James Jacobs wrote:
This was an interesting thread and having started my RPG adventuring with the boxed set (before it was a boxed set) and actually owning a copy of Chainmail, what struck me throughout the thread is that creativity of the GM and the players seems to have been stifled over the years by the desire to have the rules be so clear as to be non-ambiguous 100% of the time. Rules lawyering and arguments over rules have, in my own experience, broken up more groups than anything else. I understand the desire to get it both right and be fair. I spend a lot of time scouring the boards for clarity on rules from time to time and even post to get some feedback occasionally. So I understand that desire, but I wish more players would appreciate the adventure more, even when every rule doesn't work quite the way they want it to and every spell isn't as awesome as they would like it to be. I'd like to see creativity be more important than the the need for a PFRules database (though that would be kind of awesome and eliminate hours of searching.) I find that the Paizo team is one of the best teams in the RPG industry and their success has created some of the problems discussed on this thread. Their popularity and success also present them with many obligations as noted in the post that I quoted. I felt as I was reading many of the posts that those posting had barely a clue as to how any large and successful business is run especially when it has to balance time, resources, and the "wants" of it's customers. The fact that James posted at least seven responses to this thread means that he and Paizo are interested in feedback and want to address customer concerns. For all of us that should be enough at this point. Ravingdork and others have planted the seed. Now let's let it grow.
Chemlak wrote: Yep. Weapon Enhancement Bonus Equivalent on that table means "This (and greater) Weapon Enhancement Bonus is Equivalent to the previous column's DR requirement". It's not the best worded column heading in the world. Appreciate the replies everyone. I think that clears it up for me. Can I also assume that a +1 Fey Bane weapon against Fey would be a +3 equivalent weapon since it's enhancement bonus does increase by +2 vs. Fey, but wouldn't overcome the DR of a werewolf that has a DR/Silver?
Neil Spicer wrote:
I haven't gotten to the reply to this question but the way I interpreted it was... To have a headstone in the Boneyard you must be dead, so you must both be dead and able to take Ovinrbane to the Boneyard, and their smash it against your headstone. I'll have to keep reading to see what the author's reply was!!
On page 561 and 562 of the Core Rule book are rules for Damage Reduction and Overcoming Damage Reduction. Included on page 562 is a chart that shows how some magical weapons allow you to overcome damage reduction even if your weapon is not made of the material normally needed to overcome that damage reduction type. I show the paragraph before the chart and the chart itself below for reference. "Weapons with an enhancement bonus of +3 or greater
DR Type Weapon Enhancement Bonus Equivalent
* Note that this does not give the ability to ignore hardness,
While the text before this chart refers to the need for the "enhancement bonus" to be +3 or better, the chart uses the column heading of Weapon Enhancement Bonus Equivalent". I've checked the magical weapon section and no where does it use the same term "Enhancement Bonus Equivalent" but my interpretation is that a "+1 Icy Burst" weapon has a Weapon Enhancement Bonus Equivalent of +3 (+1 for the enhancement bonus and +2 for the icy burst.) This has been debated among our group and another theory is that only if the enhancement bonus itself meets or exceeds the values above will the weapon overcome the corresponding damage resistance. Any thoughts? As an example: The party encounters an iron golem with DR 15/Adamantine. 1. Fighter A has a masterwork adamantine sword.
Which one of these characters will be able to overcome the damage resistance of the iron golem? Theory A (Equivalent Bonus) Theory B (Enhancement only)
2. Fighter B's +4 sword overcomes damage resistance under both Theory A and Theory B. 3. Cleric C's +2 Flame Burst weapon overcomes damage resistance under Theory A but is inneffective under Theory B. So if Theory B is the correct answer, the Cleric probably dies a painful death when he realizes his weapon is inneffective. 4. The wizard dies a horrible death. This was somewhat a trick question but the spell itself states that the bonus "does not allow a
So which is right? Theory A or Theory B? I'd appreciate informed responses as this situation comes up in a Pathfinder AP mode I'm running and no one has a +4 weapon.
I'm playing an Invulnerable Rager archetype in a new campaign and at level 2 when I was hit by an attack I began to reduce the damage from the attack by my DR even though I wasn't in a rage. My DM stopped me and said I couldn't because I wasn't raging. In looking closer at the rules, I think the Invulnerable Rager's DR should apply whether the character is raging or not since it is a class ability. The Uncanny Dodge ability that it replaces would always work, even when I'm not raging, so why wouldn't the DR. Does anyone disagree? Also, if I later take the rage power, Increased Damage Reduction, since it is a rage power, I would assume that it only applied if the character was raging since it is a rage power. Does anyone disagree?
Based on your interpretation of the rules what happens when the caster of a compulsion spell such as dominate person dies? Is the person dominated still dominated and under the compulsion of the caster? Or does he carry out the last command and then sit mindless for days until the spell wears off? I ruled that the compulsion was removed upon the death of the evil villian but I got arguments about that. I was too damn tired of fighting over rules after an seven to eight hour session of play even though the spell says they complete the task they are ordered to do to the exclusion of all else. There is nothing under duration in the magic section that covers what happens to a spells duration after the caster dies. Unfortunately there could be a lot of variations and questions raised by this but my thought is any spell that is not permanent or instantaneous would end upon the caster's death. So illusions would cease, the affects of blesses and buffs would end, and compulsions and enchantmens would end as well. I'm just curious if others agree or disagree and why they believe that?
wraithstrike wrote:
Thanks for the feedback. While playing I didn't want to argue but in researching after we played I couldn't find anything. I was leaning to your interpretation. The key is most artifacts are CL 20 to 30 so it takes a 35 to 45 spellcraft check to succeed at identifying unless you use the identify spell. If you didn't go with that interpretation, the only thing that would determine for sure what an artifact does would be trial and error which with an artifact could prove dangerous at times. Anyway, thanks for the input. I'm still interested in other opinions and thoughts on the topic.
Ringtail wrote:
Thanks for the feedback. That makes sense and seems to be a good interpretation of the rules. The only thing that still seems odd is if a creature is huge at 3x3 or gargantuan at 4x4 and only needs to avoid one square would you still consider that squeezing? That seems a harsh penalty for squeezing into 8/9th of the creatures space of 15/16th of the creatures space.
The Adventure Paths seem to have artifacts in them quite often. When the party got one of them in the campaing I'm running, the wizard rolled to identify the item and got a 41 on his check which was enough to identify the item per my interpretation of the rules using Detect Magic and Spellcraft. However, one of the DMs in the group said that the abilities of an artifact can't be determined that way. The Detect Magic spell doesn't say this. Analyze Dweomor says specifically it won't work on artifacts. Legend Lore only gives you legendary information about an item and doesn't specifically say that it will tell you the abilities of an artifact. The artifact rules don't specifically say how the abilities of an artifact are determined nor how the ways to destroy the artifact are discovered. So my big question, is how does a person determine what the abilities of an artifact are? And how does a person determine how to destroy an artifact?
I was running Kingmaker AP this weekend and the party cleric cast Silence on a point which the enemy spellcaster was in. The spellcaster was large and on his next turn took a five foot step and only 1 of his 4 hexes was in the Silence spell. In my mind, the spellcaster was out of the silence spell and should be able to cast a spell but the two other DMs in the group disagreed. Their argument was that a large creature with one square in a grease spell or even a fireball would still have to save. I agreed but I have a bit of a problem with that. Where do you draw the line. Does a colossal dragon who has one of his hexes enter a grease spell have to save vs te grease spell or fall down? If one of his hexes from the back part of his body was in the silent spell, would he not be able to cast a spell? This seems wrong but by a strict reading of the rules, this seems correct. Anyone have any thoughts or opinions on this?
James Jacobs wrote: Okay! Let's use this thread to ask questions and get rulings for building kingdoms and cities using the rules in Pathfinder Adventure Path #32. These rules could impact more than just "Rivers Run Red," so it deserves its own sticky thread. The rules under selling magic items during the income phase of kingdom building state that, "You can make one Economy check per city district during each Income phase." My players currently have 3 cities with 3 districts in their main city and 1 district in each of the other. The main city though has been built up and can have 6 medium items. I've been insisting that they sell items from the city that the item exists in so I've limited them to selling 3 medium items in their main city. Meanwhile they only have minor items in the other two towns and they often aren't worth more than 4000 GP. What was the rule's intent? How are other DMs handling this? I'd like to be fair but they could easily break ground to build three more small towns so that they could sell 6 medium items (or in the not too far future 1 major and 5 medium) all from the main city. This seems like taking advantage of a loophole. The players are English majors and rules lawyers so its always a battle.
Okay. You know how you spend hours trying to read through a forum trying to find an answer to a burning question, finally decide to post because you can't seem to find your question answered clearly, and then within seconds of the post, you finally figure out your burning question. Then you go to post a reply to let everyone know what a dork you were, and in the process see that the expert of the forum already posted an answer as well. Well anyway, I really appreciate the quick response. I would like to say, that I believe the strength of the application is it's ability to track combat initiative, conditions, hit points, etc. for the GM, as well as quick access to magic items, spells, conditions, and monster traits while running an adventure. Efforts to turn this into a character generator, in my opinion, would be taking the application in the wrong direction. I think the monster advancer is awesome (an unfortunately one of the other DMs in our group now seems to think that all monsters we face have to be advanced and fiendish!! thanks to the tool). Kudos to Kyle!
Cutter wrote:
Also, I've recently purchased HeroLab and understand that HeroLab characters and monsters can be imported into Combat Manager. I've read almost every post in this thread and have not found any useful information to answer this "How to" question. If someone could outline the steps to do this using HeroLab, I would appreciate it.
Valandil Ancalime wrote: This program doesn't spend the BP automatically. You need to figure out how many BPs you are spending and then subtract it manually from the treasury. Thanks for the reply. One more question. Can you turn off the automatic random event calculator? I think I would rather have a pull-down and select the event after an old-fashioned dice roll. That would also make it easier to handle the set event pieces.
Krome wrote:
Just tried the link and it no longer is valid. I would love to get the spreadsheet. Any updates?
This post/question is for Vic or anyone who has purchased the map folio's. Does this map folio include any battlemaps. Specifically does it include a battle map for the Golden Goblin. Do you know how time consuming it is to draw that out with markers on a battle map??? I would be curious to know what is included in the package beyond what is outlined in the marketing writeup. Thanks,
When you purchase the print copy of any adventure path do you also get the PDF? I'm considering purchasing the print copy of #13 through #18 but the PDF's are helpful to have when I'm DMing whereas I spend more time reading the hard copy in preparation for the weekly game. I know it says if you subscribe to the adventure path you get both, which means I could get both the print edition and the PDF for #18, but what about the previous issues? If anyone can reply, I would appreciate it. |