Grumble Jack wrote: As much as the developers try to assign equalizing value to magic items, it's impossible. Different classes have different needs at different levels. That's why my usual philosophy is to treat magic item distribution with equity instead of equality. Then I think we do need to keep a list of what everybody has gotten so that we have a way of noticing who is getting what. I've seen so many cases of handwaving this that end up with somebody eventually getting really boned over time. If you don't get what you need/want from found items, then you have to spend your share of the money on it while the guy who has their needed stuff fall in their lap gets to spend on cool stuff. Grumble Jack wrote: First priority, we shore up the weaknesses of the people who need it most. Agreed. Grumble Jack wrote: Then we expand party utility. Improving personal specializations is the last priority. Generally, everyone is already going to be good at the thing they've decided to build their character around so the party doesn't need to invest resources into improving those things. Eh, this one is pretty vague. And some characters expand easily while others are focused on doing one thing well. I prefer having people decide for themselves which way they want to go. Party input is okay. Grumble Jack wrote: Some characters are going to end up with more total equipment value than others, and that's fine. It's okay to some degree, and it's okay in the short term. But if you don't monitor it over a whole campaign it leads to problems in the long term. I've seen games where some people end up with twice the value as others. Sometimes this is based on who speaks up and who doesn't. Grumble Jack wrote: I get that not everyone plays that way, or thinks about it that way, so I'm willing to be flexible. It's just my preference. My preference is to keep track and ensure equality over the long term. I definitely don't think we should always balance whenever we split stuff up, but if somebody has been getting a lot of stuff, we focus on others. Grumble Jack wrote: Money is different. Even split with an extra share for group expenses tends to be easiest. As I've said, this favors the people who have gotten items. Balancing getting a lot of items by getting less money helps even this out. Especially because the person who doesn't find the items that they need is spending full price on them. Grumble Jack wrote: This game blurs the line a bit because of Mal. His whole character concept is bottle necked by needing a huge pile of cash as quickly as possible. In my perfect world, we keep track of this and Mal "owes" the party. As we get more valuable treasure as we go on, it will eventually be paid and everybody is happy. But another way on this is that when we divide stuff, Mal's armor fund gets a share. We would do this for all significant projects. Once he has it, then we take out that share and go on. Grumble Jack wrote: Selling magic items tends to be a bad idea because after we halve the value for sale, and then split it by shares, each of us ends up with surprisingly little. True, but we need to balance the fact that money is fungible. I've been in parties where they kept everything that could possibly be useful in some scenario or another, and ended up without much of the stuff they used every fight. Grumble Jack wrote: My thought is, we treat everything that would normally be sold as an item Mal needs for his character to function. He gets the cash value as if that item was being used as a reagent to build his phylactery armor. After he's a death knight he'll need a lot less gear and cash, so the distribution will equalize again. I can see this. I just don't trust the system to equalize naturally without some effort from the party. I have to get to work, but I'll put forth a formal proposal later.
EltonJ wrote:
Welcome back! Which of the three questions did it react to?
Krakas wrote:
Would I be able to get a gate attenuator before we go? I can't use runes, so it's unlikely that the module will provide.
I am having difficulty searching for the game. Can you post the link as text and I'll work it out? Did your party recruit Vendalfek? We had a game where my PC died and I took over the little guy and began levelling him up. I have a version at 6th level ready to go. Very useful as a spy and messenger. As for politics, I've played in a few games with people on opposite sides and I definitely do not want to step into that sucking pit of misery. The only politics in this game is overthrowing Barzillai Thrune.
Gerard Nisroc wrote: One curiosity... you're paying to play, not survive. Not play a particular character. Actually, this is one of the things I think would be interesting about paid games. Playing some concept that doesn't work in most games. As well as games that few GM's offer. Like Unknown Armies, for example.
Shadow Dragon wrote:
I'd expect a lower price if the players had to pay for the AP for the GM.
Souls At War wrote:
I do get annoyed when I open a game to look at it and only find that it's PFS once it's opened. ----- Another thing to mention is that the whole game industry is never very stable. The number of game companies that have died is huge. Paizo just lost a big chunk of money when a distributor went bankrupt. Definitely enough to impact their budget. Making games is also front-loaded. It takes a lot of money to make a good game book, and they only get any profit after all the work is done and they start selling it. Paizo isn't trying to monetize it's customer like the Hasborg, but if some people are going to pay anyway, why not offer a service? ----- I'd be interested if they have ideas for different ways to pay. Right now most paid games I've seen are live events. I don't see how you'd set up a Pay for PBP system. But it's an interesting challenge.
Eh, I don't have an issue with this. I'm pretty lucky and have usually had several games. But some of my forever GM's are older than I and have health issues. I've been broke before and I know gamers who have had trouble getting work for all sorts of reasons. Hiring a GM can be a way to scratch that itch of "I want to play a game or edition that isn't very popular." I do think that Paizo should probably keep it on a separate forum. Or at least require "paid" in the post title. I've read a few games and started getting interested to find the buried lede that it was a paid game.
Glad to see you back! I'm sorry to hear about your troubles, but glad that things seem to be clearing up. -----
Crisischild wrote:
Oh, there's lots of advice on gestalting over the years. And spheres adds it's own twist. In traditional pf1, a dual caster gestalt simply gave you a wider range of spells to cast. You had more flexibility and more endurance, but in each encounter you played much like a single class spellcaster. Dual martial build often stacked features on top of each other. Like adding sneak attack to barbarian rage. But in spheres some talents modify other talents and amplify them. So you could build wide with flexibility or build deep with stacking abilities. And many spheres classes blur the line between martial and caster. One point to note is that you have the same number of actions. Some people choose one class that focuses more on combat options and another that has a lot outside of combat. Think about what your combat rounds will be like. Including when you are not in your optimal place. And think of what you'll do outside of combat in different kinds of situations. We have the advantage of knowing that we're constables. As a party, we need to be good at everything that they do. I expect that over the course of the game we'll do a little of everything. But you should know what benefits your character beings to the RHC.
I'm getting worried about our GM. What's more, I'm having flashbacks to a game that died mysteriously when the GM disappeared. I found out what happened a couple years later. She had been in a car crash and had severe brain injuries. Extensive enough that she was a significantly different person after recovery. She didn't even remember our game. I seriously hope that our GM is going through less than that.
EltonJ wrote:
I'm not an Otaku about MHA, but I thought that the majority of the population had quirks. It's just that most people have less powerful quirks that aren't suitable for superheroing.
Ayreth wrote:
I'm okay with doubling up on Astrology. the characters are different enough that this still works, and it gives a built-in link between the characters.
Wrong John Silver wrote:
Can it be a floating campus like Sky High?
Fury of the Tempest wrote:
Of course the cost of stable shadowstuff makes it infeasible for me at the moment. I think Clothborn was a 3pp enchantment.
Crisischild wrote:
One of the problems is that switching to a new forum would probably break existing games and there are decades of forum posts. They could go to a new system and keep the old one for a few years, but that would be messy.
I noticed something about Ayreth. I suspect that you took the ring of sustenance for the same reason that Tavius did. When you only need two hours of sleep, it's more time to study the heavens. I think that we can play off of each other well. ----
Yerasol Veteran/Monument of War - a.k.a weaponized PTSD
Gearmaster of the Turning Age wrote:
Oh, I wasn't implying that you intended this. There are always times when the random number gods decide to gang up one one character.
Fury of the Tempest wrote:
I hadn't seen that one before, and boy does gestalt change the balance. for those who haven't seen it it starts out with the worst in BAB, saves, and skill points. But you can spend your mutation points to improve any of these. With Gestalt, your other class will be better with some of these, leaving more mutation points for everything else.
Ana Brunas wrote: That's a lot of incanting. I think Incanter works better in gestalt than on it's own. It reinforces the beats of the first class better than going with a class with a stronger theme. Gearmaster of the Turning Age wrote: @Tavius: Do you honestly believe I'd make the PCs encounter an optimized sniper foe in a fantasy steampunk setting? Because, well... you're kinda right! That's why I'm making sure that people are aware of this. In a less-optimized game, called shots can be overkill. But with the resources we have, most characters should have some way to deal with it.
Gearmaster of the Turning Age wrote: Well, those are basically your super-powered campaign traits and you get both the associated feat and first level of the associated three-level PrC for free. You also get the remaining two levels of the associated PrC at 7th level (when you would normally qualify for one of the PrCs) and 10th level (the earliest you could max out the PrC). Is this one level on one side of the gestalt? Or is it a sixth non-gestalt level? Or do we just get the class features without the traditional level-based stuff like BAB, HP and saves? My concept is an academic Deva skyseer focusing on divination, light, and a touch of destruction. And of course this lands shortly before I go watch Thunderbolts*
Zahir ibn Mahmoud ibn Jothan wrote: Pick 2 classes and run with them, right? How would Prestige Classes work, or are they not allowed? In general you can't gestalt into prestige classes that are combinations of two classes like the mystic theurge or eldritch scoundrel. Many GM's also require you to get the class from only one side of the gestalt.
Hmm... I'm thinking Goblin Rogue/telekineticist. He was likely in jail before the city started coming down. After that, he really doesn't like demons or cultists. He figures that he should help out while things are bad and maybe people will cut him free. stats: Urnk Goblin telekineticist 3/unchained rogue 3/gestalt 3 (Pathfinder RPG Bestiary 156, Pathfinder RPG Occult Adventures 10, Pathfinder Unchained 20) CG Small humanoid (goblinoid) Init +4; Senses darkvision 60 ft.; Perception +7 (+10 to discover traps) -------------------- Defense -------------------- AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 dodge, +1 shield, +1 size) hp 32 (3d8+16) Fort +7, Ref +8, Will +5 Defensive Abilities danger sense +1, evasion -------------------- Offense -------------------- Speed 30 ft. Melee dagger +7 (1d3+4/19-20) or . . mwk cold iron dagger +8 (1d3+4/19-20) Special Attacks kinetic blast, sneak attack (unchained) +2d6 Kineticist Wild Talents Known . . Defense—force ward . . Infusions—extended range, kinetic blade . . Blasts—telekinetic blast (2d6+7) . . Utility—basic telekinesis, telekinetic finesse -------------------- Statistics -------------------- Str 8, Dex 18, Con 16, Int 12, Wis 13, Cha 8 Base Atk +2; CMB +5; CMD 15 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Iron Will, Power Attack Traits color thief, kobold's neighbor, orphaned Skills Acrobatics +10, Bluff +3, Diplomacy +5, Disable Device +14, Disguise -6, Escape Artist +8, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Knowledge (local) +6, Perception +7 (+9 to discover traps), Ride +8, Sense Motive +7, Sleight of Hand +10, Stealth +20, Survival +6; Racial Modifiers +4 Ride, +4 Stealth Languages Common, Goblin SQ burn (1 point/round, max 6), elemental overflow +1, finesse weapon attack attribute, gather power, rogue talent (trap spotter), trapfinding +1 Other Gear mwk studded leather, mwk buckler, dagger, mwk cold iron dagger, bag of holding, minor, cloak of resistance +1, masterwork thieves' tools, 264 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Burn 1/round (3 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Extended Range Kinetic blast has range of 120ft. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2 Kinetic Blade (Light Weapon) Create a blade of pure energy. Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Telekinetic Blast (Sp) Level 1; Burn 0 Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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