The first book (IIRC) of the Kingmaker AP has the Stag Helm, which grants extra uses of its power to "worshippers of Erastil" without any clarification as to what worshipper means. Anyway, as a GM, you have carte blanche to create whatever magic items will further your campaign. Just like the monster CR rules, the magic item creation rules are intended as guidelines, not contract law.
Awesome! I'll have to make my way over to North Shore one of these days. I've been lucky enough to have played in a few different groups since emigrating to NZ in 2010, but it's been shocking how few organizations exist for gamers in Auckland. Glad to see the Auckland Pathfinder Society is finally recognized!
TriOmegaZero wrote: You ain't seen theorycrafting until you go to some of those other boards. Case in point. And then, there's that...other place *shudder*
MendedWall12 wrote: If a GM is creating an ability, that doesn't exist, to beef up a boss encounter, but then doesn't allow the characters access to that ability, it is not only hand-wave-ium, it is unfair. An important axiom to remember, and one that I always play by is: "What's good for the goose is good for the gander." Personally, I'm a bit wary of trading in absolutes like that. Should the GM ensure that every encounter is balanced for both CR AND action economy? There is an insurmountable qualitative difference between the outcomes a party of adventurers needs to address and those of their adversaries. Adversaries exist to be overcome, and their use is in the challenge they pose to the party. Overcoming unfair odds (is one of the things that) makes players feel heroic. I recently ran 3 players through the mythic playtest encounter, and they absolutely steamrollered the last encounter. Not even a remote challenge. Needless to say, the players couldn't really own that success.
I know from my own experience if you give an inch, entitled players will take a mile. I ran a Legacy of Fire campaign a couple years back, and one of the players had maxed diplomacy to a ridiculous degree. He expected the plot of the *prewritten* AP to revolve around him and his ability to wrap NPCs around his finger. Essentially he expected to use diplomacy as a charm/dominate ability. Could not for the life of me convince him that diplomacy wouldn't make an NPC act against their self-interest. The other players and I tried to humor him for awhile, but the situation was untenable and improved significantly when he decided to leave. The diplomacy schtick would have worked fine in a freer, sandboxy campaign, but wasn't appropriate for what we were doing at the time. Ultimately, I think a successful long-term gaming group has to be rowing in the same direction. If you've got a player who balks at the GM exercising poetic license, that player (and the group) may be happier overall going their separate ways.
Umbral Reaver wrote: If you want to boggle, it turns out that Pathfinder RAW doesn't allow you to apply sneak attack to a target that's unaware of you, unless some other condition denies the target its Dex bonus or makes it flat-footed. 'Unaware' is not one of those conditions. Per RAW, I don't think that "unaware" is a condition. It leads to an enemy being caught flatfooted, but isn't listed as a condition.
Hugo Rune wrote:
What a coincidence! I was the GM for that game. Just scanning the boards and came across this post. Anyway, I hope you've since read Howl of the Carrion King and have a better understanding of what Almah did and didn't know. Suze says hi. We still remember the whisky night fondly. Zo
On 11/25/12 I GMed the Mythic Adventures Playtest scenario "The Wrath of Nature". There were 3 players present. We used the existing 7th level builds of the iconic characters Valeros (fighter), Ezren (wizard) and Kyra (cleric). I felt the 7th level builds were appropriate due to the fact that we were running with 3 PCs rather than 4, and the character sheets were readily available and didn't need to be modified for play (beyond adding the 3 mythic tiers). The players were all experienced and generally made well-considered decisions while refraining from using out-of-character knowledge and/or metagaming. I ran the monsters in a manner appropriate to their intelligence. The only change I made to the adventure as written was to substitute a Fire Goddess's Blade for the Bow of Erastil after the second encounter. The gp values aren't equal but the swap had a negligible effect on the adventure. Encounter 1:
The first encounter, with the agile dire wolf, 3 wolves, and 2 constrictor snakes was the most challenging for the party. The agile dire wolf tripped the wizard and it and another wolf put a fair hurt on him before the party was able to mop them up. The fight took 3-4 rounds as I recall. The dual initiative ability of the agile dire wolf made it a reasonable threat to the party, and I can see dual initiative being a way to make lone enemies more viable, but more on that later. Encounter 2:
The second encounter, with the treat and the savage grizzly bears was less of a challenge for the PCs. The treant and one of the savage grizzly bears took a mythic fireball at the outset, with the wizard burning another mythic point on Amazing Initiative and later casting mythic magic missile. It's been said on the playtest forum before, but this ability has really got to be dealt with. The cleric was grabbed early on in the combat by a savage grizzly bear and took a fair amount of damage, but the fighter and the wizard dealt with the other two monsters and helped the cleric out. The party was never in any real danger, and generally controlled the fight from the beginning. Encounter 3:
The party bypassed the rope bridge with a combination of spider climb and rope, which led to the mythic hydra fight. That lasted all of two rounds. The wizard and the fighter used Amazing Initiative and got the drop on the hydra. The fighter used Fleet Charge to close while the hydra was flatfooted, and the wizard cast glitterdust, which the hydra failed to save against. Its scent ability mitigated the blindness somewhat, as it was able to pinpoint the fighter, but still afforded the fighter total concealment (50% miss chance). As the hydra was only hitting the fighter on a natural roll of 18+, this was crippling. The cleric used mythic power with the Fire Goddess's Blade to summon a large fire elemental, but it didn't really do much in the fight. The party elected to attack the body of the creature, and it went down in 2 rounds. To sum up my experience:
I'll let the players speak for themselves here, but I think the Mythic Adventures path abilities are generally good, but there are some very obvious choices, which to my mind means an imbalance. No one used mythic power to add a d6. Similarly, the mythic spells have some clear winners. Mythic CLW compared to Mythic Bless? No brainer. Anyway, that's it for now. Zo
For those interested in learning more about so-called cultural Marxism, have a read. Did I just Godwin-by-proxy?
I've read through the playtest document and I like what I see. Sure there are some obvious picks and no-picks as far as mythic abilities and feats and so on, but I reckon that'll get ironed out. Mostly. What I'm concerned with, and will bear in mind as I playtest, is that it appears to require a crap-ton more bookkeeping, both on the players' behalf and the DM's. Everyone has a ki pool now. Feats need to be cross-referenced between mythic and vanilla and the new prereq of mythic tiers has entered the picture. If that doesn't faze the average player, then they have to reckon with the lesser trials. Much of the wording appears to require the DM to keep track of the success of the trials, especially the "do X to a creature with full hit points" trials. How should this be handled? Does it not break immersion when, after a fight, the fighter raises his hand and asks "so, was that ogre at full hit points, or..?" I'm not complaining, nor have I tested it in-game. It's just a thought I've had, and I could be totally off base.
Rynjin wrote:
Yeah, that was my take on it as well. Spears and lances, too. Silver would be the go-to. Not many folks carrying silver weapons around other than werewolf hunters.
I haven't tested anything in-game, but on first glance there is an imbalance among the flaws. For example, compare
I like the idea of flaws. There may need to be some rebalancing, if only to stop the min/maxers with Dependency: Urine.
This may have been dealt with in an older thread, but assuming a low-level caster has successfully identified a magic item (say a +1 sword in this case), would the item count as a "common item" for purposes of Appraise? At what level of power would magic items stop counting as common and warrant a higher Appraise DC?
Nix Tharel wrote:
I totally agree with what you've said, but surely an API that ties into monster stats, condition modifiers, skill check DCs and other objective concepts could work to everyone's benefit. It's not as though there's a massive market for PFRPG apps wherein one developer is seeking to shut the competition down. This is a miniscule community, and Kyle Olson's Combat Manager working with Hero Lab working with D20PFSRD working with Paizo Game Space doesn't do anything but benefit everyone.
This comes from a brainfart brought on by Gary Teter's previous "Tom Sawyer" post. My own technical knowledge is insufficient to do anything but pose the questions that follow. I am not equipped to contribute to the discussion in a meaningful way, but I'd like to hear people's opinions. With the advent of Pathfinder Online and the Paizo Game Space VTT, isn't it time for a unifying, open source API? There are so many disparate websites, character generators, mobile apps and virtual table tops, shouldn't there be some method of ensuring they work together? Programmer D&D-nerd friends and I have discussed this topic at length and it could be revolutionary if handled correctly.
The Bane wrote: Why did I grind to level 6 if I am just going to encounter, and have the same chance of cracking, the same difficulty of lock?! While I agree that having every DC scale with a party's level strains plausibility, neither should having a comparatively higher level mean that the challenge of adventuring should be limited to higher monster CRs. Using your example of a lock, from a DM/design perspective there are a couple of things to consider:
Generic Villain wrote: Another point: language, whether written or spoken, is not a static thing. Amen to that. It wasn't that long ago that all important nouns were capitalized, not just proper nouns. I'm an American ESOL teacher teaching British English to international students in New Zealand. The disparity between what students have been taught, what their expectations are, and what they'll encounter here in NZ leads me to believe that the acceptance of a certain amount of fluidity in grammar and spelling is necessary in this day and age. No, Jesus doesn't cry if you begin a sentence with "and" or end one with "for". Splitting an infinitive is fine if you do it to clearly illustrate the point you're trying to make. I may feel that using "loose" instead of "lose" demonstrates ignorance and makes me not want to read someone's post, but I wager that in 5-10 years' time, I'll be in the minority.
What APL modifier do you run them at? Running a solitary dragon against a party gives an action economy ratio of 4:1 or worse. Additionally, players often know when they're going to encounter a dragon, giving them the further advantage of preparation. As stated previously, give dragons the benefit of their intelligence. Maybe they've heard through the dragon grapevine that this party has been slaughtering their kin like livestock, so they've taken precautions. Dragons are the iconic big bad, there's no point running them against a party unless they can put a reasonable hurt on the PCs.
Grand Magus wrote:
Gravity "bends" space-time. It's the same principle that causes black holes to appear black (i.e. we can't see them).
In a large group, a fighter with combat expertise and a range of combat maneuver feats could provide a lot of variety. I played a monk in that vein who was the only melee-er in a group of wizards and all that stopped the bad guys from getting to the squishy mage-meat was me and a couple of summoned aurochs.
Ravingdork wrote:
I reckon if you're going to go that far, you shouldn't deduct the weight of food eaten until, say, 6-8 hours afterward. Depending on Constitution/Fortitude/spiciness.
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