Steff's page

Organized Play Member. 34 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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maybe if you did away with multiclassing per se but rather gave more feats (like 1 or even 2 per level) and opened up other classes traits as feats. so, rather than my fighter wasting a whole level on becoming a cleric for one level just so he can channel energy in combat, i burn a feat to buy just the channeling ability and everything else stays the same.

that way he is not quite as powerful as a pure fighter but he doesn't have to cough up a whole level of advancement to get there.

just a thought.


advice....

So, I am just starting this book and while the party is escorting Trinia out of the city they decide that if sneaking out is good then stashing Trinia in a fake coffin and trying to smuggle her out in a mock funeral must be awesome.

Then they rolled a one for their bluff check to get past the guards at the gate, the wizard panics and attacks the city guard, mayhem ensues as they slay 4 city guards before fleeing the city as more guards come running from all directions.

I am kind of stuck what to do with them... their dumbness should merit some sort of reaction but is it too early to set the resources of the city against them at only 4th level? I debated having them wanted by the city guard upon return from escort duty but if I make it too hard, they could conceivably say, 'meh.. why bother' and decide to explore the world leaving Korvosa to its fate.

i am toying with the idea of a contingent of guards tasked with chasing them down since they do not have horses and maybe throwing them into the dungeon with Blackjack coming to the rescue to get them out somehow.. which would entail a lot of creative editing on my part to keep the story moving.

How would any of you handle this? just whack the group and start fresh?


ah. the 5 foot part fooled me. it is saying that you still get the 5 foot move. now i get it.

duh..


i'm sure this has been asked before but i don't see it so i will ask again.

one of my players is playing a witch. he puts up his hexes and then uses cackle to keep them up, which is fine.

but, then, he wants to use his move action to keep up the cackle and then his standard action to move. so, in effect, all of the hexes he has buffing the party stay up at all times. once they get into combat, he moves to a common point where everyone is covered and then stays there keeping up the buff.

i did not think you could substitute a move action for a standard action like that but i don't know for sure and the rules don't specifically prohibit it.

My first inclination is to not allow it but i wanted to find out if this is common before i rule.

anyone else ran across this or something similar?


I am running it right now in FG. Like it a lot.

There is almost too much stuff available as they convert every single paragraph into the online modules. you have to spend quite a bit of time reading ahead and making sure you know where everything is and how FG works. If you don't you will spend a lot of time clicking around trying to find stuff.

Other than that, it is great.

I have no reason to regret spending the money.


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This is a fascinating read.. and at first I was hesitant to post something because this is one of those subjects where if you aren't careful, you can get in a situation where there is no right answer and pretty quickly you are being shunned for saying something stupid. That being said, after I thought about it I felt compelled to post something because these are important subjects and gaming definitely can definitely play a role in how we perceive them. I hope I do not overstep my bounds. If so, my apologies.

I think that while diversity is something that may very well be a noble thing to strive for, in the case of Pathfinder and by extension, Starfinder, just having diversity should not be, IMO, the end all of the game; that is to say, when designing an adventure or a campaign, the concept of diversity should add something to the story arc not just be something you plop into the adventure like a tapestry that the players act out the adventure in front of.

I don't think it's enough just to have proper ratios of humans to non-humans and be able to point at it as an accomplishment. The story should support the racial makeup of the setting. If there are large numbers of non-humans.. why? Is there a reason? Were they brought there at one time? Is the racial makeup of the city the result of various invasions and conquering actions over the centuries? i don't think you would have a tremendous amount of diversity in a drow city deep under the ground unless you counted those enslaved and/or held prisoner.

Also, I get the impression that diversity is seen through the prism as something that human cities would tend to reflect whereas other races not so much. Would you expect a large contingent of elves living deep underground with the Dwarves? Each city/area of the campaign should have a background that establishes why each race is present in whatever quantities. There are some great potential adventure hooks there I think for a gm brave enough to exploit them for material.

If Paizo was feeling really frisky they might consider an Adventure Path or some other large story arc that maybe introduces some of these contemporary issues and see where their customers land. I think most would be very open to the idea as long as the basis of the adventure still remains just that, an adventure and not a 6 month long lecture on the sins of our fathers. It is a delicate subject to say the least.

One other note. While it is fascinating to contemplate the exploration of some of these themes through gaming (especially for maybe some of the younger gamers who have not witnessed what us older gamers have), I would tend to avoid politics. The world is a complete Sh!t Show right now for a variety of reasons. Everyone has strong feelings and, for me personally, I tend to play games to get away from the constant bombardment of hate that is pushed at us every single day from a variety of sources. Be mindful of your audience as it were so that your efforts do not have the opposite of your intended effect. In my 35 years of playing, games have always brought people together to have fun and escape for a few hours. It would be tragic if they were ever to be used to divide people further.

V/R Steff


if you want to go reeeeally old school.. graph paper. plain ol' graph paper. it worked for literally decades before some of these whipersnappers and their fancy virtual tabletops showed up. draw everything out as they explore and when you do encounters, use the battlemat to draw out just the areas involved for miniatures.


I just wish there was a release schedule.

don't suppose there is any sort of schedule we can kind of hang our hat on?


here is a question.

if i am into fantasy grounds (i am) and i want to publish a module in the smiteworks store (i do) based on the pathfinder game how does the ogl apply to the artwork in the bestiaries?

part of the vtt experience is the tokens that you use to play. since some of us (me) are horrid artists (and i mean friggin HORRID) how do we use the pictures in the bestiary to create the tokens or are we simply not allowed to at all or ???

if it is a pay thing where we send money to paizo and they let us use this type of content, what is the mechanism for that? is there a set percentage? do i just tape a ten spot to a brick and heave it through their window? do they review the content then charge accordingly?

i'm not talking crazy here.. i'm talking about small one shot modules for a couple of bucks for people who are looking for something to do on a saturday.

just curious.

thanks.


i am always looking for game guides to help GM's flesh out and add flavor to their campaigns. Often when running games you get called on to make up things on the fly, which usually isn't a problem. But, sometimes, it is nice to be able to go to a reference and pull out elements quickly without breaking gameplay. Also, game references like this are, I think, tremendously helpful for some GM's more than others in terms of experience. Plus, personally, I read books like this to glean ideas for my games. Sometimes I see ways of approaching game elements that I might not normally have considered.

As far as the book itself goes, I don't know what their thumb rules are regarding content and type of book but any time a book runs over a couple of hundred pages, I assume you would either break it down into smaller books or make it hardcover. I just threw that out there as an idea.


i think there is a little more to it.. a guild is an organization of like minded businesses (merchants guild) or individuals (thieves guild) with common interests. i think there is a lot of roleplaying that can be mined out of guilds. in some settings they wield tremendous power and influence like a center of trading where the merchants guilds routinely overrule the rulers of the city. they can be a resource for the party, like when the party's rogue goes to the thieves guild looking for information or to fence treasure.. they can be a one-time or recurring foe like if the assassins guild has been hired to knock off the party..

i see them more like a blue-collar union.. like from the 60's and 70's when unions wielded power disproportionately relative to the status of their individual members, often due to relationships with organized crime of the era.

If you treat a guild as an entity, you can give it attributes that contribute to the game. For instance, you could make the merchants guild corrupt or generous or whatever.. That would dictate how the guild influences your game by defining how the characters interact with the guild. I don't know if I would go so far as to assign the guild an alignment but the principle is similar.


What about a hardcover book about guilds? guild structure... a bunch of different types of guilds and how they fit into your game? a dozen different examples... merchant guilds.. thieves guilds.. assassins guilds.. mariner guilds.. adventurer guilds.. etc. adventure hooks... some info about guild resources ie if your character is a member of a guild what does that do for them? does it help or can it hinder? that sort of thing.

yet another book i would gladly purchase.


how hard would it be, in the adventure paths, to have a little annotation next to each creature indicating whether or not there was a pathfinder pawn associated with it and, if so, which set that pawn would be in?

I have quite a few pawns and, currently, when setting up for a game i have to dig through all of my pawns for each monster to see if it is available in pawn form or not.

it would be very handy if next to 'crocodile' in the AP, there was a little notation that said PPB1 for pathfinder pawn, beastiary 1, similar to the notations you have under skills, and feats, and equipment for the different books (UM, UE, UC, etc). it would make my life a little easier.. just sayin'


Has Paizo ever considered an "Ultimate Urban" book? There really isn't that much out there about how to properly design a city top to bottom and then run a campaign in it. you could include things like a comprehensive list of the different shops and how to run them.. some advice on how to roleplay the blacksmith or the local magic shop beyond just stopping in, coughing up your 50 gp, and slogging back out to the dungeon/tomb/fortress to kick butt. I'd like to see a guide on things like how to properly design a tavern beyond just a common room and some bedrooms. expanded lists of equipment for procurement. some new subclasses based on an urban environment... really dig deep into city design.. how to lay out a city... what about the terrain it is built on? where does it get its water? is there a waterfall in the middle of the city with a hidden cavern complex behind it? what about how to lay out the different buildings... you could have a section of premade NPC's that could be dropped into a players city campaign. what about all of the different guilds? how do the religions play out in the city? do the evil cults slink around in the dark alleys to avoid the city or are they right out in the open?

for follow up you could do a set of pathfinder pawns for city adventures. miniatures. 3D terrain?

I think properly done you could easily get a 400-500 page tome out of the deal and I, for one, would gladly purchase it because the cities that are available for purchase are, in my humble opinion, not that well done. Typically, you get a map, that is of such high level it is virtually useless, a list of some NPC's of note.. a few adventure hooks.. and then they wish you luck. Not exactly awe-inspiring.

What else would people like to see in an Urban design book for Pathfinder? I'm sure I am missing a ton of stuff.


Just the other day I was musing over the prospect of a slaver ring that was operating under a city. Slaves being brought in from outside of the city with the help of corrupt guards... held underneath the sewers in a makeshift prison.. finally, being shipped overseas in the dead of night to an island where they are put on the block and shipped the world over. My campaign arc had an orc stronghold in the wilderness where the slavers operated from. You can never go wrong with a nice Orc stronghold... just sayin.

Elements of dungeon crawl, urban adventure, corrupt government officials, pirates, and an isle of dread sort of thing to travel to and subdue.

just a thought.


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so, out of curiosity, why can't this be punted to the pathfinder community in some form? I could be wrong, but if I remember correctly, one of the strengths of roll20 is its robust system for allowing users to develop improvements; working with advanced users to program modules for use during the game. They not only contribute, they pay extra each month for the honor. Couldn't you roll out a basic system and then let it become something that the community works to improve? They would still pay monthly subscription fees so there is monetization there and you would still control content in regards to how AP's and modules are presented and obtained (more monetization) but the burden of development might be more spread out.

Never underestimate the sheer overwhelming power of a large group of nerds on a mission.

History is replete with products that were shelved for so long that eventually, when it was time to develop, the ship had sailed.


Greetings. I was just wondering about this very subject. I just finished converting Giant Slayer AP #91 into Fantasy Grounds so that I can run it online and I was wondering what the rules are around sharing. I know the OGL does not allow for me to sell material pertaining to story lines etc, and I am not looking to gank Paizo out of money.. but, at the same time, FG is set up so that once content is created, it is very easy to export for use.

The main reason I want to share is that I know there are other much more advanced users that would be able to vastly improve on what I have done. Would love to see what someone who really knows their way around the VTT could do with it.

Maybe a surcharge or some sort of exchange that Paizo could set up so that users could provide content like this to each other while ensuring they still get compensated. Maybe I could send the module to them for evaluation/editing and then they could offer it to their regular subscribers for some small fee like 5 bucks on a per/purchase basis.

I am not looking to make money or be compensated and I don't mind spending the time doing the conversion (It takes me about 2-3 weeks per AP to convert the pdf for online use).

I just think that Paizo's AP's are friggin amazing and FG is an awesome VTT (I used to use Roll20 but FG is much, much better IMO) and I think there is a (small) market for this sort of thing.

Any guidance in this area would be appreciated. I do not want to just dump their proprietary property onto the internet for anyone to steal. But at the same time, I hate to see people have to entirely reinvent the wheel from scratch.

Thanks.

The Steff, the most electrifying game nerd in professional nerd entertainment.


I came up with this... comments? suggestions?

Undead Spawn CR 6
XP 2,400

L Undead
Init +3

DEFENSE
AC 21, touch 10, flat-footed 19 (+7 natural, +4 armor)
hp 72 (9d8+36)
Fort +5, Ref +0, Will +2
DR 5/bludgeoning; Undead Traits

OFFENSE
Speed 20 ft
Melee d4 claws +6 (d4+1), d3 bite +4 (d6+2), d2 melee weapon (use statistics from scimitar) +4 (d8+2)

STATISTICS
Str 18, Dex 8, Con 14, Int 0, Wis 0, Cha 0
Base Atk +4; CMB +10; CMD 20 (22 vs. trip)
Feats Cleave (melee weapon only), Power Attack (melee weapon only), Toughness
Skills: None
Languages: None

SPECIAL ABILITIES

Spawn

Each round there is a 40% chance that the undead spawn will generate at least one lesser undead from the bits and pieces of flesh that make up the pile. D10: 1-4 (d4 skeletons), 5-7 (d3 zombies), 8-9 (d2 ghouls), 10 (1 ghast)

Vile Aura

The undead spawn is so revolting that all within 10’ must make a DC 13 Fortitude save each round or be nauseated for d4 rounds. If they fail the save, and after they are no longer nauseated, they are immune to further effect unless they leave the area while sick and then returning to rejoin the combat at which point they must start attempting to make saving throws again and the cycle repeats.

Regenerate

Upon reaching 0 hit points, an undead spawn “dies” when its bits and pieces are essentially broken apart. After 6 hours, however, it will start to reform, achieving full strength after another 24 hours. Only by being broken apart and subjected to a bless or consecrate spell can the undead spawn be truly and completely destroyed.


'ello.

I have a new monster that I am trying to create and am a little lost.

The party has come across the scene of a large ancient battle.. the combatants are still tangled up like when they died - swords still stuck in their craw, still clutching arrows protruding from their ribs, etc. etc. I want the mass of dead combatants to animate as a creature I call undead spawn. Each round it attacks with a random number of claws, bites, and melee weapons. It's special ability is that every round there is a 40% chance that some of the bits and pieces will combine to spawn a random undead. skeletons or zomebies or.. you get the picture.

The problem I am having is trying to figure out some of the other "attributes".. should I just ignore them (I doubt the party will try to grapple it) or...

also.. how would i CR something like this? The party is fairly low level (5) so I may have to save this for another time but I like the concept enough that I either want to develop it in a smaller size they can handle or make it larger and save it for when they won't get wiped out *quite* so easily.

Have never actually tried to create a monster before. It is proving to be a bigger pain in the patukas than I had anticipated. Any advice is, as always, appreciated.

Thanks.


so.. i have written up the basic rules and created some of the cards... it is obviously a work in progress but I am looking for some feedback from seasoned players. i want to know what works.. what looks good.. what looks stupid. how can i improve this?

https://www.dropbox.com/sh/n8efn7iowu52w7a/AABMp_cVm-pIgjYYHTWZ0II1a

I have not loaded all of the files.. but quite a few of them. One of those is the rules.. such as they are.

Anyway.. lemme know what you think. Have many more cards to make and then play testing and yada yada yada but I wanted to get some feedback.. thanks for the time.

Steff


hope i did that right.. lemme know if that link doesn't work.


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for those interested.. here are a few of the concept cards i came up with.. just used some art that came up on the internet so the cards don't suck.. did them in photoshop..

keeping it simple for now.. based each cards stats on the average class level so that the encounters stay roughly consistent as the characters go up in level.

https://www.dropbox.com/sh/r1e34b3nzn66zxj/AADqN2GgCkWEguailbxY2UwMa

lemme know what you think. how can i improve the concept?


once the trigger is pulled, each side draws the next d6 cards and that determines who is in the combat.. ideally for the pc's it would be a mix of pc's and ships crew.. for the other side.. a mix of officers and ship's crew..

since the cards are being played in a round based format, the mass combat keeps going simultaneously.. in theory, you could have 2 or even 3 pc encounters going at once, in different areas of the ship, while the mass combat rages around them.

hmmmmm... thinking..


another thought i had was that i start with the cards and then have a "trigger" card randomly in the deck that designates the start of the pc battle... so they get to do mass combat with everyone else for some random length of time before their cards get pulled for the separate battle with the "heroes" of the other ship. do that as a side effort while still using the decks of cards for the mass combat..

that might be a way to go.


Right. I was thinking about how Richard the Lionheart was felled by a crossbow bolt from some castle defender. the problem I guess I have with how it is set up is that in reality, during a large combat, the characters won't always have their choice of opponents. If they and their 30 crew members come upon a galley with a crew of 50, it seems like they would have to fight their way through at least a few layers of opponents before they get to the ship champions as it were.. and then it would be hard to structure the encounter so that it was evenly matched. You want the characters to ultimately prevail but they should have to work for it.

What I was really trying to do was to find a more efficient way for the characters to gain infamy and plunder without me having to constantly gin up fresh encounters. After a while they all start to feel the same and they take up so much time. I thought that a randomly drawn opponent matched up against their "built" character decks would be the ticket.

Thanks for the input. I'll keep plugging away at it.


So I have kind of struggled with the mass combat on-board ship or in the town pillage section of skull and shackles last time and I was trying to figure out a better way to do it. I read online in these forums where someone thought a card game would work and I liked the idea but I have not found anything concrete so far. if this already exists, can someone enlighten me so i don't have to reinvent the wheel?

the party:

each character has a character card for the encounter deck as well as a personal deck of cards based on his class. fighters have weapon and armor cards. magic users have spell cards. clerics have spells, armor, and weapons. rogues have weapons, armor, and 'special' to reflect backstab. other classes have cards that make sense for them. etc etc etc.

then there are the crew cards. Each crew member of the party deck gets one card. Each card has a strength, a defense, and any special effects reflected.

lastly, shipboard weapon cards. Any weapon that can be used when grappled with another ship that can do damage to personnel ie balista.

the encounter:

there is a captain card and associated weapon/armor/spell cards depending on how he is set up.
there are various officer cards, each with his armor/weapon cards.
there are crew cards. Each crew card reflects from 1-10 crew members and does damage accordingly. This is to reflect that the ships you fight often have a larger number of crew members who are not as proficient with weapons.. ie they have no individual weapon or armor cards. (for example. it might say 6 crew members - roll d20. 1-2, ineffective this turn, move to discard pile. 3-10 - move d3 party cards to discard pile (wounded), 11-15 - move d2 party cards to void (killed), 16-18 - move d4 party cards to discard and d2 party cards to void, 19-20, move d4 party cards to void and draw another card... something along those lines)

they also have shipboard weapons cards.

There is the play pile, the discard pile and the void pile in front of each player.

you put the individual cards in front of each player. the character cards, crew cards, ships weapons cards, etc. are all shuffled into one pile. the GM shuffles all of the cards together on his side and you are ready to rock.

determine initiative and that person gets to go first. ships captain gets his initiative mod. party chooses their highest.. both roll.

you pull the first card. if it is a crew member it will have a d20 table on it. low roll (1-2) indicates something negative. for an individual crew member, they may have knocked themselves out. move that card to the discard pile. for a spell, it may have gone funky, like webbing your own people, move d3 of your cards to discard pile. or it might be something worse, like some of your people get caught in a fireball, move d4 to the void - dead. healing spells retrieve cards. so, if the cleric gets pulled, he can choose to either cast a spell or use a weapon. if he casts a spell, and it is cure light wounds, then he gets to retrieve d4 cards from the void and the spell goes to the void. If the fighter is pulled, he gets to use a weapon card which will allow him to roll to remove a random number of opponent cards to the void. etc. etc. etc.

For characters with armor cards, if their card is pulled to go to the void or discard pile, they can play an armor card to get shuffled back into the active deck instead. out of armor cards? out of luck.

on the other side, same thing. captain is pulled, pull a weapons card, remove random number of cards from players hand to either the void or the discard pile. if a player is one of those pulled for the void, they are placed there temporarily. they can be pulled out by healing as a direct action when the cleric is pulled ie, the cleric could burn a spell and immediately place that players card back into play. if, however, at the end of the combat, the player is still in the void and the cleric is out of spells, then surviving players could check for items (potions, scrolls, etc) that they could spend to "buy" back that character. no items? no spells? start rolling a new character.

At the end of the combat, the party can randomly pick like 2d4 items from the ships discard pile. that includes any special items or crew members to recruit to be pirates. keep the ones they like. ransom those that they don't. the rest are assumed lost.

that is what i have so far. What do you think? I think it would be a pretty simple way to do mass combat. You could definitely scale it up to any large scale combat, including land combat, simply by how you structure the leaders (general versus a captain) and the troops.

I was thinking the ships crew would be a number of cards equal to the number of players cards but with randomly more people on them so that the turns would be even. The larger ship would hit more often (it has more people) but would not do as much damage (not as well trained) and any discrepancies would be compensated for by the party's ability to influence the combat (spells and armor).

Any suggestions? What sounds stupid? What sounds cool? What am I missing?


Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). ...

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.

Spell Combat allows me to do a melee attack AND cast a spell as a full round action. Spellstrike lets me deliver my touch spells using my weapon INSTEAD OF my hand (the FREE MELEE ATTACK referenced above). So, it seems to say, that as a 2nd level Magus I can deliver a normal melee attack using my weapon AND a touch spell attack using my weapon as one full round action. CORRECT? (I do take a -2 penalty on each attack however as part of spell combat and would still have to take a defensive concentration check on the spellstrike or be subject to attack of opportunity... but that is how I read these abilities.) OR I can just do the one melee attack at normal attack bonus with the added bonus that I can cast a touch attack spell through the weapon..

Am I reading this wrong? Is it now that I have a choice on how to apply the penalty depending on how I choose to cast the spell?


Hey.. I'm thinking about starting a city campaign.. lots of crawling around in sewers and fighting the forces of evil that have gripped the denizens in claws of fear.. that sort of thing.

My question is.. In Golarion.. what would be a good city to detail out for my campaign? Any suggestions? I have plenty of adventure ideas.. just have to put together the city.. maps, npcs, details, etc. etc. I guess I could just pick one at random but any of these cities stick out in your guys's mind as unique enough to build a whole campaign around it?


I haven't read this whole thread but I remember after the movie The Matrix came out with Keanu Reeves (Reaves?), I started to run a city campaign which I got into for about 1 adventure and my job moved.. sadly the game group was unwilling to take the bullet and come live in my garage.

The premise was that the city the characters were in was overrun with them in it and they were unable to get out in time. They were forced underground to hide from the occupation where they became entangled in a large number of factions from helping to set up an underground railroad to smuggle people out of the city while smuggling important supplies and people back in to conducting guerilla operations against the occupying forces while attempting to keep away from the executioners axe. I had elements such as corruption among the city guards and their leaders, traitors that needed to be sniffed out amongst the rebels, excursions to various locations within the city to obtain supplies or get information to other "cells" in the city.

It just seemed like there were sooooo many adventure hooks and I was ready for months of quality gaming and then my stupid job had to drag me away. Apparently the wife and kids expect a place to sleep AND food every day.. whatever.

I think something like that as an AP would rock!

Just my 2 cents. Paizo? Lemme know if you need me to quit my job and come work on this for a couple of years :)


I am running the Reign of Winter in roll20 and I had thought that as I created the tokens, it might be nice to share them with others that are running the game in a virtual environment (no reason to reinvent the wheel). Also the jpegs of the maps if someone wants those.. but I don't see an area to post attachments. Is it not allowed or is it in a separate area or what.. or am I just being extra dumb..

I have all of the maps in jpeg for snows of summer as well as all of the tokens for SoS and TSH. Working on TSH maps now.


oh.. follow up.. when I said make smaller batches of pawns available with the adventure path, I meant that as an option.. many people will not need them or want them and may be turned off by the increase in price.

thanks.


I assumed it was a combination of factors and I totally understand the logic.. it is just frustrating sometimes. there are a couple of ways you could go with this, IMO. one is, split up the pawn sets into smaller sets and issue at the same time as each adventure path.. as the artwork comes in for the adventure path, set up the pawns so you don't get a tremendous lag in production.. charge an extra 2.50 or 3.00 for a two sheet set of pawns unique to that adventure path that ships at the same time.. even 5 bucks I would gladly pay.. 5 x 6 = 30 so I am thinking you would recoup the extra investment involved in setting these things up repeatedly.. Also, that way you don't have to wait until the end of the adventure path to get to the pawns.. by the end of the AP, I am already halfway through the first module so could definitely have used those pawns right away. I would love to do miniatures but some of us old gamers just don't have the time we used to for painting :)

Another thing to consider is in addition to telling us on the box what is in there, put out a list of what is in there along with where we can find the pawns. "This box does not contain creature X which IS however available in pawn box blah blah blah available on the paizo website.

DO NOT MISUNDERSTAND ME.. I absolutely love Pathfinder.. I gleefully threw all my AD&D crap away a couple of years ago and will keep playing as long as you keep publishing.. tremendous product line and can't say enough good things about it.. just trying to get the artwork for VTT is proving to be.. uh.. problematic..

thanks.


I could be wrong here but by my count, just from Snows of Summer, the following were not in the pack...

Arctic Tatzlwyrm
Stag (Elk)
Rohkar's Raiders (Human Warriors)
Frost Skeletons
Giant Weasel
Air Elemental
Teb Knotten the Moss Troll
Advanced Giant Mantis
Emil Goltiaevna
Katrina Goltiaevna
Lytil the Witchcrow
Bordegga the Ice Troll
Animated Ice Dragon
Water Elemental
Yana Dultsev
Spriggen
Doppleganger
Animated Ice Nymph
Mandragora

Some of these you may not really need (like Emil and Katrina if they don't wind up fighting them) but, I bought the pdf so I could use the images to create tokens for a VTT game I am running in roll20.net. But, so many are missing, I am having to get creative (rooting around on internet... using photoshop... etc) Not really mad about it so much as just wondering why they don't include all of the pawns in the set..


OK.. I have to vent.. this is very frustrating... I buy these pawn boxes for the adventure paths and there are missing pawns! I can see them not including pawns that are included in other sets.. for instance, if the creature in the adventure path is available in the bestiary pawn set.. smart marketing there. But, when I buy the pawn set for Reign of Winter, some creatures are not represented and they are not available in other sets... ??? That doesn't make sense. Can anyone tell me why they don't give a complete set of pawns when you buy these things?