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MrVergee wrote:
On a D20 check + a number that is the same or just about the same, the dice roll determines the result, much more than the bonus. You are making calculations based on rolling the same result, which does not happen. You are also using a character in this example who can boost her intimidate to a very high bonus, which is not your average character's intimidate. Finally, Krojun can start raging earlier, you don't have to make him wait because the adventure says so.
In my campaign Krojun played against the ranger (who had maxed intimidate) and the barbarian won. It was a close call,...
My problem is not so much who wins or not, don't really expect my group is going to win this game.
It's more about how big a disadvantage it is to use Tug, my example with Trinia was to show how close an NPC 4 levels lower then Krojun could make this game, an NPC they most likely will be travelling with.
Does anyone have any idea on how to improve the Sredna rules?
Because right now as the rules are written the worst thing you could ever do is try to Tug, since you will fail draws and the amount of points gained is the same for attacker and defender, while using Dig In gives you a +4 bonus to resist a Tug (That's the same gaining 8 str)
Even if you lose all 3 intimidation checks in the starting rounds, you will still only lose on a Nat 1 same as your opponent, since you should have plenty fort at this point (unless you are someone who really should not have joined this game in the first place)
Lets Consider Trinia for a second, sure her Fort is an abysmal +5 but who needs more anyway, we then cast bull's str on her, she can do that herself she is a bard after all and she then start a inspire Competence to give her a +3 extra to her intimidate bonus giving her a +19 bonus, 2 points more then Krojun, yea there might be a question on how she is maintaining her inspire but lets just assume she whistles at him really aggressively.
Now she has the best chance of gaining the 6 points from the start and with her +3 ini bonus versus his +2 she also has a good chance of going first.
With Bull str and Dig In she now rolls her defending str check with a +6 bonus same as Krojun before he rages, and since she will win draws she has the better chance of winning for the next 3 rounds.
So if we assume everyone keeps rolling the same number, by the time Krojun rages Trinia is ahead of him with 12 points, both of them still only loses on a Nat 1 Fort save, but this lvl 9 Bard is kicking the big scary lvl 13 Barbarians ass so far.
And with his now +9 bonus he is the favourite to win, but she has to lose 4 more rounds before the fort changes from a Nat 1 to Nat 2 and below, while if he loses or draws 3 more times it chances to Nat 3 and below.
Krojun could also just start using Dig In, but then its really just a staring competition until someone rolls a 1, but that seems kinda sad in an barbarian game.
The bard ability syas " Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw"
But what kind of things counts as a magic attack?
Can i use it on major image and stuff like that?
or is the fact that it says "illusion (figment)" just in case they made a attack spell with that sub school?
j b 200 wrote: I think that many people are getting hung up on the table when really all it is doing is making explicit what has already been there behind the scenes.
What I mean by this is that in P1 if I am designing a skill challenge for my level 5 PCs I need to put the DC at a level that will be challenging (so it's not so easy to be auto-succeed, thus boring) but not impossible (so hard even my specialist has to roll above a 15, and my other PCs have no chance). Now the main problem with P1, that has been mentioned explicitly multiple times in both blogs and posts by developers, is that there is a massive gap between the specialist and the untrained. My level 5 sorcerer has a bluff of +13 (5 ranks + 3 class skill + 5 cha), where as my Fighter has -2 ( 0 ranks -2 cha). How do I design this encounter to be challenging to the Sorcerer but passable by the Fighter? At DC 15, Sorcerer succeeds on anything but a 1 (95%), but Fighter has to roll a 17 or higher to succeed (15%).
There are several ways the developers have tried to fix this issue. First, everyone gets +lvl to all skill checks, this immediately shift the fighter up from -2 to +3. Now the Fighter succeeds in a 12 or better (45% success).
Secondly, stats are now more spread out, so you won't start with 20 in your main stat, but you are also unlikely to have a stat below 10. Now the Sorcerer comes down from +13 to +12 (Cha now +4). Now the Sorcerer needs a 3 or higher (90%), where as the fighter is now at least at a 0 Cha mod, putting him at a +5.
Third, with the new proficiency system the Sorcerer losses his class skill bonus, but could be an expert in bluff by lvl 5, making him net out to +10. The fighter, being untrained takes an additional -2, dropping again to a +3.
Extrapolating from the table a level 5 challenge has a trivial DC of 14 and easy of 16. So the Fighter needs an 11 or higher to succeed at trivial (50%) and a 13 for easy (40%), the Sorcerer needs a 4 (85%) and 6 (75%) respectively. Now this even is doable for the...
This is a perfect example of what I'm not looking forward to in PF2.
I like people being good at different things and it makes no sense to me why a fighter would get better at keeping his feeling hidden, because he gets better at hitting monsters with his sword.
I want my fighters to be able to fight like no other person in the game be it with shield or combat maneuvers whatever he prefers, but have no idea what he is fighting until the wizard yells "Get on the hydras back!"
Trying to get as close to a 50/50 on all checks, feels like trying to make everyone a jack of all trades master of none, and if that's the kind of game you wanna play, you don't need a rule set you need a coin.
When everyone is special no one is :(
Olmac wrote: Mouseless wrote: Olmac wrote: Mouseless wrote: So a few questions about the new and improved Yvicca.
Her Tactic says she uses evil eye to daze her opponents before going into melee, but there is no dc on her evil eye in her stats.
Looked up the sea hag evil eye ability, but that is not a daze effect.
There is also nothing that tells me what her horrific appearance does, but its a bit easier with that since just using the sea hag works there.
Also find it strange she cast speak with animals to talk to all those summons she can't make. But being able to tell the shark to flank does seem nice.
http://www.d20pfsrd.com/bestiary/unique-monsters/cr-7/yvicca/
Hope that helps. Unfortunately not, it´s more like the old Yvicca but with updated rules.
So she has 3 druid lvl's more then the new one, and seems way to powerful for my 3 man, lvl 5 group. I don't really understand your problem. The DC for the evil eye ability and the horrific appearance are clearly stated in the Bestiary.
Evil Eye (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mind affecting fear effect. The save DCs are Charisma-based.
Evil Eye Curse: Gaze—failed save; save Will DC 14; frequency 1/day; effect staggered (or fall comatose if already under the effects of the evil eye).
Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of... It's mostly whether or not if the Evil is a daze effect or staggered effect in the campaign
in the book it says "During Combat Upon seeing the PCs, Yvicca uses her evil eye ability to daze the strongest-looking interloper before swimming into melee herself."
But I think i'm just gonna use evil eye and horrific appearance as it written in the sea hag stats.
Olmac wrote: Mouseless wrote: So a few questions about the new and improved Yvicca.
Her Tactic says she uses evil eye to daze her opponents before going into melee, but there is no dc on her evil eye in her stats.
Looked up the sea hag evil eye ability, but that is not a daze effect.
There is also nothing that tells me what her horrific appearance does, but its a bit easier with that since just using the sea hag works there.
Also find it strange she cast speak with animals to talk to all those summons she can't make. But being able to tell the shark to flank does seem nice.
http://www.d20pfsrd.com/bestiary/unique-monsters/cr-7/yvicca/
Hope that helps. Unfortunately not, it´s more like the old Yvicca but with updated rules.
So she has 3 druid lvl's more then the new one, and seems way to powerful for my 3 man, lvl 5 group.
So a few questions about the new and improved Yvicca.
Her Tactic says she uses evil eye to daze her opponents before going into melee, but there is no dc on her evil eye in her stats.
Looked up the sea hag evil eye ability, but that is not a daze effect.
There is also nothing that tells me what her horrific appearance does, but its a bit easier with that since just using the sea hag works there.
Also find it strange she cast speak with animals to talk to all those summons she can't make. But being able to tell the shark to flank does seem nice.
So i have an old Elven psychic and my con suffered a lot from that, its 6. (yes i know horrible choice but i love it)
But now I won't to know if I risk dying by rolling badly on my HD, 1-2 would make me lose HP each lvl, or if it goes min. 1?
But that is not the end of my old man's problems because he just got disease which made him lose 2 con (yea he is gonna die in about 2 day)
But he just levelled up, and if HP per level is minimum 1, do i then use my normal con score or my new to figure out when i hit that min. 1?
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NobodysHome wrote: Mouseless wrote: Am i right in the fact that the pc's can easily start curing everybody in the hospice when they get their hands on a plaguebringer's mask? Er... no. Two issues:
(1) A Plaguebringer's Mask is unique to the AP, costs only 2000 gp, and does not cast Remove Disease. You're thinking of the 27,000 gp Plague Mask from the PRD.
(2) The Plague Mask casts Remove Disease once per day at CL 5. That gives it a 50/50 chance of working at all. Curing one person per 2 days will do almost nothing to keep up with the virulence of the disease. In the original AP, it did some nice number crunching for you to show how little individual efforts would contribute. So it's a drop in the bucket, and would take an inordinate amount of time just for the people in the hospice. Plaguebringer's mask grants immunity too Blood veil, put it on someone they get cured and then rinse and repeat.
MrVergee wrote: She is a clever business woman Not sure clever is the word I would use about a woman who owns a wand of remove disease (not many charges left, but I expect her to have used some already) and chooses not to sell uses of it to rich people and leave town.
She has only made little over 400gp and she will not really be able to stay after it.
Also the whole "free imp" thing, seems she has very little foresight.
Anyways enough about me thinking her plan is stupid.
Am i right in the fact that the pc's can easily start curing everybody in the hospice when they get their hands on a plaguebringer's mask?
I just thought accepting burn for this ability meant having taking burn damage from using other abilities, so having used Burning Infusion 4 times without gathering energy would give you 4 burn and 4 more damage on searing flesh on lvl 4 to 7
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