as normal.
Ok, looks like some newly added stuff. I will have to review it and become somewhat familiarized.
| Xanya Zellor |
They just updated their "release document". I assume the stuff in there is unlikely to change further.