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Marnak's page

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Well, today was our first session. I am running Curse of the Crimson Throne as a Pathfinder RPG Beta playtest at our FLGS, and we met today to create characters and get started. There are six characters in the party:

Half-Elf Sorcerer (Dragon Bloodline, Harrowed Feat)

Half-Elf Bard specializing in enchantments

Human Fighter wielding a longsword and Klar and with Endurance, Toughness, and Defensive Combat Training as feats.

Human Cleric of Sarenrae

Human Rogue

Human Fighter specializing in Combat Maneuvers (Combat Expertise, Improved Disarm, and Trip)

Humans were very popular because they are improved in Pathfinder (favored class is better, martial weapon choice, +2 any Stat, no penalties), and I gave the players a small bonus for choosing human since I wanted to playtest the race a bit. Half-elves were chosen because folks liked the way Pathfinder improved that race's abilities as well. One player had never played a half-elf in 3e before. The other had often played elves but not half-elves.


In 1998, John McCain told the following nasty joke at a Senate fundraiser. I can't imagine any Hillary supporters voting for McCain/Palin if they know about it. I warn you that it is so mean that most media outlets refused to print it.

Spoiler:
"Why is Chelsea Clinton so ugly?
Because her father is Janet Reno."

For verification (and to read about why the joke hasn't been given more media play), see the salon.com story here: http://www.salon.com/news/1998/06/25newsb.html


I am preparing to start a CoCT Beta playtest, and I was considering using this tweak on the starting hit point variant rule. What do folks think?

Rule Text: All characters receive an additional number of hit points at first level based on their size and their initial Constitution modifier. This number of bonus hit points is not increased at subsequent levels even if the size or Constitution score of the character changes. Thus, starting Hit Points equal Max HD + Con. Modifier + Size modifier bonus + second bonus equal to Con. Modifier (if positive)

In detail:

Small Races (Halflings, Gnomes, etc.): +2 hit points + Constitution modifier (min. 0)

Medium Races (Humans, Dwarves, etc.) : +4 hit points + Constitution modifier (min. 0)

Large Races (Monstrous races, etc.): +6 hit points + Constitution modifier (min. 0)

Advantages of the System

(1) Retains some of the flavor of the "racial variant" but by moving it to size you now have a generalized rule that can be applied to the races in the splat books.

(2) By adding a second Constitution modifier, you bump up gnomes and dwarves a bit so that they effectively float in-between the size categories. You also bump elves down a bit but because they are Medium they aren't penalized as much as they are in the Alpha Three racial variant. Halflings and half-orcs are penalized the most vis-a-vis the Alpha 3 racial variant, but I am ok with that. Plus, the variation allowed by the second Con. bonus helps minimize the racial disparities I think (i.e. halfling could have more bonus hit points than human depending on CON scores of both).

My Concerns

(1) Is this too complicated? Maybe the +6 for all characters is the way to go because it is just so simple.

(2) Does logic require that you give the size modifier bonus to everything with a size? If so, this probably doesn't work. If it doesn't strain logic too much to limit the bonus to PCs (and leveled NPCs), then I think it could be nice solution to the problem.

Marnak


Selecting Skills for a Korvosa Campaign

Overview
I am preparing to start a CotCT campaign in September, and I thought I would write up a little overview of the PfRPG skills because not all of the players are familiar with the changes from 3.5 and because I wanted to give some idea of how the skills will be useful in an urban campaign. Originally, I was thinking about "Survival" but decided to just write them all up. I thought I would share what I have done with other folks who might be interested in the list and/or have ideas about how to improve the text. -- Marnak

Acrobatics
Characters navigating the busy streets of the Midlands, working along any of the city’s decrepit docks, traversing the rooftop dwellings of the Shingles, or crossing one of the small bridges along the Narrows of St. Alika will find this skill useful.

Appraise
Almost anything that gold can buy is available in Korvosa. A good eye for the genuinely valuable and the counterfeit will serve a character well when he or she purchases or sells goods in the city. Of special importance to arcane casters is the fact that appraise can help determine the properties of magic items.

Bluff
A risky but common practice in a city where honesty is prized but scamming is an art form.

Climb
Multi-storied buildings abound in Korvosa.

Craft
Making your own goods can help you avoid paying full market price, but most items are otherwise available in Korvosa.

Diplomacy
In a city with a “hanging judge” and a zeal for enforcement of its laws, diplomacy is often a better option than the sword. Gathering information, diplomacy of a less formal sort, is also quite helpful.

Disable Device
Given the number of thieves in the city, locks and traps are common in Korvosa.

Disguise
Concealing one’s true identity to the city’s officials is frowned upon not only by those officials but by the lawful masses who pay their taxes and believe in the importance of straight talk and honest dealings. Yet, the art of disguise is defended as essential by those whose actions or ethnicity have already put them in trouble with the authorities.

Escape Artist
Sad to say, but the ability to slip from someone else’s grasp is an important ability in a city that supplies untold numbers to the slave trade. Furthermore, the poorer sections of Korvosa are crowded with tenements and apartments, making it advantageous to be able to slip into and out of tight spots.

Fly
An advanced skill studied by only a few wizards and sorcerers and members of the Sable Company Marines.

Handle Animal
Guard dogs and beasts of burden are common in Korvosa.

Heal
The city of Korvosa is never without a need for healers. Diseases often run rampant among the poor, and there are numerous venomous creatures lurking in the Shingles and Vaults.

Intimidate
This is more useful in Korvosa than in small towns because interactions with strangers are so much more common in the big city. The social distance between persons minimizes the long-term penalty that accrues to bullies who roughly treat the weak in most other environs. Of course, Korvosan bullies have a harder time figuring out who they can intimidate and who they shouldn’t mess with…..

Knowledge (Arcana)
In a city filled with the Acadamae and so many wizarding colleges, knowledge of the arcane is always useful.

Knowledge (Dungeoneering)
Those venturing into the Vaults would be lucky to travel with someone with this knowledge.

Knowledge (Engineering)
Although not as valued as during Korvosa’s golden age, engineers still have much to offer the manufacturers of Palin’s Cove, the caretakers of the Kendall Ampitheatre, and other builders and businessmen in the city.

Knowledge (Geography)
For those wishing to adventure beyond the city into the hinterlands, geographical knowledge is key.

Knowledge (History)
The rich and detailed history of Korvosa is a boon to characters in numerous situations and often provides insights and aid to characters attempting diplomatic negotiations, creating believable lies, or any number of other similar situations.

Knowledge (Local)
If one intends to move beyond the boundaries of the ward you were born in, nothing is more valuable than knowing details and rumors about the people and places of Korvosa.

Knowledge (Nature)
Understanding the sea and its tides, the dangers of the Jeggare River, and the region’s weather patterns are all useful bits of knowledge.

Knowledge (Nobility)
Given the importance and tenuous nature of the monarchy in Korvosa, everything you can find out about the King, the Queen, and the royal family is potentially a treasure trove of valuable information.

Knowledge (Planes)
Not useful on a day-to-day basis, but sometimes a life saver! Because so many Korvosans continue to pine away for an alliance with the fiend-friendly Cheliax Empire, some knowledge of the Planes could become suddenly critical.

Knowledge (Religion)
Three temples – those of Pharasma, Sarenrae, and Abadar – are very important to Korvosa, and the more one knows about them, the more one knows about how the city works.

Linguistics
This vital ability allows a character to learn more of the languages spoken in Korvosa, to decipher ancient texts or coded documents, and to detect forgeries in a city with thieves galore.

Perception
This remains, arguably, the most vital skill in the game and is perhaps more important than ever as it includes hearing, tasting, smelling as well as spotting.

Perform
Bards have more potential audience members in Korsova than anyplace else in Varisia.

Profession
Nearly every profession can be found in the city, making this skill a good choice for characters wishing to have a workplace to go to for contacts and information as well as gold.

Ride
Sable Company marines, some members of the Korvosan guard, and the sons of nobles learn to ride but few others.

Sense Motive
“If I had a silver shield for every time someone tried that one….” is a common phrase in Korvosa. What do you sense about this skill’s utility?

Sleight of Hand
You never know when you want to have a dagger hidden in your boot. Actually, you do know. You always want to have a weapon hidden in your boot in Korvosa.

Spellcraft
Vital skill for wizards and important for all spellcasters as it allows you to cast spells while taking damage or while being grappled.

Stealth
Combining move silently with hide, this skill is useful for anyone attempting to sneak up on or sneak past someone, which is far from unusual in Korvosa.

Survival
The poorer districts of Korvosa count as “the wild” and successful Survival checks allow a character to find enough food somehow, someway, perhaps through panhandling or by knowing where to line up for the food being handed out by the clergy and noble philanthropists. Survival checks can also help you from getting lost in unfamiliar parts of the city. Following tracks in Korvosa is difficult (firm or hard ground) but not impossible.

Swim
Korsova is a city on a peninsula surrounded by water on three sides.

Use Magic Device
Few places in the world have as many shops for the purchase of magical devices as Korvosa.


Ok, I might have missed this in another thread, but could someone clarify how arcane bond works with the craft feats? Specifically, is a wizard with a bonded object such as a ring able to use "Forge Ring" on his or her ring ASAP or do they have to wait until they reach the appropriate caster level for Forge Ring (12th), at which point they get the feat for free? My friend and I think that you can start using Forge Ring ASAP, as soon as you meet the pre-requisites for whatever enhancement you want to do. For example, a wizard could probably add protection +1 by third level or so. Is this right?

Marnak


Update: There are now two spots available.


Dear Folks,

I am planning a demo of the Pathfinder RPG later this summer at my FLGS. There are lots of folks there who don't know anything about it, surprising as that is to me. I am hoping the demo will encourage some DMs, espeically those that are sticking with 3.5, to convert to PFRPG. So, I want to realease a one page document to encourage folks to come to the demo. My thought would be to give out a list of the problems that the PFRPG team is trying to fix with 3.5 but not any of the current answers (mostly because I could never fit answers on something folks would read but also to encourage a sense of mystery and anticipation). Does this sound like a good strategy? And, if so, can you help me with my first draft of that list of goals (see below)? I am by no means confident I have summarized all of the design goals or even correctly summarized the goals I touch upon, so I come to the friendly Paizo boards for help.

Thanks in advance, Marnak.

Spoiler:

GOALS OF THE PATHFINDER RPG

The Pathfinder Roleplaying Game seeks to correct some of the problems with 3.5e while maintaining backwards compatibility with existing 3.5e products. To quote lead designer Jason Buhlman, “The 3.5 rules set is excellent, but it has its flaws.” What are these flaws that Jason and his fellow designers have identified as needing improvement?

1. Weak Core Classes: The Paizo designers and publishers have stated that they seek to increase the powers of the core classes so that a player that chooses to forego prestige classes or multiclassing is not underpowered vis-à-vis those who do those things. While the powers of all of the core classes have been improved, special attention was given to those classes, like fighter and sorcerer, that seemed particularly troubled by the prestige and multiclassing problem.
2. Multi-classing: The Paizo team seeks to better balance character advancement so that a decision to “dip” into a class for a level or two is driven by the story of the character and not because advancing in the character’s ideal class was underpowered after a certain point. They also wanted to provide a reward for players that advanced their character in their race’s favored class. The 3.5e favored class rules favor multiclassing into or out of one’s favored class.
3. The Fifteen Minute Adventuring Day: Designers hope to curtail the problem of players having to retreat so often because they have run out of healing or their spellcasters have exhausted all of their spells.
4. Grapple and Related Maneuvers: The designers want to streamline these rules so that they are easier and quicker to play.
5. Skill Consolidation: Jason Buhlman said that not all skills were equal in 3.5e (Use Rope vs. Spot) and wanted to balance them a bit by consolidating a few (though not nearly as much as 4e). They also wanted to do away with the multiplication effect at first level with skills.
6. The first-level-is-my-last-level problem: Designers are hoping to make characters a bit more durable at first level without greatly impacting backwards compatibility.
7. The Core Races: The two problems addressed about the core races are: issues of balance between the core races and the need to strengthen slightly the core races a bit for better comparison with non-core races published in the splat books.
8. Feats: The designers wanted to increase the variety and power of things that could be selected as feats without resorting to a “powers” system as in fourth edition.
9. Broken Spells: The design team acknowledged that some spells such as Polymorph were broken and needed to be redesigned.
10. Encounter Design and Awarding Experience Points: The design team wanted to improve the ease of designing encounters and wanted to move away from an experience point system that was modulated both by level of the party and level of the opponents.
11. The Christmas Tree Effect: The Paizo team seeks to lessen the dependence of high level characters on magic items while not abandoning the goal of backwards compatibility.
12. NPC Generation: The designers hoped to ease the length of time it takes under 3.5e to design NPCs.

To find out Paizo's current answers to these problems, come to my information session on the Pathfinder RPG, visit Paizo.com, or buy the Pathfinder RPG Beta (available in August)!


Dear Folks,

I am planning a demo of the Pathfinder RPG later this summer at my FLGS. There are lots of folks there who don't know anything about it, surprising as that is to me. I am hoping the demo will encourage some DMs, espeically those that are sticking with 3.5, to convert to PFRPG. So, I want to realease a one page document to encourage folks to come to the demo. My thought would be to give out a list of the problems that the PFRPG team is trying to fix with 3.5 but not any of the current answers (mostly because I could never fit answers on something folks would read but also to encourage a sense of mystery and anticipation). Does this sound like a good strategy? And, if so, can you help me with my first draft of that list of goals (see below)? I am by no means confident I have summarized all of the design goals or even correctly summarized the goals I touch upon, so I come to the friendly Paizo boards for help.

Thanks in advance, Marnak.

GOALS OF THE PATHFINDER RPG

The Pathfinder Roleplaying Game seeks to correct some of the problems with 3.5e while maintaining backwards compatibility with existing 3.5e products. To quote lead designer Jason Buhlman, “The 3.5 rules set is excellent, but it has its flaws.” What are these flaws that Jason and his fellow designers have identified as needing improvement?

1. Weak Core Classes: The Paizo designers and publishers have stated that they seek to increase the powers of the core classes so that a player that chooses to forego prestige classes or multiclassing is not underpowered vis-à-vis those who do those things. While the powers of all of the core classes have been improved, special attention was given to those classes, like fighter and sorcerer, that seemed particularly troubled by the prestige and multiclassing problem.
2. Multi-classing: The Paizo team seeks to better balance character advancement so that a decision to “dip” into a class for a level or two is driven by the story of the character and not because advancing in the character’s ideal class was underpowered after a certain point. They also wanted to provide a reward for players that advanced their character in their race’s favored class. The 3.5e favored class rules favor multiclassing into or out of one’s favored class.
3. The Fifteen Minute Adventuring Day: Designers hope to curtail the problem of players having to retreat so often because they have run out of healing or their spellcasters have exhausted all of their spells.
4. Grapple and Related Maneuvers: The designers want to streamline these rules so that they are easier and quicker to play.
5. Skill Consolidation: Jason Buhlman said that not all skills were equal in 3.5e (Use Rope vs. Spot) and wanted to balance them a bit by consolidating a few (though not nearly as much as 4e). They also wanted to do away with the multiplication effect at first level with skills.
6. The first-level-is-my-last-level problem: Designers are hoping to make characters a bit more durable at first level without greatly impacting backwards compatibility.
7. The Core Races: The two problems addressed about the core races are: issues of balance between the core races and the need to strengthen slightly the core races a bit for better comparison with non-core races published in the splat books.
8. Feats: The designers wanted to increase the variety and power of things that could be selected as feats without resorting to a “powers” system as in fourth edition.
9. Broken Spells: The design team acknowledged that some spells such as Polymorph were broken and needed to be redesigned.
10. Encounter Design and Awarding Experience Points: The design team wanted to improve the ease of designing encounters and wanted to move away from an experience point system that was modulated both by level of the party and level of the opponents.
11. The Christmas Tree Effect: The Paizo team seeks to lessen the dependence of high level characters on magic items while not abandoning the goal of backwards compatibility.
12. NPC Generation: The designers hoped to ease the length of time it takes under 3.5e to design NPCs.

To find out Paizo's current answers to these problems, come to my information session on the Pathfinder RPG, visit Paizo.com, or buy the Pathfinder RPG Beta (available in August)!


Fourth Edition has not been kind to my FLGS. He hasn't sold that many copies of the core books (35 or so). Many of his customers bought the gift set at Amazon.com for just a few dollars more than he got the set from his distributor. In other words, at a price he couldn't come close to matching and at a price he couldn't really fault the customer. He said he might have done the same if he were just a customer instead of a guy trying to live his dream of running a comic and gaming shop. Complicating matters, of course are that others aren't switching to 4e at all. This wouldn't be bad except that (at least right now) they aren't buying the remaining 3.5e products on his shelf either. I see Pathfinder RPG as a way to help my FLGS, and I have been plugging it to him and other folks around the store, but some of the things that make Pathfinder great (free PDF download) aren't great for him. Obviously, he will have copies of the Beta for sale, but what else can he do, both in the short term and the long term? I have an idea that the Pathfinder Society is designed to help FLGSs, but I am unclear on how it will directly benefit FLGSs. My basic question is: how can he maximize Pathfinder to help his store stay afloat in this confusing time for gamers?

Thanks in advance for your help!

FYI: He sells comics and games, and he runs in-store games (4e, 3.5e, Warhammer, Heroes, Magic, Axis and Allies) weekly, and you can check out his website at the link below if you want to learn more about the store in particular: http://www.thecomicbookstore.net/

Marnak


One of the things that I have noticed with the folks with which I play DND is general apathy about 4E. I play with two non-overlapping groups totaling more than a dozen folks, and most of them know relatively little about 4E and have no real interest in finding out more. This is especially true with my oldest gaming group. This is a group of folks who played DND since first edition but drifted away during late second and came back under third. We now play 3.5E. While I read all the updates on 4E (and find alternating things I like and things I dislike about the changes), the rest of my friends just don't seem to care that much. They like 3.5E and aren't interested in really learning about 4e. They know about it (from me or from coming across discussions of it in other places they visit on the web), but they just don't seem either excited or upset. They just don't care that much. At most, I think they will take some 4e ideas and house-rule them in to our 3.5e game. Maybe there will be a total switchover at some point in the future, but it doesn't seem to be something that will take place very soon.

My question: is this experience unusual? Is everyone in your group reading the updates and news on 4E and divided into love/hate camps? Or are my friends more the norm? Reading the boards, I get the feeling that everyone has strong opinions about 4e, but posters are a select breed of course.


One thing that concerns me about 4E is the idea of going up 30 levels in the same game playing time it take to go up 20 levels of 3.5E. There is already a part of me that thinks things go too fast in 3.5E. Sometimes, my characters don't even get a chance to use their newly acquired feat, spell, etc., before going up a level and getting another new thing. In earlier editions, characters seemed to have more game time to try out and even get bored with their abilities, spells, etc. before a new level arrived. It made the new level very that much more anticipated. It seems that 4E is increasing the number of feats, spells, etc. that you get at each level while also increasing the pace at which you go up levels. This is worrisome to me. However, the "two minds" title refers to the fact that I can't deny that I have never really been that frustrated with reaching a new level! In other words, I am opposed to the faster leveling in principle but I understand and have shared with other folks the joys of fast leveling. So, am I part of the problem? And what are the responsibilities of the designers? Should they give us what we want (or the majority want) or should they protect us from ourselves, knowing that faster is not always better?