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![]() badlands122 wrote: Why is this even a topic??? In this category or section?? Who cares whether your character lays, stays, preys or does one-handed rummy with there self?? They have and there are communities for that exact purpose. If that's all you want out of this FANTASY GAME played with dice, miniatures, paper and pens.. then you, my friend, have a very serious problem- and it ain't with what your character does. I can ASSURE that during my gaming session I don't want the characters in my party wondering who's looking at their ass or who their thinking of going down on when we're faced with a room full of monster or in dangerous peril. Geezz, get a grip..... Why not? Just because this isn't how you want to play Starfinder, that doesn't mean there aren't others who do. Representation is important to some people. This discussion isn't going to impinge on how you run your games, so if this isn't something your interested in then read something else. ![]()
![]() Claxon wrote:
Wow... pedantic and abrasive, a twofer! Also remember that if we are going to go by pure RAW there is no explicit language in Pathfinder that states that once you acquire a condition that strips your agency, such as panicked, that your agency is ever returned to you. Likewise, there is not explicit language that, if you were to go straight from normal to dead, you lose any agency. So, if we are going to be pedantic about it, your character is far more disabled if they are ever scared witless (because there nothing explicitly saying your character can ever to stop fleeing) then if they are crushed by a boulder (because death has no language saying you can't still act while dead). ![]()
![]() If you would like to sanitize the inputs on this topic, I suggest checking out two works: first is Eclipse Phase which I seem to remember had a great deal of fluff on this matter because body swapping was such a major component of the game; second is the Neil Gaiman short story "Changes", which explored the social effects a drug what was almost exactly like the Serum of Sex Shift. Personally, my suspicious is that when using either of these products, it would most likely rewire your brain as to alleviate any dysphoria since the brain would be, implicitly, part of an overall biological change but that's just my suspicion. ![]()
![]() pH unbalanced wrote:
I'll pass. Taking the least interesting part of the hobby and turning it into a primary feature of every session is simply so uninteresting to me that it defies words to describe it. So, I have to ask the obvious question: how long before you want to roll your players dice for them as well in order to prevent cheating? ![]()
![]() TOZ wrote:
I should have specified that I meant the grousing against leaderships, thinly veiled accusations of all-but-cheating and "badwrongfun" against straw-man players, and the desire of forum keyboard-warriors to police the playing habits of the community at large but possessing zero authority whatsoever. From playing and running games both locally and at some of the biggest cons in the hobby, I have never once witnessed the dysfunction described here; I've seen friction at the table but it was quickly and easily resolved and not even close to the level of disaster you would think was common-place based on what has been discussed so far. ![]()
![]() Disk Elemental wrote:
I think Tonya and Bob mentioned that they had a plan to release tickets in batches to avoid that situation in the future. ![]()
![]() Sin of Asmodeus wrote:
In fairness, even the best GMs have knowledge gaps and players having access to energy drain is somewhat uncommon (off hand, enervation and summoning a succubus are what immediately come to mind). That said, as long as they were teachable, I think that is the best we can hope for. ![]()
![]() Hey Bob, A few suggestions: 1.) GM Reviews: I would think getting feedback from the players on how their GM did would be useful. Preferably a system that could be quantifiable and scaleable, like Net Promoter Score (i.e. "How likely would you recommend your GM to your friends from 1-10"). Perhaps including the sheets in the Chronicle packets and giving players who return theirs a token as compensation. I think with this data we can do a good job of identifying potentially problem GMs that need further review. 2.) How-to Videos: Since it seems pretty apparent at this point that some of our GMs do not like receiving information via text, no matter how small of a bite you make it, it might be better to include relevant information is a short video/podcast message. In all fairness, this is my preferred method of receiving information. 3.) Quiet Room: This is a bit pie-in-the-sky, but I noticed there were some Green Rooms behind the Sagamore. It might be nice to have a GM "quiet room" where we can crash between slots and get away from the noise/visibility to recuperate. I know a lot of people thrive on the "always on" nature of GMing back-to-back-to-back slots but I could use 20 minutes to just center myself without a ton of noise and people around and I don't think I am alone. ![]()
![]() Hmm wrote: That's my tips. What are yours? I really have one thing to add to this and it's about mindset: be professional. That doesn't mean we can't have fun but, at the end of the day, we are the primary face of Paizo to thousands of paying customers every day at GenCon. Fortunately, most of us are driven to make sure we provide a fantastic experience but every year there are some among us who don't seem to realize that when we volunteer we are making an agreement to sacrifice our autonomy to ensure that others get to have an awesome GenCon. When a GM shows up completely unprepared to run a scenario, that's a problem. When a GM has ignored half of the correspondence coming from HQ, that's a problem. When the GM acts like a jerk, that's a problem. When a GM shows up to a slot too hung over to run well, or doesn't show up at all, that's a problem. And when these problems crop up, it falls to others to shore up the failures; it drains resources and reflects badly on Paizo, GenCon and the rest of us. My point is: make sure you are ready to do what you have signed up for. There's nothing wrong with having a fun time at GenCon, but when you are volunteering then others come first. ![]()
![]() phantom1592 wrote:
Animation is expensive and Netflix wasn't sure this was going to fly so they tested it with what was essentially a pilot. Now that it "tested well", there is already another 8 episodes on the way. If it continues to do well then I would expect a full length season 3. ![]()
![]() Thomas Graham wrote: No it wasn't. Some of the earlier season missions were pretty competitive I agree but this was nasty from the beginning. Insulting the player right off at introduction with their announcement was the beginning. Setting him into a position to fail in one encounter along with a comment to the effect that he was 'no loss' was another. Actually stealing the mission message to get an idea of it was the last straw. (Caught them tucking it back in my papers on a break) Oh wow... that is beyond the pale. If I came back to players snooping through my materials, especially after being a pack of jerks, then I would have kicked them out for cheating right then and there. "Heres your 0xp chronicles, your character is dead, if you don't like it take it up with my VO. Please do, I dare you. " ![]()
![]() RSX Raver wrote: Everyone gets to play their legal character and if you can not play nicely together then maybe you should not play at all. That was blunt and unnecessary. Rysky wrote: No, I shouldn't. That's unfortunate, and I think you took away the wrong message. I would says that if you are unable to play a certain type of character without coming into conflict with other players, then don't play those characters. There is a vast, vast panoply of available characters to build in PFS, make ones that can play well with others. ![]()
![]() Rysky wrote: And this goes back to something I hate about PFS, your character's don't matter, your roleplaying doesn't matter, it's just builds and getting through missions. What's the point. To have fun playing 4-5 hour blocks of pregenerated content for a hybrid roleplaying / tabletop strategy game and to do so a smoothly as possible. ![]()
![]() icehawk333 wrote:
*Shrug* PFS is good for what it is: an honest attempt to herd a bunch of opinionated cats to a place where they can all play together with a common rule-set and ethos. It's not perfect, but it does a good job and has a lot of genuinely decent folks putting in long hours to make it happen. PFS is not a replacement for a home game; they are two different beasts. PFS has helped me become a more skilled player and GM and I am happy to play it even if I don't agree with all of the decision made for it. ![]()
![]() Jurassic Pratt wrote:
Just because you have explained it multiple times, doesn't mean it is a satisfactory explanation. The truth is, it is declared evil because the authors say so. That is a supremely unsatisfactory answer but, hey that's life. Fortunately house rule can override that, as is the case in PFS. The PFS rule is, basically, "It doesn't matter, shut up and play nice." and that's a rule I can live with. ![]()
![]() Jurassic Pratt wrote:
*shrug* I would say that Dominate Person is more inherently evil then Animate Dead. For example, I can animate an animal (animating humanoids is a suckers bet because they lose their class HD and are really weak) which eliminates this whole "soul" issue; Dominate Person ALWAYS strips a humanoid of their free will and turns them into a slave. It seems odd to be deeply concerned with the sanctity of ones liberty after death but not care all that much about it before death. ![]()
![]() Depends on the level. At low levels grapple builds are pretty good but they fall off quickly. Monster CMD scales WAY faster then player CMB does. Also, spells like Freedom of Movemebt and Supernatual abilities (which do not have concentration checks, don't provoke AOOs, and don't count as spells) make a mockery of grapplers. For example, if a grappler went after either my PFS witch or summoner, I would humiliate them with either 4 save or lose hexes (one of which they are probably going to fail) or just summon my murder eidalon right next to me to maul them. ![]()
![]() Let me give you the real-talk version of my answer as a PFS GM. I don't know if the rules allow a NG or LN character can have a Brownie or not based on the text, but if I had a "natury" player arrive at my table and tell me they had a brownie familiar I would shrug my shoulders and move on without a second thought. When I'm getting a table ready, bookish question on whether or not "neutral" really means "true neutral" on an obscure Improved Familiar choice ranks about a 43 on a checklist of 10 items. Make a good faith judgment based on the information available and stick with your choice. ![]()
![]() I view temptation as being more of a chaotic strategy than an evil one so temptation and goodness are compatible. After all, people are tempted all the time to do "good" things in the real world:
Every time somebody in a position of power uses a carrot, instead of a stick, to get their way is essentially a temptation. Here’s an example that might work in Pathfinder: Quote:
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![]() Wei Ji the Learner wrote:
I think this bit is what irritates me the most about this whole debate, largely because it's be echoed several times. I've GMed and played in PFS for several years now and I would say about 80% of the characters I've encountered (mostly at cons, thankfully, and not in my home area) are a sheet full of numbers and a name, with absolutely no personality to speak of. They walk in, kill the targets they need to, roll diplomacy checks when they have to, and generally leave an impression somewhere between tepid oatmeal and wet paper. You have somebody here who wants to make an interesting character, and people are bending rules (or inventing them whole cloth) to stop it. You call it disruption, I call it roleplaying. ![]()
![]() Voices in My Head wrote:
There have been quite a few people on this thread who were SURE that this was full-stop illegal in the campaign, but have been unable to produce chapter and verse to back that up; that tells me that it is almost certainly not specified as being an illegal choice. That said, there are enough downsides baked into intelligent items to make this a difficult character build, and a lot of table GMs do not know how they work. If you wish to pursue this, you are going to have to approach the GMs before play, let them know what you are doing, educate them on intelligent items, and let them know what their options are in game (ego checks, dominance lasting 24 hours, etc.) If they tell you it is illegal, tell them you have done your due diligence and have not found any ruling to that effect, however if they know where multiple intelligent items being illegal is specifically spelled out you would love to see it. If a GM still insists, have a back up character or get ready to walk. ![]()
![]() Rae Alain Paight wrote:
A Calistrian? ![]()
![]() captain yesterday wrote:
I actually find it refreshingly honest. Let's be fair, this is the default position of most people; at least he's up front about it rather then hiding his apathy behind internet slactivism or a silly wristband. ![]()
![]() Freehold DM wrote:
There's a difference between being a slave to external sources and "I don't know much about the community or situation, but heres my armchair opinions." I can understand the first position, but the second deserves abject scorn. ![]()
![]() thejeff wrote:
Clearly, the answer is burn them and their families at the stake. Nobody expects the progressive inquisition! ![]()
![]() thejeff wrote:
It may have started that way, but it shifted into a purity movement almost from the word "go". Like most purity movements, they refined themselves through waves of external and internal purges until they self destructed. Unfortunatly they did some serious damage to the community on their way out. One small consolation was that the Richard Carrier saga was pretty hilarious. ![]()
![]() Scythia wrote:
A lot of athiests are anti-authoritarian by nature and Athiesm+ quickly developed a patina of authoritarian moralizing self-righteousness. This was not a recipy for widespread acceptance. ![]()
![]() Snowblind wrote:
Money only grants you power when there is a system to back it up. When the chips are down like that, the poor will eat the rich. ![]()
![]() Nefreet wrote:
I was actually in the middle of drafting my post when she posted that. Tablets do not make an optimal forum device. ![]()
![]() graywulfe wrote:
Especially Dark Archive characters. ![]()
![]() Honestly, I don't respect most of the VCs because they don't do anything respectable; honestly, most of the time they don't do anything at all. Frankly, a vast majority of them I couldn't care less about one way or the other because they are one note and don't add any anything meaningful other then a bit of exposition at the beginning and, maybe, at the end; they could easily be replaced by "Biff the Understudy" for all that they add to the game most of the time. Off the top of my head, I can think of three that I actually care about in any appreciably way: Zarta (because she's a cool and interesting character), Aram Zay (because I love to hate him), and Grandmaster Torch (because I thought he had some real points until events occurred...). All of them I interacted with OUTSIDE of the normal briefing, so I got an actual look at their character and interacted with them as individuals instead of mouthpieces. The worst example of this is the Ten, who as near as I can tell are so completely fifth-wheel irrelevant that I don't think I've seen them do a thing once in the two years I've played PFS. So why should I respect these guys? Almost all of the characterization they receive comes from community memes. Now, I'm sure that these characters are, in fact, fully fleshed out; however, as a player, I've never seen it in game because it's likely hidden in some backstory paragraph that is totally irrelevant because it never comes up. So, how do we fix this? One option would be to give them a more active role in scenarios but I think that might be difficult to do without overshadowing the PCs or eating up a lot of time. I think a better option would be some web fiction through the eyes of some of the characters so we can get some sort of insight into them. I would LOVE to read a Zarta short story or two. ![]()
![]() Well, the forumites have been pretty consistent on their analysis of the spell: it's a baby wish spell and it is overpowered. Now, the real question is "should you allow it?" The answer to that is: "we can't answer that." Not for the trite reason of "it's your world", but because you haven't told us anything about the player who wants it. I have players in my group that I would trust with this spells, ones who have shown restraint when it comes abusing powerful options. Then I have players in my group who I absolutely wouldn't trust with a spell like this, ones who almost can't help but mercilessly use the most optimal option in a given situation. There is nothing wrong with being in that second group (Lord knows, that's where I would put myself), but you need to know who you are dealing with.
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