I believe the "-ionic" part of "psionic" was originally meant to be a reference to bionic implants/augmentations that allowed one to access these psychic powers. I don't know how DSP describes their psionics, but you could go this direction. The "augmentations" don't have to be physical implants, either -- they could be something unexplainable from alien experimentation that had a profound evolutionary influence, creating certain individuals with innate "mind powers" that aren't quite the same as "psychic magic" or whatever. Mutants?
Diffan wrote:
This is one of the things I love the most about 4e. You can literally have a bunch of guys walk up to Orcus and beat him to death with sticks and rocks that they found on the ground. (It's true that Orcus isn't the best built solo, but he's still hella tough.) No magic of any kind is necessary. It's kinda gonzo, but it's also incredible awesome.
Kthulhu wrote:
Uh, no. As bulgeyman wrote, the RC has no classes, powers or races. It also has no monsters, traps, equipment, magic items, rituals, feats, themes, backgrounds... It's a (very good) collection and update of rules, that's all. If you took the PFCRB and removed all the feats, classes, races and spells, I doubt anyone would say that it "gives you everything you need for an actual game session." Unless you have pregens and a self-contained prewritten adventure (like a starter kit). Or if you already used to other books to prepare that stuff in advance. In those cases, sure you don't need much more than the RC to run a session.
CigarSmoker wrote: If you're performing and playing an instrument how are you to say the spell words or make the gestures without stopping the performance was my question. Or statement. Not sure which I made at this point but both are valid :D You know, I actually agree with that in a lot of ways. I mean, when someone says they're gonna start a bardic performance, there are millions of ways you can choose to describe it. If for some reason I decide to say that I'm going to start singing and playing the lute, then that doesn't necessarily mesh with still being able to cast spells and make weapon attacks. But, the rules say you can attack and cast when using bardic performance, unless the GM houserules it. So, just find another way to describe and/or interpret the action of "bardic performance," such as those in the James Jacobs quotes or any of the other suggestions. Or houserule it. Or whatever. Good night!
CigarSmoker wrote:
While I don't think that your argument is in any way illogical or wrong, I also think that it simply isn't supported by the rules (or at least my knowledge of the rules). In fact, somebody linked to a post by James Jacobs specifically saying, very clearly, that bardic performance does not interfere with spell casting of any kind. I tend to think that bard spells and their components just work differently than with other arcane casters, such that they can be used at the same time as bardic performance. Bard spells may not even have to use a specific set of magic words -- maybe they can use whatever words the caster happens to be singing/orating. Whatever. I don't think there's anything saying that every class that can cast a specific spell has to do it in exactly the same way, so I go with whatever fits.
Kobold Cleaver wrote:
Oh no, this isn't at all what I was trying to say. I'm sorry if anything came across like this. The Seinfeld example came from somebody else and I was actually trying to support the idea that people should be allowed to play whatever type of bard they want. And stand-up isn't what I think of when I picture a bard doing some sort of performance-thing in combat, anyway. Not that there's anything wrong with that, but I picture stuff more like capoeira, war chants, inspiring speeches, religious recitations, tactical commands/advice, etc. In the case of comedy, I've usually pictured it more like infuriating insults (or biting satire, if the enemy is intelligent enough to get that sort of thing) -- not necessarily ha-ha funny, per se, but using elements of humour. Kind of like various training scenes in movies, where the grizzled veteran is giving the young hero his first fighting lessons and keeps goading the young kid into making dumb mistakes and disregarding tactics, etc. Except more vicious and violent.
CigarSmoker wrote:
Yeah, I was thinking of the weird combo-class bard. Any idea why it was changed? Think it was it just the "increased combat versatility" you mention? Or do was it a flavour-thing (I don't remember specifically what the early druid was like)?
Squiggit wrote: That might be in part because Bards probably have more in common with real life druids (from what little we know) than Druids do. I don't know enough about it to really comment properly, but I wouldn't be surprised. Quote: Though I personally kinda like 4e's magical maestro style Bard too. I like it, too. It's sort of a different take on the idea. I would have liked a primal-powered version, too. Wait... is the Skald a primal bard?
Bob Bob Bob wrote:
Yup. And if you insist on having only certain kinds of fluff, just talk to the players beforehand. If I find out that everybody else is fine with having a Seinfeld-style bard in the game but I still can't deal with it, then I probably need to either suck it up and adjust my plans for the campaign, or find a new table to GM. Quote: And as to the bard casting as a wizard, I didn't think so. I thought he was originally based on the druid, which is why he still has cure light wounds on his list. I don't have the books in front of me, but, yeah, I believe the casting was indeed based on the druid. It always seemed to evoke more of an arcane/wizard flavour for me, though. I actually think that the oratory/performance/music-magic thing suits more of a primalistic/druidic/nature-worship type of magic than a wizardy, arcane style. There are a lot of things I like about the 4e bard, but the implied emphasis on being wizard-like is not one of them. It doesn't bother me or wreck anything for me, though.
Thymus Vulgaris wrote:
Sissy. It doesn't quite carry the same weight as "b@!*+" or "pussy," but it's inherently sexist. It's not explicitly sexist, but it basically says "too girly" and implies that femininity is not a desirable quality (especially in a male character). Wikipedia describes is as a "pejorative" term and talks about "sissyphobia" being a combination of homophobia and misogyny. I'm actually not sure if one can fully separate misogyny and homophobia. But this probably isn't the right thread for this topic.
Zolanoteph wrote: This is the phrase I use to describe my chief complaint with the bard, possibly the one that trumps all the others. The bard is a motivational speaker. The bard is a hero who is so good at telling other people that "they can do it!" that he becomes invaluable as a coach and leader. On a related note, the Mary Sue concept is baked right into the class: The bard is a master of skills, especially social skills, to the point where for all intents and purposes, everybody loves em'! I don't think you know what "Mary Sue" means. My bard doesn't resemble myself at all (except that he's exceptionally handsome). He uses oratory and comedy -- definitely not my RL specialities. He's not even a musician (which I am). Quote: Think about this; I want to play a stoic, tough guy character. And here he is, being told "You can do it! You're a winner!" by this sissy singer/dancer/speech giver and this stuff is giving my character bonuses in combat. Obviously your character should refuse the buff. I don't think there are any rules requiring you to accept it. You don't want any bonuses? Fine, you're hobbling your own character, not mine. Don't be surprised when other people roll better than you. Quote:
So, I guess you don't allow skill checks very often when you GM? Everything has to be done in RP, so if you can't describe how to pick a lock you can't do it. You can't RP knowledge local politics? No knowledge check allowed. Do casters have to RP their VSM components? What about as a player? Do you wave your hands around and say some nonsense every time you cast a spell? Have you ever made a Diplomacy or Intimidate check? Why didn't you just RP it? What's the point of any check or skill system if this is how you play the game? I don't mean to attack you personally, but that all sounds more nonsensical than an oratory/comedy bard being able to affect creatures that don't speak the same language. Have you ever done any LARPing? I haven't, but it sounds closer to the "everything must be done through RP" idea you're proposing.
Thaine wrote: Considering that Pathfinder's system assumes readily available magic (in pretty large quantities too) why is it important that a purely non-magical hero be able to compete? This thread has brought me to the realization that a non-magical hero goes against the system's inherent assumptions. Like someone said upthread, it's "arguing against the ubiquity of magic in a high magic setting." It would be cool to play something like that, but that's not what PF was built for. It might be possible if you spend enough time searching through books and experimenting with different builds and combos -- but that whole process is basically working against the system. Trying to put a square peg in a round hole. Like wanting a linebacker the same size as myself (I'm small) or a hockey player that doesn't use a stick. You're not breaking rules by doing those things or pursuing those goals, but you're trying to do something the system wasn't designed for. You need houserules or 3PP or something. Same goes for a lot of other games. I missed the beginning of 4e, but it seems like they started with the same high magic assumption. However, once they brought in the Inherent Bonuses it became possible to actually build a party of completely non-magical characters carrying mundane equipment that could take on Orcus or any other superpower. I'm not saying it would necessarily be easy, but a party of 5 or 6 level 30 "pure" martials armed with clubs and thrown rocks would at least have a chance against even the most powerful foes. (I realize that magical powers, or abilities that appear to probably be magical, are hard to avoid when you look at epic destinies, but few things are directly called out as "magic" either mechanically or flavour-wise.) It's an absurd concept in relation to PF and other D&D editions -- but then again, the whole fantasy thing is absurd to varying degrees -- but within the context of a different game, it can make sense and be completely consistent (the setting obviously has something to do with establishing consistency, too). I really enjoy PF and I'm not complaining about it or trying to badmouth it. It just took me a while to realize why it doesn't work with certain things that I like and that if I want some of those things in the game, I'll have to figure it out on my own (until they release a new sourcebook that does it for me). I'm not going to stop playing it or buying books, though. I'll just look elsewhere when I want to escape the high magic ubiquity. Quote: In fact, if this character type was created would he not then easily become overpowered by decking himself out with magic items and buff spells? Definitely possible. But if Paizo wanted to make a class like that, they could probably work balancing mechanics into the design. Like developing the power to hit insubstantial creatures without magic at higher levels, but only doing half-damage or something (that's probably a bad example because I'm not a designer nor a PF expert).
chbgraphicarts wrote:
That sounds crazy awesome.
Thaine wrote:
Yeah, you caught me, I'm not a huge fan of DC and I can't offer a lot of specific examples. There's Red Son, but I think that's only a temporary victory for Bats. It's also a Superman book and not canon, I guess. More knowledgeable friends have said the same thing (but I didn't ask them for examples). Somebody also posted a pic of him beating Darkseid and he's bested some other high powered enemies. But I'm just going to bow to your superior knowledge of the specifics and shut up for now. Quote:
Sounds pretty good.
Thomas Long 175 wrote:
Hmm.. I think that I both agree and disagree with that. I think it's more complicated than that. Writers don't roll dice to determine where the story goes and the characters aren't being controlled by other people, so comparisons between fiction and RPGs don't always work very well. They are two forms of entertainment that achieve similar goals in different ways and using different media. The audiences are also very different. Also, not only are the PCs the "main characters" just like Batman -- and therefore mostly "predetermined to win" or to at least have a good chance of winning -- I furthermore agree with the Dungeon World philosophy that the GM should be the PCs biggest fans. PCs would basically then be the "most popular" characters in the story. I mean, the hero always wins -- especially in fiction. When you're reading LOTR you wonder "how will these feeble hobbits ever defeat the dark lord?" you don't wonder if they're going to defeat the dark lord. When Luke is getting his ass kicked at the end of Jedi, you don't say "oh no, the emperor is going to win!" you say "I wonder how the emperor will be defeated now?" I know there are lots of examples of antiheroes and heroes that don't completely win in the end, as well as lots of heroes that don't live. There are also cliffhangers that make you wait until the next episode to see the hero win. There are also stories that tell of the victories of villains. But there are very few stories where the hero just outright fails, because that wouldn't be an entertaining story for many people unless it had something else going for it (like a profound lesson or insight or some artistic quality, etc).
chbgraphicarts wrote:
Well, there are insane amounts of technology in PF (I don't think Batman ever had a graviton reactor or an extinction wave device). That argument against a technological hero sounds similar to arguing against the ubiquity of magic in a high magic world. Also, Clarke's law (and Niven's corollary) states that magic and high technology are indistinguishable, not equivalent and not "the same." TV looks like magic to a caveman (or a native of Golarion), but it isn't magic no matter what. OTOH, a scrying mirror looks like high technology, but it isn't -- it's magic. The may look the same but one is affected by antimagic and the other is affected by an EMP. And if technology=magic in PF... well, levers and pulleys and wedges are technology and I don't think anybody counts them as magic. I can understand if people aren't happy with the Batman or MacGyver examples. But I don't know why a technologist/tinker/inventor is so hard to do (and why some people seem to think it doesn't fit fantasy). Ignore the pop culture references and look at the description I gave in my previous post. It's almost an alchemist, but not quite. Quote:
I don't want to nitpick too much, but Batman has actually defeated Superman and many other cosmic-level supers many times. I'm not sure if Superman has ever won in a head-to-head battle against Batman. (Even when Bats didn't "win," that was usually part of his strategy and so he still "won" by not winning, if that makes any sense.) Of course he needs help or some kinda gadget to win -- because that is his schtick. That is his "superpower." I'd like a character class with similar powers. I realize that this is more an issue with me wanting a class that doesn't exist, yet. Actually, I don't think I've seen a class like this in any fantasy game (at least not anything in the D&D/PF lineage). An alchemist combined with aspects of a warlord, an artificer, and a bard. It's a new idea to me, but the more I think about it the more I really like the potential of this class and wish it was available in a game that I played. I'll stop complaining now. I'll just wait for Paizo to make me a new character.
First, this: boring7 wrote: I mean, the setting says magic is *real*. Any opposition to it is like being opposed to technology in a modern or futuristic setting. A hypothetical anti-magic character, by hating magic, hates the way the world works. Yeah, that was a dumb thing for me to try to bring into the equation. If anything, he'd be anti-sword not anti-magic. Anyway, I think what I'd want is just for this potential class (maybe call it a tinker?) to do its tinkering and inventing independent of magic. It means his inventions couldn't get past DR -- but maybe at higher levels he can craft things that are magical (or he could figure out a technological way to overcome magic, but that seems like a potential for breaking things). So, at higher levels he can craft something to overcome DR, but if he encounters antimagic or wants to avoid detect magic, then he can still craft lower level mundane things. I think the "crafting/tinkering" mechanic would probably resemble spells or alchemist powers, but not be magical (unless explicitly stated as so for certain higher level abilities).Quote: He used modern science. I mean I'm going off of some pretty dusty memories but I remember a LOT of his toys and tricks were either using modern manufactured products or exploiting weaknesses of modern manufactured products. Simple example: he makes a sound-effect that sounds like the fire of automatic weapons to cause bad guys to shoot at things in this one episode. That only works because they have guns themselves and know what guns are. Dude with a crossbow would definitely be distracted, but he wouldn't think "gunfire! panic!" because he doesn't know what guns are. Another example; he sabotaged a missile launch by jamming a leather coat (or something?) into the air-intake of it's jet engine. This worked because there was a missile with a jet engine. A world where magic is standard (and has discrete rules to how it works) would reasonably have magic (and alchemy) tricks and workarounds. To me, this doesn't really present a problem. The "how does he do it?" is mostly a question of flavour and RP, the way I see it. It's like spell components and other things -- it doesn't really matter what he does to the cannon to stop it from working, the important part is that if he's adjacent to an enemy, he can use a power/invention/improvisation to force it to miss fire. Same with an improvised flashbang (it's just a distraction or temporary blindness/deafness or something). The "how" is something that can be flavoured and figured out in-game; the mechanics are what's missing for me. I'm picturing a character that carries around a backpack full of materials and things. At the beginning of combat, he backs up a couple steps, starts pulling things out of his backpack, maybe picks up something from the environment, then spends a full round crafting something. Next round he uses that thing (maybe it gives a buff/debuff, maybe it's offensive, maybe it's defensive, whatever). Some things would take shorter to create, some things longer. Some things would only be one use, others might last the whole encounter. Sometimes he'd have to get up close to affect something, other times it could be ranged or area. Outside of combat, he'd be doing similar things. Basically "building" things to do the equivalent of spells, skills and stuff. I think that in many ways, it would look very similar to a reflavoured wizard -- although some bard-alchemist combo might be a better starting place. Actually, if the Technic Scavenger Rogue archetype was expanded into a full non-rogue class, it would probably be really close. The 5e tinker gnome subrace also has similar flavour to what I'm thinking of, but it's features look basically useless. Quote: Only if you don't want it to. Sufficiently Analyzed Magic = Science after all. Except, that would mean that technology and magic are susceptible to the same things. That would mean that antimagic disrupts scientific devices (like wheels and levers and pulleys.. and guns) and that science should be able to get around magic DR. Also means that detect magic would give you crazy results because it also functions as "detect science." But, I'm just being silly and I realize this just is an analogy (ie, sufficiently analysed magic is indistinguishable from science, and vice versa -- it doesn't mean that they actually are the same thing). Quote: Interesting tangent: in Numeria (robots and technology country) the local "superstitious barbarian tribes who distrust strange things and deny them" are INCREDIBLY magic-friendly, because magic is something they can trust and duplicate. Magic is practiced by their cousins and neighbors and is perfectly acceptable/understandable. It is the evils of technology, practiced by the oppressive overlords of the Technic League, that they distrust and hate. That sounds incredibly full of potential. I must learn more... Quote: Didn't he not carry guns because he was never actually looking for or expecting a violent adventure? I'm asking because I don't remember, but I was under the impression he was always kind of "dragged into" the various adventures and excitement that were his everyday life. I was young when I watched the show and I don't think they ever really got deep into the "why" of the adventures and stuff. However, he did work for some sort of secret agency and was sent on specific missions (but almost always as an explicit non-combatant). The gun-thing is one of the only things I actually remember: When Mac was a kid, his friend (or brother?) got shot (or shot himself?) and died right in front of him. I think he felt guilty about it. But this does bring up an important point that makes Macgyver a poor example to work with: the show was very non-violent and non-lethal. Mac never killed anybody and almost always used indirect non-lethal methods. That makes for an interesting and unique action TV show, but it doesn't work when the whole point of the game is to kill things and take their stuff (along with some RP, etc). Batman (or an unarmoured Tony Stark?) might be a better example because he and his gadgets are explicitly not magic and not super. I still think it's a shame that I haven't come across a (mostly) non-magical tinker/inventor/technologist class or archetype. Artificer is almost what I'm thinking, but it's still magic at its core. With all the PF books they've released, I'm surprised this doesn't really fit anywhere.
chbgraphicarts wrote:
Alchemists are awesome. I think the point about Su abilities is that they can be disrupted by antimagic. It doesn't matter how you reskin anything -- unless you change the rules, those Su things are "magic" by definition, according to the game's rules. No hate on this end, it's just frustrating that these things that are, like you say, "a third state somewhere between magic and mundane" are actually magic by definition.
boring7 wrote:
True. The main thing I thought about was that he never had to deal with fantastic creatures/problems. But, I don't think that "usin' yer noggin' to win by building something crazy" is outside of the fantasy genre. He crafted things, he didn't program computers. boring7 wrote:
I don't mean to sound like a jerk -- and I'm no PF expert -- but didn't Paizo just release a Technology Guide? Aren't there guns and robots and things in Golarion? Don't the laws of physics and the scientific method work on Golarion? They have cyber-soldiers, powered armour, temporal accelerators, fission reactors and AIs. MacGyver should be able to fit in perfectly. boring7 wrote:
MacGyver isn't cross-genre unless you make him (or, maybe if the game was set in the Stone Age... except he could still craft things to solve almost any problem). He builds things. How cross-genre is that? He's not much different than some dwarven or gnomish stereotypes. boring7 wrote:
Yeah, Archaeologist could probably be forced to fit the concept. This might be the closest possible for a PC. He'd still have a bunch of useless class features, though (because MacGyver's inventions weren't susceptible to antimagic, so spells and things don't work with the concept. It's like how he refused to use guns -- in PF he'd refuse to use magic... well, that analogy doesn't quite work but still...)
Kobold Cleaver wrote: There is the Spark class from Terah, Ashoka. I had a spark/barbarian whose entire arsenal was based on biological engineering upon a very miserable newt named Jeremy. It might require a teensy bit of flavoring, but the "mad scientist" shtick matches your idea pretty well. And it's a fun class, too (if crazy complicated). Wow. I couldn't actually find a full write-up because I'm not going to buy the book just to see a single class, but that looks like a really, really cool class (or concept, at least). Never heard of Terah before. Thanks for sharing.
chbgraphicarts wrote:
Ah, of course! Insanely high INT and a billion Craft skills. Thanks! I'm still not sure how I'd build him as a PC, though. It seems like his only class feature should be training in Craft skills, but you can't trade features for extra skills (so MacGyver would end up having a bunch of features he never used, like Bardic Inspiration or spells or whatever).
Honest question: How do you make MacGyver in PF? He may have "worked magic" with bubble gum and duct tape, but he didn't actually use magic. He also didn't use guns, didn't carry weapons and wasn't really a viable combatant (unless you gave him some gum). I can see a bard maybe being able to get a similar flavour (and a wizard, I guess, if you ignore the magic) but that ain't MacGyver. Maybe one of the new technology archetypes? Something like an artificer might work...?
Hi everybody, I was just wondering what people's opinions are on the continuation of 4e materials. While I also really enjoy PF and am looking forward to experimenting with 5e when it comes out, right now my gaming is mostly focussed on 4e. I've got a lot of material that I've been working on (completed to varying degrees) and I've been thinking that I'd like to share some of my work with people. I'm not thinking that I'm going to "break into the industry" with this stuff or anything, I'm more just wondering how many people would even bother with new material that says its for 4e (whether or not it's free). Of course, making money would be great but I'm thinking more about a posting my stuff on a blog and/or putting free pdfs out there. So, what do peoples think:
I know that there is at least one fanzine dedicated to 4e out there (and it's awesome), but I don't known how much interest it actually gets. I also know that there are a few fan-made 4e clones in the works, but nothing that seems to be making a huge amount of progress. I'm looking for opinions mainly from 4e players/DMs, but I welcome comments from anyone that plays RPGs and/or knows anything about the industry. I'd also love to hear from anybody in a similar position (with any system). Thanks PS: Here's another general question for anybody... What system do you think is the best for getting exposure as an independent RPG writer? I don't necessarily mean "getting published and paid" but more of getting noticed and eventually (a looong time down the road) maybe getting published or paid. PF and 5e are obviously the big guys, but what about 13th Age, Savage Worlds, 4e, 3.x, et al? Is it best to avoid thinking too much about 5e until it comes out, we see what its deal is and whether it's popular? Thanks, again |