LeeSw's page

Goblin Squad Member. 128 posts. No reviews. No lists. 1 wishlist.




There are a huge number of 15mm, 1/100 or so makers of miniatures in the US and UK these days.

Average cost is 0.75 to 1.50 USD.

Some of my favorites.

Khurasaian

Rebel

Another good resource.
TMP

There are many other makers, most being small shops only a few folks.
Which means many different types of minis.

Also 15mm scale maps are smaller. Easier to print and keep.

For Ship Combat will be using minis from various space games.
Again TMP has a few areas talking about space combat games.

Hope everyone has a great games!


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Starship Combat Changes Version 1.0

These changes are being made because our group found that adding a new computer, or such should not cause it to be harder to fly a ship.

The Stunts and Maneuvers will use Mass Numbers instead of Ship Tier.

SIZE MASS Number
Tiny 1
Small 3
Medium 5
Large 7
Huge 10
Gargantuan 14
Colossal 18

Back Off
The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your starship’s mass). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.
DC= 15 + 2x Mass
One Extra Hex + 5 DC
Two Extra Hexes +10 DC
Three Extra Hexes +15 DC

Barrel Roll
The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your starship’s mass). On a failed check, the starship moves half its speed but doesn’t roll. If you fail by 5 or more, your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round.
DC=15 + 2x Mass

Evade
The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your starship’s mass). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.
DC= 15 +2x Mass For +2AC & +2TL
Extra +1 + 5 DC
Extra +2 +10 DC
Extra +3 +15 DC
Extra +4 +20 DC
If DC is Failed one half of attempted AC is subtracted from ship.

Flip and Burn
The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 3 × your ship’s mass). If you fail this check, your starship moves forward half its speed but doesn’t rotate.
DC= 15 +3x Mass

Fly By
The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a Piloting check (DC = 15 + (2 × the mass of the your starship)+mass of enemy ship). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free attack from that starship as normal.
DC= 15 +2x Mass of your Ship + Mass of Enemy Ship

Slide
The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 2 × your ship’s mass). If you fail this check, the ship moves forward up to half its speed and can’t make any turns.
DC= 15 +2x Mass

Turn in Place
The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check.
DC= 15 +2x Mass
Reduce AC and TL Negative by 1 + 5 DC
Reduce AC and TL Negative by 2 +10 DC
Reduce AC and TL Negative by 3 +15 DC Clumsy only
Reduce AC and TL Negative by 4 +20 DC Clumsy only

New Stunt
Combined Stunt
Trying to pull off 2 actions, which only a great pilot would attempt.
Add the 2 DCs together and add +10 for the total.

Line up Shot
This Stunt allows the Pilot to help a Gunner line up a shot.
The Pilot chooses a Weapon System, the Gunner of that system gets a bonus to Attack or Target Lock.
DC= 15 +2x Mass

+2 To Hit for a given Gunner
Extra +1 + 5 DC
Extra +2 +10 DC
Extra +3 +15 DC
Extra +4 +20 DC

Engineering Actions
As most of these actions deal with fixing and moving power around the use of Tier in the DC seems to work in general.
Some DC increases for extra effect are noted.
Divert
Extra +1 +6% to Shields + 5 DC
Extra +2 +7% to Shields +10 DC
Extra +3 +8% to Shields +15 DC
Extra +4 +9% to Shields +20 DC

Hold It Together
Lasts 2 Rounds instead of 1 +15 DC

Patch
No Changes

Overpower
Not sure what Extra Power to 3 Systems, will update when more is known.

Quick Fix
No Changes

Gunnery Actions
No Changes

Science Officers Actions
Balance
No Changes

Scan
No Changes

Target System
Critical on 18+ Natural Roll +15 DC

Lock On
Extra +1 +10 DC
Extra +2 +15 DC
Extra +3 +20 DC

Improve Countermeasures
No Changes

Captain Actions
These actions from the RAW are just crazy.
As the Ship Tier should not make it harder to Bluff or Demand another person.

Most of these actions should have DC based much like Pathfinder does.
So something like DC= 15 + Level of Target + Proper MOD (WIS, INT, or CHA)
Base of 15 as it is nearly always in or on the cusp of combat, and keeps with the other DCs.
Also the Ships Computer and many other mods should not help the Captain do these.

I am sure there will be some changes to be made as we play test it more.
The DCs for the interactions may need to be tweaked as well.

The mods for Speed and such should still be added.
Also I suspect they will be more things as players tend to attempt things in dangerous places, debris fields, asteroid fields, and other less than open areas.

But if a character has put most of their points, feats, and stats towards being one of the best pilots in the Pact Worlds, they should be able to do amazing things.

Just the first WAG at it.


There are threads already talking about Starship combat so I am looking at it from another angle.

Instead of DC being tied to tier of ship, which says the better the ship the harder it is to drive, no matter if the size, engine, thrusters and such change or not, base most of the DCs on the Mass of the Ship.

The mods as already listed stay, but the DC check becomes 15 + 2xMass Rating of Ship.
Harder Checks become 15 + 3xMass Rating
Hardest Checks 15 + 4xMass Rating

Still need to run the full math to insure it does still offer a challange.
But higher DC for better effects should help with that.

As it is easy to Flip a Fighter or Small ship but the larger it gets the harder it becomes.
Also allow a attempt to do more than the base.
Evade is a good example it gives a flat +2 no matter how well you do it.
For Evade if you would like a plus 3 add say 5 Plus 1/2 Mass mod
Or maybe to be easy just +10 to DC.
Want a +4 DC is plus 15.

Pilot decides how far to try and push it before the roll. If no extra attempted and the pilot gets a roll 20 above what was needed there is no extra. If the pilot trys for a plus 4 and misses it then they fail.

Also looking at allowing a Pilot to combine 2 Stunts, within reasonlike Evade and Slide.
DC total of both actions plus ship size mod or a flat number.

This would allow a very good pilot a chance of pulling it off in a smaller ship at least.

Size mods would start at 1 or 2 for a Tiny ship ending at 18 for the Gargantuan size.

Player sized ships the DC should be a bit lower, and allow those tries for better effects, pushing the DC higher.

Like I said my group find adding a better shield, new weapons, a better computer, and some software to a ship should not make it harder to pilot.
It just breaks the setting too far.

Thus this overhaul.

Also looking at new stunts, like
Line Up The Shot
DC 15 + 2xMass Rating
A Tiny Ship would need a 17 or so as there are a few other mods listed.
+2 DC + 10
+3 DC + 15
+4 DC + 20
Used to give gunners in one arc extra pluses to hit. Starting at plus 1 going up. Failing means you were too predictable and give all your foes in that arc, half rounded up of what you were attempting.

More on the way.


After looking over the rule for Space Ships, the addition of a some quirks into the ships could add a bit of spice.

Good, Bad, and Odd

No matter how many times the crew checks and repairs and searches the quirks persist.
Only on a DC 45 Repair can the Quirk be removed.

Things like,

At Speed 6 to 8 a issue occurs in Weapon Mount number X, all shots -1 to Hit, and +1 to Damage

When emerging into Drift Space the crew gets a random craving for a certain food.

The Aft Shields flare out when they reach 1, and fail instead of 0, all other attacks to the rear -1 to hit for the rest of the turn.

Sensors are +1 in one Arc and -1 in another.

When the panel to the Sensors Station is opened, a panel across the room will pop open with a loud slam, 3 seconds later.

A certain non vital external part of the ship is prone to flying off for little or no reason. This part also has on a roll of a 1 on a d10 of absorbing one critical hit.

Moving Shield points from the Rear to other areas is easier +2 to the roll.
But Moving Shield points to the Rear is harder -2 to the roll.

The ship Turns better one direction, than the other. Any Stunts or Tests towards the "good" side are plus 1 to the die roll, and -1 on the "bad" side.

Each time a system takes a Critical there is a small chance that subsystem will get a Quirk. 1-5 %

As the Crew learns their ship some of these quirks can become useful.

What other Quirks sound good to you.

Goblin Squad Member

Trying to find a decent map of the area in the game.

Want to be able to use it for putting over lays on it.

The actual one from in game would be great but can not seem to be able to get a good shot of the whole thing.

Thanks!
Lee

Goblin Squad Member

Was looking to find out what it does, thanks.

Lee

Goblin Squad Member

Any one get one yet?

If sent by alpha mine will be long in coming.

Good Hunting all.

Lee

Goblin Squad Member

Welcome one and all to the Lost Ledger,

We have one aim in the game and that is TRADE.

Through Trade and related services we hope to foster goodwill to all cities and states in Pathfinder Online.

The Lost ledger will be looking for an area that can help build new trade networks, train guards men and women to escort cargo, and build a place where trades men of all kinds can gather and do the life blood of civilization.

We will need great crafters, powerful guards, and folks that are willing to work with all races and creeds.

To this the settlement will be LN, though we hope to keep the laws to a minimum, and be able to build a great area for training most classes.

If you think open markets for your goods sounds like a good thing, with a bit of Law to help keep the peace, please join us.

(I have bought a Guild Package so we will start with those extras, and hope to build a safe productive settlement.)

(I have travel for the next week but will try to check in and answer questions)


Limited time can heal from negative eng

Take damage from positive

Know I skimmed it but can not find again.

Thanks for help.

Lee

Goblin Squad Member

1 person marked this as a favorite.

One of the things that I think the Secret World did right was showing how to build a certain class and what it was made to do well.

For Release I think a little guidance will help new players, not this group here as mush as we read and try to keep up with stuff, but the folks just hearing about it.

PFO is changing how many things world in the worlds of MMOs, a set of guidelines saying something like.

If you like playing a Fighter Type, then these are the skills you will want to look at, and so on.

The SW took it a step further and when you completed the base needed skills gave you an outfit to show that you had, a little reward if you would.

Just something for the board down the line to think on, not everyone will get their head around the classless system at the same rate, this might help keep more of those who try PFO.

Lee

Goblin Squad Member

Was looking at http://www.wildstar-online.com/en/media/videos/#video-1654

Will have to see how the execution turns out, but the Idea sounds really good.

Paths basically are in WS a separate Leveling Tree, based on
How you want to enjoy the game.

Not all of the WS ones work in PFO, but still could be something for down the line.

The Scientist would become a Lore Master.
The Explorer the same, maybe become the map makers.
Warrior the same.
Builder would need to change but still could work in some fashion, as many of what they build gives small buffs and can be made Guild only.
Might be where we could add a Hunter style one.
Politician would also work, with all the settlement stuff.

Just a thought for later, one for the Idea board.

Lee

Goblin Squad Member

"Maybe the process of the creation of the map can somehow prevent this.
For the cartographer to be able to create the map, it would be required to actually visit the place, so that making maps of difficult locations would be pretty complicated and may even require cartographer's guildies to help him go there to make the map as he would not be able to kill the mobs alone.
Maybe his very presence at the location he is about to put on the map may be required. He goes there, makes some maps using some in game map drawing tool and then he goes to sell the maps in the market in a player built city."

Just sounded like a neat idea.

Lee

Goblin Squad Member

Just want to be sure we get it correct.

I have done all the steps but the final payment, but it did not ask for emails or anything for the other members, is that after payment or is something not working?

Also to be sure do I buy the addons for them then assign or does each log on after I complete the Guild Buy and then they get to add on stuff.

One last thing we have a slot open atm, can I just assign that to my account to give out later or does it need another Email.

Just wanting to get it correct.

If there are details written already could we get them Stuck please.

Lee


They have a Kick Starter going to add a set of Player Features and enhance the Web and Net stuff.

http://www.kickstarter.com/projects/610004753/realm-works-streamlined-rpg-c ampaign-tools

The RW program looks to help a GM keep tack of all those details, and if the KS goes a free viewer will be made so when the GM shares a rumor, or a map, the player can review only that stuff online.

The GM can see who knows what rumors quickly and pump the background info that you should know to you.

While keeping track of all the details of the world/universe.

Use 4 different Calendars, it does it, Auto link names and items so when you type in Bad Tom, it knows you mean Sir Thomas Kay, and helps keep it all together.

Are you the next big RPG writer, later you can sale content through the system.

Take a look, 100's of Q&A on the front page comments.

Even a tier for early access.

Lee
Only a backer but I see much potential in Realm Works.

Goblin Squad Member

Sorry, but I do have a mistrust of folks asking for my money, even though I have backed many KS campaigns.

The teirs as they starred for PFO, really sucked, IMHO.

A game that expects the faithful to pay a sub fee and still pay MTX, fees, will not sell for 50 to 60 dollars.

More likey 29.99 at release in six months 19.99.
Check the market.

So the 35 dollar Tier is well just bad.

The 100 dollar teir to Beta Test, uses your Sub time?
So you pay 100 to work for them, and then pay more to keep working.

Now we see 200k here is your bonus for hitting this "goal".
This seems like a lie, it looks more like OMG the KS is still lagging,

An idea of a meeting not too long ago, though written with some humor, feels closer to the truth.

The KS is running flat,
Marketting said we would hit 50% in the first week.

Marketting responds, will can get others to beg for us, thus the Reaper letter.

Still a small bump then flat,

Well we can say they hit a "goal", and give them something that will work but what,

......

We can give them a Super Adventure, all claps but the few workers in the back, one raises a hand, but what about the players?

Marketting" the free loaders just want free stuff, this will be enough."

Oh, WizKids called, they want to cross market the Minis, so we will give one out, and another if we reach higher level, because every one like free minis, we can not lose.

One last question from the small free loaders, why release a major KS for a funded Project at Chirstmas???

In the name of my Idol, "You're Fired".
But I do not work for Marketing,
You will by EoB, then you are SOL, ASAP!

It may not of happened, this may have been the plan the whole time, but I feel that this whole KS was dreamed up in Marketing with spread sheets and the idea, the fans would back no matter how bad the value, and now they are saying these extras were planned to save face.

The value is still bad for the normal player, why does a group need 4-8 copies of the same adventure, that only the GM will have a use for?

The flip mats are nice, but again how many copies are needed in a group?

Oh and if these are quick fixes for the KS, what will they do later in the game?

Those who played EQ know Smeedly the Great Liar of Sony, and all know the damage he did to the game. I do not want to see another in PFO.

PFO might be great, but the KS is not, and the unfolding as it goes seems worse not better.

I hope the powers that be wake up and start filling in the blanks with the truth, for if they will lie to get your money, why should they ever stop.

Lee
Flame if you will, but please stop and think before you do, yes I am guessing at some things, but I bet you will be as well.
The base KS was a bad value, was it a mistake, or an attempt to get a lot of money for no value in return, no one but Paizo can truly know.
I would of felt much more trusting if they would have said, we feel the need for more Value and Rewards so here are some.
Not when things are going slow, a letter from others asking support and then new extras that we're planned all along.


Seeking help finding a very old D&D module/add on.

It would have been back when Judges Guild was putting stuff out for 1st Edition maybe 2nd.

My memory says the cover may have been orange but not sure.

It was a add on, that helped the GM setup an Adventure's Guild to the world.
It had a points system and the layout for gaining ranks with the guild, access to more benefits and so on.

I think it may be a bit simple, but we had a lot of fun with it, and would be nice to find it again for old times sake.

I do not think it was a Judge's Guild product, but may have been.

Thanks for any help.

Lee


Hey all,

I have searched but can not find the Pdf with the Players Traits that is talked about in the Players guide.

Also,

Is there a book or module, that deals with The Pathfinders Group itself, in detail?

I see parts of stuff in some of the products I have bought, but did not see a book that really helped me understand all I can about them.

Thanks for the help all,
Lee


Hey all,

With the playtest group called the Pathfinder Society, I am having a rough time finding info on the Pathfinders in game.

Search is not my friend it seems, anymore.

I am GMing a 4th Ed game and converting these great modules.

So with map making and converting, I was looking for info on how the Pathfinders are in game.

I could do my own, yes but I am running low on time and would like to keep it close to the Module as I can.

If anyone knows of links or such could you pass them on, please.

Thanks
Lee

3 player group.
Ranger/Rog Human
Wizard/Cleric Eladrin (we say High Elf)
Fighter Dwarf


Hello all,

Been away for a bit and searching has not found what I was looking for.

Is there a place that details more of Who and what The Pathfinders Are and Do?

What they expect from PC's, what they can offer and the like?

I have read the background stuff in PF #1-6 but was hoping there was more in a corner somewhere.

Running a 4th Ed game using the Modules, and between battle map making and converting find my self short on time, and have a player really looking at the PFS.

Thanks for any and all help, and sorry for missing it if it was in plain sight.
Lee


Hello all,

Had an idea and wnated to see if any one else thought it might help them out.

Sales folks have programs that allow them to track not just a customers data, but other things to remind and help them form a more personal bond, hobbies, Spouses's name, how long married ect.

I was looking at putting a DB together for gamers, GM mostly, that used something like that.

It would have all the Stat blocks, but also track Faction of this NPC angainst the enities of your world and the PCs.

All the quirks and dislikes a pic or 2, but mostly how they feel towards each PC, tracking interactions and reminding the GM, of all this in a easy to read format.

Including (hopefully), a ZUI, (Zoomable User Interface)

So when you bring up the NPC or PC, all the data is there, and a flow chart looking connections chart is viewable as well, the boxes would by color or shape show the overall +/- of Faction towards that person or group, how close the two boxes would show, how long ago the Interaction took place, the color of the line would show if it was a +/- Interaction, with other colors for special things.

This way a GM could keep, NPCs reations constant.

The input I hope to make min, after the NPC, PC, or group is entered then it can be either drop down or dragged to the report, then a quick one liner added to remind the GM what happened, and how many +/- Faction was assigned.

The base Data base is not too hard, the ZUI is a might tricky but I may have found a system that will work.

I'll prob, do up something for my self, (no mem after car wreck any more), but was wondering if anyone who surives the above reading, would use it. If so, I'll take more care in adding user stuff, not just things that work :).

Thanks for reading and your ideas, on what sort of things as a GM, you would want at a glance, to have when running that NPC.

Lee


Hey all,

I was wondering if anyone has a well working Mana based Magic system for thier game?

When I ran the d20 RQ game from WW, I found the Mana Based system to be fluid and at last players were taking and using the Meta Magic feats, as to use one the spell just increased in cost.

But, there always is one, the system did not have many utility spells, and no system for converting other spells.

So, I figured this board had many bright folks on it, and wondered if one or more of them, might be up for talking about what they have used, and perhaps working out a system that might work.

Thank you all in advance for any help,
Lee