paizo.com Recent Posts by James Laubackerpaizo.com Recent Posts by James Laubacker2021-10-16T19:03:06Z2021-10-16T19:03:06ZRe: Forums: Product Discussion: Sos the Rope (Trade Paperback)Karlstar (alias of James Laubacker)https://paizo.com/products/btpy85k0/discuss?Sos-the-Rope#72021-10-16T19:03:04Z2021-10-16T19:03:04Z<p>Very happy to have found this and I'm really pleased with this edition. If I could, I'd give it 5 stars.</p>Very happy to have found this and I'm really pleased with this edition. If I could, I'd give it 5 stars.Karlstar (alias of James Laubacker)2021-10-16T19:03:04ZRe: Forums: Pathfinder Tales: What is Happening With the PF Tales Line?!?!?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2u7kl&page=2?What-is-Happening-With-the-PF-Tales-Line#882017-07-23T23:58:32Z2017-07-23T23:58:32Z<div class="messageboard-quotee">GeraintElberion wrote:</div><blockquote> <div class="messageboard-quotee">James Sutter wrote:</div><blockquote> <div class="messageboard-quotee">Cpt_kirstov wrote:</div><blockquote> <div class="messageboard-quotee">Vic Wertz wrote:</div><blockquote> Also, even if things go amazingly well at Book Expo, don't expect to hear anything for a while. Negotiations like this take time, and we're not going to be able to talk about any of it until a deal is done. </blockquote>Even for the books under the old contract that just didn't get audiobooks up yet? </blockquote>Those we're still trying to get sorted. (Things have been a little bonkers around here recently with all the Starfinder prep!) </blockquote>Don't make me resent Starfinder! </blockquote><p>James, just another vote from someone who wants to see Pathfinder Tales resume! I don't care what format, though the trade paperback price was too high. I wouldn't mind seeing Planet Stories make a comeback either. :)GeraintElberion wrote:James Sutter wrote: Cpt_kirstov wrote: Vic Wertz wrote: Also, even if things go amazingly well at Book Expo, don't expect to hear anything for a while. Negotiations like this take time, and we're not going to be able to talk about any of it until a deal is done.
Even for the books under the old contract that just didn't get audiobooks up yet? Those we're still trying to get sorted. (Things have been a little bonkers around here recently with all the Starfinder prep!)...Karlstar (alias of James Laubacker)2017-07-23T23:58:32ZRe: Forums: Product Discussion: Pathfinder Society Scenario #6–08: The Segang Expedition (PFRPG) PDFJames Laubackerhttps://paizo.com/products/btpy9a1w/discuss?Pathfinder-Society-Scenario-6-08-The-Segang-Expedition#122014-12-12T16:07:50Z2014-12-12T16:07:50Z<p>Where is the faction mission information for this scenario?</p>Where is the faction mission information for this scenario?James Laubacker2014-12-12T16:07:50ZRe: Forums: Reign of Winter: The Witch Queen's Revenge (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2ph92&page=2?The-Witch-Queens-Revenge#662013-07-30T11:39:19Z2013-07-30T11:39:19Z<div class="messageboard-quotee">Zhangar wrote:</div><blockquote> Anything from Tome of Horrors should be reprinted in the module. Bestiary 2 and Bestiary 3 critters are available on Paizo's website - check out the <a href="http://paizo.com/pathfinderRPG/prd/" target="_blank" rel="nofollow">PRD</a>. </blockquote><p>Awesome, thanks! That gives a lot more space in the mod for more rooms and descriptions.Zhangar wrote:Anything from Tome of Horrors should be reprinted in the module. Bestiary 2 and Bestiary 3 critters are available on Paizo's website - check out the PRD.
Awesome, thanks! That gives a lot more space in the mod for more rooms and descriptions.James Laubacker2013-07-30T11:39:19ZRe: Forums: Reign of Winter: The Witch Queen's Revenge (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2ph92&page=2?The-Witch-Queens-Revenge#642013-07-30T10:58:57Z2013-07-30T10:58:57Z<p>I'm enjoying this mod quite a bit as I read through it, its definitely got plenty of potential for both action and roleplaying. One thing I find very disappointing though, it requires Bestiary 2, Bestiary 3 and Tome of HOrrors. Please put at least basic stat blocks for all monsters in the mod!</p>I'm enjoying this mod quite a bit as I read through it, its definitely got plenty of potential for both action and roleplaying. One thing I find very disappointing though, it requires Bestiary 2, Bestiary 3 and Tome of HOrrors. Please put at least basic stat blocks for all monsters in the mod!James Laubacker2013-07-30T10:58:57ZRe: Forums: Rules Questions: Alchemist Alchemy QuestionsJames Laubackerhttps://paizo.com/threads/rzs2mqy5?Alchemist-Alchemy-Questions#202013-03-17T11:06:43Z2013-03-17T11:06:43Z<div class="messageboard-quotee">IejirIsk wrote:</div><blockquote><p> alchy dont 'cast' so cantrips doesnt make sense themtaically. mechanically no idear.</p>
<p>as far as 'worst potion makers' only one other class gets access to potion making at 1st level.</p>
<p>iirc most of their extracts they can make as a potion, for others to use, and so become potentially one of the best buffers out there. </blockquote><p>True, if that's all you want to do, my original point was that they have a very limited formula list, which severely limits their versatility as potion makers. Its also easier to use the infusion discovery and just hand others your extracts, though the # per day is very limited.IejirIsk wrote:alchy dont 'cast' so cantrips doesnt make sense themtaically. mechanically no idear.
as far as 'worst potion makers' only one other class gets access to potion making at 1st level.
iirc most of their extracts they can make as a potion, for others to use, and so become potentially one of the best buffers out there.
True, if that's all you want to do, my original point was that they have a very limited formula list, which severely limits their versatility as potion makers. Its...James Laubacker2013-03-17T11:06:43ZRe: Forums: Rules Questions: Alchemist Alchemy QuestionsJames Laubackerhttps://paizo.com/threads/rzs2mqy5?Alchemist-Alchemy-Questions#152013-03-17T02:01:40Z2013-03-17T02:01:40Z<p>Yes, there is a lot more, but it seems a serious weakness for the alchemist class to be the worst potion makers, especially as that could be a significant personal benefit.</p>Yes, there is a lot more, but it seems a serious weakness for the alchemist class to be the worst potion makers, especially as that could be a significant personal benefit.James Laubacker2013-03-17T02:01:40ZRe: Forums: Rules Questions: Alchemist Alchemy QuestionsKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2mqy5?Alchemist-Alchemy-Questions#132013-03-16T23:52:07Z2013-03-16T23:52:07Z<div class="messageboard-quotee">BigNorseWolf wrote:</div><blockquote> <div class="messageboard-quotee">polite troglodyte wrote:</div><blockquote><p> see thats what we thought too but the fact that the following was included confused me;
</p>
"Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement)."</p>
<p>why include that if only spells available on list could be selected in the first place? </blockquote><p>I think they were originally going to have the alchemists able to cast the entire wizard list.
<p>Some of the spells the alchemist casts ARE divine, like cure light wounds </blockquote><p>I wanted to bring this up again, after playing an alchemist it has struck me that alchemists are the WORST possible alchemists! Even sorcerors would be better potion makers, as they can select their spells from the entire arcane list, alchemists are limited to a very short, very limited list of spells they can make into potions. Has there been any significant expansion of the alchemist 1st and 2nd level formula lists? They are limited to just 2 schools of magic (plus CLW); they should have at least one other. Not only that, but their slow advancement on the spell level makes them just as slow to make 2nd or 3rd level spells into potions.BigNorseWolf wrote:polite troglodyte wrote:see thats what we thought too but the fact that the following was included confused me;
"Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement)."why include that if only spells available on list could be selected in the first place?
I think they were originally going to have the alchemists able to cast the entire wizard list. Some of the spells the...Karlstar (alias of James Laubacker)2013-03-16T23:52:07ZRe: Forums: Rise of the Runelords: Chopper's Isle & the Old LightKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2k418?Choppers-Isle-the-Old-Light#202009-11-06T19:13:15Z2009-11-06T19:13:15Z<p>Don't forget that the Old Light comes up later in AP #4. The more important you make the Old Light now, the better that hook will be later.</p>Don't forget that the Old Light comes up later in AP #4. The more important you make the Old Light now, the better that hook will be later.Karlstar (alias of James Laubacker)2009-11-06T19:13:15ZRe: Forums: Rise of the Runelords: Spires of Xin-Shalast (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2hl5b&page=2?Spires-of-XinShalast#932009-07-07T16:05:02Z2009-07-07T16:05:01Z<p>I saw in one of Mary's previous posts that she estimated the number of Rune Giants at 34, based on the number of stasis chambers in the upper city. Has everyone been using that number? It seems reasonable, though a bit on the high side. There's 500 giants in the encampment, along with some unspecified numbers of other giants in Jotunberg and the Shalaria - but what are they all doing? </p>
<p>I'm trying to make the city feel both epic and deserted, and haven't quite hit on the right combination yet. I can't decide if it is more like 'Escape from New York' or 'I Am Legend' - or something I haven't hit on yet. </p>
<p>A couple things I've decided is that there must be some kind of market. Even if all that's being traded there is the contents of whatever some giants had in their bags, plus possibly things brought by the denizens of Leng, there should be some bartering and trading going on. There should also be a commissary somewhere, but I haven't figured out yet where the food is coming from.... feeding 500 or 600 giants is no easy task, so someone is producing a LOT of food, somehow. The remoteness of Xin-Shalast really works against it in terms of trade, which makes you wonder how it ever functioned as a city.</p>I saw in one of Mary's previous posts that she estimated the number of Rune Giants at 34, based on the number of stasis chambers in the upper city. Has everyone been using that number? It seems reasonable, though a bit on the high side. There's 500 giants in the encampment, along with some unspecified numbers of other giants in Jotunberg and the Shalaria - but what are they all doing?
I'm trying to make the city feel both epic and deserted, and haven't quite hit on the right combination yet....James Laubacker2009-07-07T16:05:01ZRe: Forums: Rise of the Runelords: Any DMs out there lost interest mid-AP?James Laubackerhttps://paizo.com/threads/rzs2jnvt?Any-DMs-out-there-lost-interest-midAP#32009-06-12T18:07:23Z2009-06-12T18:07:23Z<p>The big encounters at the beginning of Sins of the Saviors are a blast, even for the DM. I liked Fortress for the old school feel, and Sins is definitely a good challenge for a DM. Keep going! My group finally got to Spires and I'm excited to see them begin it. They may not be so excited about being stomped. :)</p>The big encounters at the beginning of Sins of the Saviors are a blast, even for the DM. I liked Fortress for the old school feel, and Sins is definitely a good challenge for a DM. Keep going! My group finally got to Spires and I'm excited to see them begin it. They may not be so excited about being stomped. :)James Laubacker2009-06-12T18:07:23ZRe: Forums: Rise of the Runelords: Rise of the Runelords TimelineJames Laubackerhttps://paizo.com/threads/rzs2jnvl?Rise-of-the-Runelords-Timeline#22012-11-15T22:05:24Z2009-06-12T18:03:12Z<div class="messageboard-quotee">Sean Mahoney wrote:</div><blockquote><p> Has anyone already completed a timeline of all the events (background stuff mostly) that take place in this AP? I am sure something like that is out there but am unable to find it.</p>
<p>Sean Mahoney </blockquote><p>I don't think there is one, really. Its clear from the module introductions and some comments here that a variable amount of time can pass inbetween mods, and even between some events in the mods. The most closely tied together are the first two, because of the one NPC that appears in both. That one, it actually requires you to separate the two out in time, so certain events can happen if your party does not take long enough finishing off the goblins. Other than that, considering there are several very long overland treks, and the possibility of post-mod work, the events are all variable and may be quite far apart. Hook Mountain Massacre and The Fortress of the Stone Giants, in particular, can be quite far apart in time, if you like, or not.Sean Mahoney wrote:Has anyone already completed a timeline of all the events (background stuff mostly) that take place in this AP? I am sure something like that is out there but am unable to find it.
Sean Mahoney
I don't think there is one, really. Its clear from the module introductions and some comments here that a variable amount of time can pass inbetween mods, and even between some events in the mods. The most closely tied together are the first two, because of the one NPC that appears...James Laubacker2009-06-12T18:03:12ZRe: Forums: Rise of the Runelords: Spires of Xin-Shalast (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2hl5b&page=2?Spires-of-XinShalast#912009-06-10T14:18:40Z2009-06-10T14:18:39Z<p>I'd really like to run this adventure with as much risk for the PC's as I think it was intended. So far, while they've had to work hard to kill Mokmurian and Kazaven, my players have not been as challenged as they should be. Any recommendations on how to make this adventure as challenging as it should be? I'm not saying it isn't challenging, mostly I'm looking for DM advice on how to fully take advantage of what's in the adventure. Maybe I'm being too easy on them or my tactics suck!</p>I'd really like to run this adventure with as much risk for the PC's as I think it was intended. So far, while they've had to work hard to kill Mokmurian and Kazaven, my players have not been as challenged as they should be. Any recommendations on how to make this adventure as challenging as it should be? I'm not saying it isn't challenging, mostly I'm looking for DM advice on how to fully take advantage of what's in the adventure. Maybe I'm being too easy on them or my tactics suck!James Laubacker2009-06-10T14:18:39ZRe: Forums: Rise of the Runelords: Changes to Rise of the Runelords for 6 PCs (Spoilers )James Laubackerhttps://paizo.com/threads/rzs2iwfu&page=2?Changes-to-Rise-of-the-Runelords-for-6-PCs#1002009-06-10T14:12:20Z2009-06-10T14:12:19Z<div class="messageboard-quotee">Joey Virtue wrote:</div><blockquote><p> Well I have started a Story hour for this game
</p>
<a href="http://paizo.com" target="_blank" rel="nofollow"> http://paizo.com/paizo/messageboards/community/gaming/campaignJournals/virt uesRISEOFTHERUNELORDSCampaignJournal</a>. </blockquote><p>Joey, that link did not work for me, just took me to the paizo.com page.
<p>I just finished running Sins of the Saviors, and I used a lot of your suggestions. I also put 2 T. Mummies and 2 Dread Wraiths into the final encounter with Kazaven. That battle went really long, though it wasn't quite as deadly as I would have hoped. </p>
<p>In retrospect, all of the wizards in Runeforge need more wands and scrolls of damage spells, including Fireball and Lightning Bolt. Each one typically has 2 or 3 good damage spells, then 2 or 3 more minor damage spells, and that's not enough. They also don't have enough area of effect spells (even with your changes). I'm going to look at your suggestions and really work over Khalib before they run into him and see if it helps.</p>Joey Virtue wrote:Well I have started a Story hour for this game
http://paizo.com/paizo/messageboards/community/gaming/campaignJournals/virt uesRISEOFTHERUNELORDSCampaignJournal.
Joey, that link did not work for me, just took me to the paizo.com page. I just finished running Sins of the Saviors, and I used a lot of your suggestions. I also put 2 T. Mummies and 2 Dread Wraiths into the final encounter with Kazaven. That battle went really long, though it wasn't quite as deadly as I would...James Laubacker2009-06-10T14:12:19ZRe: Forums: Rise of the Runelords: Sins of the Saviors (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2hl5a&page=2?Sins-of-the-Saviors#982009-05-15T19:38:15Z2009-05-15T19:38:14Z<div class="messageboard-quotee">Joey Virtue wrote:</div><blockquote> I made the level tougher by adding Coin Golems from one of the Goodman game suplements makes the over all level much more difficult I covered it in my changes to 6 players thread </blockquote><p>Thanks, I missed the coin golems part. I fully plan on using your Kazaven enhancements for 6 players, but I'm thinking I have to change his spells a bit too. Some area of affect stuff maybe.Joey Virtue wrote:I made the level tougher by adding Coin Golems from one of the Goodman game suplements makes the over all level much more difficult I covered it in my changes to 6 players thread
Thanks, I missed the coin golems part. I fully plan on using your Kazaven enhancements for 6 players, but I'm thinking I have to change his spells a bit too. Some area of affect stuff maybe.James Laubacker2009-05-15T19:38:14ZRe: Forums: Rise of the Runelords: Sins of the Saviors (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2hl5a&page=2?Sins-of-the-Saviors#962009-05-15T17:31:20Z2009-05-15T17:31:20Z<p>Any hints for making Kazaven a tougher opponent? I wanted to make him one of the toughest encounters in the Runeforge, and looking over his spell list, I'm not sure he'll dish out enough damage.</p>Any hints for making Kazaven a tougher opponent? I wanted to make him one of the toughest encounters in the Runeforge, and looking over his spell list, I'm not sure he'll dish out enough damage.James Laubacker2009-05-15T17:31:20ZRe: Forums: Legacy of Fire: The End of Eternity (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2j1b3?The-End-of-Eternity#52009-05-02T01:43:20Z2009-05-02T01:43:20Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote> <div class="messageboard-quotee">James Laubacker wrote:</div><blockquote> <div class="messageboard-quotee">tdewitt274 wrote:</div><blockquote><p> "In the next week or so, we're expecting to ship the next volume of your subscription."</p>
<p>You know the drill! </blockquote>I know you Paizo folks are aware of your literary history, that makes me wonder if you chose the name of this mod on purpose? </blockquote>All names are chosen on purpose! :) </blockquote><p>Of course! Just testing. :)James Jacobs wrote:James Laubacker wrote: tdewitt274 wrote:"In the next week or so, we're expecting to ship the next volume of your subscription."
You know the drill!
I know you Paizo folks are aware of your literary history, that makes me wonder if you chose the name of this mod on purpose? All names are chosen on purpose! :) Of course! Just testing. :)James Laubacker2009-05-02T01:43:20ZRe: Forums: Legacy of Fire: The End of Eternity (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2j1b3?The-End-of-Eternity#32009-05-01T12:06:12Z2009-05-01T12:06:12Z<div class="messageboard-quotee">tdewitt274 wrote:</div><blockquote><p> "In the next week or so, we're expecting to ship the next volume of your subscription."</p>
<p>You know the drill! </blockquote><p>I know you Paizo folks are aware of your literary history, that makes me wonder if you chose the name of this mod on purpose?tdewitt274 wrote:"In the next week or so, we're expecting to ship the next volume of your subscription."
You know the drill!
I know you Paizo folks are aware of your literary history, that makes me wonder if you chose the name of this mod on purpose?James Laubacker2009-05-01T12:06:12ZRe: Forums: Pathfinder Society: Cheliax evil?James Laubackerhttps://paizo.com/threads/rzs2jjd0?Cheliax-evil#222009-04-30T13:21:39Z2009-04-30T13:21:33Z<div class="messageboard-quotee">Set wrote:</div><blockquote><p> The best thing about LE from an adventure/module standpoint is that in the majority of adventures, the LE character doesn't require any special motivation that the LG one wouldn't also use. LE doesn't equal 'friends with all other evil,' after all, and the Asmodeus worshipper is going to be every bit as motivated as a Paladin of Iomedae to smack down the forces of any evil that •isn't• Asmodeus (or even, in the case of Chelaxian internal intrigue, in the best interests of his or her own house and family!).</p>
<p>Running games for CE or NE characters, who might actively embrace all sorts of extra-curricular naughtiness and be all-too-willing to screw over their allies to accomplish goals, can be more problematic.</p>
<p>LE, less 'disruptive psycho-killer nutjob' and more Dr. Doom, perfectly willing to ally with the Fantastic Four, if it means saving the planet from Galactus.</p>
<p>Just swap out 'Fantastic Four' with 'Andoran freedom fighters' and 'Galactus' with 'apocalyptic Rovagug cults.'</p>
<p></blockquote><p>If you are trying to say that its ok to adventure with LE characters because they won't act evil part of the time.... I can't see how that works. What would your LE character do in a mod where he or she doesn't gain anything, and other evil factions don't lose? In other words, if the LE character stands to gain nothing, and all that's done is benefit the greater good by helping others, I think he's going to have a bit of a problem - especially if those who benefit are the GOOD opponents of his deity.
</p>
You're talking about a very limited, one time situation where evil allies with good because they don't feel like getting crushed, that's different. I just can't see that as justification for including evil characters in an organized play situation on a regular basis.
<br />
I'd like to see the idea of including Cheliax as a faction reconsidered, or making the Cheliax faction good rebels against the leadership of the country.</p>Set wrote:The best thing about LE from an adventure/module standpoint is that in the majority of adventures, the LE character doesn't require any special motivation that the LG one wouldn't also use. LE doesn't equal 'friends with all other evil,' after all, and the Asmodeus worshipper is going to be every bit as motivated as a Paladin of Iomedae to smack down the forces of any evil that *isn't* Asmodeus (or even, in the case of Chelaxian internal intrigue, in the best interests of his or her...James Laubacker2009-04-30T13:21:33ZRe: Forums: Pathfinder Society: Leveling up in Pathfinder Society too rapid?James Laubackerhttps://paizo.com/threads/rzs2j8s1&page=3?Leveling-up-in-Pathfinder-Society-too-rapid#1352009-04-30T13:01:59Z2009-04-30T13:01:59Z<div class="messageboard-quotee">DarkWhite wrote:</div><blockquote> I'd be willing to wait until Season 1 and the release of the Pathfinder RPG before making a call on this one. One of the goals of Pathfinder Beta was to make 1st level play less vulnerable. If the Pathfinder RPG retains one of the bonus hit points options from the Beta, +2 +2 -2 stat modifiers, Sorcerous Bloodlines and other enhancements, you might find that 1st level play is more enjoyable, and not want to skip past it in the space of one "intro mod". </blockquote><p>I'm not worried about less vulnerable - I just don't find 1st level very interesting any more, haven't for years. Those things won't make it more interesting. Note that I wasn't suggesting skipping past it in one mod - it would still take TWO mods to complete first level. Two seems to be plenty for me.DarkWhite wrote:I'd be willing to wait until Season 1 and the release of the Pathfinder RPG before making a call on this one. One of the goals of Pathfinder Beta was to make 1st level play less vulnerable. If the Pathfinder RPG retains one of the bonus hit points options from the Beta, +2 +2 -2 stat modifiers, Sorcerous Bloodlines and other enhancements, you might find that 1st level play is more enjoyable, and not want to skip past it in the space of one "intro mod".
I'm not worried about...James Laubacker2009-04-30T13:01:59ZRe: Forums: Pathfinder Society: Leveling up in Pathfinder Society too rapid?James Laubackerhttps://paizo.com/threads/rzs2j8s1&page=3?Leveling-up-in-Pathfinder-Society-too-rapid#1332009-04-29T19:52:23Z2009-04-29T19:52:23Z<div class="messageboard-quotee">Joshua J. Frost wrote:</div><blockquote><p> ... The 1.2 and 2.0 rules sets for PFS will reflect these conversations. So please don't take my assertion that I'm not trying to rebuild LG to reflect a personal ignorance of past lessons—it simple isn't the case.
</p>
</blockquote><p>Going back to a previous post:
</p>
<div class="messageboard-quotee">Joshua J. Frost wrote:</div><blockquote><br />
<br />
For those of you who hit the cap, starting a second character is the best solution. This does two things: keeps enough characters in the low levels so that Pathfinder Society is open to all who want to play (another goal of the system) and allows you to play all scenarios that are released. </p>
<p></blockquote><p>I'd modify this to say: start a second character when you hit 4th level. I'd like to see this in the future PFS rules as a recommendation for players. A person with only a 1st or 2nd level character has no choice, they can't play anything else, but once you hit 4th, making a 1st level character lets you help others get into the game. Also makes life easier for the marshal and DM. It also resolves the concern about advancing too fast - you won't if you spread the scenarios out a bit.
<p>However, I agree with some of the others that leveling from 1st to 2nd is too slow - I'd really like to see the equivalent of 'Intro mods' that are worth 2 XP. I've done first level before, lots of times, I'd like to be done with it as soon as possible. After that, advancement is fine, maybe a bit too fast after 4th.</p>Joshua J. Frost wrote:... The 1.2 and 2.0 rules sets for PFS will reflect these conversations. So please don't take my assertion that I'm not trying to rebuild LG to reflect a personal ignorance of past lessons--it simple isn't the case.
Going back to a previous post:
Joshua J. Frost wrote:For those of you who hit the cap, starting a second character is the best solution. This does two things: keeps enough characters in the low levels so that Pathfinder Society is open to all who want to...James Laubacker2009-04-29T19:52:23ZRe: Forums: Pathfinder Society: Where's the Pathfinder Society content?James Laubackerhttps://paizo.com/threads/rzs2jjk7?Wheres-the-Pathfinder-Society-content#62009-04-26T17:50:43Z2009-04-26T17:50:43Z<div class="messageboard-quotee">Draco Bahamut wrote:</div><blockquote> <div class="messageboard-quotee">James Laubacker wrote:</div><blockquote><br />
<br />
The same is true for Golarion - a bit more information here on the site, somewhere it can be found, would be a good way to introduce players to your products. A lot of GM's have very nice game world sites, maybe something similiar? Maps that included links to products would be really cool. </blockquote><p>Well, the <a href="http://paizo.com/pathfinder/adventurePath/riseOfTheRunelords/v5748btpy7xpx" target="_blank" rel="nofollow">rise of the runelords player guide</a> is free and can be a small preview for the gameworld.
<p></blockquote><p>I know, though it is specific to a small part of the world, and that can be confusing, or not helpful for Pathfinder Society players, where the scenarios for the most part are set elsewhere. It also isn't helping infrequent or first time visitors to the Society part of the website.Draco Bahamut wrote:James Laubacker wrote:
The same is true for Golarion - a bit more information here on the site, somewhere it can be found, would be a good way to introduce players to your products. A lot of GM's have very nice game world sites, maybe something similiar? Maps that included links to products would be really cool.
Well, the rise of the runelords player guide is free and can be a small preview for the gameworld. I know, though it is specific to a small part of the world,...James Laubacker2009-04-26T17:50:43ZRe: Forums: Pathfinder Society: Where's the Pathfinder Society content?James Laubackerhttps://paizo.com/threads/rzs2jjk7?Wheres-the-Pathfinder-Society-content#42009-04-26T11:26:05Z2009-04-26T11:26:05Z<p>Erik,
<br />
I think there needs to be a little more content available on this website for the Society. I've been trying to get folks interested, but their first reaction is that this website is difficult to use, and has no information available.
<br />
The same is true for Golarion - a bit more information here on the site, somewhere it can be found, would be a good way to introduce players to your products. A lot of GM's have very nice game world sites, maybe something similiar? Maps that included links to products would be really cool.</p>Erik,
I think there needs to be a little more content available on this website for the Society. I've been trying to get folks interested, but their first reaction is that this website is difficult to use, and has no information available.
The same is true for Golarion - a bit more information here on the site, somewhere it can be found, would be a good way to introduce players to your products. A lot of GM's have very nice game world sites, maybe something similiar? Maps that included links...James Laubacker2009-04-26T11:26:05ZRe: Forums: GM Discussion: PFS#7 Among The Living [SPOILERS]James Laubackerhttps://paizo.com/threads/rzs2j05m?PFS7-Among-The-Living-SPOILERS#192009-04-24T15:06:45Z2009-04-24T15:06:45Z<p>We had a good time with the scenario. I was DM'ing for a couple guys that looooove talking - so of course they had to go talk to the actors before attending the show. Lots of adlibbing about who was out sick and who was filling in for whom. Good stuff! I like the comment about more zombies, I threw in a few random ones just to keep things moving, so to speak.</p>We had a good time with the scenario. I was DM'ing for a couple guys that looooove talking - so of course they had to go talk to the actors before attending the show. Lots of adlibbing about who was out sick and who was filling in for whom. Good stuff! I like the comment about more zombies, I threw in a few random ones just to keep things moving, so to speak.James Laubacker2009-04-24T15:06:45ZRe: Forums: GM Discussion: PFS #16: To Scale the Dragon [SPOILERS]Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2jgld?PFS-16-To-Scale-the-Dragon-SPOILERS#182009-04-24T14:54:22Z2009-04-24T14:54:21Z<p>One quick question - who the heck is Osprey? Please put a reference in the mod to who and what an NPC is for such a critical NPC. I'm sure I'm supposed to know, but having played only 1 PF mod (#2) and run #7, I have no idea. </p>
<p>Is this really a TPK adventure if they get fatigued or don't run away from the taer fast enough? Also, by the midpoint of the trip, won't they all be fatigued from altitude sickness? Has anyone who ran this actually made anyone roll all those Fort saves?</p>One quick question - who the heck is Osprey? Please put a reference in the mod to who and what an NPC is for such a critical NPC. I'm sure I'm supposed to know, but having played only 1 PF mod (#2) and run #7, I have no idea.
Is this really a TPK adventure if they get fatigued or don't run away from the taer fast enough? Also, by the midpoint of the trip, won't they all be fatigued from altitude sickness? Has anyone who ran this actually made anyone roll all those Fort saves?Karlstar (alias of James Laubacker)2009-04-24T14:54:21ZRe: Forums: Pathfinder Society: Cheliax evil?Tarn Silverstrike (alias of James Laubacker)https://paizo.com/threads/rzs2jjd0?Cheliax-evil#162009-04-24T14:48:45Z2009-04-24T14:48:45Z<div class="messageboard-quotee">Slip wrote:</div><blockquote> <div class="messageboard-quotee">DarkWhite wrote:</div><blockquote> Umm ... wait a minute, I thought you were working <i>against</i> the Chelish? </blockquote>•• spoiler omitted •• I think, Sir, you must be mistaken. </blockquote><p>Having multiple Chelaxians at the table sucks when you're an Andoran paladin.Slip wrote:DarkWhite wrote: Umm ... wait a minute, I thought you were working against the Chelish?
** spoiler omitted ** I think, Sir, you must be mistaken. Having multiple Chelaxians at the table sucks when you're an Andoran paladin.Tarn Silverstrike (alias of James Laubacker)2009-04-24T14:48:45ZRe: Forums: General Discussion (Prerelease): Swift and immediate actionsJames Laubackerhttps://paizo.com/threads/rzs2jbzu&page=2?Swift-and-immediate-actions#712009-03-20T08:53:25Z2009-03-20T08:53:25Z<p>Right, quickened spells were swift, they allowed only the casting of an additional spell on your turn only. I'd rather not see any immediate actions in PF, I never though it worked very well as an 'add on' to 3.5. No instants either!</p>Right, quickened spells were swift, they allowed only the casting of an additional spell on your turn only. I'd rather not see any immediate actions in PF, I never though it worked very well as an 'add on' to 3.5. No instants either!James Laubacker2009-03-20T08:53:25ZRe: Forums: Pathfinder Society: Pathfinder Society QuestionsJames Laubackerhttps://paizo.com/threads/rzs2je4v?Pathfinder-Society-Questions#172009-03-18T18:44:23Z2009-03-18T18:44:23Z<div class="messageboard-quotee">Plissken wrote:</div><blockquote> Well, that's all the questions I had. Thank you everyone for your help. I look forward to starting some games. I already purchased Silent Tide. </blockquote><p>A couple of really basic questions on character creation.
<p>If you create a character today, it's based entirely on the d20 SRD and the Pathfinder Society guide, correct? The beta Pathfinder rules are not allowed yet.</p>
<p>There will be a conversion to the Pathfinder rules in August 2009. </p>
<p>Looking forward to playing my first pathfinder scenario at ConnCon!</p>Plissken wrote:Well, that's all the questions I had. Thank you everyone for your help. I look forward to starting some games. I already purchased Silent Tide.
A couple of really basic questions on character creation. If you create a character today, it's based entirely on the d20 SRD and the Pathfinder Society guide, correct? The beta Pathfinder rules are not allowed yet.
There will be a conversion to the Pathfinder rules in August 2009.
Looking forward to playing my first pathfinder...James Laubacker2009-03-18T18:44:23ZRe: Forums: Rise of the Runelords: Monsters in RotRL test my love of minis (spoilers)James Laubackerhttps://paizo.com/threads/rzs2j6rw?Monsters-in-RotRL-test-my-love-of-minis#162009-03-13T19:50:51Z2009-03-13T19:50:51Z<div class="messageboard-quotee">Cpt_kirstov wrote:</div><blockquote> <div class="messageboard-quotee">veector wrote:</div><blockquote><p> It's certainly making me get creative. For Black Magga (#3) I'm planning on getting a plastic octopus and the gluing a snake head on top of it.</p>
<p></blockquote>I had planned on using the mcfarlane hydra, and taking off the wings for this </blockquote><p>Other than the action figures, what have people used for the Storm Giants, Cloud Giants and Rune Giants in PF 6? Has anyone come up with suggestions for the harridans and other lamia-kin yet?Cpt_kirstov wrote:veector wrote:It's certainly making me get creative. For Black Magga (#3) I'm planning on getting a plastic octopus and the gluing a snake head on top of it.
I had planned on using the mcfarlane hydra, and taking off the wings for this Other than the action figures, what have people used for the Storm Giants, Cloud Giants and Rune Giants in PF 6? Has anyone come up with suggestions for the harridans and other lamia-kin yet?James Laubacker2009-03-13T19:50:51ZRe: Forums: Customer Service: Can we do something about the shipping and handling charges?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2jdum?Can-we-do-something-about-the-shipping-and#182009-03-13T19:11:19Z2009-03-13T19:11:18Z<div class="messageboard-quotee">selios wrote:</div><blockquote> Yes, USPS is really expensive. The problem is when you attain a given weight for an order, it's USPS only. And so I need to make multiple different orders. </blockquote><p>Did shipping costs go back down when gas went back down to $2? They went up when it hit $4.selios wrote:Yes, USPS is really expensive. The problem is when you attain a given weight for an order, it's USPS only. And so I need to make multiple different orders.
Did shipping costs go back down when gas went back down to $2? They went up when it hit $4.Karlstar (alias of James Laubacker)2009-03-13T19:11:18ZRe: Forums: Second Darkness: Descent into Midnight (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2ijsi?Descent-into-Midnight#312009-02-06T20:06:39Z2009-02-06T20:05:38Z<div class="messageboard-quotee">Gray wrote:</div><blockquote> Stuff that makes sense. Thanks guys. For some reason, I had it in my head that I'm in for a TPK if they don't figure out the order ahead of time. </blockquote><p>Not a TPK, but if they destroy a glyph that isn't the restoration glyph first, wait a day, then do another, they should have SOME way of finding out that the first glyph they destroyed is recreated. The doomsday score, however you present it, might not be enough of a clue. Maybe each time they see a glyph, give them a knowldege check, and seeing the glyph gives them some insight into the information they got from Thorn's End, which will eventually reveal the nature of each of the focus glyphs. I wouldn't let them be unlucky enough to randomly try the restoration glyph last and have to do the other 4 all over again - that would just be cruel. Unless of course they are really stupid or stubborn about it.Gray wrote:Stuff that makes sense. Thanks guys. For some reason, I had it in my head that I'm in for a TPK if they don't figure out the order ahead of time.
Not a TPK, but if they destroy a glyph that isn't the restoration glyph first, wait a day, then do another, they should have SOME way of finding out that the first glyph they destroyed is recreated. The doomsday score, however you present it, might not be enough of a clue. Maybe each time they see a glyph, give them a knowldege check,...James Laubacker2009-02-06T20:05:38ZRe: Forums: Second Darkness: Descent into Midnight (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2ijsi?Descent-into-Midnight#262009-02-04T22:55:07Z2009-02-04T22:55:07Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote> <div class="messageboard-quotee">James Laubacker wrote:</div><blockquote><p> My memory of mod 17 must be fuzzy, I don't remember it specifying that much detail on the working of the glyphs or the timeline, just some generic information about how Allevrah has the info, is now a drow, and she knows enough to invoke them.</p>
<p>I guess I was looking for something more along the lines of a roleplaying method, rather than giving them the Doomsday score. That seems too meta-gamish for me. I never would have thought of just openly sharing that, same goes for the similiar scoring methods in the earlier mods. </blockquote><p>The discussion of these notes is primarily in Pathfinder 18. The author of 17 didn't leave us much room to talk about that part in #17, so we moved the discussion to #18, where it's actually more logical to talk about anyway, since the notes in question are referring to THAT adventure. They're mentioned VERY briefly in PF 17, though.
<p>Although I'm of the opinion that being meta-gamey at times is GOOD (it IS a game, after all, and visual clues like a doomsday clock countdown are no more "distracting," I think, than the clock elements that appear in a show like "24"), if you disagree, the best way to show the PCs that time's running out is to let them study the earthfall glyphs as they come to them like one might study a Mayan calendar stone or Stonehenge or something. Give them some Knowledge checks (whichever checks you think would work best and which the PCs actually have access to) and tell the guy or gal who rolls the highest that things are progressing more swiftly or slowly or whatever.</p>
<p>But still... openly sharing something like a Doomsday clock (or victory points or whatever) is a great way to not only keep the players involved and excited, but it gives them a concrete mechanic that they can use to spur them on. It's no different, really, than letting the PCs track their own hit points or know what their skill bonuses are. </blockquote><p>Thanks again, James. I have to admit, like I said, I wouldn't have thought about showing the score, but after you suggested it I started thinking of some sort of item or device that would do it, and your suggestion of using the glyphs themselves would work very well. I appreciate the time and and feedback!
<p>Despite my questions, I'm really looking forward to running this AP, especially for the guy that wants to play a drow.</p>James Jacobs wrote:James Laubacker wrote:My memory of mod 17 must be fuzzy, I don't remember it specifying that much detail on the working of the glyphs or the timeline, just some generic information about how Allevrah has the info, is now a drow, and she knows enough to invoke them.
I guess I was looking for something more along the lines of a roleplaying method, rather than giving them the Doomsday score. That seems too meta-gamish for me. I never would have thought of just openly sharing...James Laubacker2009-02-04T22:55:07ZRe: Forums: Second Darkness: 'Padding out' the Second Darkness AP (spoilers)James Laubackerhttps://paizo.com/threads/rzs2j55d?Padding-out-the-Second-Darkness-AP#272009-02-04T19:53:11Z2009-02-04T19:53:10Z<div class="messageboard-quotee">Dance of Ruin wrote:</div><blockquote><p> James:</p>
<p>While I agree with your observation with regards to information that is available to the <b>characters</b>, I think that the players might understand rather quickly what the AP is about - after all, you've got drow, you've got meteors, and the AP's title is a dead giveaway. Connecting the three on a meta-level is just a matter of time.</p>
<p>That being said: There isn't really anything that can be done to increase the 'timer' feeling of the first adventures, I think. After all, if you increase the scope of the adventure too fast (lots of meteors, everywhere!) the party will begin to wonder why the available high-level characters do nothing to stop the impending catastrophe. The speed at which SD is building seems right to me overall, but maybe something could be done about in-character knowledge by providing more opportunities for Knowledge checks. </blockquote><p>That seems like an excellent idea. Maybe a series of medium to high (DC 25) knowledge arcana or religion checks will give them the feeling that the moment of no return is approaching fast. No specifics, just a sense that forces are moving quickly towards the end. It obviously been designed so that no warnings will come from gods or other forces.Dance of Ruin wrote:James:
While I agree with your observation with regards to information that is available to the characters, I think that the players might understand rather quickly what the AP is about - after all, you've got drow, you've got meteors, and the AP's title is a dead giveaway. Connecting the three on a meta-level is just a matter of time.
That being said: There isn't really anything that can be done to increase the 'timer' feeling of the first adventures, I think. After...James Laubacker2009-02-04T19:53:10ZRe: Forums: Second Darkness: Descent into Midnight (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2ijsi?Descent-into-Midnight#232009-02-04T19:48:18Z2009-02-04T19:48:18Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote><br />
<br />
<p>Actually, the PCs should be able to recover some of Allevrah's notes at the end of the previous adventure, and that's where they should start to learn about the glyphs and how to deactivate them... getting those notes is actually kind of the whole point of the previous adventure. So the PCs SHOULD know about the glyphs, and they SHOULD be able to study them when they get to them and learn about how close things are, and should know that they're on a timer. And then, during the course of the last adventure, it'd be cool if every time the Doomsday score changes, for good or for ill, the GM should let the PCs know. Don't keep that number a secret. Since the players have no idea what the numbers mean, other than that it's some sort of countdown, it should spur them on quite well.</p>
<p>But yeah; the point of the previous adventure was to give them the heads-up on what's going on behind the scenes, and that they're on a timer. </blockquote><p>My memory of mod 17 must be fuzzy, I don't remember it specifying that much detail on the working of the glyphs or the timeline, just some generic information about how Allevrah has the info, is now a drow, and she knows enough to invoke them.
<p>I guess I was looking for something more along the lines of a roleplaying method, rather than giving them the Doomsday score. That seems too meta-gamish for me. I never would have thought of just openly sharing that, same goes for the similiar scoring methods in the earlier mods.</p>James Jacobs wrote:Actually, the PCs should be able to recover some of Allevrah's notes at the end of the previous adventure, and that's where they should start to learn about the glyphs and how to deactivate them... getting those notes is actually kind of the whole point of the previous adventure. So the PCs SHOULD know about the glyphs, and they SHOULD be able to study them when they get to them and learn about how close things are, and should know that they're on a timer. And then, during...James Laubacker2009-02-04T19:48:18ZRe: Forums: Second Darkness: Descent into Midnight (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2ijsi?Descent-into-Midnight#212009-02-04T00:58:23Z2009-02-04T00:58:22Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote> <div class="messageboard-quotee">James Laubacker wrote:</div><blockquote><p> Can anyone expand on what the timing is in this adventure? I realize that by using the 'Doomsday score', the idea is to make the scenario independent of a time frame, but I think that robs the scenario of its sense of urgency.
</p>
What got Allevrah to this point? Why hasn't she invoked the runes before now? What is she waiting for now? Is she waiting for some event, an appropriate celestial object to move into position, some other portent or sign from Abraxas, or what? I would think the group could use some sign that things are coming to a conclusion VERY SOON, and they need to act with a sense of urgency. </blockquote><p>I've found that hard time limits on adventures almost always make for poorer adventures. Each GM needs to adapt the adventure to fit his players' style; if your players are the type to finish an entire adventure without resting once, a 3 day time limit is meaningless. And if your players are the ones who plan everything and are meticulous or just have the bad luck of the dice and are forced to take longer than normal, then a 3 day time limit is ridiculously short. Worse... for sake of story excitement, it's generally more exciting to have the PCs show up at the last minute and save the world just when things look the darkest; with a hard time limit, that becomes very difficult to pull off.
<p>As for what Allevrah's up to; we deliberate left the mechanics of the ritual vague, but the basic idea is this:</p>
<p>In order to pull down an asteroid, you first need to to create the series of glyphs. This takes a long time, since the glyphs have to incorporate LOTS of arcane math and formulas. Once the glyphs are in place, you use the glyphs to send out your mind into the gulf to find the asteroid you want; the bigger the asteroid you want, the more complex the glyphs you need and the farther apart they have to be. Once you FIND the asteroid you want, you need to spend a set period of time each day in the central glyph, focusing your mind on it. The glyphs draw the asteroid... </blockquote><p>AHH! <sound of players running screaming> You said the evil word 'math'! That will create the necessary sense of fear and terror!
<p>I agree, a hard time line is very difficult to pull off, as it really puts the time line in the hands of the players, unless you've calculated it perfectly, or manipulate events shamelessly. </p>
<p>So, given what I remember of the path, the PC's do not know this much detail about the workings of the glyphs, so they don't know why it takes this long. Would it be reasonable to say that what they learned from the information at Thorn's End would include some hints that the moons need to be in just the right phases, and that such an event is coming soon? Other possibilities might include some prophet or seer giving them a warning in Kyonin, even if they were told previously there would be no warnings.</p>James Jacobs wrote:James Laubacker wrote:Can anyone expand on what the timing is in this adventure? I realize that by using the 'Doomsday score', the idea is to make the scenario independent of a time frame, but I think that robs the scenario of its sense of urgency.
What got Allevrah to this point? Why hasn't she invoked the runes before now? What is she waiting for now? Is she waiting for some event, an appropriate celestial object to move into position, some other portent or sign from...James Laubacker2009-02-04T00:58:22ZRe: Forums: Second Darkness: 'Padding out' the Second Darkness AP (spoilers)James Laubackerhttps://paizo.com/threads/rzs2j55d?Padding-out-the-Second-Darkness-AP#252009-02-03T19:44:11Z2009-02-03T19:44:10Z<p>One weak point I've found with this AP, and that's how the group gets a sense of impending doom, and how to work it into the adventure. How are they supposed to know, after Devil's Elbow, that the drow can pull of a world ending collision? If they can, why haven't they? I know this is difficult to do, but somehow the PC's need to experience that they are in a race against time - and they will die if they fail. That being said, they need some kind of sign or portent that they better move fast, and cooperate with the elves in finding out what they need to know.</p>One weak point I've found with this AP, and that's how the group gets a sense of impending doom, and how to work it into the adventure. How are they supposed to know, after Devil's Elbow, that the drow can pull of a world ending collision? If they can, why haven't they? I know this is difficult to do, but somehow the PC's need to experience that they are in a race against time - and they will die if they fail. That being said, they need some kind of sign or portent that they better move fast,...James Laubacker2009-02-03T19:44:10ZRe: Forums: Second Darkness: Descent into Midnight (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2ijsi?Descent-into-Midnight#192009-02-03T19:31:20Z2009-02-03T19:31:20Z<p>Can anyone expand on what the timing is in this adventure? I realize that by using the 'Doomsday score', the idea is to make the scenario independent of a time frame, but I think that robs the scenario of its sense of urgency.
<br />
What got Allevrah to this point? Why hasn't she invoked the runes before now? What is she waiting for now? Is she waiting for some event, an appropriate celestial object to move into position, some other portent or sign from Abraxas, or what? I would think the group could use some sign that things are coming to a conclusion VERY SOON, and they need to act with a sense of urgency.</p>Can anyone expand on what the timing is in this adventure? I realize that by using the 'Doomsday score', the idea is to make the scenario independent of a time frame, but I think that robs the scenario of its sense of urgency.
What got Allevrah to this point? Why hasn't she invoked the runes before now? What is she waiting for now? Is she waiting for some event, an appropriate celestial object to move into position, some other portent or sign from Abraxas, or what? I would think the group...James Laubacker2009-02-03T19:31:20ZForums: Local Play: PFS in Central NY/PAJames Laubackerhttps://paizo.com/threads/rzs2j8jl?PFS-in-Central-NYPA#12012-11-15T21:54:29Z2009-01-27T20:08:46Z<p>Anyone out there in Central/Southern New York or Central/Northern PA? I'm trying to get some interest going to run PF at Mepacon, in May. If you haven't been to Mepacon, its a great mid-sized con. If you have been, lets get PF going at Mepacon!</p>Anyone out there in Central/Southern New York or Central/Northern PA? I'm trying to get some interest going to run PF at Mepacon, in May. If you haven't been to Mepacon, its a great mid-sized con. If you have been, lets get PF going at Mepacon!James Laubacker2009-01-27T20:08:46ZRe: Forums: Pathfinder Society: Encouraging play in PFSJames Laubackerhttps://paizo.com/threads/rzs2j8g9?Encouraging-play-in-PFS#92009-01-27T18:21:11Z2009-01-27T18:21:11Z<p>I'm trying to get Mepacon, in May, to run Pathfinder scenarios. Anyone here associated with Mepacon or planning on attending?</p>I'm trying to get Mepacon, in May, to run Pathfinder scenarios. Anyone here associated with Mepacon or planning on attending?James Laubacker2009-01-27T18:21:11ZRe: Forums: Rise of the Runelords: Changes to Rise of the Runelords for 6 PCs (Spoilers )James Laubackerhttps://paizo.com/threads/rzs2iwfu&page=2?Changes-to-Rise-of-the-Runelords-for-6-PCs#662009-01-08T15:42:12Z2009-01-08T15:42:11Z<div class="messageboard-quotee">Joey Virtue wrote:</div><blockquote> <div class="messageboard-quotee">James Laubacker wrote:</div><blockquote><p> One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good. </p>
<p>Also - particularly for Mokmurian, give him some sort of ally, whether summoned, or just a guardian in his quarters. The one on 6 battle is very one-sided. </blockquote>Did you read what i have done with alot of the combats? </blockquote><p>Yes, I did, thank you, and its been very helpful, unfortunately I found it after I ran Mokmurian. I figured some additional advice would be helpful, after someone asked for more ideas.Joey Virtue wrote:James Laubacker wrote:One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good.
Also -...James Laubacker2009-01-08T15:42:11ZRe: Forums: Rise of the Runelords: Spires of Xin-Shalast (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2hl5b&page=2?Spires-of-XinShalast#862009-01-08T14:53:58Z2009-01-08T14:53:56Z<div class="messageboard-quotee">Greg A. Vaughan wrote:</div><blockquote><br />
<br />
<p>I don't remember what all magic items I sprinkled through the adventure to help with this, but I imagine some of them were changed or dropped through the editing process. You can always add a few suitable magic items to a treasure hoard here and there if needed.</p>
<p>The Altitude Affinity is more for the benefit of the monsters who live there than the PCs, though if one had a high-mountains miner background or something, they might take it.</p>
<p>I was thinking a typical party would have to rely more on magic than anything. Page 68 provides a number of examples that could work. I think there are a few elixirs of the peaks in the adventure and such. At 14th+ levels, it's not that difficult for PCs to travel back to Magnimar or Janderhoff and try to find some suitable magic to prepare for the challenges they see that they'll face. Part of the time, they may need to simply rely on their Fort saves and use rope tricks and magnificent mansions as hidey holes to recover. 14th-level PCs can do a lot of things... </blockquote><p>Thank you Greg, glad to hear your thoughts on it. I think what I'm going to do is introduce the altitude problems in Sins of the Saviors, (the trip to and including Rimeskull) so they get the idea they will need to buy items for the later expedition, rather than having to teleport out of Xin Shalast. I can try, at least, sometimes hints just pass on by.
<p>I checked, and the items you mentioned are NOT included in Sins, so I was considering a cache of those too, which should be significant to the players. Maybe a handy haversack with a couple of necklaces of adaptation will make them wonder about what's coming in the future.</p>Greg A. Vaughan wrote:I don't remember what all magic items I sprinkled through the adventure to help with this, but I imagine some of them were changed or dropped through the editing process. You can always add a few suitable magic items to a treasure hoard here and there if needed.
The Altitude Affinity is more for the benefit of the monsters who live there than the PCs, though if one had a high-mountains miner background or something, they might take it.
I was thinking a typical party...James Laubacker2009-01-08T14:53:56ZRe: Forums: Rise of the Runelords: Changes to Rise of the Runelords for 6 PCs (Spoilers )James Laubackerhttps://paizo.com/threads/rzs2iwfu&page=2?Changes-to-Rise-of-the-Runelords-for-6-PCs#602009-01-07T18:28:18Z2009-01-07T18:28:16Z<p>One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good. </p>
<p>Also - particularly for Mokmurian, give him some sort of ally, whether summoned, or just a guardian in his quarters. The one on 6 battle is very one-sided.</p>One thing I think all the arcane casters suffer from is the limitation of SRD spells only. Particularly, the orb spells from Complete Arcane. If you use them in your campaign, consider swapping out a few magic missiles for the Lesser Orbs (or non-offensive spells) and the full power orbs at 4th level. Empowered lesser orbs are quite effective. The sonic orb is a good choice, as its hard to defend against. Improved Mage Armor is also good.
Also - particularly for Mokmurian, give him some sort...James Laubacker2009-01-07T18:28:16ZRe: Forums: Rise of the Runelords: Changes to Rise of the Runelords for 6 PCs (Spoilers )Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2iwfu&page=2?Changes-to-Rise-of-the-Runelords-for-6-PCs#582009-01-07T00:14:23Z2009-01-07T00:14:21Z<p>One relatively easy way to add to the difficulty for large parties, and give them an incentive to go to the Runeforge and make weapons, is to add DR runemagic to some of the key monsters. I did this with the Stone Golem under Jorgenfist, to the Runeslave Hill Giant, to Mokmurian himself, and to the Scribbler. I'll be adding it to some of the Runeforge residents, as well as some of the Xin Shalast residents. Initially, I started with DR 2, especially for the creatures that already had DR. This made them a little more difficult, but not tremendously, but was immediately obvious to the group. Mokmurian had DR 5 when Karzoug reanimated him - and he attacked the party again. Basically I added it to any monster that had a stronger connection with Karzoug or rune magic.</p>One relatively easy way to add to the difficulty for large parties, and give them an incentive to go to the Runeforge and make weapons, is to add DR runemagic to some of the key monsters. I did this with the Stone Golem under Jorgenfist, to the Runeslave Hill Giant, to Mokmurian himself, and to the Scribbler. I'll be adding it to some of the Runeforge residents, as well as some of the Xin Shalast residents. Initially, I started with DR 2, especially for the creatures that already had DR. This...Karlstar (alias of James Laubacker)2009-01-07T00:14:21ZRe: Forums: Rise of the Runelords: Spires of Xin-Shalast (GM Reference)James Laubackerhttps://paizo.com/threads/rzs2hl5b&page=2?Spires-of-XinShalast#842009-01-06T21:10:30Z2009-01-06T21:10:28Z<p>I have a question about the location of the Spires. The text says it is in the 'death zone', and it is also mentioned that within the various buildings, air is maintained. How do the inhabitants get from building to building? I realize that isn't much of an issue NOW, but it would have been in the past. How does anyone get from the lower city to the Spires without serious problems? There's also a reference to dragons in the past with Necklaces of Adaptation, but none of the NPC's I checked have one, nor an equivalent item.</p>
<p>Also, how am I supposed to get my players (qualified or not) to take the Altitude Affinity feat, which appears to be nearly mandatory to complete the mod? Most don't qualify for it, and even if they did, how do they know they'll need it? At this rate, they'll climb to the lower city, then be stuck because they all come down with altitude sickness. There's no useful items in Runeforge or Jorgenfist, that I recall, if there are, please correct me.</p>I have a question about the location of the Spires. The text says it is in the 'death zone', and it is also mentioned that within the various buildings, air is maintained. How do the inhabitants get from building to building? I realize that isn't much of an issue NOW, but it would have been in the past. How does anyone get from the lower city to the Spires without serious problems? There's also a reference to dragons in the past with Necklaces of Adaptation, but none of the NPC's I checked...James Laubacker2009-01-06T21:10:28ZRe: Forums: Rise of the Runelords: Sins of the Saviors (GM Reference)Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2hl5a&page=2?Sins-of-the-Saviors#882008-12-29T20:53:07Z2008-12-29T20:53:05Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote><p> Dragons are tough. Their CRs are, as a general rule, too low; this was done on purpose to skew dragons to the tough side so they'd be memorable opponents.</p>
<p>This isn't necessarily a fight that's built for the melee guy to win, though—not every fight should be one where standing toe-to-toe and hacking is the best plan. Like many dragons, Arkrhyst's critical flaw is his touch AC; scorching ray in particular is a great spell to use against him (even with his fire resistance). Acid Arrow's good too because it even avoids SR.</p>
<p>Also, 8 points of his armor class comes from magic, and his caster level is pitiful. A dispel magic should quickly make short work of shield and mage armor, which drops his AC don to 31, a much more manageable number.</p>
<p>In short, Arkrhyst isn't intended to be a foe one fighter-type can take down. To deal with him, you'll need the entire party working as a team.</p>
<p>Of course, this makes a few assumptions: that there ARE PCs in the group who can fly or dispel magic or have touch attacks. This isn't at all an unreasonable assumption for a 12th level party, but if through chance or design your group lacks them, you should absolutely consider taking away the dragon's shield and mage armor spells. Adapt the adventure to suit your style of play and the style of your players. </blockquote><p>Thank you James, that pretty much confirmed my assumption, that the PC wizard will end up doing most of the damage - though Freemaw should know that and target him first.... Unfortunately, they only have one PC with ranged touch attacks, so this should be interesting. I'll leave it up to them to see if they remember Dispel Magic. I'm dealing with relatively new players facing their first 'real' dragon foe, wanted to make sure I wasn't lining them up for an unfair fight.James Jacobs wrote:Dragons are tough. Their CRs are, as a general rule, too low; this was done on purpose to skew dragons to the tough side so they'd be memorable opponents.
This isn't necessarily a fight that's built for the melee guy to win, though—not every fight should be one where standing toe-to-toe and hacking is the best plan. Like many dragons, Arkrhyst's critical flaw is his touch AC; scorching ray in particular is a great spell to use against him (even with his fire resistance)....Karlstar (alias of James Laubacker)2008-12-29T20:53:05ZRe: Forums: Rise of the Runelords: Sins of the Saviors (GM Reference)Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2hl5a&page=2?Sins-of-the-Saviors#862018-07-05T18:13:08Z2008-12-29T19:13:23Z<p>oops...</p>
<p>My bad aim with the buttons ended up editing Karlstar's post instead of replying. He asked a question about the white dragon, with its high AC and whether or not that it was over the top. And I accidently DESTROYED said post by clicking EDIT instead of REPLY. Doh!</p>
<p>Sorry about that, Karlstar! I did post a reply below, though, before I ruined your post! :(</p>
<p>(James Jacobs the Destroyer of Posts)</p>oops...
My bad aim with the buttons ended up editing Karlstar's post instead of replying. He asked a question about the white dragon, with its high AC and whether or not that it was over the top. And I accidently DESTROYED said post by clicking EDIT instead of REPLY. Doh!
Sorry about that, Karlstar! I did post a reply below, though, before I ruined your post! :(
(James Jacobs the Destroyer of Posts)Karlstar (alias of James Laubacker)2008-12-29T19:13:23ZRe: Forums: Planet Stories(R): SUBSCRIBERS: Taking the Next StepJames Laubackerhttps://paizo.com/threads/rzs2hurh?SUBSCRIBERS-Taking-the-Next-Step#192008-12-24T14:55:55Z2008-12-24T14:55:55Z<p>Guys, I had to reluctantly discontinue my subscription. I love what you are doing with the line, though I still have some concerns about every book being the same price. I'll pick up books as I need to in the future, and most likely resume the subscription also.</p>
<p>Keep up the good work!</p>Guys, I had to reluctantly discontinue my subscription. I love what you are doing with the line, though I still have some concerns about every book being the same price. I'll pick up books as I need to in the future, and most likely resume the subscription also.
Keep up the good work!James Laubacker2008-12-24T14:55:55ZRe: Forums: Books: What books are you currently reading?James Laubackerhttps://paizo.com/threads/rzs2gmcl&page=20?What-books-are-you-currently-reading#9962008-12-24T14:48:08Z2008-12-24T14:48:06Z<p>Recently finished the last couple of Planet Stories books. The Dark World was interesting, though too short, I really would have liked to read something about what happened after Ganelon was defeated. I really did like Swordsman of Mars! Also recently went back into the archives and re-read the first two books in Donaldson's Gap series, which gets a lot better after book 1. Just finished His Majesty's Dragon, which was decent, but I'm not sure what all the fuss is about.</p>Recently finished the last couple of Planet Stories books. The Dark World was interesting, though too short, I really would have liked to read something about what happened after Ganelon was defeated. I really did like Swordsman of Mars! Also recently went back into the archives and re-read the first two books in Donaldson's Gap series, which gets a lot better after book 1. Just finished His Majesty's Dragon, which was decent, but I'm not sure what all the fuss is about.James Laubacker2008-12-24T14:48:06ZRe: Forums: Second Darkness: Is it just me, or is Celwynvian really small?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2j0i7?Is-it-just-me-or-is-Celwynvian-really-small#102008-12-04T15:38:41Z2008-12-04T15:38:40Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote> <div class="messageboard-quotee">Karlstar wrote:</div><blockquote> <div class="messageboard-quotee">James Jacobs wrote:</div><blockquote></p>
<p>If the PCs were to tackle Celwynvian on their own without elven help... yeah, they'd quickly bring the entire drow army in the region down on their heads. </blockquote>And that drow army is how big?? </blockquote>We don't mention that on purpose, because we want the GM to be able to manipulate that number as he or she wishes. If you want to run a game where the PCs have a chance to face the drow army, then the number should be small. If you want to run the adventure as written, the number should be in the hundreds. If you want to do a mass battle scene between elves and drow, it could be in the thousands. It's up to you. </blockquote><p>Thank you James. For those folks who were complaining about the 'gap' in these adventures, some early skirmishes with smaller drow units around or outside Celwynvian would help make up the difference.James Jacobs wrote:Karlstar wrote: James Jacobs wrote:If the PCs were to tackle Celwynvian on their own without elven help... yeah, they'd quickly bring the entire drow army in the region down on their heads.
And that drow army is how big?? We don't mention that on purpose, because we want the GM to be able to manipulate that number as he or she wishes. If you want to run a game where the PCs have a chance to face the drow army, then the number should be small. If you want to run the...Karlstar (alias of James Laubacker)2008-12-04T15:38:40ZRe: Forums: Second Darkness: Is it just me, or is Celwynvian really small?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2j0i7?Is-it-just-me-or-is-Celwynvian-really-small#72008-12-03T20:18:42Z2008-12-03T20:18:42Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote></p>
<p>If the PCs were to tackle Celwynvian on their own without elven help... yeah, they'd quickly bring the entire drow army in the region down on their heads. </blockquote><p>And that drow army is how big??James Jacobs wrote:If the PCs were to tackle Celwynvian on their own without elven help... yeah, they'd quickly bring the entire drow army in the region down on their heads.
And that drow army is how big??Karlstar (alias of James Laubacker)2008-12-03T20:18:42ZRe: Forums: Second Darkness: Endless Night : Drow player alignment motivations and new poly spells?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2j17m?Endless-Night-Drow-player-alignment#182008-12-03T19:57:53Z2008-12-03T19:57:52Z<p>I think the adventure gives DM's a perfect opportunity to allow ultra-good characters to succeed. All it would take is to add additional servant tasks that allow for a good result. If you look at the existing list of tasks, most of them don't even require anyone to do evil, but they •might•. During the course of the day, the good character may have opportunities to aid another servant, save one from death, take an undeserved flogging themselves, etc. In none of the written encounters or tasks are the characters required to slay, hinder or betray a good NPC. DM's may require that, but that's at the option of the DM. </p>
<p>While the paladins may have trouble serving the nobles of the house via diplomacy or perform, they should be able to grit their teeth and bear it for the 'greater good'. </p>
<p>This was a very ambitious module, and I think it was pulled off well. There's lots of background info on drow available to flesh out the city and inhabitants. I really appreciate that a good list of house inhabitants with a blurb for each was included.</p>I think the adventure gives DM's a perfect opportunity to allow ultra-good characters to succeed. All it would take is to add additional servant tasks that allow for a good result. If you look at the existing list of tasks, most of them don't even require anyone to do evil, but they *might*. During the course of the day, the good character may have opportunities to aid another servant, save one from death, take an undeserved flogging themselves, etc. In none of the written encounters or tasks...Karlstar (alias of James Laubacker)2008-12-03T19:57:52ZRe: Forums/Lost Omens Campaign Setting: General Discussion: Prestige Classes? Does anyone really like them?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2iyj5?Prestige-Classes-Does-anyone-really-like-them#212008-11-06T20:50:24Z2008-11-06T20:50:23Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote> I like prestige classes a LOT. Especially when they feel prestigious. I don't like when there's a billion of them and they start to look like power creep (here's a class that's an even BETTER wizard than a wizard!). It's best when they're methods to grow and develop world flavor. </blockquote><p>I like a limited number of prestige classes, particularly ones that aren't just a slight variation on a class or prestige class already done. Some of the prestige classes in Complete Divine fall into this trap.James Jacobs wrote:I like prestige classes a LOT. Especially when they feel prestigious. I don't like when there's a billion of them and they start to look like power creep (here's a class that's an even BETTER wizard than a wizard!). It's best when they're methods to grow and develop world flavor.
I like a limited number of prestige classes, particularly ones that aren't just a slight variation on a class or prestige class already done. Some of the prestige classes in Complete Divine fall...Karlstar (alias of James Laubacker)2008-11-06T20:50:23ZRe: Forums: Planet Stories(R): Gord the Rogue?James Laubackerhttps://paizo.com/threads/rzs2iy2e?Gord-the-Rogue#32008-11-03T20:19:24Z2008-11-03T20:19:24Z<div class="messageboard-quotee">Erik Mona wrote:</div><blockquote><p> At the moment I think we'd prefer to focus on other authors. We have four Gygax books on the market and I'd like for those to find a larger audience before seriously considering a much longer series.</p>
<p></blockquote><p>Please keep them in mind, I'd love to see them re-released, with better cover art on the last few.Erik Mona wrote:At the moment I think we'd prefer to focus on other authors. We have four Gygax books on the market and I'd like for those to find a larger audience before seriously considering a much longer series.
Please keep them in mind, I'd love to see them re-released, with better cover art on the last few.James Laubacker2008-11-03T20:19:24ZRe: Forums/Lost Omens Campaign Setting: General Discussion: Pathfinder Manga?James Laubackerhttps://paizo.com/threads/rzs2iomj&page=3?Pathfinder-Manga#1052008-08-28T13:52:50Z2008-08-28T13:52:49Z<div class="messageboard-quotee">Azzy wrote:</div><blockquote> <div class="messageboard-quotee">James Laubacker wrote:</div><blockquote>Actually, since I'm not aware of a comic with either of those characters, I was thinking of some of the Greyhawk NPC's, who were famous as part of the setting, and some of the famous NPC's of FR. But you made my point, those characters appeared in print as part of a story before they appeared elsewhere. </blockquote>You’ve got some fallacious reasoning going on. For one, you are arbitrarily holding comic books/graphic novels and regular prose novels to different standards. There’s absolutely no reason that a graphic novel needs to have established characters when pose novels do not. If you’re not aware, the majority of the old D&D comics didn’t follow the adventures of established characters, but of characters created especially for the comic — just like the majority of the D&D prose novels contained stories about characters created specifically for those novels. Very few stories, regardless of format, follow a setting’s “ego characters” — Elminster being a notable (and lamentable) exception. </blockquote><p>No, I'm just not explaining myself well. You're absolutely right, they don't, you can invent characters for graphic novels just like regular novels. However, if you want to create buzz about the campaign world, it would help if there was a tie-in, and I don't think the iconics are strong enough. A great comic/graphic novel would create buzz for Golarion, but I think it works better the other way around. Take someone or something from the campaign world that people are already interested in, expand on it in a graphic novel, and you get both more interest in the campaign world, and people who were interested in the campaign world will jump on the fiction.
<p>To me, the iconics are stat blocks, and I can't even remember their names. If the authors had chosen to include the Runelords iconics in Crimson Throne as NPC's, I'd remember them, and be more interested. People who didn't buy the Runelords series won't have heard of them.</p>Azzy wrote:James Laubacker wrote:Actually, since I'm not aware of a comic with either of those characters, I was thinking of some of the Greyhawk NPC's, who were famous as part of the setting, and some of the famous NPC's of FR. But you made my point, those characters appeared in print as part of a story before they appeared elsewhere.
You’ve got some fallacious reasoning going on. For one, you are arbitrarily holding comic books/graphic novels and regular prose novels to different...James Laubacker2008-08-28T13:52:49ZRe: Forums: Second Darkness: Typos, Errors and Continuity - can I help?James Laubackerhttps://paizo.com/threads/rzs2ip1b?Typos-Errors-and-Continuity-can-I-help#202008-08-28T11:12:30Z2008-08-28T11:12:30Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote><p> The problem with paladins is the perception that they tend to be too stuffy and inflexible, and that creates the situation where, unlike pretty much every other character class, they have built-in limitations on the types of adventures they can go on. All part of the reason paladins are my least-favorite character class, honestly (that, and the fact that they seem to attract disruptive players who enjoy using the LG code to throw parties into discord).</p>
<p>It's unlikely that a paladin (or most lawful or good characters) would get a kick out of working at the Gold Goblin, but that's why we created the character traits in the Second Darkness Player's Guide—to give those kinds of characters reasons to be interested in what's going on in the gambling house. Extracting ideas from there, here are a few reasons why a LG character might want to "work" at the Gold Goblin.</p>
<p>(Excellent RP analysis for paladins)</p>
<p>5) There's a weird blot in the sky above Riddleport, and the LG character could have been sent into town... </blockquote><p>Thanks James, good stuff. You're right, its possible! Unfortunately, I've run into the other kind of paladins - the ones that are more NG than LG, and aren't disruptive at all, because they aren't really paladins...James Jacobs wrote:The problem with paladins is the perception that they tend to be too stuffy and inflexible, and that creates the situation where, unlike pretty much every other character class, they have built-in limitations on the types of adventures they can go on. All part of the reason paladins are my least-favorite character class, honestly (that, and the fact that they seem to attract disruptive players who enjoy using the LG code to throw parties into discord).
It's unlikely that a...James Laubacker2008-08-28T11:12:30ZRe: Forums: Second Darkness: Typos, Errors and Continuity - can I help?James Laubackerhttps://paizo.com/threads/rzs2ip1b?Typos-Errors-and-Continuity-can-I-help#112008-08-27T13:19:13Z2008-08-27T13:19:12Z<div class="messageboard-quotee">Blue_eyed_paladin wrote:</div><blockquote><p> Just got my copy of Second Darkness, and while I liked some of it (especially the 'Deadwood' feel)... a few things popped up at me just from a quick reading.</p>
<p>1. Lavender Lil...•• spoiler omitted ••</p>
<p>I know this is just a small thing, but on an NPC who gets a 2-page spread in the Players' Guide, the PCs should sort of know what to expect.</p>
<p>2. Again... moral ambiguity. I don't want to go off on a crusade, but I'm tired of morally ambiguous heroes doing 'what needs to be done' to save the world.
<br />
Savage Tide WAAAY did it. Having the players be part-owners of a gambling hall, associating with crime lords, prostitutes, people who keep an imp in a cage and have a fighting pit out the back, who have an intelligent, evil magic item for entertainment... I'm really not interested in this kind of stuff. While I can recognize the plot twists and cool stuff involved (again, the 'Deadwood' feel)... I like that in a TV show where there's a definite good guy and definite (but maybe ambiguous) bad guys. It's not something that I want to roleplay.</p>
<p>It's the Book of Vile Darkness again (and let's please not re-open that festering old sore of an argument)... if someone wants vile (or morally ambiguous) content in the game, let them add it, don't make it a fixture. </blockquote><p>This one bugged me too - would a paladin, or any other LG character actually accept working at the Goblin? Not sure they would, which immediately puts the party at odds with each other. I really have a problem with modules that can't (or shouldn't) be played by a Good alignment.Blue_eyed_paladin wrote:Just got my copy of Second Darkness, and while I liked some of it (especially the 'Deadwood' feel)... a few things popped up at me just from a quick reading.
1. Lavender Lil...** spoiler omitted **
I know this is just a small thing, but on an NPC who gets a 2-page spread in the Players' Guide, the PCs should sort of know what to expect.
2. Again... moral ambiguity. I don't want to go off on a crusade, but I'm tired of morally ambiguous heroes doing 'what needs to be...James Laubacker2008-08-27T13:19:12ZRe: Forums: Second Darkness: Typos, Errors and Continuity - can I help?James Laubackerhttps://paizo.com/threads/rzs2ip1b?Typos-Errors-and-Continuity-can-I-help#102008-08-27T13:15:46Z2008-08-27T13:15:45Z<div class="messageboard-quotee">Greg A. Vaughan wrote:</div><blockquote> <div class="messageboard-quotee">James Laubacker wrote:</div><blockquote> Just one addendum, the name 'Lymas Smeed' struck a bad note with me. Since there's currently a 'Limas Sweed' in the real world sports news at the moment, its way too much of a coincidence, unless the real Mr. Sweed is a fan and told someone they could borrow his name. Something else to watch for, please! </blockquote>It didn't come from Limas Sweed and it wasn't an Easter egg. Truth be told, its genesis actually came from Captain Hook's infamous first mate, Mr. Smee. Lymas does have a nice ring to it that flowed with the name (probably why Mr. Sweed's parents chose it as well). Though I did notice the similarity myself, it is not intended in any way as a reference to the University of Texas football player, nor did I borrow his name. Now why the Zincher gladiator "Ojay Samson" got cut from the adventure, I have no idea. </blockquote><p>Funny!! Thanks for the explanation. I know you didn't mean it that way, but I couldn't help make the mental connection. I doubt too many other folks did (except big Steelers fans) so its cool.Greg A. Vaughan wrote:James Laubacker wrote: Just one addendum, the name 'Lymas Smeed' struck a bad note with me. Since there's currently a 'Limas Sweed' in the real world sports news at the moment, its way too much of a coincidence, unless the real Mr. Sweed is a fan and told someone they could borrow his name. Something else to watch for, please!
It didn't come from Limas Sweed and it wasn't an Easter egg. Truth be told, its genesis actually came from Captain Hook's infamous first mate,...James Laubacker2008-08-27T13:15:45ZRe: Forums/Lost Omens Campaign Setting: General Discussion: Pathfinder Manga?James Laubackerhttps://paizo.com/threads/rzs2iomj&page=2?Pathfinder-Manga#942008-08-27T12:48:45Z2008-08-27T12:48:07Z<div class="messageboard-quotee">Azzy wrote:</div><blockquote><br />
<br />
<p>I would assume he means all/any of the 12 iconics.</p>
<div class="messageboard-quotee">James Laubacker wrote:</div><blockquote>Some of them have decent backstory, but because they've never done anything or appeared in novels, they won't instantly generate interest like well known NPC's from more established settings. This is one of the problems with a setting with no significant NPC's, there's no memorable personalities. </blockquote><p>Memorable personalities.... Like Drizzt — who first appeared in a novel? Or Raistlin — who first appeared as the default wizard PC in a module?
<p>Don't discount the iconics before they're featured in a novel/graphic novel/manga/movie. </blockquote><p>Actually, since I'm not aware of a comic with either of those characters, I was thinking of some of the Greyhawk NPC's, who were famous as part of the setting, and some of the famous NPC's of FR. But you made my point, those characters appeared in print as part of a story before they appeared elsewhere.Azzy wrote:I would assume he means all/any of the 12 iconics.
James Laubacker wrote:Some of them have decent backstory, but because they've never done anything or appeared in novels, they won't instantly generate interest like well known NPC's from more established settings. This is one of the problems with a setting with no significant NPC's, there's no memorable personalities.
Memorable personalities.... Like Drizzt -- who first appeared in a novel? Or Raistlin -- who first appeared as...James Laubacker2008-08-27T12:48:07ZRe: Forums: Second Darkness: Typos, Errors and Continuity - can I help?James Laubackerhttps://paizo.com/threads/rzs2ip1b?Typos-Errors-and-Continuity-can-I-help#32008-08-26T19:57:09Z2008-08-26T19:57:09Z<p>Just one addendum, the name 'Lymas Smeed' struck a bad note with me. Since there's currently a 'Limas Sweed' in the real world sports news at the moment, its way too much of a coincidence, unless the real Mr. Sweed is a fan and told someone they could borrow his name. Something else to watch for, please!</p>Just one addendum, the name 'Lymas Smeed' struck a bad note with me. Since there's currently a 'Limas Sweed' in the real world sports news at the moment, its way too much of a coincidence, unless the real Mr. Sweed is a fan and told someone they could borrow his name. Something else to watch for, please!James Laubacker2008-08-26T19:57:09ZRe: Forums/Lost Omens Campaign Setting: General Discussion: How do you play low stats?James Laubackerhttps://paizo.com/threads/rzs2io35?How-do-you-play-low-stats#172008-08-26T19:39:39Z2008-08-26T19:39:39Z<p>Here's two scenarios that might help:</p>
<p>low Int, high Wis, Cha ? (not really relevant)</p>
<p>A cleric with a wand that does something they don't normally use on a daily basis, say Searing Light. At the end of a tough combat, when he hadn't used the wand, and the party tactician asks why, the answer is 'I always forget I have that darn thing.'. He's wise, uses his spells properly, but sometimes forgets things that aren't right under his nose or part of his routine. If someone reminds him, he'll blast away.</p>
<p>high Int, low Wis, Cha? (not relevant)
<br />
Similar situation, say a wizard or bard with a wand of Scorching Ray. At the end of a tough combat, when he hadn't used the wand, and the party tactician asks why he cast Acid Orb instead of using his CL 13 Wand of Scorching Ray, the answer is "I remembered I had it, but it didn't seem important enough to waste a charge.'. Smart enough to remember all his gear and what it is for, but not wise enough to find just the right time to take advantage of it. If someone reminds him, he may still not use it, as it just might not be the right time, or maybe the critter is mostly dead anyway in his (flawed) opinion.</p>Here's two scenarios that might help:
low Int, high Wis, Cha ? (not really relevant)
A cleric with a wand that does something they don't normally use on a daily basis, say Searing Light. At the end of a tough combat, when he hadn't used the wand, and the party tactician asks why, the answer is 'I always forget I have that darn thing.'. He's wise, uses his spells properly, but sometimes forgets things that aren't right under his nose or part of his routine. If someone reminds him, he'll...James Laubacker2008-08-26T19:39:39ZRe: Forums/Lost Omens Campaign Setting: General Discussion: Pathfinder Manga?James Laubackerhttps://paizo.com/threads/rzs2iomj&page=2?Pathfinder-Manga#762008-08-26T19:19:28Z2008-08-26T19:19:27Z<div class="messageboard-quotee"> wrote:</div><blockquote> I think the Iconics are very strong characters. </blockquote><p>Which ones? The ones from Rise of the Runelords, or Second Darkness, or Crimson Throne? Aren't there 3 sets?
</p>
Some of them have decent backstory, but because they've never done anything or appeared in novels, they won't instantly generate interest like well known NPC's from more established settings. This is one of the problems with a setting with no significant NPC's, there's no memorable personalities.</p>wrote:I think the Iconics are very strong characters.
Which ones? The ones from Rise of the Runelords, or Second Darkness, or Crimson Throne? Aren't there 3 sets?
Some of them have decent backstory, but because they've never done anything or appeared in novels, they won't instantly generate interest like well known NPC's from more established settings. This is one of the problems with a setting with no significant NPC's, there's no memorable personalities.James Laubacker2008-08-26T19:19:27ZRe: Forums/Lost Omens Campaign Setting: General Discussion: Pathfinder Manga?James Laubackerhttps://paizo.com/threads/rzs2iomj&page=2?Pathfinder-Manga#742008-08-26T18:59:40Z2008-08-26T18:59:39Z<p>If its a graphic novel yes, manga, no. The problem I see, is that it has to have both a strong setting (which I think you have) and strong characters/NPCs... which we don't have yet. Not to mention technical details like good artwork and writing. I used to love the old AD&D and Forgotten Realms comics.</p>If its a graphic novel yes, manga, no. The problem I see, is that it has to have both a strong setting (which I think you have) and strong characters/NPCs... which we don't have yet. Not to mention technical details like good artwork and writing. I used to love the old AD&D and Forgotten Realms comics.James Laubacker2008-08-26T18:59:39ZRe: Forums: Playtest Reports: Power attack and Combat Expertise...James Laubackerhttps://paizo.com/threads/rzs2infg?Power-attack-and-Combat-Expertise#352008-10-25T16:46:47Z2008-08-20T18:45:52Z<p>[quote=] The reason I am in favor of them is the removal of the varying math round to round. I am in favor of a set amount regardless (hence my suggestions).</p>
<p>Anything that removes the "Hmmmm...not sure how much this round..." indecisiveness, spontaneous math, and metagaming to figure out exactly how much to PA without a chance to miss is a good step in my book. </blockquote><p>I have to admit, in my game with relatively new players, power attack causes more delay than anything else when it comes to combat. That, and the requirement that you have to tell the DM what the power attack number is every round. If the goal is to simplify and speed up combat, the changes are good.
<p>On the other hand, I've never been a fan of making D&D 'simpler', so it was fine the way it was.</p>[quote=] The reason I am in favor of them is the removal of the varying math round to round. I am in favor of a set amount regardless (hence my suggestions).
Anything that removes the "Hmmmm...not sure how much this round..." indecisiveness, spontaneous math, and metagaming to figure out exactly how much to PA without a chance to miss is a good step in my book. I have to admit, in my game with relatively new players, power attack causes more delay than anything else when it comes to[/quote]...James Laubacker2008-08-20T18:45:52ZRe: Forums: Rise of the Runelords: Heroes of Sandpoint...death and rebirth?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2ik2p?Heroes-of-Sandpointdeath-and-rebirth#92008-07-30T19:17:02Z2008-07-30T19:17:02Z<div class="messageboard-quotee">Azoun The Sage wrote:</div><blockquote><p> To be honest lethality is nothing on my end. It's been dice rolls! Seriously...my group rolls all their dice in front of one another including myself as the DM so no one can be accused of cheating.</p>
<p>It's just been dice rolls really...and PC's have been taken to -10, heck I had one fumble so bad he almost killed himself! I've had one fumble so bad he messed up a party member that let a simple hit from another creature kill the member. Then there are the crits i've gotten. Killed one PC out right with a decapitation.
<br />
</blockquote><p>Have you considered reducing the impact of fumbles? Does your group not raise dead characters?
<p>Also, you've just reminded me of the first and best reason for using a DM screen. If you roll too many crits, feel free to ignore some! Bad luck is one thing, incredibly bad luck that goes on and on isn't very interesting. It should be the DM's perogative to pull punches when necessary, and that's not cheating.</p>Azoun The Sage wrote:To be honest lethality is nothing on my end. It's been dice rolls! Seriously...my group rolls all their dice in front of one another including myself as the DM so no one can be accused of cheating.
It's just been dice rolls really...and PC's have been taken to -10, heck I had one fumble so bad he almost killed himself! I've had one fumble so bad he messed up a party member that let a simple hit from another creature kill the member. Then there are the crits i've gotten....Karlstar (alias of James Laubacker)2008-07-30T19:17:02ZRe: Forums/Alpha Playtest Feedback: General Discussion: The Beauty of the D&D rule system...Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2ijoe?The-Beauty-of-the-DD-rule-system#402008-07-29T19:18:33Z2008-07-29T19:18:33Z<div class="messageboard-quotee">doctor_d wrote:</div><blockquote> I agree. After reading Paizo's Classic Monsters Revisited Ogres became than just muscle they got a background story. </blockquote><p>You've pointed out one of the things I hate about 3rd ed - monsters as collections of skills and feats. A dragon doesn't NEED weapon focus, ability focus, improved grab, or anything else, it just needs to be a dragon. It also doesn't need diplomacy, climbing, swimming or (ugh) sense motive. I know monsters have to have game stats that fit into the system, but they shouldn't just be a collection of stats, they have to have purpose and reason - and just be monsters, not PC's that come in funny shapes.doctor_d wrote:I agree. After reading Paizo's Classic Monsters Revisited Ogres became than just muscle they got a background story.
You've pointed out one of the things I hate about 3rd ed - monsters as collections of skills and feats. A dragon doesn't NEED weapon focus, ability focus, improved grab, or anything else, it just needs to be a dragon. It also doesn't need diplomacy, climbing, swimming or (ugh) sense motive. I know monsters have to have game stats that fit into the system, but...Karlstar (alias of James Laubacker)2008-07-29T19:18:33ZRe: Forums: Planet Stories(R): Favorite Planet Stories Book So Far?James Laubackerhttps://paizo.com/threads/rzs2iakh?Favorite-Planet-Stories-Book-So-Far#352008-07-21T18:24:37Z2008-07-21T18:24:36Z<p>My favorite so far has to be Samarkand Solution, closely followed by Almuric. I found Northwest of Earth to be too repetitive.</p>My favorite so far has to be Samarkand Solution, closely followed by Almuric. I found Northwest of Earth to be too repetitive.James Laubacker2008-07-21T18:24:36ZRe: Forums: Second Darkness: I am very opposed to shortening Second Darkness by 10 pages and adding Set Piece AdventuresKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2if94&page=2?I-am-very-opposed-to-shortening-Second#622008-07-08T17:05:46Z2008-07-08T17:05:45Z<p>I have to agree, I don't want to see these adventures shortened any more. However, if that is already a done deal, then a short synopsis at the beginning of the mod with information for DM's to flesh them out would be very helpful.</p>
<p>These mods are already too lacking in key information and background to be made any shorter.</p>I have to agree, I don't want to see these adventures shortened any more. However, if that is already a done deal, then a short synopsis at the beginning of the mod with information for DM's to flesh them out would be very helpful.
These mods are already too lacking in key information and background to be made any shorter.Karlstar (alias of James Laubacker)2008-07-08T17:05:45ZRe: Forums/Lost Omens Campaign Setting: General Discussion: First Time DM (Potential Burnt Offerings Spoilers)Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2iggw?First-Time-DM#92008-07-02T14:12:17Z2008-07-02T14:12:17Z<div class="messageboard-quotee">Andre Caceres wrote:</div><blockquote> <div class="messageboard-quotee">SirUrza wrote:</div><blockquote><br />
<br />
<p>Monsters reference in other books I'd suggest typing their stats or photocopying or whatever so you have them prepared. You could even roll their initiative as part of your game prep (something I like to do.) Why type out a stat of "Initiative +2" when you could just roll the D20 now and type "Initiative 16" instead. :) </blockquote>never thought of that, good idea. </blockquote><p>Read the modules three or 4 times, particularly after the group has started the mod. There are lots of connections you, as DM, need to build on, supplying information that isn't in the mods. Make sure the characters meet some of the folks around town, and get to learn their way around.Andre Caceres wrote:SirUrza wrote:Monsters reference in other books I'd suggest typing their stats or photocopying or whatever so you have them prepared. You could even roll their initiative as part of your game prep (something I like to do.) Why type out a stat of "Initiative +2" when you could just roll the D20 now and type "Initiative 16" instead. :)
never thought of that, good idea. Read the modules three or 4 times, particularly after the group has started the mod. There are lots of...Karlstar (alias of James Laubacker)2008-07-02T14:12:17ZRe: Forums/Alpha Release 3: General Discussion: Random HP's - What do they add to the game?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2icjm?Random-HPs-What-do-they-add-to-the-game#262008-06-06T19:56:25Z2008-06-06T19:56:25Z<div class="messageboard-quotee">Dan Davis wrote:</div><blockquote> I do maximum hit points per level. Otherwise what's the point of being a barbarian with a d12 HD compared to a sorcerer with d4 HD? If the barbarian rolls a 1 and the sorcerer rolls a 4, the sorcrer suddenly has 4 x as many hp as the supposedly super-tough barbarian, which makes absolutely no sense. </blockquote><p>One more thought here - the character hit points are taken into account in a lot of other ways in the game, in such things a weapon damage and spell damage. If you choose to always do max hit points every level, did you also increase weapon damage and spell damage? Do cure spells do more because the characters now have more hit points to cure per level?Dan Davis wrote:I do maximum hit points per level. Otherwise what's the point of being a barbarian with a d12 HD compared to a sorcerer with d4 HD? If the barbarian rolls a 1 and the sorcerer rolls a 4, the sorcrer suddenly has 4 x as many hp as the supposedly super-tough barbarian, which makes absolutely no sense.
One more thought here - the character hit points are taken into account in a lot of other ways in the game, in such things a weapon damage and spell damage. If you choose to...Karlstar (alias of James Laubacker)2008-06-06T19:56:25ZRe: Forums/Alpha Release 3: General Discussion: Random HP's - What do they add to the game?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2icjm?Random-HPs-What-do-they-add-to-the-game#222008-06-06T19:43:20Z2008-06-06T19:43:19Z<div class="messageboard-quotee">Dan Davis wrote:</div><blockquote> I do maximum hit points per level. Otherwise what's the point of being a barbarian with a d12 HD compared to a sorcerer with d4 HD? If the barbarian rolls a 1 and the sorcerer rolls a 4, the sorcrer suddenly has 4 x as many hp as the supposedly super-tough barbarian, which makes absolutely no sense. </blockquote><p>The point being, for that one brief level in time, the sorceror is better than the barbarian! Or close, anyway, since you're ignoring the fact that the barbarian most likely has a better CON score, and when he rages, gets extra HP anyway. Sure, that could happen again, and again, and again, but the odds are very much against it, and if it does, its just created a great character dynamic! I know many wizards who were very proud of rolling hit points and ending up 'above' average, just as I know many fighters and barbarians who rejoice when they roll a 10 or 12 - and get more hit points than the wizard in 3 levels. The same goes for wizards with below average hit points who are proud of surviving despite it. A lot of fun and characterization gets lost if you don't roll.
<p>Besides which, max per level means a complete sameness within each class that is kind of strange. Basically, what you're saying is that 50% of all wizards have 5 hp, 20% have 6, 20% have 4, 10% have 7, and there's 10% with 3 or 8. In other words, that way 80% of wizards have 5 or more hit points at 1st level, ditto 2nd level, 3rd level... that much sameness seems strange, why have hit points?</p>Dan Davis wrote:I do maximum hit points per level. Otherwise what's the point of being a barbarian with a d12 HD compared to a sorcerer with d4 HD? If the barbarian rolls a 1 and the sorcerer rolls a 4, the sorcrer suddenly has 4 x as many hp as the supposedly super-tough barbarian, which makes absolutely no sense.
The point being, for that one brief level in time, the sorceror is better than the barbarian! Or close, anyway, since you're ignoring the fact that the barbarian most likely has a...Karlstar (alias of James Laubacker)2008-06-06T19:43:19ZRe: Forums/Alpha Release 3: General Discussion: Random HP's - What do they add to the game?Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2icjm?Random-HPs-What-do-they-add-to-the-game#92008-06-06T18:59:11Z2008-06-06T18:59:11Z<p>As has already been pointed out, random hit points reflect the variability in people, making the game a bit more realistic feeling. It also prevents some strategy from the players based on some simple math. If your players know every 1st level fighter MOST LIKELY has 12 or 13 hit points, they can base strategy on that. </p>
<p>I already don't like the 3.5 technique of assigning monsters 'average' hit points, it just doesn't make sense. There's absolutely no reason why every gnoll is the same as every other gnoll. </p>
<p>While we are on the topic, I think that max hit points + CON modifier is the MOST players should ever have at 1st level. If we give them double, or max + con stat, are we going to give all 1st level monsters double hit points?</p>As has already been pointed out, random hit points reflect the variability in people, making the game a bit more realistic feeling. It also prevents some strategy from the players based on some simple math. If your players know every 1st level fighter MOST LIKELY has 12 or 13 hit points, they can base strategy on that.
I already don't like the 3.5 technique of assigning monsters 'average' hit points, it just doesn't make sense. There's absolutely no reason why every gnoll is the same as...Karlstar (alias of James Laubacker)2008-06-06T18:59:11ZRe: Forums: Product Discussion: Pathfinder #9—Curse of the Crimson Throne Chapter 3: "Escape from Old Korvosa" (OGL) PDFKarlstar (alias of James Laubacker)https://paizo.com/products/btpy82t4/discuss?Pathfinder-9-Curse-of-the-Crimson-Throne-Chapter-3-Escape-from-Old-Korvosa#262009-02-13T18:10:07Z2008-05-08T09:39:55Z<p>I liked this module, its got a lot going for it. One thing I'd like to see that was missing in this one and past mods, is a bit more info, very brief, on some of the staff/guards at the major locations. At a minimum, just list their classes and races. In this mod, that applies to the Arkonas Palace. It applies to the Korvosan Guards, Sable Company, etc. Who's the 2nd in command of those? 3rd, etc. Maybe its in the guide, but in one of these mods it should be listed out.</p>I liked this module, its got a lot going for it. One thing I'd like to see that was missing in this one and past mods, is a bit more info, very brief, on some of the staff/guards at the major locations. At a minimum, just list their classes and races. In this mod, that applies to the Arkonas Palace. It applies to the Korvosan Guards, Sable Company, etc. Who's the 2nd in command of those? 3rd, etc. Maybe its in the guide, but in one of these mods it should be listed out.Karlstar (alias of James Laubacker)2008-05-08T09:39:55ZRe: Forums: Product Discussion: Pathfinder: Goblin WarriorsKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2htjc?Pathfinder-Goblin-Warriors#182008-06-05T17:49:48Z2008-05-07T02:45:16Z<p>Add another vote for too expensive! I love the minis, but not at that price.</p>Add another vote for too expensive! I love the minis, but not at that price.Karlstar (alias of James Laubacker)2008-05-07T02:45:16ZRe: Forums: Skills & Feats: Skills: please retain skill points! (more inside)Karlstar (alias of James Laubacker)https://paizo.com/threads/rzs2i19c&page=2?Skills-please-retain-skill-points#582008-04-04T14:03:51Z2008-04-04T14:03:51Z<p>Please retain skill points! As has been pointed out earlier, the previous system allowed for customization of characters without excessive tweaking or resorting to 8 optional rule books. It also allowed for differentiation between characters, rather than everyone having virtually the same amount of skill in key skills. Please go back to something more
<br />
like the original 3.5 system.</p>Please retain skill points! As has been pointed out earlier, the previous system allowed for customization of characters without excessive tweaking or resorting to 8 optional rule books. It also allowed for differentiation between characters, rather than everyone having virtually the same amount of skill in key skills. Please go back to something more
like the original 3.5 system.Karlstar (alias of James Laubacker)2008-04-04T14:03:51ZRe: Forums: Product Discussion: Pathfinder Adventure Path #1: Burnt Offerings (Rise of the Runelords 1 of 6) (OGL)Karlstar (alias of James Laubacker)https://paizo.com/products/btpy7zkr/discuss?Pathfinder-Adventure-Path-1-Burnt-Offerings#292010-08-09T06:33:10Z2007-10-04T21:45:08Z<p>I'd like to add my vote about the 'darkness' of Burnt Offerings. Please make future modules a bit less dark. Especially considering the whole Mike Vick thing, the goblin in the closet and dog encounter was too much, and so are a couple of the other aspects of the module. I'd rather not edit your module and destroy the continuity by mistake, please just make it less dark. Its just not necessary. In case you are wondering, I am running this for teens, so it is relevant. They don't need M rated content.</p>I'd like to add my vote about the 'darkness' of Burnt Offerings. Please make future modules a bit less dark. Especially considering the whole Mike Vick thing, the goblin in the closet and dog encounter was too much, and so are a couple of the other aspects of the module. I'd rather not edit your module and destroy the continuity by mistake, please just make it less dark. Its just not necessary. In case you are wondering, I am running this for teens, so it is relevant. They don't need M rated...Karlstar (alias of James Laubacker)2007-10-04T21:45:08ZRe: Forums: Rise of the Runelords: Sandpoint is amazingKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2hkh1&page=7?Sandpoint-is-amazing#3332007-09-13T17:27:14Z2007-09-13T17:27:14Z<div class="messageboard-quotee">James wrote wrote:</div><blockquote>As for water... Sandpoint has a LOT of rainfall. Rainbarrels are all over the place to collect and store water (and to catch and drown the odd goblin). Additional water comes from the Turandarok River, or even Boggy Creek.</blockquote><p>Wouldn't the Turandarok be very brackish, at least at this point near town? Also, rain barrels are good for supplemental water, but are you saying it rains every day, or, at least, 1 or 2 inches every other day? There would still have to be cisterns, I would think. Maybe a well or two?James wrote wrote:As for water... Sandpoint has a LOT of rainfall. Rainbarrels are all over the place to collect and store water (and to catch and drown the odd goblin). Additional water comes from the Turandarok River, or even Boggy Creek.
Wouldn't the Turandarok be very brackish, at least at this point near town? Also, rain barrels are good for supplemental water, but are you saying it rains every day, or, at least, 1 or 2 inches every other day? There would still have to be cisterns, I...Karlstar (alias of James Laubacker)2007-09-13T17:27:14ZRe: Forums: Rise of the Runelords: Sandpoint is amazingKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2hkh1&page=7?Sandpoint-is-amazing#3322007-09-13T17:22:16Z2007-09-13T17:22:16Z<p>Sooner or later I'll remember that '=' in the quote tag, too.</p>Sooner or later I'll remember that '=' in the quote tag, too.Karlstar (alias of James Laubacker)2007-09-13T17:22:16ZRe: Forums: Rise of the Runelords: Sandpoint is amazingKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2hkh1&page=7?Sandpoint-is-amazing#3312007-09-17T21:24:49Z2007-09-13T17:21:26Z<div class="messageboard-quotee">James Jacobs wrote:</div><blockquote>I wouldn't get too obsessed with how many people live where, but Sandpoint is certainly a crowded and vibrant city. It's pretty much THE happening place on the Lost Coast, after all!</blockquote><p>Exactly the impression I was getting, thank you, that's the image I had in my mind.
<p>I read your post after my other, I'll, um, forget that a cooper or potter ever existed. Even if I think one should move there real soon.</p>James Jacobs wrote:I wouldn't get too obsessed with how many people live where, but Sandpoint is certainly a crowded and vibrant city. It's pretty much THE happening place on the Lost Coast, after all!
Exactly the impression I was getting, thank you, that's the image I had in my mind. I read your post after my other, I'll, um, forget that a cooper or potter ever existed. Even if I think one should move there real soon.Karlstar (alias of James Laubacker)2007-09-13T17:21:26ZRe: Forums: Rise of the Runelords: Sandpoint is amazingKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2hkh1&page=7?Sandpoint-is-amazing#3302007-09-13T17:17:55Z2007-09-13T17:17:55Z<p>Looking at the map from the PDF, the potter needs access to a lot of water, so maybe along the river between buildings 14 and 25? The cooper would want to be close to the mill, which I can't remember the # of offhand...</p>
<p>I'm now thinking that the garrison would have its own well, and probably the glassworks. For town wells, maybe in the square outside the cathedral, and possible at Festival and Bishop street? Two wells isn't enough for a town this size, so there's probably others.</p>Looking at the map from the PDF, the potter needs access to a lot of water, so maybe along the river between buildings 14 and 25? The cooper would want to be close to the mill, which I can't remember the # of offhand...
I'm now thinking that the garrison would have its own well, and probably the glassworks. For town wells, maybe in the square outside the cathedral, and possible at Festival and Bishop street? Two wells isn't enough for a town this size, so there's probably others.Karlstar (alias of James Laubacker)2007-09-13T17:17:55ZRe: Forums: Rise of the Runelords: Sandpoint is amazingKarlstar (alias of James Laubacker)https://paizo.com/threads/rzs2hkh1&page=7?Sandpoint-is-amazing#3252007-09-13T16:01:57Z2007-09-13T16:01:56Z<div class="messageboard-quotee">Quote:</div><blockquote>James, I do believe the answer to many of your questions are "outlying farms".</blockquote><p>Yes and no, we were told the 1200 population does not include the farmlands, and I don't think the townsfolk go that far for water. The tinker and potter could be out there though, though I mostly put those out as suggestions for things to add to the town in the future.Quote:James, I do believe the answer to many of your questions are "outlying farms".
Yes and no, we were told the 1200 population does not include the farmlands, and I don't think the townsfolk go that far for water. The tinker and potter could be out there though, though I mostly put those out as suggestions for things to add to the town in the future.Karlstar (alias of James Laubacker)2007-09-13T16:01:56Z