wierdo, It sounds to me like you should go to therapy. If your worried that they'll just tell you to stop playing RPGs. Don't be, just explain how RPGs are a positive part of your social life, and you just need their help to get perspective to make it better. Any therapist that is unwilling to help you fix the problems YOU want to fix is not very good. So just take your buissness elsewhere. The trick for me with overcoming the stigma of getting help, is one of choice. I'm choosing to become a better version of myself by whatever means. Not hiding and getting by hopping no one will notice and make me go to therapy. In any case don't get the help you "need", get the help you want.
As many as you want is the short answer.
Now leaving your world open to the existence of more deities later can give your world something to grow into later. However dumping scores of gods at your players feet all at once is an excellent way to have all that work and creation ignored.
One of the most fun characters I ever played was a human barbarian with unarmed strike and improved grapple. This was also a game that never made it out of 1st level. I spent the whole game getting into trouble, and since I wasn't drawing steel the worst that would happen is I get knocked out and spend a night in jail.
I've found a post about this in reference to spells with a casting time longer than a standard action. It wasn't diffintive, but consensus was that spells like enlarge person (normally a full round casting time) when cast as an alchemist's extract were reduced to the standard. However, while creating a gnome alchemist, I was looking at the spell burst of speed, and it has a normal casting time of a swift action. The spells effect would be greatly reduced if the casting time reverted to the standard that all extracts are supposed to take. While it is still better than a normal double move for a gnome; the gap between an alchemist caster vs. anyone else would be very significant. Anything I'm missing that makes this spell as good as I want it to be? Or am I over thinking it? From a flavor stand point I like the idea of a false tooth or cyanide pill with this spell in it.
My suggestion:
Above all stay calm! The best threat, if you mean it, is to not play anymore.
Lemmy wrote:
This right here is the way to go. As a frequent rogue player. Playing a thief can be a lot of fun.The one thing a GM has to be sure of is that the Player is motivated by Character flavor more than straight greed. When I steal as a player I'm not interested in making the game into "everyone sit down and watch me rob the city blind with no consequences." That:
A good example is the quintessential scene of the Rogue unlocking the chest or looting the bodies and trying to pocket some of the wealth for himself. If your other players are in on it and your not cheating the rest of the party a significant amount, then the other players are often more willing to forgo their perception checks. In any case don't be afraid to talk to your player on the why's and the implications of theft. Any part of the game that becomes GM vs. Player is in most cases annoying, distracting and ultimately pointless.
A point I would make is if you can trust the GM not to screw you over when it really matters, and the flavor makes the battle more memorable or cool. Let it slide.
The real magic of the wrist sheath is that it lets you hide a dagger or similar sized object in easy reach. Where normal objects hiden on your person cost a standard action to retrieve (unless you have quick draw) The wrist sheath alows you easier access at the continued cost of AoO provocation. The only question in my mind is can you draw your item as part of a move? I would say definitely if you have quickdraw. But that may not be official.
I like what I'm seeing so far. I found the Laws of Man especially interesting. It just makes me a little sad that there is no agreed upon origininator of something like geometry. I know it seems like small patatoes when compared to magic and the gods, but not every grand construction is held up by magic. You use applied geometry. Keep it coming if you can. This is great.
Certanly one can be invisible and not stealthing.
I've been watching the Cosmos series again recently, and I am struck with the overwhelming desire to create a character based off Carl Sagan. I notice in the series that he repeatedly makes mention of the great thinkers who struggled with and made progress on whatever topic is at hand. It got me thinking who or what minds have brought Golarion to the current roughly renaissance period? And what prominent figures shape the intellectual future? And how have they affected their fields of study? There seems to be a large number of political, military, and religiuos figures, but mathematicians, philosophers, and scientist are more scarce. I understand that paizo would want to leave us, the consumers, room on the canvas. Especially with magic since everyone has their own idea on how it works. Let me know what I've missed, or what stories have you come up with to fill in the blanks?
You don't have to answer the last question.
It's also a way to keep pesky ranged characters within charging distance. I rationalize it as precision damage. Not so much as hitting harder, but aquiring the ability to deal more damage through better placement which is only afforded at closer ranges. Just remember there are a lot of rules that are like scabs. Picking at it only makes it worse.
I'm playing in a gestalt game set in Golarion were the cults of Urgathoa and Rovagug have teamed up to break the biggest bad out of jail.
I'm the only character that isn't thrilled to be a child of a god. So Paladin while good on paper isn't likely at the moment. I was thinking Inquisitor with the animal domain combined with boon companion.
Thanks Tels for the input. I may just opt for Fury's Fall. It strikes me as an example of having better footing. And means I'm less likely to fall over when I fail those trip attempts.
Hello Paizanos, I am working on a Monk build for the Ruby phoenix Module. Whose central conceit revolves around a tournament that pits the best in the land against each other for a chance at a veritable trove of treasure. Characters are 11th level, standard starting gold, and 20 point buy. Two traits though one has to be regional. Also the players aren't allowed to talk about their players before hand so I want something self sustaining. I'm thinking it would be fun to run a Monk of the Empty Hand. Taking peoples weapons and busting their faces in, and while I know it's impossible to be the answer to all problems I wan't to hedge as many bets as I can without sacrificing the effectiveness of my combat trick. Any suggestions on feats and magic items would be greatly appreciated. So far my stat block is STR 18 DEX 15 CON 12 INT 13 WIS 14 CHA 12
My feat short list is at 7/10:
Race so far is Half-Elf for Skill focus Bluff to help my feinting. Also I see him as a wanderer someone with great skill and talent but who lacks the reverence that most confuse with discipline and honor. A mild sort of Jackie Chan. Also planning on making use of Use Magic Device so Wands and such are on the table. Thanks in advance
another way to think of it is that the cool down time of each dragon type still has to tick down in real time. for example I morph to red dragon breathe, then I morph blue then breathe, If I ever go back to red then I'll have to wait those 1d4 rounds as a red dragon before I can breathe again (not necisarily consecutive rounds mind you). In practice, depending on how vast the spell recipients knowledge of creatures with potent breath weapons is, there may be little difference as the player will probably get a fair amount of ones on that d4 (or what ever other die) before he must suffer through the down time.
Hello< I will soon be playing in a 17th level module the role of healer has fallen to me. I have decided to try for the fastest cleric alive.
Your help would be greatly appreciated.
on the topic of item number 2.
its a good way to flesh out a back story. gives you NPC's that they theoretically will care about or at least want to deal with. A way to motivate the players to use this device is to allow them to call on these characters for assistance monetary or other wise. DM discretion of course.
As far as I can tell. inspired command and inspire courage overlap.
Personally I agree with you. My suggestion of ways to convince your DM to allow it:
Good Luck
This is awesome. I just hope that all the players are ok with failing. Not in a combat or ultimate goal sorta way. but for instance if role played correctly the other NPC's will quickly learn to hate these stupid selfish a$$holes and not co-operate and prolly die.
Still kudos and good luck
Drack530 wrote:
Probably. The issue is that you are Reducing the drawback of a low STR and the more you allow characters to have dump stats with no or little down side the more unbalanced it becomes. I'd say mechanically allowing one kind of weapon that is equivalent or worse than the scimitar is fine. As long as its only one kind of weapon that dex goes to damage with.But the flavor of the feat would require it be slashing. To take advantage of the WHIRLING dervish style.
Ok I'm playing a Kobold Sorc to Dragon disciple. If i cast chill touch and activate my claw ability; first is it only one claw with chill touch active? Second if i miss AC with the claw but i still hit the baddies touch AC would i lose the claw damage but still discharge the spell? Any other suggestions for this concept cause playing a kobold usually won't measure up.
One of the things iv'e seen done in the past in a slightly more frivolous game is to give said dumb character a wealth of anecdotes, mantras and sayings that don't make any sense by them selves but come to the correct conclusion. like say you as a player think your GM is trying to insinuate a spy for the BBEG in to your group. "mama always said never trust a man with too many pockets 'cause he might put you in one and take you away."
Perhaps you should be a LITTLE fast and loose with the stealth rules. Like maybe if he keeps moving to NEW places to SA from. Like climbing to the roof top and attacking from there. Then move to a new vantage point that the target wouldn't expect him to strike from. This may cost him turns where he is not attacking to reposition. When your a melee rogue you have greater access to flanking opportunity at the cost of vulnerability due to proximity.
I've been thinking of an optional system. where you can put on portions of your heavy armor to simulate lighter armors. Like only putting on the breastplate from your full plate armor. the question is how to balance this. and what if it's enchanted? does owning +3 fullplate mean you own +3 breastplate? I think not but i do think that front liners should have options when they have to travers the Marshlands, or the mountain top ridges. than to go full armor or no armor.
Joana wrote: If the PCs get around a planned combat by using skills (Diplomacy, Bluff, Stealth, etc.), then give them XPs as if they had won that combat (which, by avoiding it, they did). the only thing to worry about is if they then decide to fight them anyway. Though as a GM one can usually tell if they are doing it for extra XP or for story related reasons, and act acordingly.
A problem might be that some of your characters aren't as interested in non-combat challenges. If they don't take the XP cheese, then they may get more and more alienated from the group during these sessions where they don't do as well.
Bottom line listen to and respect your players, but ask that they listen to and respect you. you'll have less problem moments and the problems that do come up will be easier to deal with.
I'm creating a cleric who grew up in a town who's only temple is dedicated to erastil, yet the character is a fairly nerdy goody two shoes. Now in a more cosmopolitan town he would have been drawn from an early age to a more knowledge based deity, and i seem him being so drawn later in life.
My GM gave the big bad of the session vital strike recently. During combat he interpreted the feat (which says that when ever the character makes the attack action roll an extra weapon die) so that the baddie used it for AoO's. As players the party raised a fuss about the rules as intended and not as written and he graciously backed down.
ok I just wanted to find out what requirements are insermountable and which just require a higher spellcraft check.
RazarTuk wrote:
Characters aren't standing still when attacking. Like, people don't fill a 5' square when standing, that's how we can pass each other in corridors less than 10' across. If you've ever seen fencers there's a constant back and forth going on, that's what the 5' squares represent. You don't need a feat to physically lunge, (how else do you attack with a piercing weapon?) the feat represents the ability to move and attack someone who thought they were just outside the reach of your weapon without dropping your guard (admittedly probably using a lunge).
Jeven wrote:
So people have to go through them to get them; if they weren't restricted, anybody could sell them. Also, I expect that they also specialise in transporting and distributing them in places where they are illegal.
Claxon wrote:
Have you heard of an old British series called 'The Prisoner'? It's less 'limits free will' and more 'surrender any and all personal autonomy and obey a eugenics obsessed near immortal in all things without question or be roasted by dragon fire'. *shudders* I'd take 'might be stabbed' over that any day. Edit to avoid double posting: Thinking outside the Inner Sea, I suggest (from best to worst); Koaling, Wanshou and Shenmen. (YMMV but I'm not a spider fan.)
DungeonmasterCal wrote: I don't see where RPing a sexual encounter enriches the gaming experience... It's something of the most intimate nature and unless everyone is on board it shouldn't be done. It often just becomes a puerile, childish snickering, giggling mess of crass remarks and crude jokes. If you're group act their ages (assuming they're adults)then this shouldn't be something brought to the table at all. I defiantly agree that it shouldn't be done unless everyone is on board (basic rule for anything sexual in any context), but in this thread people recounted times it enriched the game for them. I think if everyone is up for it, it can add a lot to a game the same way sexual subject matter can be used in every other form of story telling. I mean, a bunch of the most important fantasy series of all time feature it to some extent. Hell, even if it is puerile and crude, there's a place for that in gaming too. On the other hand, I think the idea of a grownass man getting mad at their friend for not wanting to write and perform erotica for them is ridiculous. That guy's lucky you invited him back.
Apparently a lot of Besmera's priestesses are just prostitutes with a 'Pirate Queen' costume and a holy symbol.
Makarion wrote:
I'm sure I read that her evil temples sometimes used prostitutes to gather blackmail material ect. Calistria's relationship with prostitutes is a really interesting element of Golorian; they can't be so marginalised when a major world religion is actively promoting the profession. Basically, Jack the Ripper wouldn't have got far when the church of vengeance was looking out for his preferred victims.
Yqatuba wrote: The reason I picked Monks and (anti)paladins is due to their disease immunity which would certainly come in handy (ok, the antipaladins are immune but still spread disease however being CE I doubt they care). Given that temples are where you go for 'remove disease' spells, I wouldn't be too worried about that aspect. Although, it does open up a nice business plan for Evil temples; one service creating demand for the other.
Gods are able to res heralds. Inner Sea Gods wrote: The Stabbing Beast does not believe that anything other than its master can kill it, despite mortal records that show it has been killed in the past; Norgorber wiped its memory of these failures when he resurrected his herald. I guess Sarenrae just like, didn't.
Interview with a Gorumite
Jinta Marius is a powerfully built human woman of Cheliaxian decent, originally from Molthune, although her height and stature, along with her clear blue eyes could be signs of some Kellid ancestry. When we met for the interview she was wearing the spiked plate mail associated with her faith and carried a plain but well crafted bastard sword on her hip. The symbol of Gorum, the sword and mountain, was depicted in a large hunk of wrought iron and hung from her neck on a heavy chain. She had agreed to the interview in exchange for me recommending her Company to a former college of mine looking for experienced mercenaries, although she made it clear she would have preferred to spar for it. We began the interview after brief introductions and greetings. Transcript as follows:
So you can channel healing energy?
I ask because most Gorumites I know prefer destructive energy.
Your brother? Does your family also worship Gorum?
Could you talk more about that? About how you found your faith?
There are several gods of battle. Seranrea obviously, but also Iomade and Torag. Even Cayden Cailean. Not to mention various Empyreal Lords and Archfiends. Why choose Gorum?
About that, does it concern you at all that Gorum is indifferent to the reasons for conflict? That he doesn’t seem to care about good or evil?
And which battles do you pick? How do you feel about good and evil?
Interesting. Putting aside good and evil, Gorum is known for not taking sides in mortal conflict. How do you feel knowing your god may well be supporting your enemy?
And when you come across another Gorumite in combat?
Gorum asks his followers to be forever seeking battle. What do you do when there are no wars to join?
You don’t ever want to stop? So you won’t know peace until death?
It doesn’t bother you at all that your faith condemns you to conflict for eternity?
You sound quite dismissive of the Stag Lord and his followers. Do you have any thoughts on them, or the gods and followers of any of other religions?
Thank you for your answers. Is there anything else you’d like to add?
I was thinking about different characters interpretations of their Gods and religion, and thought I could use it as the basis for a writing exercise practising voice and character. I decided to come up a group interested in religion on Glorian as a format thing. They aren't really for anyone exactly, but I thought I'd share it here in case anyone is interested in reading it. Feel free to use any of the ideas in your game. I don't mind getting any writing feedback on these.
Details of the group and its members: Fellowship of Divine Truths:
Fellowship of Divine Truths
An interfaith society dedicated to the cataloguing of the various forms faith takes, with particular attention paid to obscure faiths and practices though all perspectives on faith are valued. Based in Absolom, all three founding members are still the most active, though the society is slowly growing. Members
Others
First up, Gorum. I'm thinking Groetus or Zon-Kuthon next. Edit: I should clarify, I'm not saying that the views expressed represent the only, or even typical attitudes of followers. I might even include multiple different interpretations or overtly heretical ones.
HWalsh wrote:
Yeah, I'll be that guy. Batman actually determined that they were reasonably equal in close combat, and that determining a victor would leave them fighting all day so they decided to find an alternative. No official ruling exist as to which is better. Nerdy pedantry aside, I have no issues with your argument, though I can also comfortably cite many example of fiction where people can judge peoples' skill in combat just from a stance, or the callouses on their hands without even getting in to combat (pretty much anything with a katana in it). I'm fine letting my players find a middle ground between the too extremes.
Psiphyre wrote:
While I still prefer 'One Step' as the rule, and have some confusion as to why some of the restriction were made and others not, that does work as a compromise and fits neatly with the rarity system. If those additional alignments were marked as 'uncommon' then players and GM would know that it was both unusual and depends upon the GM's discretion to allow. If they did want to branch out with some gods, they could mark those further out 'rare'. It should also lessen the number of people being told that their character is wrong.
Feros wrote:
Sweet, hadn't seen that! Guess I've got some more reading to do! Thanks for mentioning it.
Kalindlara wrote:
I think the argument (other than the one I listed) is that she presumably shows no favouritism, either to the cause of Law, nor to the individual souls of Lawful mortals, because if she does the entire why the multiverse works breaks down, both in a game setting sense, and probably literally from an in world perspective. Of course, you could argue that she does this despite her own personal preferences precisely because it is her duty and is very important (and the fact she gives souls to daemons and Urgathoa despite her hatred for them supports this.) That's my LN Dawrven Cleric's interpretation at least. I do see the other side though, that the court less 'judges' souls and more sorts them, in the same way it isn't necessarily a lawful act to call a spade a spade, and they just keep the flow moving as best they can. When Pharasma is actually called upon to do judgement, she doesn't just pull out a copy of 'Da Rules', she looks at the soul individually, and is comfortable with making judgement calls on the fly and acknowledges that flexibility is often needed to best accomplish her task. In short, adopting a balanced approach to Law and Chaos in her actions.
PossibleCabbage wrote: I believe that philosophically where CN conflicts with Pharasma is that Pharasma is about in-part about Fate and CN is in-part about self-determination, and moreover Pharasma is has arranged an orderly hierarchical system for the dissemination of souls according to "where everybody fits" in order to keep the universe running well, which is hard to reconcile with "maximally chaotic." Desna also believes in Fate, both temper it with belief in free will. The fact that Desna favours one, while Pharasma balances the two is what makes Pharasma Neutral on the law/chaos axis. If Pharasma is all about orderly hierarchies where everyone fits to the degree of excluding worship, that sounds like a lawful deity to me. I still don't understand how permitting privileges to one group and denying them to another can be considered being neutral towards either group.
Yossarian wrote:
Well, I DO enjoy the debates! (clearly) As I said before my problem is one of consistency more than anything. Well that and I'm against systems that restrict player agency when coming up with character concepts beyond the purely mechanical.There just seems so little rhyme or reason to why certain deities preclude certain followers, when others allow it in similar situations. Especially when there are usually cannon examples in official material of concepts that don't fit the mould. I guess one way of interpenetrating it is narrowing the scope of what the different alignments mean. As in, CN can now be defined as an alignment in which it is not possible to follow Pharasma's religion to her standards. But that raises the question as to why, nothing about the CN alignment seems to demand messing with the dead, or taking a particular stance on abortion. (although, admittedly, I'd rather not debate that topic; very loaded. So if you disagree, I'd rather accept that and move on) You could argue that Her prophecy domain implies predestination, which you could see a CN character objecting too, but then Desna is also a godess of prophecy.
CorvusMask wrote: Like I said, the way I see it is that while Zon Kuthon is evil, he doesn't really care that his followers are lawful evil as long they are one of them(he wants them to either want to feel pain or want to inflict pain, if they want to do both then good) Except he turned a nation of barbarians who had horses in to an oppressive totalitarian theocracy demanding absolute obedience, perpetually shrouded in secrecy and shadow, rather than just asking they 'occasionally hurt themselves or each other, either ways cool'. He has a vision of a world of darkness, suffering, bones, tears and blood filled with constant pain. If you say a cleric is only those who can participate in all the rituals and believe the entire doctrine whole heatedly, how can he have neutral followers. Why would attending his gatherings not force you to participate in the humiliation, degradation and suffering of an innocent any more than attending a feast of Urgathoa would force you into cannibalism. I feel the Lawful deity is the one more likely to demand that the full extent of their doctrine be enforced than the Neutral one.
The Gold Sovereign wrote:
No, nothing stops a GM from house ruling for more freedom, but nothing stopped them from house ruling for restriction before, but there a big difference between a group saying 'We don't allow this option, because our specific group has more fun without it.' and a publisher saying 'We are taking these options away because... no.' You could have always made your created god grant spells to who ever you wanted before anyway, but I assume we'd all rather follow the rules when they don't prevent fun, hence celebrating the fact the rules don't specifically prevent you from creating that god. I'm not opposed to lifting some restrictions on who can get spells if it makes sense (like for Nethys), but that has not been the case at all; every alignment is still within one step, but some have been taken away. PFS isn't a reason to remove option from the general rules. It's not a PFS document; They include so many options unavailable to PFS character, for instance, every Evil God but ZK and the reaper of reputation. They can just state in the PFS rules 'you cannot be an evil PC, or a cleric of an evil deity (except, inexplicably, Zon-Kuthon or Norgorber)'. The rules still support Evil PC, they just support neutral PC less now.
Rysky wrote:
Yeah, I know. I was demonstrating that point by swapping words from a post that was applying the logic the other way. And no, kink=evil is probably my least favourite thing about pathfinders deities. Also that recreational sex seems to be trending to a chaos thing, minus one NG Angel and one LE devil. Maybe that's why so many of the Law deities seem a little up tight.
Kalindlara wrote:
Off topic I know, but yeah, I was so eager looking over the starfinder deities hoping to see Dou-Bral (and maybe Noctalia), but no sill Zon-Kuthon. I was also hoping 'the thing' that corrupted him might be a separate deity now, serving as the thematic link to all that 'space is big and cruel and scary and alien and I want to go home' sauce that they might want a little bit of.
"I guess what I think is that Urgathoa does not take an active role in her followers appetites in any way, so as long as people are eating lots and sometimes becoming undead, I think people who have clear and hard boundaries on their tastes (and respect the same in others) can manage there, even if they are not exactly common. It could be a sign she's self involved and respects the same in others. But ZK? If you're just showing up for the kink orgy, you're eventually going to get pushed in the direction of kidnapping, burning ghettos, and torturing random people with needles so you're either going to become evil or you're going to get out of the cult (possibly as an art exhibit)" Its the inconsistency that annoys me as much as anything. At this stage I'd rather all deities were 'Exact Alignment Match Only' or it went back to 'One Step'. Obviously I prefer the latter, as it gives people more interesting options and 'cleric of <blank>' isn't all you need to hear to understand what the character'll be like, but at least it seems based on solid logic.
Yeah, I can see that. I'd want Orc added as core, even if dripping with disclaimers saying 'not meant for good PCs' and 'attacked on sight in most places' to give half-orcs from orcish backgrounds a stronger base.
PossibleCabbage wrote:
Revelling in suffering and misery and loss is a big part of the creed. Paraphrasing the above 'No, I don't go in for the whole kidnap, torture, non-consent and purifying the weaknesses of fear and joy part. I'm just in it for the kink and body mods.'
The Gold Sovereign wrote:
Ok, I can see that argument, and will address it in a moment. First though, It really should be about the player. It is a game for the players; The deities aren't having a worst time because players are choosing to make a cleric of a different alignment. It's different if it is making players miserable, but with any gaming group if any aspect of any character is making other players uncomfortable it shouldn't be allowed at that table, but I find it hard to believe just knowing that other groups interpret a deity's religion differently within the rules affects someones enjoyment of the game to a significant degree. I do understand that a rich and rules supported lore does make a game better, and this could be part of that. However;
Grimcleaver wrote:
1) If you don't count the Growing communities in the Iron Archipelago and on the Isle of Kortos for Half orcs, plus the popularity of half-orc gladiators in just about any city with an arena. and 2) I feel bad for breaking this to you, but you don't need to settle down or decide to start a family to create a child. Those drifters and outcasts need to do something on all those centuries of cold winter nights. How many half elves do you think a Calistrian could farther in 500 years of adulthood? Even one deciding that Bachelor's snuff was too expensive or they didn't like the side effects, and you couldn't exactly call half elves rare.3) Both Cross bloods breed true, I'm sure I've read your as likely to have only one or two similarly 'half' parents than be the direct offspring of a human and a member of another ancestry.
Isiah.AT wrote: Keep in mind this is a play test and paizo has given numerous disclaimers that this would not be final. They have mentioned that they still need help catching typos or how to better explain things... If you don't understand something, simply ask for clarity. I thought that was exactly what this thread was for...
PossibleCabbage wrote:
OK, last post I'm gonna make on this, as I'm sure no one wants to read me elaborating further. They currently do not exist, they may exist in future, I'm not clairvoyant, but not now. Non lawful monks did not exist in Glorian until those archetypes came out, and then they were retconed in to existing. Similarly, lightsabers do not exist IRL, they might in future but it is still correct to say that they do not exist. It does not seem useful to me to ignore complaints about the current rules or the rules implications for the setting, because they hypothetically might change. I don't know what changes may happen, so I can't comment on them, I can only comment on what is currently true. I do not like the tightening restrictions on deities and alignment, as I prefer games to emphasise player choice and creativity. I'm not saying I'm abandoning the system or company, nor trying to fight about it. I just don't think the change will fix the problem of poor/disruptive roleplaying, but will make some players unable to play certain interesting characters using Rules As Written.
PossibleCabbage wrote:
It sort of is, in the rules for clerics where it disallows them from existing. There is no equivalent table labelled 'weapons that exist on Glorian' with a big 'No' next to firearms, so that really isn't an equatable. Granted there may be a future archetype that lets them exist, but you can say that about just about any concern with the playtest. Additional rules may come later, but we can only express our feelings about what we have. Feedback based on assumptions as to what we hope happens can't be of much help to the devs. Also, a) why create that archetype in the first place if the reason for disallowing clerics of certain alignments was because you didn't want people of certain alignments getting spells from certain gods? ans b)why would you need an archetype to allow clerics to do it? just let them be within one alignment step in the first place.
MelodicCodes wrote:
It's easy to not have it for sale, but I don't want to have to tell a player they can't take Wand/Staff creation feats because I want them to be more likely to die. Still, resonance doesn't seem like a great system to me, especially how it affects alchemists. The party has to pay out double if they want any healing or buffs from them, and it reduces their attack options to do so.
Isiah.AT wrote: Due to these factors, most groups put alternative versiins in place Do they? I haven't really heard mention of anyone doing it. Honest question. It's also not something I've seen players struggle with, though I guess those who do might just be the people who pick spont casters, so maybe?
Almarane wrote:
Well yeah, you can say your character has traditional tats, but if you want that to actually mean anything (like being the basis of your spells) you'll be behind an actual human, who's character sheet reflects their background. I mean, I can play a half-orc and say I can see in the dark, but the game won't back me up on it till 5th lvl.
I do think you are overstating the problems with the totems, though I did notice a couple of things that stood out as very restrictive.
Edit: Oh yeah, Barbarians should definitely get Unarmed proficiency, especially if they have Animal Totem.
I can see advantages but you could get the same effect from giving Half elves and Half orcs a feat allowing them to choose human and elf/orc feats. I think the bigger problem is it makes them sort of fade in to the background. They aren't there, getting the full treatment other races are. If it feels like the CRB isn't treating them with respect, but rather as 'humans-with-a-dash', then you can't expect players to get as invested in them. Even if losing an ancestry feat isn't particularly unbalancing, it still feels like you are having to sacrifice something that every other option has just to play them; It still decentivises playing them, even if they don't actually play any worst. It's something that annoyed me in Dungeon World (not a game I recommend, btw), and it annoys me here too.
I guess the reason this issue sets my teeth on edge is it feels a lot like when D&D said you couldn't have CG PCs anymore, so I left. I don't want the system I left them for to go down the same road. Obviously this isn't as egregious, but I hate that whole line of thinking. I think the main line of the argument is that there are some players who act out and play disruptively, and this is somehow meant to stop that. It won't; they'll simply not play a cleric, or just play a legal combination of cleric and alignment and still be disruptive. It's fine for a GM to say I can't play an Evil PC or a PC who worships an Evil God, but it's different for a company to tell me my character concept is wrong, especially if they are a concept I've already been playing.
PossibleCabbage wrote:
Well, most of the people who are trying to break that system are NE (Daemons and Urgathoa. I guess also Qlippoth), not CN. And if she is so opposed to rule breaking beyond messing with unlife, why isn't she lawful?
A lot of the arguments I seen in favour seem to be mainly arguments for only exact alignment matches, but most deities still have some options. The one step rule was logical and consistent, but now it seems strange and arbitrary;like why does Phasmara favour law over chaos now, or why Ugathora won't grant spells to neutral followers anymore, but will to CE or LE.
Asmodeus' Unholy Barrister wrote:
Except that all the lore I have read indicates that Calistiran temples usually Do choose one of those elements over the other. So long as you don't actively deny another part of the portfolio (for example, A Calistrian advocating against vengeance or preaching abstinence) then I don't see why it would be a problem. Why would Sarenrea refuse a cleric who was more focused on healing people than hunting Rovagug cultists, or vis versa? Pharasman temples also explicitly divide aspects of their portfolio among its priests, with separate clerics for Midwifery, funerary rites and prophecy.
Actually, re-reading Gorum's entry, he seems more LG than CN; he's seem concerned with people doing battle honourably and fairly, and not mistreating the defeated. A paladin could follow his edicts and anathema! Maybe just adding something like 'seek battle' to edicts, or 'actively avoid a non-combat solution' to anathema would help a little.
I feel this is the rule that'll be most commonly house ruled out. With Anathema, I felt like they were creating a lot of opportunities for role play where there was a disconnect between your aliment and your deity's, but then to additionally also restrict alignment seems odd to me.
Righteous Mite wrote:
Yeah, and they're usually changed by it in some way; check Fechlings. Humans who got stuck in Shadow and adapted after a couple of generations.
Shiroi wrote:
I've never really thought of this being how a witch casts. It sounds more cleric-y to me. I always thought it was on the witch themselves to do 'heavy lifting' and the patrons merely taught them how, possibly provided a little power initially but not doing it for you. I agress that wizards do seem a little like physicists to me (which I know is only one interpretation). I tend to think of witches casting in the same way a chef cooks; there's undeniable science there, but it's as much an art in their hands.
I've always thought of gems as trade goods, along with other items of similarly standardised pricing, like spices and precious metals. I know they're not listed on the table, but it's not extensive. The game treats certain things as having inherent worth, with spell components being an example of this. Rather than a wizard insisting they pay 5k for a tiny stone, I can see them bemoaning that market forces making it much more expensive to use high level spells. As to whether you can use several dimonds as the component, I've always read it as one but that could just be a hold over. Honestly, I would probably still rule as much; if the designers had ment to open it up I'd have thought they'd change it to 'dimond(s)' rather than just remove the 'a', and being without components on hand is supposed to be a major disadvantage for casters, like a ranger losing their quiver. Still though, if they couldn't conveniently just retreat and return to town I might allow it just so I didn't have a player sitting out for most of a session or more. |