Blades in the Dark actually has a system for that and it's really neat, though I don't know if it would fit with this kind of game. I know in FantasyCraft some of your cash got automatically deducted for this each adventure but again I don't know if that would sit with people.
I can't say I really care one way or the other about goblins as core races. I don't really play golarion that much because I don't particularly care for the setting, but in a game that does I'd be fine with gms nixing PC goblins. It's your game after all.
What I am more concerned about is how stats are being handled. One of the things I disliked about the racial attributes is that it severely hindered some races and pigeonholed them into concepts, which is why stuff like human, aasimar, and tiefling were the most optimal races (seriously, if you played pfs back when tiefling and aasimar were allowed they and humans were basically filling the table. I hope the new way they're doing this fixes this otherwise we'll run into the same problem. Honestly I'd rather racial stat penalties be flat out abolished like in 5e or 13th age, but I doubt that will fly with the target audience.
The ancestry feat concept seems cool, but from reading I'm afraid that they might include trap options. That was also a real problem with race feats, and I'm cautiously optimistic that they'll fix it.
I feel like Save or Die/Save or Lose effects should affect regular enemies differently than PCs or boss enemies. It makes sense to just take out regular jobbers, but to instantly kill a PC or Boss just feels really anticlimatic and frustrating, doesn't it?
I would much rather these spells depart a debuff on special characters, or at the very least, have the effects take place over a couple rounds as opposed to instantly, so you can do something about it.
-Keep all different kinds of species/races/ancestries whatever. Having a lot of different PC options for species is one of the things I like about this system.
-Keep releasing a lot of premade content. I know you will because that makes bank, but having APs and Society scenarios and the like is very nice. Even if I don't use the whole adventure or anything, it's nice to steal a few things from it or reuse maps and such for different games.
-Cut down on really wonky rules for the sake of the nebulous concept of verisimilitude. I understand that the system is supposed to be simulationist, but having a ton of rules for things often ends up getting in the way or getting ignored.
-Keep enemy and PC gen rules separate. I don't got time anymore to stat up every enemy--in fact, I usually just say screw it and give enemies abilities and such as I see fit to make an interesting encounter, the rules be damned.
-Heavily bias ancestries in stats and whatnot. I like being able to play a lot of different species; I don't like being completely handicapped because I didn't pick the right one. This also applies to making species that are just flat out better: humans and old aasimar and tieflings were always great choices for a reason.
-Require feat taxes and chains for things. These were both annoying because not only did you have to all in on something to be reasonably good at it (looking at you combat maneuvers), if you got in deep and realized what you took wasn't that good you were screwed unless your GM was nice and let you restat your character. Things like these make it very easy to trap yourself into a subpar character. It would be more cool to have feats that just evolve as you level up or something.
-Include enemies with really wonky damage resist or immunity mechanics or other such oddities at level one. It's not fun to run into a dungeon as a newb and be unable to hurt something because you didn't know to bring multiple weapons or buy that oil of magic weapon, or being completely shut down by a flying or invisible enemy because you didn't know about the chalk in a bag trick.
-Include deeper darkness. Seriously, that spell can burn in hell. Actually, don't have complex light and dark rules to begin with, they're just cumbersome.
-Require the Big Six. I know this was partially addressed in Unchained, but it's not cool to be like "oh wow this magic item is really interesting! But I gotta keep my +4 cloak of resistance so I don't get bodied so...".
-Have a huge list of skills. The skill list is kinda bloated in my opinion and could be trimmed down.
-Be afraid to test something because it could be seen as "too much like 4e" or "not enough like pathfinder". This is your chance to break new ground, and if something don't work, you can throw it out and try something else during the playtest period.
I think balance is important, but as a means of fun rather than an end in and of itself. It doesn't have to be perfect or anything but it should make the game easier to run and the game more fun for the people playing it.
I recall reading a blog post about a week ago in which the author angrily asserted that game balance doesn't matter, that it was spotlight balance that did, but it feels like he didn't consider that game balance might be a contributor to spotlight balance. I dunno tabletop games are weird.
I think we're getting a little off topic here, which was the narrowness of builds not rping stats and stuff.
I will still argue that some of the reasons of people following guides and builds to a t may be that they don't know what they don't know but know they don't know a lot so want to play it safe.
the secret fire wrote:
Let's be careful calling those who follow these guides to the letter not bright--you have to understand, it takes some experience to actually KNOW what you can follow to the letter, or what your group is like or how their houserules will influence things, etc, and it's not always readily apparent. That means when you are new to the game or even a different class, you have to take a lot of things on faith, and there may be a lot of tricks and other things that you might not have even thought of.
But what's important to remember is that you do n't want a character that is bad, like Lucy said. My first character was a fighter and he was terrible and unfun, so when I made my oracle I followed a guide despite my personal preferences because I didn't want to make another unfun character. Unfortunately, I didn't know all the subtleties and ramifications of choices , nor all the other material that could help me, so I ended up with a character with a lot of choices I didn't like or didn't help me. That's not to say the character is useless, but if I had the experience then opposed to now I'd have a much better idea of what I should and shouldn't have followed in that guide.
You just have to keep in mind, you sometimes don't know what you don't know and when you're new you might not even know what questions to ask. Moreover, you might not even be able to distinguish bad advice from good advice when you do your research unless you have some experience. So please don't confuse ignorance with stupidity.
Lucy is 100% correct, but I'd like to add that sometimes guides should not be followed blindly, and that you should double check with others because they make mistakes. I followed a guide for my first character and it gimped him good, partly because it didn't adequately explain the ramifications of the builds (by the way, if anyone says you should dump wis if your class has a good will save, they are very very wrong). I've seen some really crappy advice in guides, so new players not only need the guides but someone with experience too to help them interpret them.
Ok, thanks for the input (but quickened time stop plus prismatic sphere? That's some SMT level stuff right there).
Another slightly unrelated question, but how dramatic is the fight usually? What I mean is, by this time has karzoug really built himself up against the PCs so that there's a lot of tension and personal reasons for winning, or does it tend to just be a sort of here's the final boss type thing?
I see. I was afraid of much...I tend to not really like slow pacing all that much. Well, regardless, I hope the game goes well.
To be fair, failing that will save is just as bad, and that usually ain't a martial strong point. I am unsure how often you really run out of healing or spells at higher levels; I can only recall one time I ran out of in combat healing as a life oracle, and technically we all had potions and wands left.
Grem Schmidt wrote:
Sorry, I didn't mean to sound like that guy. Like I said, first time doing pbp here and I'm used to gms responding to actions or comments (or at least saying if you hit or not), so I was feeling like I was being flat out ignored, especially since the gm had responded to people before.
So I was reading through Kobolds of Golarion and thinking about it; kobolds are super subservient and suck up to dragons really easily, yeah? That's why any sort of chromatic who doesn't just eat the little things has them as underlings.
That's a common tale, but I have to wonder, do any metallic dragons take on tribes of kobolds? I mean, if a dragon is good (or just needs some underlings to take care of minor stuff he can't bother with) then wouldn't he want kobolds, either as servants or to actually try to redeem them with his draconic goodness? I mean, Apsu is a dragon god but there's nothing really established in the book that says any kobolds worship him, even though one of the creation myths presented credits Apsu with creating the kobold race from his dying draconic children after his war with Dahak.
So I'm wondering, is there any official instances of metallic dragons having kobolds? Do kobolds generally see metallics with disdain, or is it just too rare a circumstance?
First, I'm trying to roll an acrobatics check. The bonus is +47
Next, I'm trying to roll my attack rolls. The bonuses are, in order, +72, +52, +47, +47, +42, +42, +37, +52
The damge rolls seem fine now, as is the grapple roll, but for some reason those other 9 rolls refuse to roll correctly. I've tried changing the order of the modifiers, putting in spaces and line breaks, adding a 0+ to the beginning of each to hit roll, but nothing seems to be working and it completely baffles me why.
Alright in that case, I'll have the following:
-Mythic point to increase my speed by 100, bringing it to like 220, 270 with haste.
-Try to use a scroll of barkskin (at CL 12th I actually have to roll for the DC 32) 1d20 + 28 ⇒ (13) + 28 = 41 if it works my nat armor increases by 5
-Use my scrolls of resist energy to resist fire, cold, elec, and sonic 30 DC 31 on each
-Cast Overland Flight, Ablative Barrier, Mythic Stoneskin, and Greater False Life 2d10 + 20 ⇒ (7, 7) + 20 = 34
So after all that crap and all my other buffs, I'm looking at 73 AC, 360 HP, Fort: 33 Ref:41 Will: 33 with +4 vs disease, poisons, and stun, dr/10 adamantine which probably won't matter, a total of +8 to my to hits and damage, 16/23 Mythic points and 22/23 Arcane points left. Let's see how quickly I die.
Alright I finished mine. GM, I'm still unsure if you rule if Monk's Robes increase damage dice after 2d10; what's your ruling on that?
For those that don't wanna click stuff
NG Male Tengu Martial Artist and Kensai 20/ Champion and Archmage 10
Init: +34 (always 54 on init check) (+14 DEX, +9 INT, +10 Mythic, +1 Competence)
AC: 68 Touch: 55 Flat footed: 44 (+14 DEX, +9 INT, +8 WIS, +13 Armor, +6 Monk, +1 Luck, +Dodge, +5 Deflection, +1 Insight)
HP: 315 (20d8+250) 85 base, 20 fcb, 20 Toughness, 20 mythic Toughness, 140 con, 50 champion
Fort: 29 Ref:33 Will: 29
Defensive Abilities: Evasion, Improved Evasion, Physical Resistance (5 points), Greater Defensive Roll (3/day), Canny Defense
Immune: Fatigue, Exhaustion, Stunning, Death Effects, Energy Drain
Speed: 120ft, fly 60ft
Melee: Holy Evil Outsider Bane, Mythic Bane Unarmed Strike +37/+37/+32 (4d8+24| 19-20 x3 +2d6 vs evil +4d6 vs evil outsiders) or+33/+33/+28 (4d8+32 |19-20 x 3)
Flurry of Blows: +40/+40/+35/+35/+30/+30/+25 (4d8+27 | 19-20 x3 +2d6 vs evil +4d6 vs evil outsiders) or +36/+36/+31/+31/+26/+26/+21 (4d8+32 |19-20 x 3)
If large air elemental, DEX increases by 8, damage dice increases to 6d8, to hit increases by 3, damage increases by 4, AC increases by 8 (+5 nat armor, +4 DEX, -1 Size). Against evil outsiders attack and damage rolls increase by 4.
Arcane Pool: 24/day, Mythic Power: 23/day surge 1d12, Weapon Mastery (Unarmed Strike) Quivering Palm DC 29, Pain Points, Exploit Weakness, 23 aoo/round
Stats and Feats:
STR: 16 DEX: 38 CON: 24 INT:28 WIS: 26 CHA: 14
Base ATK: +15 CMB: +36 (37 on Disarm, 40 on grapple) CMD: 74 (76 vs disarm, 78 vs grapple)
1. Weapon Finesse, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike), Combat Reflexes
2. Improved Grapple
3. Agile Maneuvers
5. Elemental Spell, Pirahna Strike
9. Greater Grapple
10. Improved Critical (Unarmed Strike)
11. Pin Down, Toughness
12. Deflect Arrows
13. Quicken Spell
14. Snatch Arrows
15. Spell Perfection (Shocking Grasp)
17. Iron Will, Greater Weapon Focus
19. Great Fortitude
Traits: Magical Lineage, Clever Wordplay UMD (apparently you can do this)
Languages: Common, Tengu, Draconic, Tien, Elven, Abyssal, Infernal, Celestial, Aklo, Slyvian, Halfling, Gnome, Orc, Gnoll, Nagaji, Auran, Ingan, Aquan, Terran, Varisian, Halit, Skald, Ancient Ossirian, Shadowtongue, Necril, Undercommon, Minkain, Thassalonian, Polyglot, Shoanti, Hon-La, Vudran, Giant, Goblin, Aboleth, Garuda, Dwarven, Grippli, Catfolk, Minatan, Samasaran, Wayang, Cyclops, Boggard, Senzar, Hwan
6th (5/day) Greater Dispel Magic x2, Mythic Elemental Body III x2, True Seeing
5th (6/day) Overland Flight, Mythic Wall of Force, Teleport, Fire Snake, Elemental Body II, Telekinesis
4th (6/day) Greater False Life x2, Mythic Stoneskin, Mythic Dimension Door x 2, Greater Invisibility,
3rd (6/day) Heroism x2, Fly, Mythic Haste x2, Displacement
2nd (6/day) Mythic Mirror Image x2, Ablative Barrier, Glitterdust (DC 21), Invisibility, Scorching Ray
1st (7/day) Mythic Intensified Shocking Grasp x 3, Mythic True Strike, Mythic Intensified Elemental Shocking Grasp (Fire), Shield, Mythic Quickened Intensified Shocking Grasp
Class and Race abilities:
Exotic Weapon Training (Rope Dart, Bich’hwa, other stuff that doesn’t matter)
Low light vision
Greater Spell Combat
Martial Arts Mastery
Magus Arcana: Bane Blade, Devoted Blade, Accurate Strike, Spell Blending (heroism and Greater False Life), Lingering Pain
Sudden Attack (Ex)
Legendary Champion (Ex)
Impossible Speed (Ex)
Uncanny Grapple (Ex)
Fleet Warrior (Ex)
Shatter Spells (Su)
Competent Caster (Ex)
Enduring Armor (Su)
Mirror Dodge (Su)
Channel Power (Su)
Mythic Spellcasting (Ex)
+6 Belt of Physical Perfection 144,000gp
+6 Headband of Mental Superiority (Fly, Diplomacy, Bluff) 144,000gp
+4 Tome of Clear Thought 110,000gp
+4 Manual of Quickness of Action 110,000gp
+4 Manual of Bodily Health 110,000gp
+4 Tome of Understanding 110,000gp
+5 / 6 Pauldrons of Unflinching Fortitude 37,500gp
Monk’s Robe 13,000gp
+5 Ring of Protection 25,000gp
Ring of Freedom of Movement 40,000gp
Jingasa of the Fortunate Soldier 5,000gp
Eyes of the Eagle 2,500gp
Sandals of Quick Reaction 4,000gp
Gauntlets of the Skilled Maneuver (grapple) 4,000gp
Bracelets of Second Chances 15,750 gp
+3 Spell storing Mythic Bane (evil outsider) Amulet of Mighty Fists 100,000gp (Stores Empowered Intensified Shocking Grasp)
Handy Haversack 4,000gp
Thorny Violet Ioun Stone 8,000gp
Pale Green Prism Ioun Stone 30,000gp
Dusty Rose Prism Ioun Stone 5,000gp
Dusty Rose Prism Ioun Stone (Cracked) 500gp
Polymorphic Pouch 5,000gp
Pearl of Power I x6 6,000gp
Pearl of Power II x 3 12,000gp
Pearl of Power III x 3 27,000gp
Pearl of Power IV x 3 48,000gp
Pearl of Power V x 3 75,00gp
Pearl of Power VI x 3 108,000gp
Stone of Good Luck 20,000gp
Empower Rod 32,500 gp
Potion of Lesser restoration x3 900gp
Oil of Daylight x2 1,500gp
Potion of cure serious wounds x2 1,500gp
Potion of Endure Elements 50gp
Potion of Protection from Evil x2 100gp
Scroll of Breath of life x2 2,250 gp
Scroll of Heal x4 6600 gp
Scroll of Resurrection 12,275
Scroll of Barkskin cl 12th x2 1,200 gp
Scroll of Time Stop x 2 7,650 gp
Scroll of Miracle x2 7,650 gp
Scroll of Wish x2 7,650 gp
Scroll of Summon Monster IX x 3 11,475 gp
Scroll of Aroden's Spellbane x2 7650 gp
Scroll of Greater Heroism x 3 4,950 gp
Scroll of Resist Energy cl 11 x4 2,200gp
Scroll of Mass Heal x 3 11,475
Wand of Cure Light Wounds 750 gp
Lots of other mundane crap
I'm almost done with my character, but I need to know: at 20th level, how would you rule Monk's Robes interact with unarmed strike damage? Does it progress? If so, to what? 3d6? 3d8? 2d12?
Anyway might as well roll hp:
HP: 20d8 ⇒ (5, 3, 2, 1, 5, 7, 4, 2, 8, 8, 1, 8, 4, 2, 5, 8, 1, 2, 5, 1) = 82
Ignore that first roll, that should be an 8 for 85. Right on average.
Flanking rules as it applies to invisible creatures and illusions. As I understand it, the reason you're taking penalties from being flanked is because you have two guys on each side of you and you're splitting attention trying to defend against both yeah?
Which sorta makes sense why you couldn't flank with someone invisible or greater invisible since the enemy doesn't know they're there, but don't you think they would think something is up as soon as they start getting stabbed in the back repeatedly?
What bothers me more is when you bring in illusions. If someone believes it's real, they should think the image of a guy trying to swing at him is legit and therefore be distracted. But they're not distracted because it's not real even though they honestly truly believe it's real. Which means you can't flank with things they can perceive and can't flank with things they can't perceive but know are there and... I don't get it.