Direction of the wind
Yes, it's part of (at least some versions of) the original myth. Perhaps, although not necessarily. Perhaps harpy culture values substance over appearance, so they're completely unconcerned with cleanliness? After all, their description says they know how creatures acts and feel, and they can see how easily people are lead astray by a captivating song, but what they really value is what people are like beneath the superficial. I think that would be an interesting change from the usual good = pretty/clean; evil = dirty/ugly.
I'm not sure whether the feedback you get here will be as useful as actually playtesting your changes. You can always change back (and maybe let your players know you're going to be putting in place these house rules for 3 sessions, and then talk as a group about whether they're achieving what you wanted or not). AC
This is less of a complaint for arcane spellcasters, except maybe around rays of enervation, which can have very large effects on single targets like boss fights. Under normal BAB rules, they'll hit more often at low levels, have equal chance about level 8, and at level 15, a wizard will only hit with a ray on a 15+, as opposed to on a 2+. With your modification to using CL instead of BAB, they'll work more or less like the gunslingers, but benefit more strongly at low levels. I'm not sure your change will affect buff recalculating, or make things go faster in combat, but if you're concerned about high-level wizards or gunslingers overshadowing other players, and/or if you intend to use a lot of single target combat encounters, then your change should address that. Or if you want low-level wizards to hit more reliably at low levels. The change to flatfooted has the biggest effect when characters can hit 50% of the time, in which case it's equivalent to about a +5 bonus. If they can only hit on a 20, it'll still double the chance of a hit, but that's only worth a +1 bonus. The effects will be biggest here if you've got rogues or other characters who have reliable ways to make people flatfooted, and if they have some special effect that comes into play against flatfooted enemies (like sneak attack). Secondarily, it'll more or less double the frequency people get crits against flatfooted enemies, but, again, this is only going to have an effect on the first round of combat, or if they've got some reliable way to make people flatfooted. Movement
A potential negative is that meatshields will feel less useful, because their ability to block is slightly reduced. On the other hand, there's more opportunity for attacks of opportunity as people move past (which will slow things down again). People used to standing back and using spells/missiles may find themselves threatened more quickly. But these provisos work as much for the PCs as against them. On sacrificing an attack for movement: spellcasters won't benefit at all, whereas higher BAB characters will. A fighter with lots of attacks is probably better off attacking once (or twice at high levels) and moving rather than trying to hit with their last attack, in a wide range of situations. Rogues definitely would. Spells
Having opponents that shut their eyes so they aren't distracted by mirror image, and are more proactive to limit buffing time, or (out of the game), asking players to sort themselves out and stop wasting time, might all prove to be better solutions.
My character, after a long and traumatic life, was finally able to let go of his anger and give up on adventuring, having realised that it was killing him morally and emotionally. He went back to a village where he'd had a romance a couple of adventures ago, settled down, had two children, and got fat and happy. We picked it up after a few years has passed for him, only to discover that he'd been trapped in a dreamscape, and his wife, his children, and all of the quiet, peaceful life he'd built was nothing but a dream built on his wish for a quiet, meaningful life. I didn't cry, but I felt weirdly and obscurely sad for him that the only happiness in his life had been stolen from him.
It occurs to me that changing a d20 to 2d10 would actually be a good use for something like the Assurance feat. Sure, you're less likely to do something stellar (reduced chances of getting a 20), but much more likely to do something middle of the range, and no chance of rolling a 1 and bombing out completely. Plus, every time you use that skill, you'll get a visceral sense of the difference spending that feat has made for you.
I ruled that if you've grappled someone, you can drag them along with you as an item of 16 Bulk for medium creatures and 8 for small (half that if they're restrained). So unless you're extremely strong, dragging someone along behind you who is unwilling to go slows you down and gives you a penalty to most physical actions. And if you're already loaded down, you won't be able to move them at all. The Bulk amounts came from the petrified condition.
I think new players would benefit from having a very broad-brush approach to how a roleplaying game works before (or as the earliest section of) the "Basic Concepts" section. You start by explaining the basic interaction in every scene of the game: the GM describes a scene that has opportunities for the players to make decisions. The player tells the GM what they want to do, and the GM decides whether it's trivial, impossible or the outcome is uncertain. If it's trivial ("I walk across the ballroom to the drinks table and help myself), it happens; it's it's impossible, it doesn't; if it's uncertain, the GM asks for more information or one of you rolls dice to see how successful the action is. The GM describes the outcome, and we start again at the top. Then you have some of the basic mechanics stuff from the "Playing the Game" chapter, and probably an example of play. The type of scenes (and therefore decisions being made) depend on the mode of play (so you can talk about that now). In the most high stakes scenes, decisions usually occur in a set order and take turns, and how much you can achieve on your turn depends on actions (so you can talk about that now). Then you say some actions, particularly common ones, have specific terms attached to them, like attack rolls or AC, and specific effects, which can be measured by things like hit points (and go into the key terms etc sections). And there are probably examples of play in there too. I think (a) this would make the whole process more transparent to new players, and (b) be more exciting to actually read, both of which would help bring new people into the hobby and keep them there.
In total, it works out in your favour with an animal companion when you look at the total number of actions you can take on your turn. 1. PC with pet shop animal = Handle animal action, Command animal action, Command animal action = 2 useful actions out of that turn (both taken by the animal in this case)
So the weirdness around mounts and the Ride feat remains, but each time, you're better off with the animal companion.
As far as I can understand from the encounter design guidelines in the Bestiary, a group of 4 PCs should be able to deal with 160 XP per adventuring day. I'm drawing this conclusion based on the description for Extreme encounters, which says "An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all out" - so I suppose that means that Extreme/160 XP is the maximum a group of PCs should be reasonably able to deal with without resting. Which is consistent with previous guidelines that PCs would mostly be able to deal with 4 encounters of their CR/level (40 XP in the new system) per day. Spoilers for the Lost Star:
The Lost Star encounters go:
A1: Trivial (40 XP) A2: High (80 XP) --- {A3: Severe (120 XP) + A4: Low (60 XP) - avoidable encounters} {A6: High (80 XP) - avoidable encounter} A7/A8/A9: Severe (120 XP)/Trivial (40 XP)/Severe (120 XP) [you could go through these encounters in any order, and the trap is avoidable] A10: High (80 XP) A12: Trivial (40 XP) So, if your party goes straight from the goblins to the centipedes, you'd expect them to get pasted. The quasits are really tough if you have to fight them. If your party avoids the centipedes and the quasits and goes straight to the boss, they'll get pasted. As far as I can see from the playtest reports, this is exactly what's happening. My question is, assuming this is correct, does it explain the pattern of TPKs and near-TPKs people have reported in the playtest so far? Conversely, if parties have coped better with the Lost Star encounters than this suggests, should some aspect of the encounter design guidelines be reworked (to e.g. cope with 200 XP per day)?
The NPC wrote:
Only older by 18 years. Its impracticality affects us because it's completely unintuitive to anyone outside of the US.
Can anyone explain to me how damage (or expected damage output) changes from level to level now? I understand that, with stamina and hit points, PCs have about double the hit points they do in Pathfinder. I believe that NPCs and monsters have hit points but not stamina, and so would have about the same number of hp as in PF. With the new full attack rules, everyone can make up to 2 attacks per round (or operatives and soldiers, up to 4 if they're high enough level). There's no Power Attack or anything to add to damage output, but everyone now gets Weapon Specialisation, and weapons themselves scale with level (or at least, you can always go out and buy a more high-powered weapon). I just don't have a good sense of how damage by level works in SF compared to PF. Does a soldier put out about the same as a fighter or paladin of equivalent level? An operative and a rogue? Is 3 rounds still the average length of a combat? Any help would be greatly appreciated.
Although it's talking about a somewhat different system, this article addresses a few of the complaints Cyrad raises, so you may find it useful to think about. The short version is, declaring you action beforehand doesn't mean you can't still choose where to move and whom to target, so tactical teamwork is still possible. Feats like Improved Initiative might retain their value by having that player declare their action last, so they can act on slightly better information than the others. I'd also support the idea of light weapons rolling a smaller dice, and larger weapons rolling a larger one.
Are you able to say anything more about your experiences with counterspelling? My group brought in something very similar using the normal action economy. In our house rules, a counterspell worked the same way as yours, but cost an immediate action and the following standard action. We found this was a complete fun killer. Opponents (who are usually ganged up on, and therefore behind in terms of the overall action economy) really suffered - particularly things like outsiders, who lost a lot of their interest by not being able to teleport. Also, rather than the exciting cut-and-thrust of magical duelling, it devolved mostly to two sides just looking at each other, having counterspelled each others' actions away. You point out that it makes the game fairer in comparison to martials at high levels, but was it still fun for everyone?
In contrast to everyone else, I see nothing wrong with working with him to make the class something more fun for everyone at the table. Provided that you think about any effects that may arise from the changes and are OK with the repercussions, go for it. That's what house rules are for. I'd suggest you make some effort to balance the changes you make (like archetypes swap abilities in and out), but as you say, the goal here is to have fun.
Divissa wrote:
I said she was bleeding from her pores and mucous membranes. My interpretation was that the planar energies which are hollowing her out are corroding her flesh from the inside, and the residue is just... leaking out where it can. Divissa wrote:
That sounds reasonable. Divissa wrote:
She stirred slightly when one of the players mentioned healing or medicine. I thought they needed to be thrown a bone, so that seemed fair.
DMNickiT wrote: Has anyone encountered b13 with the 3 prisoners yet? My group did last night and they found the weird eye wrapped in a handkerchief on the body of the middle prisoner. Does anyone know what the heck that is? All of the PCs were really intrigued (especially with the other prisoner yelling "Zandalus sees!") but all the book says is its a minor curiosity that can be sold. Which seems a little underwhelming given its cool description. One of my players ate it. That was unexpected.
Steve Hicks wrote: I'm more concerned about the unique encounters involving the dopplegangers, the nightgaunt and the Tatterman. Do I tweak their stats or do I include additional mobs as a distraction? What do you guys advise? I'd add minions or duplicates for the boss fights. If you just leave it as 1 opponent, the PCs have got 7 actions to your 1 each round, so even if you've tampered with the stats, you won't get a satisfactory use out of them. Adding other (probably weak) opponents avoids that problem without being overpowering. Another option is tampering with the stats *and* giving the monster 2 actions per round (in which case, they're basically 2 monsters anyway). It might add to the nightmare/broken reality feel.
Throw Anything and Improvised Weapon Mastery would be must haves, you'd think. Feats for throwing things generally include Close Quarters Thrower, Charging Hurler, Distance Thrower, Quick Draw, and Two Handed Thrower. Disposable Weapon and Splintering Weapon might work too - those paper cuts can be nasty.
Which exotic weapons are worth having to spend a feat on them? I'm excluding those that you don't have to spend a feat for proficiency, because of race (elven curve blade) or class (monk weapons, bards and whips, etc) - that's a different question. A bastard sword, for example, is possibly worth it if you want to wield an oversized weapon, and particularly if you have easy access to lead blades, so you can deal 3d8 base damage. Getting proficiency in the falcata, as another example, is like getting the Improved Critical feat on a battle axe, which isn't too shabby. What are your thoughts?
4 skill points per level. Give them a Stamina ability at level 1, which is functionally equivalent to the feat, but gives you a stamina pool equal to your fighter level + Con instead of BAB + Con. This is to stop fighter just being a 1 level dip for everyone else. The feat is still available for those who want stamina running off their BAB instead. I've also been toying with the idea of building in some of the Unbreakable abilities at higher level. For example: At level 11, bravery applies to all mind-affecting effects. At level 14, the fighter recovers from fatigue after 15 min or when magically healed. At level 17, the fighter gains Heroic Defiance as a feat, whether or not they meet the prerequisites. The Unbreakable archetype still has value, because it gets those abilities earlier, and you can swap back the abilities it swapped out (at the later level). I believe that makes it more evenly notched against the barbarian, while leaving it distinctive and covering a few of the common complaints people have about high level fighters.
Even simpler for the grown up version: X12 The Leng Device (CR 17)
Blah blah blah The development line is potentially optional here. It's just a convenient quick reference. I'd probably put the Device under its own subhead in the description (which it isn't at the moment), but that's just me.
This is how I'd do it: C19 Throne Room (CR 6)
"This large throne room is decorated with hanging furs blah blah blah" As usual from there, except you could possibly cut down the first paragraph of "Creatures" a little, since it's mostly dealt with above - you'd keep the colour text about the reenactment though obviously. You could flag each line before the read aloud box with an icon (lock, light, creature respectively - you might also have temperature, trap, whatever else you need) if you wanted. Overall, I think this is quite space efficient and preserves both the gaming quick reference requirements with the reading flow (so it serves both ends). * I made this up. I can't actually find a description of the lighting conditions in Thistletop (which possibly indicates the problem). But goblins love flame, so...
Urath DM wrote: A long time ago in Dungeon magazine, there were icons used for the sections. I had thought of that (but sadly, thought it was an original idea - there's nothing new under the sun). The problem with icons is that they're potentially too brief to be helpful. e.g. If you've got a sun for fully lit, a half sun for dim light and a black sun for darkness, what do you do to indicate that half the room is lit and half is in dim light? For that reason, I prefer short descriptive text as a quick reference rather than an icon. Of course, 90% of the time, they'll be fine.
Dale McCoy Jr wrote:
I would think you'd be better off saying, "4 spiders (1 hidden - Perception DC 25)" in your stat block, rather than not mentioning the last spider at all. I know when I've come across apparent discrepancies like that in the past (particularly if I'm pressed for time), it's been confusing rather than helpful, which I think is what we're looking for here. To go back to your example then: Example wrote:
As Urath DM suggested, instead of the "See Treasure" tag, you could have an icon (even an asterisk) indicating there's more to be read below.
I more or less agree, although I'd add lighting conditions before monsters. It's the sort of thing that's easily forgotten, but really ruins things if you get it wrong. If you wanted a light touch approach, the rest of the text could more or less go as usual, if you needed to, once you've got the reminders as the first thing you see. e.g. A2. LIBRARY (EL 3)
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