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![]() Sorry if this is the wrong place for my question: Will 2014 Gencon have another Event for the Pathfinder card game? I would love to see the card game back at gencon for the social experience and learning the most updated rules (as well as old rules that we probably don't play correctly). Thanks and happy holidays. p.s. frustration about not having the product is merely excitement to play tainted by delay! a good sign people really want to play your game. 1 ![]()
![]() Justin Riddler wrote:
Thanks, Justin. Hopefully you understand that any frustration is merely excitement to play tainted by delay. Cheers! ![]()
![]() Steve Geddes wrote: Subscriptions aren't on a prepaid basis. They don't charge your card until they pack your order and its ready to go. I'll have to check my card statement to confirm, but according to the subscription page payment is authorized on the 5th, parcel is shipped the 18th. If this is a misunderstanding, i apologize; but it only underscores the need for more accurate information regarding subscriptions. ![]()
![]() Increasingly frustrated as well. I had to call customer service to find out about my order status, which has not yet even been shipped. I also pre-paid with the subscription; if there are problems with shipping it would be helpful if that information was indicated on the order status. Instead, all the information i get is "pending", which is not informative enough to satisfy.
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![]() Thanks, Mike. Much appreciated that you are taking your time to answer questions. We have more. 1) is there a limit to how many spells can be played in a single turn? 2) can spells like "strength" be cast to aid another during an ally's encounter with a monster, if at the same location? 3) if a blessing gives 2 die to a check, is the character able to choose which die to duplicate? e.g. druid lini discards a card for wild shape d10 to strength and reveals a crow for an additional d4; if a blessing is played that gives 2 additional die to his check will he be able to choose 2 additional d10's or does he receive an additional d10 and d4? Thanks again, love the game. 18 hours played since gencon! ![]()
![]() Hi all, just played our first game. As i understand, characters at the same location can take part in each others' turns to some degree. In combat, for example, a second character could step in after the first character failed to defeat the monster and attempt his/her own check against the monster. This help could trigger a location effect, like in the academy (assuming it was the first exploration that led to the monster). But does this opportunity to help apply to other phases of one's turn? Can ally characters help "close a location" if the first character failed the check? If so, does the reward for closing a location apply to just the character that initiated the "encounter" (though not sure "closing" counts as an encounter) or does the reward get applied to every character ally at that location on the turn it was closed? Very fun game. Thankyou, and thanks again for holding the product back at Gencon for subscribers! ![]()
![]() with regard to 1: PC's outpace the monsters considerably as they near ECL 20. More monsters in the Bestiaries could have feats or SU:
giving monsters a shallow blend of PC abilities would go far to close the gap in power between PC's and monsters at high levels. ![]()
![]() TriOmegaZero wrote:
LoL Fair enough, but it's too subjective a criteria to use in this type of discussion. And sorry for the shorthand confusion, Mabven the OP, i was referring to bane the weapon enchantment placed on amulet of mighty fists (Dragon Bane) ![]()
![]() As i read through previous threads on the topic and gather my thoughts, 2 areas of focus emerge in this idea that the game is "broken" for high lvl content. 1: PC's outpace the monsters considerably as they near ECL 20. Traits like Dangerously Curious combined with the imbalanced UMD system for scrolls gives considerable access to high lvl spells. this alone can tip the scales and make a well crafted encounter boring and brief. 2: The game gets bogged down by too many choices, too much rolling, and too many modifiers to track traditionally. See 20 lvl monk ex. above. ![]()
![]() consider: 20th lvl monk
...... then anti-magic field hits..... without software assistance this can easily be a 10-20 min intermission to unravel spell effects from non-spell effects for those that don't track carefully.
This is meant to be consideration for the developers and users of the content. I am voicing my opinions and concerns because i think the game could be made better for higher lvl play. So, while no one is making me play the game, paizo does need to foster a desire to play the game. If the answer is to be, " just stop at lvl 6 cause it's easier" then the desire to play isn't being fostered, clearly; but i suspect someone will fill the niche for a viable high lvl tabletop campaign...still hopeful it will be paizo. ![]()
![]() The following is copied from another thread, but i hope it helps start/continue the discussion about the playability of high end content in pathfinder. "After reading the spell description for Divine Vessel, it's clear this is a Hero Lab error. Your points about spell effects that change size not stacking is also clearly stated in the divine vessel description. So i should have let the issue drop. Yet... the game at higher levels is so cumbersome as to necessitate some software support for number crunching which leaves me thinking either Paizo needs to trim down the rolling and number crunching associated with high level play or work more closely with herolab to facilitate full game play...lvl 1-20! if you have kept an eye on the RPG superstar feedback you may have seen SKR's comments about a lvl 14 Faction leader being too high for most campaigns and thus out of place for the superstar contest. this strikes me as odd, if lvl's 15-20 exist and not much content is available at those levels (particularly in society play)then there seems to be lots of room for development here , esp from a marketing perspective. End Rant: as this devolves let me summarize: Fix mid-high level play or simply remove it from Core" ![]()
![]() wraithstrike wrote: The software is not needed. It just makes things faster. it depends on how much time you have to play i suppose. but consider: 20th lvl monk
...... then anti-magic field hits..... without software assistance this can easily be a 20 min intermission to unravel spell effects from non-spell effects for those that don't track carefully.
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![]() After reading the spell description for Divine Essence, it's clear this is a Hero Lab error. Your points about spell effects that change size not stacking is also clearly stated in the divine essence description. So i should have let the issue drop. Yet... the game at higher levels is so cumbersome as to necessitate some software support for number crunching which leaves me thinking either Paizo needs to trim down the rolling and number crunching associated with high level play or work more closely with herolab to facilitate full game play...lvl 1-20! if you have kept an eye on the RPG superstar feedback you may have seen SKR's comments about a lvl 14 Faction leader being too high for most campaigns and thus out of place for the superstar contest. this strikes me as odd, if lvl's 15-20 exist and not much content is available at those levels (particularly in society play)then there seems to be lots of room for development here , esp from a marketing perspective. End Rant: as this devolves let me summarize: Fix mid-high level play or simply remove it from Core ![]()
![]() I may have been misrepresented here.... (Yarb doesn't know i read these every once in a while =]) my raising the issue is out of concern for Hero Lab's adjudication of the PFRPG rule set. I don't think Divine Essence and Enlarge person SHOULD stack together to effectively increase size by 2 steps, but that is the result of Hero Lab.
Even if this is merely a ruling error on the part of Hero Lab, the description of the spell effects from Divine Essence need to be more clear with regard to size increases. I think an easy fix would be to list the size modifier in the same way that enhancement modifiers are listed (even if this is redundant and size does not increase more than 1 step at a time currently). the divine essence spell description seems to lack this clarity. ![]()
![]() I also really like the idea of this magic item. It fits with some of the co-op feats that were introduced in the APG (if memory serves) and encourages players to work together more effectively.
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