Am I the only one who absolutely hated it?
I just can't get behind how rushed all of this was? I feel like the endings we got for these characters could be good if we had the time to explore and bite into the ripples that theses choices made? Bran straight finesses the throne and wasted everyone's time in my opinion (when it comes from a viewer standpoint). All the unnecessary build up with Arya and her White Horse for it to literally mean nothing? Tyrion's "the most clever man in westeros" turned out to be the biggest lie there was in the canon apparently. There are so many more complaints, but then I'd be like any other GoT Fangroup on facebook right now...
I just can't shake the bad taste that this season has left in my mouth. I feel like it's not that I'm upset about how character's story lines ended as much as I am how little detail they put into these characters in what was suppose to be an astounding climactic ending to a just-under-a-decade show.
In this scenario they kind of are? Azlanti view every other species out there, including Pact World Humans, as inferior species worth nothing except for to enslave and bring under the heel of the Star Empire. If their orders are to capture and kill the "filthy aliens," I feel like their orders and nature align almost exactly.
I suggest sitting down with your player and hammering out in which situations Charm Person would be good and when it won't be, and then giving him the choice of learning a different spell if he decides it isn't worth it anymore.
I like this idea a lot, we will have time to do this between sessions because we only play once a month. That being said, how do you specifically feel about the spell? What situations are good for Charm Person or not good in your opinion?
Pathfinder introduced the "all the world's my friend" version of Charm in, I think, Inner Sea Intrigue. It solves this problem by making the targets stop fighting anyone and agreeing to help everyone who asks.
So what are you refering to and what point are you trying to get across, I'm not sure I understand?
My thought process here is the Azlanti already see everyone in this colony as "less-than-Azlanti" and they're all here
as cadets in training to become aeon guards. The book specifically expresses them as having something to prove because their combat experiences can lead them directly to a promotion. They've cowed the whole settlement and see the PCs as interlopers that need to be put down, as per orders from their immediate supervisor.
Because of that, I still have a hard time accepting that the charm would apply to anyone other than the person who casted the spell, and any sort of violence to the NPC or the NPCs around the charmed NPC would be enough to -at the very least- spurn an opposed check because it goes against his nature to not return fire.
Such as the charmer's friends shooting at him or his allies?
So I've got a player who is -really- wanting to play a Naur Solarion+Blitz Solider, and apparently he's gotten this thing up to a 70 ft. movement speed per move action. It doesn't make me feel good to have a PC that can move that fast in a turn, but what do you guys think? I'm probably being the odd man out by having a problem with that.
So I feel like I didn't do the best to describe the situation. Group of 4 PCs set up an ambush to attack three Azlanti soldiers. The witchwarper wants to charm person one of the Azlanti before the shooting starts to convince him to -not- attack any of the PCs (because we're friends, and I'm telling you not to attack my friends), all the mean while when the other PCs shoot the non-charmed Azlanti, this wouldn't break the charm because the spell text says "Any act by you or your apparent allies that threatens the charmed creature breaks the spell." and the other PCs aren't targeting the charmed creature specifically.
Still, I have to say, it still doesn't make sense to me given the current situation. My major hang ups are that the Azlanti doesnt speak common, are specifically hunting for the PC's to capture/kill, the party within the same round would be opening fire on the Azlanti's squad (which doesn't directly threaten him, but they're a part of a trained military unit???).
So here's a bit of a recap; Last night me and my crew were playing Against the Aeon Throne (NO SPOILERS) and we're fighting some Azlanti who were specifically dispatched out to find them and kill them. Now they had set up an ambush of sorts given that they were waiting on the Azlanti to show up. One PC (our witchwarper) wants to charm person one of the Azlanti and convince him not to shoot at him or his team mates, in front of the two other Azlanti beside him.
Now my thoughts here are that the spell would function and that if successful that the Azlanti would not fire on the Witchwarper, but for him not to attack the witchwarper's allies goes against their nature since the whole reason they're out and about is to find and capture/kill the PCs?
In my opinion even though the Azlanti is susceptible to the spell Charm Person, this doesn't make him allies with the allies of the Charm Person, especially if they're here to hunt them specifically - and to further complicate this, he also doesn't believe that if he's successful, that his team mates firing on the Azlanti's team members wouldn't dispell the charm person because the attacks do not directly target the charmed person?
Another point that the witchwarper brought up was that the charmed person treats you as its trusted friend and ally, and that because of the charm that the Azlanti would listen to suggestions that he gives him ("Don't shoot my friends"), but that still seems like a conflicting order that goes against their nature? Especially given their dislike for anything non-azlanti.
Also, the Azlanti didn't speak common, and the Witchwarper doesn't speak Azlanti.
What do you guys think? How does charm person work in this sort of scenario?
So last night in my game I had a PC drop below zero. The ghoul went to go tie the wizard up with some moldy rope when the PC was like "No, he's got to grapple me first." To keep the game going, we said we'll resolve it after the game when we can look up the rules (as not to bog down the fight.)
"If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target’s CMB, the target cannot escape from the bonds, even with a natural 20 on the check." - Rules as per "Tie Up"
To me, this doesn't sound like I have to grapple the target first like my PC is saying, because I've already got them unconscious, but am I doing it wrong? Does that ghoul have to spend it's first turn grappling a below zero creature, just to make sure it's holding it right so it can tie it up next turn? Or could the ghoul just tie up the creature on it's first turn rather than the second because the creature is unconscious?
I really feel like this is the wrong mentality to blame Paizo for the failings and business choices of other companies that offer 3rd party products for the game? Like as much as I like Herolab for PF1, I'm not going to let their subscription model stop me from playing PF2 - if PF2 is bad, that's what will stop me from playing it, not some separate entity.
Edit: And you could argue that the products have Paizo's name on them, which is true and I understand that point, but I also see that these products have no bearing on the game itself. They're not required, and they're not really advertised on the Paizo website despite having Paizo's name on it.
So my PCs party make up has changed greatly before they started book 2, and so far there are zero surviving PCs from the opening of book 1, which makes the Skinsaw Man's letters a lot...harder for me to put together? What are some suggestions on how to handle these notes left behind?
Also, opinions on replacing Grayst (the lead taken the the sanitorium) with Orik, since he was spared in their encounter and allowed to leave?
Marco Massoudi wrote:
If it's anything like the ones for Pathfinder there really won't be much artwork. Each card for Pathfinder has a bunch of different effects depending one what weapon you're using to deal the crit with so much of the card space is filled with text.
Anyone else dying to get their hands on more content related to the swarm? I absolutely love Starship Troopers and would be so excited to play an inspired campaign using some of these bugs. The two in the AA are really cool, but is anyone else dying for an AP involving them? Has anyone used them in their homebrew games, and if so in what way?
Rysky the Dark Solarion wrote:
He doesn't want the adventure to bite off the plot from games such as Dead Space or Doom, or so I assume. Personally, I don't think we have anything to worry about that. Paizo are such great story tellers that even if there are similarities, the end product will be something completely unique to the Starfinder setting.
I like the idea that you guys are mixing in two 3-part campaigns with one 6 part campaign in a year. That gives us a bigger pool of adventures to pull from, allowing us to mix and match to make a story we want! I just hope that the adventures don't stop at a hard cap of 13-14 like Dead Suns did, or if they do, you guys have a 14-18 AP to tack onto it.
Childeric, The Shatterer wrote:
Yes and no. While yes, it would have been great to have a starting box from the get go, they also had to create the game before hand. Putting all of the rules and what not together in one book was a mythic task in itself, and then they had to gauge the customer reaction to the product to see if it warranted such a product. I assume Paizo sees Starfinder as a selling good-enough selling product to spend the time and energy on a starter box now, as well as upping their production times with more releases this up coming year. I get your point, but I also believe the Pathfinder beginner box didn't come out with the first edition of Pathfinder and came along much later.
Honestly, I have no problem limiting my PCs in what races they can pick from. I'm not willing to the the gymnastics to make your Trox Paladin of Shelyn fit into my Carrion Crown campaign. In Starfinder, there are still complicated species like the Greys and Reptoids, but as far as restricting a race due to size, I think that's a little overboard. If they want to play their large sized species, they should expect to get used to the squeeze rules.
Marco Massoudi wrote:
They've already said it had to do with the sun, but judging from what other information that was gleamed from Paizocon, as well as the Pact Worlds book, we'll probably be going into the sun and the elemental plane of fire.
Me and my group have been toying around with the ideas of this AP. Personally, I think that
Kind Maybe Spoiler:
that the PCs are following in Aroden's footsteps to some degree and bring him back into the fold for the near end of the AP. My thoughts are that Aroden and some other super powerful NPCs go toe to toe with the Tyrant while the PCs hunt down the phylactery.
David knott 242 wrote:
Oh! I understand now!
I was DMing Dead Suns for my party when I caught a player of mine cheating in one of the many combats. I caught him say that he rolled a natural twenty, when I watched the die land on something like a 15. Now I've had trouble with this guy before, he seems to want to do things like this when things hit the fan and it looks grim for the party.
What I did was I started watching him closely after that, and each time I caught him cheating (which was only once more after that event) I stored a "Natural 20" that a monster in a future fight gets to hit them with.
Dead Suns Book 2:
This proved to be a very exciting moment for me when at the Temple of the Twelve Panelliar "rolled" two natural 20s on him with his wounding solar weapon - cutting off one of the dude's legs and an arm, essentially crippling him for the combat encounters to come until the mechanic was able to engineer him a makeshift leg out of gun parts.
The problem with this is it doesn't really confront the problem and just leaves you on the side of a vengeful DM which never is the best idea, but I think in my case the point got through to him. I believe after the event was all said and done another player talked to him about the cheating and explained what happened and why it happened, and he's either gotten better at lying and hiding his rolls, or it stopped the problem.
I like the idea of mixing and matching AP's to fit, but we're going to go two years without an AP that takes you beyond level 12? I understand that higher level content doesn't sell as well as lower level stuff, but I know that my group was very disappointed that it capped at 12. We're fine with the cap not being all the way at 20, but we were hoping for something more around the 16-18 level.