Nighteyez wrote:
I've always maintained the idea that either Alkenstar hides a rather large amount of much more sophisticated firearms for the defence of the country or when when some of the dates for Alkenstar were drawn up they didn't notice how far back they put Alkenstar's exsistence. The Gunworks were founded in 1903AR and they produced Worldbreaker in 2009AR, I could easily see Worldbreaker being a glorified iron tub that chucked a stone ball a middling distance and was more effective as a terror weapon than a cannon. Then we advance 2441 years and the Gunworks builds the Great Maw of Rovagug and curiously enough it seems to be a developmental sideline to Worldbreaker of ages past, it's a fixed cannon of smaller diameter and interestingly enough it has been fired so infrequently to suggest it's either ceremonial or never worked properly (it's frankly ill-conceived bore size, shell weight, and crew size speaks that there was no idea of how super-large guns operate and the immense crew requirements they need to be fully functional. As it stands Rovagug would have to be firing hollow wooden shells loaded by a crew of Giants for it's statistics to make even a modicum of sense). As of the current date Alkenstar has a single facility with 2809 years of firearms building expertise and the current information would have you believe they're only capable of building 1400's equivalent snaphance and artillery that makes a Parrot Rifle look like a laser cannon. Now in the rest of Golarion this kind of amazing technological stagnation would make perfect sense due to the presence of magic and gods but Alkenstar has no such recourse and it's populace is forced to rely on their own intellect to defend themselves. As a result I will continue to believe that the current crop of exploding sewer pipes are simply ancient relics or 'export' models Alkenstar sends out to keep the outside world from prying to closely into their industry. From a rules standpoint I can easily see the reasoning behind making firearms such a dangerous bother of a weapon but it's kind of a mystery given Paizo has dealt with firearms on a much larger scale long ago back in Dragon magazine and those rules while a tad bit wonky seem to have be more functional than the current crop of rules.
Frankly I see the cost of ammunition for firearms to be prohibitive to the point of insanity. Despite the fact the humble sling bullet and the musket ball are very nearly the same thing the musket suffers from a massive inflation of it's ammunition prices. It's especially annoying considering your average sling bullet is very likely going to be made of lead due to it's superior capabilities as ammunition when compared to stone or baked clay.
Truly though I'm not all that surprised the firearms rules are a little wonky given their parent country seems to be a rather illogical jumble of interesting ideas.
I remember the old Die, Vecna, Die! adventure being a fairly good world ender, of course it does have the distinct disadvangtage of being old as dirt at this point, well that and it features everyones favorite old bone pile.
EricTheRed wrote: Can anyone recommend a decent resource(s) for fantasy-heavy clockwork/constructs/steampunk ideas/adventures/monsters? I'm not interested in Victorian-flavored pulp stuff, more medieval/fantasy/sorcery oriented. The DragonMech books would be a good source for some rules and information but they do have some annoying flaws (their mechs have no formula for calculating their CR so if you want to use them you have to do some comparing and such to make sure they work correctly). Luckily there was only a handful of Dragonmech books released(three or four) so finding them isn't a hideous task.
vagrant-poet wrote:
Unfortunately it's an option that is restricted to home games for the most part. I'm on the idea that it would be nice to leave my own walled off sandbox and play in the worlds sandbox once and a while. And considering that guns are so expensive as to be worthless and rather hobbled ruleswise you would only see guns being used by people who really, really love guns and the idea behind Alkenstar.
Nani wrote:
It's always been kind of strange to me that Alkenstar was even put into Golarion, it's this big buffer zone that seems to be destined to be the last documented section of Golarion and seems headed for a life of obscurity in PFS with it's signature weapons being disallowed and the region left to molder in the closet. I know I've had to shoot down a couple people who wanted to make gunslinging brigands from Alkenstar due to firearms noninclusion and the regions void of information.
S. Viconia wrote:
If Paizo put out a book that detailed more about Golarion's stellar neighbors and methods of getting around I'd likely have a heart attack from all the excitement. I also have to admit that I'd love to see a set of spell description flashcards, for as much as I loathe 4th edition the power cards are a wonderful idea and similar cards for spells would make it quite a bit easier for new players to understand spells and such (we have a couple new people in our group and reading through the spell list is more than a bit daunting for them), it would also make it much easier for eternally lazy individuals such as my self to simply sort through a flashcard or two than wander through the book.
Kyle Baird wrote: Selling the same map in the Campaign Setting but rolled up instead of folded. (which I could then get framed) I'd think that a rolled up map of Golarion or even the Campaign Setting map would be nice rolled up rather then the traditional map folding, I know that my map is one dumb kid away from being individual squares of paper and I would jump for joy if I had a rolled map of heavier material I could wheel around without fear of one 'stupid fingers' kid blowing my map up.
Frankly I feel a table explaining instances where the ACP would apply and where it would be null and void would be an interesting thing to have but would add another layer of complexity that could really overwhelm someone new and could bog down simple tasks by having to look it up in the book. If I had a choice of looking for yet another large table I can never find (my fight with the character wealth by level table is eternal) or simply accepting the occasional unrealistic skill decision I can veto logic for the ease of use. Also, the idea that a suit of plate armour is going to make an individual so incapable of movement that they'd be unable to right themselves or effectively fight on foot is a surprisingly common misconception.
Rather amazed that this thread is still lumbering along but I have yet to have a problem with the change, in the process of updating a cleric for a Savage Tide run through I simply took the fifth level feat (when the character could logically afford full plate) and continued on like normal, for me it wasn't some archetype destroying change that ruined the cleric for me.
I remember our local DM used to rule that fire arms operated as a ranged touch attack rather than a normal roll, then they had a bit of an advantage over a bow but he did have it so we rolled on a mishap table if you rolled a natural 1.
Also on the subject of the technology level in Alkenstar they have a revolver, rifle, and scattergun on the firearms table and they are mentioned as being percussion cap firearms so they could be roughly equivalent to the weapons of the 1850's and 1860's. You could run into anything from single shot muzzle loaders all the way up to breechloading rifles similar to the Kammerlader and the Dreyse needle gun.
Frankly this change doesn't bother me in the least bit, I'll just use a feat to make up for it and still have the improved domains to show for it. It also doesn't hurt that most of the clerics I've played worshiped deities that weren't known for their heavy armour wearing clerics. It also gives a nice distinction to the more martial classes in that they're the only class that can wear heavy armour out of the box so to speak, it also makes the cleric feel like less of a Psuedo-Paladin.
I really can't say I'm surprised that the book sold out, and if the enthusiasm in my local area is any indication the second run will probably get wiped out in short order as well. With any luck our FLGS will get it's order of books in so they can be immediately bought out (and so my poor abused beta copies can be put to rest). If our store doesn't end up getting their books I'll obviously have to lash up a time machine and get my books that way.
Xabulba wrote: American to Canadian translator so now you can speak to your northern neighbors and be understood. Bah, don't need no translator. I already live close enough to Canada that most folks think our state is part of Canada or is down south (I swear the rest of this nation is full of nitwits, just because the word 'South' is in the name doesn't mean it's down by Texas). Although you certainly can't tell the difference between here and Canada, same flat terrain and lack of people.
There is an extremely rare chance of a good aligned drow if a PC spellcaster decided to use one of the weirdest spells in 3.5. The Book of Exalted Deeds 'Sanctify the Wicked'. Of course this requires 10,000 gold, and burning a character level but it is a surefire way to make a good drow.
Outside of incredibly powerful magic, a really weird helmet, or a drow being raised far outside of it's own culture I doubt one could run across a drow that is good, but as we've already seen a neutral aligned drow it certainly possible and that could be as good as you can get normally.
I'd say it was reading through the tail end of Dungeon/Dragon and seeing the adds for Pathfinder. Knowing that the people who wrote those magazines and made some of my favorite shelf collapsing 3.5 books would be producing their own adventures and their own world without creative shackles was enough to hook me.
The FLGS where I live didn't manage to get signed up in time for free day stuff (being on the moon makes him sort of a low priority) but last year he just let us grab whatever we wanted from the assorted things. He does have the advantage of a captive audience seeing as the nearest game store is about a seven hour round trip.
Lord Fyre wrote:
Well once those Mayan gods come back in their spaceships we'll all be really preoccupied what with the temple building and all.
Graig Harvey wrote: I suppose I just don't grasp the differences between these different types of cosmoses. To me if a character in one world wanted to travel into the Planescape campaign it wouldn't a big deal. 3.5 or 3.0 Planar Handbook mentions the possibility that one could reach an alternate material plane and it's alternate cosmology via anomalies in the Plane of Shadow or through long forgotten demiplanes(I'm fond of them being Ethergaunt constructs myself). Then when a group of players is a high enough level for planar hijinks they could 'stumble' across a way to hop from setting to setting (like Stargate with swords and magic missiles).
Actually one book I've found that works quite well in my view of Alkenstar is Dragonmech by Goodman Games, the book has a number of classes, class variants, and equipment that would work well in Alkenstar.
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