Bunnywinks's page

8 posts. No reviews. No lists. No wishlists.


RSS


I'm pretty sure I saw somebody mention that Paladin + Coup De Grace shouldn't happen.

I'd like to chime in with a silly pop culture reference.

"Mace Windu + Chancellor Palpatine - Coup De Grace = Dead Mace Windu"

Okay, serious stuff now:
It's a monster. It attacked your party, intending to kill and eat you. Your friends attempt to negotiate with it, but you kill it instead.

Pretty harsh, but this isn't grounds for falling, especially since you don't have a code hashed out yet. I figure your god comes in sleep and says "whoa whoa man, that wasn't exactly what I meant when I said X. Tone it down."

Also, please don't do this "okay, you don't recover your powers today" thing. Seems like an unnecessary nuisance as long as you make it clear to the player that his character's deity is displeased and has issued a warning saying "none of this behavior".


Your 'progress value' divides the item value to see how long it takes you to craft it in that period of time.

If Cerberus is right, then your total is actually 145 vs 20, which means you craft it in one seventh the normal time. Swift alchemy means you complete it in half of that time. If you have the materials, you can create 14 items in your 'crafting downtime day' regardless of how long you're actually allowed to craft during that day by the rules. (Disruptions/etc might remove the downtime though).

Instant Alchemy pretty much throws your downtime needs out of the window. Even assuming you can only craft for an eight hour period, there are 4800 rounds in that period. If you have both the materials -and- the need for 4800 of those things, you're nuts. XD (I'm also pretty sure you can't divide a full-round action, so I think your productivity is limited to 10 items a minute. But imagine how flexible it makes you! Crafting whenever you're not distracted is now easy!)


Sounds to me like this is a pretty reasonable situation that neither person is entirely out of line in.

You are being a little harsh by assuming that he's playing a class instead of a character when he refuses to play your chosen classes. The issue you're having with him is that he wants to play his own character, with all of its aspects designed by him, not you. A little bit controlling on his part, kind of a lot controlling on your part.

Solutions I guess:

He can find another game while you run this one.

You can help his preferred character remain an interesting part of your campaign without relying on Nether Scrolls, which the other characters will use. There are plenty of ways to tie him in without him directly needing to acquire the scrolls for himself.

You can say "okay, I guess _____ doesn't like arcane casters, so this idea I had isn't the best fit for our group. I'll table it and come up with a different one for now."


Lincoln Hills wrote:
Karl: I thought the basis of your argument in favor of circles was that transporters of goods will seek the lowest possible cost. It is economically illogical for the wizards to sell access to a circle for less than they would charge for individual teleports: therefore what they charge for each trip would be the same as for teleport (if not greater teleport) per access. Even though teleportation circle (according to the usual costs for paying for cast spells) ought to be a bargain over the long run, any NPC wizard whose Intelligence is roleplayed properly would not offer the service - except for situations when the wizard isn't trying to profit. You dig?

It is economically illogical to provide a long-lasting product if you can count on the continued sale of a short-term service that replicates that product. However, the wizards (assuming they're trying to make money in their dealings with merchants, anyway) need to provide at a minimum a service that the merchants can't resist. If hired castings of Teleport aren't appealing enough, then they can shift up to hired castings of Teleportation Circle, and if not that, then Permanency. There are clever setups they can use that will allow them to 'operate' the circles, too. (In the case of that Teleportation Circle casting item, maybe a wizard class or specific guild restriction that gives the merchants a discount on the commission while still giving the crafter a 40% profit and preventing the merchants from using it unauthorized)

TLDR: If the wizards want money, they need to offer the most expensive option that they can guarantee will beat their competition. If a teleportation circle is necessary, so be it, right?


1 person marked this as a favorite.
Acetabularia wrote:

I think I fall into the category of "normal".

In before "DON'T TOUCH ME, YOU FILTHY CASUAL!"

Funny thing on your point of rogues is that I've started rolling one up, and the reason not to go ninja was because my rogue is not the meditating or sanctioned assassin type, but a simple murderer (yes, neut. evil ofc.)

Here's to hoping I don't get shot down by all the flak.

Nobody's going to have a problem with the fact that you are playing a suboptimal character (I suppose technically there could be a guy who dies a little inside every time somebody does that, but I assure you most optimized players do not feel like that unless your character actually gets them killed xD)

The problem here is that calling yourselves "normal roleplayers" because you play straight up low-complexity/synergy builds is directly implying that having a preference about the mechanical viability (or complete dominance, for certain overachievers) of your character necessarily makes you a special kind of roleplayer (usually interpreted as -worse- kind of roleplayer).

This is exactly why people keep bringing up the StormWind Fallacy. It's an obvious statement, but periodically somebody will make a thread that defies the obvious.


Daenar wrote:
It seems to me the examples, while entertaining, are markedly exaggerated one direction or the other. 18 dex=bullet time reaction? Riiight...

In Pathfinder, 12 Dex = bullet reaction! Even the most pitiful Dex bonus applies against a bullet you can see coming! xD


1 person marked this as a favorite.

What if he walked into town, learned about their legal code, decided it was evil, and told them to change it to something more aligned with good?

Pretty sure he'd be justified in kicking their asses when A) they refused and continued being an oppressive government, and B) when they tried to kill him for it.

I understand that people like to put paladins into situations designed to stymie them, but I can't ever see a GM having a problem with a paladin going out and overthrowing an evil government. XD


It sounds like an interesting flaw for your character to have. Struggling to do good (or specifically to avoid evil) in your dealings with races you are strongly biased against is an opportunity for making your character stand out a bit and maybe be more real to you.