1) The second paragraph is talking about charging on a horse, while the third paragraph is talking about taking a double move on the horse. These are two different concepts. A charge is effectively a move + standard action (in Beginner Box terms) that allows you to move up to twice your speed and then make a melee attack. But even though you can move up to twice your speed, a charge is not the same thing as taking a double move. In other words, if you're riding a horse and want to move up to twice the horse's speed and still make a melee attack, you have to charge (+2 to-hit, -2 AC). If you just double move on the horse, you can only make a ranged attack (at -4 to-hit) at the half-way point of the horse's movement. 2) The third example of a line spell represents casting at roughly a 30-degree angle (or so it appears to me, just eye-balling it). Any figures in the shaded spaces would be affected by the spell. Hope this helps.
Vic Wertz wrote:
I've often wondered about this. Shouldn't the DC for a 3rd level spell scroll be 13 instead of 14? Or is the BB making a special exception here for some reason?
The BB doesn't really use favored class, but it is easy enough to add in if you like. Thrown weapons may be a more viable option in the BB since there are fewer competing options overall. If a player wants to throw a lot of weapons, they should purchase several of them and then pick them up after the battle. Off the top of my head, I don't believe the BB has any returning magical weapons. But again, if you want to add some to your game, it is easily done. Cheers. -EdOWar
I've posted the Bloodrager conversion. Also, a one-page sheet of structures and a new monster template. Cheers.
Ivan Rûski wrote: Thanks for this stuff Ed. Just curious, how come you used Damiel for the half-elf picture? He's an elf. Seltyiel and Lirianne are the iconic half-elves (and possibly one of the new ones; haven't looked yet). I'm not intimately familiar with the 'iconic' PF characters. When I was looking for appropriate art, he probably looked more half-elfy to me than anyone else.
In practice, our group typically requires a Perception check after a player declares they are searching for a secret door in the room. We don't require them to specify a location (old school D&D used to require targeting a specific 10x10 square). Usually everyone in the party is checking, so someone is bound to make the check and find the door. I have no idea if this is the "official" way to do it, but it's quick and clean and works for us. Also, our group also requires more specificity when searching for traps. What exactly is the character searching for traps? A chest, a lock, a doorway? In this case, the specific details could be important.
alkatrazshock wrote:
Generally, I describe a room or situation and then wait for my players to tell me what they want their characters to do before telling them what kind of checks to make. However, the group I play with is pretty experienced with RPGs, so starting out you may find it better to give your players all their options up front and then let them choose. Over time, as they get used to the concept, they'll tell you what they want to do on their own initiative.
alkatrazshock wrote:
Yeah, edited my post to address your other two questions.
Healing time refers to game time, not real time. So, healing 8 hours in game time can be resolved in just a minute of real time, provided nothing else interesting happens in-game during the 8 hours. Just say "Eight hours goes by and you heal 2 hit points," or something like that. Does that answer your question? Regarding checks, only tell players what check to make based on the action they're taking. If they're looking for traps or secret doors, tell them to make a Perception check. If one character is reading the ancient runes, have that character's player make a Knowledge check for their character. If they try to do something potentially risky, like jumping across a pit, let them know what kind of check to make, give them an idea of the risk involved (i.e. how hard would it be to succeed) and tell them the consequences for failure (i.e. if they fail the check, they fall into the pit and take damage). This way the player can make an informed decision about the task. Food and water don't heal you like they do in many video games. The game is a simulation of life, so your characters need food and water to survive. Many GM's hand-wave this aspect of the game, finding this kind of record keeping tedious. But it could be important if the characters become lost in the desert, for example.
Each casting class specifies how many bonus spells are gained per day for high casting stats. If I recall correctly, it's something like Intelligence (or Wisdom) 12+ = 1 bonus 1st level spell per day; 14+ = 1 bonus 2nd level spell per day (in addition to the 1st level spell); 16+ = 1 bonus 3rd level spell per day (in additional to 1st and 2nd). Please note that the Beginner Box does not give out as many bonus spells for high stat scores as Pathfinder Core rules do.
I've considered implementing a few of these suggestions myself, in particular getting rid of confirming critical hits (actually, I'm surprised Paizo didn't do this for the BB to begin with) and using 5' for all diagonal moves. I'd also like to add 4E's square-shaped AoE's...less realistic perhaps, but then it is a game, not a real-life simulator.
As much as I would like to see a "Expert" version of the Beginner Box, I have to agree that it would probably be a bad idea for Paizo to do so. Trying to keep two different customer bases happy would expend a great deal of resources for little gain. That said, the main differences between Core and the BB (aside from presentation) is that BB does away with AoO and CMB/CMD. Some other things are simplified as well, but the gist of it is you could probably run the type of game you wanted using the Core rules and just omit everything having to do with AoO and CMB/CMD, capping the game at level 10. Maybe omit the various class archetypes, too. On a side note, you can actually get up to level 6 in the BB using the Transitions document (and a little bit of homework). Edit: On another side note, in 'Old School' circles there's a style of play called "E6" where the highest level heroes in the land are, at most, 6th level. There's also another approach that treats the Basic D&D Red Box (which caps at 3rd level) as a complete game, totally ignoring the Expert (and later) rules. The BB sort of compresses both into one box, and is well suited for this style of play.
Ramzamc wrote:
I'm glad you find the conversions useful. I have no problem with people building on my work. My only request is, if you release for public consumption, just acknowledge my work. Also, if you release for public consumption, you'll have to comply with Paizo's Community Use Policy and the OGL (as I found out the hard way :) ).
lurchslayer wrote:
If you mean make the pregens for each class? I think DWishR was working on that and the ones I saw looked simply amazing, so much better than anything I could ever do. I know there were some problems with the trade dress on the pregens, but hopefully that'll all get sorted out soon. -Ed
Koren n'Rhys wrote:
Hehe, I really hope they don't have to, either. I never got the chance to see DWishR's original pregens, so I don't know how close to the trade dress they got. Hopefully my conversions are different enough to not violate anything. At any rate, I'm looking forward to seeing the new versions of the pregens. I've gotten some requests to do pregens myself, but if someone else is willing to do them, then I can spend more time on something else (like a PFBB megadungeon). -Ed
Thanks everyone. I'm glad people find these to be useful (especially after all the work I put into them, hehe ;) ). Just posted a PDF that consolidates all the new feats from the class conversions with the feats from the Heroes Handbook and the player's supplement that Paizo put out. You can dl it at the link above. Cheers. -Ed
The samurai conversion was posted to my blog yesterday, and with that I've finished BB-ifying all the core classes. I'll consolidate all of the classes into a single PDF in a few days, so everything will be in one handy document. Please let me know if you have any questions or catch any errors. Many thanks. -Ed
Hideously Deformed wrote:
Thanks for the high praise. :) Basically, if a monster or class uses a mechanic not presented in the Beginner Box (such as AoO, combat maneuvers, etc.) that power or ability is usually jettisoned. I may use a work-around if I can think of something simple enough. Also, if I think something is too crunchy or complicated for the BB, I'll usually drop it, or tweak it if I can. When working on the class conversions, I try to keep in mind that someone may want to convert to Pathfinder Core at some point. So, I avoid adding mechanics or abilities that would have to be 'taken away' from the player if they did convert to the core rules. This isn't an issue so much with monsters, though, as the PCs will probably never realize the difference. -Ed
S'mon wrote:
Doh! That's an oversight on my part. I'll correct it ASAP. I hope the Oracle works as well as the Alchemist. Thanks. -Ed
Rebis Ouroboros wrote:
I'm gettin' there. :) Just posted the Oracle a few minutes ago. Summoner is next, then Magus and then the UC classes.
BillH56 wrote: Ed, Thank you for sharing the link here. My best friend and long time gameplayer will be joining my family's game. It was both funny and frustrating for us as he has tried to chose his character type. He asked about gomes, half-elves,bards, and sorcerers. I just sent him the link to your webpage. Oh, cool, thank you. I hope he finds it helpful. There's a race addendum up there too, adding gnomes, halflings, half-orcs and half-elves. -Ed
Don Walker wrote: Ed, I took a look at the Witch PDF. Very nice, but why no Slumber Hex? I thought I responded to your question earlier today, but now I don't see it. Anyways, perhaps I hadn't read slumber closely enough and thought it too complex to add to the BB witch. However, reading it now, it seems simple enough to add. So feel free to do so if you like. I may add it if I have to do a correction to the witch class. Thanks.
You're welcome, I'm glad people are finding these to be of use. I just finished the Inquisitor conversion, for anyone who's interested.
Sean K Reynolds wrote:
Thank you for pointing that out. I guess I missed it when I read the Player Pack before.
Mordo wrote:
My understanding is that, more or less, in an E6 campaign the level cap is 6. So, an E5 campaign would have a level cap of 5, to match the BB. PCs still get to pick new feats after level 5, say every additional 5,000 XP or so (or maybe 10,000 xp, not exactly sure yet). I don't think it would require any more work than that, unless I've missed something about E6 style campaigns. -Ed
House rules I've thought about: - E5 style campaign
I talk a bit about my 'hypothetical' BB campaign here on my blog, if you're interested. -Ed
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