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Yeah See if you are introducing a new System like that you need to add another Stat that you can control like if your max in another game is say 5 like using Vampire and Werewolf

Based on the tables when they tell you a Dot each dot from the D 20 system is about equal to 5 points so a Wisdom of 1 thru 5 is 1 dot 6 thru 10 is 2 and 11 thru 5 is 3


LOL Rynjin you are evil!

Bore them and then WHAM!


it would be

12/6 APL of 2

So it shouldnt be too horrible but the companion seems a bit too strong for the group unless he is staying out of most of the combat.


Clay said it well

It is a chess game and as GM you have to be able to develop several different personalities and then walk thru how each one works.

The victories and defeats will happen naturally...

Example paranoid wizard will make a trap to cover this that and 50 other scenarios

He may miss the part where the Barbarian walks in and just smashes the thing without even a second thought...

While a Careful Rogue may trip on every single one.

The wholes in everything will be present and you may not see it until a player thinks of then just roll with it and be entertained by the experience.


Everything on one side vs everything on the other

FIGHT


OK So this is how it works

Stats
All Forms get their Stats and +2 Wis -2 Cha

Base Creature = The Players Stats
Base Animal = What Creature they were converted to

So Animal and Hybrid form takes the highest stat from Both Sets of Stats and uses it then Apply the +2 after you have determined the stats.


I have been a GM a Long time and I learned rewards are fluid...

If you are brave and decisive you should be rewarded... If you are caustious and careful and your plan works then you should be rewarded

Now where as a GM it is your job is to keep that going. Were they too Rash did they leave clues were they seen. Does one have a big mouth etc and so on...

Their Victories are rewarded and if something comes back to bite them its 2 3 or 4 sessions down the line.

Then you are creating an interactive world and they will enjoy it more and will not see it negatively


Kyras I totally see what your trying to say...

But this game does not have the flexibility that the older versions had. There are too many things that Alter the rules..

Heck they have things in the system that if a GM says no a player will argue and argue and argue the rules because a Gm feels the situation would not allow it. Yet all these feats and Maneuvers are supposed to be General Rules not set in stone Not a Computer game with hard lined rules.

Doing any of the above suggestions that are mentioned would Give GMs better control of the game again. And it would push players back into the CREATIVE play style that this game was designed for. Not all the MUNCHKIN-ISM that has been going on.

Give flexibility to classes kill this Arch type Garbage and just allow them a list of things that they choose at that level...

Look at Fighter for example
Take all the Arch types that affect Armor Training 1 just make a simple list of feature choices and let them choose one.

Then same thing later on

We can see better diverse Characters deeper stories and hopefully it would mean more to players too.


Uh how would be invalidated if its centered around skills and basic mechanics?


Sounds like you need to make like 5 characters not 1


If you play play as a kobold you would actually be playing a horde of Kobolds and PFS only allows one mind per player...


LOL BBT you win again! hahaha


Well this more than a book of mechanics guys

This taking Skills deeper and assisting in working out all the Kinks in weirdness that will occur... In reality every argument ends in what ever the DM says is how it goes.

But it would be nice to cut the fluff out of some of this and just get the meat of the rule as intended...

Heck they errata ed Stealth and people now want to argue Uncanny Dodge this is getting out of hand.


There are a few things to remember also

1. Players loses his place in order and goes ON the initiative of the Attacker now they are tied rule for who goes first from here on in is going to be who has the higher Dex usually.

2. His choice of action places him in the effect of the Monsters move Prior to Resolution

Example If the Monster moves to attack me I want to 5 ft step away.

With this example as the monsters enters threat range you 5 ft step back and the monster can alter his standard action.

Second example
If the monster Attacks me I want to 5 ft step back

Monster Moves and Attacks
This situations regardless of the move places him in legal attack range that has Gone off already. So you would roll to hit then he would move.

From this point on they share a place in the order.

Best way i can describe it.


I vote we remove flavoring and just enter facts

Infernal healing- 1 HP per round for duration if your Target has spell Resistance it must be rolled unless they spend a standard action to drop it.


I think they did it to Detour people from crafting everything under sun and just try to buy it all!

Blah I love crafting even I am not of this system


Ok lets stop all the craziness and break this down for new people and experienced Players
Uncanny Dodge
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Basically Removes the combat first round of Flat Footed and Surprise Rounds. Allowing you to retain your Dex Bonus as long as you are mobile.

It does not affect Flanking Feinting or any other Effect that would create the Flat Footed effect. You can be sneak attacked and forced Flat Footed...

If you read the Second Sentence carefully you cannot be CAUGHT flat footed.

That is all it does. Invisible or not.

Now Improved Uncanny Dodge removes Sneak Attack unless you are 4 levels higher.

Uncanny Dodge is really designed to say you are always on alert react like spider-man to things.

Regardless of the Errata you do not get denied your Dex bonus. Now in 3.5 there was a 4 level rule for both functions which was removed from the lower version of Uncanny Dodge.


This is what you are looking for
Acrobatics Check

Greater than 3 feet wide 0
1–3 feet wide 5
7–11 inches wide 10
2–6 inches wide 15
Less than 2 inches wide 20


The big thing that makes it harder in my opinion is that if a player can always heal themselves and the GM is really looking to create more of an emotionally vested game. The players never get that feeling of dread if that is something they are trying to create..

Its more like this
Bad analogy but bare with

Its like driving a car and never running out of gas or Fear of the when the next gas station will arrive.

Now this can be controlled by the DM but you would rather see them ration it no blow thru it like a fat kid with a dozen cupcakes.


Well BAB and everything is straight forward

But in conjunction with feats it can turn rolling Damage and combat situations into nightmares

One example in some of the forums is take 8 feats and you can do like 2000 damage or something crazy this needs to be changed or updated to not allow some of this banana business to take place sure people can powergame and hit all the time. But lets Cap the number of possible Attacks to limit craziness... I am not including situational attacks either.


Reduce the Feat List
Create a Book Solely on Mechanics and Optional Mechanics
Simplify BAB and AC
Simplify HP and Damage while improving Armor Ratings


He would only get 2 AoOs also when the enemy Runs at him 1 at 15ft 1 at 10 ft


Focus Shot would Not be Used during the AoO
Deadly Aim could only be used if it was activated at the beginning of his round during attack Phase
Point Blank is always on so it would be used


LOL I have never seen it as a problem I have had a group burn an entire wand in one sitting and they said NEVER AGAIN... it was 750 gold they didnt make up the difference adventuring and one player used most of the charges... I think it handles itself quite well... Plus using a wand can make you a target.


Wait Wait I have a great Idea:

Lets take the duelist class and Merge it So it looks like this

SwordMage

1...........Arcane Pool, Spell Combat, Cantrips
2...........Spell Strike, Grace
3...........Magus Arcana,Parry
4...........Spell Recall, Far Step
5...........Improved Reaction, Combat Expertise
6...........Magus Arcana Riposte
7...........Knowledge Pool, Canny Defense
8...........Greater Spell Combat
9...........Magus Arcana, Acrobatic Charge
10.......... Fighter Training
11

Just an Idea, Merging the Duelist and the Magus as one progressive Class
Losing the Armor Proficencies and gaining the Parry and Riposte when not using Spell Combat....

Just quick light bulb that hit I am sure it needs tweaking


Well in my opinion not that it matters I totally agree that wands are just way way way way way to Abundent... My example PFS

You walk into a group they take inventory.. Who can use this Wand of Cure Light Wounds

Cleric gets handed 3 or 4
Monk walks into the part who can Cast Mage Armor, I can why... Here cast this on me before battles... Wand of Mage Armor...

In yet another group first thing a Ranger did before combat was cast Gravity bow from a wand First round of every fight.

I mean wands are cool they can be helpful but WOW.


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We definitely need to take a step back and let Paizo catch a breathe and do something completely new.

Take all Major Mechanics
Feats
Skills
Combat
Class Skills

Break them down and develop a book that shows us better depth on what is expected of their use. Honestly I have seen 75% of these Forum questions start off with a question and then it wanders into 10 other discussions.

I would definitely buy this book and I am sure others would to but we need to stream line a bunch of this stuff with strictly the mechanic the rules that relate to them and what stacks and what works.

I know this may get a few votes and it may get blasted but it would really be a nice addition.


Cheapy this is getting more and more messy... We really need a Book like Ultimate Mechanics where they just go thru each feat and skill and break it down with clear can and cannots and clear math mechanics


Benefit: When you use Power Attack, you gain a +3
bonus on melee damage rolls (instead of +2). When
your base attack bonus reaches +4 and every 4 points
thereafter, the amount of bonus damage increases by +3
(instead of +2). In addition, the bonus damage from this
feat is doubled on a critical hit.


See I was going to agree with you until I read the Mythic Power attack feat today...

The mythic feat clearly states it is multipled which made me wonder if it was changing something.


I was looking around and I can not seem to find where it states it does.


Remember there are poisons that require Consecutive Saves those are the good ones... Since it requires more than on you would then be able to use them as per Option 2

Here is how I see Poison working

Round one : Attack hit
Beginning of Round 2 on the Affected players turn Now he rolls to save

This at least creates a chance to increase the DC.

Now if it requires consecutive saves then you can start adding up the dc one round behind.

At least that gives you a chance to make it worth while.


I just had this happen with a player in my game... It was rogue vs Ninja... He min maxed his character to great at a few things suck if not have nothing in anything else.

So I sent them to this Rogue Temple and they were competing in a competition... One guy used every skill he put into his character he was sweating pressured and it was funny... He won the challenge and the tweak er lost...

Later the Tweaker was blasted by Color Spray from his own party and beaten to death by hill giants. the Rest of the party lived...barely.


You read it how you want Deadmoon and I will my way... Looking at all the rules and everything and unless it has the word Natural in it. It would not be considered a Natural 20 meaning it will not work. I understand both sides of this conversation. But everything I have looked at to compare it... It is not a Natural 20... There for it would not work with Vorpal with out a Roll. But I can see it being argued the other way so, in everyone's interest FAQ it. But as it stands the Cost of the item and ability to do in no way add up.

So if you want to state an opinion that is fine but do not tell people they are wrong just because they actually compared it to several other things and not one of them get classified as Natural 20s.


No actually Looked at everything from skill checks to Different Feats

Natural 20 Means it was Rolled... Period End of Story

Taking 20 does not count and then there are abilities like in one of the bloodlines which is a perfect example of this Flash ability
Your initiative roll is treated as a 20 and you never have to roll.

The bottom line is that the only abilities that allow you to create a Natural 20 are Mythic Powers


BAH force nothing let them run...

You do realize they are playing into what you want... You want them to run you want them scared and then you royally Piss them so they want nothing more than to hunt down the guys who framed them because they burned down their barn!!!

Its playing excellently... You did great... You imposed an amazing emotional response and I commend you for it. Now give them a reason to want to go back... Build on that fear and turmoil. You got the makings of a great game. The Army can be after them assassins from the royal family could sent. Make them angry that they can not get a good nights sleep til they are fed up and want to go end it.


Ok a few things to remember if Detect magic is active and you walking around invisible you can easily be tracked within 1d6 rounds.

Secondly if you choose for an Arcane mark to be visible. It will not turn invisible without something to mask it or cover it up. Then a Detect Magic will reveal it.

So things to rememer
Lingering Auras
Location of the Mark
Did the caster choose Visible or Invisible marking

Here is the spell
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


It really doesnt Destroy the body think of it waking up possessing the body and twisting and warping it to the original form of the grave knight while mentally it possesses the Individual Taking over.


OK I did some looking into and that Cyclops ability is actually not a roll. It is automatic take a 20... It is like any character taking a 10 or 20.

This ability does not work with that Vorpal weapon.

Further into my searching I noticed a few things. Granted the Mythic is still in play test mode but comparing it to other things it is the only Abilities that have "treat it as a Natural 20"

Natural means normally it fall under this
1. Rolled
2. Can not be augmented to reach resulting roll
3. Mutliple rolls and choosing 20 is still natural while Taking 20 is not.

This is actually not broken but can be an OH crap button.


I think Honest the 3rd Party people develop a lot extra class variations... But for what you are talking about. May an Ultimate Class guide where you can develop your class with a clear set of rules like the Ultimate Race guide...

What I would like them to do is take a 1 year off from the books Go thru Clean up everything and release New Edition that clears up a lot of the arguments that go on the forums...

Maybe Ultimate Mechanics... So they can go thru each skill and develop them further for us to get a better understanding and a better use so these forums can get more productive instead of Munchkins in 60% of them


Cross Dressing Goblin Rogue that Fights with a Spoon as his weapon of Choice...

Player actually attempted this and got thrown in Jail and then rolled another same session... I used this critter to beat the party down good in an all goblin melee... Now that was funny!


Caster Level Stacks only if the class grants the ability +1 Caster Level

Example Arcane Archer and Arcane Trickster


Throw in some Mythic levels and give them a run for their money!


You guys do realize a 1 or 2 is Animal Intelligence and even they can be trained and have reasoning.

If you want to take it back further 6 is the lowest allowable int you can have which would put you at more of a child like understanding of the world.

Barbarians are the only ones in 2nd edition that could be Below that.


Because Doctor Sounds cool! He didnt get his PFD Pathfinder Degree for nothing!

Dont forget a Hack Saw and an Iron


Hey Arkwright, nice item... But it wont function in an Anti Magic Field. All Summons wink out and no items can be activated.

Very cool item though


Rogue with Smoke Bombs get total concealment blocks most forms of vision and with the Stealth errata can get Sneak Attack in with reasonable ease at lower levels. Giving them a great advantage in most fights. Color Spray will fly blind... The bane of all is Magic Missile. it ranges every single ranged weapon and if rolled decent will take weaken most classes before they get close enough and when they do Shocking Grasp to death...

But I think I still favor the rogue.


Agreed!


GO grave robbing a Tomb of an Ancient Warrior that was feared and Honored... Get that thing put on... Wear a Glove and no one knows your the One Hand Bandit!


I think why they did it is to balance the System Dex does so much already you are now putting str in a position as a dump stat for everyone at that point.

I think the ruling that it does not carry is a good one because this would basically tell everyone Str is worthless go Dex LOTS of DEX

I dont believe that should a good practice at all for any game, You would see Fighters with a 10 Str and a 22 Dex... its like Really?