Charlotte Halcyon wrote:
A wee bit of background; I was a former VO in the Raleigh area, and I quit about a year and 1/2 ago because of the actions and attitude of our regional coordinator.
Paizo's refusal to address this in a way that makes me feel they don't care about their customers/players is hitting the local gaming stores more than you know. I've more or less quit not just Pathfinder Society, but Paizo as a whole over this; I refuse to partake in Pathfinder Society until changes are made. I've also convinced all 6 players of my weekly gaming group to do the same, and I'm cancelling all my Paizo subscriptions as well. I'm not the only one, either, I know of at least a dozen other players who have done the same.
When I quit, I pretty much feel my comments to management were briefly read and discarded, and when I brought that fact up I was more or less told, "oh, we'll see you when your attitude changes."
Stupid Personal Anecdote Time (SPAT)
Back in the days of Living Greyhawk we had a local player who was having some personal issues; family, work, etc. He was an avid LG player and seemed to use it to escape. My guess is that he was so invested in gaming and it meant so much to him that he was mortified to fail, and thus would often fudge/cheat his dice rolls. He used tiny little dice, would roll them quickly and pick them up and then call out the roll. Rarely a 20, but almost always between 13 and 19.
As a GM, I didn't give a hoot about his personal life; there were between 3 and 5 other players at the table and his character never failing anything, on some level, took away from the other characters. I bought 6 sets of very large dice, all different colors, and asked that players roll out in front of them so I could see them (claiming bad eyesight).
Lo and behold, he started getting a more even statistical spread on his rolls. All was well with the world ...
... except a GM at a major convention discovered that his preferred D20 had a 19 where the 1 should be and he was banned. And then he died of a heart attack a few years later.
As with many things, it depends on the GM.
In a distributed/worldwide campaign where you never know what the GM will be like, it's nice to have trapspotter so you never have to remember to say "I'm looking for traps in this square ... now in this square ... now in this square ... now in this square"
I'm just curious how other people design encounters. I'm running a long campaign (every week for over a year now) and my planning methods are rather scattered. Typically I think of something while I'm out on a walk, speak my idea into speech-to-text in my phone, and then take those notes once I'm back home and try to put them into bullet points.
The problem arises in that sometimes I keep my notes in text files, but sometimes I try to arrange them in a spreadsheet with appropriate columns, and sometimes I just drop the text files in a folder hierarchy on my laptop.
Do any of you have any sort of de-facto planning method for encounters? I'm thinking I want to lean more toward a spreadsheet with columns like "encounter type" (I.E. social/combat/skill), "location", "related plot points", "other notes", "NPCs involved"
A bit of background; I'm running a home game where the PCs came across a patrol of bad guys and last session ended with a few of the patrol members "getting away" in mountainous/foothill terrain. The PCs stated they're chasing the fleeing patrol because having them report back to their main army is really bad.
So I'd like to have an encounter that sets up a chase-like atmosphere without going through the rules for a chase; I want this to be longer than a quick dash through some obstacles, think something more along the lines of Aragorn, Gimli and Legolas following the Orcs to rescue Merry and Pippin.
I was pondering maybe do a skill challenge-esque type setup where they need to make 5 or 6 total successes before 3 failures and at least 2 or 3 of those successes need to be survival (tracking) checks.
I'm also pondering throwing a trap in there that the patrol pre-set in case they were followed that will do more to slow the PCs down than damage them.
Any other suggestions/hints for running this?
thank you in advance.
I absolutely agree with Ravingdork here. I run a campaign using Saga Edition, and while there are some similarities (D20 based, space-opera) there are a lot more differences. If I had to describe Saga edition, I'd say it's halfway between 3.5 and 4.0 - you have feats and talents, but they often have a "once per encounter" limitation. You have very pared-down skills. You don't make saves, people make attacks against your defenses. The big thing I learned about Saga Edition early on was "full cover" is your friend. It's crazy easy to die outright from a single crit, so using cover can often avoid letting an untimely roll of a "20" from the GM ruin the party's day.
I love Saga Edition, but I hate the space combat, so I'm basically stealing StarFinder's space combat in my Saga Edition game from this point forward. I'm even trying to come up with a conversion system for Saga Edition ships into StarFinder ships.
I'm actually in the process of doing the same for Star Wars. My plan is to take all the ships in the Saga Edition CRB, and most of the ships in the TIE Fighter and X-Wing Alliance video games and convert them over.
My sticky point so far is converting speed in the various games to speed in Starfinder.
I think it's more along the lines of this;
in common thought (including the medical imaging techs and nuclear scientist types I know) "low radiation" is often synonymous with "acceptable doses," I.E. the amount you get from background exposure or an X-ray or a long high-altitude plane flight.
Maybe what we're looking for is a Starfinder definition of what "low radiation" is.
Reminds me of a certain miniseries ...
Ok, I'm not wanting to convert Saga Edition to Starfinder ... at least not all of it. I like Saga Edition personal combat, I like the feats and the defense mechanics ...
What I do want to convert is the one part of Saga Edition that I think they really dropped the ball on; space combat.
The Saga Edition writers even want so far as to say space combat was meant to be a "highly cinematic approximation." That really should be translated as "a muddled, unexciting experience meant to handwave."
So I'm wondering if people out there have done any conversions of Starships and Skills from Saga Edition?
It doesn't seem like that daunting a task, so I'm more than happy to jump into it, I just hate reinventing the wheel.
Thank you! I appreciate you finding that and posting the link!
This isn't a something Paizo is likely to deliver, but I'd like a list you can sort that details all the changes between Pathfinder and Starfinder. After playing our first few adventures, we noticed that we were looking up rules we were 100% sure about in Pathfinder but may or may not have changed in Starfinder, thus bogging combat down tremendously.
Maybe I'll start it as an online sheet ...
If perusing the Internet is any indication, there are tons of "experts" out there just from reading a few webpages and maybe the Wiki article.
Obviously the answer to this is the trade federation
Turmoil has engulfed the Galactic Republic. The taxation of trade routes to outlying star systems is in dispute.Hoping to resolve the matter with a blockade of deadly battleships, the greedy Trade Federation has stopped all shipping to the small planet of Naboo.
While the congress of the Republic endlessly debates this alarming chain of events, the Supreme Chancellor has secretly dispatched two Jedi Knights, the guardians of peace and justice in the galaxy, to settle the conflict....
Because taxation of trade routes and blockades are what I think of when I think Star Wars.
My fiance ran a group of us through the first quests last night, we had at our table the pregens;
There were some gaps in the skills with that group. None of us could really do much socially, although the soldier was ok at intimidating.
The combat in the first quest was certainly not easy; some bad dice rolls on our part led to us having our technomancer blow a resolve point to stabilize at 0 hit points, our soldier down to 2 hit points, and our mystic having to pull out a few stops.
The combat took a while because at the table we had a group VERY familiar with the Pathfinder rules (a PFS author, a former VC, and a former VL) and for almost every rule we were going back to confirm/look up to make sure it did or didn't work like it did in Pathrinder (I'm thinking there needs to be a cheat sheet with ALL of the differences between the two somewhere out there).
The space combat was somewhat new to all of us, and very much reminded me of BattleTech without the terrain with its better pilot going second and weapon firing arcs and damage tables and the like. It was also very slow going since we were new to it, and not nearly as fun as the ground combat, but I'm hoping that will change with familiarity to the rules.
Jokey the Unfunny Comedian wrote:
Every broth you vapeevery bowl you break
every table you stake
every meal you scrape
I'll be flinching at you
Pandora is your friend.
Pandora will take a "seed" song and create a playlist from it.
Want lighthearted, whimsical, with the occasional dark streak? Use the Harry Potter theme as your station starter.
Want tense, action-about-to-happen, focused? Use the theme from Bourne Identity as your station starter.
Want emo evoking with lush orchestration? Try just about anything from James Horner (I recommend Legends of the Fall, personally, but Trek 2 or 3 are both good).
Want pulp adventure with a pops orchestra feel? Michael Giacchino is pretty good for that.
There's a lot of examples in sci-fi for androids/human-like machines;
Beta Unit from Last Starfighter
And just like that list being diverse, so are the abilities and makeup of androids.
I say play it how you want without breaking the rules.
We know there is magic and energy blades and robots and FTL... you may have to par back on some of the magic to give it the feel but yeah, i would say from what they have released so far you should be able to Star Wars the crap out of Starfinder.
So as an avid Star Wars fan who has run many thousands of hours of Star Wars RPGs (starting with West End Games back in the 90's, and through D20 Star Wars and finally ending with Saga Edition), I can tell you I asked this same question, and I fully agree on the new Star Wars RPG - it sucks.
If you want Star Wars specific, I would recommend checking out Saga Edition. It was released about 6 months before D&D 4.0, and had a lot of 3.x flavor and a little 4.x flavor; skills were either untrained or trained. There are 3 separate defenses and no saves. Most force "powers" are use-once-per-encounter sort of thing. It was basically most of the good stuff about 4.0 without completely railroading you and feeling like an MMO with pencils, paper, and a tabletop.
The only problem with that is Saga Edition is out of print, and is STUPID expensive. I own the core rulebook and 4 supplements, but at this point in time I'd have to spend $80 or more to buy any supplement, and that's off E-Bay or Amazon with used quality.
So that being said, I'd LOVE to be a part of anyone's conversion of Starfinder to Star Wars.
What kinds of things would people find on a typical Fantasy RPG road? I'm looking for a random encounter table that doesn't necessarily have to be combat-oriented, but combat is fine.
So far I have the following:
Any other ideas? My personal thought was when I get enough things on the list to make a few different 1-100 random encounter charts, like low/medium/high level each of "highly-travelled road", "lightly-travelled road", and "rarely-travelled road"
I get where you're coming from, but when people are upset, drawing a line in the sand and basically saying "you're either with us or against us" doesn't really solve the problem at hand. I think both sides stepping back and then reaching out to the other to find out why things are the way they are might be a better option.
Does my experiences with Paizo staff (both voluntary and paid) dampen my expectations and hopes? Yes. Does that mean I'm going to wash my hands and give up on them? Not at all. I'm also willing to work so that Paizo central understands where I'm coming from and I'm going to keep an open mind so I can understand better where they're coming from.
I think based on past lacks of communication this will be difficult, though.
Paul Jackson wrote:
I certainly get this impression as well. I have voiced my complaints about certain things to Tonya and have gotten what felt like a canned response defending what was already in place. It honestly left me feeling like my opinion has little worth to Paizo, and certainly dampened my enthusiasm for the campaign and the direction it's heading.
Lord Fyre wrote:
Because she's an NPC and adventure paths don't always have to follow NPC average/preferred gold tables? She has a back story involving a much bigger power, maybe she acquired it through service to that power? Maybe she found it inside the ship?
Lots of different ideas, pick what works best for you.
The adventure has the particular monsters completely fleshed out (minus CMB/CMD of course) early in the adventure, and then references those same monsters to be used later. I played recently at a table where the GM used the adventure statblock for the first encounter, and then used the bestiary statblock (significantly harder despite same CR) for the final encounter and it ended in a TPK.
Talking about Murder on the Silken Caravan
Matt Lewis wrote:
Season 0 that references a standard monster but says they have X hit points, where the bestiary says they have Y
I've heard in the past that the printed adventure takes precedence, but I wanted to confirm that.
I'm going to be in a party of six playing Giantslayer, and 4 of the 6 players have already said what they want to play;
Aasimar Cleric of Iomedae
That leaves my fiance and I to choose how to fill out this group.
I've pondered playing an insane gnome gunslinger who uses a medium musket and thinks elaborate plans involving explosives are always the best option. My fiance was thinking something arcane, but is pretty open.
I'm not completely set on the gnome, but it seemed amusing to me.
I was at MACE, a gaming con in Charlotte NC, this past weekend with my fiance. We sat down for a table of "Horn of Aroden" and the con coordinator comes up with a young lady of around 12 and asked if she could play. I was apprehensive, because I'm nervous around kids and the coordinator said "This is her first gaming character, she made it herself with her father's help."
It turned out she and I were both playing bards so I got even more nervous over that, but once the game got rolling she was a trip. Her bard and mine were making bluff checks like crazy and feeding off each other's energy. My fiance, who has worked with kids in the past, did a great job helping her with her character sheet. The table was all-in-all quite fun and she liked it enough to ask about regular PFS gaming in the area.
Made me proud to see such a good experience with someone who I had a lot of doubts about.
Played this for the first time today, and was rather surprised at some of the encounters for level 1 ... DR? SR? Seemed a bit rough for an adventure meant to attract new players to the game, especially if the group has only 3 or 4 players and doesn't choose the best characters for the encounters.
Despite this, I had fun, lots of Ghostbusters jokes were made. I'm inspired to make a character named "Peter Venkman" now, but I just need to decide what class to make him.
Oracle with the Nature mystery make good mounted characters, too. The fact that you have an Int 6 mount means that your mount can learn any feat, instead of just the restricted animal companion list. You may want to take a 1-level cavalier dip, though.
By 10th level, and perhaps earlier, the paladin's mount is int 6
I have an 11th level Pathfinder Society halfling paladin on a dog and he's been lots of fun to play. I took the shining knight archetype. It's got some nice features, but the biggest is at 3rd level any mount you ride gains your divine grace bonus and you don't take armor penalty checks to ride.
If you want to do max damage you'll certainly want to use a lance and take mounted combat, ride-by attack, and spirited charge. Eventually I'd recommend power attack and wheeling charge. You can take a hit to wisdom, it's really only boosting your saves and as a paladin you have good saves anyway. Int doesn't have to be high either unless you need skill points. I'd personally aim for a 20 charisma by 8th level through a combination of level bumps and gear, and you'll need a strength over 13 to use power attack. With gear my paladin has the following stats at 11th level: Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 22. He's gotten as high as 150 points of damage doing a smiting spirited charge with a lance on a demon before. Since he has a high charisma I took the trait to make UMD a class skill bought first scrolls of spider climb and then eventually scrolls of fly. At this point he can make his mount fly three times per day with the sky steed spell.
The character is a bit of a one-trick poney, but he can heal in a pinch and with spider climb and an intelligent, sentient mount that's only medium size that he can call to him dungeons generally aren't a problem.
I'd imagine that they're set within the scenario, if not already spelled out on the Chronicle.
Neither. The Chronicle Sheet simply says you may take a single faerie dragon as a familiar and the scenario refers to Bestiary 3 for the creature statblock.
Faerie Dragon Improved Familiar: A caster of at least 7th level with an alignment within one step of chaotic good may bond with the faerie dragon Riddywipple using the Improved Familiar feat. If you make this bond with the creature, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource.