Deep Crow

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DM_aka_Dudemeister wrote:


Or you could wait another week to start the campaign, and play boardgames for a week instead? Or run a one-shot? Or literally do anything else if you feel that you can't run the adventure without the player's guide?
Like, what's the hurry?

Yes, I could go fly a kite, learn to play a new instrument, go play games by Paizo's competitors in TTRPGs, or any other activity. These are all options that I have available to my free time.

What I choose to fill my spare time with is not the issue at hand here

The issue at hand would be that we have a product, a product that money has changed hands over mind you, referring to another product.
Normally this in and of itself is not an issue, either the data is reprinted, available in the SRD, or the other product is available.
In this case the product is not available, leading to an incomplete product. (And let's not fool ourselves here, the Player's Guides are part of the Adventure Path. As mentioned before the Campaign Traits do offer potential avenues of attack in books one, and sometimes book two as well. Or can be keystones to the story as a whole, the most recent AP to do THAT would be Strange Aeons).

With this not being the first time the issue has happened (missing Player's Guides upon launch of book 1), being vocal about the issue shows Paizo that I (and it appears other users based on other posts in this thread) do wish for them to be released at the same time as the first book if at all possible and that not having the player's guide not available when book 1 refers back to it is no bueno.


DM_aka_Dudemeister wrote:
Besides you have all of the future to run an AP. In the long run, nobody remembers if something is late, but they'll always remember if it's bad. Let Paizo take their time to make something worth using :)

Well, yes.

At the end of the day a quality product is what everyone wants.

However, as the missing player's guide is mentioned a couple times in the Adventure Background on how you link to the story via Campaign Traits through an NPC is the plot point instead of a location (like say, any of the APs starting in Sandpoint which draw you to that location with their respective Campaign Traits), the missing content is a little more important.
The Campaign Traits are almost always of a larger importance just in tone/theme (ignoring mechanical benefits) when they are linked to a key NPC, usually to the point that subtle nods to outright additional avenues of attack for certain plot points based on which campaign trait you have.

Adam Daigle wrote:
I've been around the block enough times to be cautious with my words. I do promise that me and my team are working as hard as is applicable to releasing this free product.

Question: If this was a product you guys were charging money for again, would this situation change? (Opened the door by putting emphasis on the price point you guys are charging for the missing content that the AP cites in Book 1 itself).

Not trying to poke the bear or anything, just curious.
If this is a time/resources vs return on investment, have you guys considered devoting say the front or back cover to campaign traits, or one of Paizo's own Adverts? Shouldn't need more than a page to devote to campaign traits unless they would suddenly become a lot more robust and important because they were published in a book the public pays money for


d'Eon wrote:
Does it require 4+ arms, or just the ability to have 4 small arms ready? Can't you mount some pistols onto power armor?

Prerequisites: Base Attack Bonus +1, Four Or more Arms.


Earliest would be Level 1 (Solarion or Soldier) with the BAB +1 Pre-req.

Looks like only Kasatha so far are the only ones who can take it (4+ Arms as the other pre-req).


So looking at Fullisade I am left with mixed feelings on how it works.

Benefits: As a full attack when you are wielding four or more identical small arms, you can fire them all simultaneously to duplicate the effects of an Automatic Weapon. You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. Add all ammunition expended from all of your small arms when determining the maximum number of creatures you can hit.

I'll define the terms so people don't have to go digging through the book for the keywords as the system is new

Automatic: When you make a Full Attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon's range increment. It uses all remaining ammunition, roll one attack each target in the cone, starting with the closest one to you. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, apply it to all creatures struck. Each attack against an individual creature in the cone uses the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks

Full Attack: Full action to make two attacks, each with a -4 penalty to their attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can't shoot them more than once a round, even with a full attack (unwieldy weapons).

We'll use Needler Pistol as an example for this (one of the only two options available for the earliest entry feat you can get with this feat from a credit cost it looks like).

Needler Pistol
Damage: 1d4 P
Range: 30'
Capacity: 6 Darts
Usage: 1
Special: Analog, Injection

Assuming all 4 Pistols are fully loaded and I take this action how does this feat work

I understand the area affected will be a 15' cone (30 / 2), the total pieces of ammunition being spent is 24 (6 * 4), which can lend itself up to 12 creatures being hit, each one no more than once (24 / 2), the question is on the damage.
Is it 1d4 because it's akin to spending extra ammunition to give the Needler Pistol the automatic quality, or is it 4d4 because it's all 4 pistols?

If it is the latter, how would that work, rules wise, for the Injection Ability? Would it be as 1 dose or 4 doses

Injection: This weapon or its ammunition can be filled with a drug, an injury poison, or medicinal compound. On a successful attack with the weapon (either first attack if melee or the relevant piece of ammunition if it's a ranged weapon), the weapon automatically injects the target with the substance.


Dear Metadventurer, before my GM allows me to enlist your help in a campaign to where the two of us may climb to greatness, a question has come up.

What are your favored class bonuses?
Obviously every race ever should always pick YOU as their favored class, but are they limited only by the basic options of Hit-Point or Skill-Point, or is there hidden goodness lurking beneath the surface for those that truly devote themselves to a partnership with you?


So, I was just gifted this not too long ago and I adore the book but is there a general formula/trend/template to apply to allow this to go with other animals that I've missed, or even Web Enhancements/expansions squirreled away somewhere?

My playgroup is requesting things like Penguin, Duck, and Platypus which sadly do not show up in the book and I am a little lost on how to answer their requests fairly/ in line with what is printed.