Purple Dragon Knight |
This is why we're putting firearms rules into something other than our core rules, for example, and why we haven't tackled a nautical/ship rules set yet. That topic needs its own book also.
Yes, I completely agree. When I first heard about the gunslinger I was excited and humbly attempted to improve the class via the pickleshot idea, but as the playtest develops I can see, as a DM, the dragon rearing its ugly head... even as written for the Golarion setting (no advanced firearms, just emerging guns i.e. pepperbox, pistol, musket, cannon only) I see a huge problem with that weird game mechanics tangent that allows for a hit vs. Touch AC.
However, a book on ships and submarines, and other underwater rules, would be awesome. I'm only going to say this: if you make a pirate class don't build it so it's useless on dry land. A few nautical perks are fine, but leadership feat should be enough to cover "having a crew that knows how to make that ship move."
James Jacobs Creative Director |
Yup; cold weather gear isn't nearly as bad-ass at protecting you from environment extremes as is endure elements.
I'm playing in Rob McCreary's Kingmaker game as a player; he's moved the game into Iobaria in the winter, and cold weather's been a pain throughout the campaign. My character, being a cleric, has pretty much had endure elements going all the time, and it's been a delight to not have to worry about making those Fortitude saves and what not.
Of course, if your GM doesn't bother with things like hot or cold weather conditions in your game... it doesn't really matter, I guess.
Crimson Jester |
James Jacobs wrote:This is why we're putting firearms rules into something other than our core rules, for example, and why we haven't tackled a nautical/ship rules set yet. That topic needs its own book also.Yes, I completely agree. When I first heard about the gunslinger I was excited and humbly attempted to improve the class via the pickleshot idea, but as the playtest develops I can see, as a DM, the dragon rearing its ugly head... even as written for the Golarion setting (no advanced firearms, just emerging guns i.e. pepperbox, pistol, musket, cannon only) I see a huge problem with that weird game mechanics tangent that allows for a hit vs. Touch AC.
However, a book on ships and submarines, and other underwater rules, would be awesome. I'm only going to say this: if you make a pirate class don't build it so it's useless on dry land. A few nautical perks are fine, but leadership feat should be enough to cover "having a crew that knows how to make that ship move."
Personally I have been wanting to remake it as an Archer class. I like firearms, just not enough for a base class.
KaeYoss |
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Also, pirates vs. Cthulhu is good business.
I can already see it:
You wouldn't steal the necronomicon!
You wouldn't call on Hastur three times!
You wouldn't throw a beach party on R'lyeh
Spreading the Mythos without paying with your sanity is PIRACY!
And the Great Old Ones HATE pirates!
KaeYoss |
James Jacobs wrote:It's, in fact, my favorite example of how RPGs can get derailed and bogged down in unnecessary "gun porn," with the designers losing sight of what's good for the game's pacing and getting all caught up in writing a gun encyclopedia instead.Hell, I think even the core rulebook went too far. I'd be perfectly happy if they had limited it to the general types of gun (pistol, revolver, rifle, shotgun, SMG, etc).
Yeah. You can always use Ultramodern Firearms d20 if you need more guns.
John Benbo RPG Superstar 2011 Top 8 |
KaeYoss |
KaeYoss wrote:I don't know. Godzilla's taken on quite a few creatures from space already. What's one more rubbery octopus like creature?John Benbo wrote:Cthulhu vs. Godzilla?Godzilla falls in one round. He's just a big lizard. No unspeakable powers of doom at all.
In this case, an entity of unspeakable horror and power with a power that makes him laugh with scorn at the godlings those clueless humans pray to in fear.
To me, that roughly translates to "lizard stew"
Eric Hinkle |
Cthulhu does indeed exist on Earth. He's still there. The fun part about all the forewords in Carrion Crown is that we, essentially, get to do thematic "movie posters" for that adventure's themes that don't necessarily equate to what's going on in the adventure.
And now I want Carrion Crown more than ever; for some reason I love the 'movie posters' idea!
That said... I did find a way to allow Cthulhu to influence things on Golarion in a way that doesn't break established canon that he's actually in R'lyeh on the bottom of the Pacific Ocean on Earth.
I'm guessing reaching through dreams and/or telepathy, as Cthulhu has used both in other stories.
Hobo |
It's very much pre 3.5. It was actually WotC's first stab at using the d20 mechanic for anything other than D&D. They chose to team up with Chaosium to present a d20 version of Call of Cthulhu because that game is SO different than D&D, that if they could use the d20 rules to create a workable version of that game, that would prove how versatile the d20 rules were.
I know, I know... this is old.
But to be precise, it's was their third: assuming that you count the Wheel of Time and Star Wars as sufficiently different from D&D.