If you don't like Vancian but don't want to change the system too much, give all spellcasters a pool of spell levels to draw upon (say 10 spell levels per level each day, so a level 8 has 80 spell levels to throw around before they are empty) and call it a day. Sorcerers get 15 per level and some casters get less.
What does your nickname here on Paizo mean? Why did you pick it? Why did you pick your avatar? Tell us a little about yourself as you reveal why you picked the picture and name that you did.
As for me, my typical nickname on the webs is mgshamster. As in, Miniature Giant Space Hamster. I've been using that nickname since I was on mIRC back in the mid 90s.
When I came to the Paizo forums, I decided I wanted something a little different, but still with the rodent theme ('cause I'm fond of rodents). I searched for an avatar with a rodent in it, and found the one I still use today. And yes, I still love the pic today as much as I did when I first saw it. And the image itself inspired my name for the Paizo forums. And there we are!
Now, what about you?
The meaning of mine is obvious to small children.
Still had a poster try to unveil it as some sort of big reveal.
I like griffons, always have; I was reading today the Scythians and steppe people were big into griffon tattoos.
There is also another poster that claims to live under bridges.
Would need to use counters to track the elements and power and prob a roll to see what they can use each round (or make it random but their level determines how many components of the spell they have). Spells of course have to have the correct combination to be used, but even if you don't have enough offense is always possible (if you get nothing but fire and water, at least you get a blast of scalding steam to use, hopefully you get what you need for a spell next time).
One of the drawbacks to running a quasi-historical game, at least using something like the PF system, is that you have to decide what God thinks of such things in your world.
Not really. The gods in Golarion, outside of Razmir, are notorious for NOT making public statements on their positions. There are at least two factions of Sarenrites that are in violent disagreement, yet the goddess continues to supply the priests of both with spells.
Sarenrae has a bet going with some of her handmaidens as to which sect will come out on top.
I'd challenge your comment (just slightly!0, DM Under the Bridge, about orcs being "so hetero it hurts" with the fact that they can have huge reproduction rates and an intense focus on reproducing and still be GLBT. A monogamous culture might insist on a gay person living with their partner, but one that's less so might have a GLBT person ecstatic about participating in reproductive mating while still personally preferring their same-sex partners. Personally for me, that stuff makes me far more interested in the character than the more typical presentation (though I do agree definitely that at times inclusion smacks of tokenism and don't disparage your overall commentary at all. I also SINCERELY don't mean to be condescending, I just love to talk about glbt stuff intersecting with cultural issues in fantasy settings!).
More related to the thread topic as a whole, one of my first Pathfinder experiences was in a game run by my friend's brother. At one point he had a flamboyant (but straight) and slightly crazy half-elf silk merchant grab my halfling oracle and kiss him in what was obviously supposed to be a "haha ewww!" moment for the table. Seeing how uncomfortable the DM got when I just shrugged and said "okay the halfling slips him some tongue" was the weirdest part: he just looked away and changed the subject completely. I realized that he'd never even considered that I might be okay with not-hetero activity, and it got increasingly weird to play with him from that point on because of how carefully he and the people he brought to the table completely avoided any and all "serious" (i.e. RP stuff) mention of any sort of romantic inclinations at all (and I mean unquestionably innocent stuff like "the barmaid winks at you in typical barmaid fashion, does your character appreciate the attention"). This extended to their out-of-game dynamics and it was pretty clear that they had a lot of interpersonal issues going on too, but more to the point; for me it was more strange to just not talk about it at...
"I just love to talk about glbt stuff intersecting with cultural issues in fantasy settings". Me too, and I have a few factions in development (world builder) that may have g,l,b. No offense taken, not by a long shot. Added you to my address book.
Lesbian "themes" and flirting have been in my latest game. Makes it pretty funny and definitely chill. Very amusing that you went for the slip some tongue option and into make the dm blush territory. I try to keep a straight face and roleplaying wherever it goes but my players also sometimes challenge me in similar ways.
Sexy puppets and roleplaying for good times and many chuckles for all.
A long post, I hope those that read get something from it. I thank you for reading as it took 9 minutes to write.
As the dm they can run a game vastly different to our own current existence, where our social politics and attitudes we might have do not hold sway. I think it is one of the great potentials of roleplaying that we are not just stuck playing ourselves right now in this time or limited in playing people of late modern attitudes. Instead we can control characters in very different contexts to what we are used to. Of course we don't have to fight off goblin invasions (although that might be similar to the life of a pest control officer) but it goes far deeper than that into very different times or completely non-Earth settings.
I support Jaelithe and his position that in running games located in a historical setting the beliefs will be of that time and place, and not of 2015 wherever and however we find ourselves now, and will not include certain groups that are active today.
Some will not like this, the attempt to be and play quite authentically (or even just partially authentically) in settings that are not familiar and everyday in attitudes and social politics. I am glad there are games that offer something different to our norm, and that is also what I try to bring in my many games. If there are problems with acceptance then words such as "this isn't the world we are used to" can help players to understand they aren't confined to the familiar but they also aren't located in the familiar (one of my players was struggling to play a medieval Japanese fisherman turned bandit robbing people along the silk road, but they learned how to make it work and developed a character straight out of the old story Water Margin).
One of the problems I find with transgender npcs being put into many games is if the setting is pre-modern and in that it is pre-anomie and pre the questioning of gender norms, roles and identity their inclusion, even as minorities, makes
...
I think you are going to find very few examples on the historical ground you are also going to struggle to make it fit, i.e. rare anthropological examples of non-western tribes recognising a third gender is not the same thing as transgender in the peoples of societies today wanting to move between a gender binary that they feel on the wrong side of while feeling stuck in the wrong body.
Jeff, I will definitely have a look at anything you provide though as I am very interested.
There is also plenty on modernity and how it has damaged us, raised stresses and broken down old beliefs that stood for a very long time, so I wouldn't discount our modern condition just yet. Which brings us to talking about modern change.
Take the claims that "An estimated 2 to 5% of the population is transgender" (source: http://www.transgenderlaw.org/resources/transfactsheet.pdf). This has not happened before. This wasn't the case in your grandfather's time and it wasn't the case before that. Their rise in numbers is new and very much a late modernity phenomenon, unless you can prove at least 2% of a previous culture's pop was transgender previously and in the relevant contexts (third gender islanders doesn't matter if a game isn't set on those islands. Would you not agree?). Of course then that has to be relevant to a game setting for trans to then make sense as being in the historically based game and for trans npcs, options for pcs and so on and so forth.
We should not just accept or advance the idea that transgender people have been present all across history and cultures without serious evidence to back up such claims. Let us not let current political groups rewrite history. Of course without such evidence, putting them in historically based games does not fit. Hatshepsut wearing a beard to solidify her political power does not prove she was transgender when such a term does not seem to even have existed in that time. Nefertiti also took the authority of a male role, the Pharaoh, but had herself portrayed as a beautiful woman (as the perfect woman actually) and was a mother.
With major recent changes, all I would like is evidence for the claims of what apparently was.
It was dark and hard to see that the party scout, a centaur didn't even realise they were being eaten by an ooze until their hp started to go down fast.
So the party stares ahead at a centaur thrashing and jumping around stupidly. Everyone retreated.
Mind flayers after previous opponents have dropped the players will saves.
Beholders or particularly nasty caster that a melee party can't get to (on the other side of metal bars, or shooting the player as they try to rush down a corridor).
Orc barbarian-clerics that stay close, plug a bottleneck and heal only each other.
Ghasts covered in yellow mould.
Lastly, rust lords vs. character that are very dependent upon their equipment.
A long post, I hope those that read get something from it. I thank you for reading as it took 9 minutes to write.
As the dm they can run a game vastly different to our own current existence, where our social politics and attitudes we might have do not hold sway. I think it is one of the great potentials of roleplaying that we are not just stuck playing ourselves right now in this time or limited in playing people of late modern attitudes. Instead we can control characters in very different contexts to what we are used to. Of course we don't have to fight off goblin invasions (although that might be similar to the life of a pest control officer) but it goes far deeper than that into very different times or completely non-Earth settings.
I support Jaelithe and his position that in running games located in a historical setting the beliefs will be of that time and place, and not of 2015 wherever and however we find ourselves now, and will not include certain groups that are active today.
Some will not like this, the attempt to be and play quite authentically (or even just partially authentically) in settings that are not familiar and everyday in attitudes and social politics. I am glad there are games that offer something different to our norm, and that is also what I try to bring in my many games. If there are problems with acceptance then words such as "this isn't the world we are used to" can help players to understand they aren't confined to the familiar but they also aren't located in the familiar (one of my players was struggling to play a medieval Japanese fisherman turned bandit robbing people along the silk road, but they learned how to make it work and developed a character straight out of the old story Water Margin).
One of the problems I find with transgender npcs being put into many games is if the setting is pre-modern and in that it is pre-anomie and pre the questioning of gender norms, roles and identity their inclusion, even as minorities, makes very little sense. If you are running a pre-modern setting anything close to being historical then including transgenders in significant numbers sounds like historical revisionism (my group of today was there!). Of course to get around this you can make your own setting where we see transgenders far earlier in modernity, or even in pre-modernity. Then Jaelithe is absolutely right and what we see is an example of a push of "their real world socio-political agenda" to get their people in places and times when they did not exist.
I found paizo creating and placing a trans orc into one of their adventure paths to be very odd. Orcs are short-lived, focused upon reproduction and there has been no indication of gender dysphoria in orcs previously. Orcs are so hetero they hurt countries with their numbers. The trans orc came across as tokenism, but one in which didn't fit with the setting that has been presented, but I suspect it will fit with the changing setting into which Golarion is becoming. One can deny there is an agenda, but paizo have been very clear in what they want to represent and add in the future (and they certainly defended placing the trans orc even though it did not fit with orcs as they had been presented).
People will change and run the settings in the way that they want to run them, but not every group of people or identity is going to be in every setting or game. Trans especially do not fit into certain historical settings and thus they don't fit into many historically located games. Some have said that it doesn't come up. If it isn't there then it is unlikely to come up. Thank you.
As for animal companions, no I don't kill them but they will depart. In a sense they now feel an aversion to cooperating with the greater party and feel drawn back into the wild.
This could create some problems in getting there if they died in a dungeon or mid invasion of an enemy castle. Fortunately it hasn't come up much as druids and paladins are hard to kill, in part because of their companions.
*Insert obligatory martials cant have nice things post*
With the news that Pummeling Style getting nerfed hardcore, I am really beginning to wish the devs would listen to the large number of people unhappy with martials continuously being depowered while spellcasters go unmolested.
I'd start a new thread about it, but recent history indicates it would be locked the 2nd page in.
It would be locked. They are very sensitive to criticisms.
A lot of folks talk about how wizards are gods. I've even heard that a fighter-wizard team could be better served by a wizard-wizard team.
I've also heard people claim that wizards are weak at low levels and have a difficult time surviving low levels, and this is often used as justification for why they're so powerful at high levels.
Regardless if anybof this is true, how would you build a four person wizard group capable of surviving and/or thriving through various adventure paths? This includes survivablity at low levels and the team should be capable of covering all the bases of group dynamics.
Let's assume a 15 point buy, and any Paizo material is allowed. No multiclassing.
Tell them they took the derogatory title for PF as "3.5: caster edition" far too seriously.
Because Jason didn't like 3.5's trip builds... So he nerfed tripping (and maneuvers in general) as much as he could. Feats, weapons, AoOs, the maneuver themselves... It all got a huge beating from the nerf bat.
It's one of the reasons why some people mock Pathfinder by calling it D&D 3.5 - Caster Edition.
Yep, this is the truth of it. The particular distaste for trips and the spiked whip is on display.
I don't, really? Not purposefully, but I rarely play in or run games in which a character's sexuality is a factor. I throw in the occasional LGBT character, but often its really a situation of "does it matter, in this specific scenario, whether or not that man likes men?" Occasionally, the answer is yes. Usually, the answer is no. One of the main NPCs of my home game is homosexual, but the group has no idea; they may never find out, but he was more fleshed out as a character, and I realized it made sense.
In a homebrew game I'm running on the forums, one of my players is a Calistrian priestess, and as such these things come up more frequently. In our Skulls and Shackles game at college, we ALSO have a Calistrian priestess. In those situations, I make characters that are affected in various ways by those attributes.
If you want a mission/quest that includes homosexuals you could have a save Antinous on behalf of the emperor Hadrian type situation. There could be all sorts of intrigue, maybe Antinous was kidnapped as leverage against the emperor/king/high-priest?
Save him and as the campaign goes on they see more and more statues of Antinous cropping up with plaques honoring the pcs. May make the players smile and help them see that their successes have consequences.
As an aside on the Calistrians, yeah I have fond memories of a ninja character waging a war against them. They can be extremely bad news and deserve a lot of d6s in the neck, but again there are a lot of plots that easily work with Calistrians.
Well, obviously. But being LGBT specifically doesn't inherently have to be one of the things they're prejudiced against. No society is perfect but the degree and nature of that imperfection can vary widely.
Agreed. Absolutely. I'm simply saying that since the world isn't a nice and benevolent place, there are certainly areas where LGBT people would be treated worse than in other places :)
Sometimes the cultural attitudes are an offshoot of factors influencing the cultures on deeper levels. Compare/contrast aggressive, violent chimpanzees with their close relatives the "free love" bonobos.
Or the warring tribes of the Middle East (traditional Judaism and Islam explicitly forbidding same-sex relations by scripture - though they did occur - and promoting sex for conception only in areas where resources were scarce) vs. the culture of the Trobriand Islands, where resources were plentiful.
Again, this is just one barometric where what's "good" and "bad" by modern standards doesn't translate well into the game world. The priesthoods of Lamashtu or Zon-Kuthon may be downright gay-friendly but that doesn't make them pleasant people.
Evil lesbians of Lamashtu or the secret gay society of Zon-kuthon. Oh my...
For my settings, it's just a thing that's never been an issue. As in, "Who cares what you're attracted to/feel your gender is like when there are MONSTERS running around out there? Grab a pike and let's go!"
This is how it has been for a long time in many games, the monster hunting narrative over the sexuality/gender/trans focus. However, I think there is a shift in fixation and a lot of people want to change this.
Not sure it is a good idea to focus upon this, but people will run the types of games they want to run.
So you are in effect saying that people are lying about how long they have been playing? I mean, yeah, not all of us were baking cookies for Gary for the first game, but it really isn't hard to have been playing for X amount of time. It's a matter of being alive and having run across the game. I'm curious what "proof" you'd be interested in?
NO, I'm not accusing anyone of lying.
I'm just saying, when I look at who was originally playing, and all those who CLAIM it, the numbers don't add up.
You have numbers of people who have been playing RPGs from all over the world?
I think he's talking about the "originals". Like those who played in Gary's first groups and the like. Maybe up to those who started with OD&D before Advanced or Basic came out. Which is still a fairly small number, but guessing by what little I know of print runs at least in the 10s of thousands, so it would be hard to say the numbers don't add up.
Even so, I'd say that most of those talking about their long experience are probably not talking about OD&D, but AD&D, which can still be nearly 40 years now. And there were a lot of people playing that. Probably more then than are playing RPGs now, so it doesn't really make any sense to talk about those numbers not adding up.
After the "originals" the numbers of people that were exposed to (the mind altering virus that was) AD&D is not accurately known. The print-runs aren't the real number, as a whole party may use a book, copy it and spread it. Those that were raised reading their older brother's AD&D books (better than simplistic children books), or their father's collection or bought it second hand, third hand and so on enlarges the early reader/player groups to huge numbers. Who has been here since AD&D is not accurately known and would be nigh impossible to determine. Who has been here before that may be more easy to determine but it faces much of the same problems. I know youngish people that are still playing AD&D (they love it).
When I think of the number of lives gaming material has touched, it feels very humbling. It feels like a tradition that is passed on and some of the rivalries start to break down and seem unimportant. Who was there? Well everyone has their story to tell on how they found and came to this hobby.
Ok this I have noticed a lot in certainother threads and quite honestly, it is getting old.
Honestly, it just sounds elitist for no reason. AD&D is nothing like PF...
What do you guys think Of this?
AD&D is nothing like PF? There are similarities and PF still uses some of the old AD&D rules! :D
Falling damage per ten feet and the base damage of longswords, the same names for many classes and the use of ability scores. To say they are nothing alike is false.
I have not seen people leaving the table over minor differences or due to different social values. No one has stood up and said "well I oppose the opinions and beliefs of what's his name over there" and stormed out in an indignant self-righteous huff. With people of different races, political persuasions and backgrounds, we have all managed to game together.
Fighting the gods and their long-running schemes to manipulate all mortals is a true act of good for humans and all other mortal races. :D
Course the good gods would not be pleased with him shutting down their manipulations and shattering their high interest bank accounts.
It is chaotic neutral as it is incredibly defiant against the existing faiths. They will probably see it as evil. It also allows people the freedom of opting out of existing arrangements that control them before they are born.
It is good in that it frees people, prevents their torment in the evil afterlife or their manipulation and absorption in the good.
Thanks to a very helpful fellow dm, here are his rules on falling damage. I liked them, they worked and falling became quite serious (and I was playing a monk!):
Alternative fall damage system
Damage from falling will be determined by a d20 roll, with the following modifiers:
+2 if total acrobatics modifier is between +2 and +7 (+4 if 8-15, +6 if 16 or above)
+2 if fall is expected or planned
+2 if full round is taken preparing for the fall
+2 if pass voluntary reflex save of 10 + any damage received
-2 if fall occurs as result of being attacked
-2 if fall is onto surface with hardness 8 (stone) or higher
-2 if fail voluntary Reflex save of 10 + any damage received
-2 if fall occurs in upside down, tumbling, or other awkward orientation
(usually if attack received is forceful enough to cause such an effect,
or other situation-specific effects)
Total outcome for damage per 10 feet fallen:
Below -5 – fall damage is d20+5 per 10 ft
-5 to 0 – fall damage is in d20
1-4 – fall damage is in d12
5-8 – fall damage is in d10
9-12 – fall damage is in d8
13-16 – fall damage is in d6
17-20 – fall damage is in d4
21 or above- fall damage is in d2
Note that in the fall damage system, a natural 1 just counts as a 1, not -10.
The build is set up to do that, clearly thought has gone into it. The players has set out to solve a problem, and they have in accordance with the system rules. I don't have much of a problem with that.
I find often times that the problems or arguments people make on the forums don't occur in actual game play at my table. While this is of course anecdotal and doesn't mean these things aren't valid or actual problems, I'm curious if others find this to also be the case.
So, post those things that you hear on the forums/elsewhere that don't actually end up being problems at your table.
Please note - I'm sure for every one of these items listed, someone can come along and say that someone must be doing something wrong. Let's try to avoid telling other people that they're doing it wrong at their tables.
1.) Fighters are worthless. Players in my group often argue over being able to be the fighter (as we generally don't like class duplication.)
2.) Wizards are overpowered. Wizards and sorcerers seem to have an above average mortality rate in the games I've run or been in.
3.) In-combat healing is a bad idea. I've found that this is rarely the case - in-combat healing is virtually a necessity.
A lot of them actually!
Yes on 1, 2, 3.
Also complaints against monks. My vanilla monk was the strongest member of our group in the campaign. The megadungeon wasn't built to make him shine but shine he did.
Characters almost killed by rogues means that "rogues are weak" is not something I hear much of.
Don't have much problem with problem players over the past few years. I am quite selective with who I play with these days.
Martials are weak without all their gear upgraded along very specific lines and all their slots filled as mandated by the online community guild of optimizers. This isn't my experience.
On the subject of falling damage ideas, I kind of like 1 damage per meter [max of 100 damage], reflex save for half. [With a special clause that Evasion cuts the half in half (to 1/4 damage) rather than the usual zero damage]
Haven't implemented it in game and probably won't.
Definitely makes a lot of sense, so slow fall would prevent it kicking in until you passed the slow fall distance?
I recommend you try it in your games. See how it goes.
Fair enough. So long as it's upfront from the beginning like this it's cool.
I myself prefer a game where HP is simply one's ability to endure damage [though I have no problem with somebody Suiciding, one can always choose to fail a Saving Throw and Coup-De-Grace is a thing.] and falling off a rope-bridge a mile up or off an Air-born Mount is basically rolling the dice to see whether or not it deals enough damage to knock you out or kill you.
I see hp as in between both of your positions, grit and toughness to keep going through serious hits, but also deflect and make it into a glance especially if it is a low damage hit that only just got you. Take a crit, if you survive it, you didn't make it into a glance, you endured it but it didn't quite mortally wound you (in fencing, I've seen people get stabbed and at the last minute pull away minimising the contact and penetration, so it is a real thing to be hit fast but not hurt). However for a minor bit of damage, that isn't going to kill you, your character is either too good at taking a damage, or they are super tough, or both. Warband (which I frequently praise) and War of the Roses also had a similar situation where your skill meant you learnt how to take hits and not die so easily. These games factored in speed, hit location (head is bonus damage), penetration (getting a weapon deep inside someone does massive damage) and a skilled player can seem like they have a massive pool of hp because they turn almost every hit that actually gets through into a glance (in ideal circumstances, hence why it is best to snipe, ambush or gank them).
You have buildings over 200 feet tall in your game? Or are you defining 'not wanting to die from a fall' as a type of 'trying to prevent damage to oneself'?
Some, yes. As you mentioned previously, castles in the sky and such. But yes, if you fall a long distance, HP can't save you in my mind (because as I said, HP represents a character actively trying to avoid damage - when you're in a free fall there's not much you can actively do to prevent the damage.)
And I'm pretty lenient about this - if there's any kind of explanation that a player has that could make some sense as to why their character wouldn't instantly die (grabbing on to nearby things to slow their fall, using some item or something to reduce falling speed, etc.) then I'm willing to take that into consideration.
I like how terraria does it. Forgiving for jumps, but once you start falling serious distance the damage rapidly goes up into the insane levels. So falling from a sky fort is a sure way to die (without wings, jetpacks or the like).
They even have an achievement if you take massive damage that is just shy of killing you.
Makes sense is working through it and then it makes sense, common sense is a person's interpretation of common knowledge, common beliefs. Unfortunately, take real world common sense to a game with a fantasy setting, and it doesn't fit very well.
Beware of common sense in games, especially if someone is using common sense to say dragons couldn't fly therefore they shouldn't be able to fly in a game of fantasy and adventure. I have a problem with common sense in games where it becomes about limiting and blandening characters to be more useless and less effective or capable--whether that involve certain rule or ability changes ("naa, your ability doesn't work here, it isn't realistic, it is against common sense").
This is mainly because I want to play in an entertaining and exciting game, not a pure reality simulator, and because reality isn't actually as limiting as some people claim: people can shoot 3 arrows in six seconds, they can fight multiple people at once, surprisingly some people can take an amazing amount of damage, block or parry large weapons with smaller weapons, break multiple people with martial arts, know a tremendous amount of information, sway whole groups of people and so on and so forth. How we make it work is part of the game, but I do not trust or enjoy people shutting down parts of the game because of their common sense, as I probably won't share their outlook.
Common sense can be just another way of saying it should be this way. Well, should it? Often I find it should not.
On the rules
I run the rules as is, interpret them, consult with my players and remove a rule if we all agree it is ridiculous. That is how you get homebrew games over time.
Pf rewards character planning. A system that would not reward planning would have to go about character advancement completely differently. Instead of each level giving abilities that build upon previous abilities, you would need a system that replaces previous abilities with new ones. If each level your previous choices were swept away and you got new choices independent of anything else, then there would be no need or benefit to planning. As long as any of your abilities build upon previous ones, then there will be a benefit to planning.
** spoiler omitted **
Planning does not equal specialization. These are two different things. You can plan out a jack of all trades just as well as a specialist. The amount of specialization vs generalization varies a lot by campaign and play style. With some GMs, you can specialize in one shtick and always do that. With others, you will be constantly thrown into odd situations requiring wide skill sets to excel at and one trick characters will constantly find themselves in situations where their trick doesn't work. Generalist characters still benefit from planning (there is a feat chain that makes you better at untrained skills for example).
In society play, I plan everything including equipment to buy. For home games I don't plan items and stay away from builds that require one specific weapon so that I can benefit from the cool random drops. (I plan to take advantage of the randomness)
Greatsword? Mace and shield is where it is at, so you ignore armour, do great damage and have magnificent defences. Mace+shield is very strong in that game.
Wasn't there a porn star who took up Pathfinder and joined the forums some time back? I remember everyone arguing that she wasn't really who she claimed to be and demanding proof it was her... Jenny something?
Jenny Poussin, and the behavior towards her was less than stellar.
Also, removed a few posts—let's keep this on topic, thanks.
That's not cricket!
We have people from very diverse occupations here, truly sad it went that way.
Reason to boot a player: chronic tardiness. Had to do it alas, but I wasn't nearly as bad as another dm, who would kill their character (hilariously and ignominiously) if they said they were coming and didn't. Fuzzy npc land didn't exist in his game, lying about coming carried the penalty of character death.
I'd allow the ape, if he had rudimentary roleplaying skills, he knew which dice to roll and took care of his own sheet.
Hey guys, first off I apologize for disappearing from this thread. Life just got in the way and then I discovered D&D5. Anyway looking to dip my feet back into PF so at the moment looking for a Sydney, Australia based group.
Anyway....I guess my issue is with the system because it breeds this specialist mentality because in most cases specializing can mean the difference between life and death but not always...
Like the time the Enchanter Wizard spent several sessions unable to effectively fight any of the monsters the party encountered.
Or the time a single monk thrashed an entire party because the Archer refused to swap to sword despite the monk catching the arrow she fired every round (the monks high AC made multishot useless).
Or the time the Weapon Focused Greatsword Specialized Warrior lost his main weapon at the start of an adventure in a dungeon and couldn't replace it for several sessions.
I like being challenged as a player so I will create my first level character and that's it, I don't plan beyond that because I want to see where the story goes and how my character develops to that.
I'd love to play a game system like the game Skyrim where you can just build your skills from what you do and not have to dabble in multi classing.
For the enemy monk thrashing an entire party and shutting down the foolish archer, I would have loved to be there, with popcorn. If only it could have been streamed right into a monk's are weak thread.
I agree with you on design at 1, have some fun and don't care about the build too much. I've done the build it procedure, plan it out to 8 or 12, or up to 18. I've carefully tailored them, reached and completed them. The problem is what then? Far better to develop a character and have them grow with a campaign (very happy you have long campaigns to do this in, you are lucky) and go into the areas you think fit and will help, rather than a specialist that can't adapt and isn't built to be adaptable.
I am glad that Hiding did the work, played it, ran through and identified how it is overpowered. Great job doing the testing, with constructive criticism to boot.
There is something that really irks me. Lovecraft's works aren't about being a powerful summoner spamming cosmic entities, they are about powerlessness. This isn't Lovecraftian (because it can summon star spawn over and over), it is actually anti-Lovecraftian.
See if you can get a clinical psychologist to sit in for a session or two. Somebody in this group is probably dangerous.
Psychologists would probably find many games and gamers quite odd and befitting of all manner of diagnoses. Gamers of all stripes have been declared "dangerous" by health professionals before. Not sure psychs belong in games of people trying to chill out and have fun in imaginary worlds, after all the world is controlling enough without paratrooper pscyhs invading tables to find people "dangerous" and throw a spanner in the works of existing games.
Course I play to escape the nanny state for an evening (the nanny state is a big deal over here in recent years), but that's just me. ; )
Usually this sort of stuff doesn't happen, and if it does, usually I have enough table presence to just say "No, you don't do that." or "Nah, we don't do that".
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Two exceptions, one in a Roll20 game in which I didn't really know anyone in the group, another playing at the university's games club for the first time.
Both are mild in comparison to the stuff posted in this thread.
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Roll20: My sea witch gets knocked out from detecting too much evil magic. One of the party's noble warriors decides to grope her while she's out, and I guess the other didn't want to PvP by opposing him.
The witch's familiar explained what happened later on. I don't remember if that noble warrior suddenly took a slumber nap and got castrated, or simply got hog-tied and donated to the sea.
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University Games Club: This was on a recruiting night for them, all sorts of new games to just hop into. So I join a game with 3 members of the club (including the DM) and 3 newcomers (including myself).
One of the club members decides to not take the adventure hook, he just stays at the bar. Whilst we are off protecting the town, he kills the innkeeper and rapes his wife.
I would have asked him to leave if it were my game, but instead I simply decided to never come back.
Wow.
Groping a sea witch while they are unconscious. That is definitely a moment where as a dm I would ask "are you sure?". Then I would ask it again with my tone indicating how bad it could go, and "is that your final answer?".
As for the second situation, while leaving is a good call it is also a great time for the dm to have the people or authorities make that "adventurer" pay for his misdeeds. A public hanging may be the finale, if he is lucky and the people relatively calm.
I have ooc reasons to distrust someone, but nothing in character to suggest it, I can handle that just fine. If IC, there's a question about trusting him and I know OOC I can't, that's a lot harder.
Harder to not react too? If you have IC reasons, you should be able to react to it in anyway that makes sense for your character.
I'm more talking about:
NPC: "Hi, I'm Niceo, a cleric of the god of Niceness and Healing and Kittens. You look hurt, could I use my magic to heal your wounds?"
Player: "I don't know about this one guys, seems fishy."
My players grew suspicious of really helpful convivial cleric hippies. They worried about being converted.
The player has a habit of doing this, so they should be punished. You could prevent punishment, but then you have allowed them to get away with it if one only steps in after the betrayal (hence my idea of redressing betrayal with betrayal and execution).
I take what you say though, and for it to fly in the past a dm has had to allow it, to the detriment of the party. A dm could have outlawed betrayal and that may have solved the problem, but since a player does want to run betrayers 1 through 3 the simple solution of murdering his character into line could work and set an example (do not or you will live not) as well as blow off a bit of stress and allow some to get vengeance for dead characters, if they lost chars to past betrayals.
Murder them into line, or the murders will continue until there is group loyalty. ; )
If "betray" is enabled then pvp is enabled. Party should just kill the character and say "Fool me once, shame on you; fool me twice, shame on me. Or in this case, us."
Then kill his next character just so he gets the message and knows what the path of vengeance will lead from this time forward. Then welcome him back and adventure together with conviviality.
On odd events like this, we had one character that would sometimes turn allegiances to the other side, maybe it was due to their anarchist politics? Alas, you could never trust them as they would sometimes just flip or refuse to help your side. Lol, he was a temp bodyguard to my character once and let me die to enemy vampires without lifting a finger. Hilarious in retrospect. We also had fellows that heavily identified with the monsters and were very sympathetic towards them, overlooking their murder and aggressions. One raised broods of abominations as a nanny. I always found that a bit odd, but my othering is +10. ; )
Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage
Gender
M
Size
M
Age
18
Alignment
CG
Deity
Sky
Location
Korvosa
Languages
Common, Shoanti
Occupation
Guard
Strength
16
Dexterity
14
Constitution
18
Intelligence
10
Wisdom
10
Charisma
10
About Segang
Background:
Have you ever beeb sold? Can you imagine being taken from your family and your tribe at a young age and being dropped into an urban jungle, when all you have know are the open planes and hills and sea? Now imagine the cruelty of Gaedren Lamm. No love, no warmth; only the whip and the demand to bring in more coin and to "not get caught." LOng nights huddling with other unloved youth for warmth and never a full belly. This for 6 years. If you can imagine this then maybe you can understand what drives Sagang. Its not quite hatred. Hatred is too selfish, and Segang's drive is more focused on ending Lamm to make sure he can never steel another's childhood.
The young barbarian spend 6 years in the "care" of Master Lamm. At age 12 he was recognized as Shoanti by visiting riders on market day. He was spotted trying to remove a coin purse from a shopper. It happened so fast. They called to him in Shoanti and he responded instinctively, still remembering the tongue of his early years. The next thing he knew he was in tribal leathers and seated behind a great warrior on his mount. Sagang can still remember holding onto the Earthbreaker across the warrior' back as they left Korvosa. Freedom had been so simple. The guards did not even stop and question them.
Returned to the Shriikiri-Quah, Sagang was once again under the big sky. He had to lear to ride again. And to hunt, and to swim, and to climb. But it all came back. His grandmother was there on his marking day when he received the tribal totems in bright inks onto his face and back. His head was shaved and he was officially named a man. When it came time to make the blood vows, he listened to the others. Most vows were to regain lost land from the evil Cheliax. Some were to avenge a family member or to hunt a great beast, But for Sagang there could be only one vow. Gaedren Lamm must be made to pay for his crimes. Gaedren Lamm must die.
Appearance:
The young Segang Gal stands well over 6 feet tall. His steel blue eyes almost clash with his weathered tan skin and black hair. He is well muscled, quick and lean. His lamellar leather armor is marked with similar colors and designs as those of his new tribal tattoos on one side of his face. These markings, so new that they are still slightly red label him Shoanti and Shriikiri-Quah.
Sagang
Male human (Shoanti) barbarian (invulnerable rager, urban barbarian) 10
CG Medium humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 20, touch 13, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, +3 natural,)
hp 169 (10d12+61)
raging hp 189 (10d12+103)
Fort =14 (+17), Ref +7/9, Will +7; +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities
DR 5/—, 10/lethal; Resist fire 3, extreme endurance
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Offense
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Speed 40 ft.
Melee
+2 vicious scythe +16/+11 (2d4+9/×4 plus 2d6) or
adamantine earth breaker +15/+10 (2d6+7/×3) or
+1 frost earth breaker +15/+10 (2d6+8+1d6 cold/×3) or
mwk longspear +15/+10 (1d8+7/×3) or
sap +14/+9 (1d6+5 nonlethal) or
+1 Bastard Sword +14/+9 (1d8+4)
silver short sword +14/+9 (1d6+4/19-20) and
2 claws +12 (1d8+3)
Ranged
amentum +11 (1d6+5) or
javelin +11 (1d6+5) or
mwk composite longbow +12/+7 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks: Pounce, rage (27 rounds/day), rage powers (beast totem, greater beast totem, lesser beast totem, spell sunder, superstition +5, witch hunter +3)
+1 to hit when next to 2 or more enemies
Rage - 0 of 27 rounds used.
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Statistics
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Str 16 (20), Dex 14, Con 18(24), Int 10, Wis 10, Cha 10
Base Atk +10; CMB +14; CMD 29
Feats Combat Reflexes, Cornugon Smash, Extra Rage Power, Furious Focus, Power Attack, Raging Vitality
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Special Abilities
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Beast Totem +3 (Su) +3 to Natural Armor while raging
Beast Totem, Lesser (Su) Gain 2 d8 claw attacks while raging
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Combat Reflexes (3+ AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Armor Expert -1 Armor check penalty.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate
Intimidate check as a free action to attempt to demoralize your opponent.
Crowd Control +4 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate
effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold
resistance for every three levels beyond 3rd. This ability
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
Dockside Avenger Not slain until HP reaces negative Con +3.
Heart of the Fields +0 (Profession [sailor]) (1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Power Attack -3/+4/+9 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Invulnerable - DR5/10 vs nonlethal
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by
succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must
make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +5 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witchhunter - +3 damage against spell casters or users of spell like abilities
Harrow Points:
Harrow Point uses in this chapter. You each start with 3 points. They can be spent any time as a free action.
Brutal Strike: A PC can spend a Harrow Point to gain a +5 bonus on damage rolls with all melee or natural weapons for the duration of one combat. Alternatively, brutal strike allows the PC to ignore an object’s hardness for 1 round.
Mighty Thews: A PC can spend a Harrow Point to be treated as a creature one size category larger than normal for the purposes of attempting grapple combat maneuver checks, wielding weapons, lifting heavy objects, and determining whether a hungry monster can swallow her whole; this adjustment lasts for one encounter (but no more than 10 minutes).
Strength Rerolls: A PC can spend a Harrow Point to reroll a Strength-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).
Gear:
Armor
+2 Lamellar Leather Armor with armored gauntlets
Heavy Wooden Shield
Weapons
+2 Vicious Scythe
Adamantine Earthbreaker
+1 Bastard Sword
Silver Short Sowrd
Masterwork composite Long Bow +3 strength
9 +1 arrows
5 Adamantine arrows
Masterwork Long Spear
Amentum and 5 javelins
MW Longspear
Sap
+2 hide armor, a +1 frost earth breaker and a +1 returning totem spear.
Other Gear
+1 Ring of Protection
Cloak of Resistance +2
Belt of Mighty Con +2
Boots of Striding and Springing
Mask of the Mantis - 3 changes/day which can grant 30 minutes of Darkvision, See Invisibility, Deathwatch, or +5 Perception
Barbarian kit - Includes rope and grapple
5 days of iron rations
3 water skins
Cold Weather Gear
Platinum Ring for Shield Other
potion of cure serious wounds
Potion of Lesser Restoration
Potion of Cure Light X4
Potion of Darkvision
2 alchemist fires
Whet Stone