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Vic Wertz wrote:
PullusSanguis wrote:
Descent: Journeys in the Dark is about $90 and comes with 80 minis...

An awful lot of the cost of plastic minis is the cost of making the molds. Note that though Descent comes with 80 minis, that's comprised of multiple copies of just a dozen different monsters in different rarities, along with about twenty unique hero figures, for a total of only 32 different molds.

In short, you get a mix that's pretty similar to what you'd get if you bought your 80 figures as boxes of random minis... but by selling them in boxes of 6 or 8 or 10, that would also allow people who weren't able to drop $90 to get something too, so sales would be higher.

And sales would also be higher if you painted them. A *lot* higher.

Paizo is not in the business of making plastic minis, and I can't imagine any licensee thinking that a giant expensive box of unpainted plastic would be the best possible product to make.

Well i figured there were reasons as to why this has not been done already. What about instead of miniatures just plastic bases with a sticker picture of the monster on one side. That would be cheaper because you don't have different molds and you still get every monster available and it is better then paper or cardboard. Or punch out high quality cardboard for most cost effective. maybe 6 of each small creature, 4 medium, 2 large, 1 of each beyond. It would look like it does in the Core Rulebook (pg 196 is a good example). The PDF ones that have been released by other companies are good but A.) incomplete and B.) printing and cutting them all out on cardboard is expensive and just regular paper doesn't work as well as id like.


Rusty Shackleford wrote:

At the very least, a bag-0-minis of themed dudes would be nice, especially dudes you'd be likely to use a lot. Like, a bag-o-goblinoids, a bag-o-undead of various sorts, a bag-o vermin, a bag-o-dinosaurs.

Maybe just a bag-o-chumps, that contains a bunch of goblins, kobolds, orcs, and human thugs.

lol bag-o-chumps, i like it. That is probably the most reasonable lumping together similar type creatures. Maybe a bag-o-minis per adventure path and module would be good to start. I would definitely buy that.


I think the one problem would be how to divide up the Bestiary into packs, Perhaps by CR but there are varying numbers at different CRs. Another problem might be size categories of creatures. If you did a box set of every creature in the Bestiary you would have over 350 monsters, but what good is just one goblin? maybe release two big box sets each with 50% of the book in it with multiples of small and medium creatures.


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I'm not sure if this topic has been posted before but I didnt see it if it was. I would like to see a bag of unpainted, solid color minis for Pathfinder of similar quality and make as the ones in the old Dragonstrike box or the Descent: Journeys in the Dark board game. I think it would be a more cost effective way to produce and purchase miniatures and better than tokens or cardboard pieces. Pre-painted and do it yourself minis are just too expensive and you never can have all of the monsters you need. Descent: Journeys in the Dark is about $90 and comes with 80 minis so Id imagine if you were to just have a bag of 80 minis without a board and rulebook it would be much cheaper. Bags of NPCs and PCs can be released eventually as well like Bag-O-Elves for example. I would be interested on other thoughts and opinions.


yeah a witch with an improved familiar mount would work with maybe some alternate hexes.


I think there is a way to have any type of character imaginable by using the advanced players guide more or less. One that isn't really given is a magic using mounted character. you can sort of multi-class a cavalier and a caster but it doesn't really work complimentary with one another. A caster that uses his mount like a Mongol horse archer only with magic that enhances his damage and his mount's effectiveness would be sort of interesting. perhaps the mount can cast a few augmenting spells of its own. maybe make it an alternate cavalier class feature set "the Witchrider"


This is a great program!


You should check out Dungeon Crawl Classics for 3.5 by Goodman Games. #00 Legends Are Made Not Born and #35A Halls of the Minotaur are both for 0 level PCs with only a basic NPC class. the Halls of the Minotaur plot is: "Humble villagers armed with farm tools venture into the
Thornswild Forest to rescue a fallen paladin.
There they uncover the ruins of a long-forgotten
citadel, a tribe of ferocious kobolds, and Toth-
Ror, a deadly minotaur bent on the PCs’ destruction"

and Legends are made not Born:
"An ogre is terrorizing the town of Dundraville. Six
brave citizens, mere peasants, band together
with a plan to put an end to the evil ogre’s villainy"


Umbral Reaver wrote:
High humans? See the drugs section in the Gamemastery Guide.

*snare drum Du-dum CH


When compared to other classes in the core rulebook i would say that monks do feel out of place and that they would not be one of my choices for a base class. I think that a lot of the names of their abilities make them too specifically Oriental in flavor. Perhaps if instead of Monk it was named Brawler or something and they changed Ki to something less Asianish they would fit in better but i still find them unnecessary. I would agree that most of the other classes are very Western European/ Tolkienesque over all. Monks are an awkward fit at best and belong in an Oriental setting rulebook in my opinion. However i agree with the argument that not all the monsters in the Bestiary are Western European/ Tolikenesque in flavor which allows the Monk to fit in a little better.

That said I would say that Monks do not really fit into standard D&D but Pathfinder has integrated them much better and has given them more of a place in the campaign setting.


I almost always use the "Players roll all the dice" method from Unearthed Arcana. I find it to keep all the players involved and it is easy to implement, but so i retain a little bit of the control i roll the damage dice. I also make sure the PCs get a fair amount of HP each level so they get to roll for their HP but if it isn't above the average they take the average, so a fighter is guaranteed at least 5 HP but has a chance for more. I do this because gaining 1 HP upon a level up just sucks and because of the above method i have less control over fudging attack rolls if things start getting way too crazy so the PCs need to be kind of hardy.


hogarth wrote:
PullusSanguis wrote:
Dazzled is pretty lame, but i really want the first box to be pretty weak and then get worse as it goes on.

How often do you get more than one critical hit on a particular enemy in a battle, though?

It just seems like it might take the fun out of getting a critical when you're using a x2 multiplier weapon.

"Natural 20 -- all right!! Oh wait, I reduced the enemy's speed from 40 to 35. Never mind..."

Yeah i see what you are saying. That is why this system is more for PCs and not really for enemies. Id just use the basic system for opponents. I would rather the players kill the orc outright than make him dazzled, its a pain to keep track of wounds for each monster using this system.


So from some feedback so far...

Torso
[] Fatigued
[] Staggered
[] Max Hit Points decreased by one per level
[] Nauseated
[] Unconscious

Head
[] Dazzled (maybe?)
[] Deafened
[] Blinded
[] Max Hit Points decreased by one per level (maybe?)
[] Unconcious


hogarth wrote:


Stunned and unable to act for 8 hours (and yet not unconscious)? That sounds a little weird to me.

I agree; I like this idea better than the critical hit deck in general. But some of the "x2" states are pretty weak. Dazzled is a very lame condition, for instance.

Why not allow the extra damage _or_ the effect from the chart?

Dazzled is pretty lame, but i really want the first box to be pretty weak and then get worse as it goes on. a player might ignore being dazzled for a bit but then if another crit happens he is dazzled as well suffering from some other effect. The first hit should be more of an annoyance, they take a minor penalty but then as they get beat up it gets more brutal. I was toying around with one of the slots having it do extra damage but i kind of like them to inflict conditions on the PCs for a more cinematic feel, they are getting beat up and suffering rather than just HP loss.


iuzite wrote:
i'm wondering if or how it could be expanded into a called shot mechanic.

Im not sure. What i intended was for critical hits on enemies to do the regular critical damage and for this to just be for the PCs. one possible idea for called shots is that the player takes a penalty (maybe a -5 or more) to their attack roll. if they hit then the target takes normal damage and subtracts one from the targeted body part. If you want to make it more lethal and random the player rolls 1d2 or maybe even a 1d4 and the enemy subtracts that many on the wound chart, but id suggest a higher penalty to the attack roll.


Caineach wrote:


I like this system much more than the critical hit deck personally. A few comments:

I would remove confused from the head injury. They are already blind and deaf, no need to make them start acting completely randomly. I would add stunned instead, so they just are not acting.

In the torso I would swap staggered and fatigued. Staggered is a much worse condition.

Thank you for the input sounds good


Well the HP system isnt very realistic to begin with, im not really trying to make it any more or less realistic. Think of it less that you are taking 35 HP to the face and more that you are taking 35 HP of damage and your face was wounded in the process so you take a negative condition.


Well im not going to change the HP system, so when someone gets a critical scored on them rather than taking extra damage they just cross off the box on their sheet of the area it hit. So say you got crited by a goblin you roll the location die and take the normal amount of damage but then cross off the top square where u got hit on the sheet. so u only take 1d4 dmg or whatever but now you are staggered. so in essence you are gaining a negative condition rather than taking additional damage.


My goal with this system is to add a bit of cinematic flare to critical hits without being cumbersome. I also dont want to be too brutal, most of the critical hit tables i have found are way too lethal, i dont need players to be dismembered at level one.


I am creating a critical hit system for my Pathfinder campaign that uses body hit location dice and i would like suggestions and feedback. Maybe some different penalties that would work better and be more balanced. The system so far works as follows:

Head
[] Dazzled
[] Deafened
[] Blinded
[] Confused
[] Unconcious (possible bleed as well)

Torso
[] Staggered
[] Fatigued
[] Max Hit Points decreased by one per level
[] Nauseated
[] Unconcious(possible bleed as well)

Left Arm
[] Drop items in hand
[] Drop items in hand, -1 to attack or shield bonus
[] Drop items in hand, Max Hit Points decreased by one per level
[] Cannot use shield or weapon in this hand
[] Cannot use arm, Bleed (some amount)

Left Leg
[] Movemet speed decresed by 5 feet
[] Cannot run, climb, or jump
[] Max Hit Points decreased by one per level
[] Knocked prone, Movemet speed decresed by 5 feet
[] Knocked prone, Cannot Walk, Bleed (some amount)

(right arm and right leg are the same)

When an opponant scores a critical hit on a player, that player does not take the extra damage indicated by the damage multiplyier. Instead the player rolls a body hit location die and crosses off topmost available box under that body part on the sheet above. A multiplier of x2 indicates one box is crossed off, for each number higher an aditional box is crossed off (so a x4 multiplier means that three boxes are crossed off in that body part.) A player regains one box per body part per 8 hours of rest. Cure Light Wounds cures 1 wound of the player's choice, Cure Moderate Wounds cure 2, Cure Serious Wounds cures 3, and Cure Critical Wounds cures 4. All wounds are cumulative.


I think contact poison is a good call but it would only effect the creature who got a direct hit, like adding contact poison to a pine cone or a rock. I wouldn't think the shrapnel would contain poison really. Maybe if it was a Concussive bomb or Force it could be remotely possible for the splash damage to have poison on it but id think for one that does acid, fire, or even frost it would engulf the poison.