CrystalSeas wrote:
This will certainly be a feature. To start with I will be using just the Ultimate Equipment book for everything. Then if popularity grows I will add more sources. However, since you will be able to completely customise what's in your version of the app, adding a feature which sets the allowed items to be just the core rulebook items should be simple.
Thanks for the feedback guys. Especially regarding donjon. I've seen this website before and whilst it's very interesting and cool, it doesn't offer nearly as much customisation as I had in mind. Once I have created the database of items, this can serve as a default but GMs can change pretty much everything about it. Add new items, remove them, change restrictions on magic properties (I want to be able to have a +1 Greatsword of Disruption!), change the costs of items, properties, their rarity, which books you want to allow, etc. Each of these could be specific to a campaign and saved. Anywho, now I'm just getting carried away thinking about features! I'm going to have a go at making this app but only during my spare time, and given the amount of features I would like it's going to take a fair old while! Given what you've suggested - and what I'd suspected - I doubt I'd be able to make much if any money from this. Money certainly would have been nice, but not really a motivator for this project. I think what I shall do is probably make it specific to how the GM of my group would like it then extend it to the general case with more time.
Hello there everyone, I'd like to get some opinions. I am about to start work on an app to simulate magic item shops for Pathfinder campaigns. Something the GM of my group's campaigns finds tedious is deciding what items are in shops. He doesn't want the Ultimate Equipment book to work like a catalogue for the players to use to get whatever equipment they want, but at the same time he doesn't want to have to plan exactly what items are available. To aid in this I have decided to have a go at creating an app to simulate shops in a campaign. It would randomly generate (based on parameters set by the GM) the stock of a shop and then store it for later use. He has suggested that if I do create the app, other people might be interested and I might be able to make a little bit of money out of it. So what about it guys? If I made this, would you be interested enough to buy it? Details of the app below. The app would store information on shops created by the GM. Each shop would be given item types that it can sell (Weapons, Armour, Wands, etc) and other parameters such as the size of the shop, the relative wealth of the area in order to generate a stock list. Each specific type of item is given a relative rarity. So for example, in most campaigns that I'm in a longsword seems to be the most common weapon so they would have the lowest rarity setting, whereas a trident (also a one handed martial weapon) would be much less common. This rarity would be set in the design of the app by default but could be overridden by each GM. Parameters such as the size of the settlement the shop was in would be used to determine the maximum price of items in the shop. What's more, the distribution of item values could also be set here. Are +1 weapons the most common in this particular shop or is it exclusive enough that +3 items are the most common? Please let me know what you think and be honest. If you wouldn't and can't see anyone else paying money for such an app please say. Conversely if you think this is a great idea, please say.
I like the dazzling display shatter defences route, I had not considered that at all. That is definately worth looking into. ARGH there's just not enough feats to go round! Thanks to those suggesting alternate level dips but I have a character concept I'd like to stick to and I'm trying to maximise within those parameters.
Cheers for the advice guys.
@ all, I realise not all the feats I have listed are damage increasing but most of the non-damage increasing feats have [b] next to them indicating they are from the fairly shoddy selection of monk bonus feats which don't really have any damage increasing potential. I included them for completeness only really. I understand the love for tiger style over dragon style but for me the benefit doesn't come until you Tiger Pounce when you can apply the power attack penalty to AC. It also would take up 3 feats instead of the Dragon tree's 2 (I don't need Dragon's Roar though it is cool). It's a close call but having the extra feat spare just about wins it for me. @ Beebs, I've covered that its for a character concept that I want to stick to unarmed but thanks for the input. The temple sword is indeed tempting. @ Egoish, a very cunning combination indeed. I would like to discuss this further with you. Savage display takes a swift action to use, normally not a problem but the martial artist has an ability called Exploit Weakness which is also a swift action so the two cannot be used together. Exploit Weakness gives a +2 to attack against a specific enemy and allows you to ignore damage reduction, something that an unarmed character sorely needs, especially at later levels. Since the two cannot be used together, I wonder if getting all those feats which replace base damage increasing feats, might be worth while or not. Honestly, I don't know the correct answer, I haven't done any number crunching for this yet. Just something to think about. Also, sorry for not making this clear, but the stats I gave were for level 1 and naturally at every instance I would be adding to strength, meaning by level 12, str would be 20. Shaken is a nice thing to be able to give opponents, plus the idea of making enemies scared is conceptually awesome. But Dragon Ferocity allows you to do this with your stunning fist attacks or on crits. Another minor point is that Dragon Ferocity allows you to get Elemental Fist, not a massive thing in itself since with this build by the time I got it, it would be pretty late in the day, but it also lets the damage progress as per a monk of the four winds. Oh and what I refered to about the power attack ratio: under the power attack description it says "This bonus to damage is increased by half (+50%) if you are making an attack with [...] a primary natural attack that adds 1-1/2 times your strength modifier on damage rolls." Since Dragon's Ferocity allows you to add 1-1/2 times your strength modifier on damage rolls, would it not therefore give you this more favourable power attack ratio? i.e. -1 attack, +3 damage
Ok here are the rules:
Stats:
Feats:
lvl 2 and onwards in monk:
lvl 3
lvl 5
lvl 7
lvl 9
lvl 11
lvl 13
By this level I think the build should have a full attack of, assuming all stat points have been added to strength 18/18/13/13/8 with each attack dealing 2d6 + 11 damage (7 from str due to dragon's ferocity and 4 from specialisations). If I've made any mistakes here let me know and obviously, if you can see any improvements, please post. Also on another note, does Dragon's Ferocity allow the better version of Power Attack normally reserved for 2H?
I don't regularly on these forums but my friend suggested that, as a mixed martial arts instructor, I should throw in my two cents. I think the styles Sean Reynolds listed cover pretty much everything in terms of style. The only styles I would add to the list would be: boxing, to cover the most in depth punching styles; ninjitsu, the style that makes the most use of pressure points, in my opinion; and kick boxing/muay thai. I appreciate that grouping the last two together will offend a lot of people. I can imagine the phrase "They're nothing like each other!" coming up more than once. But in terms of breaking game rules down to be different for each style, the shorter the list the easier the job. I honestly don't think they are different *enough* to warrent differing rules. I hope this was helpful and I hope those who like styles that aren't listed aren't too offended. Sorry if I got the wrong end of the stick as to what was wanted for this forum. |