Jeggare Noble

Berhagen's page

153 posts. Alias of Rob Vermeulen.


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Why limit to these countries? Also in e.g. Netherlands Alexa in English is used and I assume the same applies to many other (smaller) countries.

I understand the focus on English, but the country limitations don’t make sense to me........


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Xenocrat wrote:
I see Zimmerwald hasn't posted in a while, lending credence to my theory that he was David Koch taking up trolling as a retirement hobby.

Don’t do personal attacks please. As this is sensitive topic, it is also one that evokes strong feelings and making personal attacks doesn’t help allowing the topic being discussed (and not getting threads closed down).


graystone wrote:
Berhagen wrote:
You do realize that horses are usually a lot bigger and heavier than almost any kind of bear?

Tiger and raptor are on small too. And the bears they list range from 130 lbs to 1000. Getting at least some medium animals would have been nice.

Berhagen wrote:
I agree alternate mounts would be preferable, but the size of a horse does make sense
I don't think anyone has said otherwise: it's more that all the small sizes don't make the same kind of sense. Your smallest adult polar bears are 5.5' long and 330 lbs and a 8 month old cub is 100 pounds.

Didn’t realize the bear was at small...... indeed that does not make sense........


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Arudato wrote:

My problem is also that the Horse is the only Animal Companion that can start being Medium or Large. I mean, the Horse is bigger than the young Bear, wtf?

I really feel everything points out that they don't want players using any other kind of mount unless they're a Goblin.

You do realize that horses are usually a lot bigger and heavier than almost any kind of bear?

I agree alternate mounts would be preferable, but the size of a horse does make sense


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James Jacobs wrote:
martinaj wrote:
There are several modules or APs I've looked and come across an NPC that immediately makes me go "Oh, this one is an author's favorite."

I don't understand the point of this complaint. If an author doesn't have a favorite NPC in an adventure they write... they're not really into writing that adventure and I like to think that the authors we hire to write adventures have passion for the subject.

In every adventure I write I put a lot of myself into the NPCs... the allies and the enemies alike, and I often have multiple NPCs who vie for the role of "favorite."

And when I read another's adventure and they have lovingly detailed and interesting NPCs... that adds to the game for me.

While this is correct, I think the OP is more concerned that (some) writers may not be as willing to kill of a favorite NPC. And while that is understandable in a RPG the need to kill of a NPC should be driven by story and (most likely) optimal adventure enjoyment, not any attachment to the NPC.

I am not sure it is a particular PF issue, but RPG settings are rife with this type of NPC (at least D&D and most other games I played).


Not sure about that, but I expect there is some long term plan for them.


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A Vudra campaign, with Azura’s, Rakshaha’s etc. exploring the mythology of Vudra and the (sub)continent.


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Kelishite Empire and Vudra


Zum-Graat wrote:
I'd love to see a Ramayana-esque epic adventure in Vudra, heavily involving rakshasas and asuras as antagonists. Although there were quite a lot of good (or at least leaning to neutral) rakshasas in Hindu epics as well, which I'm not sure is easy to pull off in Golarion, where outsiders are pretty hard-coded in their alignment.

Would love that too.....


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zimmerwald1915 wrote:
Berhagen wrote:
Attributing all travel and tourism to post colonialism is (to me) a very negative way of looking at the world.
A view being negative does not necessarily make it wrong. Also, you're putting words in my mouth. I said that 1) all framings of foreign countries today are necessarily tainted by colonialism, and additionally 2) that there was a strong likelihood that a tourist-exporting country would have been a colonial power while tourist-importing countries were likely to have been colonies. I did not say that all international travel took place because of colonialism.

Well actually you did say “colonized them” but anyway, not so relevant to the real discussion on how “non inner sea” cultures could be explored in APs or otherwise.


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Well the username is a holdover from an ancient pbp game, so that doesn’t mean much (so I am not German). As a Dutch person I agree we were far not great either in many respects (However that applies to almost any historical nation or tribe, by current standards most were quite awful...... ). However the Netherlands did not have much influence on the Middle East.

Also while China and Japan were colonial nations (China has been for many centuries been conquering/colonizing) they don’t visit the Netherlands because they originally colonized the Netherlands.. Attributing all travel and tourism to post colonialism is (to me) a very negative way of looking at the world.

But getting back to the original topic, I think there is room for stories of outsiders in non-western (based) settings in a game, as long as the place and situation are appropriately considered (by writer and GM in particular).


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zimmerwald1915 wrote:
Berhagen wrote:
zimmerwald1915 wrote:
Berhagen wrote:
I would love to have a campaign in vudra, but fine with a fish out of water approach: I like campaigns where the character and players discover a new setting at the same time.

That presumes that the setting isn't cobbled together out of the shallowest possible stereotypes. All players would be familiar with those - some might be hurt by them.

But even if the setting isn't composed of the shallowest possible stereotypes, it is still better served by a premise other tha a fish out of water. Because in that premise it will necessarily be presented as exotic and foreign, when it's supposed to be a real, grounded place where people live.

Since it was mentioned, Jade Regent is how to do this wrong.

You assume that something can’t be simultaneously exotic and a real grounded place were people live? Have you travelled much? From my experience you can easily have both....
Your experience as an outsider whose country has pre-exoticized those places and in most cases colonized them?

Well some of the assumption is that you are an outsider if you travel there....(and in a fish out of water scenario) so that applies. Also something being exotic may be affected by stories, but it is also just an effect of being in a situation where many of your base (cultural) assumptions don’t apply and it is good that it makes you think about your own assumptions.

Also I find it weird to imply tourism is done from a colonial background? So Chinese and Japanese people visiting the west are doing that as well? Also I am relatively certain my country had little influence on the likes of Syria, Turkmenistan, Uzbekistan etc.


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zimmerwald1915 wrote:
Berhagen wrote:
I would love to have a campaign in vudra, but fine with a fish out of water approach: I like campaigns where the character and players discover a new setting at the same time.

That presumes that the setting isn't cobbled together out of the shallowest possible stereotypes. All players would be familiar with those - some might be hurt by them.

But even if the setting isn't composed of the shallowest possible stereotypes, it is still better served by a premise other tha a fish out of water. Because in that premise it will necessarily be presented as exotic and foreign, when it's supposed to be a real, grounded place where people live.

Since it was mentioned, Jade Regent is how to do this wrong.

You assume that something can’t be simultaneously exotic and a real grounded place were people live? Have you travelled much? From my experience you can easily have both....


PossibleCabbage wrote:

I mean, a bunch of APs appeal to players to play someone who is "from this place, or at least has deep connections to it". I don't know why we couldn't do this sort of thing outside of Avistan so long as the players are sufficiently clued into "what kind of a place this is."

Since like, I don't know if most players knew much about Nirmathas before Ironfang Invasion, Numeria before Iron Gods, or Kintargo before the AP which is not to be named.

I agree it would require sufficient background. Also it does require appropriate consideration by writers and GM to make it work out.


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Darth Game Master wrote:
keftiu wrote:
Berhagen wrote:
I would love to have a campaign in vudra, but fine with a fish out of water approach: I like campaigns where the character and players discover a new setting at the same time.

The problem with "fish out of water" stories is that they assume only a familiar Western probably-white bunch of heroes can save the day or have agency, or at the very least that the "exotic" locals are reduced to set dressing instead of capable full people. It's overdone at best and a colonialist power fantasy at worst.

I'd much rather see players forced to play more diverse character than do "white people swoop in to fix everything" again.

This. That kind of story happens all too often in RPGs. And it's not just a Pathfinder thing either. One of the biggest problems with D&D's Tomb of Annihilation was that it assumed all of the PCs were outsiders from the northern European inspired parts of the setting.

I think a Vudra AP should start in Vudra, and encourage (not "force") people to play characters from there. If they want to have something semi-familiar to start with they could use the city of Radripal, Danamsa from Distant Shores. Most APs have a Player's guide, they could put relevant info about Vudra there for players and provide more detail in the books for the GM. Jade Regent was possible to run before the Dragon Empires Gazetteer released.

Well from the inner sea you don’t have to western, you can also be kelishite, mwangi, osirion, etc. so that doesn’t have to be an issue. Also it might be an issue created by people from the inner sea that they want to solve.

While I think starting in Vudra could work in my experience starting out with a character from a culture too foreign to them is hard for quite some players. I guess with a player’s guide that could be solved (and AP appropriate backrounds) to an extent. Still I found that having restricted character (backgrounds) is an issue to many gaming groups ....(although definitely not all of them).


WormysQueue wrote:
Marc Radle wrote:

Can’t tell if that’s a sincere question or not ...

Well. if I had to bet on it... ;)

Here's the thing though, and that goes for Paizo, Kobold Press and any other U.S. Publisher out there. As long as U.S. postal is what it is, I simply can't afford to buy most hardcover books from any of those. That's the main reason why so far, I only have the pdf version of the 2e core rules and bestiary. I've no idea what the profit margin for Paizo is on pdf vs. store book sales vs. amazon, but as long as I have to nearly double the price when I want to buy a book from the Paizo Store, that's basically not an option. Now I am in the lucky position to live in a country that has a localized Pathfinder version (soon) available, so I can just wait for the translated version (and not everyone in my group has sufficient english language skills, so this was an option from the very start). But barring that, without amazon, I probably would just have to miss out on that book.

Same goes for Kobold Press. They just have a sale where - for example - you can get the hardcover version of the Midgard Player's Guide for 5$. As awesome as that is, if I want to buy it over their store, I have to add at least 45$ for international shipping, so even with the that huge discount, buying the book over amazon is more affordable to me.

It's a shame because I'd love to give the publishers more of my money and I'm not the biggest amazon fan either. But as long as shipping costs are basically doubling my cost for buying a book directly with the publisher, I'm either paying for the pdf or I use another distributor..

Fully agree. Regrettably RPG publishers have been quite bad at arranging international sales in a competitive way (although the kingmaker kickstarter has decent shipping costs). Because of that amazon is a lot more attractive (a company like fantasy flight is a lot worse than Paizo in this respect though, but unless some hub is created in the EU I doubt it can be solved by these companies.....)


It is really looked at for combat, and not surprisingly the combat focused class is more easily suited for that. Druids, rogues etc. have more utility, but that is ignored.

Turning a spellcaster (not necessarily combat focused) into an equal of a combat class should take some effort.....


I would love to have a campaign in vudra, but fine with a fish out of water approach: I like campaigns where the character and players discover a new setting at the same time.


I am ok with the art, although it isn’t an improvement over PF1, I prefer it over 5e. I am not sure why almost all iconic characters have acquired an eating disorder though....


How did the importance of level change in 2nd edition? Eg are monsters still a challenge in numbers if they are a couple of CR below their level?

The new critt and (armor) proficiency bonus give me the impression that power levels change more over level? Is that impression correct?


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Awesome to see that this is still being updated and expanded! Although the (long time ago, basic....) sheet I created never got used much by myself, it is great to see it did form the basis of such an advanced and improved version of the sheet.


Love this set.... May actually consider buying a few random packs again....... (Usually I just order individual mini's as most of the sets don't appeal to me.... or include too many miniatures I can't use as I am not playing pathfinder anymore..... just other RPGs).


Well I am more than happy that you took on doing these updates :)


Hi, perhaps I missed it, but is it correct that a fields for "sawmill" w. adjacent lumberyard is missing in the Kingdom sheet.......?
Regards


Great miniatures. Too bad the dungeon dressings will be so rare though.... Hopefully some of them will be affordable online.....

I like all of the miniatures shown so far (which is rare) but cases are simply too expensive for the EU with shipping and imports.........


This is completely and utterly awesome! When I originally created this sheet, I had never thought so many people would use it and build it up to become such a great tool......

Thanks all! We will actually be playing a kingdom building game again, and I will definitely be using this!


Did anyone create alternate/additional adventures for this premise / these characters?

Would love to do a short campaign with these protagonists


Philip Knowsley wrote:
Carcharoth wrote:
Apparently Paizo has revised city building rules with the release of Ultimate Campaign. Is there anyone out there with the skill to make an updated Excel sheet using the new rules?

We may find out after 29th May - when it's released.

Hopefully your question is a pre-emptive strike, as I'd hate to think of
you sitting there holding your breath, & awaiting a positive answer just
now... ;)

I might give it a look and try to update it. I created the very first versions, but life got in the way, and someone else took to updating it. However it seemed like a very popular tool, so if I manage I'll try and update.


TOZ wrote:
Berhagen wrote:
I like the way 4E did defenses.
3.5 did it first.

True, but it wasn't the standard for 3.5 or Pathfinder. 4E did, so I think that was à good choice, even if it wasn't a first. Also, i meant attackers rolling, not players always rolling (incl defenses).


I like the way 4E did defenses. Wizard rolls attack vs.. Fortitude defense instead of the defender rolling.

I did like the way 4E did GM friendly monsters with self contained stat blocks. Pathfinder could be improved by using those, even without changing the actual Rules.

4E did make playing healers or boosters interesting to play, by allowing them to do stuff in their turns outside just helping others.

I like Pathfinder characters more, the differences between classes, spells, setting etc. However, these 3 points I like.


I would be interested as well. Looks good,

Spoiler:
rvermeulen7@hotmail.com


Hi,

That would be nice. You can just use my name (Rob Vermeulen)

Thanks!


Papa-DRB wrote:

Sorry to have to be the bearer of bad tidings, but the Fletcher is still incorrect.

should be +1 Economy & Stability
is +1 Loyalty & Stability

How do I fix it? I assume there are hidden cells with the data, but can you tell me where?

-- david
Papa.DRB

There are hidden cells.... however because it started out as a less comprehensive excel sheet, they are repeated on each (city) page.

They are in the rows behind the names/fill-in fields. E.g. For the fletcher in column E through N. You can unprotect, select and unhide...... and then adjust it.


Well coming up with it might not be entirely the correct description.....

The sheets looks extremely familiar to me.... probably cause I made the base version of it :-). (Except the River Nations stuff.).

Still, more than happy to see this being taken forward, expanded, etc.

Hell... I will probably use this expanded version myself.


TOWNS:
A town overall functions like a city with the following exceptions:
Location: A town can be created in a hex that already contains a camp, farm or fishery. A town can only contain one district, and a town district consists of 4 2x2 city grids.
Costs: Cost for preparing a town district site and time for preparation are reduced, to reflect the more limited size of the town.

Preparing a Town District Site
Terrain___Cost__________Time to Prepare
Forest_______2 BP__________1 month
Grassland____1 BP__________Immediate*
Hills________1 BP__________1 month
Mountains___6 BP__________ 2 months
Swamp______4 BP__________2 months

Consumption: Town districts add 0.5 a BP to consumption. Consumption is rounded up.
Buildings: Only the following buildings can be build in a town: Alchemist, Barracks, Brewery, Brothel, City Wall (1 max), Dump, Granary, Graveyard, Herbalist, House, Inn, Keep, Mansion, Mill, Monument, Park, Piers, Shop, Shrine, Smith, Stable, Tannery, Tavern, Tenement, Town Hall, Tradesman, Watchtower.
Upgrading to a city It is possible to upgrade a town to a city. However, this takes time and costs BP identical to the cost of preparing a town district.

VILLAGES:
A Village overall functions like a city with the following exceptions:
Location: A village can be created in a hex that already contains a camp, farm or fishery. A town can only contain one district, and a village district consists of a one 2x2 grid.
[b]Costs: Cost for preparing a village district site and time for preparation are reduced, to reflect the more limited size of the village.
[b]Preparing a Village District Site

Terrain___Cost__________Time to Prepare
Forest_______1 BP__________1 month
Grassland____1 BP__________Immediate*
Hills________1 BP__________1 month
Mountains___3 BP__________1 month
Swamp______2 BP__________1 month

Consumption: Village districts don’t add to consumption.
Buildings: Only the following buildings can be build in a village: Brewery, Brothel, Granary, Herbalist, House, Inn, Mill, Shop, Shrine, Smith, Tannery, Tavern, Tenement, Tradesman, Watchtower.
Upgrading to a town: It is possible to upgrade a village to a town. However, this takes time and costs BP identical to the cost of preparing a town district.


My group also was quite nature focused, and didn't like the idea of building many cities. Therefore, I came up with the following rules:

NON-CITY BUILDINGS & IMPROVEMENTS:

Presented below are additional buildings and improvements that can be building outside of cities. Please note that constructing any of these improvements takes the place of the "build a farm" action in your kingdom turn.

Please also note that Camps, Farms, Lands, and Mines are mutually exclusive - you can have a farm OR a mine OR a camp OR a land in a hex. None of these improvements represent a single building in a 12-mile hex. It's not just one farm, or just one mine, or just one camp. Building it means you have devoted the primary physical and human resources of that hex to the activity of farming (farm), mining (mine) or logging (camp).

Allied Tribe (4 BP): An allied tribe Hex provides the country with an internal trade partner and defensive force. +2 Economy, +1 Stability; +2 Defense Modifier. An allied tribe hex does not cost any consumption per turn. An allied tribe hex can only be established in a hex containing a tribe of humanoid creatures with which the PCs are on friendly terms.

Fishing Camp (4 BP): A fishing camp can be built in a hex including or adjoining a lake. However, only one fishing camp can be build per lake. A fishing camp reduces consumption by 3 BP per turn.

Fort (12 BP): A sturdy structure that serves as a guard post
and lookout for danger. +1 Stability; +2 Defense Modifier; Unrest –1. A fort can be build in any hex containing a road or river, even if a camp, farm or mine has already been established. If a city or town is built in an area with a fort, the fort is treated as a watchtower.

Logging Camp (6 BP): A logging camp can be build in a forest area with a road or river. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like rare lumber: +2 Economy, +2 Stability.

Mine (6 BP): A mine is used for recovering valuable or less valuables minerals, ores and gems. A mine can be built in hills or mountains if a road or river is present. +1 Economy, +1 Stability. The economy bonus is doubled if the hex contains a resource like gold or silver ore: +2 Economy, +2 Stability.

Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes of navigable rivers your kingdom controls that contain navigable rivers, you gain +1 Economy. (Yes, hexes with a river and a road count for both.)

Pastoral lands (1 BP in plains, hills only): Instead of a camp, farm or city, you can choose to assign an area as pastoral lands for nomads to graze their herds. This does not require a road. Pastoral Lands reduce Consumption by 1BP; +1 Economy and +1 Loyalty.

Settled (1 BP in plains, forests, hills / 4 BP in swamps, mountains): Instead of a camp, farm, city, or pastoral lands you can choose to lightly settle a claimed hex. This does not require a road. Settled lands reduced Consumption by 1; +1 Stability.


Hello,

Please cancel my subscription to the Pathfinder Roleplaying Game (Rulebook) line.

Regards,


Not sure if anyone already quoted Halflings of Golarion, where it is stated that:

Halfling cavaliers ride war dogs or very small ponies, and are most commonly found in Andoran. In rural parts of lands where all halflings are free (such as Andoran), rustic farmers confronted with monster attacks have been known to “saddle up” a pig or even a cow and ride to defend their land, though city Halflings insist this is merely a stereotype.

So it seems 100% within the flavor of Golarion and PFS to have a Halfling riding a Pig. How to do this would be up to the GM, but not allowing reskinning seems overly strict. Slavish obedience to rules is unlikely to improve the fun factor of game.


Go for revolvers….. using a double barreled pistol is more likely to kill your campaign at higher levels……. (same trick as above, only with two shots per attack……)


Of course, at level 3 the costs of paper cartridges can still be somewhat prohibitive, as the cost reduction for gunsmithing on cartridges is only 50% so you are still using 6 gp each shot…..so you have to think about when to use them. If you don’t have to move, use your normal gunpowder, if you need to move, reload and shoot, use paper cartridges.


Awesome pbp ....... if you need some additional raw meat... er I mean recruits let me know.

I am thinking of starting a short campaign for goblin PC's irl, and this is providing lots of inspiration.


Could anyone provide details on the Grenadier archetype? What does he lose and shag does he gain?

It sounds like it could be interesting, but I am not perse interested in the field Guide, so I would like to have some more info before purchase.


Well the whole area control limitation for archers has also gone the way of the dodo as well with the Ultimate Combat “Snap Shot” string of feats….. not only can you threaten an area, you can threaten a 15ft reach area.


Shadow_of_death wrote:
magnuskn wrote:
The book is great for many classes. If you were expecting "50 pages things only for Fighters", you will of course be disappointed.
I do need to ask though, is their half a page of things for fighters? As much has been said about the book I haven't heard anything fighter oriented except archtypes that allow it to use the new mechanics.

Well the book has very sizeable parts of Eastern flavoured stuff and Firearms rules, which are also for fighters.....

In addition, there are many, many feats. Now some are quite monk specific, but there are plenty of other feats and no class profits as much from extra feat options as the fighter......

Is is a fighter only book? No. Has it interesting things for fighters? Yes, but also for e.g. rangers, rogues, cavaliers, gunslingers, wizards, etc.


There are four:

Gun tank - Armoured gunslinger

Mysterious strenger - gunslinger with some luck abilities and charisma based bonusses

Musket Master - Musket specialist with raster reloading

Pistolero - Pistol specialist with some close range bonuses


Well except for "Firearm Magic Items"


Yeah, the pistolero has one...

At 13th level, a pistolero never misfires with a one-handed firearm.

So that could work. Note that you do still need hands free to reload though.....

You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in
two hands to aim and shoot the firearm.

So reloading becomes difficult with TWF.


Well there are more, bot those are just the worst ones...

Clustered Shots: Total damage from full-round ranged attacks before applying DR

Enfilading Fire When ally flanks opponent, you gain +2 on ranged
attack rolls against opponen

Impact Critical Shot You can bull rush on a critical hit

Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action


Cibulan wrote:
I would say there is an alternative interpretation about Lightning Reload.

Although it is an interpretation, I think it is not the correct one.

At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or
is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

I would interprete that it is only the swift action changing to a free action, not the once per round that is changing... but that is up to the designers of course.


Irulesmost wrote:
The gunslinger slings guns, maybe not as well as a fighter (just as monks have a hard time keeping up with fighters in unarmed combat), but, unlike the vast majority of fighters, is useful outside of combat, too.

Not sure how this works? It is possibly true when using pistols, but other than that I don't see how you can make a fighter work with a musket........ reload times seem too long. (Unless you get to more modern weapons maybe)

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