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Makarion's page
594 posts. No reviews. No lists. 1 wishlist.
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I am contemplating a champion of Irori, and I am feeling that Soulforger would be a pretty nice implementation of the "divine ki" idea that monks have, within this context. But could it even be applied to fists?
Hilarity re: throwing fists with Bounding Weapon aside, it seems you cannot apply soulforging to handwraps. Do people see solutions?
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It occurs to me that we may be asking the wrong question. What we *should* be asking is how to make the Blue Raja. One of these days, that Fork specialisation is going to pay off, I tell you!
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Illusionist? As long as everyone else believes it... A heavens oracle with Awesome Display can go a long way, I think.
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For #1, I would suggest installing Baldur's Gate again and inviting Boo into your party. He comes with an endearingly stupid ranger, although we know, of course, who really is in charge.
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Adjoint wrote: Calistria. Most of them are problably of a NPC class (adepts, commoners, experts, possibly aristocrats for the more luxurious ones). From the PC classes, the most fitting are cleric, bard and rogue. There is also a prestige class Enchanting Courtesan. Worth pointing out that, according to the lore, it's specifically the Chaotic Good branch of the church of Calistria that supports the temple prostitutes (or is supported by them, of course).
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Voss wrote: So... Survey question; Attack of Opportunity, question 8, Option 1:
Quote: I would like it better if tank-type characters got Attack of Opportunity automatically (such as paladins and barbarians) Barbarians are tank like? Are you kidding?
Bad enough that this concept (tank) is in your design thinking at all, but that a class so squishy, with limited armor and even AC penalties is at all tank-like is patently absurd.
And no, the 9th level DR doesn't matter. It isn't even a blip compared to enemy damage numbers at that level (let alone higher).
Haven't you heard? There's only three allowed party roles: bruiser, mage and healer. Anything else is dangerously subversive and not enough akin to the computer games our target audience supposedly love over actual roleplay.
Love it or loathe it, but PF2 has set out it's stall to see whether they can do D&D 4th edition better than WotC.

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Wandering Wastrel wrote: True - but I confess that I am much less concerned about what's easy for game developers and rather more interested in a game that's actually fun to play and lets me build the character concepts I want. I'm with you. By and large, that's why I prefer systems that are class- and level-less. Balance becomes a discussion between player and storyteller, so it's mostly unsuitable for the typical players attracted to D&D style adventures, especially in organised play, but it's far more engaging for people who want to represent the mental image they have of their characters, especially (in most level-less systems) with regard to non-combat focused PCs.
Since Paizo's traditional customer base seem to appreciate character build flexibility, PF has always had an open door policy towards muticlassing, so this particular itch could be scratched. Since PF2 is, in many ways, going back to basics by necessity, it will feel rigid for a good long while: players have become used to "flexibility creep" from all the splat books that PF1 has published, and those won't be here for a while. But for PF2 to be a success, it needs to force us to wait for the new splat to arrive, so for the time being, we'll do with a more rigid, less flexible system. C'est la vie.
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Data Lore wrote: My gosh. That rules survey took forever. Great questions though. Not sure I agree. Many of the questions came down to asking me whether I preferred cats to be green or purple, frankly. That is, when they weren't leading, of course. I'm not sure who composed the survey, but they need remedial training.

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Tim Schneider 908 wrote: Leedwashere wrote: You don't have to make it relevant across all player levels. You only have to make it relevant for its own (item) level, as a function of the others.
In the other thread I posted what those numbers would have to be to make that happen. It's not a hard calculation. It can be tweaked to be more or less generous (I decided to go with nice, round numbers past level 1), but as soon as the higher-level items become worse than the lower-level items in value, your incentive to buy them becomes an incentive not to buy them. (You don't want to die, so you still have an incentive you use them if you find them, but you're literally throwing your money away if you buy it.)
Except that when you lower the price of the higher level items to the price of the lower level items you haven't stopped the problem you've just packaged it in a higher level purchase.
The problem not be addressed is that if healing is going to remain remotely expensive (e.g. Making healing between fights a decision & not just a "Obviously we use all the consumables") you need to be able to set a price on healing which is actually relevant to the players. Health and gold scale at very different rates. Any price you can put on healing for a level 1 character will either be pocket-change to a level 10 character or completely unaffordable for the level 1 unless there's some other cost outside gold. Lowering the price of high level consumables to the same cost per HP or even lower just makes the price of healing even more inconsequential at high levels.
The idea of using resonance as a buff on the heal really doesn't seem to work to me, as if we maintain the current rough economic pricing the second highest potion (lvl 12) charges 4.8g per HP on average. Which is to say the designers while writing felt that was a fair price to keep healing a relevant expense at that level. To lower that to the non-resonance d4 option it has to be lowered to 1.2g per HP which is 1/4 the price... or 1/8th... How about this one for a radical idea? Have using consumables cost xp! Not to craft them, mind you, but to consume. I bet that solves the problem right away, especially if you scale the cost with character level.
Granted, that may unduly punish frontliners, so perhaps some finagling needs to take place, but moving the cost away from gold, I feel, is the crux here.

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MerlinCross wrote: gustavo iglesias wrote: PossibleCabbage wrote: thflame wrote: I disagree. ANYTHING should be an appropriate option for a PC. (Maybe with level adjustment.) I'm of the opinion that any ancestry which can literally only be a single alignment is inappropriate. Like Pathfinder canonically has more non-CE Succubi than non-CE Drow. even if we assume that, a few things stand out
1) some people don't play in Golarion. It is easy to change drows background in your home world, but it is harder to build a race mechanically if you are not a game designer. Certainly I easier to pick up Paizo 's vision
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2) being always evil is not a problem for evil campaigns. Which some people play.
Drow is an inmensily popular race, because of certain guy with 2 scimitar. It is wise to give people popular things I mean it is.
BUT aren't you losing something when copying the guy with 2 scimitars that's a horrible outcast of his race that's fighting the good fight to help put things to right when and where he can going against the sins of his people....
And then said race is just as good to evil as humans?
I suppose you can swap race to "OH My Town/city/house/family is SO evil so I fight against that temptation!" but I feel the 2 scimitar man wouldn't have been so popular. Who knows. To a lesser degree, you had the same thing happening with Minotaurs in the *Dragonlance* setting. Makes me wonder whether that is why that option was available under the future ancestries query.
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Sanmei wrote: So... you spend a chunk of GP to heal small amounts of health if you can succeed at what is likely to be a fairly stiff DC on everyone's behalf?
I mean, it's gorgeously thematic, but the way 2E is being set up, you might as well just stop and rest for the day.
Why would the storyteller allow you to? It's not like it's remotely realistic to quit an endeavour after you've not even reached lunch. I'm not sure about you, but the people I play with would refuse such a ploy as being an immersion-killer, and so would GMs, much of the time.
If the rules seemingly force you towards wholly unrealistic behaviour, the rules need to change, or creative solutions need to be brought to bear, assuming that the storyteller was using appropriate challenges, of course.
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The OP's post is irrelevant, frankly. It has nothing at all to do with the playtest (which they havenot participated in, by their own words!), but it's a genre discussion, and one with faulty premises at that. I suggest you take it to another forum, where it may have more merit.

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Vic Wertz wrote: We definitely want feedback on whether people think there's not enough setting info, or too much, or just enough. Setting aside a chapter (like we did in the Starfinder Core Rulebook) is possible, but adding a LOT more would be difficult, as we can't let this become a 600-page book. Personally, I *love* detailed cultural info for my characters - but much of that can wait until there's books for the appropriate regions, ethnicities and/or political entities. In the meantime, it would be good to have 4 lines or so for each ethnicity - and please add ethnicities for non-human races, too, where they are widely-enough represented in the world. For instance, the Snow Elves are not common enough to warrant a section, but at least mentioning Kyonin and the Five Kings Mountains would be good.
Having said that, I would personally remove the Tian from the core book entirely. Reducing a third of the world to a oneliner about generic fantasy Asians is a massive disservice, and also opens the door uncomfortably for (accidental) racism. For the Vudrani, a mention that a kaleidoscope of subcultures exists elsewhere in the world will suffice, I suspect, since they *do* form a presence in the Inner Sea region to a much greater extend than the Tian.

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Zorae wrote: Makarion wrote: DM_aka_Dudemeister wrote: I would like to see options for self-healing or recovery, something like the short rest mechanic would be great. Especially when Battle Medic takes such a high check to be effective, and only functions once a day. Goodness, I hope this will never happen! As one of seemingly many healer fans (both in RPGs and MMOs), we do *not* want more self-healing, as it will convince people healers are pointless. Instead, can't we please get more pro-active abilities? Temp hits points (and significant amounts per action, please - at least as much as current heals of the same level), reaction-based AC or DR buffs, more support for Shield Other type playstyles, and so forth. Please?
Some different offensive-support tactics would be good, too. Maybe some ranged debuffs that target TAC, rather than saving throws? I fully support self-healing/recovery if it's non-combat. It's not really fun to be blowing your limited resources out of combat. If they introduce such a thing, healers will still be super necessary for fighting the bbeg, or for any fight where people are rolling poorly/the GM is rolling well. And if they do actually gave them some reasonable buffs, then they definitely won't want to be forced to decide between using their resources on those (fun) vs saving them to use out of combat (not really fun but necessary when there are no alternatives). Thing is, for many of us, those things *are* fun! As a dedicated healer, it feels awesome to know you carried the day. In fact, I wish more fights were attritional, rather than rocket tag.
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Vic Ferrari wrote: Captain Morgan wrote: Vic Ferrari wrote: Knight Magenta wrote: Here is a thought to reduce the impact of four degrees of success. What if we remove the bonus damage on crits and replace it with the critical specialization effects. That way we could have a wider range of bonuses without breaking the damage math. Or drop critical hits/fumbles, completely. From RPG history, not the most solid of bedrock to build a game on. Actually, I feel like the current system really discourages fumble house rules for attack rolls Right on, but not talking about fumble houserules and how PF2 encourages them or not.
The best critical/fumble rules-tables are in Arduin Grimoire: "Buttocks torn off. Fall. Shock". I miss the days of Arduin and Rolemaster Classic. Sure, rules were generally needlessly complicated, but at least you knew to laugh about stuff, and keep trucking.
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DM_aka_Dudemeister wrote: I would like to see options for self-healing or recovery, something like the short rest mechanic would be great. Especially when Battle Medic takes such a high check to be effective, and only functions once a day. Goodness, I hope this will never happen! As one of seemingly many healer fans (both in RPGs and MMOs), we do *not* want more self-healing, as it will convince people healers are pointless. Instead, can't we please get more pro-active abilities? Temp hits points (and significant amounts per action, please - at least as much as current heals of the same level), reaction-based AC or DR buffs, more support for Shield Other type playstyles, and so forth. Please?
Some different offensive-support tactics would be good, too. Maybe some ranged debuffs that target TAC, rather than saving throws?

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Our group filled out surveys, and found the experience .... ok. There was danger, but it wasn't excessive, and we didn't run out of resources (although it was very close). This was due to two circumstances:
1. Our barbarian rolled a natural 20 *three* times. She probably did two-thirds of the damage in the party, as a result.
2. We focused heavily on conflict-avoidance, being close to paranoid in searching for traps, clues and other ways to avoid actually engaging enemies. We never fought quasits, centipedes, etc, if there was a way to avoid it. We also intimidated the group of goblins in their HQ by presenting them with the head of their boss that we had decapitated. They gave up - another potential TPK avoided.
The reason for this somewhat extreme approach is that we, as a group, felt incompetent to be heroic in the usual manner. We are committed to the playtest as a matter of grace to our GM and a promise we made, but there's zero chance we would stick with it, were this a chance encounter. It's just not fun enough.
So far, the playtest has been the most effective advertisement for D&D 5th we have seen in a long time, and we're not even habitual D&D / d20 players.
Note, please, that three of us have extensive PF1 experience, and two others a little. It didn't appeal more (or less) to the experienced PF players than to the others.

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Deadmanwalking wrote: EberronHoward wrote: FWIW, my group is going to test unoptimised PCs with "Raiders of Shrieking Pass". Mind you, it's very hard to make numerically bad PCs on purpose. Ancestries and Backgrounds always allow you to put one Ability Boost anywhere, presumably for your Main Ability. Even something like a Wizard with Fighter Multi-class is doable: with Pathfinder Hopeful background and Human or Elf ancestry, you can start with INT 18 and STR 16 and qualify at level 2.
But if you want to deliberately make your main ability lower, the one that governs how well your main class abilities work? Well, then you're worst, I guess.
16s are easy. Just play a Gnome Barbarian, Goblin Cleric, Dwarf Bard, or indeed anyone who wants several 14s in other stats.
14s in your main stat are where it starts getting unlikely for most PCs and should definitely fall behind. Another reason for reduced main stats is when those main stats are non-saves and people are defensive, or when they plan on dual classing. For instance, my main character in the playtest is a frontline bard (dual classing fighter based on STR). That's two non-save stats to focus on. As a result, I started with a 14 in my main stat, a 16 in my other main stat, and prayed for the best. This would have applied to, essentially, all casters but Cleric and Druid.
We had a second character with a similar problem - a halfling druid. You might think that halfling, being a +wis race, is a good fit, but this was a shapeshifter, so needed STR, which was a penalised score.
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Laik wrote: This is extremely clunky and unintuitive, and the game actually expects players to describe this in natural language as opposed to going "Combining Investigating and Searching for 9 minutes, then only Searching for 9 minutes, then Investigating and Searching for 9 minutes, then only Searching for 9 minutes, and repeat."
True. The system is very game-breaking as it is, absolutely requiring metagame thinking. If designers do not change it, I just end up ignoring it completely and playing old-school, free-mode.
I suspect that, if designers do not change it, people ignore it by playing D&D 5th.
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There's also an elephant in the room: spells auto-scale, but martials need to spend their class feats to scale, which gives more room to casters for conceptual development, rather than running to keep up with the tide.

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Yossarian wrote: Ched Greyfell wrote: Not everyone's story is the same.
I'm 43. I spent age 30 to 40 in lock-up for a non-violent offense. Pathfinder kept me sane in that awful place. I'm not on Facebook or Tinder or any of those.
When I left, I was young. When I got home, I was middle-aged.
I hear people on TV sometimes talking about being identifying as a non-specific binary gender-neutral unqueer pansexual. Or whatever. I don't know what any of it means. When I left home, there were men and women. I got home and everyone is whatever.
I appreciate the apology, Talonhawke.
I just need to stay out of discussions.
Thank you for sharing, and it's great that Pathfinder is this to you.
If you like sci-fi, I really recommend reading the book The Forever War by Joe Haldeman. It's exactly about the sensation you are describing you experienced when you got home. Wrapped in a great sci fi story. Ursula LeGuin's "The Left Hand of Darkness" is also a good read, and thought-provoking. Note, please, that the author in her later life regretted she used several cop-out elements in the book, rather than truly addressing the gender-identity questions at the core of the narrative. It's still a ground-breaking moment in fiction literature.
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wakedown wrote: I see similar friction in just getting player desire to play the game.
So much this. It feels like the book was written by an accountant with a bad case of bleeching. I don't mind crunch (heck, I like Rolemaster, and that's rather notorious for it), but the way things are written is actively discouraging the reader to become invested. As it stands, you need to be willing to play the game in spire of the system - and that means that it will not appeal to new players. And the existing PF1 players will, too often, find that this is not the game they know and love, and likewise drift away - or stick with that they already own.
All in all, it seems not the way to go if you want to sell new product, especially with D&D 5th being very well received.
Note, please, that this post is purely speaking about presentation, with no opinions offered on the rules.
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Look at it this way: they likely compared it with Wildshape from the druid, which lasts minutes at best (unless you pay a level 10 feat). Given how iconic that is, as a class feature, they didn't want to be responsible for the ennui of an entire class by making familiars too fancy.
Mind you, I find familiars still eminently worthwhile myself.

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Meophist wrote: There is the level 4 Fighter feat, Dual-Handed Assault:
[[AA]]
Requirements: You are wielding a one-handed melee weapon and have a
free hand.
Strike with the required weapon. You quickly switch your grip during the Strike to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its die by one step for this attack (see the Increasing Weapon Damage Dice sidebar). If it has the two-hand trait, you gain the benefit of that trait and a +2 circumstance bonus to damage. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.
The problem with that approach is that by defining the ability as a class power, no one but members of that class can use it. That's how you end up in a game where no one dares to sit down, because it's undefined what kind of action (if any) getting back to your feat is.
KISS - keep it simple, stupid. Let's get rid of pointless bloat that only limits people. Giving people three abilities per level but making each of them terribly narrow is just bad design.
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I think it's a bit early to compare the combat efficacy of spells versus martial powers, but at the very least, it would be nice to give martial starting skills on par with the casters! There's no excuse for a barbarian to have less skills than (for instance) a cleric or druid, in my opinion.

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I'm baffled that martials have so few skills. Bards having 7, versus Clerics 5, sounds about right, but Barbarian 3 in comparison? barbarians are rugged survivors, thematically, and should have wilderness skills. As it stands, their signature skills do not support this at all, and with only 3 trained skills (plus Int), there's not a lot of room for them, either. The same goes for Fighter, although they probably should have slightly different additional Signatures.
Barbarian Proposal:
* Increase trained skills at level 1 for barbarian to 5.
* Add Survival to the Barbarian Signatures.
* Add a trained skill to the barbarian at level 3, specific to each totem. At level 9 and 15 this skill increases to Expert and Master, respectively. This skill is also added to the Signature list, of course.
Fighter Proposal:
* Increase trained skills at level 1 for Fighter to 4.
* At level 3, 9 and 15, a Fighter can add Deception or one Lore skill to their trained and signature skills. They do not automatically advance.
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Bob Bob Bob wrote: Paizo has been very clear that they're not going to stat up gods. Gods are gods and outside what mortals can comprehend. Similar to how the test of the Starstone is not explicitly spelled out. Immortality and absolute power is easy (hello Wizard!), even granting spells is available (Divine Source), but divinity is something completely different.
Now, that being said, I have seen someone's idea for Gorum that I really loved and wouldn't mind seeing statted out. Gorum is just the strongest warrior in the world. Once they hit their peak they get to fight the old Gorum (before they became a god) and whoever wins becomes the new Gorum. But that's just some kind of high level martial. Might be interesting to see what Paizo thinks a good high level martial looks like though.
Probably a wizard.
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CLW isn't healing - it's just hit point restoring. Healing is a package that includes (Lesser) Restoration, Cure Disease, Remove Curse and several other such spells. The Paladin mercies really help, but to make those do the job you need a boatload of Lay on Hands available per day.
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Jaçinto wrote: I have talked to people that have ended subscriptions and quit over this kind of stuff in the past. A game store I even frequent is quite fed up with them. It feels like they may be killing their own game by doing these things without checking if the people who will actually be buying and playing with it actually like it. Agreed. Errata like this is the best advertisement for D&D 5th edition I have seen in a long time. Certainly better than anything the makers of 5th Edition itself have come up with.
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This isn't really the best place to ask such things, since forums tend to attract the extremes of opinions. Check with a variety of local gaming groups and what those players expect, and you'll have a much better feel for it, I suspect.
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Level 10 human aristocrat with the Leadership feat. Your minion takes Leadership, too. And his, and so forth. Once you've occupied all the important positions in the local government and church, you can just claim you won. Why bother going adventuring when you are in charge?
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Neriathale wrote: Am I the only person here who has cleric down as their favourite class to play? They have built in roleplay hooks, can fight, can save the party from seemingly inevitable defeat with buffs or healing in the right place, and have the most flexible range of spells in the game.
Half the fun of playing a cleric is going "ooh, there's a really obscure spell that will solve just this problem... I'll have three of it memorised then."
I agree with you, but most people here on the boards seem allergic to RP that actually involves moral restrictions. They aren't saying it out loud, but most of them want co-op first person shooters, not actual RPGs.
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Get along? That's a tough call. I'd say they would be very involved in each other's lives, but it may be a case of "hate to love / love to hate".
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That's going to be a classic case of redemption versus emotional abuse.
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Arguably, shaman has a worse spell list than witch among the full casters. It's pretty depressing, even if they have the Lore spirit (wandering or otherwise) to work around it a little.

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Carvar wrote: Carvar wrote: Carvar wrote: Zhayne wrote: Don't. Just don't. This is pure 100% bullcrap. Get over yourself.
Your character is dead; he was betrayed. You were not. You're just being a jerk to the rest of the players by bringing in a character who has NO REASON to be against the party. The rest of the group would be well within their rights to throw you out of the game for such blatant dickery.
Grow up and get over it. They were for killing other party members until the risk was they're characters and I think they may expect it. I get that this is childish and such but me and another chaotic evil player have had plans to wipe the party if it meat pleasing our gods and my cleric gave everything to the demon lord of wrath. rather than a TPK do you have any other suggestions for how I can get a resolution Quit the game. You are clearly not looking for the same kind of fun as most players, and unless you want to create a reputation as the kind of player people should avoid at all cost, it's best to just quit and go do something else. Maybe an online shooter?

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the secret fire wrote: My own version of "low magic" is similar to Lakeside's, in the sense that I like magic to be rare, not nerfed or capped in any profound way. Similarly, I think magic items should be wondrous and hard-earned things, and find the "magic mart" or "build" style of gaming that is the Pathfinder default banal and boring.
If one really takes seriously the default status of magic in Golarion, it would lead very quickly to a magic-as-technology steampunk (or even more high-tech) sort of game in which the machines are driven by arcane rather than chemical forces. I don't want to play in that sort of world, so I don't.
Why Pathfinder? Because I don't have the energy to teach a bunch of people Rolemaster.
I'm playing in a Rolemaster campaign/world, as the "new player" (having joined a mere half year ago). Campaign's been going on for 26 years, I believe. It's refreshingly old-school - a lot of the vibe I had been missing since 1st edition AD&D. And yes, magic is rare, because it's futile to try and solve mundane problems with it - too slow, too awkward, and darn weak at lower levels compared to just using skills. Exactly how we like it.
Mind, this isn't stopping anyone from actually playing magic-users, since we play the classes we want to RP, not the tricks we want to optimize.
It's telling how the gaming landscape has changed - we've had a few people show interest in joining us, but only one person under the age of 35 has done more than nibble, and that person had never roleplayed before.
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Have you guys and girls considered Roll20? https://app.roll20.net/home
It's a virtual table top plus a meeting spot for people looking for games. Mind you, the competition for GMs is amazing - there's probably 20 or more players looking for a game for each GM considering running anything. But it's another option, you know?
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Chengar Qordath wrote: I would say context matters when it comes to evil-aligned spells. Summoning a demon might be bad, but if you bind it and use it to rescue a dozen orphans, you've more than balanced the scales back towards good. How can you know? For all most PCs would know, summoning a demon and allowing it to operate in the mortal world empowers some kind of Prince in Hell. The metaphysics are very unclear and usually unknown to characters. There is no way to tell what the "value" is of rescuing puppies or orphans, or the "cost" of summoning creatures, demonic or otherwise.
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Rerednaw,
If "good-aligned team-oriented" was your prerequisite, why did you let in the people clearly not adhering to that? A rule is only so strong as the person defending it.
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Anyone with the Redemption inquisition (domain) gains a +2 SM (among other bonuses).
There's at least one Aasimar bloodline that has a +2 bonus on SM as well.
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williamoak wrote: I'm getting vaguely interested in an oracle of life with the "wasted" curse that heals others and "takes on their disease"... kindof a saint/martyr motif. I've got a "leper messiah" double-cursed life oracle planned for just the right campaign some day. Wasting/Legalistic. [It works with wasted/lame as well, but I find the legalistic restrictions more interesting.]
The whole leprosy-as-a-curse concept has some pretty good semi-historical background (including a sainted Crusader King of Jerusalem), so there's tons of material to work with.
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Karl Hammarhand wrote: Makarion wrote: Consider the Slayer from the ACG playtest. They can choose ranger fighting style feats, with all the usual no-prerequisite benefits, as slayer tricks, as well as many rogue talents. And they are a full-BAB d10 class, with good skill points and 2 good saves. Admittedly, you give up the ranger spells if you go that route. Thanks, I hate to further display my ignorance of all things Pathfinder but what is the ACG playtest and where do I find it when it?
Thanks,
Karl A few months ago there was a playtest for the upcoming Advanced Class Guide (ACG), and the material for it was available as a free download. Early December, if I recall correctly, there was an updated version of the playtest document as well. It's still legal for Pathfinder Society, so I assume it's available as a download somewhere, although I cannot currently find it on the Paizo download site.
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Zotpox wrote: Run a Villonus campaign.
No antiheros, no heros, just villians.
Dont tell them that your doing it, just do it.
I think that the change in your expectation of their reactions will eddify you greatly.
After all its perfectly acceptable to be a halfa$$ed villan but its a huge foe pa to be a pi$$ pore hero.
I think I made my Linguistics check here to decipher the meaning. What was the language, though? My wisdom checks can be iffy.

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LazarX wrote: cuatroespada wrote: are we really arguing that any cursed item with an effect that SOMEONE might like even if most people wouldn't is offensive? so a cursed item that causes your clothing to burst into flames spontaneously is offensive because some people are masochistic pyromaniacal exhibitionists? this is ludicrous... especially considering the mechanical reasons it's "cursed". We're arguing because there are gamers that are so sensitive to thier personal gender identity that if their characters are switched, say male to female without their consent, they will feel that it is an attack on their manliness... in other words... classic Homophobia. If your players are homophobes, and many are... simply don't put this cursed item on your GM plate. Problem solved. Not the problem of homophobia, but that something best addressed in a different venue. Goodness, what a ridiculous assertion. I'm gay myself, and I would certainly consider the application of this item on my characters a curse, and a bad thing - because it was *inflicted* upon them. Had I had a choice in it, I most likely would have declined, because my characters don't need a body of a different kind than they carry around, but that's essentially besides the point. The item is cursed because it forces you into a situation, not because the effect is detrimental (although it may well be, if not to everyone). A hat that permanently turns you into a strawberry blonde would be just as cursed.
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Vod Canockers wrote: Pan wrote: Its cursed because it changes you against your will. Well I guess you could identify it and use it willingly but no need to digress. I agree with Zhayne about the item being phenomally stupid. In one campaign we sold one to a Temple of Calistria. They were very happy to have a second one for certain members of their Church. Revenge is a dish served best with a garter?

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[The journal is written in a forceful hand, scribing runes with agility but likely little practice.]
It's hard to tell how long the days are in these catacombs. Strange, to think that for the length and width of recorded history, my kin has lived like this - in tunnels, mansions of underground stone and living rock. Still, our penance is coming to an end, and we will raise a next generation in the domains of our forefathers. Sevenfold.
Anyway, the fight in the laboratory with the hag and giant didn't keep us for long and we backtracked, looking for other ways into the abode of the "crone" keeper. We figured that the hallways with the flower-decked table was worth a try, and it proved so. Thankfully, we recalled the murals at the entrance to this whole complex, and the figurines were quickly organised accordingly.
We found an inscription reading "Let my light guide the way", too. Although a nice enough sentiment, I don't think we saw much of a light of any kind, so chalk that one up for "mysterious hag waffle".
After the table, we continued our progress down a long staircase that landed us in time in front of a double door. The magical chime did it's job once more and we stepped into a room that was another one of those landscape illusions. Nice, starry night, a field outdoors of some kind.
Actually, skip that "nice". The field had rotten away, with the stalks all withered and a whole flock of dead ravens spread around. Had it been crows I'd call it murder.
Predictably, the warden made another appearance with some apocalyptic sermon about the "cancer in the womb of the crone". I guess you get a bit loopy if your job is being a prison warden for all of eternity.
Good thing that Shinigami was paying attention, though, as he found half of an hourglass. He mumbled something about "curse of the aeons", but he's our magic dude so there you go.
Of the three doors leading out of the place, one was bright and golden and marked with an hourglass. Subtle it ain't, but that's probably where we'll be heading in time.
Of course, by that time the field and all disappears and we get to deal with more hands-on work. No complaints from me. Kind of an animated fog with a thirst for life, plus all those ravens that came back to haunt us. Well, tried to. Ignacio and myself had that fog well covered and Shinigami torched the place and the ravens in the process. Nice little tussle, proper dwarf work even if there were no giants this time.
One of the regular doors out of that "dead field" room lead us into a fairly large torture chamber of sorts. Some annoying dudes were walking on the ceiling and that was a royal pain in the tuckus. I may need to find some better way to deal with that, since tossing spare axes at them wasn't very effective. Glad we have a solid complement of juju along in cases like that.
Oh, and the other door that wasn't golden was a good one again: evil wizard dude with some kind of malformed cats at his beck and call. Figure him for some kind of alchemist or necromancer or such. The critters weren't worth more than a swing of the ball and chain, but they kept us occupied long enough for the big guy to actually lay down some hurt. Never felt quite that much of a pansy before. I think that, had I been some kind of human or such, I'd been nigh unable to move. Thankfully, our strength returned once we smacked him down to size.
All in all, a solid day's work by my counting. Next up, getting that hourglass fixed. The warden may be a huge bother, but it's probably as close to an ally as we'll find in this place.
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