Wizard

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Goblin Squad Member. Organized Play Member. 312 posts. 1 review. No lists. 1 wishlist. 1 Organized Play character.



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Is the PDF similar to the AP paper mini's where they have the red folding line to make it easy to double side ?

Goblin Squad Member

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The avgerage Joe should not be able to see where a fire ball is going to be landing...

If anything a wizard with a high spell check might be able to.
Lets not make this game easy and obvious, reward skill and cunning.

Is having a party walk not in a clump that hard a tactic to employ when you think you are in territory where a PvP attack is likely?

What about sending your rogue/stealthers ahead to scout the area you are walking into. There are tons of ways to avoid a mass AOE attempt on your party.

Also +1 to 3D AOE, that is important in the pathfinder world.

Goblin Squad Member

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@AvenaOats - after re-reading the plegde levels etc, I'm assuming that the crowdfoger Alpha and or paid testers will be covering this aspect.

I guess the use of the word has just changed over time in the industry from what it was 20 years ago. I can remeber having to sign NDAs, fill in weekly reports and actually test during 'beta testing'. Now it seems like its a preview or a demo more then a beta, this isnt specific to golbin works or this game.
I'll forward my views on to goblin works anyway as I like what they have planned for the game.

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I'm glad this thread is getting traction, and that I'm not the only player that enjoys exploring.
Going back to ryzom before fast travel... Your starting race determined where you started, so in the early phases of the game it was very rare to run into outsiders. My friend and i wanted to go to another capital city. We made sure we had provisions we needed, talked to everyone we could about what way might be the easiest to get there and set off on an adventure.

I've been thinking a bit more on this, and about other games that use fast travel be it MMO or games like skyrim/red dead/fallout, where fast travel exists because distance is an obstacle to fun, and what a previous poster said rings loud:

"fast travel (be it shuttle tickets or mounts) makes the goal getting from one location to another. Not traveling there, not surviving the journey. Travel should be a part of the game, not an inconvenience on the way to the fun. Make it big. Make fast travel not cover most of the world (if there were perhaps just 5 fast travel spots in the entire map, I'd be fine). And make sure that we never lose that sense of wonder, that curiosity for what lies over that hill. "

One thing that having long distance/travel between areas does is creates a strong sense of community for that area. One communities concerns become very different from an others. When you look at resources this becomes even more important. Some resources may be scares in one region, and bountiful in another, if you cant just fast transport (or world wide auctions), this sets up a whole lot of possibility for people to play merchant adventurers.

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The best and most exciting exploration experiences I ever had playing an MMO was the early closed beta testing for Saga of Ryzom, and it was the exploring.

A friend and I went exploring. Really exploring, seeing mobs we had not seen, environments we didn't know existed, and it was vacant. We spent hours exploring areas before bumping into another person. We must have been the only people for literately a miles around.

As the beta progressed we lead teams of people at lower levels through interesting areas, this was before there was any fast travel so if you wanted to get to X and you were in Y, it might be a 1/2 hour journey through a dangerous expanse.

When I played WoW this was the biggest disappointment I had. Everywhere i went, there was never exploring. The world was generally small, open, and densely populated with players.

TLDR: Make the world vast, not dense. Make distance important, make actual adventuring important, not just questing.


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Congrats paizo on taking the time to tackle this issue.

I'm going to echo what a few others have said.

1) Don't use invisible. You could easily use 'undetected', and avoid unwanted interactions with existing rules/spells etc. Also undetected covers sight/smell/tremor sense etc. they are undetected, plain and simple.

2) Keep the number of checks low and allow GM's to use discretion. For every action type you say triggers a stealth check, players will find 1,000,000 particular version of that action shouldn't cause a stealth check. I think Raving_dork has the right idea, "Any time an action could cause you to become detected ...".

3) Bluff should be opposed by sense motive. If someone makes a bluff check, that gets opposed by sense motive, and then the stealth opposed by perception.

Using GM discretion goes a long way, and that's what they are for anyway, discretion. If a gm feels that the guards ontop of the ramparts 300 feet away get 1,2,3..40 checks as 2 PCs talk quietly moving across a field, then so be it. We've had stealth house ruled to 100% GM discretion for the last year or so anyway, and its worked fairly well.


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OriginalAragorn wrote:

Question from Mr. Noob here.

I'm putting together an encounter with 3 orcs (CR 1/3), so the total CR is 1.

Their treasure says "NPC," so I went to Table 14-9 and looked up "Total GP Value" for a Level 1 NPC (since it's a CR1 encounter). It returned a value of 260gp.

So far, so good.

I then went to the Bestiary and looked up their treasure, which is "Studded Leather, Falchion, 4 Javelins, and Other Treasure."

But the problem is this. When I add up the value of their listed treasure for 3 Orcs, I get this:
75gp = 3 suits of studded leather
225gp = 3 falchions
12gp = 12 javelins

So I'm already at 312gp of NPC Gear value for the 3 orcs. Meaning I'm already past the 260gp and without even adding in any coins or jewelry.

Am I erring somehow?

I believe you are looking at avg gold per encounter. All this means is they should fight some wolves or other creature with low/no treasure to off set this.


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Hama wrote:
You can throw pretty much anything that isn't too heavy. A friend's alchemist started throwing table legs, cutlery, plates, chandeliers, anything that is reasonably similar in size to a weapon. And the range increment is 10 feet.

This is a fantastic part of being an alchemist. I use it non stop in my game also. I believe you can throw an additional 10ft by taking a -2 penalty also.