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Pathfinder Maps, Pathfinder Accessories, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. **** Venture-Lieutenant, Massachusetts—Boston 1,833 posts (2,391 including aliases). 1 review. No lists. No wishlists. 22 Organized Play characters. 9 aliases.


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2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Ancestry/Race Boons should be bought on the character that will use them ( so the new character).

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Yeah I hope they can balance the sizes of the stars/novas/glyphs at some point. Feels like each new one has gotten larger. The nova size feels about right and I think would still provide enough detail for the glyphs.


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This probably belongs more in the 'why isn't there more variety in armors thread', but... I really dislike that the only cross-armor-type progressions are "going lighter and lighter as you level up" or "anything->plate mail once you can afford it".

Sure, for the ultimate rogue/thief, the lighter and lighter armor "dex is my armor/evasion" fantasy is really strong, and I'm glad that supported/stays competitive, but it would be nice it it wasn't as universal for non plate wearers.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Why look at that, even if they are oversized :) At least they aren't the ~600 pixel version they had once


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I loved Might and Magic, and HoMM, back in the day; however I never felt they had impressive lore, or storytelling. Very little of their IP felt new/innovative for the genre. Most people's nostalgia for the game had nothing to do with the world//lore/etc, so its not like an IP that would be useful for a cross-over to an established RPG.


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Glitterdust doesn't have that line -- probably because its an offensive spell going from invisible -> observed + concealed. While the "can not be used to hide" line is added to most of the defensive spells going from observed -> observed + concealed -- likely because they are more worried about blocking self-initiated exploits/combos and glitterdust is used by players against monsters more than the reverse.

It probably should have that line/clause. Its one of those places where the "can not be used to hide" text on blur for instance, is written as if its a restatement/reminder of a general rule, but its not under Hide, or concealed as a general rule.

It is a bit odd -- glitterdust only cares about the invisibility condition, not the hidden condition. So let's assume you can't hide from the concealment caused by glitterdust, you could still hide from any other source of concealment (breaking LoS, etc) and stealth away, without glitterdust giving away your position. Which feels counter-intuitive to me.

Personally, I think I would run with glitterdust's concealment not allowing hiding; and I think I'd need to adjudicate "becoming hidden (from a different concealment source) while glitterdusted" on a case by case basis.


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As long as you "player" are taking a similar amount of time as the other players, I don't care if you're allocating that time to you "PC" or you "eidolon" or both. If you're taking double (or even consistently 50% more) the time of another player because you're in depth RPing two characters, then I see its a problem.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

I feel ACP, itself, was an improvement over the GM only convention boons AND worthwhile from a 'reporting matters/help show support for the OP systems with metrics". And the only ACP system for purchases boons is almost good enough -- we still need better filtering, and ACP boons should always have full text available before purchase.

I feel that removing chronicle boons from the sheets was multiple steps backwards, however.

The "other" sets of boons, mostly faction reputation ones, some 'regional' (any listed scenario in this region unlocks this boon) I have a harder time categorizing as good/bad. It does allow the system to be more flexible; it does allow for faster publication of new boons. It keeps boons in a similar format to the other two (and not just paragraph listings in a guide). But it also disincentives people from using them, and once you have the ACP + all the others ones in the online system, the "just get all boons in one place" argument comes into play for the chronicle boons. After writing that out, my gut instinct is that they should just move all the non-chronicle/non-ACP ones to a website/guide format. We already trust players to handle practically everything, so trusting them to obey prerequisites/tiers of reputation is fine. And guide updates do happen faster these days.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Thanks for the comments! Working on the builds/packing list this weekend, so I'll see how heavy/bulky stuff is getting and make a decision on floor 2 after I finish that.

And yes I do find that adding terrain often extends scenario run time by about 50% for the portions that use it, the PCS also often want to stay in encounter mode rather than exploration mode, but maybe after a couple more years of pf2 experience from the last in-person games with terrain, players might be more conditioned to drop to exploration mode/willing to trust the GM when the GM prods them that way.

(Also running Enter the Pallid Peaks which checks all the boxes for my 'most benefited by terrain' rubrics and 'Stuck by Shadows' which hits a few. The Pallid peak build is going to be fairly big/bulky, while the Struck by Shadows one should be compact.


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Druid's can't wear metal armor.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

I'm having a late swap from one scenario to this one for PaizoCon. I was hoping to bring a fair number of 3d terrain build but without having run this one online or otherwise I'm not sure how much it would benefit from it.

Looking for feedback from GMs on how the balance of time has been in the scenario -- how much time has been spent in each floor, etc.

I've been leaning towards using the one letter-page sized maps for exploration mode, with a couple rooms build for the combat at 1" grid scale. Because ~1/2 the encounters are on the 'too-large' scale first floor to build the complete thing in the first place. The outside encounter has trees & walls which makes for some tactically interesting value for the terrain. The inside one has some interesting geometries.

The second floor would be the easiest I think to build full scale through, but there's no combat on that floor, and 3d builds tend to always slow down players, so that feels like it would add time to what probably a quick portion of the adventure, and probably making the ending rushed.

The third floor should be pretty easy to build and has an encounter so I think that's a definite on my end. Of course after the final encoutner here, timewise we might be in 'gotta go fast' mode so the rest of the build might be useless.

Any thoughts?


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Are you planning to use wild shape often/primarily? (ie since it sets your AC, if its your primary plan in battle, trading off AC for mobility is easier to justify in that case).


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Under the general balance of 2e math, i think you could craft an action/strike that gets above average accuracy +2-4, but would need a modified 'critical success' line of "regular damage" to override the normal CS tier of a strike -- ie, basically throw the "critical hit immunity" from the a ooze/slime onto the strike instead, probably needs to go a bit further too in suppressing other (non-damage) crit effects.

You lose the upside of a crit in exchange for the higher chance or hitting. It would need to be a custom action so it doesn't combo into other generic strikes, etc. For the player who just wants to reliably hit and do consistent amounts of damage.


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How did my answer end up before the question?


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Its a flat check, so just DC 11, against a d20 w/ no modifiers/skill/etc added.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

That's a different Website team. There's the Paizo Website team which are Paizo employees and handle anything on the Paizo website (which includes the faction symbols, GM glyphs, all the OP reporting/boons stuff AND more important "keep the store/forum running").

There's also an volunteer Web Team that handles the non-Guide portion of the OPF website, which is what they were discussing.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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Leveling Up in in Player Basic's for PFS2.


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For mini/pawns, if you have some that are reasonably close, but not correct, use those. If you don't have any, then coins or candy are both pretty common to see at cons -- I'd avoid using dice as proxies, they tend to get confused/rolled. Starbursts in particular seem to get a lot of use as they are just about 1" square and different colors wrappers for distinguishing things.

For maps, you really want to have them all ready before the event. If you have double sided blank one, you can draw two of them ahead of time. Sometimes you can find cheap/gift wrapping paper that has a faint 1" grid on the back, which can be very useful for drawing maps on.

If the convention has a GM discussion email/discord list you might be able to ask if you can borrow a map from someone as well.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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The "Org Play Online" discord (aka OPO at pfschat.com for an invite) is a great place to connect with online (virtual table top OR Play by Post/Discord) games. There's also PbP games here on this forum and several other discord communities.

Most games get listed on Warhorn.net and you should be able to restrict a search to PFS2: online games with open seats for PFS2. But make sure to click through to the event's page for any guidleines/rules for their particular community.


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Its worthwhile for player guides to give you the broad strokes that stay true across the bulk of the books, as well.

"This AP is on a fast timer, you shouldn't expect much downtime." Is a very useful thing to know to avoid making a Crafting centric character.

"This AP frequently pushes the pace between encounters, investing in more efficient recovery between encounters will be important" is to me another very important aspect, that will help make characters and narrative mesh better. This one is something the characters could adapt to over levelup, so its not as critical to have known in advance, but if its something that isn't true in book one, but becomes true for practically all later books, I feel it should be stated up front before people plan (if only tentatively) a full build.

"This AP frequently takes you far from civilization, survival and crafting will be more important than usual."

Similarly if an AP strongly encourages diplomatic or stealth solutions to problems, that's worth mentioning as a guiding principle., since otherwise players will make characters that will probably default to brute-forcing everything.

Those can also be more of a session zero question for the GM as well -- since I feel a lot of GMs like to push the pace (both on the overarching timer and on the per encounter timer) for narrative reasons and that's a fine choice, but one that should be known up front.


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Its getting a bit off topic, but I started off years ago purchasing the AP subscription because I wanted to study adventure design. Comparing and contrasting with several other sources of published adventures for d20 systems. No intent at the time to play or GM them. Of course that lead into me GMing a lot of them since they're good, but there's at least one example why someone would buy them with no intent to GM.


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Yeah there's definitely a feeling that some backgrounds have cool/integrated moments, and some make narrative sense for first session, and some are filling in a generic concept that wasn't well covered by the former two.

I'd honestly rather only have the first category, even if that means there's only 2-4 AP backgrounds in the guide; if its not going to key in specifically, we already have a wealth of backgrounds from other sources, and at least that way the player isn't expecting it to matter/offended when it doesn't come up.

It feels a little like the player guide doesn't want to tip the scales/reveal the plot too much, which is fair, but I can see where it sometimes crossing the line for certain player/gm philosophy pairings into a misleading/unfun choice.


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I know in PFS they've set the pattern that is it one formula per previous material x item combo, with some adamantine shield formulas.

I also know in a homebrew campaign I'm writing I'm taking the opposite approach, each precious material has a 'crafting manual' or 'crating legends' associated with it. Possession/long term study of one unlocks all recipes using it, if you know how to make the base item. These items are generally rare, (not capital Rare), and more generally quest rewards (either from befriending master crasftsmen, in the case of silver/cold iron, or finding/exploring ancient towns, etc for the more rare materials. But my campaign also has more elements about 'do you share forgotten knowledge you uncover and how does that impact the local area" so this felt like the right way to stay consistent with other aspects.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Use this list of regions to reach an RVC who can then direct to the appropriate local VO.

Alternatively ask on the VO discord.

There's no longer a public list of VOs at all levels over various privacy concerns.


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I can't read the blog, GameOn never lets me go to the project update tab. direct links, and both the tab/side bar option all just render the project main page. So I'm not exactly sure what's being offered, but it sounds like a good thing -- anytime you have a market for pledge transfers(and any late project will often have such a market) its good for the project creator to mediate between the buyers/sellers as it tends to greatly reduce the chance of scams.

Tried to debug why I can't see the GameOn updates, and I'm very puzzled how anyone can, the javascript console is full of errors being unable to load jQuery, and then executing jQuery based commands, so of course it won't work)


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My other hypothesis, is I seem to recall some edition/game system/maybe different undead disease, where if you die any time while afflicted by it, you rise as one. (Both 1e and 2e appear to have 'die from ghoul fever', not die while afflicted, so I'm either misremembering 1e or something else). But that's a place where the author may have intended a difference between onset (you don't rise as one) and symptom-less stage 1 (where you do). That's definitely the type of nuance that I could see leading to the current situation after a couple rounds of editing that lost track of what hair was trying to be split. In which case 'latent' is probably the better term.


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First you need to decide is this a combat encounter, a narrative encounter, a mix of both with different stages, etc.

One version I think I could enjoy: starts off with a defense at the outer wall as a combat encounter with a trigger that converts to a narrative encounter, that then switches back to the final stand combat encounter.

For the outer wall defense, use a large number of zombie troops, probably level - 2, but severe number worth. Give the defenders some advantageous terrain/cover. Have some number of gates (# of PCs + 1), once 2 gates are destroyed you switch the narrative retreat. This fight should be "unfair", you're meant to lose, but that's also the trope you're going for. You might damage or even kill a troop or two, but they just keep coming. You probably don't have the enemy commander/necromancer onsite yet. You can use GM fiat to add more troops every round if the party is doing too well. This can show the 'unwinnable' horde aspect. But you need to be careful that it doesn't cause the players to decide there's a trick to solving it. It definitely helps if in the character/town/defense planning discussion, its always felt that 'we'll hold them at the walls as long as we can, then fall back to the keep' or whatever. It helps for the players to know its a delaying action not a 'do or die last stand'.

Then you switch to the retreat through the city to the next defense point. Run it either a Chase or a Victory Point minigame. Tasks like deploying traps, rescuing civilians, hastily creating barricades, etc. I think the VP system probably fits a bit better, but you'll need more story telling to keep the intensity of the situation in people's mind rather than the 'gamification' that some VP systems bring out in players.

Use the number of victory points to scale the final encounter -- the more successful they are, the fewer enemy troops arrive and/or they arrive spread out in time/rounds or damaged, lots of options here.
Here' you probably one a level +1, maybe level +2 commander. 1-2 on-level stronger threats, and however many troops remain. Again probably aiming for about a severe encounter, possibly extreme if you want this to be the campaign finale. I'd still put some terrain in the PCs favor which lessens that severe/extreme to some degree. I would still find a narrative reason to let the PCs get a 10 min rest between the retreat and this final battle, otherwise the xp balance would really be thrown off. (or you could tie that to the 'rescuing civilians' portion of the retreat -- they're medics/priests/etc and grant the one-time effect of a 10-min rest, without taking 10 minutes).

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Got me excited, so I checked my profile, nope, my glyphs don't show up there.


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Kobold Catgirl wrote:

What's really weird to me is that the game takes pains to differentiate "carrier without symptoms" from "onset period", as if "carrier" means something, and then basically just treats "carrier" like a synonym for "onset period".

It bothers me not for "verisimilitude" reasons, but because I feel like it's basically designed to confuse newbie GMs and make them feel like they're missing something. Like, words mean things. You can't just toss in "carrier" without leading people to think some disease is being, well, carried.

Honestly I'd chalk it up to the first bestiary/early in the life cycle and the author forgot/reviwer missed that "onset" already exists for "asymptotically infected' instead of adding a stage 1 carrier.


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I think it had two main positives:

1) is the simpler math, less chance to add/miss a trailing zero when adding in some new value to your total and greatly inflate/deflate your earnings. Don't need to refer to a book to know when you'll level (sure some people may have the pf1 table memorized but its not expected).

2) Makes the encounter building xp budget simpler/easier to explain. Since everything is relative (level +/- N) it makes those patterns easier to internalize/understand and spot check

The main downside, is I feel it makes mixed level parties more awkward, if using XP. (Pathfinder Society handles it via a different XP solution for characters, but still uses the normal xp bundet for encounter building).


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IIRC, no PFS special, the new one debuts at GenCon and they aren't scheduling last years. The new SFS special debuts at PaizoCon though.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Welcome. I'll try to answer some of your question, but there's a chance I'm misunderstand some of them, so please ask whatever follow-ups you need.

1. Re: schools and factions, you can choose to ignore them for now while getting started. The Player basics sections of the guide uses appropriate defaults for all of them; if you want to use them as specified under the Additional Character options page you can. No GM approval required for those.

2. I'm not sure I understand what you're asking with "Where do I mark certain feats, features, etc?" There's no required format character sheet, people use a variety of what works best for them. If you're asking about the version of the character sheet in the back of the CRB, do you have a particular feat in mind that you're not sure how to list?

3. "Special" feat, normally this refers to a feat that is able to be taken mutliple times and shows the rules for what that means. However I do notice in the CRB character sheet they have a 'Special 1st' under Ancestry feats, so I suspect you're asking about that instead. I think that's intended to accommodate some ancestry choices that might give an extra feat; also might be where I'd put a choice taken from Human's Natural SKill/Natural Ambition -- ie choices that generate an extra choice. There's tons of different ways of annotating it, and really whatever works for you, that you'd be able to explain if asked about it, works.

4. For bonuses feats from PFS School, I'd use the Bonus Feats section of the CRB character sheet.

5. for the free regional language, I'd add it to the list, and annotate as (free regional language) just for my own memory.

6. You don't need digital copies of references: refer to Character Options under Resource Ownership for the rules for what requires ownership and what counts as proof of ownership.

7. You'll get your first chronicle after completing your first game.

8. I'm not too familiar with all the PbP/PbD options, I know there's some PbP games hosted here, but I'd probably recommend joining the Organized Play Online discord (pfschat.com for an invite). They can probably help you find a game that's organized there, and/or direct you to some of the other discords that are particularly focused on PbP/PbD.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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No consumable refreshes. All are use once and they're are gone.

The items granted from the school choice are 'use or lose' over the course of the scenario. Your choice of what to take refreshes every scenario -- ie what you take on your first scenario has no bearing on what you take on your second, etc.


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There is a Lastwall book coming soon, not sure how that factors into the discussion -- it does combo a bit with Book of the Dead wrt Whispering Tyrant. I could see that leading into a meta-region book for the Eye of Dread Region. Could also see the 2e conversion of kingmaker adding weight for a broken lands meta-region book.

But neither of those bring to mind a rulebook line option.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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That CRB errata still has the "The GM might allow" text. The FAQ I linked above is where our campaign GM has allowed it for magical items, which would not included precious material. I suspect this is most likely a wording oversight and as a GM I wouldn't bat an eye at someone who does upgrade precious materials, but I would still like the see the FAQ updated to make it definitive.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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Don't think that would work as a 'loophole workaround' --The rules we're given is you can pay the difference to upgrade magic items within their combined stat-block. Ie if a given magic item has the same name (ignoring suffix/prefix stuff like lesser/greater), but multiple levels/versions that's when the upgrade is allowed.

We need that same allowance for the multiple tiers of precious materials; and to silence some GMs we also probably need a statement that you can upgrade the item along either axis (magical tier or grade of precious material) without impacting the ability to upgrade along the other axis.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

IMO, its probably meant to fall under this FAQ:

FAQ wrote:


"Can I pay the cost difference to upgrade a magic item instead of using Craft to do it myself?

Yes. The Pathfinder Society has numerous crafters that assist their fellow agents. Use the rules for upgrading magic items on page 535 of the Core Rulebook."

But technically its not a magic item, so the FAQ probably should be expanded.


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BigNorseWolf wrote:
NielsenE wrote:
I love the wayfinderfinder. Feel like that needs to actually be a thing :)

Every bad guy in the inner sea would want one for their lair.

"It moved again. Means company's coming."

Yup. And even if you could augment them to hold aspis badges too, you know it would just point to the grand lodge's collection of them.


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I love the wayfinderfinder. Feel like that needs to actually be a thing :)

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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I think the reason for the inline art that makes it more time consuming to layout, is that's what's become defined as a 'quality rpg' product. If you look back to early rulebooks from the 80s you might see a piece of art every 4-8 pages. Overtime that ratio has increased, most WotC or Paizo products these days have 1 piece of art per set of facing pages. Its part of the brand image/customer expectation. I hate that its become the expectation throughout the industry, it drives the cost of the books up, and often drives the share of the profits for the content authors down, etc. But art sells, and people often have a 'this is too dense' reaction to just seeing solid blocks of text.


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Its the type of thing I'd probably allow once as a cool solution to a problem, but put pretty heavy restrictions on it becoming a common/go-to solution. Probably the riding sapient creature type rules is enough to limit it.


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Riffing off some of the ideas:

STR: Champion (partial to either Paladin because Torag or Liberator for extra movement/positioning since dwarves are often slow. Might give a bit of a battlefield commander vibe with Redmeer))

DEX: Ranger (Probably precision, might stay away from animal companions since its going to be crowded already in the melee. But if you wanted to stick with tripping/etc, that might help)

INT: Inventor (probably Armor since it feels more dwarfy)

WIS: Druid (storm, stone, or wild all have fun things to play with. I'd probably order explorer into one extra one -- avoiding animal for the same reason mentioned under Ranger)

CHA: Sorcerer (draconic, wanted an arcane list, and claws/breath work well in melee (more interesting than Imperial))

-- Basically I really like the idea of an Inventor in the group, but pushes an arcane caster, if any, to the CHA stat (or a Magus -- but I think the Champion is an exceptional strong choice for the party). You could go Dex Magus in place of the Ranger, to get some arcane that way and then switch the sorcerer to a bard. That gets a little caster heavy though.

A wild morph/shape druid definitely sounds more fun to play in melee than most clerics. And grabbing storms' retribution from storm order could work really well.

Not really specifying expected dedications -- kinda thinking you can play that be ear after you see what gaps the party has in practice. Throwing a Wizard dedication on the Inventor, if you can make it fit for RP purposes might open up some useful utility spells that the sorceror doesn't want to waste a limited repertoire on, for instance.

There might be some poor skill/attribute alignments with that party though -- thematically the champion should have religion, the sorceror should have arcana. Which aren't going to align with attributes they're likely to boost (much). I don't really see the inventor taking Society even though it will be a good aligned skill, etc. There's definitely no natural occultist. But I can kinda see that becoming a defining feature or running gag for the group. "All that weird stuff just isn't real."


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I'll be getting in early thursday afternoon. And definitely would be up for some gaming; I'll check out the warhorn at some point.

Monday morning departure plans rule out the Mox visit for me unfortunately.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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High level play, to me, is roughly level 15+. I expect society to get there; but I don't expect society to get there soon. High-level society play, right now, is probably level 8+ -- just based on where characters top-out without using adventure path credit, etc.

From Pirate Rob's numbers upthread, seasons 1 and 2 followed pretty much exactly the distribution of levels I would have expected and though were healthy for the campaign.

This year the distribution has been off, IMO. If they want to support a 9-12, there should aim to have 6 7-10s in existence, in order to support characters reaching level 11 w/o using Adventure/Adventure Path content. So the first 9-12 came faster than I expected. I probably would have traded one of this seasons 1-4 and ones of its 3-6s for 2 more 7-10s, to build up a better support for 9-12s and above. (alternative this year's spread looks about right if they weren't adding the first 9-12 and just bulking up the pyramid in general)

While I haven't enjoyed this year's metaplot, it has done a done job of spreading the metaplot out across levels in a way that doesn't force you to carefully craft a characters season (well I guess it does if you try to play all of it on one character, but it was designed to be spread around).

I feel season 4 will probably need to have a 'high level for current times' (ie 7-10 or 9-12) arc (3 parter would be nice, metaplot or not).

For specials in particular, I still would like to see more innovation/risk taking in their design -- I don't particular care about the level range. I've liked the SFS model of 'choose your own mission' for part 1/2, though I don't think PFS when its tried it has given enough support to table GMs to brief/guide their parties in making the choices, so most just go in whatever order the GM wants/has prepped. I'd like to see a structure that doesn't incentivize/require rushing through encounters in order to feel like your table is hitting their quota of successes. -- like HMM said, if I bring a favored character out especially for the special, I want time to RP and have fun with them. Sure I also want a chance to do their crazy high-level combat nonsense, but I don't want to have to mechanically churn through 8 encounters in a 4-5 hours session. Especially as you expect characters/GMs to have a bit more adjudication to deal with some of of the high level stuff.

I think I'd rather see more multi-part high level arcs, with their capstone or kickoffs at PaizoCon/GenCon as the solution for high level play, rather than shoehorning them into an interactive special, unless its specifically a high-level special.


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Its been updated via the GameOn site, I think sometime in the Fall now.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

WotR was also already sanctioned, check the product pages.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

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Sanctioning for Tyrant's Grasp is already announced and up on the product pages.

I don't think its been in the blog, but it was on twitter
https://twitter.com/PaizoOrgPlay/status/1501630521909993472

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

I agree with Gary on 1 and 2. (With the caveat on 2, of if it drops below 4 character, add in an appropriate pregen, and use the new CP values going forward.)

In case 3, I'd document what's going on, since it sounds like that might become a community standards issue. But exactly how to handle it I think would fall to GM discretion.... If they'd been contributing for a while in the fight before rage quitting, versus rage-quitting before the fight began. If it was 'we're about to TPK, I'm running away, I'll try to grab your bodies after" that's different than stomping off because their dice don't like them, etc.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

Last year's special already used 3-99, so 3-98 makes sense to me, its not part of year 4 content.

2/5 5/5 ***** Venture-Lieutenant, Massachusetts—Boston

First edition replays are showing up for me, you might have to Refresh Points if you're not seeing them.

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