Brigh Statue

Klara Meison's page

619 posts (628 including aliases). No reviews. No lists. No wishlists. 2 aliases.




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Hello. Yesterday I had a nice discussion concerning adventure path design with some other members of the community. Today I find that that discussion has been removed in it's entirety, including my posts, and no notification related to the reasons behind the removal has been posted by the moderators in that thread or sent to my private messages.

Would it be possible to receive a clarification concerning that discusison in regards to what community guidelines in particular have been violated?


Over the years, I have seen guides to classes, help guides to adventure prepatration, guides that help GMs design encounters, guides that help GMs design whole adventures, books worth of advice on how to make your plot interesting, engaging, unique and derail-proof(in a way that doesn't piss off your players), a breadth of information published by Paizo and other companies...

But I have never seen an actual, thrice-damned properly-designed tutorial. The sort you see in modern videogames, where the player is introduced to gameplay mechanics piece by piece, without becoming overwhelmed by the whole thing. And by "player" here I mean both players and the GM, since either could be new to this system.

Beginner's Box doesn't really serve this purpose, since it includes 160+ pages of paper to read through by itself. That's...just too much for a tutorial. I have once read a book that properly explained quantum electrodynamics, and it was only 149 pages long. Perhaps more importantly, it doesn't include a small adventure to give players some practical experience with the mechanics. It doesn't have to be big, just 5 to 10 rooms of a "dungeon", in each of which some small facet of the system would be emphasized, like attacks, AC, flanking, cover, and so on. Same thing woud happen on the other side of the screen-one room would have some environment GM has to describe, another would have an NPC they would have to roleplay as, a third would call for some basic battle tactics or improvisation, and so on.

Then you could expand it over time-maybe in the next part of the dungeon players get to change their attributes, even further along they get to select some feats from a limited pool, and so on.

So...why? It seems like a thing that would be quite necessory to get more players, and thus customers. Have I just managed to completely miss it? If so, could someone point it out to me?


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After all these years of roleplaying, rollplaying and just generally enjoying yourself playing RPGs, which is the most memorable character of the ones you have played? Which one had an incredibly amusing backstory? Who had the most heroic death? Is there any character that you still come back to, even though it has been years since you have scribbled the first feat onto their sheet, just so you would have a cool persona for that one-shot game a friend of yours planned to run?

Basically, who is your favorite character?


Title says everything. If you wanted to get your bluff check as high as possible, how high can you make it? Here is what I came up with:
Lara, human bard 20(Negotiator), tells an officer she isn't actually drunk:

+5 CHA from 20 base CHA

+3 from CHA boosts

+2 from wish spells CHA boosts

+20 from skill ranks

+20 glibness

+20 take 20

+10 bard 1/2 CL

+8 hero point

+10 mask of stony demeanor

+6 skill focus

+1 social traits->fast talker

+4 Deceitful

+20 moment of prescience from a scroll

+4 false friend

+3 viper familiar(skill focus(any knowledge)->eldritch heritage(arcane)->viper familiar)

+3 class skill

+1 profane bonus from a succubus (courtesy of CWheezy)

=140 total

Thoughts?


I have seen some that take a minute, or ten minutes, or X minutes to cast. But are there spells that just take 2 or 3 rounds to cast? And if there aren't, why?


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A friend of mine asked me this question a couple of days ago, and so far, I don't have a good answer.

Wikipedia tells us that, in real life, industrial revolution "included going from hand production methods to machines, new chemical manufacturing and iron production processes, improved efficiency of water power, the increasing use of steam power, the development of machine tools and the rise of the factory system."

Now, suppose you are a 14-th century England with no magic, and you suddenly got a bunch of wizards(let's say 10 of them, each at lv 12). Just your ordinary wizards without any particularily unusual spells in their spellbooks. What can they do to initiate their own industrial revolution?

Well, for starters, they can just make pure iron. Wall of Iron spell makes a 5ft sq/level , 1/4 inch/level thick wall of, well, iron. That is 16.7 metric tons(5*5 square=25 square feet=2.32sq meters; 3 inch=0.0762 meters;density of iron=7.87 tons/cubic meter; 2.32*0.0762*12*7870=16.7 metric tons) of iron for your average 12 lv wizard, per one cast of the spell. And they can cast 2 of those per day(3 with a high INT score), which brings them to 33.4 tons per day minimum. Internet tells me that british iron production in 1700 was 12,000 metric tonnes a year, or 32 tons per day, so 10 wizards can outproduce a country without even trying much.

Secondly, they can eschew machine tools. Who needs machine tools when you have Fabricate? Transmute all that iron you just made into whatever is made of iron. Pots, nails, I-beams...Sky is the limit, really. And it only takes a minute to turn all that iron you produced with your wall of iron into finished products.

Next, why don't we ruin agricultural sector while we are at it? For example, we can make a tractor. Be it a construct, an actual vehicle with a Wondrous Item for an engine or something else, point is, Wizard can make it happen. And it probably wouldn't cost a stupendous ammount of money to do so. Now your agriculture is incredibly efficient, and you don't even have to waste money on gas.

Did I already mention a Wondrous item in place of the engine? I am pretty sure that there are a thousand ways to make Perpetuum Mobile with magic for less than 10000 gold. Make a permanent shocking grasp spell to get a perfect electricity generator for example, it will cost you ~1k gold. Same with more "mechanical" powersources.

I might well be missing some other potential exploits, but the general idea is clear-if you just add Wizards into a medievil setting, things aren't going to stay the same for long. Something is going to change radically, to the point where you won't be able to recognise the world.

Now, suppose you wanted to keep the tech level stable, AND have wizards. For that, you would need some counterbalance to magic, something that would slow down the progress of society back to normal levels. What do you think that might be?


Just what it says on the box. What are good feats to take for someone focused on dealing a lot of damage with a reach weapon(e.g. a glave)?


I am playing as a dragonrider( http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/dragon rider ) in one campaign I am in. I think I have a good character right now, but need some help to figure out what to take later on.

My current character sheet: http://www.myth-weavers.com/sheet.html#id=633054
My steed's sheet: http://www.myth-weavers.com/sheet.html#id=633055

There are two relevant houserules in effect: Brass dragon starts as Medium(neither me, nor DM could figure out the logic behind the starting sizes of the dragons) and Focus is only required when actually mounted(right now steed is prety much a separate creature, like an animal companion)

So, what feats, spells and equipment should I take in the upcoming levels?