Finoan wrote:
It was in the core spellcasting rules before the Remaster. CRB pg 303 wrote:
Player Core changed that description and removed the section on somatic components, so it doesn't seem to be spelled out any more. But the only mention of needing a free hand is under Costs and Loci. PC pg 300 wrote: As part of Casting the Spell, you retrieve the locus (if necessary, and if you have a free hand), and you can put it away again if you so choose. Though there's gale blast, a specific spell that does require having a free hand (and gets a bonus if you have two).
That would generally make the restrictions stricter, not ease them. And I think the goal here was to give the Daredevil different advantages based on size--the bigger you are, the more targets for your maneuvers, the smaller you are, the more useful props. Changing that will just make bigger better. Isn't that also quicker and more consistent to adjudicate, as long as you don't have multiple Daredevils of different sizes in the same party?
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If you don't have anything you want to say in Gameplay, you can "dot and delete." Make a post--any post, even if it's just a period--and then immediately delete it. Deleting the post won't remove it from your campaigns, so this is a handy trick to add them when you're not ready to make an actual gameplay post.
There are only a few signups so far.
I plan to run the 12th level one, too, if that helps (though I haven't really looked at it yet). Since it's not a Society scenario, you could always join for no credit if you'd like. EDIT: And oh sure, any class and ancestry are fine. Including Necromancer and Runesmith if you want. They're not actively being playtested right now, but why not?
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They've dropped. Have you checked the store? New things don't drop to the old page any more, there's a library under the store tab.
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You could also just run a non-PFS adventure. I might do that, actually.
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Though the character did get marked Dead under the old playtest rules (except for Bounties), too. They worked like pregens, and that's part of the pregen rules--you designate a Society character they're standing in for, and all rewards and consequences apply to that character. Incidentally, unrelated to the playtest, as I read the Adventure Mode rules you could convert an adventure to a different edition of the same game and still report it for credit. Do I have that right? I've been wanting to get around to running Signal of Screams, though if I do it at this point I'll probably convert to second edition.
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No, that's how it used to work. The new rule is that you can just build characters normally using playtest classes, and those characters remain legal until the classes are published (at which point they must be updated to the final rules). Including for the other two as-yet-unpublished classes. So you can just build Necromancers, Runesmiths, Daredevils, and Slayers and play them normally, with the caveat that using these characters in games requires the GM to opt in.
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Watery Soup wrote:
That's true, but players really should have down how their own characters work. Like you said, you can't be expected to be intimately familiar with every class as a GM. I've got most of them down, but there are a few I don't know well. That isn't necessarily more true of playtest classes.
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That's how it used to work. As I read it, the new option to just create a character with a player class replaces the old option.
No level 3 PC needs a natural 20 to overcome this curse. Even if they get to Drained 4, the worst case scenario is Con -1, Trained in Fort, Drained 4, for a net +0 against DC 17. It's more common for PCs to just make the save. Last time I ran a wight,I didn't think anybody got cursed. YuriP wrote:
An above-average amount of something showing up isn't a failure. What's the contradiction even supposed to be here? The OP did not mention any lore, or even specify which adventure party they're playing.
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"Ah, well dear lady you are rather... terrifying." He stands, with an incline if his head and s wink towards Callistro. "Unless there's anything else, we'll take our leave. Have a lovely evening." He signals to his cohorts to collect the crate with the remaining items, and they leave the room. [Ooc] Anything the you'd like to do before heading back? [/B]
Witch of Miracles wrote: It's not exactly the same as if it were inflicted outside your turn, though. Stunned isn't supposed to stack with slowed when subtracting actions at start of turn... but it sounds like the new ruling implies you could lose 1A to being slowed and then get stunned midturn and lose another action. It's an edge case, but it doesn't sit right with me. It's all edge cases for this ruling, sure, but... To be clear, the way you want it to work is that the target loses the rest of their turn, can't use reactions for a round, and loses one more action next turn, but losing one action this turn is too much?
That's not true. I've seen at least one scenario where the PCs are told they should go buy some, in fact. But it's really more of a solution to a particular problem. If you have a character who wants to be mounted regularly you really need a companion. I have one character who purchased a mount because she needed to speed up some travel time. It did not survive to the end of the scenario, though it lasted long enough to accomplish the objective.
1. Contemplative Starlit Span Magus, Time Traveler background (even though it's kind of a bad fit for a Contemplative). I haven't played Magus before or even seen one in play much, but ranged damage and knowledge skills, I think.
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Oh, I never asked to be a reporter. I would like to be a reporter, please.
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Commander is certainly an interesting one to have out of tier.
bugleyman wrote:
Uh, isn't that normal? I've only ever been to a smaller con, but they never schedule old scenarios, only ones from the last season.
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Any particular scenarios folks are hoping to see during Outpost?
The wererat's sword deals better damage than his claws or jaws.
But the weretiger for higher-level parties doesn't have a melee weapon, and his jaws have Grab. Of course, that won't be level 1 and 2 PCs. Mostly. At least, not without a level bump.
Squiggit wrote: Man Class DC really is such a terrible mechanic. Uh, why? What's wrong with it? In other d20 games, abilities each include their own save DC formula (though I'm pretty sure I've seen one or two where they forgot to define it!) that are all ultimately pretty similar. Here they define it once, done.Though of course then you get the occasional ability that still doesn't specify to use it, so that's the same issue. But more concise! Teridax wrote:
This post contains multiple quotes that you then claim say entirely different things.
Teridax wrote: "Certain abilities" use the class's spell DC because they explicitly say so. There appears to be this extreme keenness to ask for justification on why class DC would apply here, yet an equal keenness to jump to the conclusion that one can just substitute spell DC at-will by default without providing a scrap of evidence in the rules for this. "Certain abilities" is from your rules quote, and it was about Class DC... The rules for Critical Specialization say to use Class DC when appropriate. That's why abilities that let you use Spell DC instead say so, because they're an exception. Nobody said anything about substituting Spell DC for Class DC other than you.
Other than the fact that it makes sense, of course, since they measure entirely different things. Oh look, a reason! Why would Wizards be the best at critical specialization and other martial abilities just because their shield are difficult you resist? As for casters "having" them, that would be in the rules for Class DC. Some of them aren't proficient, which means they'll be terrible at the things that use it, but being terrible isn't the same thing as the game not functioning because the value doesn't exist.
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I haven't played 1-00 or 1-05 yet. 1-00 is pregens only though, right?
Huh. Okay, looks like a little glitch in the new website. I don't see the sanctioning document linked on the store page for the physical book. It is on the store page for the PDF version, but the link isn't underlined like links usually are it otherwise marked (at least on mobile). The words "free download" are the link. And you can always get Chronicles from RPG Chronicles.net. As for Reputation, the reporter has to enter that. If you reported it, that's easy enough. Double-check it and edit it if it's missing.
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