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![]() Cori Marie wrote:
Not that much if use a PDF importer and is smart about how you take notes, track stuff and watnot. And from reading reviews they didn't even do all the works, since a bunch of scenes that warrant maps but don't have one in the AP did not get a map in the mod either, so... The guy that compared this to an AAA videogame is spot on, those are sold for 70$ and it takes more tec, more people and much more time to develop (and I have no way to do it myself, even if I want to). This price is pretty insane, I'm OK with not having the fancy maps, the price is way above fair.![]()
![]() The Raven Black wrote:
No I wasn't, I was replying to someone that answered my original post, where I said I don't see the reason to remove the Magus best spell form the class, and the person said "they had to cause lawsuit", which for the 100th time, isn't an argument in this case, there were ways to change the spell without repurposing it and they are clearly not only changing things for legal reasons, as they themselves said so. ![]()
![]() Dancing Wind wrote:
As has repeatedly been said as well this is not an argument because they aren't changing stuff only because of legal reasons, they made a lot of design choice changes. And pls don't quote one sentence out of a 2 paragraphs answer and then comment on it out of context, I gave plenty of examples how the spell could be completely changed while keeping the same functionality and you chose to ignore it. Also if the fear is Wizards using some bogus reason for a lawsuit they can’t really do much, the game was born in the OGL, a bunch of books are still OGL, if Wizards intention were to do that they would, they could claim the new Thunderstrike is still similar to Shocking Grasp for instance, it’d be just as bogus as claiming a spell called Acidstrike that deals 2d12 acid damage with a melee touch attack was based on Shocking Grasp and therefore is infringing copyright, but they could do that. They know, however, that doing this bull would be terrible press and they hopefully learned their lesson with the OGL debacle. ![]()
![]() The Raven Black wrote:
That is not an argument at all, I'm still pretty sure no one can actually have generic name and generic spells as intellectual property, what is protectable here, touch spell that deals lightning damage? Because the rest of this spell is completely different from its 5e counterpart, the damage is different and the mechanics are different. If that's the case Wizards can claim an infinite amount of concepts as theirs. Paizo did not at all needed to go scorched earth here, but since they decided to go nuts they could have changed the spell to "Acidstrike" made the damage acid and there you changed the spell, the name and did not shaft the Magus class. Call it "Force Blast" makes the damage force and there you have another and Magus kept their best spell. Call it Eletric Conduit, remove the word touch, say it only works if you use something to conduct the electricity like a piece of metal (or a sword like a Magus would) and there you changed the spell again without screwing an entire class. Not everything they are changing are because of lawsuits, there are things that were design choices, this is one of those cases and it wasn’t a good decision at all. It’s already kinda bad they are treating some classes as second rate since they don’t have a players core planned to update every class, they did not also need to remove powerful tools from those classes. ![]()
![]() Calliope5431 wrote:
Common man, you understood what I said, they did not need to change how the spell worked, just the name. It could be called whatever and still have the same effect. Also I'm pretty sure they are overeacting at some points, anyone can call a spell Tunderstrike, that is no one's intelectual property. ![]()
![]() Michael Sayre wrote:
The limited slots is exactly why Thunderstrike was good for Magi, you can only do it once or twice a day so it better hit like a truck. Anyway I'm not gonna ban any Magi in my table to select Thunderstrike, the spell has been the class bread and butter for ages, I dunno why you guys felt the need to take it away from them. ![]()
![]() thenovalord wrote:
Two of my PCs had relatives on town but the other 3 convinced them it was best to run and plan a counterattack. They healed Aubrin (cause they figured she might help with the counterattack, knowing she was a seasoned adventurer), the group abrbarian carried her around and they ran, even with me telling them there were still ppl in the inn, some injuried and some had run to the uper floor, and with Aubrin asking them to help the other villagers, they had put it in their heads they couldn't linger a minute here or be sllowed by anyone, theyd have the upper hand escaping and comming back with the element of surprise and somehow thatd be better than helping ppl now. Since they werent stealthing while fleeing, they kept to the outskirts of town but were boltig, they got into more than 1 scuffle with the Ironfang Legion, and here I couldve killed them cause they weren't being cautious at all so I couldve ruled they attracted like an army of bugbears and hobgoblins, but I tought itd kinda suck to kill everyone on session 1 kkkk. They got to the bridge managed to kill the guards there but were in very very bad shape, they ran inside Fangwood, still carrying Aubrin and thats were we stopped. Since they never destroyed the bridge what I think Im gona do is have the refugees cross paths with them when they first decide to rest (I might have at least 1 important person from the familly of each of the 2 PCs who had familly in Phaendar amongst the refugees so they will feel more inclined to help). The refugees will give a small run down of what the hobs are doing to Phaendar and will drive the point that the city is super well fortified to possibily dissuade the PCs from commiting suicide by hobgoblin. If the PCs don't stay with the refugees them I'll just have Aubrin go with the refugees and set up an independent camp of sorts that can have future interactions with the PCs. Aside from that Im pretty sure they will want to destroy the Ironfang Legion cause all of them have pretty strong reasons to do so, 2 lost family on Phanedar, 1 had a divine vision from his god showing him battles to come and took that as a sign that he has a part to play in those, the other had his entire elven village murdered by the Ironfang's (he didn't see the attack, but found a tattered Ironfang Banner) and the weakest link is a barbarian that just realy like fighting, I guess he would go along with everyone else considering the 100% chance of many battles happening if they fight the Ironfangs. ![]()
![]() DM Rostam wrote: Do both. Have some NPCs show up pleading for help, but already kinda self sufficient and let the PCs decide if they want to throw in with them or keep wandering around on their own. Probably what Im gona do, but judging by their reaction when in Phaendar I believe theyd want to help, they had a plan to help the city it was just very bad as they didn't quite consider the fact theyd have to figth an army of hobgoblin and everyone would probably be murdered already if they did manage to go trough the army of hobgoblins, so its not liek they dont want to help, it was just very poor planing. ![]()
![]() YogoZuno wrote:
Im all for using random encounters in that light, sometimes PCs will just wander off to somewhere dangerous and you want to reinforce that its dangerous, or sometimes you just need some combat to happen after a long period of RP, but its very common to see DMs resort to them for XP reasons alone wenever they think the party is falling behind, I don't agree with that at all. ![]()
![]() So my PCs had the brilliant idea to simply split from Phaendar without rescuing anybody cause they decided "lets run away and come back later to assault the city and save everyone". So now I have a bunch of PCs who have 0 survivors with them, wich worries me greatly if they will ever even want to set up camp on Fangwood forest, doesn't seen like theyd do it. Im wondering if I should have a swat of runaway NPCs just show up from Phaendar as well, and pleed the PCs to help them or if I should just let the PCs wander arround and figure what they want to do. ![]()
![]() I don't understand why ppl worry so much about XP balance and whatnot, just grant the PCs levels at key points on the adventures, problem solved. XP is a very poor system as pen and papper RPGs are based on all kinds of interactions not just combat and XP is mostly combat, when you grant XP for non combat encounters youre basicaly aproximating and its all subjective and you do it with the purpose to give your players enought to level up and not fall behind, so why don't you simply not give any XP and level the players at set intervals ? Its way more logical, the party is never underleveled or overleveled, you don't need to throw random encounters left and right just for the PCs to catch up and you keep the PCs happy with a steady flow of levels. You don't even need to tell them youre not giving XP, just say you keep track of it internaly, they dont need to know youre actualy granting levels arbitrarely. ![]()
![]() So im in Brazil, the shipment here is just way too expensive so it is not cost effective at all to buy physical versions of the books, I was wondering if there is an option for a digital subscription of the Adventure Path. Also how often is a new entry of an Adventure Path released, once every 2 months ? ![]()
![]() Mike Selinker wrote:
This begs the question, why don't we have an Oracle telling us the newest text of each card like MTG does ? ![]()
![]() TFGenesis wrote: At the risk of being a total downer... does it concern anyone that this releasing may be the death of the physical card game? It's shaping up to look like this is the superior version of the game in every way and if it delivers, I can see Mask of the Mummy being the physical game's last AP. Part of me is disturbed by the idea but the other half would be happy to convert. As I write this I'm sitting in a room lined with games from the modern consoles running back to the Atari, so I definitely can't say I wouldn't get behind a video game version. I don't see what they have to gain by limitting their userbase, it is not like having this tablet only will make ppl crave for the next Obsidian tablet only release or will make the game sell better. Having this on both plataforms would make way much more sense. And there is presedent, Hearthstone could be compared to this game and Hearthstone is a smashing sucess and it isn't a tablet or PC only, its on both. ![]()
![]() Since season of Righteous is mostly composed of 5 or 6 scenarios adventures wouldnt adavncing a tier when you complete 4 scenarios and them advancing another one once you complete the adventure essentialy make you too high tier to play the next adventure by adventure 3 ? Youd get 2 tiers on adventures 1 and 2 and would reach 3 on tier 5. I was under the assumption you either advanced tier after 4 scenarios or after te adventure was complete, but once you completed an adventure those scenarios wouldnt count for advancing your tier anymore or if you had advanced a tier prior to completting the adventure you wouldnt advance it again. ![]()
![]() Theryon Stormrune wrote:
And in this case Id proceed the same way as I would for the party game, register the event on the GM tab and report my progress there right ? ![]()
![]() SO I live in Brazil, in a small town, theres 0 chance Ill find a Parhfinder Card Guild event going on anywhere on a 1000 miles radious around me, but I do own Wrath of the Righteous and S&S and among me and my friends we have a couple of class decks and were willing to buy the online print and play versions of the seasos to play. My question is, how do I make these local sessions "count", I know I can just run the game using the Organized Play rules but Id like to register my character have my ID and all those shenaningas. Also can I make an official organized play session while playing solo, the guidebook talks about this but I didnt quite understand how it works. |