Conna the Wise

Sentath's page

Goblin Squad Member. Organized Play Member. 23 posts (75 including aliases). No reviews. No lists. 2 wishlists. 3 Organized Play characters. 2 aliases.


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froggalpha wrote:
I am now considering the possibilities of a Druid maintaining personal Bioware, or possibly having a companion nanite cloud.

Plantlike symbiote companion for low Oxygen atmospheres?

Personal eco-suit of photo- and chemo- synthesizing commensals?

Companion cybernetically enhanced lifeform?


Almost easier to raise the casting stat by that point.

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Harad Navar wrote:
Unofficial PFO Map with Topo

Awesome, sir!

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Long-term, this is an idea that should be given attention and consideration.

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Pax Keovar wrote:
Ryan Dancey wrote:

Basic rule of thumb:

If you say something is "entirely optional", then it means that most players will not do it, and the effort to make the system is mostly wasted.

If you say something gives a bonus, even a tiny marginal bonus if you do it, it means that some large number of people will feel that they must do that thing, no matter how boring and repetitive it becomes, because getting anything other than the absolute maximum value from their actions feels wrong to them. It is not "entirely optional" anymore.

If you have a game system where you get a random bonus, you will create a skinner box where a certain number of people will feel trapped - they have to do the thing to get the maximum advantage, but they can't control if they get it or not, so they have to keep doing the thing until they get the max bonus. If you give them the max bonus 5% of the time (20 on a d20), you're asking them to waste 95% of the time they spend doing that thing.

These are variants on the "wouldn't it be cool if "X" means nobody does "X"" problem. If you give a mechanical advantage to people who are willing to strap on the skinner box and waste 95% of their time, you discourage most people from ever bothering with that game system, which means that the resources you spent to make that game system are disproportionately allocated to a small player population.

http://paizo.com/threads/rzs2p9go?Crafting#27

http://paizo.com/threads/rzs2p9go?Crafting#41

What about a minigame system that doesn't change the final product, but can produce it a little faster or more efficiently? Playing the minigames during the period of the item's construction would shave a little time off its production timer or let you recover scraps useful for some other project, but it wouldn't change the production item in any way.

Wait.. Aren't you proposing what Mr. Ryan Dancey shot down in the post you're quoting?

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Ok, kits it is ( :

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Ryan Dancey CEO, Goblinworks wrote:


I should add that there is a way to both have unique items and commodities at the same time.

Instead of crafting unique items, you craft commodity items. And then you craft "decoration kits" that are purchased separately and applied by the user. Once applied, the user has a unique item. But that customization is lost when the item leaves the inventory of the person who applied the kit. So you loot a commodity sword and you buy and sell a commodity sword but you fight with a sword with a pink blade.

This is unsatisfying to crafters who want to be the ones who turn a commodity into a unique item, but it has a much wider application to many more players because it puts the agency of fashion in their control but doesn't force them to bother to pay attention to it anywhere other than their own inventory.

What if you shift the application around a little and one can take their commodity sword to a smith to be customized?

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As someone who will be crafting, whether its a spreadsheet or an artistic process, I would be very excited for crafting to eventually* feature a wide range of customizations.

I expect that the theorycrafters will fairly quickly rank the mechanical properties of the objects so produced and if the esthetics are limited by some factor** then let the market decide / develop.

*in the future, well past MVP, and early, and open, and ( ;

**I would hope that the inputs and or skills to produce some of the visual only effects are limited enough to restrict the production of purple and pink swords on speculation. Such things should likely remain bespoke items.

I would also hope that by this point that multiple crafters could come together to provide their tweaks to an end product.

EDIT: Good grief I type slow.

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AvenaOats wrote:
There's some recent commentary from 2 devs here: Stephen Cheney comment/link

Yup, that is what I was reading when I had this particular brain dud ( :

Ryan Dancey CEO, Goblinworks wrote:
These are variants on the "wouldn't it be cool if "X" means nobody does "X"" problem.

Ooh, so you're going for a design without any random reward systems out in the open?

P.S. shouldn't that be "wouldn't it be cool if "X" means nobody does "Y""?

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I'm not sure that this is the thread for it. But, I may have just had an idea about the UI for crafting.

I think, hopefully, that the right balance can even preserve the spirit of the Pathfinder crafting system.

Crafting in this idea has mini games that are entirely optional. If one opts not to play*, then the character 'takes 10' and produces average product and skill advances modestly. If one opts to play**, then the minigame results count similar to a d20 result modifying the character's skill and advancing skill a tiny bit faster.

I realize that this is an advanced goal. But this is the time to set them.

Someone tell me if this needs to be broken out separately, please.

* no 'ah hah' moments
** allows for'ah hah' moments

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How many Lurkers?

Many

I wonder if I count?


And of course Pathfinder Player Companion: Bastards of Golarion (PFRPG) once it's a PDF.


Very Well, I'll put Seekers of Secrets on the list. Likely ahead of the Pathfinder Companion: Taldor, Echoes of Glory flavor book.


Ok, I had the Core Rulebook. and lots* of peripheral bits.

On this pass I picked up Bestiary 1, Animal Archive, Blood of the Moon, PFS Field Guide**, and Ultimate Magic.

Looks like I already had the Faction Guide, APG, PFS Primer, and Cheliax, Empire of Devils at the least.

And I think I'll be shortlisting The rest of the Ultimates, Pathfinder Companion: Taldor, Echoes of Glory***, and maybe Pathfinder Companion: Elves of Golarion.

Is Pathfinder Campaign Setting: Inner Sea Magic any good for expanding an established Oracle?

I'd like to thank everyone who has participated and those who will participate.

M'Lady Sommer: Bookmarking is a very good idea, but I currently have the resources to print, and so I shall.

*I'd be very embarrassed to say how many items are in my downloads

**I got the Field Guide as Seeker says it has been superseded. Do I still want Seeker of Secrets?

*** I've been thinking about a char that is from Taldor, but dislikes their ideals and so is not of Taldor.

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What If:
1) Only local chat accepted Paste, and
2) Only accepted one line at a time, and
3) Accepted it at slightly lower than average typing speed.


Starglim wrote:
Also remember under PFS rules you must bring a copy of any resource outside the core assumption that you want to use.

Yessir, that's the reason for this thread ( :


What are your recommendations for adding to the library of a PFS player?

If you want more information, one that likes Oracles and Rangers.

But, really I just want to know where the rich veins of good stuff are for PFS in general. If such exist.


Protoman wrote:

No problems. Been obsessing on the sword's stats since Master of Devils came out and Queen of Thorns only added to it. This is the first time I ever bothered typing it all out.

** spoiler omitted **

The only thing I see missing is that the blade made him feel young. Age Resistance is a spell published in 2011 (June 7th to be weirdly precise) in Ultimate Magic. It seems that it would be very appropriate to those little old martial arts masters always being described as spry or fierce.

The True Seeing would need to be when wielded, rather than at will, as it revealed illusions when the hilt was brushed.

I do not remember the sword changing its shape or nature for him to wield it. If you could provide a reference, I will be happy to change my mind about this.

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Cancer creep and cancer grow,
cells disperse new fields to sow.
Goblins burn it all to naught,
tumors from all history blot.


damyousir wrote:

"How do you go about getting the materials and components?"

What about a natural poison or recovering poison from a trap? This maybe impossible for poison dried onto a spike trap, but what about poisonous molds or fungus's or toxic pools of stuff?

This came up in a recent game and I'm curious what your opinions are or if you know of rules that apply to this. Thanks.

THIS sounds like an excellent opportunity to roll a profession for a windfall of components.


Fenris Ulfhamr wrote:

As I understand it, thrown weapons use DEX to hit. Light Thrwon weapons (dagger, dart, shuriken) add DEX mod to damage, Heavy Thrown (throwing axe, javelin, sling) add STR mod to damage.

Alchemist bombs add INT mod to damage, I believe.

Yes you use Dex to hit and Int for Damage.


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I may be the odd one out but for both as a player and a GM I enjoy MORE options, I don't see the bloat issue everyone complains about.

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A button to turn off dueling

Please, Its one of the things I most dislike about WoW, duel spam.