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Roll-under is simpler. If it's 20% miss chance, then you know to look for a 20 or lower without needing to do any extra math.

Also it means that rolling higher is better, which is consistent with PF's general paradigm.


I think that RAW the speedups don't stack, but I'd probably let them stack because the normal crafting times are way too long.

The mundane crafting rules are broken anyway, so what I'd do is just make craft(alchemy) work at the same rate as potions: up to 1,000 gp worth of poisons per day of work, or 2 hours if the total cost is 250 or lower.


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Ravingdork wrote:
Victoria Volt wrote:
One guy thrown by a catapult is considered ammunation, no?
Which of course means that there is a 50% chance that the guy is utterly destroyed on a miss, and a 100% chance that the guy is utterly destroyed on a hit. :P

That's.. actually pretty accurate for the effects of being used as catapult ammunition.


I'd let the player add the damage onto the last hit he made. It's only 2d6 damage and he's already using unarmed. No need to make him even more gimped by DR.

Lore-wise it makes sense: the PC just dug his nails and teeth into someone, so ripping them out to tear flesh could happen whenever and shouldn't be especially impacted by DR since it got under the skin.


Only time I'd use it is for negotiating prices.

Player and NPC roll off on diplomacy, and if either one beats the other by 5 or more, the price goes 5% in their favor. A difference of 10 or more means 10%, but no more than that unless the situation calls for a serious ripoff. That roll represents the entire negotiation process, so no rerolls. If the NPC wins, the player has to take it or leave it. If he leaves it and tries to find a different buyer/vendor for the same item, then depending on what it is, it will probably take him some downtime to find another suitable one in the same area. That could be just a few hours for the most common goods, a day or so for a magic potion, weeks for 1-10k items, or perhaps months for things over 10k. This time should reset if the PC travels to a different settlement of appropriate size before trying again.

Just to make sure that diplomacy is worth the skill points, even when the monsters aren't the negotiating type.