![]()
![]()
![]() This was a great battle. I had 5 players. All hell broke loose when the party's alchemist threw a firebomb into the first room off of the courtyard ---- the one filled with crates of alchemists fire --- ya. KABOOM ! That brought V out to the patio to toss a few bombs on the fighters still dealing with the golem hound. So - both grine and vorstag laid in wait inside and then threw everything at my PC's all at once. I added 4 more Mong.Menz as well. It was a tough fight and my players loved it. This was the first real battle that they could sink their teeth into - they were sick of fighting ghosts! My Vorstag made an escape, and the party dropped Grine into negs, tied him up then dropped heals on him so as to drag him into the courtyard. Oh - and there was NO WAY any of my players were getting on the planks between the vats. They saw death in that move from along way off. ![]()
![]() I'm finding the trial a day schedule a little taxing. Game feels a little rushed. Foe example, the PC's didnt feel they had time to wait around until night fall to investigate the "night ghosts" - after encountering two of the "children" and investigating the in bed death, they felt they had enough, or were running out of time. Also, they would also be faced with a choice -investigate vorkstags or go to the sanctuary if I didn't delay the trial schedule. If I ran this again I would either stress time and push for all night rides and no sleeping, or space the court dates out by a day or so. As it is, I'm using the mob attack as a reason to delay the 3rd day of trial. Which seemed to make sense, esp. since the party prematurely torched the punishing man.... Overall the players are loving it. ![]()
![]() DM aLittleTooQuiet wrote: Yeah, I'll probably have to go with RAW in this case, though if it was a table top game I'd probably rule it was burned away. At MYYYYYY table (haha) I tend to tweak RAW to simulate my conception of reality and impose what I think would be realistic. Think about the physics along with RAW. I don't think a tangle foot bag would hinder a molten chunk of rock. Can you think of any glue that would bond molten surfaces? I cant, and I spec out various crazy strong adhesives as part of my line of work. Even super awesome "magic" glue would have (it seems to me) to interact with the mundane aspects of chemical bonding at some point. In the interest of not upsetting Rules Lawyer type players, I might let the bag hold the creature for a round before the awful stench of the burning glue filled the area. You could even impose a obs. mist type effect, with or without a mild poison effect. Maybe the burning smoke even grants a boon - a rage effect or a competence bonus. But that's just me, and probably dates me back to my 1st ed roots where DMing was more improvisational. Some players really like unpredictable magic outcomes, and off the cuff bits of situational flare, while others want a cut and dry rules system. Bottom line is make it fun for you and your group and you are golden. ![]()
![]() Continuing the thread of running large groups (6 - 8) players into "The Trial" here. As with the same thread for HoH - we are looking for experiences and ideas helpful to other DM's running parties that run over the Adv. as written like a SWAT team. ;-) Bear in mind bumping CR's dramatically increases the odds of individual PC death as discussed in the HoH thread and various DMing advice publications. As always more monsters of a given type help to keep the party busy, but in addition to areas where adding more mooks works we are specifically looking for creative rules tweaks, appropriate min/maxing of baddies, and any other off the cuff bits of DM'ing genius from the community. I'm currently bereft of ideas, but will be sure to add to this thread as I get my head into this adv. Looking forward to seeing your brilliant/deviant/nefarious and ultimately FUN ideas here! Discuss..... :-) ![]()
![]() Nath - I like your approach to the monster as more of a thinking entity, however I feel there is something in the "child like" aspect of his persona. Perhaps he is a thinking being, capable of reason and logic, but has never been taught the social expectations of society. This coupled with a innate inability to sort through feelings (becomes emotionally overwhelmed and incapable of restraint) might be the ticket. Perhaps the Beast played as intelligent creature, but ruled by emotions and impulse would touch on all bases and provide a more memorable character for your group? I'm leaning toward this rout myself. Starting the adventure this Wed. so I'll check in and let you know how my group reacts to this interpretation. ![]()
![]() Oh - forgot to mention - I had a wight hiding under the collapsed porch the first time the party left the prison at 3rd level, followed up by a skele blitz up the stairs from the courtyard. I think this would have been a fun fight, but the party alchemist critted the wight.. one shot drop on the poor ole wight. ![]()
![]() Fleanetha - Cheating is not really possible as a DM, it's your game and your decisions about what is going to make the game more challenging and MORE FUN for your players is your own. If your players keep coming back you know you are doing a good job. I maxed out all the common skeletons HP throughout this module and it went over fine, this was not overly lethal in my experience. ![]()
![]() Blaaarg - The lopper was pretty tough IMO - I fear your 3 stage idea might be overly fatal - unless you party really works together... Also - if the figure out that he is "affected" by fire, as my party did, they might be able to keep him on the defensive. If you play up his incorporeal-ness and play him somewhat "smart"(flying through bars and letting any bleed effects heal him) I believe he can be a challenge RAW. ![]()
![]() I ran the Piper Haunt last night...party of 5.... Threw about 10 skeletons at them, all the stirges (giant and smaller ones)and the Piper. Players were frustrated with the holds and the fear effect, but they just kept firing area burst positive energy until the skeles dropped and the Piper stopped. Breeze.... ![]()
![]() Maybe the Lopper gets the equiv. of a spiritual weapon spell - same damage and attack bonus as his main weapon? Or maybe a swarm of small handaxes similar to the P-Geist in the hospital room above, giving him more smaller attacks... oh oh - or maybe some beheaded, former victims now in his thrall, to aid him? ![]()
![]() Evil, Paul You make a good point - novice GM's be warned - throwing higher level CR monsters at a party increases the odds of PC fatality quite a bit. Theres much written on this including a god example in the Gamemastery Guide. More of the same type of monster specd is a great way to up challenges. Also note - not every fight should tax the PC's to the point of death or rest! These ideas are just for souping up the threats so that a large party dosent just cake walk the whole darn thing! ![]()
![]() Hi. I'm running a 6 player game, so the module needs beefing up. Besides "more" creatures in each encounter I've had a few ideas to increase the threat for a big party. I'm interested to hear any other ideas too. Idea #1 ****DIABLO video game like re-gen lake****
Idea #2 ****Entry Gate****
Idea #3 - **** INFARAMRY POLTERGEIST ****
![]()
![]() My summoner playing PC retired his character for the AP - citing that the thing was just too over powered. And he's a power gamer. Maybe we were missing something, but our entire group thinks the summoner class is broken. I no longer allow that class in my game, Ustalav or no. Anyone else playing a summoner feel a little Uber powered? ![]()
![]() Scythe was no problem for my players - the monk was able to "pin" it to the floor, whilst the rest of the party administered the beat down. Running a large party? I have a group of six, so I decided id do a Diablo esque skeleton re-gen out of the lake on the right of Harrowstone. Had the courtyard gates slam shut and lock too. Threw about 20 skeles at them in two waves of 10 (who's counting I use story award XP...lol) and then backed off. I think if they are having a too easy time I'll just keep having the lake spawn undead - I figure there had to be at least a hundred prisoners in the collapsed section, so the story rationale is there too. ![]()
![]() What is the deal with this thread? It's a sticky, so it seems important, but going through it it seems like one threadjack after another - Splatterman tactics, XP accounting, Lorrimors motives.... I mean - a lot of good stuff here, but wouldn't this be more concise and easier to find if there were several threads? ![]()
![]() Thanks! I will look into both of these options, although I have a feeling my DM will want to stick with the core PFRPG rules for this first campaign..... I like the necromancer idea the flavor is right - but this would leave the party cleric-less which is always a tough work around from a mechanic point of view. ![]()
![]() Hi - My group is switching over tp PFRPG. I want to make a "Voodoo Priestess" build for the upcoming campagin. I'm looking for any suggestions as to background / build that would be along the lines of this type of PC. I had a chance to skim the campagin setting and thought the "sodden lands" may be the best point of orgin for a PC of this type. Probably human (for an extra feat to help bolster energy channeling) or maybe 1/2 elf..... I want to try the new "command undead" feat mechanics - so I'm pretty sure playing a cleric is the only way to go. Perhaps a diety with a nature / divination / curse / necromancy flavor? I dont know the PFRPG panthenon very well yet...... Also want to incorporate poision use somehow (profession or craft skills?) Thanks in advance for any help! ![]()
![]() Thanks to all of you graphic design and spreadsheet wizards! You make the world of RPG's a better place! Hello - I downloaded several of these sheets by verious authors, but none contained any area for the CMD total. I suspect CMD came out in the core book and not the beta? Anyway - I would love some of these custom sheets with a sopt for CMD........ ![]()
![]() Question:
Does my +2 whip have a +2 to make trip attacks? Does my +3 sword resist bieng pried from my hands by someone using the disarm special manuver? Does an item's bonus roll into CMB / CMD? It appears that it dosent but....
![]()
![]() Keep the mother ! Why are you thinking of abandoning our mother? My players druid used that spell and wasted her also, but the players had sooo much fun taking her out. There was a huge build up to the battle and when the druid dropped that and iirc a "antiplant shell" type spell the party was so relieved. They thought certain death was upon them. IMHO the path has PLENTY of demons already and the mother just makes sense! I vote for the mother! Hand them the hard fights on the Iod! ![]()
![]() Thanks for the ideas. As far as explaining the presence of powerful pirates in the area i think it makes sense that the C Fleet would have some toughs lurking about Scuttlecove or the the other fort (the wreck ? iirrc) I think players might actually find it odd that there are no other ships that can even rival their power, given the scope of the C Fleet. what about an entirely invisible ship? some high level illusion a ala Klingon birds of prey? Also - water and air elemental could GREATLY increase a ships advance / escape / RAMMING SPEED ! Just what would evil demon pirates do to be a naval power? ![]()
![]() OK - so I agree with the rules reiteration and the conclusions drawn from them. What I would like to brainstorm about is a NPC ship / naval combat encounter that would challenge the players. I'm talking about a good fight on the seas. The NPC ship could be staffed by a NPC group as well as a bunch of blood thirsty mooks. So - assuiming they:
NPC wizard -
NPC druid -
NPC fighters -
NPC monks -
NPC bards inspire courage too! What I'm saying here is that a group of pirates who live in a dnd universe will have developed PLENTY of ways to be menacing badguys. I'm sure i have just scratched the surface here - i dont have any books here with me. I'm with the OP - I would love to see a truly bad ass and challenging ship to ship fight sometime during this path. Can I get some more ideas from you fine fellows for making up some really nasty and clever pirates? ![]()
![]() Ran this last weekend. My players had a good fight in the blood pool room. Heres some on the fly ideas I had that were fun (for me).... Have only 2 of the mates engage the pc's at first. The third can stay invisible and use telekinesis to wrest the players swords away and fling them into the blood pool, dispel magic and summoning to harry the players. Also - once a mate gets beat down to 15 Hp or so - have them teleport into the naga room for healing. Bear in mind the fiends are immune to electricity and that the naga can cast lighting bolt...... I used different minis each time the mates emerged from invis and teleporting - my players thought they were fighting 6 or 7 of them!
![]()
![]() Thanks for the input. Keeping O's motivations in mind helps me out somewhat. But even if the motivation is sacrifice; that doesn’t preclude the harem monkeys from going to grab O straightaway. Maybe they don’t want to interrupt his sacrifice of the gnome? And the climbing idea is a great one. I'll use that. And yea - teleporting the PC's across the isle is ridiculous and really not much fun, but the strategy does fall in line with their capabilities. It's right up there with teleporting 2500 feet up, dropping the pc then teleporting back to safety before they hit the ground, leaving the PC to wish Patrick Swayze was below them with a parachute. ![]()
![]() OK - So we have some teleporting monkey demons here. I <3 them. I have been thinking about how they might better use their abduction abilities. Help me Rhonda. The adventure as written suggests the demons will abduct PC's to the top level of the blood pool room ( to fight 2 on 1 )and into the shaft below the throne room. No problem.
Now my concern here is twofold -
![]()
![]() 1. Do you currently like pathfinder 1e? (I know it sounds loaded, but please bare with me.) yes 2. Did you once like pathfinder 1e but now find it troublesome? (feel free to give details.) yes, too much added afterwards 3. Do you like 4th or 5th edition D&D? (Also sounds loaded but again no judgments) 4th no, 5th better. I didn't play 4th. I played a little of 5th 4. Which are you looking for class balance, smoother high level play, more options, or even all of those things? (Small edit: these weren't meant to be mutually excursive, I just want the gist of what you're looking for, feel free to add additional thoughts/desires as well.) all of them 5. How do you feel about making the game more accessible in general? Yes 6. Are you willing to give up on accessibility if you can still gain all of the benefits listed in question 4? Yes 7. Would you be willing to play an alternative rules system then what we have been presented? (A different version of pathfinder 2nd edition if you will). Yes 8. And if you said yes to the above question what would you like to see in that theoretical game? (Most of you will see what I'm doing here, I'm finding common ground) pf1 and pf2. In general, pf1 was good in a lot things, but some things needed redone. From pf1 I would use the races and skill system, probably the feat system. From pf2 I would the spell system and character generation system. But all of the systems would need some work. ![]()
![]() Lemartes wrote: What about lifting and bulk? 18 strength is 18 strength, just because I am a foot shorter and 50lbs lighter shouldn't change that. It's shouldn't make a difference on lifting. It should only mean things that fit me weigh less because there is less material. A goblin with 18 str and a giant with 18 str can carry 9 bulk before being encumbered. They both wear plate mail, the goblins weighs 2 bulk and the giants 4 bulk due to size. ![]()
![]() It comes down to some things are learned, some things are genetic. If it is genetic, ie darkvision, immune to sleep, resistance to poison, you should just have it. If it learned, racism, racial weapons, able to better fight giants, then it can be an option and learned later in life. Pretty simple if you ask me ![]()
![]() @Cheatle Trolls aside, it was fun and learning. We did what we could with the current mechanics. Your tactics in getting a defense up was a good idea. It just happened we couldn't continue even if we wanted. Rep reasons. You came and did what I would call a safe fire training exercise. We made sure to not "farm" any one on our attack and you all did the same. Although we did kill D. Brutus a bit because we didn't want scouts in our area. His stubbornness did win out and we relented. Now tomorrow, war is on!! Death to you all ![]()
![]() Gol Phyllain wrote:
Right now u can't kill any one who wants to run from ueven if u are ranged. ![]()
![]() I remember fighting for anonymity for reasons of ambushes and assassination. I had an in depth idea but it would be some thing for later down the road. For now, it would be nice to company mates, group mates, and a raid group interface. Targeting should be a bit easier. A bigger area to targe etc. As for identity, mouse over mini map for a name. You should remember names or have a list, its not that hard. ![]()
![]() Half the problem I see is you all are worried about leveling stuff. I have played 8+ hours each day. I don't feel like it's a grind. We conquered an escelation, striped mined a hex, and built up a store of resources for our people. We have had any where from 3 to 7 or 8 people together to do things. We are TS having fun. We also been about killing ppl. Sorry if that was one of you. There was plenty to do with out worrying about what I need to level. I think doing other things will take some of that boredom away. But I also think that healing should help you meet those gates. Also, healing needs a little range. 10m or so would be good in my eyes. ![]()
![]() Player friendly crafting sheets Crafting 9-19-14, Refining 9-19-14 ![]()
![]() Welcome to the forums! A lot of us have been here for quite some time, years for some. We love to see new people and hear new ideas. We are glad to see you. With that said, please remember this is Alpha. This game is far from finished. Things are broke, things aren't in game yet, some are temporary. Of you are unsure about the way it is working, ask. There are a lot of well informed people around. One thing we have learned is, Goblinworks listens. But being negative won't get you much attention by them. If you don't like the way some thing works, state why and purpose a solution, or ask if there isn't a better way. For over two years we have been going back and forth with them to come up with waits to get this game to work as intended. New ideas are welcome and probably needed. Also, we as a community have strived to keep negativity and toxic behavior out. A good debate is great and needed. But the negativity isn't. Our current community is awesome, but we are going to be getting tons of new faces. Please help to keep things going in the right direction. It is alpha, it is a test! Enjoy. ![]()
![]() Wyldethorne wrote:
There is a huge damage difference between the two. I run a rogue with daredevil and bow specailization along with the long bow, 1-shot 75% of the normal mobs. 2-shots <sometimes 3> the smaller yellows. The ogres. yellow or orange take several shots. For short burst DPS, long bow is the only way to go. As sustained DPS, I haven't tried a short bow on any thing that big.... kiting for 3 minutes straight to kill one mob isn't on my to do list. Especially if long bow downs it in 6 or less shots. Sp I am not sure if stamina drain is going to even out the DPS in longer fights, but rogues aren't going for long fights anyways. All-in-all, I think short bows need a little boost. Long bow <35m>
Short bow <20m>
So either 4.25 DF at 3.2 CD or 2.8 DF ar 5.7 CD... I know what one I have been choosing. Especially since overdraw makes target flatfooted for the next shot so I get sneak attack damage. Then you have range in case they dont go down in one shot... just saying. ![]()
![]() Nihimon wrote:
Minor correction, extra damage if the rogue isn't targeted by the target. The target doesn't have to have some one targeted for this condition. ![]()
![]() Bluddwolf wrote:
Bluddwolf wrote: Scarlette, just because the character is unaffiliated, doesn't mean the player is. Does it really matter if the player is affiliated? Rep isn't based on the player, its based on the character and their in game actions. Bluddwolf wrote:
Given the proper tools we can try. Bluddwolf wrote: 2. How many players do you really think will be willing to take rep losses, now that they realize the extreme cost of low reputation? Not many, which is why I said limited the amount the unaffiliated gatherer can harvest. That way he can't do enough harvesting to cause a problem. Bluddwolf wrote: 3. Every harvester, even if criminal flagged, may be bait just waiting for an attack. How long do you figure before the NBSI turns a settlement's controlled lands into a PVP playground? If gatherers must be affiliated to do enough harvesting to cause your settlement a problem, and they come and do that, it is an act of sabotage and your settlement should declare a feud/war. Bluddwolf wrote: Ninja Harvesting is Risk and Consequence free banditry, just in a new form. Even if you limit the amount, that will have a timer on it and Ninja Harvesters can rotate out. Besides, I don't think GW has the money, time or wants to devote the effort to stopping this emergent game play that their own system creates. And once again, if they are affiliated you can take action. If they aren't, then they can't harvest enough to worry about. ![]()
![]() APersonOnAComp wrote:
Didn't see you get an answer for this so here's my take on it. All but starting equipment will be player crafted. People will need swords soon after starting. They will give you a recipe and materials for one so they can have and thus you have a recipe now. More people will want a sword, you have the recipe so they can supply you with material for several swords as payment. Now you can make several and give that guy one. Now you have a couple to sell. Also, it might take several hours before some one might have to buy one, you can run along and help kill some things for some materials or money, possibly a recipe. Some more starting wealth. I don't see it being very long before your craft will be able to support you.Networking will be key to this. Let people know you will be a dedicated crafter and as soon as some one gets what is needed, you will make one. ![]()
![]() With the new blog out on PoI's, I started this thread to get ideas flowing for my "Bat Cave". We can assume that hide-outs are a PoI much like a watch tower or inn. They aren't resource producers and are more permanant than a mine etc. So let's start the process of building my "Bat Cave". First thing is to clear this hex of its monsters and claim it. Once that is done, the first group of questions come up. With my "Bat Cave" active, will monsters respawn? This question is important due to the fact that the absence of monsters would be a give away that the PoI has been claimed. If it has been claimed, people are going to be curious what's there, probably leading to discovery. Monster would provide some cover as to the "Bat Cave" being in that area. If so, how many should there be? This could be considered an upgrade possibly. Do you have to keep the balance so you aren't over run or possibly have this controlled by upgrade options also. They could be considered your gaurds, non aggressive to you and named allies by default. Now my "Bat Cave" is established, it has two outposts nearby. A second group of questions come to mind. Can other people use those outposts? If some one else tries to use it, will it notify them of my presence? Would I be notified of thier presence? Can they be used as an extension of my "Bat Cave"? Whats going to be available for my "Bat Cave"? Is it going to be considered a watch tower with stealth for all intent and purpose? Will it have a storage and power regeneration properties? Just some questions and ideas I have. Put some input and suggestions in. ![]()
![]() A friend and I started playing WoW together, his first MMO. One time when we were playing together he gives away this 1% rare purple drop. I was like, "Holey crap dude, you could have sold that on auction for a boat load !" He thought it was blue. Come to find out he is color blind. Red and orange, blue and purple look like the same color to him. He didn't know they had a color blind setting. No dot= White item <common>
Monsters levels etc were done in the same fashion. And of coarse the name plates also had a different design also for type, rare, elite etc. So my question is this, now that I finally got to it... is PFO going to add a setting for this ?? I truelly hope so. ![]()
![]() I am choosing PFO as my main for a few simple reasons. 1> I heard of it first. 2> I have been playing DnD for a long time. My uncle has the original 3 pamphlets it was released as. 3> While I loved RvR in DAoC and DAoC itself, I tend to spend alot time playing and need more than just PvP now a days. Although in WoW I leveled via BGs. 3> I already like this community and believe we will make this game a lot fun. While every one loves the 3 faction PvP, I think it was more fact you could happened on to two sides going at it, and it was a free for all for you. I would love picking off healers of the winning side to see it the encounter turn out equal. Then when it gets down to the last few, cleaning them all out. 8v8(v1 that they didn't see lurking in the shadows>, and I am the winner. That or our gank group runs in and PBAoEs them all. We had a 75% win average, the other 25% we just had our ass handed to us. But that was the fun. I can see that type of potential in this game. Maybe not the exact same, but the feel will be there. I'll play CU, but I am more of a one game person. The will be PFO ![]()
![]() My favorite game for a lot reasons was DAoC. The combat system included reactionary combos, position, and poisons. PvP combat included rams, catapults, trebuchets, and climbable walls for stealthers. [edit] The one thing I didn't like about it was the sleep and stuns. I had a gank group for PvP, we AoE stunned, spammed PBAoE( point-blank area of effect) every one to death in about 5 secs. Speed buff, AoE CCer, group heals, 2 PBAoE casters and gone in 6 seconds. Hit and run. ![]()
![]() @Qallz I agree that being seen at 30 feet away is too far for some one who is maxed out in stealth against some one who has no perception. In its current state, perception is an equal counter to stealth. I believe this needs to change some what. I don't believe stealth=invisible, but I do believe that some one trained to get close with out notice should be able to stand next to you before you notice if your not trained to notice that. It is a specialized type skill. While perception is the ability to see things, it isn't specialized the same way. Sense motive seems to be a more appropriate skill. Any "class" that would have stealth as a class skill should go against that instead of just perception. That or get a bonus to those percentages. Some form to show that its an innate feature of the "class" role, not just some thing they picked up. The ordinary perception shouldn't be on equal footing. ![]()
![]() @Qallz Having playing DAoC when it was just Shrouded Isle, at RR7.2 my shadowblade was one to be feared. I loved it. But in DAoC stealth=invisible. In PFO it doesn't. In PFO you are visible, so in open area sneaking up to some one as close as 20 yards is extremely hard. Now add terrain into the mixture. You have trees, bushes, grass, etc. to help conceal you. You also have distractions going on. Its not likely some one is just standing out there looking for a stealther(not that they couldn't be.) You also interchange yards and feet, which is a big difference. 20 yards is 3 times further than 20 feet. So when we get down to percentages, its huge difference. 10% of a 100 yards is about 33 feet where 10 of 100 feet is 10 feet. All this aside, remember that the percentage has no context in distance yet. There is also modifiers we probably don't know about yet. All in all, I have been worried about the stealth mechanic. This last blog has a lot of stuff I like in it. While Qallz may be extreme, his reasons are not to be discarded. But I'm sure after play testing GW will do a great job. ![]()
![]() Loving the ideas in this thread. I don't like the idea of one guy being good at everything. I believe if an item is worth using, that it has to come from some one who has put training into it. The inverted pyramid style is the best set up imo, and PF already has the weapons broke down into weapon groups. Hopefully it will be equally easy to break down alchemy, buildings, siegecraft, and others. +1 Decius ![]()
![]() @blud I was talking about making the influence cost be high enough, that you couldn't afford to pay for an ambush more than once every couple of days. But I like the idea of a timer better. A cool down that is for every one in the ambush. Some one in the group targets the caravan and uses the ambush option, group members get a pop-up asking if they are ambushing also. Saying yes starts your cool down. Saying no(or your ambush on CD) means you are taking full penalties. ![]()
![]() Caravans are rarely just one merchant, and thus shouldn't be considered one unit. Merchant A may want to try and run while merchant B would rather stay and defend his goods. The cost of a caravan should only be materialistic in the form of wagons, guards, and drivers. Caravan routes shouldn't be restricted to road only, but to terrain that can support the weight of loaded wagons. A caravan going off road takes more time to reach their destination and thus are vulnerable for a longer time. SAD also shouldn't be the only way to confront a caravan as PvP sanctioned. Ambush should also be included, but with a high enough influence cost to keep it from becoming an everyday thing. But if you are willing to pay it, you only take the alignment hit, not the rep hit. ![]()
![]() I Truelly hope theres a "Display" name other than just your true character name. This goes back to getting to know some one before you know there life story. If we meet out on the street and I tell you my name is Bob, how do you know the its not unless you have some other information. I mentioned this before in other threads, have several levels of identification. Instead of the name depending on the target, make it depend on the observer. Heres an example: <Target> Server ID = player 392
Then you make what level ID the observer gets dependant on the interaction and other variables, Observation skill, disguise etc. Yes I understand this may take quite abit of resources on the server side but it wsould be awesome to see. ![]()
![]() Heres the blog on contracts The Mechanics of Contracts: The Mechanics of Contracts
Not all characters can offer or accept a given type of contract. Engaging in some contracts may require skill training, merit badges, and specific character abilities. Contracts are transparent to all parties. When a contract is offered, all the terms of that contract are set and made visible to anyone who can accept the contract. When you take on a contract, you're doing so with full advance knowledge of the terms you're agreeing to. Once made, contracts cannot be changed. Some contracts are offered from one character directly to another, usually when those characters are in the same area. Other contracts may be posted on centralized notice boards, and will be visible when a character visits the location of that board. The person who issues a contract has several options that determine who can accept it. It can name a specific character, a chartered company, a settlement, or a kingdom. Further restrictions can be imposed: required or prohibited alignments, required or prohibited races, required or prohibited archetypes, etc. Contracts cannot be available forever; they have a limited duration when they're available to be accepted. This will keep the contract system from becoming glutted with old, forgotten contracts. Contracts are always in one of several status types: Open: The contract has been offered but has not been accepted
Types of Contracts We're currently envisioning several different contract types: Assassination Contract The accepting party agrees to kill a target player character. Can be accepted by more than one party. No time limit to complete. No cost for abandoning the contract. The amount offered for the assassination is placed in escrow on creation of the contract. Completing this contract is a criminal, evil act that will result in an alignment shift. The contract automatically closes on completion. Assassinations themselves require a whole dev blog to discuss, and most of the ideas we have for them are still very formative. Auction Contract Auctions have their own special systems. We'll write more about the way markets and auctions will work in an upcoming dev blog. Bounty Contract The accepting party agrees to kill a target murderer. Can be accepted by multiple parties. No time limit to complete. No cost for abandoning the contract. A bounty contract is automatically completed when the target of a bounty is killed. The bounty amount is placed in escrow on creation of the contract. These contracts can only be created after a character has been murdered. Automatically closes if the murderer is killed, though the bounty may be renewed. This is the mechanical expression of the idea of the bounty discussed in the dev blog To Live and Die in the River Kingdoms. Guard Contract The accepting party agrees to be logged in and present at a designated location during a specified time frame. Can be accepted by multiple parties, up to a limit specified by the terms. Abandonment of the contract or failure to fulfill the terms forfeits an amount of coin held in escrow as defined by the contract. The party offering the contract specifies an account to fund the contract when the contract is created. The agreed fee for the guard is placed in escrow each time the contract is accepted. If the fee cannot be put in escrow, the contract cannot be accepted. Can only be seen and accepted at the location where the contract is offered. Loan Contract On acceptance, an amount of coin, as described in the contract, is transferred from the offering party to the accepting party. The accepting party agrees to transfer another specified amount of coin to the offering party within a specified time frame. Can only be accepted by one party. The coin to be loaned is placed in escrow on creation of the contract. The contract can also specify a manifest of collateral items which must be provided by the accepting party and which are placed in escrow on acceptance. If the contract is abandoned or terminated by the accepting party, characters in the accepting party will gain a 30-day criminal flag, any items in escrow will be transferred to the offering party, and the alignment of characters in the accepting party will shift towards chaotic. Can only be seen and accepted at the location where the contract is offered. In practice, the difference between the amount offered and the amount repaid is the effective interest on the loan. Purchase Contract The accepting party agrees to sell a designated manifest of gear or other items at a specified price. Can only be accepted by one party. Completes automatically on acceptance. Cannot be accepted unless the items on the manifest are immediately available to meet the contract terms. Delivery is at a location specified in the terms. The purchase price is placed in escrow on creation of the contract. Can only be seen and accepted at the location where the contract is offered. Sale Contract The accepting party agrees to buy a designated manifest of gear or other items. Can only be accepted by one party. Completes automatically on acceptance. Cannot be accepted unless funds are immediately available to meet the contract terms. Delivery is at a location specified in the terms. The items in the manifest are placed in escrow on creation of the contract. Can only be seen and accepted at the location where the contract is offered. Transportation Contract The accepting party agrees to move a designated manifest from one location to another location within a specific time frame. Can only be accepted by one party. Abandonment of the contract or failure to fulfill the terms forfeits an amount of coin held in escrow as defined by the contract. The items on the manifest are placed in escrow on creation of the contract and are delivered to the storage of the accepting party on acceptance of the contract at the defined location. In Closing We expect that characters will be constantly offering and accepting contracts, and that they'll be the mechanism by which a lot of player interaction happens. Ideally, most of the commercial, diplomatic, and adventuring activities in the game will develop through player-to-player contracting. If somebody offers you a reward for bringing them 10 rat tails, it will be because another player needs 10 rat tails for some reason, not just because an NPC has an exclamation point bobbing over his head. We think that will make questing much more meaningful and interesting to everyone. Discuss this blog on paizo.com. Link. ![]()
![]() I will put it simply as I see it. The merit badge is the important thing. It's what gives you access to abilities, skills, equipment, etc. It takes the appropriate skills to unlock the merit badge. The real time skill learning is only a tool used to control progression rate. In this way, they keep every one from being max levels in a couple weeks. This will make the games life span longer, with out being pushed for more content.
@Mel -- I also dislike the infinate advancement, but I think it has relevance. I think though it should come at the cost of taking more time to learn. I will use class levels as an example, and capstone ability as 20th level. Say a player has reached level 15 towards a capstone ability, it should take longer than normal to learn a skill not in his skill tree. If a rogue wants to learn arcane spells, at level 15 is pretty set in his rogue ways, and would be a little tougher to learn magic. Also consider that he would have to keep in practice in his rogue ways and have less time for study. Just my opinion ![]()
![]() Love all that this game seems to be evolving into. As for a LFG system, I would say very limited, because content isn't static or permanant. Dungeons could come about a couple of ways: A personal dungeon for some reward or achievement a character made. Therefor he recieves a map with a location. This would be an instanced private invite group only. A general dungeon for any one in the area. A broad cast that announces a landslide that opened some caverns. this would be a noninstanced public group. Either way, a group starts. So then you post on the message board you are looking for people to help you. The message has a list of people looking for a group. The board could be in the inn or in the town square and should be only interactive with in the same town. A bigger event needing more people could be announced by a NPC town crier in several towns. As to group limitations I would have to say no also. A dungeon should have a recommended level and and numbered, but not limited to it. If 8 level 7 characters go into a dungeon for 4 level 5's, then they get less loot and XP. The rewards are less. But 4 level 5's go into one for 4 level 7's, they they get more loot and XP. You could have fast travel for the personal dungeon via the map and you should have to actually travel to the public one. But leave group size open. |