Tyrannosaurus Rex

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163 posts. Alias of GHembree.


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The situation is awful. I feel for both the people being laid off and the ones remaining (having experienced the same thing from both sides). Hang in there, look for the opportunities that chaos creates.

Paizo’s creditors are probably forcing them to stop the bleeding of capital. The Restructuring while it hurts should put Paizo in a better position to return to profitability and new growth. I’m sure there are a lot of other businesses caught up in this mess that have closed shop.

While direct-to-retail is outside Paizo’s core business, it is potentially a profitable business that gives them more control over their distribution future and a service they can sell to others.

Seems like the Foundry VTT module conversion would be Ideal for Backerkit / Kickstarter projects. The project cost would be paid upfront. The final product would be all digital delivery. Also, Paizo would retain expertise they have already invested in.

I suspect the best way to help Paizo is purchasing PDF and Books directly from them. Second is buying Paizo products from retail.


Yea, I Completely agree there should be a rule for that..

Oh wait there is Failing Forward in the GM core.

Quote:

Failing Forward - Unexpected failure can bring the game to a halt, particularly during exploration. “Failing forward” means finding a way to progress the story instead of saying, “That didn't work.” This doesn't mean the group can't fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the player's choice to attempt a check mattered, even if the results weren't what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. It's important, however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you won't know immediately how a PC can fail forward, and in those cases, it's usually best to just move on.


I take it that since the forums password will remained unchanged and the Store will require a new password that they will have sperate login accounts? Or very least we have to login twice?


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Does anyone miss the annoyance of the party gaining magic weapons and armor that your character can't use because it was the wrong size?


The party opens a door to a room fight the monster then heal completely up after the fight. The party falls in a pit takes damage climbs out and heals up.

What makes one a nuisance and the other the main event?

Traps are skill test just as fights are a different type of skill tests.

Did they detect it. (make the explore choice more important)
Can they disarm it. (is anyone an expert in thievery?)
Is there a puzzle to figure out.
Can they avoid it. (what's the DC for jumping over the pit?)
Go a different route. (I've had a party find a trap they couldn't disarm, so they went through 4 other rooms to get past it.)
Last test, can they heal the damage for failing one of the above.

Still traps and monsters should have a reason for being.


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yes druid with the appropriate feats and spells.

1st round
3 actions to cast summon dragon

2nd round
1 action sustain the summon dragon
2 actions wild shape or spell dragon Form

The summoned dragon will continue to need the sustain action to remain.


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It may or may not help, but when you call out who is up in initiative also, call out who is next up. Gives the player a moment to focus without the spot light being on them.


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If you only need the killing weapon infrequently than look to see if the Armory Bracelet will work for your character.


Things you can do.

1) Take a vacation or slow boat trip for a week.

2) Visit a outer plane where time flows faster.

3) Take a week to visit your mother, you don't call, you don't write...

4) Use Mystic Armor spell for a week.

5) Travel a week into the past and take the slow way back to the current present work on your knitting while you wait.


So Three characters with the identical feats would take a different amount of time to retrain a feat still ending up identical in the end? Just because of the order they where built???

A. Allow them to reorganize the character sheet remining legit then retrain.

What is important is they have:
one feat level x or lower
one feat level x+2 or lower
one feat level x+4 or lower
...

The level slot build method is just an easy way to enforce the above requirement.


I have a 9th-level character not seeing much play.


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For fun, you should put a couple dozen Rai stones coins in a treasure pile.


Apologies, I fixed the link.

Android Operative {link}

Followed by posting with the character Fiver-05


I have a few questions about features in my build.

Networked Heritage feat allows computer checks to hack systems and thievery checks to disable a device or pick lock on technological devices at a range of 30 ft.
Does it still require having a Hacking Toolkit or Infiltrator’s Toolkit when using the Network feat?

I've taken the Phreaker skill that allows you to use computers to disable a device or hack a system using any computer, comm unit, or terminal instead of a hacking kit. Assuming Network requires a hacking toolkit, would Phreak's skill work with Network?

Sabotage an Operative ability allows taking an action to disrupt a single enemy tech within 15 ft. Does it require a Hacking kit, if so will Phreaker work in place of a kit?

While in SF2 that have many ways to give tech items & creatures the Glitching condition. They only list crit-save on glitching roll and Percussive Maintenance feat as ways to remove the Glitching condition. Under Radiation hazard, they say glitching tech can be repaired, but there are no rules on what to roll.
In SF they list 10min repair action vs DC15 to repair a spaceship glitch. Would that work for SF2 until there is an official rule?


I've put together an Android Operative (infiltrator) I'm interested in trying.

edit added link to character
Android Operative {link}


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Aeon Stone (Dusty Rose Prism)


OceanshieldwolPF 2.5 wrote:
We-ell, I just remembered that there is a non-zero chance someone might want to play a skittermander or a ysoki, and as they are SF’s version of gnomes and halflings, I’ll back away quickly…

Skittermanders are just cosplaying gnomes?


I'm Interested in learning SF2!


Leshy Glide wrote:


Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.

I don't see the problem. The Glide and fly rules modify how the falling rule works.

The way I interpret Glide is if one finds themselves in the air during their turn they don't fall until the end of their turn and only if they didn't take a glide action (same with flying). They can control their descent.

As a side note: I would also infer that leaf leshy would fall at a slower rate since they already fall "like a leaf tumbling from a tree taking no damage".


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Aid would be a "No" since an illusory creature doesn't have a reaction.


A good source for all things Pathfinder is the Pathfinderwiki.com

Sandpoint Inhabitants in the Pathfinder Wiki


SuperParkourio wrote:
Finoan wrote:
Other people use 'houserule' to mean 'something that changes the rules'. And often means 'if you are using houserules, then your logic doesn't apply here on the rules forum'.

That is a big concern. The Strike action specifically lets you target one creature within reach or range but doesn't give the option to target one unattended object. There are rules saying you can attack unattended objects, but seemingly none that state that you can Strike unattended objects, and an inability to Strike unattended objects would severely limit what options there are to do so.

Stating that the Strike action does let you target one unattended object is literally a house rule that changes the rules. But we have to allow it or else a lot of other rules just break. And changing the rules tends to complicate rules discussions, as the default assumption in a rules discussion is that there are no such house rules.

Ugh, I just wish the developers would add "or unattended object" to the description of Strike. But it's been four printings and one remaster and this annoying discrepancy is still here.

Solution, allow the unattended object to be an active part of the story which makes it fall within the creature definition.

Other issues:
Does the spell wall of stone create a creature? It has an AC and hit points. Is it any different than a non-magical wall of stone?

Is a chair a creature? It is if it's an animated object, even if it never moves.


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The GM Core has the following Glossary entry for Creature (p328):

Quote:

creature An active participant in the story and world. This

includes monsters and nonplayer characters (played by the Game Master) and player characters (played by the other players).

creature is whatever the GM's story considers an active participant. It can be an animate or inanimate. The example definition describes a sub-set of creatures "monsters, NPC, and PC" included as creatures, but not all things. A door blocking your path forward or any other object that is actively part of the story can be a creature.

think of creatures as being the important things in the story vs the background things that PCs don't interact with.

2/5 *

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One simple thing I try to do for every game I play is to thank the GM for running and tell them you enjoyed the game.

When you depend on volunteers to GM is easy for players and/or V.O. to demotivate them with complaints or arguing rules. A "Thank you" or "Good game" goes a long way to help motivate volunteers.


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I like the following rule the thread has come up with:

level 1-9 max modifier is +4
Level 10-19 max modifier is +5 and costs 2 boosts to go from +4 to +5.
Level 20 max modifier is +6 costing 2 boosts to go from +5 to +6.

It gets rid of the useless Partial stat tracking and keeps the same math balance for total stats.


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bugleyman wrote:
GlennH wrote:

Is Pathfinder 2e even dependent on the OGL from 3.0 or 3.5?

Yes, at least in its current state. How hard it would be to remedy, however, I don't pretend to know. I'm not sure anyone really knows unless/until it winds up in court.

As to whether WotC can "revoke" older versions of the OGL: IANAL, but from what I've seen it isn't settled law, so they might try to throw money at the problem until everyone has to cave.

It turns out the usefulness of OGL1.0(a) in 2e was discussed 10 months back on Reddit about how it was kept to make things easier for 3pp publishers.

riddit- pathfinder2e - 3rd party products


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Is Pathfinder 2e even dependent on the OGL from 3.0 or 3.5?

Paizo has rewritten just about everything, renamed and redesigned monsters, spells, items, classes, and abilities that are not in the public domain.

2/5 *

I suspected that is how the boon works.

The question is should the GM allow the boon to be purchased and used in a game that is currently in progress?


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Gortle wrote:


Class Feats: Level 1:Nimble Dodge, Trap Finder Level 6: Gang Up, Level 8: Opportune Backstab, Sidestep (retrain out Nimble Dodge), Level 10: Precise Debilitation, Level 12: Preparation, Level 14: Leave an Opening
...

It looks you are trying to swap Nimble Dodge (level 1) for Sidestep (level 8).

Retraining - When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat.


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Build a book golem.


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The journey is more important than the destination.

Once you enter the square with a wall of fire you are passing through the fire doesn't matter where you end up or if you stop there.


Another option is to have the attacking creature's death faked by falling into a deep pit, cliff, fire, lava, or even into thick bushes where a convenient body is hidden for the party to find.


If the adventure is long enough, then the PCs should also retain any XP they earn through overcoming traps/monster... possibly leveling up and being able to defeat an encounter that they were too weak to defeat before.


Yes, thanks for taking over as GM. I hope Redelia is doing better.


I'm fine with Zephyr the sylph druid.


I have a an 11 level neutral good halfling bard that loves to interrogate using puppets and performe comedy +29 that doubles as intemidate skill.


I was trying to decode the math behind table 10-2.

The Easy column is pretty much (level + 7). Which would be equal to what a PC rolling a 12 in an untrained skill with a -1 stat adjustmet would need for an easy task of equal level.

The Medium column follows what a PC rolling a 12, who is trained in a skill with a +1 stat boot every 5 levels would need to succeed.

The hard column follows what a PC rolling a 10 would get for a skill where they have maxed the stat and skill training for their level.

The Incredible column seemed to track about 10% more than hard.

The Ultimate column seemed to track about 20% more than hard.


Thanks, GM Batpony for letting me join.

Of the pregens remaining, I'll choose MERISIEL.

2/5 *

I like replay option 1, but it is conditioned on the number of yearly replays offered.

Given that Paizo has produced about 30 PFS scenarios a year, I would be surprised if they offered more replays a year than that.

Anything less than 6 replays a year would be "why bother".

In my mind, a modest number of yearly replays would be about 12-24.


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The issue with bow’s and strength made we think about another game where the strength limited what weapons one could use. Why not have damage dice of bows tied to the user’s strength?

Str 8 = max 1d4
Str 10 = max 1d6
Str 12 = max 1d6
Str 14 = max 1d8
Str 16 = max 1d8
Str 18 = max 1d10
Str 20 = max 1d10
Str 22 = max 1d12

Note the bow would have to be crafted for the higher streanth score. So if you have a Str 16 bow a higher score would not help you.

Could extend the rule to melee weapons as well. That way a 10 Str character would not be using a great sword.

These type rules are not new, but I do find them intuitive and simple to use.

Also, I believe bonus damage dice from magic should be a fixed size such as a d6. A potency rune on a great sword is the same as one as you find on a dagger, and both cost the same.


Add d6 damage dice based on proficiency.
Untrained - none
Trained - +1d6
expert - +2d6
master - +3d6
Legendary - +4d6

Weapon Quality added to hit bonus
poor: -2
normal: +0
expert: +1
master: +2
legendary: +3

weapon Magic Bonus adds damage to each dice.

Examples before adding stat and level adjustments.

Normal dagger in untrained hands would be -4 1d4+0

Normal dagger in trained hands +0 1d4+1d6

Master dagger in expert hands +3 1d4+2d6

+2 Master dagger in expert hands +3 1d4+2d6+6

+2 Master dagger in legendary hands +4 1d4+4d6+10

+5 Legendary dagger in Legendary hands +6 1d4+4d6+25

Normal dagger in Legendary hands would be +3 1d4+4d6


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The cost of consumable healing dosn’t really matter.

If it cost too much then PCs will just take more full rest and parties will have to have a healer.

If it cost too little then expect every encounter for the PCs to be at full health.

PCs will always gravatate to using the lowest cost healing method. You could declare healing is based on the cost of the item or charge consumed. 5sp = 1 hp for all level of items. then PCs would use what ever item was most convenient.

Why not just have a hitpoints jug of healing which you can drink as much as you need to top off your hitpoints. (Sounds a bit like the CLW wand.)

As for the Yugo vs Lamborghini, both are made to get you from point A to point B. Is it ethical that one cost more for the same result? I do understand that a Lamborghini does have other attributes that make it desirable, but I willing to bet the cost per mile driven in the Lamborghini is a lot higher than the Yugo.

Would it be more ethical for healing potions if the cheep potion is bitter, and the most expensive one taste like a fine wine?


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I like the idea someone else suggested:

1) Make all consumable healing treated as temporary hitpoints until a full rest, at which point it converts to normal hitpoints.
2) Temporary hitpoints don’t stack. Temporary hitpoints plus normal hitpoints can’t exceed the PC’s max hitpoints.
3) Remove Resonance cost of consumables.

4) Heals cast from a PC’s spells or spells or spell points are treated as normal hitpoints, with no effect on temporary hitpoints.

Note there may be other sources of temporary hitpoints that can exceeded a PC’s max hitpoints, but they still don’t stack with temporary hitpoints and they usual expire without converting to normal hitpoints after a full rest. (Example: False life spell)

If you want to keep Resonance, then treat any consumable healing boosted by resonance as normal hitpoints instead of temporary.

(This would effectively limit a PC to have only a single consumable healing in effect at once time.)


Mine arrived today via US mail small town in north Alabama. In fair condition with a dent on the top edge of the back page, The box was loosely sealed, but not dented.


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Is it my imagination or do only Fighters, Paladins, and archetype fighters gain the Attack of Opportunity reaction???


true, but between the two charts cost & hardness one has Expert quality and one doesn't, which is inconsistent with the other special material.


In the Playtest rule book the special material Darkwood chart (pg 355) for hardness has an Expert column , but there is no Expert row in the cost chart. All the other special materials have matching rows and columns between the cost and hardness charts.

Missing cost for Expert Darkwood special material.


FYI, my inspiration for magic is alive theory of Resonance was from Discworld color of magic where the spells had their own addenda, from Harry Potter where wands have a preference for who uses them, and from Xanth Source of Magic where the demon’s presence is a source of magic. These and other literary sources suggest the idea that magic is a collection of living things.


graystone wrote:
GlennH wrote:
Magic is actually an exotic life form that occupies several dimension some of which overlap with ours. Let's call them Essence elementals.

So what you're saying is pathfinder blatantly rips of star wars?

"Midi-chlorians were microscopic, intelligent life forms that originated from the foundation of life in the center of the galaxy, and ultimately resided within the cells of all living organisms, thereby forming a symbiotic relationship with their hosts. The Force spoke through the midi-chlorians, allowing certain beings to use the Force if they were sensitive enough to its powers."

Use the force, barbarian!

While I can see the confusion at first glance, they are not similar in the least. Essences are not microscopic and don’t resided within the cells of all living organisms. Also, I would describe the relationship more as exploitive being more that they gain social standing within there own kind, and do not rely on the relationship for continued existence. I think of them more like very minor genies like whisp of energy in a different dimension.


Mathmuse wrote:
In this thread, I am trying to interpret the resonance rules ...

I agree that it would greatly help the with the acceptance of Resonace rules and have been following this thread and appreciate the ideas.

Let me share a fun off the wall interpretation:

Explaining Resonance and why Resonance is Chr based:

Magic is actually an exotic life form that occupies several dimension some of which overlap with ours. Let's call them Essence elementals. Essences are difficult to communicate with, but they have learned to create magic effects in response to patterns, gestures, words, runes, mixtures, and thoughts in our world. These Essences have a complicated value system in their world where they earn a token which functions like baseball cards. They earn a Token every time they interact with a creature by performing magic in our world in response to a pattern. A token from a more renowned and charismatic creature in our world is in higher demand in their economy. As a creature in our world call upon more of these Essences via patterns within a single day they dilute the market for their Tokens. With too much supply for the demand the Essences may refuse to trade magic effects or may stop trading for the tokens completely. Lucky the Essences token market resets every day.

In our world we call these Tokens Resonance.

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