poisoned? diseased? making the saves? cursed? special wanna-die-can't-behealed-viking-power? or he just tells them he doesn't wish to live. On the other hand: GMs and NPCs shouldn't always get their wishes, so if they save him against his will he can go off and commit seppuku later - or carry a nice grudge against the PCs - or get over it and become a farmer. It's collaborative gaming/story telling; sometimes the train sprouts wings and rocket boosters and flies off the rail. The way I see it:
Check him for horizontal spin, if he keeps his dice lying top side up (like I and many other gamers do). He might be picking up with finger tips and it only spins around a vertical axis and 'locking' the top side in the up position. With practice you can gain very good control with a d20 (harder) and lower dice (easier). Physically bigger dice make this technique easier to learn. Remember: it might not be intentional. I had a DM who did this with his oversized d20 without realizing it, he figured the die was weighted - but it wasn't for anybody else :) it was his way of throwing the die.
This is one way I start sketching out a large city if I don't have a clear image. Write down keywords for what you want, you've done this. You could start with drawing an interesting skyline, then assign a few words to the iconic/defining structures of the city (from that angle). Make an outline of the city directly below the skyline, draw vertical lines to place the skyline structures and major parks/places in the city - not too close, not too spread out these things like to arive together but apart from existing - the areas around these structures are high value property, it's more prestigeous to be closer important buildings and probably safer. Main import/export hubs: port(s), gates, maybe pseudo-airport, portal hub - some can overlap with important structures. Close to these are your primary marketplaces (often both sides of gates, inside being more expensive). Markets are mostly safe places, so living close is better, ie. more expensive. Where does food come from? Services: Bigger city, more waste. Messaging. Deliveries. Transportation: public, rickshaw, tracks, private transport (cars/bicycles)? paving, access (who's allowed to go where). Industry: What is produced? Where? Industry smells bad, around these are cheaper, crappier housing. (where is the product used? a shipyard might be close to largest or oldest port) Recreation: Parks are a newer invention, prime realestate used for "nothing" - pure luxury, high maintenance. Bars, clubs, paid establishments for all classes, plays, music, movies(illusions?), art. Defences: Wall(s)? In-city military facilities? City guard? Fliers? That's a lot of mapping and overview. Government? Bureaucracy? how does govenment change?
Once you start filling in the blanks you quickly get a lot of material. Ideas have a tendency to multiply like rabbits.
Avoron wrote:
That is from PCS: Distant Worlds. So? By 'you' I meant 'you as a player'. And if a player somehow gets (sp) planeshift - I would still require a focus... because I'm a jerk GM who says you lack the inherent understanding of planar travel that allows some creatures with that ability inherent to their kind to travel without foci. Also
DonDuckie wrote: Outsiders with (sp) planeshift might be less restricted as they don't see the planets as all that different from one another Or am I completely missing you point?
remorselesslysulkiest wrote:
Unspecified. So - yes! Absolutely.
Greater teleport (rules line) does say range: unlimited (or similar, I didn't look it up). 'Distant Worlds' clarifies that this is not true for interplanetary travel (page 53). Page 3 of that same (and amazingly awesome) book also explains that simply plane shifting twice isn't a viable method for interplanetary travel. These are in the campaign setting line, so they are mostly flavor for golarion. But there are giant space whales that can carry passengers (by swallowing them) to other planets in 3d20 days. That devil is looking pretty tempting I would say. ;)
MendedWall12 wrote:
It wasn't meant as an 'accusation' or trick question, I have a near complete collection of rulebooks and campaign setting lines plus some 3pp, and I'm still accumulating more books every month - one of the things I love about pathfinder is the constant flow of material, and "better" systems don't deliver on this (addiction). As for financial advice: don't throw good money after bad. :) Cerberus Seven wrote:
I do try to teach and I just give it a little at a time, nobody learns it all before playing - a lot. I'm not too keen on RP incentive mechanics, but that might just be my experience with GMs who almost punish players for not RPing to their satisfaction, or RPing passive/shy/careful characters simply doesn't get you anything. I don't think paizo will run out of players for this style of expanding game system. But yes it does target other groups than lighter TT/video games. Although there is a PF MMO on the way if it's not released by now (haven't kept up with news for a while). Thanks for the answers.
Secret Wizard wrote:
That's two people saying it (badly) needs a new edition. Why is that? Is pathfinder really the system for you if it badly needs to be replaced?
New edition? I don't think we're getting one, I don't think we need one, and I don't want one. I'm perfectly happy with paizo continuesly adding to the existing system. And as for the "what's allowed and what isn't"-talk, groups should always discuss the campaign they are about to start. And I have heard a GM argue "I don't want to read five extra rulebooks to play", to which I suggest: just read the relevant bits; classes, feats, variant systems and say yes or no to each of those. I love the amount of stuff that's available both as a player and a GM.
Cuuniyevo wrote:
Thank you. The surge ability holds limitations for prepared and spontaneous casters respectively, I believe all casters are one or the other or both, but never neither(I can't cite a page for that). Bone says in some posts that the ability grants the ability to cast spells, as a spellcaster which neither 'prepares spells' nor 'doesn't prepare spells' (the closest definition of a spontaneous caster to my knowledge).My view:
The fighter 1/archmage 1:
It's a contradiction. PS.
I prefer point buy. And when compairing builds, it's really the best (arguably) method for cross class/race comparison. I never liked the random rolls, partly for how it was presented to me at first:
It also prevents fudging/cheating stats in organized play.
Dale McCoy Jr wrote:
Perry? is that you? ... oops .... I really like(d) 9 swords, but I never enjoyed 4e, too generic-with-different-names for my taste. I did not know they were in any way related. I don't think there is a PF 2.0, there is no need for it, PF material sales are still going up (last I heard). In large part I would suspect because of PFS events and not overdoing the splat in the shape of major powercreep that invalidates earlier material the way 3.5e did.
I'm not sure, but I would like to know this. The mythic power is an immediate action to use. The arcanist exploit is a standard action to use. It just changes countering from a prepared action (which I believe delays your entire round) to a standard+immediate. And the spell must still be identified. So I don't think it's quite the same ability. But I'm not entirely sure.
I used to do the same thing and made crazy restrictions, mostly out of fear that the average player is comparable to a forum optimizer. Now, I'm pretty much anything and everything that dosen't spoil anybody's fun. And if it's a non-standard option, make me a rules reference card similar to spell cards. I still reserve the right to approve characters and ask about basic ideas, plans, and tactics, and if something was blatantly kept from me in order to exploit it during the game, it simply won't work by fiat. (hasn't happened yet, players are generally nicer than GMs fear) This boils down to simple "rules cards"; when you start at low levels there aren't that many options, and as the game progresses when more cards are added the previous cards should be fairly familiar. And the burden of learning new rules is limited to what is actually used. Rather than an entire shelf of books. For higher starting levels or shorter games, I would probably limit the material to what I know, and allow new material only in the same gradual way as above, ie. leveling/retraining. "I don't have that much experience. But I make up for it by being very opinionated."
Hey Forum I been thinking about adding a new house rule to my game(s):
Example(if needed or desired):
Feats with BAB requirements, would still only count BAB. Like Improved TWF. Upsides:
Downsides:
I really like the upsides - which should be obvious, since I'm advocating the rule :) My take on the downsides:
d2) GM beware! d3) The extra damage will shorten combat, which alleviates this issue d4) Ranged combat already has advantages over melee.
d4.1) other (not-the-point) house rule:
I've considered not letting projectile weapons transfer item properties (eg. flaming) or enhancement bonus to damage to ammunition. But all in all I consider this a minor issue. d5) meh... (okay - bad argument, but it's all I have) ---------------------------
It is of course exploitable, but my players are focused on fun, but not attracted to martial classes.
Thanks...
I use the Golarion(ish) gods, my own gods, other gods, pantheons, old nameless gods, dead gods, godlings and demigods, powerful outsiders, ascended mortals, and principles/alignments. All available for worship. Gods will interact with creatures of the world when the world interacts directly with their existence. They are mostly kept in check by "fear" of all the other gods.
I only modify cosmology a little; as in the gods don't reside in the aligned outer planes, but has their own (unreachable by normal planar travel) "far planes" where they offer an afterlife to worshippers and others they find worthy.
I like my sources of the divine in the anything and everything catagory.
Wizard copying spells from Alchemist Formula book… I wonder why the designers decided wizards can't?
Araxiss wrote: Isn't there a stipulation somewhere that says a player, with DM permission, can learn spells outside of the sorc/wiz spell list if they do appropriate research? Or am I remembering incorrectly? With GM approval: all is possible :D I don't know of any rule that allows wizards to expand the spell list, I think even the create new spells section recommend not to steal the spotlight from others. The sorcerer has a wording that allows for spells from other classes. (As I interpret it, others disagree):
I bolded what I consider the key word to allow sorcerers to choose a minority of his spells from any spell list in the game, which I think is in line with the nature/spirit of the sorcerer class. @MagusJanus:
I don't use any, but I'm open to it, and I have tried to come up with something. My problem spellcaster:
My idea for a solution:
Succes: they cast the spell
------------
I like to allow as much as possible as long as characters are interesting and likeable. So I don't outright ban anything, but I will ask how you intend to play your character, and if you want to spam some trick, run it by me first. But I don't mind others limiting sources (now), but I did once get the argument (for 3.5) "because you don't need more than core", to which I asked "do I really need more than commoner?" It was a jerk question, but my feelings were hurt... because to me it's not always bloat - it's options and potential.
I would allow it. My games are polytheistic, and most people worship different gods in different aspects of their lives: god of war for strength in battle against bandits, and later that same day a god of farming to protect and grow his crops. Worship isn't just folding your hands and speaking some words, or being in a special room at a specific time of the week... it's living by the philosophies/values of a deity - whether it's done in the name of that god or not. As for how the gods view this, they are "powered" by worship (yes or no, not number of minutes), and not worshippers, and worshipping multiple gods takes nothing from any of them, but gives to all of them. They arrange in pantheons, and they have allies and enemies, and they don't appreciate empowering their enemies, but they are rational about their worshippers also worshipping other similar "minded" gods - including those who share an alignment.
In my mind: Not forgiving people for trying to kill you is not evil, at all. At worst, their actions were neutral. You can't attack people until you realize you're losing, and then just expect to go on as happy friends. Asking for mercy is not the same as deserving it. As for the "battle-fury" argument: If you can't distinguish between an armed attacker and a surrendering foe - you're going to die!
LazarX wrote:
I don't agree with that definition, or the spirit; catch off-guard is more about your opponent not expecting you to be too dangerous with a regular hammer or a golf club - two items not specifically engineered to be used as weapons. But if crafted properly, they could easily look like mundane items, but function like masterwork improvised weapons. And about the enchanting. I have no doubt that improvised weapons can be enchanted, as long as they have the 300 gp masterwork quality/component required to enchant weapons. Items don't have a "mouse-over popup" that tells you if it's a weapon or not. Enchanting items as weapons requires they where crafted with exceptional care and craftmanship, ie. the 'masterwork component', and the 'Craft Magic Arms and Armor' feat. If those two requirements are met, then you end up with an item enchanted as a weapon - possibly an object usable as an improvised weapon. Many weapons started out as tools. And because in game - And this is important to me :)
So this falls in the big bucket of rulings based on "Why wouldn't it be possible?"
CWheezy wrote:
Because the skeleton isn't actually real, and we're trying to have fun, even at low levels. For the sake of the game, it's allowed to use less than out-of-game numerically optimal tactics. Even if it's just to not kill players in bulk.
Since any alignment is capable of working with others, sharing stuff, having friends, and finding that special someone, the problem isn't that he wants to play an evil character, the problem is he wants to play a jerk character. And that (regardless of alignment) goes against one of my table rules: All characters must be likable.
I agree, there is an apparent overlap. An alternative I've worked on was consolidating knowledge skills(and now also Spellcraft) Knowledge(natural) <- nature, geography, dungeoneering
knowledge(engineering) would is replaced by appropriate craft or profession checks.
You are not visible from thousands of feet away when using darkvision. The everburning torch is more expensive than the ioun torch which by default hovers around your head. And continual flame could just as easily be cast on anything other than a torch shaped stick.
So having one sticking out a backpack isn't really game breaking. EDIT: I don't always get ninja'd, but when I do - I get ninja'd by James Jacobs
I allow leadership. GM and player create the cohort together. (Because the effect of spending a feat shouldn't be a surprise).
And I allow you to obtain and/or hire cohorts and followers through RP, but leadership gives you some protection from schemers. If it isn't working, we retcon.
Thoughts? I think leadership is a fine feat, it allows a player to gather a personal army or found his own town, even if he doesn't want to RP the whole thing. Is it overpowered? not when the benefits are already available through reputation, story, money and/or RP.
Tom S got you covered on CRs(adding one class level adds one to CR), so I'll make a (slightly more) detailed example of the lizardfolk druid 4th: Give him some new ability scores from an NPC array or point buy. then modify these by: Str +2, Con +2, Int -2 race bonuses: +5 nat AC, swim 15ft(or climb 15ft). Level / Hit Dice
that's 6 HD: total of 3 feats and 1 ability score increase.
skill points: 2+2+4+4+4+4+(6xINT) = 20+6xINT
BAB +4
Spells:
SQ: hold breath, natural bond(monitor lizard companion), nature sense(+2 on know[nature] and survival), orisons, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape(1/day, beast shape I) This should illustrate the process of adding levels to monsters. The animal companion is the same as for any other level 4th druid. He should have wealth like an 6th level NPC. I don't know how deep you want this character, but maybe consider skill points in linguistics for common(or as GM you can give it that for free) if he talks to the PCs. And climb and swim speeds give some bonuses to skill checks and others.
As a player: Rolling initiative and going first would have me in combat mode and attacking as well. But I usually ask what I see first. As a GM: I could ask players to roll initiative to see how they act in a situation instead of just reacting to it - because that's roleplaying. Like an encounter in the forest. I may also ask for perception checks even if there's nothing interesting to notice. On the rules quote above(2 up):
in logics: it's => and not <=>
I would say that the adamantine golem discription is the more specific of the two and therefore beats the general effect from mace of smiting against constructs. (specific overrules general) If it came up, I would rule that a critical reduced the adamantine golem to 0 hp but wouldn't completely destroy it.
Ancient thread... but it's new to me, and I like it. But I'm not just bumping it, I wish to contribute. On the subject of not having a body part requirement, as a GM I would(and do) rule that the spell's range of 0 ft means the original creature has to be present for the full casting time. Also: the material component mentions an ice sculpture of "the target", I understand the spell doesn't have a target, but I ruled: This spell targets the original creature, duplicating its powers with shadow magic and placing these powers in the ice sculpture and thereby animating it. (I believe my original wording contained: "with shadowy stuff") Awesome thread for all those of us who love simulacra. Aliases
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