Jhofre Vascari

Inspire This's page

Goblin Squad Member. 62 posts. No reviews. 1 list. 1 wishlist.



Goblin Squad Member

What if we announce this, to encourage new backers, encourage $35's to bump up to $100's, and quiet all this discussion about Daily Deals?

Crowdforgers:
1st Character gets all daily Deals
Destiny's Twin gets daily deals based on pledge date.

Adventurers/Music Lovers/Loremasters:
1st Character gets daily deals based on pledge date (as it is now).
Destiny's Twin doesn't get any daily deals (as it is now).

This will still keep the earlier items more rare than the later, and still reward the earlier backers (while providing a way for new backers -- which we need -- to get the Daily Deals).

That will provide incentive for new backers to back at $100, and for current Adventurer level people to bump up to Crowdforger.

Thanks for listening!

(I post this idea as someone in for $300, who has been in at at least $100 since the first hour of the Kickstarter)

Goblin Squad Member

1 person marked this as a favorite.

Here's a thread to post ideas for Add-ons that the GW folks can add to help the war effort! :)

I intend for this to be a consolidated place that Ryan, Mark, Lisa and the team can see all of our ideas. To that end, I scoured the forums to find other people's ideas (and included mine as well).

In my experience (having backed 90 Kickstarter projects, many games), add-ons have contributed much to the success of projects more often than not.

-Inspire This (Matthew Kovich on Kickstarter)

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Inspire This

1) Start the game with some cool utility, non combat item.
2) Special mount/familiar/animal companion only available as a Kickstarter Add-on?
3) Something special for building construction – either some gold/construction materials to start with, or a special thing only available as a Kickstarter Add-on?

4) Lightly discounted additional months of gameplay.
5) Discounted additional 6 months of Early Enrollment playtime for Crowdforger tiers.

6) PDF Strategy Guide.
7) Autographed poster?
8) T-Shirt

9) $15 add-on to get all daily deals that you missed?
That's high enough of a price to make the people who backed early still feel like they get a good deal, but then allows later backers (including the $450,000K of backers we need to get) to not feel remorse or feel like they're unable to get the full rewards
That way it rewards everyone, and makes the earlier daily deals still more exclusive in a sense.

9b) Or maybe make the add-on include all daily deals but the Goblin Dogslicer -- to make that an exclusive reward for the earliest backers (and make it a super exclusive fluff item)?

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TracerGod Goblin Squad Member Dec 4, 2012

Lapel pins:
Production cost is around $1.
Addon for $10.
Shipping difficulty: easy

Mugs:
Production cost around $2
Addon for $20.
Shipping difficulty: hard

Koozies:
Production cost around $1.5
Addon for $10.
Shipping difficulty: easy

Cloth Map:
Production cost ?
Addon for $20-$30
Shipping difficulty: easy

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Myzmar Wed, Dec 5, 2012, 08:37

What we need is purchasable add-ons for people who have the money and would be willing to support this above the 100$ package, but are not really interested in having the higher tiers consisting basically in "x times the game". People like me. There is a reason why almost 60% of your backers purchased the 100$ tier.

Some ideas for add-ons:

- limited edition ingame items. No pay 2 win, just little things, time savers or cosmetics. Mounts immediately come into mind. Clan / group logos. Someone suggested some basic crafting materials, sounds like a good idea. Maybe a starter pack: slightly better weapon, slightly better amour than what you will normally get. A potion giving a limited boost to learning skills. This is by far the easiest way to make money, people want such things and are ready to pay now.

- collector's items. Signed game boxes, figurines, and yes, t-shirts. Check out other kickstarter projects: if they can offer t-shirts for 25$ and still make money on it, so can you. This works. You have almost 2000 backers already!

- discounted future game time. Get the money now, deliver your product later for a discount. Please, don't start a discussion that this "can't do". Yes it can, anyone with a basic knowledge of how cash flow works will understand.

- possibility to shape the game. Help design a quest. Name an npc or an item. Name and help design an NPC settlement. This costs you virtually nothing, and can get quite a few more bucks. No overpay though, as star citizen recently showed, even a game with almost 100k devoted backers could not find anyone to pay 5000$ for naming a star system.

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WampaX

An add on for a Gargantuan Green Dragon.

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Mourn Blackhand

$1 each for every Daily Deal you missed (as an add-on).

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Tharkune

Possible add ons should be things that don't give a "pay to win" advantage. Any in game items should really be cosmetic or very insignificant such as things like guild banners for your castle, a statue of with your guild name as a founding company or something like this. These types of things make cool additions that are unique, give identity but don't give an unfair advantage or take a lot of resources.

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EDIT:

I have overhauled it, and reimagined it as a spell-less rogue/ranger/bard combination base class.

Here is a link to the new draft of the class:
Base class: Explorer

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This is my spell-less, perform-less bard variant. It's based on the
archaeologist bard archetype from Paizo.

It's an explorer - a person who has been around, picked up all sorts of
knowledge, is plucky and lucky and handy in a fight.

(Essentially one step closer to Indiana Jones than the Archaeologist
archetype took - because indy was great at Use Magic Device, but he
didn't cast any spells)

(I essentially just took the Archaeologist, took away spells, made some tweaks)

Thoughts?

----Changes to Bard----
Class Skills: No Spellcraft or slight of hand, add survival, heal, and swim.

HD/BAB of a fighter

Add medium armor proficiency.

Explorers do not gain the bardic performance ability or any of its
performance types. Explorers do not gain spellcasting.

They still gain Bardic (Explorer's) Knowledge, Loremaster, and Jack of All Trades.

-------------------------------------------

Explorer's confidence (Ex)

Fortune favors the Explorer, and he's seen his way through enough
sticky situations to attain a level of confidence. And his confidence
is contagious.

As a move action, an archaeologist can perform a private ritual (tip
their hat, say "Here goes," thumb their nose, clap their hands once,
say a quick prayer, click their tongue, rub a lucky ring, etc) to call
on fortune’s favor, giving he and any allies in visual range a +1 luck
bonus on attack rolls, weapon damage rolls, and saving throws vs charm
and fear effects.

As a swift action, he can use this ability to instead gain +1 bonus on
either saves vs traps, jump checks, or acrobatic checks. Once active,
the explorer can switch between the bonus desired (jump, acrobatics, or
save vs traps) as a free action at the beginning of his turn.

He can use this ability for a number of rounds per day equal to 4 + his
Charisma modifier. At each level after 1st, the Explorer can use this
bonus for one more round a day.

Line of sight does not have to be maintained, as long as the Explorer
passes through his allies sight during the round.

Maintaining this bonus is a free action, but it ends immediately if the
Explorer is killed, paralyzed, stunned, knocked unconscious, or
otherwise prevented from taking a free action to maintain it each
round. Explorer's Confidence is treated as bardic performance for the
purposes of feats, abilities, effects, and the like that affect bardic
performance. Like bardic performance, it cannot be maintained at the
same time as other performance abilities. This bonus increases to +2 at
5th level, +3 at 11th level, and +4 at 17th level.

Don't Miss a thing (Ex)

An explorer has a great eye for staying alive, regardless of
environment. As he gains experience, his senses sharpen even further.

At 2nd level, an explorer gains a bonus equal to half his class level
on Survival checks (except to follow or detect tracks). He also gains
the Urban Forager feat.

At 6th level, an explorer gains a bonus equal to half his class level
on Perception checks.

This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)

At 2nd level, an explorer gains uncanny dodge, as the rogue class
feature of the same name.
This ability replaces well-versed.

Trap Sense (Ex)

At 3rd level, an explorer gains trap sense +1, as the rogue class
feature of the same name. This bonus improves by +1 for every three
levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents

At 4th level, an explorer gains a rogue talent. He gains an additional
rogue talent for every four levels of explorer gained after 4th level.
Otherwise, this works as the rogue’s rogue talent ability.

Bonus Feats:
At 5th level, an Explorer may take Skill Focus or any combat feat.

At 14th and 18th level, they may take another combat feat or skill
focus.

Evasion (Ex)

At 6th level, an explorer gains evasion, as the rogue ability of the
same name.

Advanced Talent

At 12th level, and every four levels thereafter, an explorer can choose
an advanced rogue talent in place of a rogue talent.

Lucky Me (Ex)

An explorer didn't get this far without luck on his side.

At 19th level, an Explorer can reroll any save or skill check once per
day - and take the better of the two rolls.


Hi community!

I have a PC in my campaign who is gloriously invulnerable to physical attacks (huge Dex/Dodge based AC paired with uncanny dodge). Because he's so specialized, he has a major weakness - abysmally low Will Save for an 8th level character.

Obviously I can just throw clerics, wizards, and adepts at him all day, but I'm looking for more monsters to shake things up.

What are some great monsters with attacks that require a will save? Even lower level creatures are viable, as his will save is only +4.

Thanks!


Some help?

PRD wrote:
Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

That means a "large" Rat Swarm (two swarms put together) would occupy 8 5-foot squares, and still do 1d6 damage, correct? It wouldn't "become" a single 6 HD creature (and therefore do 2d6 damage). Correct?

Also, a brief interaction with James and another player:

Pygon wrote:

Silly Seltyiel.

Rays don't work on swarms!

Do they?

James Jacobs wrote:
They do. So does the fire damage from a flaming sword. Energy damage more or less trumps that whole thing... if it didn't, then there'd REALLY be no reason aside from pure GM cruelty and hatred to have lower than CR 3 swarms.
Just looking for some clarification about, say, scorching ray working on a swarm. My confusion lies with
PRD wrote:
"A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate)"

I understand that Scorching ray doesn't "just" target a creature (it's an effect that could target, say, the floor or the air), but I'm just looking for a definitive answer for my players.

I'd say that targeting, say, the wall behind a swarm of bats would burn a whole lotta bats -- but would that work for, say, rats on the floor? Would both instances take full damage, or would the rats say, take half?

----> Last question: What about Create Pit? Would a swarm of rats suffer normal damage from a 50 foot pit cast by a 10th level wizard? Cockroaches (those things are sturdy!)

Thanks!!!