vagrant-poet wrote:
I believe that in the Foreward by Wes on Pg 5, bottom of the 1st column, he talks about this issue of the convoluted politics and suggests this "fix" for groups that might not like the double-dealing. Sounds like good advice all round.
golem101 wrote:
I've just started reading my backlog of Paizo goodies and I too would like to know where Medesa and Torandey are located. Anyone have a rough map of ancient Thassilon overlayed on Varisia?
Thanks again for asking the fans what they want. In trying to decide what I'd like to see published I thought it best to start with me as the customer:
so with the above in mind, I enjoy:
Don’t enjoy:
Hope that makes sense.
BenS wrote:
+1 too, much easier to read some info as a fiction piece than read encyclopedia type entries only. Makes a nice change of pace and brings some of the cultural elements alive and easier to visualise. So in the interests of telling the editors what is GOOD - LOVE the fiction. Cheers
Brutesquad07 wrote:
Thanks for the insights into your game experiences. It mirrors our own experiences somewhat w.r.t. sword and board. I'm playing a sword and board paladin through AoW and thought I'd try a defender archetype as we had a barbarian/fighter on damage duty. So of course I didn't expect to match damage outputbut I was hoping to do better in the defence stats that what I have been. Our DM's WotC dice always seem to roll high anyway (and we joked that they're built that way 8-) but when we leveled up I started looking at some of the math. At CR 12 I recall 3 out of the 5 critters in the MM would hit on 2+ at AC 28 as their attack bonus was high enough, only the roper and another critter were lower at about +13-15 or thereabouts. I also checked out CR 10, 11 and 13 and there seemed to be a lot of high bonues to attack also. So, I checked out the designing monsters part of the MM to find that the recommended total attack bonus should be aimed at CR x 1.5 +2, so CR 12 = +20 (note this is total attack and not just BAB). I have copies of Dungeon with the adventures we're playing and an awful lof those critters also seem to hit far about their CR. Some even have ACs that far exceed the MM's advice of CR +13. So are the designers ignoring their own guidelines? If so, why? As others have pointed out AC is hard to buff high enough, my paladin can get AC up to about 35ish with Divine Shield (CW) in exchange for not attacking for a round but the critters still hit me on 8+ or thereabouts. No use to me when our DM seems to roll 15+ a lot! Perhaps the feats and items are okay for sword and board, just designers appear to ignore the guidelines for monster total attack bonuses? I'd be really interested to hear about problems with the guidelines and unhittable PCs because I'm having some trouble finding them. Cheers
Error101 wrote:
We use this method in our games and as the party tank (paladin) it insures that I can do my job every level. You have the certainty of a min amount of hps but you have the fun gambling element of "daddy needs a 10!". It's a nice compromise and nothing sucks worse than having rolled a 1 one level and a 2 the next, it just doesn't work and the risk of dying is too high. Doesn't help that the DMs WotC dice seem to have a high rate of rolling 19s and 20s...
mordulin wrote:
Using 3.5 rules, I'm playing an Aasimar Paladin (currently lvl 9) through Age of Worms with a Druid, Barbarian/Fighter/Eye of Grumsh(?), Druid/Barbarian (mainly Druid), Wizard, and an Urban Ranger. My paladin uses Sword of Celestia class ability from Dragon mag in place of mount. Early on I found the Lay on Hands useful in a tight spot but that is now mostly used to keep the paladin up in combat against tough foes who can hit him. The druid and urban ranger can use CLW wands and we have some potions so paladin looks after himself and the odd NPC mostly. Have use turning very occasionally but our group prefers to kill undead and given the paladin is weaker than the cleric I've taken Divine Shield feat from Complete Warrior and Sacred Vitality from Libris Mortis to use Turn uses to boost survivability in combat instead. Haven't bothered with Heal skill, leave that to the druid which has come in hand with a certain monster in the AoW campaign. The Sword of Celestia class ability is more limited than the PRPG version but it has some nice tradeoffs. In combat I find the Barb/Fighter/Grumsh guy consistently outshines in the damage dept as we don't seem to go through enough combats to use up all his Rage abilities and the Grumsh PrC has some pretty big bonuses. Even his AC seems to compete with my paladin's AC of 22 - 25 (I need a ring of protection I think). Given our DMs propensity for rolling an insane number of very high rolls and 20s it doesn't seem to make a lot of difference what AC we have though.
Mucus von Spidtle wrote:
Found it in the Glossary section of the Monster Manual under Special Abilities/Spell-Like Pg 315. The text here is greatly expanded and adds the important clarifications. Would have been nice if the DMG actually pointed to this rather leave you the impression that the text provided was full and complete.
Mistwalker wrote:
I too was a bit surprised by this but checking the SRD from the wizards site against D20 org's version it would appear that: Quote:
and the DMG does NOT include all that stuff about being a completely mental ability without components (DMG Pg 289)... that's just really helpful... <edited for clarity>
The threat range also allows weapons to vary a bit in performance. Having an auto critical might mess with this or make it difficult to make it fair. There are feats that this would mess with also not to mention some of the class abilities to have auto criticals IIRC. I wonder how Paizo is going to decide issues like this? Do they run a poll for every point? Design by committee is like herding cats...
Dungeon Grrrl wrote:
ditto and Thanks for Asking!
Kia Ora from New Zealand... 5 guys in our group, 2 regular DMs, currently 1 running AoW at the moment and it is taking a while (2-3 hours, once per week). 4 of us are wait and see, we're interested in rules and are intrigued what the final thing will look like. But we're all very happy with 3.5 and aren't considered changing in a hurry. 1 just built a new house and is not spending any money on non-essentials at the moment. None of us are bothered about changes to fluff as none of us are hard core about that stuff, playing either homebrew or published material as written mostly.
My real name is Mark and my grandmother used to call me Marcus Welby (some doctor show) because I seemed to remind her of the guy. Well a highschool friend, Garp, heard this and decided that it was a good idea to change it to Mucus as teenagers are wont to do, and it stuck. Then at my job another friend heard Garp calling me Mucus and decided that it sounded like a good German name or something so added von Spidtle. And I've had the good fortune to have it stick ever since ;-) bad German accent/
brent norton wrote: Does anyone know the reasons why paladins and monks are not allowed continue in levels once they stop? Was it mechanical reasons or spat? From what I've read on EN World and other bits and pieces, all flavour reasons. The playtesters felt that paladins and monks must be dedicated to their training, path, whatever. I think Sean K Reynolds site has a piece about this. Conclusion: the classes are balanced and no reason why they shouldn't be allowed to multi-class like any other.
KnightErrantJR wrote:
Sorry, haven't read the whole thread but this but caught my eye... In the movie Krull (sci-fi/fantasy crossover?) there is a guy with a spell book, or rather pages of one, who transforms into a tiger to battle the invading soldiers. There is also the old woman from Willow who shape-shifts although perhaps not intentionally (more like a baleful poly spell)... Cheers
Patrick Walsh wrote:
Word count kind of cramped some of this. I kind of assumed that given the charge-up effect that it was kind of obvious that using the lightning bolt depleted the item for this ability. But in hindsight we all know what happens with common sense and rules-lawyers... Like the added scale details too, thanks.
Hey, let's join the fun... Lightning Coils This item appears to be a pair of copper coils, each fashioned from a copper rod about the thickness of a finger, with one end of each coil fashioned into the likeness of a fanged serpent. Worn on the forearms, the coils provide the wearer with energy resistance 10 against electricity. In addition, some of the absorbed energy is stored and may be utilised in one of two ways. When the coils have absorbed 10 or more points of damage, the wearer’s unarmed melee attacks do an additional 1d6 points of electrical damage on a successful hit. Secondly, the wearer may completely discharge the stored energy in the form of a lightning bolt. Any creature struck takes 2d6 points of damage per 10 points of energy stored (maximum 6d6) unless it makes a DC14 Reflex save. If the wearer can avoid all electrical damage, such as through the use of a rogue’s evasion class ability, the coils will not charge. Faint abjuration and evocation; CL 6th; Craft Wondrous Item, lightning bolt, resist energy; Price: 18,000 gp, 2 lb. ---
Cheers
PS. Merry Christmas!
DeadDMWalking wrote:
I'm a little the same in that shipping to NZ can get expensive once whatever threshold you guys have is reached for a parcel. If I can get the postage limited to $6.95 (or whatever that cheapest rate is) per package I'd be grateful. With your sale items I ended up buying two hardcover books on separate orders to avoid going into the higher postage rate... Cheers
Party On
Planar_Chicken_Shepard wrote:
They must have house elves or students keeping an eye on the boards and when something comes up they run off to their masters with the info. Either that or they're sitting around waiting for the next interesting question ;-)
Glad to see a few other people appear to have cut their teeth on Basic DnD. For some reason we never played any AD&D products, not did anyone have any until late high school. Anyways, B2 Keep on the Borderlands, B4 the lost city, and X1 Isle of Dread will always be fond early memories of learning DnD, aged 12, in 83. Castle amber was fun to read but never played. My all time faves though are X4 master of the desert nomads and the follow up X5 the temple of death.
2c from Hamilton, NZ Three of us, in our group of seven, own reasonable quantities of 3.5 stuff.
Cheers
Party on
Sebastian wrote:
According to the DMG (Pg 215) the CL sets the saving throw bonus as well as any effects of the spell, the disadvantage is that the cost of the scroll or wand starts increasing at a rapid rate once you increase the caster level of the item and it is more cost effective powerwise to create these items to contain higher level spells (if your PC is able to). I'm wondering if the confusion is the bit under scrolls (Determine Effect section DMG Pg 238) that says "Assume the scroll spell's caster level is always the minimum..."? |