Durkon Thundershield

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Cheapy wrote:

If it's a weapon, you make it with the magic weapon rules.

If it's a wand, you use the wand rules.

You do not use whatever is the cheapest for the player; that's cheese of the stinkiest order. [/QUOand

Thanks for the responses.

I understand that if she enchants it as weapon, it uses the weapon rules. And I understand that it should generally follow those. But it wouldn't work with a sword, ss the player would want the additional damage. She is looking to use it as a spell delivery vehicle.

As it isn't a magic weapon she wont have the additional hardness and hit points. I think I sm going to allow it as it follow both logic and the rules. However, following logic and the rules, sunder is her enemy. She may find that people try to cut the whip in half. If they do, then nexttime she might want to spend ghd extra gold. ; )

I prefer not to tell them they cant, I am just going toshow her she shouldn't.


I have a player who wants to create a whip that deals shocking grasp damage on a successful hit. She already has a masterwork whip. Since there isn't much reason to add +1 to the weapon damage she wants to make it using the wonderius item rules. It makes for a cheaper and more powerful weapon. A +1 shocking whip with 1D6 electric damage is 8,000 gp. A masterwork whip with +1 to hit and a 3rd lvl shocking grasp spell continuously active (doing 3d6 electrical dam) would only be 6,000 gp. It is certainly gaming the system, but I cant see that it is wrong. She is giving io the +1 on damage, though that will have little effect on game play. Thoughts?


"Easier," is not a term I usually use in working through an adventure. Yes, sometimes something is obviously too easy, and some are nearly impossible. However, I find that well written adventures can be adjusted on the fly to challenge and push a group to their limites without TPK all the time.

My group never really took to Cauldron. I couldn't get them concerned with the fact that Cauldron might get destroyed. They kept wanting to take a ship to Greyhawk. The Gnome City (which I loved personally) was generally hated.

Age of Worms, they liked through the first few adventures, but again they lost interest. We might go back to that.

The Savage Tide they really liked, and we will be playing it through more.

Rise of the Rune Lords, though, is the odds on favorite. We have only made it through Thistletop, but they all like the setting as a whole, and Sandpoint in particluar. What I like is that, so far, it is the most playable of all of them. I like 3rd ed., rules, but I and my group have gotten tired of minatures and grids. We have agreed to play RoTRL without these items, or with the minatures taking up only general positions (no grids) and it was a great game.

I don't know if this will continue as the players advance and feats become more common, but we will see. If nothing else, we are going to limit long drawn out combats with battlemats, counters and minatures to one climactic battle per game.

So, IMO, it is just right so far. Everyone has enjoyed it more than any of the previous adventures.


I don't disagree about the affiliation rules, though there may be some good bones to work with there. There have been several attempts by various publishers to create good system for this type of group/affiliation. Maybe Paizo could take a stab at it under the OGL.

A functional set of rules would be welcome, and an addition to the setting.


Well, as to stat blocks... have you considered going editionless and having the statblocks as a downloadable printable supplement? I know it is OGL (and I like that) but with a printalbe supplement I could write on it, then print it again if I want to run it again. Maybe add a small column in each stat to deduct HP from the creatures?

Just a thought.


Hey folks, If you are new to GH are there good things in store for you. Start with the Downloads section here... the classic modules are almost all set in Greyhawk. These modules are cheap, numerous and great to read. Start with The Village of Hommlet and Temple of Elemental Evil, The Slavers and Queen of Spiders. Also, try the LGG.

You really dont need new material, as there are several dozen more ggod tiems. If you dont want to buy it all, go to Canonfire ( www.canonfire.com ). You can find hundreds of articles there.

The setting has 30 years of history. There a plenty of conversions available on the web. Also there are the adventure paths from the recent Dungeons. If you like GH, dont worry, you have years of material. I have been playing in GH for nearly 30 years and I still find new(old) things.


Well there is so much sweetness and praise on these boards for RotRL that I think I am getting a cavity.

Unfortunately, however, I am going to have to add to the chorus. It looks great, is feels great, and I like the story. My players are ready to go, though we are well into two other campaigns. I already have a beloved favorite campaign setting and dont want another, but I still like this.

Then, on top of a good product you add customer service! And a thoughtful, reasoned solution! Are you folks sure you are in this as a business?

For Example:

"Gary Teter wrote:
If we change the format of the PDF in the future for Pathfinder #1, you'll be able to re-personalize it and download it again without any hassles."

I know the 800 lb. gorilla has never behaved this way, but neither have most of the small publishers i have purchased from.

Thanks. IMO you deserve the praise you are getting.


I just downloaded my copy. It is great. The art is great. The recasting of the Goblins is great. The Campaign background? I like it! Generations of calm shattered by the .... oh that would be a small spoiler if you are not a DM. The story is strong and interesting. The Runelords look to be enjoyable and the campaign background intriguing.

Oh, and I like the scale of the adventure/maps. One complaint I have voiced in the past over many settings is that 1st level PCs go a thousand miles away and never learn what is over the next rise. The Hinterlands map shows a very playable area that the players can really know.

I think Paizos challenge now is to do it again next month. I am very pleased with the fist installment.


Lisa Stevens wrote:
DeVermisMysteriis wrote:
Wow. No wonder Tony shut down his website months ago and isn't responding to emails. At least he got fair warning, I suppose.
Tony decided to take a leave of absence from the comic well before he found out about this.

You can see one of the critical differences between WOTC and Paizo right here... the CEO responds to a thread, as does the sales manager, publsher, and all the other peopele whose job it should be to care for customers.

Hasbro is clearly too far removed to expect a CEO to participate; WOTC has no such defense. At the very least, the brand manager could weigh in on a decision that clearly incites dismay in so many.

As a customer who has put a large amount of money towards the WOTC coffers, I have to say, few companies have ever been as dissappointing. To Lisa, Erik, and the whole crew... this simple step engenders loyalty that can carry you through such adversity. As a customer, I have to say, few companies have ever engendered loyalty the way you do.

Thanks.

(P.S. Could you please take over managment at WOTC : ). )


What is the future of the excellent online supplements to the Dungeon adventures? I have really enjoyed them over the last few years. Are they tranfering to WOTC? If not, will Paizo maintain them on the website?