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Goblin Squad Member. Organized Play Member. 70 posts (139 including aliases). No reviews. No lists. 1 wishlist. 5 aliases.


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In this case, the only place where it says it's energy damage is in the flavor text. The rules say 2d6 damage to target, 1d6 damage to user. Every other enchantment that deals not normal damage is specified in the rules (e.g. flaming deals an extra 1d6 fire damage.)

It does mean that someone with dr 6+ would almost always want a vicious wepon. But, dr 6+ is hard to get (for most PCs, at least.)

I think this would be a DM call thing. I would (and did) say that dr applies, unless the weapon can bypass the dr anyways.

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Bringslite of Fidelis wrote:

Ryan: What do I do that affects the + value?

Stephen: You have to add more stuff and you have to have special recipes. When you first learn a refining [recipe], each recipe you get will be at the +0 value. So you make it at +0, if you're lucky and your skill is high enough you might occasionally get a +1 or +2 out of it, but you cannot make +3 or better with that recipe. You've got to go out into the world and you've got to find better recipes that can make the higher + value version of that item.

I love that there will be a "lucky" random element to results. Is there a way to work things so that those pesky min-max specialists are not clogging the production queue (with say single ingot orders) to get the average result?

Maybe I am missing something... was there a one job limit per user?

I hope that doing a batch of 50 nets the same results as doing 50 single ingots. So when you collect your 50 ingots, no matter how you put them in, they come out the same way. Like 47 +0, 2 +1s, and a +2.

Because if everything in a batch came out the same way, there would be serious wealth spikes if someone does a batch of 100 and they come out +3s.

So let's hope for the strategy/minecraft method, where adding identical items just increases the stack and they still get done one at a time. That way also has the nice effect of being able to come back when they are only half done, take what is done, then queue up some more.

Edit: there was words said about a limit of one day worth of queue. So, if a iron ingot takes 15 min to complete, one guy would be able to do 96 of them per day.

Also, they did mention something about limiting the number of players who can be crafting something at one time at the same facility. One way to do that is that the facility can do X number of jobs simultaneously. Everybody who's trying to use said facility will be shuffled into 2 (or more) lists: preferred, and not preferred. Once a job is done, the facility will start working on the guy who is at the top of the preferred list, or the top of the non preferred list if there is nobody in the preferred list. Once one of your jobs are started, you get sent to the bottom of your list.

However, if you get a decent bit of gold from random people using your facilities, you may what to set a few (assembly lines?) to work on not preferred people's stuff before the preferred people's stuff.

Or it might be that when the facility has more jobs it can handle, it slows down. Then people on the not preferred list will have their jobs stopped until there's less work to be done.

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Hardin Steele wrote:
Quandary wrote:

Well like I wrote: "If the terrain over-all is supposed to be interesting and tactically/ strategically relevant at smaller-than-full-hex-scale" i.e. that type of stuff would be applicable for gameplay totally outside the concerns of this "X-Pass chokepoint", so it's mostly not more development work, it's work that should be done anyways, just taking into account the specific chokepoint concerns. Linking a terrain variable to 100% prevent wagon movement but not character movement doesn't seem development intensive, again, I would hope that type of thing would be done ANYWAYS totally outside of chokepoint concerns.

I specifically wrote that I understood the goals of the chokepoint concept, and specifically wrote that concept can be pursued in a less binary manner, so a response that boils it down to a false binary just doesn't seem productive. "Physical simulation" was in fact the least of my motivation in writing that, suppleness and nuance of meaningful choices being the primary motivation.

I'm not opposed to SOME hexes being wholly impassable, more to that being the default for mountain/forestedhill perimeters. And it sounds like GW is already open to those barriers being bypassed by some means in the future (climbing, flight) so approaching it as supple high-granularity variations of travel-ability from the beginning would be MORE consistent than using clunky binary distinctions only to be radically subverted by future content.

I think we may only need to sweat the choke points in the short term. I am reading between the lines here, but I am getting a hint that in the future:

A) More passes may become open or available
B) Character skills may allow characters to traverse cliffs with the appropriate skills trained
C) There could be craftable items that assist in traveling along previously untraversable paths
D) Players and player settlements might be able to construct improvements that effect the terrain (as mentioned here regarding road improvements in and...

What I hope is that people will be able to create a "pass." Mostly by building some sort of bridge thing.

I don't know if what I'm thinking is correct, but how I see the elevations changing is by rather long sections of cliff. The passes are sections where those cliffs are not. As such, people would be able to build a giant sloped bridge from the lower elevation to the higher. Or dig a tunnel through the higher one. Or build an elevator thing. Or carve a series of switch-backs.

The point I am getting to is that the passes should only be the only natural, permanent method of elevation changing for wagons and such. The lone wanderer or small adventuring party should not have to use them of they do not want to, and a city can build their own "passes" through the expenditure of lots of materials. Which have to be held themselves, or they might be used against the city who built them.

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I need to ask.

What in the world is that half-way down on the right side of the art board? Who drew it?

Edit: Kay, more like 2/3rds down.

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Pax Shane Gifford wrote:
Golnor wrote:
Still can't outcast a wizard, but is closer.
Though that's true, the intent was whether or not it's a feasible thing, not whether it's the best thing.

Under tabletop rules, yes I would say it is feasible. You would have to give up on casting your highest level spells (which might be ranged already) so you could cast at a distance.

For PFO rules, I would assume it would depend on what you are fighting. Fire elementals? Go robe. Dragon? Robe could work. Fighters with non-elementalized weapons? Armor all the way.

However since they did say that healing spells would be touch spells in the video, I would assume that you will have to enter close-ranged combat every so often to heal your friends, or lose your friends.

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Ah, the reach spell metamagic feat. It increases a spell's range with a cost of one level per range type (touch, close, medium, long.)

Still can't outcast a wizard, but is closer.

@V'rel, I would assume they won't forget the debuffs. They are an important part of being a cleric.

A very important part.

Cuz if I can't literally blow his socks off, I better be able to cast the curse of flea attraction on his unmentionables.

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The problem with a robe-wearing casty cleric is that wizards/sorcerers do it so much better. They just can't outcast a wizard.

They can buff themselves into the sky and beat someone over the head with a metal stick much better than any wizard though.

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Nevy wrote:
Drakhan Valane wrote:
Nevy wrote:
Thank you for the video, it's a really cool thing to offer the community. One concern I have is with clerics being medium armor, touch based healers. I kind of have the idea of my character being a "holy caster." More of the stand in the back and cast curses, heals and some long-range DPS while wearing a robe. Will this be at all possible?
Sounds like a WoW Priest instead of the Pathfinder Cleric.
Actually there are tons of characters like this in Pathfinder, including many of the Gods and Godesses. Also, if anything, it sounds like a play style that can be found in many games (and yes, WoW would be one them you enlightened soul, you!)

Ya, you probably could do that, but for the life of me I can not remember any ranged healing spells besides the mass versions of the cure spells and/or wish.

A lot of the cleric spells are touch spells, I believe. The low-level ones, at least.

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With 200 settlements, I think there will be room for everybody.

This is how I think it will probably end up:

At the top of the food chain will be 2-4 big nasty kingdoms (the Steelwings.) They will have the best settlements planned down to the color of the flowers in the gardens, and will be able to take out just about anyone with minimal effort. However, they will not be able to do much to another kingdom without leaving themselves wide open to the other Steelwings. So they are stuck with raiding.

Beneath them will be the let-everybody-ins, who will not be able to challenge a Steelwing themselves, but are big enough that them + a Steelwing can easily to nasty things to another Steelwing. So they survive, not because of what they can do, but what other people will do to people who do stuff to them.

Then it's the casuals, who probably won't be bigger than a single settlement, and will only have the pvp window open during times when most of them are on (eg, 6pm to 12pm.) Again, not big enough to harm a Steelwing, but still more trouble than they are worth.

At the bottom of the chain will be the lol-ers, so survive solely because what they got isn't worth anything.

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You know, with no fast travel, an instant alarm might be fine. Far away people won't be able to get to the raid quickly, and if they don't bunch up, it will be a succession of all the raiders vs. one.

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Being wrote:
And yes, serious Barbarians should be very interested in being able to be stealthy.

Cuz the only thing scarier than Conan is sudden Conan.

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RobinPrescott wrote:
The rogue skill sounds like it will be OP. In PvP you target healers and AoE damage dealers first, normally. Which means no one will be targeting the rogue. Assuming there will be poison in the game, the rogue will become an insanely powerful single target damage dealer and not only when striking from stealth. I don't mind high damage when the strike comes from stealth, that's fine. But the ability to pile it on without regard for actual positioning or tactics as long as someone doesn't drop everything to deal with you will be too powerful. And for the record, I like playing rogues and I honestly want to see this scaled back. This is the sort of thing that sounds logical but plays extremely poorly.

Counter Rogues! Rouges that sneak around sneak-attacking anyone poking their healers.

Anyways, the reason why you take down healers and AOE dudes is due to their damage potential. If a rogue is strong enough to merit a threat, people will deal with it or die.

Also, a single fighter should be able to hold off two or more rogues himself, and sneak attack only works on targets not looking at you. So if the the healer looks at you, you switch to a new target. If the AOE dude looks at you, you die.

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Proxima Sin wrote:
Nightdrifter wrote:
Golnor wrote:
Here's a thought. What if stripmining produced low quality resources?

This fits with the fact that resources used in crafting will have a range of quality. Not weight, but rather a value which affects how powerful of items (buildings in the case of bulk wood?) that it can be used to make.

(July 3 blog)

In the case of outposts and bulk goods it is literal weight. The product comes in variable purity like 40% or 80%. TO have an equal amount after refining there is and extra 60% useless weight or extra 20% useless weight respectively to haul to the refinery. The 80% stuff is a smaller, easier haul and raiders might not try to rob 20% purity goods at all.

That's kind of the point I was getting to. So let's say there's a mine producing 80% purity bulk metal. Raiders come along, kill the guards, steal the stuff, then start strip-mining. The stuff they mine will be 40% purity (or something), thereby reducing the value of strip-mining for profit. You still get useful stuff, it's just less useful than stuff you can get normally. So raiders who raid because they don't have outposts themselves *cough*Bludwolfs*cough* will be less inclined to strip-mine. Strip-mining will be for those who desperately need that extra bit of stuff, or those who really want to hurt a settlement (hopefully.)

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Here's a thought. What if stripmining produced low quality resources? You would get whatever resource was normally produced, but it would be twice as heavy or something.

Or, strip mining a outpost gives the raiders "Raided Stone" or "Raided Wood" which when brought back home needs to be processed into normal bulk material before it can be used. So raiding can produce needed materials, but they will clog your refineries if you get too much.

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Cambridge, Ontaio.

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I know that if they do give me a choice, I will make a very old male wizard and dress him in only women's underwear.

Or old female, if they lock the clothes to the matching gender.

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Really liked the amount of armor shown.

The city plot looked a tad on the small side though. Anyone else think that?

Also, it was really silly of the guy to let that orge sneak up on him.

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Decaying relics? Once obtained, the relic only has a limited life. Once over, the relic is gone.

Or just decaying bonuses. Over time, the bonus provided by a relic slowly shrinks down to half strength, so you have to go get a new one.

For more interesting stuff, have the bonus decay for only your village. So for you it only provides 50% bonus, but for someone else it would provide the full 100%. If you got it back somehow, it would still only provide the 50%, to prevent relic abuse.

So village A and village B both have a relic that provides a similar bonus, but both have had their relic long enough that they are both at 50%, so the leaders arrange a trade. They bring their relics to a neutral zone, and get attacked by village C who wants both their relics. During the fighting, B takes advantage of the situation and swipes A's relic and takes off with both. A decides to cut it losses and allies with C, and both declare war on B, who falls to their combined might, and C gets A's old relic and A gets B's relic, and B gets a bloody nose.

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Rafkin wrote:

Will there be a limit on how many jobs a player can have pending at any one site?

Or could an enemy easily tie up your blacksmith for the next two weeks?

I hope that the settlement leaders will be able to choose who gets access to what. Myself, I would have half (or so) of the settlement's building capacity reserved for my own people, with the other half open to the public. That way we still have income from outside as well as have our own stuff built fast.

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How is EE going to work now? I know in the kickstarter, it said that the first 2000 would get in the first month, second 2000 in the second, etc but what if one of the guys in the first doesn‘t want to play till month four? Will the first guy from month two get into month one, guy from month three getting into month two, etc? Or will the first 2000 get first dibs on what months they want, and slowly move on from there?

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How will you know which path is the optimal? I doubt people will be able to create the perfect character the first time through. Sure, the first person will have more xp than others, but others will have the benefit of have foreknowledge of how to build their character.

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avari3 wrote:
Deianira wrote:

First, thank you for the response!

For those of us not intimately familiar with the tabletop game (it's been years since I played AD&D, and I've never played Pathfinder), will we/can we (as we go along) get some guidance on what skills do/don't cross-class? These may be "a minority of your XP", but (again, in my case, wizard/sorceror) they still represent a lost chunk of training time/subscription money as these are not skills I will ultimately be using, and they do not track along my eventual desired path. I'd rather know that after Wizard Skill 12 I should stop training Deianira until Special Sorceror Skills 1-12 are added, so to speak.

I would still much prefer a training time refund, of course, as it means I can concentrate on playtesting the game and not worry about learning skills that aren't applicable to my desired class; I hope that option will at least remain a possibility moving forward.

I just stated above but I will repeat to respond to this: Sorcs need more info. Because sorcs and wizzies diverge from the very start: Wizards gain spells with intelligence and sorcs gain it with charisma.

So I'm not sure why it's being assumed that wizard tree of spell casting can be used by Sorcs.

It's probably because they share spell lists in tabletop.

I can see a quick and dirty fix, of the class feature slot determining which stat is used for spellcasting. But that opens its own dirty can of dirty worms.

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You know, that last house rule sounds rather interesting.

Maybe a bit annoying, though.

Ehehehe. (Insert evil racoon here.)

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I didn‘t see the picture the first time around....

Perception check fail blamed on my phone.

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Yes, I can see that this tool would be extremely helpful. Being able to make small, quick changes allows you to test, re-test, and triple test stuff without much fuss. And lack of fuss = shorter test time = quicker release = less time till we can kill whatever looks sideways at us.

Not that I would, mind.

Probably.

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Here‘s an idea. What if every time you did an “evil“ thing, the penalty got worse? So the alignment hit for murdering someone would be 500 + 50*the number of people killed in the past month.

Of course, you may have to reverse it with extremely large numbers. While there‘s a large difference between 3 and 4 murders, there‘s not much between 900 and 901. It just ends up as another body on the side of the road.

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Planning time!

Primary weapon: An adamantine two-handed hammer, with stunning and defense-decreasing attacks, focused towards single targets.
Secondary weapon: Axe and shield, with taunting and defensive abilities, focused towards multiple targets (tanky style)
Third weapon: Crossbow, with slowing and rooting abilities.

I confess, I like planning. I sometimes make characters for kicks.

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Imbicatus wrote:
Golnor wrote:
Imbicatus wrote:
Being wrote:

Interesting.

Let's try it!

Yes, lets! Every passing day is one day closer to the Pit Fight release.
Did they post a release date for PF yet?
Nothing more than Fall 2013

I am now excited for fall.

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Imbicatus wrote:
Being wrote:

Interesting.

Let's try it!

Yes, lets! Every passing day is one day closer to the Pit Fight release.

Did they post a release date for PF yet?

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Hopefully this should silence those people who are worried that combat would end up being a race to 0 hp. I can even see a use for having more than one weapon of the same type equiped just so you can have different combat options.

Slot A has a hammer with several stunning attacks attached to it, slot B has a hammer with pure damage, and C has weak-but-fast attacks.

Squeee!

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@GumpyMe
I like the VP idea, but it could mean that a quick and messy shove would become the most effective strategy at taking a town, as the longer you wait, the harder it becomes to take the town. Also, what happens when the defender wins? Does the attacking army just have to give up and go home and wait X time before they can try again?

So I was thinking that towns having heath (as an abstract representation of the defenders willingness to fight) might be a better way to do it. What I was thinking is that destroying or sabotaging buildings and assassinating leaders would do direct damage to the town, while capturing buildings and/or locations deal damage over time. To throw some numbers around, lets say that destroying a gate deals 100 damage to the settlement, while capturing it deals 5 damage per minute. However, just doing this would encourage attackers to capture a building, hold it for awhile, then destroy it and run to the next one. So I thought that if a building gets destroyed, the damage it dealt is set to whatever it would have been if it just had been destroyed and not captured. Back to my previous numbers, holding the gate for a whole hour would deal 300 damage to the settlement, but if the defender manages to destroy the gate the damage would be reduced to 100, effectively healing the town by 200 damage.

Fluff-wise, it could be said that the defenders come to see the gate as an enemy building over time, and destroying it counts as a victory.

As for the amount of health a town has, I was thinking that it should be set at around half of what destroying the entire town would deal, as a lighting strike that sweeps through defenses as if they are not there is more scary than a long, drawn-out war of attrition.

I should probably point out that I‘m assuming that buildings under defender control will regenerate the town‘s health.

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Jiminy wrote:
DeciusBrutus wrote:
Second, I'm bothered by the explanation that capturing the town hall would take 'about a minute' with no discussion of when that minute would be or how hard the prerequisite for starting that minute would be.
This is the one thing from the blog that made me raise an eyebrow. I immediately thought 'several invisible mages casting wall of force in a square around the flag bearer, drop out of invisibility and become guards against other mages using dispel magic, plant flag...game over man'.

This would probably be a good tatic to use when attacking. However, I doubt that it would be a “instant win“, as the wizards will have to fight off the entire defending force. As such, the attacker would need to defend his wizards, so he would have to bring in a force of fighters/paladins/whatever, and archers to shoot the defending archers. In fact, the only people the attacker wouldn‘t need to bring in would be the camp followers (the bucher, the baker, and the candlestick maker.) Which kind of breaks the whole sneak in part.

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You know, in a game with potentially world-breaking magic, if you want a mountain, all you need is for a particularly powerful wizard to say "I wish that there was a mountain there."

Poof!

Mountain.

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Dotting as an Aasimar antipaladin.

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This looks interesting. I got a catfolk rogue that should work, once I drop her from lv 9 to lv 1.

Will work on her tonight.

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Got my character made!

Crunch:
Kitteridge Quickpaw- CR 8
Female Catfolk Rogue 9
CN Medium Humanoid (Catfolk)
Init +6; Senses Perception +11 (+15 vs traps), Darkvision 60ft, Low-light vision
EXP:
PP:
FAME:
--------------------
DEFENSE
--------------------
AC 22 (25 vs traps), touch 16 , flat-footed 16 (+6 armor, +6 dex)
hp (8+8d8+9)Current: 46/46
Fort +3, Ref +12 (+15 vs Traps), Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft, climb 20 ft
Melee 2x +2 short sword +14, +9, 1d6+4
Ranged Shuriken +12, 1d2+2
--------------------
STATISTICS
--------------------
Str 14 , Dex 22 , Con 11 , Int 14 , Wis 10 , Cha 14
Base Atk +6; CMB +8; CMD 24
Feats
Two-weapon Fighting
Improved Two weapon Fighting
Combat expertise
Improved Feint
Greater Feint
Weapon Finesse (rogue talent)
Combat Reflexes (rogue talent)
Traits
Dangerously Curious
Adopted (World Traveler: Diplomacy)
Skills
Acrobatics (9 ranks +6 dex) 15
Bluff (9 ranks +2 cha) 11
Diplomacy (4 ranks +2 cha + 1 trait) 7
Climb (9 ranks + 2 str +8 climb speed) 19
Disable Device (9 ranks + 6 dex + 4 class ) 19
Escape Artist (9 ranks + 6 dex) 15
Linguistics (5 ranks + 2 int) 7
Perception (9 ranks + 0 wis + 2 racial) 11 (+4 vs traps)
Sleight of Hand (9 ranks + 6 dex ) 15
Stealth (9 ranks + 6 dex + 2 racial + 5 comp) 22
Use Magic Device (9 ranks + 2 cha + 1 trait) 12
Languages
Common, Catfolk, Elven, Sylvan, Dwarven, Celestial, Auran, Draconic, Undercommon
SQ
Low-Light Vision
Cat's Luck (Ex)
Natural Hunter
Climber
Class Features
Sneak Attack +5d6
Trapfinding
Evasion
Rogue Talents:
Finesse Rogue
Combat Trick
Trap Spotter
Fast Stealth
Trap Sense +3
Uncanny Dodge
Improved Uncanny Dodge
Combat Gear ;
2x +2 short sword
+2 Mithral chain shirt of Shadow
20X Shuriken
Other Gear
Cat’s Eye Crown
Belt of incredible dexterity +2
Masterwork Thieves’ Tools
Rogue's Kit
--------------------
SPELLCASTING
--------------------

COIN:
PP:
GP: 140
SP: 60
CP:

Edit: Whoops, forgot the backstory.

Edit Version 2: It's probably going to be something about her curiosity getting the better of her.

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You know what? I'm going to go rogue instead.

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Dotting as a catfolk ninja.

Will build her tomorrow.

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Posting interest as an aasimar Paladin.

Will build her tonight hopefully

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Interestingly enough, right below it says:

Blog wrote:
Why do you put out an assassination contract on someone? Because you want to cripple the institutions he represents, either for temporary competitive advantage or to make it easier to win a war.

As such, it's highly possible that a war cannot be automatically canceled. I hope that if you lack the resources to sustain a war, it just stops giving you the benefits of one, while not completely canceling it. So your siege engines fall into disrepair, your NPC wall guards stop coming to work, etc. but the state of war still exists.

A good example of the way I hope settlement resources work is the old (but gold) game Total Annihilation. If you weren't producing enough resources in TA to keep your buildings running, they just ran slower. Your construction would slow, unit production would crawl, and even your gun's fire rate would drop.

Starting of speculation.
Back to PO, with raw numbers, Settlement A could be producing 3 siege engines a day, while Settlement B can only destroy 2 per day. If left unchecked, A would win. But a bit of assassination could restrict A to only building 2 or even 1 siege engines a day, leading to B being able to chase A's armies away, and possibly mount their own siege.
End of speculation.

Back to my main point, I hope that just being in a war doesn't cost anything. However, actively pursuing said war will require a large expenditure of resources.

{rambling} Things like siege engines, army forward posts, portable respawn locations, wall guards etc. will cost you lots of money, so losing discounts on normal upkeep will mean that there is less money to keep the war going. Resources should not just vanish into thin air just to keep a particular state of mind going. If the enemy starts attacking the walls, you need to spend money to repair them. If he tries to bash the gates in, you need to reinforce them. You need to build catapults to destroy his catapults, ballista to break apart his formations, hire mages to disrupt his spellcasting, and so on and so forth. However, if the defender suddenly loses his ability to defend (assassination), the war should not come to a screeching halt. He should just be rather quickly overrun, and lose the battle.
{/rambling}

There should be only 3 ways a war ends:

1. One side surrenders.
2. One side's settlement (or capital) gets destroyed (or close enough to it.)
3. The aggressor backs off, and a treaty is made.

I don't want some fairy to wave a wand, and suddenly the world cup boxing match is stopped because one guy is getting punched too much, and once he is better, the match starts again.

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Just wondering if there is anything wrong with my character. Nobody said anything, so I'm hoping that the old saying "No news is good news" is turning out to be true here.

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Rafkin wrote:
Golnor wrote:
Rafkin wrote:

Since nobody walks in an mmo is it safe to assume anyone walking is probably an assassin?

If I attack a disguised assassin who is flying the assassin flag in a settlement will the NPC guards attack me?

Kill all Walkers!

I would assume that by "walking animation" they meant "Normal Move Animation." So if you saw a disguised assassin trying to be unnoticed, you wouldn't see him walking in that funny half-crouch that games love to use to show someone is sneaking.

Also, how do you know that that guy is a disguised assassin? If you saw through his disguise, the NPC guards would immediately see through it as well. If not, then they are seeing random guy A attacking random guy B and move to intervene.

I wouldn't KNOW he was an assassin but maybe I'm paranoid and I attack some random guy who just happens to be a disguised assassin. Does it not drop the disguise?

Maybe if he attacks back. It said in the blog that entering combat would cause your disguise to decay very quickly, but if I was a disguised assassin, I would just run away and let the NPC guards take care of you. Hopefully "entering combat" means attacking back.

I do believe that you would only get the involved PvP flag if you attacked someone with an Attacker flag, so I should be safe by running.

And then you are dead, and I have a good reason for running straight to my target.

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Rafkin wrote:

Since nobody walks in an mmo is it safe to assume anyone walking is probably an assassin?

If I attack a disguised assassin who is flying the assassin flag in a settlement will the NPC guards attack me?

Kill all Walkers!

I would assume that by "walking animation" they meant "Normal Move Animation." So if you saw a disguised assassin trying to be unnoticed, you wouldn't see him walking in that funny half-crouch that games love to use to show someone is sneaking.

Also, how do you know that that guy is a disguised assassin? If you saw through his disguise, the NPC guards would immediately see through it as well. If not, then they are seeing random guy A attacking random guy B and move to intervene.

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A few things I thought of:

Will you be able to disguise yourself as a specific person? That does have the problem that you might meet yourself, pending hilarity if you can convince other people that you are actually the person you are disguised as, and run away as they beat up the poor guy.

Will the target know how many stacks of observation he has? I was thinking that the target getting an alert (such as line appearing in the chatbox or a voice saying something like "You are being watched") when he get his first stack, but otherwise is unable to tell if he is being watched by assassins. That way, an assassin can look at someone, then leave, but the target doesn't know if he is still being actively watched. Additionally, if the target can see how many stacks he has, he might be able to make a guess at how many assassins there are (e.g. 5 assassins start watching a target, target gets stacks in bunches of 5, target deduces that there are 5 assassins.)

Random NPCs in PC settlements. I don't know if this was actually said anywhere, but having a bunch of NPCs wandering around who use the same name generation as the disguise skill would help assassins (or unliked people) to walk around where they are not wanted. Killing friendly NPCs would cause bad stuff (riots?) so killing everyone you see would be a bad idea if you get watched.

Ooh! Just got an idea! A few assassins with very good disguise sit around watching a target, then a assassin who's better at combat comes in and taps the target.

Dark Archive Goblin Squad Member

Ooh hoo hoo!

This looks like fun!

Pardon me while I geek out a bit.

Dark Archive

Backstory time!

Backstory:

Growing up, Gabe was your standard dupe. He ended up in trouble a lot, but not because he did anything on his own, as the neighborhood rascals knew that he was an easy to convince scapegoat. As such, there were many times where he would end up with people angry at him while his “friends“ disappeared down an alley. Gabe attempted to break off relationships with the most common “friend“, but this “friend“ was a budding sorcerer, who‘s mastered trick was an illusion that made him look like a different person, and had managed to “befriend“ Gabe as a varity of different people.

Gabe managed to finally dissuade his sorcerous friend, mostly by being extremely suspicious of anyone who was overly friendly, and by punching anyone who showed a knack for illusions. However, the fact that he ended up in fights a lot (due to his friend) he had made a bit reputation for himself, and soon ended up with a bit of a gang, consisting mostly of boys who wouldn't go away. Gabe soon found the benefits of an ally (or a distraction, at least) in a fight were invaluable and grudgingly allowed his gang to grow, and soon controlled three streets.

One day, Gabe was walking around his territory with four members of his gang when he was ambushed by eleven boys from a rival gang. A cavalier of the dragon order was passing by at the time, and was surprised to see Gabe lead his gang to victory. The cavalier walked over the Gabe and offered him what every boy dreamed of, the chance to train under a knight and eventually become one himself. After he got over his shock, Gabe accepted. Soon, dressed in some old leather armor and wielding the first weapon he came upon, a old smithy hammer, Gabe rode out on a pony with his master‘s group and the convoy they had been hired to guard.

He soon discovered, that as hard as he was from leading a gang, that the world outside the city was harder, and his master was harder yet. In the first week, Gabe earned several dozen bruises from sparring with his master. That did not deter him, as the convoy was attacked twice on the trip, and his master was always in the center of the fighting, taking blows meant for his allies and dealing back twice for every one he took. So with hero-worship giving a rosy tint to his world, Gabe attacked his training with a glee normally reserved for kids in candy shops.

After four years of training, on his nineteenth birthday, Gabe's master decided that there was nothing more he could teach Gabe, and Gabe set off on his own, looking for his own companions and adventures.

Also, due to story going sideways, I'm dropping the reactionary trait for dirty fighting. I also forgot that I get an extra teamwork feat so I'm taking Shake It Off from UC.

Dark Archive

Also stealing.

Stats:

Gaberiel Strongarm
Male Human Cavalier (fav class)
CN Medium Humanoid
Init +2; Senses Perception -1
Str 15, Dex 11, Con 14, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +3; CMD 13

Defense:

I saw max starting gold, so 5d6*10 is 300, right?
AC=18, (0 dex, 6 armor, +2 shield) Breastplate + heavy steel sheild
HP=12 (1d10+2)
Fort +4, ref +0, will +2

Offense:

Lance: +4, 1d8+2
Warhammer: +3, 1d8+2

Feats:

Iron Will: +2 to will
Weapon focus: Lance

Traits:

Reactionary: +2 to init
Skeptic: +2 to saves vs. illusions

Skills:

Ride +7 (+1 when not on own horse)
Climb +9 (+3 with armor)
Diplomacy +7
Intimidate +7

Mount:

Willam
Horse (animal compainion)
N Large Animal
Speed 50 ft.
AC 14 (+4 natural armor, +1 dex, -1 size)
Attacks: bite +4, 1d4+3; 2 hooves -2, 1d6+1
Ability Scores: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities low-light vision, scent.
Feats: Light Armor Proficiency, Weapon Focus: bite

Edit: Drat. I forgot to add a backstory. Go, creative juices!

Dark Archive

Posting interest, either as Oracle or Cavalier.

Rolling!
4d6 ⇒ (2, 3, 5, 2) = 12 10
4d6 ⇒ (1, 4, 5, 2) = 12 11
4d6 ⇒ (4, 5, 1, 1) = 11 10
4d6 ⇒ (3, 3, 2, 2) = 10 8
4d6 ⇒ (5, 1, 6, 4) = 16 15
4d6 ⇒ (4, 1, 4, 6) = 15 14

Not bad.

Dark Archive Goblin Squad Member

Harad Navar wrote:
An advanced sorcerer may actually get multiple "bloodstones". They may even have to be crafted.

I hope that they don't have to be crafted. One advantage that sorcerers always had over wizards is the fact that they need nothing to cast spells. I was thinking the Bloodstone would just be a manifestation of the sorcerer's power, and would stay with him at all times. If he died, it would just reform with his body when he revived. It being an item just makes it easier to compare to wizard style casting.

Dark Archive Goblin Squad Member

Hmmm... Maybe for sorcs.

Srocs get more damaging spells as a trade-off for less variety. The class feature slot could grant a item-ish thing (let's call it a Bloodstone) that could be put in the wondrous item slot (like a wizards spell book) and gives a set spells (chosen by player once, then stuck. At least for a while). However the Bloodstone gives spells cast using it the ability to look for elemental keywords.

Maybe. Needs thinking.

Maybe certain bloodlines (elemental, dratonic) make the Bloodstone look for certain keywords that match your element.

Keywords on spells?

Valandur wrote:
Nihimon wrote:
I really didn't understand Ryan's ideas about "keywords" for the longest time, but now that I'm starting to get a better feel for it, I am in awe.

The whole keyword thing mystifies me. I sort of figured they used them in PFTT but don't know for sure.

I mean take the keyword "sharp" is it variable, or constant? Meaning does it equate to say +2, or does its bonus depend on some other factor?

The way I saw keywords working is that items have keywords, while abilities look for keywords. As mentioned in the blog, the standard longsword will have the slashing keyword. You might have a slash ability, which would look for the slashing keyword on your equipped weapon when you use it. If your weapon has the keyword, the attack gets stronger. So you could use the slash ability with a spear but it would deal less damage than when you used it with the sword.

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