Wormcaller

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I just checked mine, and me four.


Dark_Mistress wrote:
Vaguely along the same lines, I always wanted to see more books and such devoted to mundane equipment. Cloths, everyday items, kids toys ect. One of the reasons ...and a 10-foot pole is one of my all time fav gaming books. But a book from Paizo about the pathfinder world on mundane equipment would be nice. And I am glad they have the topic included in maps, it is kinda silly when their not.

I'd buy this in a heartbeat. It would be a great book for the Pathfinder Chronicles line. ...And a 10' Pole and Aurora's Catalog are both great references, but a real Pathfinder equipment book would be awesome.


Hmm. Yeah. Not impressed either. I like the retro look of the 3x DCCs. :(


The aberrations book sounds interesting, but for my money, I'd rather see more of the "classic" monsters before purely a book on Aberrations - monsters like drow, trogs, sahaugin, grimlocks, Giants, etc.

[Edit: After looking at the open content list, add owlbears, stirges, djinni and efreeti to the classic list, as well.]

That said, I would love to see a Monsters Revisited book on Undead, Paizo-style (especially Golarian-style). That would totally rock.


Mistwalker wrote:

Morning,

I was wondering if there was any way to either get the PDF unlocked, or a player friendly version of some of the information?

What I am looking to do, is to give my players access to the information concerning Sandpoint and Magnimar -those that grew up there probably know a fair bit about their respective towns. But, I would prefer to remove all the DM information that is spread throughtout the texts.

What Tarlane suggested is exactly what I do. I just cut and paste the relevant sections into another doc, and then edit as desired.


Cosmo wrote:

I apologize for the missing book, and the inconvenience! I will get a Gazetteer shipped out to you as soon as possible. In the meantime, you should have PDF of the Gazetteer available on your My Downloads page. It should show up as shipped on your My Subscriptions page next week, after all of the subscription orders have been shipped.

thanks,
cos

Thanks, Cosmo - and thanks for taking care of shipping as well. :)

I downloaded the PDF right away, and tore through it. (Despite not showing up in My Subscriptions, it did show up in My Downloads. Happy days.) Hence the great excitement about having the book for our first session. But c'est la vie. We'll have more sessions.

Sorry for the extra posts. Message board funkiness. I'm going to see if I can delete the other thread that appeared then disappeared then appeared again.


Paul Ackerman 70 wrote:
Well.. this was my conclusion as well. I was just wondering if this was a common occurance. Is it something new? If it is a new error.. I thought it might be prudent to mention it.

I don't think its a new thing. I've seen the behavior before. It seems the board keeps track of your last thread, and I think it uses that reference when you submit. (On a casual inspection for the source of the form, it doesn't seem to have a reference to the post, so it probably uses a cookie or session value.)


Burt the Ogre wrote:


Sweet! This is just what I was hoping it would be. Waiting on my copy in the mail. Grrrrr......why didn't I subscribe?!?!? I could have the pdf by now.....

SavageRobby, we may have to start work on converting the whole works to SW. You interested?

Of course. :)

So as not to threadjack, I'm going to post my response back over in the Savage Pathfinder thread.


Burt the Ogre wrote:


Sweet! This is just what I was hoping it would be. Waiting on my copy in the mail. Grrrrr......why didn't I subscribe?!?!? I could have the pdf by now.....

SavageRobby, we may have to start work on converting the whole works to SW. You interested?

Of course. :)

(Grrrr. Board ate my post, and I forgot to Select-All and Copy it this time. Double grrrr.)

So really, its pretty easy to do the conversion. I think the only hitch will be the later adventures, when you'd be dealing with higher level characters - mainly the magical effects. Default Savage Worlds magic is so very tactical compared to D&D magic, which often has more strategic potential, especially at higher level/ranks.

My plan to address that is loosely formulated. :) I'm going to let players with Arcane Backgrounds create their own edges to allow them to expand their potential with given powers/spells, kind of like metamagic, for lack of a better term, but limited to a specific spell/power per application, but probably more generous in terms of what they can do with the spell/power. (Of course, this will only happen if they desire - and think to ask - but they may get some hints from the setting and some of the bad guys.)

I'm also going to let them create/define their own spells/power. I use the default spells/powers as a guide, but I really like Vancian spells - not the magic system, but the arbitrary nature of the spells themselves - so the more unusual and arbitrary the players define their powers/spells, the more latitude I give them. The more like "this is Bolt, using a Fire trapping" the spell/power is, the less latitude they get. :)

I also made up an additional Rank after Legendary called Mythic (at 200 XP), and if/when characters get there, I'm going to really let them loose on creating additional edges and powers and such. I don't know if that will be necessary, so I'm kind of playing that one by ear.

I did get the Fantasy Bestiary Toolkit to go along with Butch Curry's most excellent Savage Beasts PDF, and I've got copies of the various Tome of Horrors ordered and on the way, since Pathfinder uses those. Starting a Savage Pathfinder monster guide would definitely be a good place to start (and I think would fit nicely into the Savage fan conversion rules, and the OGL).


I downloaded the PDF last night, and spent most of the evening reading it. This is exactly what I'd hoped for. Ex-Freaking-Zactly. High fluff and flavor, low crunch. Very portable to other (*cough*Savage*Worlds*) systems. Between the Monsters Revisited and the Gazetteer, color me hyper-impressed with this latest batch of Pathfinder products.

And the content itself is out of this world. Age of Lost Omens? The Worldwound? The Eye? Geb and Nex? The tie-ins to familiar RW cultures and histories, not to mention Greyhawk parallels? I kept reading, thinking, "Brilliant. Thats awesome. It couldn't be any better." only to be proven wrong on the next page.

The PDF is great, but I can't wait to see the print copy in my grubby little hands. Man, I'm glad I subscribed. Sooooooooo glad. Me == happy.


Burt the Ogre wrote:
I have some of the books you mentioned. I am slowly combing through them figuring out what I want to bring in. If you could send me those ABs and Class Templates that would be cool. Send them to mcfarlandster at gmail dot com.

Sent! :)


Terok the Sly wrote:

How did you get these to enlarge so clearly?

Looking for tips on creating my own and these look really good.
Thanks!

Yeah, thats my question, too. I've tried to blow up the maps a few times, and they always pixelize something fierce. Those look much cleaner.


I'm not going to ask for them, because I can create them digitally and they should go to someone who can't ... but I wanted to pipe in and say thats a great offer, and cool of Paizo to grant permission for that.

PS - In the future, keep the digital files. ;)


Okay. New thread here!

Any word on the release? Late April, early May? (I should change my settings back if its May.)


This is a continuation of what we started over here.

Burt the Ogre wrote:

I hadn't thought about intimidate. I keep trying to get the players to use Tricks, but for some reason they don't. At first I thought it might not be right to use them against them, but it may be just the thing to make it more challenging for them and also to show the value of them. I'll have to check out War Cry.

I have 5 PCs in the group with no allies. They haven't picked up on using allies yet. Also, until I get a better hang of challenging them, its probably better that way. Sometimes its hard to always justify hoards coming at them.

Another thing is that right now I am only using the SWEX for rules. I haven't brought in any other edges or powers from outside. I'm working up a list that I want to add in. Any suggestions?

And I think you had a good idea in one of your earlier posts. We should probably start a new thread for this, about SW tactics and such. We don't want to thread-jack.

The hands down best way to get players to use Tricks is to use Tricks on the characters. Especially Smarts tricks on the less intelligent characters. :D

Five PCs are powerful. More powerful than they realize yet. One thing you might try are some ranged weapons, from a fair distance. Individually they often don't seem to do much; a squad of 10 are terribly deadly.

Here are Savage Supplements that I'd recommend:
* Fantasy World Builder Toolkit
* Horror GM's Toolkit (lots of great items)
* Shaintar Player's Guide
* Runepunk Player's Guide

I'd start with those, and maybe add the Fantasy Gear Toolkit. Even though its a 3rd party setting, I consider the Shaintar PG essential for constructing a fantasy world, if for nothing else than to see how they do it.) Also, Runepunk is listed because its got GREAT summoning/binding rules and an interesting way of doing racial edges (that the free Wizards and Warriors PDF from PegInc uses).

You should also definitely download Dungeons and Savages by Joel Sparks, and the Savage Beasts by Butch Curry.

The rest of my suggestions would all be based off settings, and obviously, these are in order of applicability. You can do either full Setting Book or Player's Guide on these, depending on whether you want the whole setting or just the character-relevant info.

* Evernight
* 50 Fathoms
* Soloman Kane
* Deadlands
* Rippers (iffy, but has some useful stuff)
* Low Life (iffy, but also has some useful stuff)

I mostly plunder edges, hindrances and additional powers from the settings, but occasionally there are cool flavor bits, new ways to handle Arcane Backgrounds, or even some additional rules (50 Fathoms has cool rules for carousing and trading, for example).

I have a collection of edges, hindrances, powers and equipment that I've collated from various sources (free and not), and a series of Arcane Backgrounds (Sorcerer, Wizard, Druid, Cleric and Monk) and "Class Templates" (a suggested list of skills and edges to emulate D&D classes) that I created to help SW "feel" more like D&D, specifically Pathfinder. (Actually, I started them to emulate more of an old school, 1st Edition feeling, but thats how Golarian feels to me, so it works well.) I could probably share the ABs and Class Templates, but the other lists contain too much copyrighted work to share.


Clark Peterson wrote:

This is a possibility. We still need to work some things out.

But I think a "Tome of Horrors: Pathfinder Edition" would be cool. In print. Paizo layout style. The monsters get a polish and some Golarion specific information in the monsters themselves, perhaps.

I think this would be a killer products.

I'm talking with Erik about it. We'll see....

Wow. I'd definitely buy it .. and heck, I don't even play D&D anymore.


Burt the Ogre wrote:

That's pretty much EXACTLY how I have run things so far, swarms of goblins and gang ups. I think everyone expected them to go down like that.

** spoiler omitted **

I like the Hardy idea, but I don't want to start giving that to everything. I have seen on...

I've given some tougher monsters more wounds. Usually I start with Hardy, then decide if I want them to have more wounds or not. I don't give out the Wild Die to anything but Wild Cards, though - just like I don't use GM Bennies on anyone except Wild Cards.

Spoiler:
I would be tempted to give the Sinspawn Hardy. In fact, I probably will.

Another thing to remember to use are Tricks and Intimidate and such. One of my favorite edges (comes from Evernight, I think) was War Cry - basically, it allows Intimidate in a burst template.

Sounds like you have the hang of it, though. One thing I've noticed is that more PCs (or Wild Cards) really swing things (we usually run with 6-7). How many PCs (plus allied Wild Cards) do you have?


Burt the Ogre wrote:


My group just started a Savage version a couple weeks ago and it's going great! So far the only complaint is that I have been treating most of the monsters (like the goblins) as extras, and therefore they are pretty easy to kill. I'm fairly new to Savage Worlds. Any tips or ideas on how to convert d20 monsters over and give them some staying power?

Thats great. SW is such a great system. Maybe we should start a thread somewhere about it? :)

Until then.... Most of the gobbos should be extras, except for maybe a few special ones. But use at least a 2:1 ratio for the gobbos to PCs, have them swarm individuals (especially weaker ones) - and don't forget the effect of Gang Up bonuses (4 goblins on a PC, +3 attack for each - it can get deadly, quickly). Plan to use more extras than the module calls for, and if the fight gets out of hand against the baddies too quickly, just throw a few reinforcements into the fray. :)

Remember, too, that Savage Worlds isn't based on the D20 4-5 encounters model, and that even a lowly goblin can (with a lucky roll or two - and I've seen it happen) take out a PC. So there are no "incidental" encounters - even a single lucky goblin can force characters to burn resources, sometimes significantly. Also, its very pulpy - so extras should go down quickly, but PCs should deal with them in droves. So while that horde of goblins might not seem like they're doing anything, they certainly could, and they're probably forcing players to use bennies - and providing good fun getting slaughtered by the PCs in the process.

One of our first real eye-opening experiences with SW was a combat with 6 PCs, a half-dozen useful allies (and a tons of non-combatants) and a swarm (20-30) of goblins, including two spellcasters. It was a blast - and took us about 45 minutes, IIRC, and we were GREEN with the system still (maybe our second real session). That combat really changed my mind about how systems should play. As a DM I realized I didn't have to fear that a large combat would dominate a session - in fact, we've had combats with literally hundreds of foes on the board (that last 30 minutes, sometimes more), and despite the PCs usually chewing up the bad guys, they're always interesting (and nerve-wracking) because of the danger that single combatant can get really lucky and cause 8 wounds in one hit. (If you haven't seen a mook roll 40+ points of damage ... well, it will happen - and its amazing to see.)

Eventually the AP will call for the gobbos to fight PCs in conjunction with more powerful folk, and thats where you get to see a mixture of mooks and Wild Cards opponents shine. Use the mooks and meat shields (again, swarm and Gang Up where appropriate) so that the bad guys can roam around behind the scenes and do what they do best.

For other creatures, look at the monstrous edge Hardy. Its great for badder creatures that you don't want beaten with just two Shakens (it requires a real wound for the beastie to go down). It works really well on higher toughness creatures, and devastatingly well when they fight in packs. Also, every now and then, give a baddie or two First Strike. Players never expect it. :)


DudeMonkey wrote:
DudeMonkey wrote:
At this point, there's no evidence to think that the license will strangle 3rd parties.
How wrong was I here?

Kudos. You're one of the few I've seen come out and admit that.


I just changed my shipping preferences to get this ASAP as well. I was looking forward to it before, but after reading the Classic Monsters book, now I'm REALLY looking forward to this baby. (And we're starting a Savaged version of Rise of the Runelords on May 3.)


farewell2kings wrote:

Long out of print, I'd love to see Planet Stories take on one of my favorite pulp authors.

I'd love to see these. I wish I knew what happened to the full set of paperbacks I had some 25+ years ago. Fun reads.

Someone has reprinted the first book, but the rest of nigh-impossible to find in decent condition. I'd definitely subscribe (or at least, buy them all) if this were on the plate.


Wicht wrote:
DaveMage wrote:


This could be a big, BIG win for Pathfinder long term.

WotC may have cut off their nose to spite their face with this decision. Time will tell.

The more I think about it, the more I think this is likely going to be correct in the long run.

I think you're dead on with this. In fact, the win might not just be long term, but short term as well.

Assuming Clark's take on the GSL is correct regarding mutual exclusion being at the company (not product level), then companies that want to continue producing 3x products, for whatever reason, may find that throwing in the the Pathfinder RPG is the best way to continue to produce 3x material for an ongoing, supported system. (I know to many a "supported system" doesn't mean much, but to others its of huge importance.)

Think of the bigger companies that have OGL products that are big pieces of their business: Green Ronin, Mongoose, Troll Lords and Monte Cook - and doesn't even Goodman Games have OGL products like DragonMech, XCrawl, Etherscope and Broncosaurus Rex? (I don't know how many of those are current or OGL.) Then think of the smaller publishers that might not be able to afford shutting down their current 3x revenue streams to produce 4x material.


I posted in the product thread, but when I saw this announced I had little interest, and almost temporarily canceled my Chronicles subscription to skip it. And I am really glad I didn't. This may be the best gaming book that I purchased this year. Its fantastic, and I'm going to get tremendous mileage out of it.

I hope they make more in this line. :)


DMcCoy1693 wrote:

I use to think this was a giant conspiracy then I realized that giant conspiracies have better PR. Asking "How can we dominate the world?" will get you nowhere. The right questions are, "How can we make the world beg us to dominate them?", "How can we start an industry wide panic and come out smelling like a rose?" and "How can we create a perfect storm to leave all opposition working for us?"

If this was a giant conspiracy, Wizards answered all 3 of those questions wrong. If this was a giant conspiracy, this would be a text book case of what NOT to do.

I agree 100%. This smells more of corporate politics and general incompetence than it does of big-time conspiracy.


I bailed on 3x years ago and moved to another system entirely. I was somewhat excited at the prospect of a new D&D edition that supposedly was going to be more balanced, less rules heavy and complex (those being our main complaints about 3rd edition). However, the more I've read about 4th Edition, the less and less it sounds like a game that I'd be interested in running or playing.


Petri Wessman wrote:


Something to consider: I'm a subscriber to both the Pathfinder adventure paths and the GameMastery/Pathfinder module line -- and I don't play D&D at all, and honestly don't much intend to. I use the modules/adventures with Exalted, Burning Wheel, and other game systems I happen to like. Converting stats etc isn't that hard even there, so I'd imagine converting a Pathfinder (3.5-ish) module to 4.0 wouldn't be that huge a burden. I buy Paizo's stuff for the great adventure ideas and writing, not for the stat blocks :D

YMMV, of course, but... just a point.

I'm right there with you. I convert all the Paizo stuff (Pathfinder, Chronicles and Modules) to Savage Worlds - and the Paizo products are so good they're well worth the effort (praise I don't give to most other publishers). And is it so happens, their stuff is mainly story (fluff), and not rules (crunch), so its pretty easy to convert it.


I have to admit, this product didn't interest me much at all. I don't play 3x; I convert everything to another system, and this didn't sound at all useful. I almost cancelled my Chronicles subscription for the month, and then added it back again - but instead I decided to let it ship.

Holy smokes am I glad I did that. Color me mightily impressed (again). This book is simply, pure AWESOME, and terribly, terribly useful. Great takes on the monsters, lots of original flavor but with enough familiarity that they don't seem contrived or purposefully "different to be different". The writing is (as usual) excellent, the art is great, and like I mentioned before, the usefulness factor is off the chart. Heck, I plan on cutting and pasting some of this stuff verbatim for player knowledge. To me, the ability to do that is one of the marks of well-written fluff.

I hope the rest of the Pathfinder Chronicles books, especially the Gazetteer and Gods and Magic, are this good. And I hope there are more in this line. I'd love to see this kind of guide on another crop of classic monsters (dragons?) as well.


CourtFool wrote:

To those of you who let the dice fall where they may, do you ensure encounters are balanced with the capabilities of the characters? Or is the world a dangerous place where the characters can stumble into something far exceeding their capabilities?

Yes ... and yes. I do my best to balance encounters they need to face (to complete a module, advance the AP, whatever). However, in my game worlds, not all encounters are ones they need to face. In fact, some they darn well better not, or they'll get crushed. I do try to do my best to let them know somehow when they're severely outclassed, and there is no "punishment" for running away (or avoiding a fight in the first place). Those are both valid strategies.

We also don't base XP on killing things and taking their stuff, so that helps the mentality as well.

As for the GSN labels, I think they're useful for describing tendencies, but thats about it. Kind of like "pocket passer" or "running quarterback" in football terms - a useful definition as far as it goes, but by no means a complete picture. It helps to provide a frame of reference for a player or GM, but it certainly doesn't define or confine them (or me).


I seriously doubt the decision was made out of spite or was at all capricious. I'd bet the Paizo folks are even somewhat disappointed by the fact that they feel like the new version won't support their stories.

Keoki wrote:
... I had decided that converting all that Pathfinder material to 4E was just going to be too much work and I would cancel my supersciption and return to Pathfinder when it went 4E. I guess I can forget about that now.

Speaking as someone who stopped playing D&D years ago and has been converting their material to another system (Savage Worlds, for the most part), I think Paizo's stories and fluff are hands down THE BEST in the market - and _well_ worth the effort to convert.

Also, for those into 4e, I suspect you'll see a ton of fan conversions and possibly even some official ones from Necromancer, if that proves to be financially viable.


Actually, the system I think it is most like isn't on the list - from what I've read about 4x so far, its a WHOLE lot like Savage Worlds. Not necessarily mechanicly - although they do seem to have taken a few pages from SW's book - but more in feel: the more chaotic, back and forth combat, better underlying math & spreading power out over more levels, starting out new characters as more capable individuals, more and varied mechanics to let players have a little more control/input over scenes, the shift to a more Fast Furious Fun style of action, etc.

IMO, it still doesn't sound as good as SW, but everytime I read a WotC blog post or read someone's forum post about the changes to the game, I keep thinking, "Thats a lot like Savage Worlds".


Pete Apple wrote:

I'm sure she loves message board review time when she gets to work Monday mornings. Jeepers. Such drama.

Yup. More to-do ... about nothing.


CharlieRock wrote:
Read all about it.

I think its pretty darn funny. Especially rich how they're using the same basic premise to promote this as WotC is to promote 4x: "Your current game sucks. Ours is so much better!"

:)


EATERoftheDEAD wrote:
Quest For Fire it certainly ain't. I'm not expecting an accurate and compelling cave man film but more a Conan-esque sword and sorcery film.

I was in the boat, too. My wife and I saw it the other night, and it wasn't anywhere near the action film I thought it would be. In fact, I'd probably classify it as much as a drama/thriller as I would an action/adventure film.

That said, it had some good moments, the pseudo-historic tie-ins were a lot of fun, and it was generally enjoyable. It reminded me of the 300, only not quite as good (or as over the top). Certainly not a waste of the $8, even if at times it was a bit cheesy. Okay, a lot cheesy. Heck:

Spoiler:
When the sabre tooth approached D'leh at the village, I swore the tiger was going to speak to him with Liam Neeson's voice - and I would not at all have been shocked.


I dunno. There is some serious humor there. I mean, isn't Wizards telling you how bad 3x is and how much better 4x is? Whats the difference here? At least they're offering to let folks "upgrade". I can't see it happending, but if WotC offered to let people trade in their 3.5 PHB for a 4x PHB, would you feel insulted?


Hi, I'm Robby and I left D&D long ago (but not because of classes). Isn't this the "Other RPG" section of the boards anyways? Wouldn't you be better served raising this issue in a D&D section? :)

Classes serve their purposes. Lack of game balance isn't a function of classes, its a function of the system underneath. You can make a balanced system with classes, you can make an unbalanced system without. I think that with 3x, classes could become more easily unbalanced because so much was packed into each level. The more granular you make your advanced (rather than "big bang" advancement), the easier it is to make sure advancement is more balanced.

That said, even many classless systems - like Savage Worlds - default provide some niche protection (at least by default). You see this most with magic. If one archetype (say, a magic user) can do everything that a thief or ranger or [insert archetype here] can do, why play anything but a magic user?


My first response is to bristle at your characterization of a gamist DM (which I consider myself more of than narrativist or simulationist), but thats probably more my issue than yours. Just note that your post comes off smacking (to me, at least) of anti-gamist agenda.

Ahem.

That said, even being more gamist, my first assumption when I sit down at the table is that the goal of everyone sitting down to play - me included - is to have fun. Period, the end, stop.

However, I also think there is "shallow" (or immediate) fun vs. "deeper" (or long-term) fun. Having a table where the PCs always succeed, regardless of their choices - while it provides some shallow fun (much like flipping on cheat mode in a video game) - doesn't provide a lot of long-term fun (in my experience, YMMV, etc etc). It might be cathartic, but over time its simply not emotionally satisfying (the deeper fun part).

That said, a player down as the victim of repeated bad luck might get some slack cut from me as a GM, whereas a player that is the victim of their own poor choices absolutely won't. (And yes, I realize that can be subjective, although typically I have the most objective view of it at the table.)

Here's the long view of it, as well: some deaths make a campaign better, not worse. Heroic, "I'll hold the pass while you get the villagers to saftey" deaths ROCK! At the conclusion of the last campaign, a group of PCs sacrificed themselves to save the world. Thats great stuff, and we'll all be talking about it for ages. Also, they can be learning experiences - another PC died earlier in the campaign, due to poor choices of the group (it wasn't even his choice), and they talk about that moment and why and have vowed not to let that happen again. You can't script that.

On the flip side, during the first adventure in a prior campaign, a character rolled poorly on a climb roll (a roll the module made them have to make) and then poorly again on a recovery roll, and fell to her death. Pointless and stupid and no one's fault (except maybe the designer). We immediately introduced a reroll mechanic (this was 3.0 prior to Action Points) and used it then and there.

As a GM I try to take pride in making sure that everyone at the table has fun, me included - and that means taking cues from players. I don't have a line in the sand, a hard and fast rule. Usually I let the dice fall where they may, unless it "feels" right to do something else. And that feel is usually all about fun.

While I'm thinking about it, though, as a player what I fear absolutely more than anything else is a DM with an agenda. If they're into their story and want certain events and actions and things to happen to further that story (ie, a strong narrativist DM - hah!), then I've learned to run for the hills. ;)


I starting collecting DDM at about Archfiends, and have at least 2 complete sets from each release (and hundreds from each) and over six thousand of these little plastic suckers in total ... and sadly, I think this will be the first release that I may bypass completely. They're really pathetic, comparatively.

I don't like the design and concept changes, I don't like the mini selections, and I don't even like the paint jobs on the masters - so imagine what the real ones are going to look like. :(

At best I'll pick up some singles here or on ebay, maybe on the PC types to have a few more of those available for my players. But in all, I'm really disappointed in this set, and the direction the line has gone since Rob stopped managing it. This and the tiles are the only WotC products I buy anymore, and these ones now suck, which is a real bummer.


Heh. Cheating dice. Interesting thought. :)

As a DM whose table I hardly ever fudge, but then I enjoy having my players roll for most everything, NPCs included. The looks on their face when they roll massive hits or damage against their own PC is priceless. At most I'll fudge on encounter size, adding or removing enemies (or calling reinforcements).

However, I also like games that have mechanisms so that cheating dice aren't really necessary. In Savage Worlds they're Bennies. I seem to recall that 3x has something like that (at least optionally) - aren't they called Action Points or something? There are also Adventure Cards, which are more random than Bennies/Action Points, but allow players different ways to exert a small amount of control over an encounter. I think there is a d20 version of them available on PDF, even.


Watcher wrote:
Gr4ys wrote:


I've also nearly finished the Glassworks as I hadn't seen Watchers version, may or may not bother now.

You are far more proficient than I am!

If you like, I can send you my Dundjinni original files of the Glassworks. Then you can doctor mine up without starting from scratch.. It might save you some time.

@Watcher - I'd be interested in the raw DJ files, if you're willing to share. I d'led the PDFs that were available, but when blowing them up to battlemap size they get a little pixelized. (If you do, address is robby.anderson -at- yahoo.com - and many thanks.)

I'm going to start creating maps as well for ones that don't exist (or aren't available) - I'll make sure to follow the excellent example set here and share them. :)


I voted "No—I still haven't decided either way".

Of course, I usually play a different game altogether (Savage Worlds), and 4x looks like its just trying to copy a lot of what makes Savage Worlds so enjoyable (and do it badly, at that).

I don't see 4x as being less complicated than 3x. I just see it being complicated in different ways. But I'm willing to give it a read and see what its like - and that requires the actual books, not pro- or anti-spin.


I can't believe people are still yapping about this. Yeesh. Much ado about nothing.


One of my favorite sources on this subject of all time (both for material and humor) is the Thirty-Four Firefly Episodes Based on Elton John Song Titles.


I feel silly for not even thinking about that. What a great idea. :)

I am going to collect the various Pathfinder Chronicles notes at the beginning of the Gamemastery, er, Pathfinder modules, and make many of those information known to some characters. There are some nice nuggets in some of them.


Apropos of nothing (but the subject line), the last person I heard utter "I am a leaf in the wind" got a Reaver stake through his chest. RIP Wash.

Just sayin'.


elnopintan wrote:
Go On Paizo. You have all my support!

I echo this. I don't play any edition of Wizards D&D anymore (and I'm not planning on it - but its interesting to watch all the fireworks), and I still buy a ton of Paizo products, because they're simply the best out there. (And as a bonus, their products are mostly story, not mechanics, so they're dead easy to convert.)


From what I've seen of the deletions, they're deleting for posts based off their offensiveness (personal attacks), not based on their content (pro- or anti-4e). As difficult as it is for some to believe, there is a vast difference between the two.

That kind of moderation I definitely support when its gotten to the point that folks can't do it themselves. More power to Paizo.


I think the folks that say "4e is aimed at a younger crowd" simply have it wrong, WAY WRONG. They may want to include the younger crowd (and there is nothing wrong with that - everyone wants customers with a longer shelf life - and I think their DI is more aimed at a younger crowd), but I don't think that is the sole, or even primary, goal.

My group and I didn't stop playing 3x because it was too hard. We stopped playing because it was too detailed.

My impression is that 4e is targeting a crowd that simply doesn't want to spend as much time mired in the details - details on the GM's side setting up games and encounters and details on the PCs side that interfere with action and the "fun". (And if you're one that likes those details, thats totally cool, just not my cup on tea, and please subsitute the words "dealing with" for "mired in".) They're targeting folks more like me, who'd rather spend 1 hour of prep (or less!) for 4 hours of play, rather than the 4 hours of prep for each hour of play - and they're hoping the detailed folks will find enough there to hitch aboard as well.

So, I think Wizards is looking at the Savage Worlds and the C&Cs and the FUDGEs and other games known for their speed of play and asking themselves, "What can we take from those faster-paced games to make our game better and faster?".

Now, I don't actually think they're going to accomplish that goal; the requirement to sell more books naturally interferes with the requirement of simplicity. And even if they did manage that, I know with our group its highly, highly doubtful we'll use 4e (damage done - I don't trust Wizards the Company for a second, and will only buy products from them that have multiple uses, like minis or tiles). But I don't mistake my own personal revulsion for the company for their intent with the product.


@Doug - I'm an Austinite - you're not THAT far out in the Wilderness. :)

As a rule I avoid this forum due to the vitriol, but here goes.

I stopped playing 3x years ago because of the exact issues you've mentioend. Mind you, 3x got me back into gaming after almost a decade out. I was excited by the new edition, and excited to get back into gaming. That lasted about a year, until the group I was DMing got to about 5th level, and DMing became increasingly a chore and decreasingly fun.

We stopped playing D&D. It pains me, because I started playing with a Red Box almost 30 years ago, but we stopped. We didn't stop gaming, though - we just switched systems. We started playing Savage Worlds and have dabbled with Castle & Crusades (which is a lot more like the D&D of our youths). We've never looked back, and our gaming group just gets bigger and we have as much fun as always. And we might check out 4x, but I doubt we'll play it.

Here's my rub with 4x. First, its produced by Wizards, and as a company I don't trust them anymore (for various reasons). I certainly won't invest in any product that they have version control over again (I still buy their tiles and their minis, but those are for _my_ games). Second, for all the game seems simpler, I don't think its really going to be. The complexity will just shift from one aspect (the crunchy rules) to another (the vast laundry lists of powers/feats/do-dads you'll have to learn). They have to sell books after all.

But thats just me, and us (my group). If you think 4x is interesting, explore it. While you're waiting for it to come out, I'd recommend you go look at a couple of other systems and see what you like (Savage Worlds and C&C among them, since they are more rules-lite games - but obviously I'm biased). This is just too cool of a hobby to pass up just because one system - regardless of how popular or well-supported it is - doesn't work for you.

(Quick note - one thing I love about Paizo is that their material is well written enough that is quite worth it to convert to other systems. And because of their focus on the story, with the stuff and the mechanics secondary to that, their modules and APs are pretty easy to convert, too.)


Cosmo wrote:

SavageRobby,

Your Pathfinder Chronicles items did not ship with your Pathfinder #7. They should have. I will ship them out ASAP and discount the shipping and handing fee to where it would be if they had shipped together. I apologize for the mishap.

Awesome, thank you. :)


I recently (last month) subscribed to both Pathfinder and Pathinder Chronicles, and set my shipping preference to Hold subscription items to ship with my Pathfinder subscription.

My subscription page now shows that Volume 7 should ship by tomorrow via USPS Package Service (estimated 3 to 10 business days in transit) ... and the Pathfinder Chronicles products (Map Folio, Harrow Deck, Guide to Korvosa) all say will ship with a future Pathfinder volume. On my downloads page, I have a PDF download for Volume 7, but no PDFs listed for the Chronicles products.

My question is this: are the Chronicles products going to ship with Pathfinder 7 today or tomorrow, or am I going to have to wait a month for them to ship with Pathfinder 8? (I'm hoping, of course, for the former.)

Thanks.

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