I overheard this exchange at the bar at the Shady Dragon Inn last night
One fellow: "have you seen the comments on wands and their availability on the paizo forums? Wow, some of those people have a deep interest in macro economics."
Other fellow: "I read some of them, and I admit a lot of what they are saying goes right over my head. I mean the percentage of residents able to cast necessary spells for crafting unique magic items is a complex derivative."
One fellow: "Tell me about it, I mean is there a school for this sort of deep study of Magical Economics in diverse population sizes?"
Dwarven drunk sitting two chairs away: "Yeah, it's called the Keynesian school."
Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)
Boy, I wish I knew the rest of you better. It seems like we only just met a few days ago, and here we are heading into our first real mystery together, and getting separated at the same time. Well, if it means anything I want you all to know that I've enjoyed knowing you, being a part of this has meant a lot to me. And now that I've found my brother I can send a message home to let our family know he is alright. Shoot, maybe we’ll even find his girlfriend down below. I hope so, for him. But gee, I still really hardly know much about any of you except that Caine can really work a wench, er, um, I mean a winch. Just look at him go.
I don't run games in Golarion, ever, so this is not an issue that matters to me in the slightest, and because I feel this way I will not post in this thread...
I believe the game of Pathfinder has evolved beyond the useful interpretation of rolling for ability scores.
Most die rolling methods produce results that are interpreted on a curve, while the game is built around linear progressions
90 percent of character development is placed completely in the hands of the player with many choices that can be made to define and explain the character and how it works, and the remaining 5 percent is the question of "Did the player roll the ability scores and generate them arbitrarily, or did he build them?"
When players build ability scores, character creation becomes nearly 100 percent under player control - give them fixed hit point increases at each level and the character creation process becomes 100 percent divested from arbitrary rolls.
The nature of luck and what the dice do or do not do for you in the playing of the game is always going to be a factor of the Pathfinder formula, but as so much player choice has been built into class/feat/skill selection it seems that the game really should place rolling ability scores in the "optional" rules section
For me, there is this ancient thing in my brain that places too much emphasis on "playing the character that you rolled up" instead of "playing the character you want to play"
Every, single, one of these “Paladin Dilemma” threads reads exactly the same to me. It all reads like at one time a Player and a DM got into an argument about what the player thought their character should be allowed to do and what the DM thought the character should not do.
And that argument created a rift so great that the universe shook under its tremendous weight.
The problem is usually not with the Paladin's choices, but with the agreement between the Player and the Dungeon Master as to what it means to have fun playing a paladin.
*Stands up, fingering the shinny token in his hand*
"Hi, I'm Terquem, and I'm a struggling Tacticslion"
Crowd - "Hi, Terquem."
"I guess it started when I asked a question about Paladins and Goblins, and from there I found myself posting almost every hour. it seemed fun, you know in the beginning..."
I've often wondered why the film makers didn't use an avatar from an 80's "teen" movie as the main villain's avatar in the Oasis, you know without actually acknowledging that it was the principle from Ferris Bueller, or something like that.
unless you all agree that those rules will be applied to the game you are playing, which is suggested by the rule books, only suggested.
I don't remember reading in any of the books that discussing real world moral conundrums and arguing if "the ends justify the means" can be, in any way, adjudicated, by the dungeon master for improving the overall quality of the game session
Sure, sometimes talking about morality can be fun
I've never experienced a game of D&D where talking about morality, as it is understood in the real world, made the game better.
What I don't get, and it's probably just ignorance or lack of experience on my part, but I don't get why discussions of "real world" moral philosophy, at the table, is necessary for a good game of Make Believe.
I'm just going to stop giving out treasure entirely.
Instead I'll give out coupons, with expiration dates, and lots of fine print that makes them useable only in certain stores and in conjunction with certain other purchases. Make the PCs get jobs so they have to earn money like everyone else
Stop thinking about your character and the think about the world around your character
These wands are not beyond even the basic economy of a small village - they are not difficult to create. Every village , everywhere would have them - generals of every army would have baskets full of them
Noi villager would suffer economic hardships because they could not harvest crops for a week due to a serious injury - no one would die from a fall off a ladder (assuming the fall did not take them to negative numbers equal to their constitution) Grampa bumps his head, goes to -3 hit points, a donation to the church and he's back at the plow
seriously - I've always managed divine magic in a way that is based upon the 1st edition AD&D Dungeon Master's Guide
Divine Spells are prayed for, and the deity DECIDES if that is really the spell you need for the day OR NOT and by extrapolation, in my campaign settings, there are no wands of healing, of any kind - if they existed they would have a dramatic effect on the natural course of life and death
Now, some may say, "But David, this isn't fair to the heroic characters."
and to this I say, "With the groups I have played with, it has never been a problem."
If the problem in your game is that it is "too scary" to adventure because the characters might die, then we aren't playing the same game. If you want to heal the characters back to full hit points after each encounter, that's great to, as long as you are having fun, I don't see a problem, but I've been running games in the same campaign setting for a while now, and when the games are done, and I am alone thinking about the campaign world that I and the players I play with have created, I want it to make sense, to me, and wands of healing just don't fit that world.
I fear that at some point, somewhere, a GM is going to be in a difficult position where she is forced to either let something slide, or enforce a rule that causes a player to be faced with the situation where their character doesn't get to automatically do exactly what they want to do
And then, the boards will be swamped with threads decrying the "broken" resonance system and why it needs to be removed from player characters.
I am struggling to understand how anyone, ever, got into the hobby of playing a fantasy role playing game and after, oh I don't know how long, became convinced that the rules of the game must be followed exactly as they are understood, or the game itself is somehow broken.
"I'm not re-hashing that debate - I'm arguing that a cleric CN cleric casting protection from good 5 times and becoming evil (making them 1 step removed too many from their CG deity) is a bad mechanic. A GM that enforces that rule would be a jerk - a rule that makes a GM a jerk for running *as written* is a bad rule."
THIS, this, this, this - if you want to have a CG deity (for what ever reason) but want to be CN (for what ever reason) and find that your character is constantly in need of "Protection from Good" spells in a game where
a) the DM keeps throwing "good" aligned creatures at your character because she wants your character dead, and you don't - and then rules you are shifting to an "evil" alignment as punishment, then
play in another DM's games
or
b) Your character "keeps" finding reasons to "engage" with "good" align creatures in a way that results in your character "needing" protection from the said "good" creatures and your DM thinks that this behavior is pushing a little heavy on the evil side of conflict resolution management, and a threat of alignment shift for your character seems misguided and "unfair" by you, then
your DM might want to find another player to play with who understands why there is a problem
The problem isn't with the system or the mechanics. The problem is in what each of you wants out of the experience of playing the game.
In my experience, as a GM, there were far too many times when I thought I was being nice to a player by giving them something they wanted that eventually turned out to be a tool the player used to bludgeon the game into something they personally wanted it to be.
I could post pages of experiences with games and how, in my mind anyway, things have changed, but I've learned that very few people actually want to read those sorts of things.
What I mean to say is, that if, and when, I play PF2.0, I hope it will be with a group of players who want the same thing out of the experience that I do.
I don't see HOW it could possibly be compatible with 1e unless each separate character class has a unique experience point progression table I mean this is fundamentally...
Wait what?
Ohhhhh
never mind
Full Name
Hayashi Jiro Narukami of the Kage Ryuu Clan
Race
Humanoid (Human), HP 25, Fort +8, Ref +10, Will +4, Init +6, Perception +9 (low light), Sense Motive +6, Stealth +11
[ooc-][bigger-]Encounter Name | Round X, Initiative X[/ooc][/bigger]
[b-]Narakumi Hayashi | hp 32/32; AC 17/14T/17FF; +8F/+10R/+3W [/b]
[ooc-]Move: [/ooc]
[ooc-]Standard:
[ooc-]Swift:
[ooc-]Passive: Deflect Arrows, Ki Pool, Ammunition
Male Human Tian-Min Slayer (Stygian) 1/Monk 3
LN Medium Humanoid (human)
Init +6; Senses Low-Light Vision, Perception +9; Honor Points: 28 points
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Defense
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AC 17, touch 14, flat-footed 17 (+4 Dex + 2 Wisdom + 1 natural)
hp 32 (3d10+6 +1d10+2)
Fort +8, Ref +10, Will +4
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Offense
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Speed 40 ft.
Ranged Dart (Shuriken) +8 (1d4+2 20/x2, 10 ft.), Shortbow +8 (1d6 20/x3, 60 ft.), or Kunai (dagger)+8 (1d4+2, 20/x2, 10 ft.)
Melee Shortsword (Ninja-to) +8 (1d6+2, 19-20/x2), Longsword (Katana) +6 (1d8+2, 19-20/x2), +8 Unarmed (1d6+2 20/x2), +6 bo staff (1d6+2/1d6+1), or Sap +8, (1d6+2 20/x2 nonlethal)
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Statistics
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Str 14, Dex 19, Con 14, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +6 (+8 to Grapple); CMD 21 (23 vs. Grapple)
Feats Weapon Finesse, Point-Blank Shot, Improved Unarmed Strike (Monk), Improved Grapple (Monk), Stunning Fist (Monk; DC 15 or be stunned; 2/day), Mantis Style, Deflect Arrows
Skills +11 Acrobatics (4), +3 Bluff (1), +6 Climb (1), +3 Disguise (1), +8 Escape Artist (1), +8 Heal (4), +2 Intimidate (0), +7 Knowledge (local) (2), +9 Perception (4), +7 Ride, +6 Sense Motive (1), +9 Sleight of Hand (2), +11 Stealth (4), +7 Survival (2), and +5 Swim (0)
Languages: Tian
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Traits
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Noble born Clan Nara/Narukami (campaign) – +2 to damage rolls with light or one-handed weapons vs. flat-footed foes.
Blood of Dragons (race) – You gain Low-Light Vision.
Reactionary (combat) – +2 to Initiative
Child of the Streets (social) - +1 to Sleight of Hand, always a class skill.
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Drawbacks
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Nervous – Taking 10 results in taking an 8.
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Special Gear
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Cloak of Resistance +1, amulet of natural armor +1
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Gear
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Backpack [Bedroll, flint and steel, ink, iron pot, mess kit, soap (50 uses), torches (10)], Clothes [Shinobi shozoku, common clothes (style depending on location), Monk outfit [hat, robe, sandals], Belt Pouch [Thieves’ tools, steel mirror], Book Pouch [Hammer and Anvil, Cyphered Scrolls], shortbow, 2 Belt sheaths [2 shortswords (Ninja-to), 1 Kunai, 1 longsword (Katana)], 2 daggers [Hidden, DC 17 to find, Standard action to draw out], travel cloak (gray-green), bo staff, and shinobi medallion.
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Ammunition/Consumables
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Thigh quiver [arrows (10)], Disguise Kit (6 uses), candle (5), trail rations (5), Grappling arrows (30 ft; x5), Shuriken Holster (7 shuriken);
Reiki healing pins/tags (10 uses; DC 20 Heal to utilize), flash powder (x1), shinobi smoke pellet (smokestick) (x1), silk rope (50 ft)
Money Pouch [40 GP];
2,000 gp worth of building items: wood/iron/clay;
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Special Abilities
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Favored Class Bonus: + 1/6 Slayer Talent
Racial Bonus Feat: Humans gain an additional feat at 1st level.
Skilled: +1 skill point/hit dice.
Class Features: Slayer
Stygian Slayers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.
• Studied Target (Ex): +1 to attack, damage, Bluff, Sense Motive, Knowledge, Perception, and Survival checks to any target studied by a move action, increase DC of abilities by +1.
• Track (Ex): Add ½ Slayer level (minimum 1) to tracking with survival.
Class Features: Monk
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
• AC Bonus (Ex): Gain +2 to AC, Flat-footed, and Touch when unarmored.
• Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so.
• Unarmed Strike (Ex): A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. The damage is lethal or nonlethal. Unarmed Strikes deal 1d6 damage.
• Bonus Feat (2): Improved Grapple, Mantis Style
• Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
• Evasion (Ex): No damage on a successful Reflex save versus a spell or effect.
• Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to their land speed equal to 10 feet. Not applied when armored or carrying medium or higher loads.
• Ki Pool (Ex): W/1 point in his ki pool, can make a ki (magic) strike. 1 point additional attack on flurry of blows.
Ethnicity: Min
Character theme: Archetypal shinobi
Backstory themes: Fate, Duty, and Oni intrusions.
Birth/Ancestry: Firstborn son of Narukami Jiro (a government official) and Nara Ino.
Appearance: Average height and weight, shoulder-length black hair, black eyes, pale skin, appearance is all too common.
Hero/Action Points: 0 points
Quote:
“The road to perfection is not by remaining in isolation. It is by acknowledging one’s failures and shortcomings, and filling the gap with the efforts of whose successes make up for your failures.
“A true shinobi does not work alone—a true shinobi is one arm of a greater true body.
“A shinobi lives in the shadow—he does not succumb to the Dark, nor can he walk in the Light, though whom serves shows only ere the end.”
Personal Haiku:
“Evil, take form! Dark and bright, be one! Gold sun, set.”
Interpretation:
May the sun set, so that twilight bring both dark and bright together: evil oft is clearer in moments of confusion.
Goals:
a. Rising in the Shadowdragon Order and expanding its influence in the wilds.
b. Honoring Clan Nara by being victorious and powerful.
c. Restoring Clan Narukami, and repelling the dark spirit that haunts it.
d. Aiding his newfound nakama.
Kingdom Roles:
a. Spymaster
b. Councilor
c. Royal Enforcer
Previous Mission:
[Classified] x 3
Current Mission:
On a mission to serve King Huang in building a buffer/vassal nation between his lands and Shenmen.
Zan and Rong:
Human Monk 1 (2)
LN Medium humanoid (human) Init +3; Senses Perception +6
DEFENSE AC 16, touch 16, flat-footed 12 (+3 Dex , +1 dodge , +2 Wis )
hp 9 (1d8+1)
Fort +2, Ref +5, Will +4
OFFENSE Speed 30 ft.
Melee unarmed strike +3 (1d6+1) or kama +3 (1d6+1) or unarmed strike flurry of blows +2/+2 (1d6+1)
Ranged light crossbow +3 (1d8/19–20) or shuriken +3 (1d2+1) or shuriken flurry of blows +2/2 (1d2+1)
Special Attacks flurry of blows , stunning fist (1/day, DC 12)
TACTICS Before Combat The monk uses Stealth to catch enemies off-guard, starting any surprise round with Stunning Fist .
During Combat The monk never fights multiple opponents if she can help it, and prefers to use her shuriken with a flurry of blows before entering melee.
STATISTICS
Str 12, Dex 16, Con 10, Int 13, Wis 15, Cha 8
Base Atk +0; CMB +1; CMD 17
Feats Combat Reflexes , Dodge , Improved Unarmed Strike , Stunning Fist , Weapon Finesse
Skills [/b]Acrobatics +7, Knowledge (history, religion) +5, Perception +6, Sense Motive +6, Stealth +7
Languages Common, Dwarven
Combat Gear potions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear kama , light crossbow with 10 bolts, shuriken (20), 50 gp