Bard Worshipper of Desna

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As a general thing, the Fighter.

I would like to see Fighting Styles Unchained. I would like to see something besides feats added to the mix. Maybe you need to take a feat to qualify for the particular style, but then you start getting stuff for the style path you started down.

Maybe do away with the Weapon Focus tree altogether. Replace completely with the Weapons Training scheme.

I really like the new spell system from D&D 5e. Revamp Pathfinder into something that makes as much sense. Part of the D&D approach is similar to the OGL material from Unearthed Arcana. Spells with more power/spellpoints/higher level are how you get what is traditionally tied to caster level.

There may be more that come to mind, but not right now.


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Looking at the various books on Aasimar and Tiefling, I was think it may be a good idea for another race product. A book for Catfolk that gives alternate takes on the Catfolk based on what feline they resemble. Just like you get different versions of the Aasimar and Tiefling based on their parentage, there should be differences based on Catfolk that are based on lions, cheetahs, tigers, or panthers. You know, go full Thundercats on them. :P


I haven't done this, but I might, lol. If you don't mind stealing from 3.5e material (which is most of us) then here is a way to incorporate Mind Flayers, Githyanki, and Gythzari. 9000 years ago, when the Divinity encountered the Dominion of the Black, the Dominion had captured some crew members. They find out where Androffa is, & send Mind Flayers to subjugate them. Later, maybe 7500-8000 years, Androffa manages to revolt, lead by the charismatic leader, Gyth. Now divided into the Gythyanki & Gythzari, each race fights eachother, but both are searching for the Divinity. Maybe they feel the ship's AI is responsible, maybe they don't know the full story. Whatever it is, now you have 3 new parties that can play a hand in Iron Gods.


I need to cancel 2 of my 3 subscriptions. The Pathfinder Campaign Setting and The Pathfinder Player Companion. I am keeping the Adventure Path subscription.


I am staring to get VERY frustrated with your billing system. If I make JUST a PDF purchase, everything goes through just fine. When I try to order physical products, I have been getting declined.


Since I had problems with my AP subscription, I would like to cancel it. Once canceled, I am going to redo it so that I will start with Iron Gods.


I'm an avid Pathfinder GM. My problem is the GM of the game I am actually playing in like 3.5e & won't change to PF. No problems with that. My question is, What would you think would need to be done to convert Magus to 3.5e? I mean besides the skills. Is there anything that would need to be toned down?


I need to preface this a bit. I am working on a homebrew version of Eberron with a few changes to the setting. Mainly, I am making Cyre/Mournelands more like Alkenstar/Mana Wastes. I'm adding elements of Varisia to the Eldeen Reaches. The Kalashtar will mechanically be like the Samsarans. Replacing the reincarnation aspects with the dream connection. Making them Akashic in nature. I won't use psionics. the time period is adjusted to be 40 years after the Last War, rather than 4. Makes the situation akin to pre-WWII politics, but not exactly.

With this said, everything else will be pretty conventional. So, where do you guys think that The Dragon's Demand would fit?


Great article about swords from a sword smith.
http://www.cracked.com/article_20634_6-things-movies-get-wrong-about-swords -an-inside-look.html


A homebrew exercise. Make a fantasy version of Earth set in the 1800s. What we will do is substitute fantasy races for real world cultures at the time, where appropriate. Nobody is right or wrong, just give your ideas. Any fantasy source.

England - Human
Ireland - Elf
Northern Ireland - Half-Elf
Germany - Dwarf
Switzerland - Tinker Gnome
Mongolia & American Plains - Centaur

Add more


I think it would be more than awesome if Paizo did a Numeria Adventure reminiscent of the Expedition to the Barrier Peaks. A party of adventurers sneaking into Silver Mount. Having to avoid dangers of the alien spaceship, as well as any foes thrown after them by the Technic League.

Just for fun.


Tomb of Horrors (Revised) is a version of the classic module converted to 3.5e D&D. Okay, not really talking much about a conversion right now. Having been brought up to 3.5e, it won't be too much to make it Pathfinder, I hope. :P

Right now, I am looking for some viable options for placement in Golarion. There is likely to be more than one, so I am looking for any possibility that seems to fit with the legend of the site. Now the download, except for the maps, doesn't work. For those of you wanting the download, I have it up at Dropbox. Send me a private message with your e-mail, and I will send you the link.


There isn't a pic for the Widescreen link.


Okay, I am going to back to working on my personal Eberron conversions. One of the things I am looking at is a little bit of reflavoring. This is a matter of personal choice. I am not here to argue which is better, ro so forth.

One thing I am looking to do is to not include psionics. This is a personal thing and no reflection on psionics as a system. That said, I am going to need to change the Kalashtar slightly. Just making them arcane seems to cheapen the entire flavor. I was thinking that I would make them a major source of Summoners and Witches(stealing the Dreamweaver archetype for their use) on Eberron. I was also looking to include them as a source of dream magic, as in some 3pp supplements.

I guess what I am doing is seeing what other think of this as a viable option.


Is it me, or does Nella look like she should be a Companion to the Doctor?


Now, from a personal satandpoint, I see them as a true, living race. From the discription, they have blood and other accutruments of being alive, with an added bonus of still having a trace of being contruct. So, for future clarification, do they benefit full from healing magic? 3pp have added Repair versions of healing spells, so are they affected by those as well? And, along these lines of being alive, are they fully affected my mutagens from the Alchemist?

I know how I would rule on this in my personal game, being a yes to all of the above, but I was wondering about the "Official Party Line." :P


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The idea here is to use a variation of the Generic Classes, mainly having to tweak the Warrior, and use The Genius Guide to XXXXX Archetypes to "define" the characters more specifically. SGG archetypes operate a little different than Paizo's, in that they are available to all classes, barring some prerequisites. The products also define the Archetype "packages" that are part of the PFRPG classes.

Another difference in this approach would be the premise that you keep your archetype during your entire career. You could multi-class at will, but would always keep your basic character theme.


Onc e upon a time, WotC posted stats for Nicholas the Gift-Giver aka, Santa Claus. I propose to post a conversion to Pathfinder, but I am looking for opinions about what they should look like. Giving to the fact that the original stats are 3e, not 3.5e, and all of the additions that are in Pathfinder, as well as whether we agree with the original rendition, I would discuss this first. I will be using Hero Lab, but I am willing to manually add any Mythic material by hand to the final print out. So, who is game to help with this. maybe even some input from Sean K. Reynolds, seeing as his name is in the original credits.


I absolutely love the new ability to stop tracking new posts on threads. I don't know how long it has been operating, but I think it is relatively new. KUDOS!!!!


I was tossing this idea around while looking at the Gamma Terra Group on Facebook. It has been done before, and I actually helped with it, a couple of years ago. Now, though, the Advanced Race Guide offers a ready system for creating mutants. Also, the old conversion really did convert much of the setting, as well as classes, to something compatible. I was thinking more of using already existing mundane classes, or even Anachronistic Adventurers from Super Genius Games. I think this would be a great conversion. Also, I had the idea that Kingmaker would be a good AP for such a setting.


I started toying around with the idea that every class should get a version of "Action" points. Many classes have this mechanic built in, so it isn't that much of a stretch to decided to implement it in all classes. Hey, the playtest barbarian had it in the form of Rage Points. That way every class gets this mechanic & we can use it to have some generic uses that all classes use, then the class specific things each class gets on its own. Say a Fighter uses them to do combat maneuvers in place of the various maneuver feats. Give the barbarian back the rage points mechanic. make the rogue have something like the Ninja Ki pool. Like I said, I was toying with it. I wonder if anybody else has any thoughts on this.


This is not a standard conversion thread. I am going to run the original d20 conversions using Pathfinder for my kids & their cousins. With that, I am not looking to strictly adhere to the canon of the world. More like just looking to capture the feel. They will have their own characters. They have read none of the original stories. I think I have a great adventure that doesn't have to worry about, "But that isn't they way it happened in the book!"

The kids playing are 12-14 years old. I am going to keep it uncomplicated as possible,as far as organizations. I will still have the towers of High Sorcery, but not the 3 orders. They will just be more concerned over focus. Model it more after the Towers in Dragon Age. Keeping the divine casters out as per original, though. No sorcerers or bards. Magi are the enforcers of Tower Law, hunting down those outside of the Tower. Knights of Solomnia are Cavaliers. Witches would be outlaws to the Tower. Rangers would be non-spellcasting archetypes. Gnome wizards would be left alone, well because they are gnomes & nobody wants to press the issue. lol

How does this sound so far?


I have decided that I will be running the anniversary edition of this starting in September, sometime. I won't be running it a a Pathfinder Society campaign, but I am thinking about sticking mainly to the Society Guidelines. Other than that, does anybody have any opinions on some of the published rules that may not be appropriate for the game? Like I don't feel Gunslingers are right for RofRL.


Has anybody tried this combination? If so, what variations did you use? What is your take on this?


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I am presently working on this for my next campaign after I finish my present one. It will involve a Hero Lab file, so I am looking to remain close (not exact) to the original. That said, I will be changing things based on new rules in Pathfinder. Some things might be changed due to balance conflicts, such as making a Dragonfolk race (see SGG's Kobold Kings) as the replacement for most half-dragons in the game.

I have begun by making "Imperial" archetypes for all classes. Basically this will be a tech savvy version of each class, as appropriate. These archetypes will not preclude using any of the standard archetypes, provided they make sense for the character. More on classes later.

Races are tricky. I am thinking of making the new racial abilities into alternate racial abilities. I think that it is too much to add stuff on top of what everybody gets. Also I am thinking of modifying the Soulmech. As written, it is a full construct, which is too powerful an option for characters. I was thinking of maybe the half-construct racial trait as part of rebuilding the race. The background can be that they are the first attempts at truly artificial life.

Most equipment may need a complete overhaul. This can be to adapt d20 Modern stuff. I also need to take into account the damage ranges of firearms, as well as Pathfinder mechanics for firearms. That pesky touch AC attack, which I actually agree with. I am thinking that armor will just emulate their fantasy equivalents. The differences will be in armor qualities. Say like, ballistic and ablative. Ballistic can give DR, representing the new approach to armors over the "old" way. Ablative, though the word doesn't mean exactly this, could still allow the full AC vs modern weapons. This may involve having to repair such armor between encounters.

That is a start to my thinking. What parts do you guys think may, or may not work?


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I am running an Eberron campaign, using Pathfinder rules. So far, I really think that Pathfinder represents many aspects of Eberron better than the original 3.5e rule set. Say that I am tossing an idea around concerning Dragonmarks, House & Aberrant.

I have found Eberron in Pathfinder very helpful with some ideas. I like the idea they have for each DMarked House having a Bloodline. I'm not sure if the Eldritch Heritage feat is the way to go for actual Dragonmarks, though. I am leaning to a modified Varisian Tattoo feat. Then I can use the Tattooed Sorcerer as the basis of a DMarked Sorcerer.

I said that because I am thinking that Aberrant Marks could be tied to Witches. Still using the Tattoo feat, but making a "Tattooed" Witch Archetype for Abberant Spellcasters. The thinking is that Abberant Marks supposedly come from Dark powers. Powerful Abberant Marked people are those that explore their Marks through Witchcraft.


I guess the biggest complaint about the Monk is MADs (Multiple Attribute Dependency). How about a little fix that may alleviate this problem. Rename the AC Bonus column in the Monk Table to Zen Bonus. Now what does this mean? It means, we add the Wis bonus & this bonus not to just AC. We add it to BAB and damage as well. It allows one stat, Wis, to do the heavy lifting for the class. The other stats are nice to have a bonus in, just as it was with the standard AC bonus, but now the majority of your build can concentrate on a good Wis. the BAB & Damage won't benefit unless we are using Monk Weapons.


I'm running a campaign that is starting out in the Eldeen Reaches, but really has nothing to do with Kingmaker. The question I have for the community is this. Do you guys think that the first Kingmaker module, The Stolen Lands, would make a decent stand-in for the Northern Eldeen Reaches? I will have to change some things, but my party will be searching the area for an object that fell from the sky. I thought the treks & quests in that module would be a great way to try to trade services with the locals, so to speak, to get help finding this object.


Here is a great little company that is doing some great stuff. You should check out their site at Torn World. They have some beautiful maps, an adventure or two, and a Player's Guide (that will be coming out soon).


I guess this could be called a rant, but I really don't intend it to be. I just find it funny, frustrating, and nonsensical that many of the legends/mythology/fluff of many races fails to live up to the mechanics.

Two prime examples: Elves & Gnomes.

Elves
Myth: Can't complain too much here because elves of myth have so many varied powers & origins that anything is possible.

Fluff: The fluff of the elf seems to concentrate around fey origins. Why is it they have nothing fey-like to back this up? Nature loving? The gnomes are closer to what I would think an elf is supposed to be in RPGs. From the write ups, you would think that they elf would be the quintessential druids & rangers of the game. Fiction in D&D and Pathfinder seems to support that, but no mechanics.

Gnomes
Myth: The mythology for gnomes isn't really all that old. They are mainly form the Renaissance. Supposed to be mechanically inclined. No connection to the Fey. Sadly, they are the race that gets all of the Fey goodies.

Fluff: The fluff here says they are mechanically inclined. That said, they get saddled with many traits that are more appropriate for the fluff of Elves. The only time that a gnome has come close to myth is with the Tinker Gnomes. A little over the top, but a better representation of the myth. If I had to choose, I would want them tinker-like, along the lines of Salvatore's The Spearwielder's Tale series of books. As a matter of fact, I would like the elves to be more like the elves from these books, too.

Like I said, I really find this humorous. I am not screaming for, "Paizo to correct this oversight." LOL. I do hope that in some future incarnation of the game, that maybe we can, not so much as kill the sacred cows, but make fluff actually come closer to the myth, and the mechanics.


Veil of Truth by Eridanus Books seems to be stepping into Pathfinder SciFi. I won't be able to get this for a couple of weeks. If somebody gets this can you please let us know what you think?


Using the The Genius Guide to Arcane Archetypes and the Investigator Archetype I made a neat alternate Rogue class that could be used for a modern setting, or a wild west like I am running.

Occult Investigator

Kind of neat what you can do with the 3pp products out there.


I am going to be running a Wild West Fantasy crossover adventure soon, as in New Year's Eve. I may not get what I want in time, but I wonder if anybody has done a Bard Gunfighter archetype?


I am getting ready to start a long campaign based on the Spelljammer module Under the Dark Fist. Since the module was 2e & designed to start at 10th level, I will begin on Eberron and expand it to a full AP type campaign. Even when put on Flow maps, Eberron is pretty isolated from normal space lanes. The Vodoni discover it and start planning to add it to their empire. I'm not going to discuss rules here, much. This is to get help with campaign ideas as I run along with this.

How the campaign is planned to go, lol. We know how PCs can put a cramp into that. Here are highlights of events.

The players are starting out on Eberron. The basics are that as they adventure, they will be drawn into the fact that their world is being invaded. First the Vodoni hit Sarlona. It has worked to isolate itself from the world, so the reasoning is take them out & few are likely to notice. They accomplish some of this with an artifact created when the gods of Vodonispace where trapped. A large crystal that allows the Fleet Commander to isolate large areas of a world from planar contact. Combined with other magics, the Quori are effectively ejected from Sarlona. Next major target will be the Demon Wastes. They don’t want rakshasa trying to take over after they conquer everything. Also, the use of the artifact isolates a major part of Khorvaire from the planes. Namely Eberron's Fey from the Eldeen Reaches. Their next goal, begin invading Khorvaire proper. Open with the artifact over Sharn. Destroys the manifest zone & most of the towers crumble. A terror attack of massive proportions. Now the kingdoms can’t produce more airships. Vodoni have cannon & firearms. They have air superiority. This stage is a war. Towards the end, the dragons finally react & help drive off the invaders. Captured intel allows Spelljamming & PCs are tapped to go look for help. Pretty sure that if something isn’t done, the invaders will return. This starts the core part of the Under the Dark Fist module.

Now, what the PCs will be doing during this:

Campaign Overview
1. Crypt of the Everflame - Normal adventure - Tomb actually disturbed by Vodoni scouts - Pathfinder tracking sightings of mystery airships Recruits players to help at the end

2. Gnome Droppings from Dungeon # 63 - Gnomish sidewheeler crashes. Vodoni shot it out of the sky & come looking for it. Gain an autognome

3. Go to Zilargo to learn more about Ergo the autognome - Vodoni Conquering Sarlona as the adventure starts. Characters know nothing.

4. Place holder - Worldwide nightmare caused by the Quori being banished from Sarlona

5. Lhazaar Principalities & Lyrandar losing ships (PCs investigate) - Vodoni consolidating Sarlona. Attacking ships at sea that gets too close to their shores.

That is it so far. I'm showing the adventure first, or the idea for one. After the dash is pretty much what is going on behind the scenes. Adventures may not deal directly with the invasion. When Khorvaire gets hammered, they will run missions & stuff. Maybe go & try to reach the dragons in Argonessan. I should mention that I will be using more blackpowder stuff that is normal in Spelljammer. More akin to what is in Freeport.

Anyway, I would really like some ideas. Or, even just discussing this. Going nuts not able to brainstorm with anybody.


I am getting ready to start a long campaign based on the module Under the Dark Fist Print Edition. It will begin on Eberron. Even when put on Flow maps, it is pretty isolated from normal space lanes. Vodoni discover it and start planning to add to their empire. I'm not going to discuss rules here. This is to get help with campaign ideas as I run along with this.

How the campaign is planned to go, lol. We know how PCs can put a cramp into that. Here are highlights of events.

The players are starting out on Eberron. The basics are that as they adventure, they will be drawn into the fact that their world is being invaded. First the Vodoni hit Sarlona. It has worked to isolate itself from the world, so the reasoning is take them out & few are likely to notice. They accomplish some of this with an artifact created when the gods of Vodonispace where trapped. A large crystal that allows the Fleet Commander to isolate large areas of a world from planar contact. Combined with other magics, the Quori are effectively ejected from Sarlona. Next major target will be the Demon Wastes. They don’t want rakshasa trying to take over after they conquer everything. Also, the use of the artifact isolates half of Khorvaire from the planes. Their next goal, begin invading Khorvaire proper. Open with the artifact over Sharn. Destroys the manifest zone & most of the towers crumble. A terror attack of massive proportions. Now the kingdoms can’t produce more airships. Vodoni have cannon & firearms. They have air superiority. This stage is a war. Towards the end, the dragons finally react & help drive off the invaders. Captured intel allows Spelljamming & PCs are tapped to go look for help. Pretty sure that if something isn’t done, the invaders will return. This starts the core part of the Under the Dark Fist module.

Now, what the PCs will be doing during this:

Campaign Overview
1. Crypt of the Everflame - Normal adventure - Tomb actually disturbed by Vodoni scouts - Pathfinder tracking sightings of mystery airships Recruits players to help at the end

2. Gnome Droppings from Dungeon # 63 - Gnomish sidewheeler crashes. Vodoni shot it out of the sky & come looking for it. Gain an autognome

3. Go to Zilargo to learn more about Ergo the autognome - Vodoni Conquering Sarlona as the adventure starts. Characters know nothing.

4. Place holder - Worldwide nightmare caused by the Quori being banished from Sarlona

5. Lhazaar Principalities & Lyrandar losing ships (PCs investigate) - Vodoni consolidating Sarlona. Attacking ships at sea that gets too close to their shores.

That is it so far. I'm showing the adventure first, or the idea for one. After the dash is pretty much what is going on behind the scenes. Adventures may not deal directly with the invasion. When Khorvaire gets hammered, they will run missions & stuff. Maybe go & try to reach the dragons in Argonessan. I should mention that I will be using more blackpowder stuff that is normal in Spelljammer. More akin to what is in Freeport.

Anyway, I would really like some ideas. Or, even just discussing this. Going nuts not able to brainstorm with anybody.


I know, I know. Not another one. Well, thanks to the new playtest, there is another one. Also, this is about finding the original poster of the document I am going to link here for Eberron Conversion & House Rules. If you recognize your handywork, please let me know. I have edited the file, but not that much. I used the ARG Playtest, but some of the racial abilities had no analog, so I had to wing it. It would take a long time to explain all of my reasoning, but suffice to say I like them & will be trying them out soon. If you have specific questions on the races, I will answer them, but I am not changing them. LOL, your reasoning may be different. I am waiting to see what happens in game play. Maybe you will offer your takes on these races instead, because somebody may like yours better.


Is there a supplement from any publisher that has rules/guidelines for handling such things?


Do you guys & Super Genius Games compete back & forth on who gets a specific product out first? lol. Both of you are trying to kill my bank account.


What does anybody think of this conversion? Thinking of making the AP linked to the ancient giant empire in Xen'Drik.


A comment on some boards (can't remember where) got me thinking. Take the abandoned Maztica 2e setting. In the Forgotten Realms 4e history, this continent (basically the entire western hemisphere) of Toril is shunted to somewhere else. Spellslinger is a fantasy based wild west type setting. Take the shifted Maztica setting & place the Spellslinger setting north of the original setting. Then forward the timeline about 300 years.


I am working on a different take on magic. Not really a new system, as a new approach. My approach assumes that some spells come more naturally to casters than others. To reflect this, I have divided the schools of magic by the associated casting stat, rather than spell lists by school. This approach has every caster with a prime stat for casting, which is used to determine bonus spells. Otherwise, his different stats determine the max level of spell that he can cast in a particular school. This leads to built in specialization. I know that this will have many screaming about MADS. That is true, but probably not as bad as some other classes. Also, there are many players out there that neglect certain schools to a greater or lesser extent anyway.

At the most basic form of implementation, you should just use wizards, bards, and magi as the casting classes. Implement archetypes for the various neglected classes. I would eliminate clerics as a class. Take a lesson from Monte Cook’s Arcana Evolved setting & have priest be a calling available to any class, not a class unto itself. All spells would be available to any that have the appropriate stats to cast them.

I am making a couple of classes that are built with this approach in mind. I will be using a spell point system pretty much identical to psionic power points. Before I finish it, I think I will be running a few games with just the base use implemented.

The schools of magic & casting stats are as follows

Abjuration (Intelligence)

Conjuration (Charisma or Wisdom) (This is a dual stat school. This represents 2 differing approaches to casting these spells, as well as making each stat able to draw from 3 schools apiece).

Divination (Wisdom)

Enchantment (Charisma)

Evocation (Intelligence)

Illusion (Charisma)

Necromancy (Wisdom)

Transmutation (Intelligence)

Universal (Any)

I admit that this would basically create a different feel for any campaign that uses this. It is really a flavor mechanic, as much as a different approach to magic.


Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea.


Two products have put a burr in my saddle, so to speak. Anachronistic Adventurers: The Enforcer and Modern Heroes (go to downloads for product) have inspired me to consider running a campaign that starts with modern characters transported to a fantasy world. I know, been done. Well, I haven't run such a campaign before. My question is if there is a AP/campaign/product that would make for a good fit for this idea. I have been considering running the Red Hand of Doom. There are plenty of Pathfinder conversions out there to support it. I was seeing if anybody had a better idea.


I was wondering if you guys had thought of setting up a chat area? I only ask because that would be a better 'forum' for some of the ranting (not bashing anybody, just pointing out the style of posts) that goes on in some threads. I know people need to sound off, but it is getting ridiculous reading the same rants over & over. Prime example: The whole Sinister Coast fiasco. I know people are upset. I agree with their pain. BUT, their rant threads are getting monotonous. Not because I don't sympathize, but because it doesn't need to be aired out on the boards for the umpteenth time. That said, I thought that in the future that such discussions could be in a chat room, or even a special "RANTS" section of the boards.


Has anybody done much in converting iron Kingdoms material? Specifically the Gun Mage. I found one document that does a lot of conversions, but I am not sure with their take on the Gun Mage.


Looking over the revised Gunslinger has gotten me thinking of running a new campaign that takes a little bit from the d20 Past Shadow Stalkers campaign model. More inspration actually comes from 4e Forgotten Realms. They replaced Maztica with a new continent. Ignoring what WotC CLAIMS happened to those people, why not have most of them cross the Shadow and end up in the Old West?


I know that the likelihood of a computer game based on Pathfinder is slim for the near future. Saying that just let people know I am not going off the deep end on this.

My suggestion is, in the event Paizo license such a game, that they insist on a game that is more like the original Neverwinter Nights. By this I mean that owners can create their own custom content. I would thin that maybe the game actually be modular so that it is mainly the game system. Then 'modules' could be released. Basically a core game, then adventures, much like a normal Pen & Paper game.


Would there be any possibility of you guys getting a PaizoCon that is East of the Mississippi? I live in Tennessee and it is next to impossible for me to get to Seattle, as much as I would like to go. The US is a big place, so I really think that a second convention for the other half of the country would be great.


This is an idea I have been tossing around in my head.

Most agree that the main reason gameplay becomes problematic at higher levels, meaning much above 15th, is the math becomes problematic. I mean from an attempt to maintain some form of balance. I don't have a complete solution, but I thought about is you borrow from 4e, and Star Wars SAGA, a bit and add a couple of twists. Let us take the classes as written. Now treat BAB, Skills, and Saves as just skills. Everybody progresses one ran every even level, similar to the poor BAB now. Certain classes get 1st level bonuses to skills, attacks, and saves. That would be similar to the save bonuses for classes in Star Wars SAGA. We could then add 10 more levels to the classes, for Epic play, while maintaining the math at the apparently magic number of a base of +15.

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