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Guide to Pathfinder Society Organized Play wrote:
This covers all the weapons, armor, and many miscellaneous items, but leaves a few questions. Can a Belt of (Str, Dex, or Con) be made into one of Physical Might or Physical Pefection?
It seems you should be able to upgrade in the first case, but the Physical Might says "bonuses are chosen when ... created and cannot be changed". Does that mean the bonus cannot be increased, or you cannot change the physical stats it modifies, or both? Does that mean it also cannot be upgraded to apply to all three, or it can since it will be become one of Perfection? Same question for the Headbands. ![]()
DM_Blake wrote:
So that invisible creature attacks me, I am denied Dex but am not flat-footed? What does that mean? I lose my Dex but can make an attack of opportunity if I can somehow detect it? Or Uncanny Dodge still lets me keep my Dex even if the attacker is invisible? ![]()
Uninvited Ghost wrote:
All should have good Cha, Dex, and Int. Those with 3 classes have no dump stats.Bard X/Rogue 2 A bard with Trapfinding and Evasion
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Rogue Talent: Ledge Walker makes it sound like you should still be denied Dexterity when using Acrobatics for narrow ledges, and similar to that would be using Climb, or doing the Run action without the Run feat. Using Escape Artist to crawl through a tight space does NOT make you lose your Dexterity bonus. A Pinned character is flat-footed and cannot move. A Stunned creature loses its Dex bonus. Flat-footed is a condition, page 567, that says you lose your Dex bonus to AC and cannot make attacks of opportunity. Uncanny Dodge says you cannot be caught Flat-footed. Does that mean with Uncanny Dodge you CAN make attacks of opportunity even if you haven't acted yet in the first round of combat without Combat Reflexes? ![]()
Lehmuska wrote:
I like the idea that flat footed is different than losing Dexterity bonus. The rules imply they are the same. Page 195 Table 8-5 Invisible "The defender loses any Dexterity bonus to AC". Page 69 "cannot be caught flat-footed, even if the attacker is invisible". ![]()
I hope the new adventures have slightly different faction missions and possibly different monsters to fight at different tiers. I know some adventures already do that, but usually they just advances the monsters a bit or add more of them. The more variables between tiers the better replay could work. I have a non-Pathfinder adventure that was written for levels 1-2 and had helpful NPCs and a 4th level bad guy. When I ran it for 6 PCs of 4-5th level I had the NPCs be charmed by the enemy beforehand, raised the bad guy and gave it a henchman, and it played radically different when all those "nice villagers" turned on the PCs when the big battle started. Adding traps, wandering monsters, etc. might be icing, but it does help change the flavor. ![]()
Abraham spalding wrote: Take your total bonus and use that in place of the skill you should normally use. So say I have Skill Focus (whatever Perform it is) and Skill Focus (replaced skill). Skill Focus (replaced skill) doesn't apply at all, because you take the total bonus, while Skill Focus (Perform) does. It also could let me use my Cha instead of Wis for certain skills. ![]()
This year the highest level will be about 12.
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Shield Slam as a prereq seems excessive. Now that my opinion is out of the way... Does Shield Slam remove the penalties for all attacks if you are using a non-shield weapon and a shield, remove only the penalties for the shield attack, and does it work with exotic versions (Tower Shields)? I think it is supposed to remove all penalties from TWF, so it really should be worded that you gain a +2 on your attack rolls when using a shield and another weapon. Literally I think it is saying you have no penalty when attacking with your shield (which cannot be done with a Tower Shield, at least not currently). ![]()
I think you should be able to replay as an NPC to fill a table (it happened a bit before the new rules came out, that doesn't appear to be a problem now). I'm even fine with the NPC earning xp, just not prestige points. Usually there isn't much of the plot to accidentally give away, but the faction missions tend to make me play a certain way. Once the faction mission is taken away you can just support the other players, and if new players are there they learn to be cautious when they see the experienced player's character die. I just hope there will be NPCs above 1st level in the future. Though when Season 5 starts I won't remember any Season 0 scenarios unless I go through my notes. Some kind of time limit should be fine for both xp and prestige points, but certainly not in the same season. ![]()
If a TWF person with rapier & magic shortsword out moves and attacks with the shortsword in the off-hand, it seems there would be no attack penalty (but the off-hand damage for Str would apply). There doesn't seem to be an action for switching the weapons to the other hands. Since it is less than Drawing a Weapon would it be a free action? ![]()
Pages 154-155 book. Do you halve the weight of the item before or after you price it by weight? It seems like it would be after (since that is the order it is written in) but that would make a masterwork mithral dagger (or spiked gauntlet) cost +250gp. Then again not halving the weight first makes short swords through greatswords more expensive than they are probably worth. ![]()
_metz_ wrote:
Oh, I think I misinterpreted. You mean DM A runs a mod, then DM B who plays in DM A's group runs the mod 3 times. Yes, eating a mod should be worth more than just a bonus point, I would hope it would be worth something to Paizo to offer them something special beyond the norm. Which brings us to the topic GM Rewards: What do *you* want to see :) So I would say eating a mod gets you something way cool (previously mentioned in the above posts - become an important NPC, gain a title, PDFs discounted or special exclusive ones) while someone who runs a lot for players but doesn't eat a mod gets more society awards (stuff to use in game, or options for that stuff). If you are a DM that does both, more power to you, and I think you deserve it! ![]()
_metz_ wrote:
A PC can only use a module once, but if there are enough people in the area, a DM can run it multiple times. I don't mind a DM have a mechanical advantage if they run something that often. I admit, full gold the first time ran is simpler, but it doesn't encourage me to run a game as much as getting my character raised. I also don't know how often players get max gold or prestige awards.
Assuming I did get less treasure for Frozen Fingers and that was the 1st time the DM ran it, would the DM get the max possible gold/rewards, or simply get the exact treasure/rewards each player received? If the DM ran it several times, then the DM would get to choose which rewards to take. ![]()
If the DM and the players register you could set up something simple for feedback, and give the DM 2 point for running a new module, 1 point for running an old module, and 1 point for each player that gives feedback. I would hope for simple, eBay-like feedback interface for players. In addition to whatever cool stuff a GM can get from the company, for Pathfinder campaign stuff I would suggest: 1 pt. Any 50gp potion, 0 level scroll or a Special Substance (PH)
That way a DM can recoup incidental costs for their character. ![]()
Joshua J. Frost wrote:
I don't run anything Pathfinder. That may change after the rulebook comes out. Right now I'm a player of all sorts of games. I hope that player feedback can somehow be used. There is one person that ran stuff for WotC and he was horrible. He runs stuff on rare occasion, was rude to players, especially the younger ones, and expected everyone to be as well versed or better in the rules. I don't want to reward that kind of behavior. For Pathfinder I have played with an excellent DM who is merciful, yet still cruel enough to be a DM. He works with the players on rules, is nice to the younger or newer players, and keeps things challenging for the experienced gamers. He also seems to run something somewhere all the time. Last time I was going to buy him lunch or something except we didn't break for lunch and rushed through two mods. I think at the least he should get a "Pathfinder Ambassador" title for the Paizo boards. A discount on PDFs or anything else that doesn't have to be shipped, or some really cool exclusive thing should be in order. (His character could become an NPC for another adventure, or maybe some special benefit like a title, lands, extra income, etc.) ![]()
I like leveling every 3 adventures. What I don't like is barely squeaking by with 3 or 4 players and getting the same rewards as if we had played with 6. I tend to spend
On the LG tangent - I played a couple times and found some of those people scary because they knew so much about the campaign history, world, etc. I like Pathfinder because it is new and they are still making those things up. I enjoy reading little blurby things while people get ready for adventures, but I don't want to have to read the whole of a Pathfinder Companion book, let alone know all the important NPCs and major areas in order to fully succeed at an adventure. ![]()
Sueki Suezo wrote: Do we really need to bribe players with extra HP or Skill Points to try and encourage them to play traditional race/class combinations? I only read the first and last page, so sorry if this was said before. No, we shouldn't bribe or penalize players for having certain races play certain classes. It would make much more sense for the extra point to be for any character that has only one class, or gains a new level in their highest level class. Then everyone gets the bonus at first level and if you don't split class, you get a small bonus for keeping on the same track. ![]()
Ross Byers wrote:
Exactly. I hope for the next contest they remember that the quality of their best submissions will relate to the amount of freedom allowed within given parameters. I understand as they go over more submissions they want to keep raising the bar, and I want to see the best designed, tightest stuff win. I am concerned when the examples of what they are looking for do not follow the guidelines the contest gave. If the contest had a point system - say 10 points for designing an item with a breakdown for each point, then -1 point for every 50 words over 100, -1 point for every omission, -1 point for misspelling, -1 point for incorrect grammar, etc. it would allow the entrants to know what the judges are looking for, make it easier for anyone to judge the items, and allow you to go for points if you are willing to sacrifice other points. Say
I am NOT saying a word limit is bad. I am sure it is necessary. I know many people that like to drone on and on. You do not need to add "this item is not meant to be bent, folded, spindled, torn, replicated or duplicated, copied or mimeographed, twisted, knotted, falsified, or abused in any other fashion as described in volume 2,chapter 6, paragraph 3, line 5, subsection 2" to the back of every submission, but some people like to do that kind of thing, and they may enter contests. ![]()
Vic Wertz wrote:
I think that comes from the word limit. Some of the classic examples given earlier (flying carpet, helm of brilliance, and iron flask) go over the word limit, even including tables and charts. There are many ways to specify how an item can be used, or prevent abuse, but not many ways to use accepted verbage and still be under the word count. If the word limit was upped to 250 and did not include the required format block in the word count I think the quality of the submissions would be improved. The first thing I would delete are standard rule references since an experienced DM should be able to infer which rules to use - or outright pervert them if it is a sadistic DM. Should the designer thwart an experiened and cruel DM's glee over leaving something open-ended knowing it also might cause an inexperienced DM grief? Isn't it from those learning experiences from interdimensional, summoning, or one-shot adventure items that a DM learns how to implement rules and improve? Disclaimer:
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Minor Magic, as written, is terrible. No sane player wants to cast the same cantrip 2 times per day when they could have taken a level of Wizard, Sorcerer, or Bard instead. The point of the ability was to try to keep the player in the class instead of dipping. If it was "If your Charisma is at least 10 choose 1 + your Charisma modifier cantrips from the Sorcerer/Wizard list, you can use these cantrips as a Spell-like ability a number of times per day equal to 1 + your Charisma modifier. Your caster level is equal to one-half your character level". It would be just versatile and strong enough to keep someone in the class, but still be weak enough to prevent someone from being compared to a Sorcerer or Wizard. It could even be a feat, requiring Spellcraft and Knowledge(arcana), though it might make more sense to then replace Charisma with Intelligence. |