Thesing the Vampire

Ched Greyfell's page

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber. Organized Play Member. 569 posts (1,074 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Has anyone tried using the Cypher System for Eberron?


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Maybe I'm getting caught up in the wording. But that's kind of what TTRPG gamers do.
As far as I can tell, absolutely everyone disagrees with me on this. Which is why I posted the question. Not to argue with the internet, but to see if I was just wrong.


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Finoan wrote:

Going from Dying 0 to Dying 4 sounds like increasing your Dying condition to me. Hero Points should be able to prevent that increase.

Yes, as long as you have 1 Hero Point, you are pretty much unable to be one-shot killed. But it only works once. You have to spend all of your Hero Points to do that. If you get hit again, you won't have any Hero Points available to do it again with.

So, when you're conscious, it's not that you don't have the Dying condition, it's just that your Dying condition is at 0? It's not that you don't have the Frightened condition, you are just at Frightened 0?


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Last game session, and PC who was Wounded 2 got hit with a crit, which would take him to Dying 4.
My players told me that he could spend his hero points to avoid taking the Dying condition, and just be stable at 0.
I didn't think this sounded right. The text says "keep your Dying condition from increasing" not "keep from gaining the Dying condition."

If this were the case, any PC with a hero point would be nearly unkillable.

Thoughts?


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They're still called Grippli's, believe it or not.

And I thank you for the opportunity to use that joke again.


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James Jacobs wrote:


Exactly. And while that means we won't be using them in a remastered product, there's nothing preventing you from using them in your home games or swapping them in for creatures in adventures we publish; the rules still work fine (with the exception that remastered qlippoth don't have that lawful weakness, but just ignoring that in a remastered game is fine too.)

See. That's my whole view. I still have 3 bestiaries of great monsters plus the monster core. If a monster got an update (like the ghoul or kobold) I'll use the remastered version. But if there's a qlippoth or some other evil thing I want to use... I've got the book right beside me. I'll just ignore or change things from the OGL like alignment.

The OGL police aren't going to jump out and grab me for something I'm not publishing.


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I feel like there is a great mix of old familiar and brand new.
I love the dragons. And also new variants on old favorites, like trolls.


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Having read all the opinions (for and against) and respecting all of them for what they are-

Personally: I don't like the idea that, as we try to make our own world more accepting and koom-baya, that means our fantasy adventure world also becomes accepting and koom-baya.

Our group has been playing mostly PF1 APs that we convert to PF2. PF2 is extremely easy to convert to. And earlier PF1 APs are way more gritty and grisly in certain areas.
I'm convinced that we won't get to play all the ones we want before we get wheeled to an old-folks' home. So we should still have plenty of content.


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I know they're not rumors. Because my group is about to play Second Darkness using PF2 rules.
But of course I realize no ORC drow. etc, etc


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I always found the idea of neutrality meaning championing balance being a little silly. Good is winning, so now you must side with evil?
Neutrality always seemed to me to be more of.. you aren't throwing your chips in either way. You're not a bad guy. Just not particularly good either.


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I will definitely miss the dark elves. It seems like they could've had villain versions of just about anything. Chaos elves, or corrupted elves. Chaos dwarves. Chaos/corrupted anything.
But, as PF2R is our game. And adventure paths is what my group plays, we'll deal.


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I think you mean be conservative with the spoilers? Unless you mean be liberal with tagging things as spoilers, as not to ruin.

Exciting looking AP! Was surprised to see a 4-issue one. I really like that y'all are doing them like that. Just whatever length feels good for the adventure.


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John Templeton wrote:
Ched Greyfell wrote:
Does anybody know of any PF2 Eberron actual play podcasts?
I now have a yes to this! Arcane Arcade: Eberron City of Towers

I am super excited by this. I have been wanting to hear a game for PF2 set in Eberron. This is just what I needed.


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The multiclassing thing wasn't an issue for me. If you're multiclassing, you should have to work a bit to keep up on the damage. It's the price you pay for splitting your focus.


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I've always rolled once. But I think it'd be amazing to make each player roll their own damage, then roll to save. It'd be like they were rolling for their own doom.


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I see it as [increase dying by 1] plus wounded value to get total.
Not [increase dying value by 1 and your wounded value] to get your total.


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Perpdepog wrote:
Ched Greyfell wrote:

My question is about the Dying condition.

The Player Core says:
Failure Your dying value increases by 1 (plus your wounded value, if any). Critical Failure Your dying value increases by 2 (plus your wounded value, if any).

Is this just a rewording of the Core Rulebook? Or is dying more deadly now?

There's a thread discussing that over in the rules forum.

Thanks!


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My question is about the Dying condition.

The Player Core says:
Failure Your dying value increases by 1 (plus your wounded value, if any). Critical Failure Your dying value increases by 2 (plus your wounded value, if any).

Is this just a rewording of the Core Rulebook? Or is dying more deadly now?


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I had a (former) player who announced before every single room, every single door, that his rogue was opening the door stealthily. After a while, I figured out that it was because he wanted to use Stealth for initiative.

That's just one bad example. But mostly I love the idea. I have let PCs use Diplomacy for initiative. I've let a bard use Performance. All while they were doing those activities already, of course. But I think it's super fun.


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Pathfinder 2 is a group game. You absolutely can't succeed indefinitely by playing it like D&D or even PF1. You have to work as a team. Debuff (using things like the Demoralize action). Flank. Aid another.
It can't be done like an MMO where you have one guy stand there and tank while his health bar goes up-down-up-down and being chain healed.
Use your actions for things besides 3 attacks.
Trip. Reposition.
PF2 is a robust game with lots of options.


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KingDingaling wrote:
Why are there no real boss mechanics?

This could be an interesting scenario.

Mechanic (Boston accent): "Dat'll be $233.50 for the cah-buratah, and $45 for the windshield wipe-ahs."

Party: "That's highway robbery. We're not paying that!"

Boss Mechanic's eyes glow red as he changes into a demon from the lower planes.

Roll initiative!


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Thanks, YuriP. I'll check it out.


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Are these changes listed somewhere? Or is it all in a video.


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I'm running Rise of the Runelords for PF2.
When they got to Runeforge in book 5, my party was very powerful, so I knew I had to make fun challenges that were winnable, but deadly.
When they got to the Ravenous Crypts with the lich necromancer, I borrowed a bit from D&D 4E (though I never actually played it). I gave him several skeletal minions. They hit like level 14, but they had the defense of level 6. They died in around 2 hits. They hit like trucks. And when they died, they exploded bones in a 15 foot radius.
My party said it was one of the most fun fights they'd had.


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I had to work a 12 hour shift on this day. But it looks like it was fun!


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Everyone says reroute the water supply. Why not poison it?


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Bard.


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The dice I made only had 4 permanent things on them. A couple good, a couple bad.
The rest were 24 hour durations on the buffs and penalties. Not game breaking at all.
The GM can make a very minor item or very major. No reason to break a campaign.


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I had my group find a leather bag with a pair of dice in it. Artifact level magic.
I had a chart. Some things were good. Some things were bad. Some were real good. Some were real bad.
Easiest thing in the world.


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My group has a 50in TV in a wooden case with see thru glass. We turn it on its side on a table. Open up the GM version of your VTT. Then run an HDMI from a player version of the VTT to the TV. Make the squares roughly 1in. Turn off line of sight.
Just use fog of war from your GM side.
Put your minis down on the table.

I love this because I can't draw for sh*t. So it lets me use digital maps and real minis, dice, etc.


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The campaign backgrounds all give great ideas. From do-gooders to do-badders who got caught and are trying to turn their lives around.


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I like my villains to be evil.


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My friends and I are gearing up to play Second Darkness. We've had these plans since before the Remaster announcement. It's part of a huge Sekret Projekt that will involve YouTube, Warhammer 40k, live play podcasts for RPGs, and such.
We have no plans to change the drow in our games. Even tho we are excited about the Remaster and plan to embrace it. We will still use any and all creatures we like from books we have purchased up to this point.

But to the spirit of the thread, I think having a bunch of underground elves who fleshwarped each other into demon worshipping weirdos sounds about right. Every campaign needs that.


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They do point out that drow aren't being obliterated. They just are "focusing on other things" going forward. So the already published content (for home games) works just fine. Which is good, since we're starting Second Darkness in a few months.
I think dark elves (minus the term drow) could've been used, personally. They're around in enough other places besides the OGL. But no use complaining about what I can't control.
Also.. who thinks serpentfolk are dweeby? Those things are creepy af. The articles in Serpent's Skull talk about some depraved stuff.

Sky King's Tomb sounds awesome. I can't wait for that one.


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WatersLethe wrote:
I really just don't understand the whole policing free archetype thing. It feels weird and controlling, and the mechanical impact isn't even worth the fuss.

If the impact isn't worth the fuss to allow it, then it isn't worth fussing when it isn't allowed.


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The system is fantastic. And we're all looking forward to the remaster, and going forward from there.


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Kobold Catgirl wrote:
Anyways, we should rename the Fighter to the "swordser".

Swordcerer.


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I promise I'm not being condescending.. this actually came up in another thread from formerly 5e players. Are they adding their level to their proficiency? There was a guy on the boards here a while back who had come from 5e and didn't know that the +2, +4, and so on was plus your level.


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I don't use it unless the campaign calls for it. I'm not giving my players a free feat just because they saw it in the GMG and now they want it.
I'm actually using it for the first time in my next game. I'm running Skull & Shackles using the current rules. So I made a list of archetypes that fit with a pirate theme that they can choose from.
How did they react in prior games? They asked if they could have a free archetype and I said no. That was the end.


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Drow are some of my favorite villains ever. Removing "alignment" doesn't mean removing good and evil. It just means removing it as a rules system. There's still going to be a lot of evil- otherwise, what are heroes railing against?
And drow were perverted by demons down in the Darklands. I don't see them deciding to start skipping and picking daisies, just because of a divorce from the OGL. They'll just possibly need tweaks to keep them strictly Paizo creatures.
Also, when Roll For Combat mentioned drow, Erik got super gleeful and said there were definitely plans in place.


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We have a 65" TV laid on its side with a case built around it. And one of the players runs an hdmi cable out of his laptop. And we put the player view of the digital map from our VTT. Then we make sure the squares are 1 inch. And we put our minis down.


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Fumarole wrote:
Ched Greyfell wrote:
I'll miss the name Gripplis, believe it or not.
C'mon folks, this comment deserves all of the favorites.

It's nice to be recognized.


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I'll miss the name Gripplis, believe it or not.


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Does anybody know of any PF2 Eberron actual play podcasts?


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The only thing I don't like is that we can't make them work 24 hrs a day and weekends to get it out. After watching the videos and reading the blogs, I am super excited.
I've got all the old monsters. Plus I'm getting new ones. The books are being split back up. Errata added. This is gonna be awesome.


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Ched Greyfell wrote:

[

I just went and watched it... Someone asked it in their chat. And he said it's something they would definitely look at.

Oh. I see he came back several minutes later and said they were.

I don't know how I feel about rogues getting all martial.
Not just from a legacy standpoint. But from a standpoint of they're not a brawler class. Fighting is what fighters do. They should get them all. I'd see rogues getting a selection.

But if it's done, it's done.


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WatersLethe wrote:
Ched Greyfell wrote:
Claxon wrote:

Is wizards getting simple weapon proficiency and rogues getting martial weapon proficiency huge?

We know those things are happening.

I didn't see this anywhere. Where is it listed. In the blog?
I think Erik Mona revealed it on his appearance on the Roll for Combat youtube stream, just after the Jason and Logan stream.

I just went and watched it. He did not say that. Someone asked it in their chat. And he said it's something they would definitely look at.


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Claxon wrote:

Is wizards getting simple weapon proficiency and rogues getting martial weapon proficiency huge?

We know those things are happening.

I didn't see this anywhere. Where is it listed. In the blog?


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James Jacobs wrote:
Dire wolves came straight out of the fossil record, so they're pretty well public domain these days.

If it's one thing James the dinosaur king Jacobs knows about, it's fossil records.


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I, for one, am stoked about this whole thing.
Paizo has proved themselves to be a very cagey opponent (for lack of a better word) in this whole thing.
So what, they change magic missile to magic dart. It still plays the same. It's the same game it was, with some tweaks and improvements. And, more importantly, completely divorced from the OGL. Yes, the OGL had its purpose for a while. But they don't need it anymore.
And, for the people who still like alignment, or a creature they had in the old bestiary, that stuff is still 100% valid. So no one loses here.
This is what happens when you have a company run by & for gamers, rather than by businessmen.

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