Red Dragon

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** Pathfinder Society GM. 739 posts (778 including aliases). No reviews. No lists. 2 wishlists. 20 Organized Play characters. 6 aliases.


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NE Male Human Enchanter 1 | AC 11, T 11, FF 10 | hp 6/6 | Fort +0, Ref +1, Will +2 | Init +1 | Perc +0, SM +5 | CMD 11| Spells 3/3 | Conditions: none

I believe you were asking for the Buy/Sell system I use in my home games. The chart is different depending on the setting you are using it in. For instance if you are the hero of a small town the bottom DC is a better percentage than if you are new to a metropolis. Every 5 drops the % of Buy and increases the % of sell by 5%.
So then you set the DC for the "standard" rule buy/sell.
50% Sell would be a DC 10 lets say and 100% Buy is also at 10. So then if someone got a 20 on their check it would be Buy at 90% or Sell at 60%

Example chart
DC 10 50% Sell/100% Buy
DC 15 55% Sell/95% Buy
DC 20 60% Sell/90% Buy
Etc

You adjust the base, as I said, on the community and any reputation the character may have within that community. Towns that are small and have no money maybe they start the DC at 20 for 50% sell/100% Buy or Big cities take time and some reputation to get going? Or maybe they have a robust economy, up or down.
Characters who are known as heroes maybe get a bonus to the roll or sometimes I don't give a bonus but rather round up or down based on behavior of said character.
I recommend you state clearly the 2 rules I have in place.
A) We aren't playing Merchants and Bankers. We aren't using the buy/sell to gain the gold system. If items become cheaper to buy than sell enjoy that, don't abuse it.
B) There is a cap. Trust me make a cap. I usually cap it at DC 40. This system has the potential to skew the wealth by level. Especially if you allow crafting and allow it to affect the crafting costs. By 10th level the party is quite often 2 APL higher just due to wealth. Not a problem if you plan for it. It is not a linear improvement, every level you go with this system the fatter the PCs wealth is.

But it is fun and can allow folks to get to play with the higher level magic purchases a little earlier.

Liberty's Edge

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Add me to the no Goblins please. I like the Paizo Goblin quite a bit, but I like them on the wrong side of history. Let's keep them there. Kind of liking the way character background so far though. Nice concepts and I always like options even suboptimal ones that keep to the theme.

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As a card carrying member of the Grognard club (it's in my box set somewhere) I am not interested in the time issue. Some characters are more active than others.
I am interested in decluttering the Chronicle sheet and making magic items magical again. If I bought every single cloak of protection on all my chronicle sheets I could wrap the world in magic.
If it appears on a sheet it should be valuable. I should go "Whoa that's cool!" Either I can buy it cheaper, I can get it earlier or do something different. Maybe it allows me to change it's usual slot. Bracers of Dexterity or something. Or better yet, it makes me different.

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Ashiel wrote:

Read your own quotes (or perhaps I should say my quotes misquoted?).

And a lot more stuff

Normally I am behind you 100% but on this one I think you are wrong and you are pushing your point to hard and starting to push the envelope of civility. Just because people don't agree with you is no reason to get mean.

You can argue, and I will defend your right to believe, that you are correct and that the rules say what you think they say. But there is a lot of wiggle room there. The monk get's an extra attack. Denying that seems to me as obviously wrong as it apparently seems to you that it is right.

Let's calm down, agree to disagree and move on here.

Liberty's Edge

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Gorbacz wrote:
TriOmegaZero wrote:
Ravingdork wrote:
...a few of their more loyal forum lackies.
Come on man, was that necessary? Regardless of it being true?
Reporting for lackey duty! Who needs some tenderizing tonight?

Oh Oh Me! Pick me!!!

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We have sent reporters to interview Imrijka no fewer than 6 times. Sadly none of our reporters have returned.

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The thing about CR is 1 opponent is not as tough an encounter as multiples. You almost have to subtract 2 CR when it is only a single creature. Your Party are all aiming at 1 thing while it has to single out seperate opponents. I would not even hesitate to run this encounter. (I have run it before and enjoyed it quite a bit)

Here is the thing. If they are doing well, concentrate your fire on the Barbarian. If they are having a hard time, start splitting up your attacks. Spreading them around weakens your action, while concentrating strengthens them. That one tactical decision can improve or lessen the impact of the Dragon.

No don't hold back from the initial breath weapon but you'll gauge quickly how well the dragon's breath did.

If it was overwhelming then you can "Play" with the party. Maybe do some light strike and run's or maybe charge the Barbarian (leaving yourself in a spot that will let him unload on you and buy the others some time to regroup, heal and or torch from afar).

If the party laughs at your breath weapon, do not charge, but leave yourself where the Barbarian can charge you, so you can unload a full round attack or two on him (trust me he'll feel that)

If the Breath Weapon is an epic fail, regroup yourself, Time to target the Oracle, the Bard, or the Rogue solo and give them the full rounds you might have used on the Barbarian. Bonus points if you can down (read 2-3 points negative not dead hopefully) someone before the rest of the party can really catch up to you. Put the fear in the support ;)

It's all in knowing when to pull your punches and spread them out, move and attack, or "position" for a better next round vs. when it is time to make one of them pay (ie turn up the heat a little)

Good luck!

Liberty's Edge

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Oh [player name]'s not gonna be here for a few minute's. No worries, he's stoned anyway.

He was petrified the last game and there will be some time before it can be removed.

Liberty's Edge

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This past sunday, our bard was hit with a Disintegrate spell. Surviving he stands and casts Haste on his next action. This brings some more unpleasant attention from the bad guys mooks. As he falls he says, "5 hitpoints is no time to start chanting"

Liberty's Edge

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Wait, you are a bard and an adventurer...you need...FAME...I suggest you blow at least a couple hundred in the tavern and buy rounds of drinks! Don't forget to get yourself something nice to keep you warm at night (probably another couple of hundred) Maybe a nice piece of paper naming you a lord of somewosname or other (probably the rest of your cash)...maybe they'll throw in a house! (probably haunted) or a vast track of land or something...

Or you could just get a +1 weapon or something...you know...to increase your usefullness...

Liberty's Edge

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So, this past Sunday we finished Curse of the Crimson Throne. We then jumped into Rise of the Runelords.

I am using the Fate Point system I used in Curse of the Crimson Throne. PC’s were made with either 15 or 20 build points (most with 20) depending on Fate Point usage.

We have in alphabetical order (fate point usage):

Asa Human Monk (20 point build and MW Quarterstaff)
Baedin Dwarven Fighter (MW Waraxe MW Earthbreaker and Extra Traits)
Gallond Dwarven Fighter (Planning on Paladin) (20 Point Build MW Waraxe)
Havelock Human Bard (I forget his FP expenditures)
Lazurin Elf Warlock (20 Point Build, 3 HP and extra Skill points)
Morgrum Halfling Rogue (extra Feat and 3 extra HP)

The party began their adventuring (unbeknownst to them) at the Swallowtail Festival in Sandpoint. We got to know the town a bit, a few games were played.

Gallond ran with a Gather Info clue that led him down an odd path. He accused the Jeweler of being a bad man and wanted to arrest him. The Gather info told him that the Jewelers wife thought he was a “Bad Merchant” sadly our Dwarven Paladin to be mistook Bad to mean as in a bad man not as in a poor merchant. That took a little working out.

Meanwhile Morgrum, our little rogue, was trying to ply his sleight of hands. He found himself about to possess a Silver MW Waraxe. Turns out it belonged to Baedin who spotted him and whacked him with the Waraxe for half his HP’s. Morgrum then spent the rest of the day trying to make a bit of Coin and avoiding the guards.

The rest of the party poked around the town getting to know it and enjoy the party a bit.

As evening approached the whole town gathered near the Cathedral, a brand new building that was to be dedicated that evening. As Father Zantus, the Desnan priest in charge of the Cathedral, used a thunderstone to get everyone’s attention, a scream rang out. Then another. And then more. Then a goblin raced across the PC’s view and killed a dog. From there Pandemonium broke out. I played them a small piece of sound of a chant that arose.

Goblins are Attacking!

The party killed 4 goblins over a couple of rounds. 1st level PC’s are a bit clumsy after you have been used to 13th level ones. The highlight of the fight was actually Morgrum running up to an Acolyte of the church and telling them that he was injured by one of the goblins (instead of the Dwarven Waraxe that actually did the damage) and getting healed.

We left off there and that is where we will pick up in 4 weeks (easter causes a bit of a break)

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Several Weeks ago we began the Curse of the Crimson Throne AP. We meet roughly every other week, give or take for family, holidays and such. The group's core have been playing together for over 2 years now. Two new players to the group were added this past weekend. I will give you the Gist of the rules we are using in this post and the character builds in the next.

Rules: We have as a group agreed to focus on the PF Beta. We are using a few spells from the Spell Compendium, and we have looked, but not touched, at feats, classes and spells from other splat books.

I use a house rule system I call Fate Points. With FP's you can improve your character and in the heat of battle make some adjustments to whats going on, such as by making a reroll (either your own or someone else's). Also with a Fate Point you can Stabilize yourself or someone else. It allows me as a DM to put the decision of Character death in the hand of the player, not on me, or the Dice. There have always been enough fate points at the table that no one has "had" to die. In campaigns past, several Characters have died at my table, but only by a matter of choice by the player.

The only other changes to the rules we are using are; the Updated Paladin by Jason Bulmahn, trapfinding as a part of the perception skill that any character can do and rogues trapfinding ability is being treated as a passive search check (like elves with secret doors) a copy of the rules we are using for this can be found here