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I've just come back from my post office. The postman didn't leave me any notice, so I didn't know if it had arrived. Today I had to go for another reason, and when I asked if they had anything else for me, they told me "Well, we had a package from the USA, but we've returned it to sender" :( Would it be possible for you to resend it to me with my next subscription shipment? Thanks in advance :) On the other hand, my copy of the Pathfinder RPG core book (which was part of that order, but was shipped apart) arrived in time and in perfect conditions. Great work there!
A simple question: in a group that uses the Critical Hits Deck and enjoys it a lot, how do we get use of the critical feats in PFRPG? When they were posted in the playtest forums, we decided not to use them (although the rest of them were widely accepted) because it could lead to strange effects. And, frankly, if I wanted to refluff so that the description I give matches the game effects, I'd use 4e. Now, am I mistaken? Has any of you used both elements? How do they mix, if they mix at all?
There's been a mistake with my order. Instead of the stated "Pathfinder Chronicles: Harrow Deck (PZO9200), I got a booster of item cards. Could it be possible for it (the Harrow Deck) to be added to my next subscription shipment? On the plus side, I'm considering now buying some more item cards :D Thanks in advance, and keep on with your excellent work ;)
People are still undecided on which should the DC for combat maneuvers be. 15+CMB is seen as too high, whereas 10+CMB seems too easy. What I'm proposing is tweak the combat rules a bit to allow both options: If you want to try a CM, you can choose if you'll provoke an AoO or not. If you decide to provoke it, your maneuver has a DC of 10+CMB. If you "maneuver defensively", your DC would be 15+CMB. I must admit I absolutely love combat maneuvers, and my intend is to encourage players to use them more and more creatively (even trying their own as "blind", "push" or whatever). In fact, I'd be very happy if the maneuver rules were something similar to a streamlined "Book of Iron Might".
We have simplified modifier stacking in our games by means of streamlining the modifier types. As for now, we use: Equipment, Situational, Dodge and Aura. "Aura" modifiers are modifiers imposed by spells, spell-like or supernatural abilities. Each character can have just one aura imposed upon them. If a character with an aura already upon him is granted another one, the most powerful replaces the weaker. If both auras are equally powerful, the last replaces the former. As it is now, we mostly decide which aura is more powerful on the fly (we don't care too much about number crunching, so the DM's (me) decision is generally accepted as the fairest one), but it would be great to have it codified. Sadly, I'm too lazy to do all that work ;)
Our problem with Channel Energy (which has been a real boon to our campaigns, OTOH) is not that they make the Cleric too powerful (it isn't; it just keeps the rest of the group going), but that it makes it a necessity. Each party now must have a cleric or they're at a big disadvantage. The solution would be giving channel energy-like powers to more classes. Maybe a "healing song" for Bards that healed its allies a number of hp equal to their Bard level or a "inner bloom" for Druids that gave a collective +2 bonus to Constitution. As for turning undead, I like the "keeing at bay" fluff, so maybe we could leave it at that: "turned" undead would, instead of run away, be unable to get closer to the Cleric on the next few rounds.
I just have to say that I'm loving the way the Cthulhu Mythos are being "kinda" integrated in Golarion. It gives it a feel of Sword & Sorcery old-style, as with Robert E. Howard's Conan stories, and we have a source for high-level bad guys apart from demons and devils. I hope to see more Lovecraftian stuff in Pathfinder (hopefully in the Bestiary?). Until then, keep on with the good job!
I'm talking about closed content monsters: beholders, displacer beasts, mindflayers, umber hulks and carrion crawlers. At first I thought it would be easy to replace or ignore them, as there are so many other cool monsters around there, and the stories I'm able to tell with them are equally as interesting, so I don't miss them from a narrative point of view. But I feel the game lacking something without them. I want my players to fight big floating balls with eye beams, giant centipedes with paralyzing tendrils and brain-eating squidmen. I know you can't write them in for copyright reasons, but please leave them a space to live in Golarion! |
