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![]() Recently I was in a conversation where someone described cultists sacrificing innocents as being 'boring and lazy writing' because there was no personal attachment for them. To me that seemed overly analytical, as if the act of having to rescue people from being killed was trite and overdone unless it's someone you specifically care for. I could not wrap my head around that line of thinking. The more they elaborated, the more fantasy tropes they decried as being overdone until eventually I asked "Then what does a fantasy hero do?" To which they had no response other than "I don't know, I just don't want to fight against someone that that has a sign that says 'bad guy' hanging from their neck." This threw me for a loop. All I could think of was a quote from Lemony Snickett - "I'm at a loss for how to write a villain who doesn't do villainous things" How do you go about writing your villains in a way that isn't boring or overdone? ![]()
![]() Why not try doing a small 'split the party' adventure where the players have to go against the grain for their characters. Have the warrior do something where has to talk his way out or through a situation, while the story players have to fight their way out. Hopefully this would give them all a better appreciation for what the others do. ![]()
![]() Sysryke wrote: We do rolled stats: 4d6, reroll 1's, take best 3 total, generate 6 complete sets, make grid, take best number from each row (I still couldn't get an 18 :p) Good lord just do 20 point buy and call it a day! Edit: I see this so often where groups will try to make rolling for stats fair and balanced by adding so many steps to it that it feels like the Point Buy system insulted their mother. ![]()
![]() Melkiador wrote:
Still traumatizing, it'd start with bugs getting wiped nigh instantly, going up to small animals, including family pets. Potentially vegetation as well? Depends on if regular non-creature plants would be able to be healed by the positive energy. After that it'd be farm animals, but at that point it'd be affecting your average commoner as well. ![]()
![]() Dragon78 wrote: "Elephant in the Room System"? You can look it up on google but essentially it's freeing up a lot of feats that are considered necessary or expanding and consolidating feats. Off the top of my head this includes:
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![]() I've been on both ends of GM Favoritism and both were for the same reason, the other players can't keep track of rules. When I was on the receiving end, the other players would receive freebies ranging from free gear to stat boosts while I had to meticulously plan every bit of equipment I could bring with me on every adventure. This was mostly because the other players tended to be more 'beer and pretzels' type players, making choices because they sounded flavorful or just didn't care that most of their choices were less than suboptimal(let me tell you the tale of the paladin that couldn't smite!). When I'm the one doling it out, it's because the player in question has a very hard time remembering rules even despite playing Pathfinder for many years. Trying to get them to remember the rules between campaigns, or even between sessions is nigh on impossible, so for the sake of moving things a long I, and pretty much the rest of the party, just accept it as part of the game. ![]()
![]() I've thoroughly given up on using any enchantment magic on players that's along the lines of charm person or suggestion, or even dominate. As soon as a save against these spells gets failed, some flip gets switched in a players brain that activates every latent brain cell for the express purpose of qualifying for the Olympic Mental Gymnastics team. Even the most innocuous of requests, such as prioritizing the wizards bodyguard instead of the wizard will be met with some variant of 'Oh, well actually the wizard looks just like my deadbeat father who I hate with every fiber of my soul. Yes I know my father was a celestial orc and this is a gnome, what's your point?' or 'I know he just said to attack my allies, but really these are just work acquaintances that I've known for 20 years, they're not REALLY allies!' It's aggravating to the extreme, but I never try to push the issue past poking a couple of holes in their arguments, so I just treat it as a turn wasted for the bad guy and make a mental note never to bother with such spells again. What've your experiences been with this situation? ![]()
![]() DungeonmasterCal wrote:
Pretty sure if you sneezed on someone in 1e they'd die, let alone breaking their leg. That'd probably require true resurrection to bring them back. ![]()
![]() I don't just mean in terms of amazing effects with little to no drawbacks -coughspellscough- but also in terms of the rules that govern them. How easy is it to become addicted to something? Does it take only one hit and a bad save and you're hooked for life? Can you be a drug fiend using every day for a year and stay squeaky clean? I've tried giving the drugs page on the pfsrd a read through but I'm having a hard time wrapping my head around it and would prefer to hear others experience with drugs or even just theorycrafting. ![]()
![]() We could definitely use a little more context here in terms of the party composition and also how experienced the players are. If the rogue is an experienced player who knows how to build a character and has a good handle on the rules, then it's not that surprising for them to be soloing beginner zombies/skeletons. High initiative+sneak attack vs rigor mortis can make for an easy rogue challenge. Meanwhile, if the rest of the group doesn't really know how to handle themselves or their characters and are prone to poor strategic choices (firing into melee without precise shot, casting in melee, etc) then yes, the rest of the party is going to feel useless. ![]()
![]() I was kinda interested in expanding and fleshing out Linguistics a little, so I wanted to find out what kind of documents would've existed in medieval times for the purposes of forgery, etc Off the top of my head, I can imagine merchant ledgers and proof of pedigree/nobility being two such documents Anything else? ![]()
![]() I want to design a castle for a dungeon idea to do one on one with a friend of mine to get them into Pathfinder. I have no clue how to start out, all I know so far is that it's gonna have a moat, four turrets at the corners, and is gonna be like a noble's castle with a ballroom/banquet hall, huge kitchen, servants quarters, living quarters on the second floor, and a large wine cellar. Once I design all that, I'll work on filling it with monsters/traps. Does any know any modules or adventure paths that feature castles like this to get some ideas from? ![]()
![]() To add on what Deighton said You don't necessarily need to give numbers. Just because a player asks if a monster has resistance to something, you don't have to say 'Yeah, it has Cold Resistance 20', you can make it a bit more wondrous if you'd like, for example 'The creature is naturally resistant against the cold, even the most biting blizzard does little to even slow them, let alone cause any sort of harm.' ![]()
![]() There's very few things that one usually needs to know about a monster How can you kill it?
What this devolves to is basically asking what defenses it has and what attacks it has. This can be very broad in both catagories. With defenses, you could say what it has DR against, if it's immune to anything, if it has spell resistance, etc. For attacks, this can be anything from natural attacks, to special abilities, to even spellcasting for certain creatures such as dragons. The Knowledge rules that that for every 5 by which you beat the creatures DC (10+CR), you gain an additional piece of information regarding the creature, ontop of the piece of information for just beating the DC. You can be incredibly pendantic about this, and say that each little thing is a bit of information, such as saying that it has DR 5 or that it's bypassed by silver, rather than saying DR 5/silver, or that it has a breath attack, but not what that breath attack does. If your player invested into these knowledge ranks to be able to tell how to fight these creatures, then that's their reward. No need to cheapen it just because you don't like it. Keep in mind there are certain creatures that have higher base DCs (15+CR) or just flat-out can't be knowledge checked due to obscurity or rarity. ![]()
![]() Chemlak wrote:
I just realized how sad it kind of is that we're so accustomed to such oversights in rules that we're more than willing to wait with baited breath for an explanation without even thinking of the possibility that someone's just trolling. ![]()
![]() Bandw2 wrote:
Kobolds of Golarion, they link sniverblin (I have no idea how to spell it) cities to dwarf cities and then let 'em have at it. ![]()
![]() So a lot of items throughout the pathfinder books sadly lack a picture to go with them, and some could really use it (see thread title for example.) So why not try and find an appropriate picture for all the wizmos and gizmos we look over to try and breathe some life into these odd tools that are so often skipped over for swords and axes and other shiny things. For starters, what do you guys think the picture for a coffee pot should be? Here's the description: "This tall, teapotlike device contains a small chamber for coffee grounds and a large chamber for water, connected by a small tube. Heating the pot forces boiling water through the tube and into the grounds. A glass knob at the top of the tube allows you to see the color of the brew and stop when it is sufficiently strong. It can brew up to 4 cups of coffee at a time. It can also be used to make tea, steep medicinal herbs, or just boil water." ![]()
![]() So I wanted to try and build a clockwork assistant for a wizard character I have. While I consider myself well-enough read on most rules, golems and other such constructs are something I've never tackled before. What I would like help with is pricing this construct based on the stats and abilities I'll give in a moment, as well as what spells to use in terms of requirements. So first, a list of what I'm looking at in terms of abilities and stats Medium size
I'm on the fence as to whether or not I should use the bioconstruct modifications ![]()
![]() Okay, let me see if I get this straight Initial DC is 5+Caster level Caster level for handy haversack is 9, while I do not have to meet this caster level, it's also not a prerequisite to bypass by taking +5 to the DC instead So current DC on spellcraft is 14 I do not have secret chest, but being a spell prerequisite, I can bypass it via taking a +5 to the DC Current DC is now 19 The handy haversack costs 2000 gold, but I need only pay 1000 gold to pay for the materials to make it. This takes one day per 1000 gold in the haversacks BASE price, not CRAFT price Am I missing anything?
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