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![]() JercDe'Wor wrote: I really like these new rules and would love to finally try my hand in playing some of the organized play for PACG. How does one get involved in PBP? Is there a section of the forums for it? The main forum for ACG PBP is Flaxseed On Deck. The recruitment tab has been somewhat quiet lately, but that should kick up soon, as there will be an online PBP convention coming up in March. ![]()
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![]() Quote: Note that since you can now replace the deck your character came from, you technically no longer need a Class Deck to create a PACS character as long as you have the appropriate character sheet. The character sheet package is missing sheets for Hunter, Magus, Nok-Nok, Reepazo, all the Ultimate decks, and all the Character decks. Can we hold out hope that those will be made available? ![]()
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![]() Rogue Shindler wrote:
Awesome, thanks for this! It's already revealed another potential issue; Alchemy Level 0 should probably have Sword Cane, instead of Sword, which doesn't exist. ![]()
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![]() skizzerz wrote:
It looks like you can use anywhere from one to three Adventurer's Packs for new characters, though I can't think of a reason why you would use less than three. ![]()
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![]() Page 3: During This Adventure Path wrote:
Emphasis mine. Can I assume that "adventure," above, should be "scenario?" ![]()
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![]() TheWanderingM wrote:
My main sticking point with this adjustment is that it's even more unrealistic to have a secret tunnel dug six miles (or ten, if you follow the gazetteer) underground from the citadel to the town. Even one mile pushes credibility a bit, but it's consistent in most of the text: pages 6, 12, 43, and 44 all agree on the 1 mile distance. Only the gazetteer is out of sync. The reasons that the town isn't facing immediate danger is that the "baddies'" presence there is a recent development, and they are trapped where they are. Even if they all were free, without Huntersgate being opened they are at best a small bandit camp, a threat to travelers eventually, but in the month at most they've been there, there would have barely been time for the town to realize who had moved in. As for the signal fires, I'm going with the idea that the keep is well known landmark, but that doesn't mean it's either a destination, or particularly convenient to get to. If it's a mile in the wrong direction to anywhere, Warbal may be the only one with a reason to get close enough to see the signal. With the goblins stuck on the battlements the whole time, it might have taken most of their time up there to scrounge enough wood to light the fires, or they may have waited until the scheduled meeting day to light them, so as to not run out of fuel. ![]()
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![]() Apparently i've fallen into a trap by deleting the first post of my gameplay thread, and now new posts are not visible. https://paizo.com/campaigns/v5748p75ivkjn/gameplay Any help would be appreciated. ![]()
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![]() Chad Brown wrote: Does that make sense to everyone? (I'll talk about the Plants from Ultimate Wilderness next.) Makes sense for wands, and works as I would expect and want it to. The current conversion guide is not stated this way, but I will refer to this thread until there is a revision. Looking forward to the ruling on plants. ![]()
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![]() Or, as alluded to in the thread on Balmberry are they now banished, if you fail to recover? This would seem to severely weaken Classic wands as compared to their Core counterparts. As I read the conversion guide, the "wands and plants" exception would either: * override ALL of the base item conversion template, in which case the thread is correct for plants, and wands would NOT follow the "if proficient, bury" template, causing even proficient characters to banish them if they fail to recharge, OR * the "wands and plants" exception ONLY overrides the POWERS rules and not the DURING RECOVERY rules, and the thread is wrong for plants, and they could be buried if the recovery fails, OR * I'm reading the document and the thread entirely wrong. Not trying to force the ruling in either direction, just confused and wanting clarity. ![]()
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![]() Staff of the Scholar wrote:
RAW, it appears I could use this on another player's check to recharge, and then shuffle their card into my deck. Should this be "on your check to recharge"? ![]()
![]() I ran into a couple of bugs in the 4.5 sheet last night. * The recovery button generated text used my character name instead of the recovery skill in the dice rolls
Easy to work around but would be nice to have fixed. ![]()
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![]() Conversion Guide wrote:
Should proficient characters still bury them if they fail the check, or should they be updated to discard, to align with Core/Curse wands? ![]()
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![]() cartmanbeck wrote: It might not be, but I would say just register them as their class decks for the time being. The actual deck you use is less important than the fact that you're using the character. It's actually the characters themselves that are missing. None of the We Be Heroes? characters are available under their class decks, or under the goblins decks. It appears I can edit an OP character after the fact, so I'll just set the class deck for now and switch characters if they show up later. ![]()
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![]() MorkXII wrote:
I'm not able to register an Organized Play character for any of these. Will that be available before CAG II starts? ![]()
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![]() Thanks, this is really excellent feedback. I’ll get to the details shortly, but my high level takeaways are: * The cards powers were not clearly aligned to the theme and goals I had in mind, so I need to go back to the beginning and build up slowly from there.
THEME AND LEVEL Longshot11 is exactly on point around the two key thematic elements I was trying to draw from the source material, “no encumbrance,” and “never starve”. In the RPG, Ioun Stones float about the head, requiring no effort on the wearer and being difficult (though not impossible) to lose. They come in various shapes and colors, with different powers for each, with the Clear Spindle being the lowest level; it allows the wearer to go without food or drink indefinitely. This seems somewhat powerful, but in practice (assuming you play in a game that tracks food and encumbrance, which isn’t as common as it once was) it is more valuable to lower level characters. At higher levels, characters end up with lots of ways to produce food magically or carry preserved items in magical voids. Its monetary value is in line with a level 4-5 RPG character, which is about the same as a late Tier 1/early Tier 2 character. I also really want it to be a loot card, a specific scenario or adventure reward, not just some card that you stick in the box. It has a check to acquire because new loot cards will, but it’s not meant to be an OP toy to wreck your game with. I want it to be a tool you’ll want in your deck at least through adventure 3. BASE MECHANICS My goals were clear in my head, but I missed the mark in some of the base mechanics. I think I got the “display” feature right, thematically. I want it to be something that for the most part is out and adds value, modeling a stone that just floats about your head giving power. I need a better sample of what other display cards can do, though I might need to wait for the Core set to arrive, to judge how much power that accounts for in-game. That, unfortunately, is at odds with the really useful suggestions to control the strength of the card, such as banish/recovery, but I do very much want it to be an “at most once on your turn” effect, so unless I get wordy, banish is probably the way to go. Yewstance, I really like your approach there, though I might add an “or else discard” clause, as I wouldn’t want it banished for good. So how, then, to model lack of hunger? I’d tried adding “save your cards” powers because I had models for those, but I admit it never felt right, it felt too much like healing damage. Exploring or moving is an OK option, it models the idea that you get to keep going when you want to stop; I’d considered it earlier and could be a good secondary function. I like Longshot11’s power ideas around this, but it feels more like “going without sleep” than “going without food.” I think want the core mechanic to be around having cards in your hand; to me that models “no hunger” better. I can’t go too far with it; having to draw cards and not being able to is what kills you, and I don’t want to interfere with that. But it could provide different opportunities to obtain or keep cards, possibly in different ways. Some ideas in that space, not thinking about power level:
I’m liking this set of ideas, but I don’t have a good sense of their relative power. Mike’s guide on custom cards said, “Loot should be pretty darn awesome," so I want to target great but not OP. ![]()
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![]() The upcoming core set has me excited about creating new adventures, but I’m not up to date on the theorycrafting. I’ve been working through the threads, but on the idea that one learns by doing, here’s a card I’ve been working on. Clear Spindle Ioun Stone
General feedback welcome, I’ll save specific questions until I hear folks thoughts. ![]()
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![]() cartmanbeck wrote:
I have to hope there's a plan for this. Otherwise there will be a lot of frustrated PACS players unhappy with their characters not being usable in the new format. ![]()
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![]() Vic Wertz wrote:
Do you mean this chest? (Your link went to the category, not the product.) The last update I see for it is a comment that would seem to indicate the product won't ship, but if you're directing us to it, you may have more up to date information to share? Edit: I missed later comments that imply it might have been available briefly, but not for long. It would still be nice to get an update. ![]()
![]() Ok, given what I have access to, that sounds like Zarlova (d10 Wis, d10+2 Craft) begrudgingly carrying a Cure spell and wishing everyone would stop complaining about being healed and let her get back to her books. "'Take a sabbatical', they said. 'A nice ocean voyage to clear the mind.' Too much longer with these ridiculous goblins and my mind will be empty for good..." I'll have a deck together ASAP so I'm ready for the next scenario. ![]()
![]() Hey folks, glad to be joining. This will be my first PbP experience so please let me know when I'm missing some important mechanical details. Open to different character types to fill in any missing roles. I don't have a deep collection of class decks (Sorcerer, Bard, Ranger, Cleric), but looking at the characters currently in play it looks like we have Divine and Arcane covered, so I'll look at either Bard or Ranger. ![]()
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![]() Eltacolibre wrote:
That's my interpretation as well, but I was hoping to find a more explicit source. I'm working with Hero Lab, which does *not* apply this increase, and so I was trying to figure out if this was a Hero Lab bug, or if they were working against a source I wasn't aware of. ![]()
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![]() I'm looking to re-create something similar to the 3.5 "Bone Naga", which was a MM II creature, and later an acquired template Serpent Kingdoms. The template is straightforward, but my question is around advancing the Naga to be able to cast 14th level sorcerer spells. Does adding racial hit dice to the naga increase the level of sorcerer spells it can cast, or would I have to give it class levels, which seems unnecessary, and adds baggage like bloodlines I'd rather not bother with. ![]()
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![]() For those who (like me) come to this thread late, I'll note that I just referenced the 3.5 Monster Manual, and both the Ghoul and the Spectre have undead traits, so it would appear to confirm that this is a simple omission. If Paizo is listening, it would be very nice for us if you would update the online PRD and digital copies of the Bestiary that we've bought, so those of us in a hurry don't have to rely on our memories! ![]()
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![]() Thanks for the suggestions, this are great ideas if they end up pressing on, and the characters can't be raised. I'm still hopeful the character still outside elects to try a rescue. I'm considering having Nidrama waiting outside near where they first met her, to allow a shortcut to getting them raised without risking the other characters running out of provisions. ![]()
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![]() So, I've unfortunately let my party of five get themselves into a pickle. Two characters have already entered the Starry Mirror. The other three, not making headway on the puzzle, started to explore the rest of Vaprak's Voice that they hadn't seen, and ran afoul of the hill giant nest. Now, two characters are dead. The last character (the healer, of course, an oracle in this case) managed to flee the giants and is taking refuge by the Mirror. Normally, when the party has a death (as they did in Zenith Trajectory), they just drag the body back to town and resurrect him/her. Now, the party is split with no way back, but of course they don't know that. If the last party member enters the mirror, according to the story, they're on their own all the way through Occipitus (and it's a boring time for the two players who are dead). Best case, the oracle is smart enough to heal up, race and/or sneak his way to one of the corpses and beat feet back to town. But it's at least five days round trip, and the party isn't carrying an extensive water supply. But I could fudge it just enough that he's able to get a resurrection (with its -2 level hit), and bring back water and food for the rest of the party as they're just on the brink of dehydration, and send it through with the newly rezzed player while he goes back for the last member, and delay the arrival of Nabthatoron until they are at full strength. Thoughts on how to run this? Of course, much depends on what they *try* to do, but I'm wondering if I need to try to push them in a direction. ![]()
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![]() Call me anal-retentive, but it stuck out immediately in today's email. It appears that Numenéra is misspelled as Numénera (accent on the wrong 'e') on every related product on the site. It's particularly egregious because it shows up right next to product photos: https://www.dropbox.com/s/np8yzx3ics20dtg/paizo-numenera.png ![]()
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![]() The rulebook prevents it, on page 13, under "Closing A Location": "If you succeed at meeting the “When Closing” requirement, search through the location deck, take out the villain if it is there, and banish the rest of the cards. If you find the villain, it becomes the entirety of the location deck, and the location is not closed—but at least you know where the villain is!" ![]()
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![]() LonePaladin wrote:
This did it for me, but I did need one other piece of information. The colors *are* important, and the light blue is definitely "blue" and the dark blue is definitely "indigo". Good job Titanic! |