Syras's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists.


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Caldeathe Baequiannia wrote:
Syras wrote:
Ryan Dancey wrote:
Context for this question?
Sorry, I was starting up PFO and there was an announcement that experience was being backdated. I didn't know that meant only for DT accounts. I just bought the game last week and didn't know anything, so I kept running around to different guys leveling EVERYTHING which was stupid. I thought they were backdating experience for everyone and allowing them to "reroll" basically. If I was wrong, oh well.
It is not just DT accounts. The first character created before the end of this month on any valid EE account will have exactly the same experience as if it had been created at the moment the game went live. There are a small number of DT accounts where that process failed, and they are being offered a chance to delete and restart those characters.

Thank you, that answers my question.


Ryan Dancey wrote:
Context for this question?

Sorry, I was starting up PFO and there was an announcement that experience was being backdated. I didn't know that meant only for DT accounts. I just bought the game last week and didn't know anything, so I kept running around to different guys leveling EVERYTHING which was stupid. I thought they were backdating experience for everyone and allowing them to "reroll" basically. If I was wrong, oh well.


So, I'm hoping this is something that will benefit myself but here is my question. Is this going to reset all of your experience? You will have to re-train whatever it was you were going for, etc.? I put a lot of points in useless stuff not realizing I couldn't fix that, lol. Thanks for any information.

Syras


Azten wrote:

*raises scimitar to Sarenrae*

I hereby dub all gathered here the First Adventuring Guild of Goblinworks!

Did I miss the boat? Has it left? Where did I leave that extra set of underwear....


I love the idea. I love sandbox MMO's. If this resembled the early days of UO in 97-98, I would just have to jump for joy. The skill based system is a great idea IMO.

I am currently in two groups playing PF and I can't stress enough how much I love the P&P version. Actually "seeing" the River Kingdoms would be particularly exciting, most of our adventures have been in that region so we all have an idea of what we think it appears to be. It's really going to be highly anticipated for us.

Anyway, questions. How close to the "classes" will the MMO version be? Considering there are archetypes, I would assume you have a few different flavors of each type of class. Would that mean as well that you could "multiclass"? Will you just simply pick from different skills and talents from everywhere or will it be class specific?

Thank you for your time, I am looking forward to put in my application for the beta whether that is 1 or 2 or however many years away.

(Side question - MMO's take years to develop, has this been started yet? Would it be realistic to say a few years off as of now?)


1. Perhaps they are bored?
2. Be a rule whore when that happens. "I'm gonna ask that guy in the bar where I can find this or that"...YOU - "roll diplomacy"...HIM "rolled a 19!"...YOU - "He hates elves, FAIL".
3. Have them all write down on their stat sheets exactly what they have to roll, how much added damage they get per attack, etc.
4. More power to him if he's enjoying it. If he's not enjoying it, tell him point blank it sucks.

On a politically correct note: If you really want them to have fun, find out what it is they really want to do/accomplish. I am in a group now where one guy simply doesn't like to do anything except roll the dice on the mat and smash face. Another guy wants to build, be a part of a fantasy community, grow, etc.

It's all about balance. Remember this - if people get mad at you during a session, it's because they are and it's also because they CARE. That means, they ARE getting into the game.

Make sure that if you are a GM, CHEAT! It's in every book you will ever see. Don't make walks in the park of any campaign, don't make it too difficult either. You can, as a GM, get them out of trouble if you have placed something too difficult for them in the first place.

As the previous poster stated, communication is the key. Also, making sure that EVERYONE gets involved helps too. You will always notice the one guy that doesn't talk much, or just sits quietly, get him involved too. If everyone talks too much, give them a reason to keep quiet during someone's turn (Ok Bob, while Tom is telling me what's going on here, figure out where you plan on taking the group after he's done but remember, the first words out of your mouth I am going to take literally!).

Anyway, it's a small novel but I feel your pain. Have fun! Good luck!