It's already mixed in. That's why the "standard" game doesn't have lazors and cybernetixXx.
We're discussing whether it's better to have a little more verisimilitude, more interesting variety, and words that mean what they actually mean if you look them up (like, let's say, if you're a new player or don't speak English as a first language).
You suggesting you don't want new players in the game being able to understand things quickly, more interesting variety when you play, and clarity?
I'll toss in a big, broad (if not 100%) agreement with the OP, so long as the OP agrees to work with me to stop the plague of the use of the term "_____ mail".
I promised a giant recap collection. I edited a giant recap collection. But it got a little out of hand.
By the numbers:
Thank you Frog God and all your acolytes. This is an amazing story that continues to live on!
RAZOR COASTERS, I'm coming to a turning point in my campaign. I'm soon going to make a MEGA-POST-9000 of the last several months of recaps since my PCs made it out of the sewers, but the short version is:
AND I may be transferring systems to a fantasy conversion of the Fantasy Flight Games Star Wars "Narrative Dice System". Yeesh.
Somehow, I got two weekends in a row of GMing RAZOR COAST! Highlights:
- The PCs smashed the hell out of the weresharks who ambushed them aboard the GOOD DAY'S CATCH (monk's attacks count as silver now), then spent 20 real minutes and an expensive casting of Stoneskin just in planning how they were going to attack the one Great White circling in the water.
Thanks, RAZOR COAST authors, for the note about how deadly this section of the sewers is. I'm only sorry my players didn't catch any of my numerous hints...
My apologies if I was unclear. In the first 11 levels of a Shattered Star game, we found no problems. It just made an already buffing-oriented character even more effective/flavorful in his support role.
I recommend you think about someone hitting you with their fist, then think about someone hitting you with their elbow, and after that consider how impressive the name is.
Claws I can't speak for, though.
+1 for the cool build idea, +2 for the name from me, FWIW.
Another great session this past weekend.
- PCs killed Dalang Jalamar underneath Beacon Island in the previous session.
So of the 6 hours of prep I did for this session, I only used about 30 minutes of it. I'll count that as a victory for roleplay.
Ran the BB adventure last night for a couple of new players (new to pen and paper RPGs). It went brilliantly. Starting with the rules-light conversational/information-gathering elements was a great way to ease the new folks into playing roles, and the slow build of more and more complicated combats, when the fighting did occur, worked very nicely.* Not enough has been said about the really clear and evocative map, which immediately had my players asking good questions and using the environment as part of roleplay and combat.
Kudos to Mr. Garringer and Mr. Moore!
*For various balance reasons, I bumped the PCs to level five, and added two sewer troll handlers to the otyugh encounter (to raise the CR) and a jackalwere ally to Nitsud Kram's hideout (to teach about DR).
Very interested in this. I'd love to see more Sources--3 INT- and 1 CHA-based seems out of whack. What about Nature/Evolution Source (WIS)? Or Planar Contact/Purity Source (WIS)? Definitely could make sense to have a CON-based Source, too, but I can't think of a compelling flavor for it...
May I playtest this in one of my current campaigns, Cyrad?
Great session of RC last night.
My PCs, having defeated the Caller of Crooked Forms in the Drowning Temple (I decided the sacrifices were granting souls to fuel a skeleton anchor), were going to mount an assault on Bonedeuce's mansion estate. The group's "captain" (player) talked them out of it, much as they wanted to stick it to The Man, and I got to avoid a scene like the ending of DJANGO UNCHAINED.
They returned to Port Shaw to find a dragoon boat sidled up to their own ship. (I used the Cetaceal from Ships of the Inner Sea. They had demolished the inhabitants of Bonegnaw's Cove, and wanted to claim it as their own, but the ship I gave them early on was too big to fit. So the Cetaceal was the result of an expensive bribe to Shakes Montgomery to get a dragoon patrol ship to use incognito.
Returning the Tulita captives (from the Drowning Temple) to the Tulita elders outside of Port Shaw, I decided they would be met by a Tulita insurgent leader who had lost her squad of warriors out by Beacon Island. (When they get there, the captive pirates below the island will be these captured Tulita warriors.) Now that they have a new ship, Bloodbane's treasure map, AND a story motivation, they finally left Port Shaw!
Cue boldly storming the beach on Beacon Island like James Bond, wyvern attack, and terrified PCs standing in the scrub approaching the lighthouse...
Louis Agresta wrote:
Thanks for the tips on this, Mr. Agresta. I'm having a heck of a time getting my players to leave Port Shaw (by boat), even though they are more than capable of surviving the dangers, because OMG TEH WATERZ BE SCURRY!1!.
My players have turned basically every encounter in LEGACY OF FIRE into a social encounter, and it's worked out wonderfully - many chances for intrigue, shifting alliances, favors, animal handling, and bargaining. I highly recommend using the modifications and additions you find on the Paizo boards, written by folks updating the AP from 3.5 to Pathfinder.
Sounds like this is a question specifically about PFS.
I think people read the term "unlock" and assume that the writer is expecting a MASS EFFECT 2 style (read: restrictive and arbitrary) weapon upgrade system in a game that exists largely in the imagination of its players.
Like, unlock yourself from the burdens of the rules, n' stuff, you square.
Seems like, with traits and gear, you've done what any sensible person would do and tried your best to overcome the -5. As a GM, I would say that that doesn't make the -5 disappear, the same way bringing proper ropes and gear to a challenging climb doesn't suddenly make the wall less steep or treacherous.
Humphrey Boggard wrote:
+1 for that idea, and another +1 for the name "Humphrey Boggard".
I saw this thread and hoped it was about how to work running a Pathfinder game into a real-life wedding.
Anyone have any good ideas on that front, I'm getting hitched in a few weeks and would take all the advice you got. Bride demanded a 2-foot diameter inflatable d20 be involved in the ceremony somehow and I haven't yet solved that one.
I expressed some pretty extreme disappointment, earlier in this thread, that Obsidian's designers' talent was being wasted on a port of a vapid card game. Josh Sawyer, one of Obsidian's lead designers, provided further evidence of his skills in a great commentary on RPG design over at Kotaku today:
I am delighted that Paizo as a whole has made money off of a genre of gaming born out of consumer exploitation (having to pay for things you will never use because they are bundled with things you will).
Tasking Obsidian with making an adaptation of a card game is still as wasteful and sad as Floyd Mayweather Jr. beating up a schoolyard bully.
Lincoln Hills wrote:
Since I'm a boxing coach, I'm going to assume your reply is intended to agree with me.
That said, Paizo's counter-argument might be that there is a very real difference in how you teach bare knuckle punching versus punching with properly wrapped and gloved-fists. It is not an exaggeration to say that I could teach anyone to punch so hard wrapped and gloved that he or she would break his/her own wrist on the heavy bag punching like that bare knuckled.
Damn, some of these are great!
I'm about to try out this one for an upcoming campaign:
All due respect to rules balance, but this is a pretty ridiculous rule. I don't suddenly start not-punching because I put on gloves.
I doubt you'll find anyone who thinks Rage Cycling is not RAW.
The objections come from the notion that it doesn't narratively make a lick of sense. CAHaugen, go ahead and re-read those (countless) threads about RCing if you're confused about this. Your revelation isn't a new one, because it's not really up for debate whether RCing is "legal".
I houserule that entering or exiting rage is a swift action (which, frankly, cuts into my suspension of belief still, but seems a fair compromise).
Had a great time running my PCs into the sewers (section 1). They loved Cap'n Lester Farrows and the creepy details of the rooms. Fireball made some encounters a little goofy (when the only skum standing is the named one, and he at -30 HP), but I also have watched my players really enjoying weird encounters with great beasts, so I swapped out a few of the skum in S3 for a siyokoy and its handler, guarding a treasure pile.
My only real gripe with the sewers: those maps in the .pdf...rough, to say the least, for use in a VTT.