Harsk

The Wiseman of the Wilds's page

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Munich, Germany. But originally from Adelaide, Australia.

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I had to DM a flowing monk with the whole Crane style feat tree, after like level 13 when they get SR they are such a b!&%@ to hit/damage.

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It's... It's... It's exactly EVERYTHING I EVER ASKED FOR! This is exactly how i was hoping an assassin would work and play out. Getting the slight preview of settlement mechanics was nice too :)

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I think I agree with Bludd,although calling hysterics isnt going to convince people.

Sure it might happen once in a blue moon, that there is an invisible character freely lolly-gagging about in the middle of a mob for no particular reason. But I would add to Bludd's list that you would HAVE to know that there was a party with a mage heading in 'x' direction with 'y' intentions to even bother, otherwise you are just wasting a bunch of time on a situation that might not even arise.

And if they somehow have this information, and they pass all their checks, successfully infiltrating a mob, and the mage decides to not take the marginal hit to his rep for killing the already-damaged evil bandit, and he manages to kill the mage, he can have the unthreaded items as far as I'm concerned.

Looking at it from a different perspective, if there was an invisible Mob Boss from an escalation that had wandered over into that same creep mob, and he killed you, would you cry foul, or be more 'Well turns out there is invisible/hard to see things floating around, guess I'll try and go back and get my non-threaded gear with a glitterdust/potion of seeing'. From the caster's perspective there is no real difference, they threw an AOE and got killed by something that they could not see.

Furthermore sneak is not infallible. It has opposing checks. Monsters get these checks. The caster gets these checks. Many spells render stealth redundant. It seems like such a MASSIVE risk just to be able to push the attacker flag onto someone.

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I think it would be fool-hardy for any bandit to keep smashing the same people. All it will do is make them hire a company or become part of a kingdom capable of giving the bandits a Bad Day.

I am figuring that hideout are decidedly less difficult to destroy than a settlement, just harder to find.

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Clever Hobbses, givsing away our tacticses

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guilty of not knowing who Lord British was, but Tracy Hickman stole large amounts of my childhood.

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That is quite a clever idea, but I think I would want to know more about how a character can play an evil - high reputation first.

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Ha, well that is what these forums are for!

The death penalties as they are (mostly non-existant), the pain from one shot kills wouldn't be too bad anyway.

Does it state anywhere that you need to have a contract to assassinate someone? Or can you kill someone randomly under the assassin flag? This is where I think your idea is maybe slightly better, as it prevents random ganking.

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I too would be highly disappointed if there was restrictions placed on magic. I find the ability to sleep/grease/control/dominate/firewall etc. a battlefield much more satisfying than seeing how many of the same fireballs i can fire in a minute.

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Milo Goodfellow wrote:
@wiseman, I agree and you are prolly right. I was referring to low or negative rep as more of an infamy thing, not the in game mechanic they want it to be. I agree that "putting on a new face" would defeat the whole purpose of the in game mechanic. I was more meaning the disguise giving access to a city that normally wouldn't be allowed, due to war or alignment. I am not sure if reputation would be on the list of ways to deny entry. If it is, then maybe that will be the one "end all be all" for keeping people out. But then again, if your right and rep is the way of telling people who "follow the rules" set by GW and those that do not, then I am ok with that, because I intend to prove being CE with a high rep is possible. Keep people out based on rep, but allow disguise to circumvent alignment and war/unfriendly restrictions to settlement entry. Reward those training in those skills. Otherwise, we can't sabotage or fulfill assassination/BH contracts in towns we can't enter. I want the threat of not being safe anywhere, weather they actually are or not.

I think a high rep will cover both fame and infamy, as bhunters/assassins/thieves still gain positive reputation as long as they use the right flags, which is why i think it's a good idea. I intend on having at least one alt as a CE or NE, so I am still hanging out to hear how one can move along the G----N----E axis without losing reputation.

I am 100% in favour of everything else being disguisable. Race/class/alignment/faction colours, you name it. IMO Assassins and BH should gain a bonus to their stealth AND disguise skills over time, instead of the improved crit chance. It signifies the time spent studying a mark and planning out how to take him down. I would then give him an ability that does heavily increased damage to anyone that is unaware of his presence/true identity to allow him to have the capacity to quickly take down a target.

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Sintaqx wrote:
Combat and Utility spells. Magic missile is great and fireball is explosively joyous, but I want options for spellcasters outside of combat situations. Invisibility, alter self, detect magic, illusions, ventriloquism. Grease! Give us Grease!!!

Control spell-casters are SO MUCH SCARIER than evokers, would be disappointing to see magic reduced to throw fire at X target.

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Milo Goodfellow wrote:

I know this is a dying cause but I still believe reputation should be tied to each disguise/character. Just like a name should be tied to a disguise. Think of it like an alter-ego. If I am Milo the CE assassin normally, but I have a disguise that makes me Mervin the LN Monk, and a 2nd disguise as Lady Bella the LG fighter, then "my" reputation should be based on the guise I am wearing. Meaning that if I allow Milo's rep to become low because of all the murdering I do, but I don the Mervin guise and am able to pass into a town and acquire sanctuary because I have earned a decent rep with the town as Mervin. Now if someone saw through my disguise and saw that Mervin really is Milo the murderer, then the Mervin disguise is mostly useless and I lose the rep he had.

That again, this is considering rep as more of a fame/infamy scale of how known you are throughout the town, area, world, instead of the "currency" that GW wants it to be. Even so, I personally intend to run Milo the assassin, but will maintain a high reputation so that no matter which guise I use, I will have plenty of rep to access whatever I want. Now if it is alignment based, like pally Lay on Hands power, then my rep could be over 9000 and I still wouldn't be the LG to use it. One could argue I could possibly train it, given the right rep and exp cost and a guise that passed me off as LG, but I would not be able to use it, nor would I personally want it, unless I repented my sins and became LG.

Side note, I would LOVE!!! some sort of a world wide reputation, the kind to see how well know you are, as I think that would be cool. If EVERYONE knew my name and feared me, that would be cool, even if I never visited that part of river kingdoms. Not needed for the game, but would be cool.

I posted something very similar in the Anonymity and Disguise thread, basically the ability to have a separately identifiable disguise that is tied to your character, but i disagree with the ability to disguise reputation.

From my understanding negative reputation means you have been doing things that the Devs have decided is against the spirit of the PVP that they want. I feel that if you have been undertaking such activity, you shouldn't just be able to put on a new face and go and train those skills in places that would normally be prohibited to you.

The ONLY leaderboard type thing I would be supportive of is one that shows POSITIVE reputation.

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This would circumvent how having a low reputation is meant to restrict your access to training, if one can don a disguise. As long as you can't alter the reputation of the character, i think all these are solid ideas.

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Onishi wrote:
Hobs the Short wrote:

There goes the PG-13 rating...

Well considering paizo's definition of PG-13 includes their own products. If I recall correctly brothel was an optional building within the kingmaker campaign, and could still fall in safe range, provided the interior is never shown. (of course in P&P there is the wonderful thing of the publishers can simultaneously cater to both kids and adults, by loosely mentioning the presence of adult subjects without going into detail, allowing the DM to judge whether his/her audience is suitable for that sort of content as to whether any of the story actually requires them to go near it, an MMO does not have that luxury.

Have always found the treatment of brothels a little odd. I mean look at the first Neverwinter Nights, you get inside the 'Mask, you get to hire a lady, but the ESRB rating wasn't too high if memory serves....

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Bluddwolf wrote:
Tigari wrote:
This would be really awesome in the beginning, but I think as time passes, it would tire on people. It sounded really good when I first read it, but then I thought about a year into the game, and having to deal with it, or even tire of it. If it was a choice, and could be turned off, It would be great!

Maybe it could be an animation that you can select for the load screen. So if you are an Assassin, your load screen would be a character sharpening his daggers and tucking a vile into his belt pouch.

Load screens are dreadully tedius, but at least this one you would have chosen that matches your character.

This is a really clever idea. It ties in the lore of PF and helps alleviate the annoyance of loading screens. +1


Bluddwolf wrote:

Thinking of trying out Fire Fall, has anyone tried out the beta?

It s an FPS MMO, looks cool enough,maybe dump $50 down on mid level Founders Pack.

warcry has 3000 keys to give away atm.

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I'm at that terrible point in life where I have to STOP full-time gaming and get a real person job.

Sad times.

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STEALTH is NOT infallible. It requires REGULAR checks by ALL opposing enemies/groups. You CANNOT just 'stealth' around in a group of goblins indefinitely...

Frustrating topic.

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Finally someone that can see that bandits are gonna be there either way, and planning to deal with them. I think that you are going to be highly successful with an approach such as this.

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A lot of people seem to equate stealth and invisibility. Stealth checks take penalties from light and movement, is countered by scent, tremorsense and a decent perception check among many others skills and abilities.

How people think a bandit/rogue/assassin is able to simply 'hide' in a group of enemies is beyond me. And an invisible caster is unlikely to want to use himself as fireball bait.

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Being wrote:

The choices in the scenario belong to the stealther. Responsibility springs from choice.

So Ryan says the caster chose to cast an AoE and you say the shooter chose to throw the grenade or squeeze the trigger. Yet the caster did NOT choose to hit the guy he could not have known was there.

It is injustice that is my concern.

But when he throws that AOE, he knows that there is a chance that someone else is hiding there (albeit he must have probably passed god knows how many stealth checks to remain hidden).

That is the risk he takes, that he hasn't taken the time to cast a glitterdust/see invis/true sight/arcane sight and is instead choosing to drop the hammer on a group of targets. A lot of those are low level, long duration spells, so there is no reason why they wouldn't have access to them.

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It isn't all doom and gloom for town builders. There are NPC guards who are going to provide fast effective protection in many areas of the world. On the frontpage at the moment there are two seperate guilds/kingdoms devoted to good and building a world, and groups such as the Seventh Veil (Nihimon) who are going to help people find safe places to play their game. There are companies devoted to spreading good and eradicating evil, who are going to be out and about quashing bandit encampments and the like. I am sure there will be towns and settlements with multiple hexes between them and the nearest bandit company.

Sure, there are going to be areas where if you travel alone, you will get killed, but those areas will be well-known to players. The main reason that bandits and assassins responded so vehemently to your post, is that in every thread people are complaining about the griefing possibilities of every new mechanic that the devs introduce, and the title you gave the thread is pretty inflammatory.

The devs have a LOT of MMO sandbox experience behind them, give this a chance, if it doesn't work, well that is what alphas/beta are for and they will look at doing it differently.

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I would be highly surprised, if a mage, before looking to start a fight, has not cast Arcane Sight or True Sight. I mean there is nothing more frustrating in the TTRPG than trying to fight improved/perma invis casters without any detection. Invis detection is something you should have precast before an engagement.

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I guess that it makes it more profitable for the bandits to offer a fair SAD, so that they DONT have to deal with handling the goods.

I expect it will also come down to what purpose the bandits are raiding the caravan. If they are doing it for another external party who want a particular good, or they themselves need a good to upgrade their hideout, I guess that bandits will need to bring their own wagons.

I'm interested in hearing a Dev answer the economic question...

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Slavery with PCs would be terribly hard to do. Kidnapping and enslaving someone useful from a settlement however....

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There really must be a shortage of pitchforks and torches somewhere in the forum universe.

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Bluddwolf wrote:
Phyllain wrote:
Hopefully eventual a NE player kingdom pops up.
Shadow-Haven is being set up to be NE. I'm looking for a Chaotic Neutral settlement or I'll help create one.

I would like to be aligned with a chaotic neutral settlement, and would gladly help settle one.

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Bluddwolf wrote:

I did not realize there were two threads on exactly the same topic, by the same thread starter.

Nope, there are THREE. This one is just dated.

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Bringslite, how long have u been lurking and withholding such good ideas, definitely like both of your suggestions, especially the 'Wergild' (cool name)

The only downside is that there will be less work for my ranger, who i was thinking would like to pick up the occasional bounty :p

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Stockvillain wrote:

I would love to see a Harrow mechanic involved in the game, somehow! I already use the deck for all of my games - at the start of each session, each player draws a card that can be used for a 1-time floating +2 bonus on any roll/check/what-have-you thematically tied to the card.

PCs with the appropriate skill (or even NPCs) might be able to provide minor buffs with a Harrow drawing. Placed on an appropriate cooldown, it could add an interesting element to the game. Heck, you could even have rare cards mixed in with treasure that provide unusual effects for everything from swinging a sword to crafting a vase to planting a field.

Of course, not all Harrow readings need be tied to providing buffs. We should totally have them just for RP fun, too.

You know, for added mystery, you might not even know if a drawing is providing a buff or not . . . sure, there's no icon saying that Varisian fortune teller gave you a bonus on your Fortitude saves, but after walking through that den of ghouls without being paralyzed, you can't say for sure that the reading didn't help. Better to be safe than sorry and make sure you get another reading before the next adventure!

Kinda like this, but think should have -2 possibilities as well, always that chance of pulling the Death card.....

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Unless they go the persistent character route like I believe Age of Wushu did.

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Was playing Planescape: Torment the other day. The sheer of amount of dialogue options, and the impact those options have is so much more than any modern day game i have played.

I mean look at the 'highly acclaimed' Mass Effect series, 3 answers, paragon, neutral, renegade.

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I really don't agree with the what the OP is trying to say either. The connotation that 'omg noone can see me online therefore I'm gonna be a complete a!+!%@~' is a fallacy in my opinion. Sure people might not be as nice, but what he is saying, is that if we ALL had the option, we would rape and pillage our way across Golarion.

Sure some disturbed people might wish that, but then there are the Hobs's and Nihimons who are intent on playing helpful, good characters, who i'm sure are just as nice in real life as bluddwolf, greedalox, tigari and other players who are going to play evil characters.

In summary it's a huge generalisation, and think it holds very little relevance.

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I expect it is hard for them to set up crowdforging for the most recent kickstarter until the fulfillment process is started, something we are most likely gonna here about in the next blog (as they said before the end of the month)

Also +1 for moats

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Harrison wrote:

"We've revamped our early thinking on implementing the hex system to increase fun"

How exactly does Goblinworks quantify fun? Can this new unit of measurement be patented or something and made available to the academic community?

I'm hoping they aren't referring to the Dwarf Fortress version of FUN

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Hobs the Short wrote:

Question for our more nefarious members...

I skimmed the blogs but didn't see any answer to this question. Bounty contracts are going to be tied to mailboxes - they're posted and returned to these items. I see that there is an Assassin flag, but how does one get an assassination contract? Is there a mechanic in-game for this?

I would suggest that you would contact a chartered company in game who would 'make arrangements'

Or you could just yell it real loud and watch Bluddwolf and Greedalox battle it out for the contract :)

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Zen Archers are just straight out rude, the damage and number of attacks they output is obscene.


Dakcenturi wrote:
Bluddwolf wrote:
Dakcenturi wrote:
I'm playing and DMing some Pathfinder Society play by post games here on these very forums while I wait.
I'm curious how that works, play by post. It seems that it would take a lot if time to run through a few rounds of actions. Would you have a link to where I can read this, and see how it is done?

Yeah combat can take some time. I mean a game session that usually takes 4 hours ends up taking about 4 weeks (or less if people are active). It is a good, fun way to pass the time and still be playing Pathfinder, and not being limited to getting everyone on for a game night for 4+ hours straight. Also, it allows for a bit more Roleplay since you aren't trying to rush through a 4 hour time block to get it finished.

I was trying to put together a face-to-face game via Roll20, but couldn't get enough interest.

Here is a link to one of my more active ones I am DMing Put in spoiler as it is a current play through of PFS First Steps Part 1, so someone who doesn't want to know what happens shouldn't read. ** spoiler omitted **

I for one would be REALLY interested in a play by post if someone wanted to run one

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+1 for a separate forum with the ability to sticky important topics. I also think that if there are 2 identical threads running, then it does make it harder to find things, and that the new thread should be nuked and people directed to the existing thread.

For example there are 2 threads discussing what the next blog will be, 3 threads discussing Stealth, anonymity and disguise and nameplates in which all 3 topics are being discussed, and at least 2 threads asking about kickstarter updates.

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Shouldn't have gone to gog.com. Spent all of the money.

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I found temple of elemental evil after NWN, didnt find it as enjoyable as NWN, but was definitely a better representation of 3.5 rules, tempted to try and find a copy of it actually.

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Gloreindl wrote:
Imbicatus wrote:
Stephen Cheney wrote:
For balance and economic purposes, it's unlikely that we would make any roles that don't need a major piece of gear that all other roles do need. What that piece of gear looks like for non-weapon Monk attacks is still under discussion, and your opinions are appreciated.

Thank you for replying. I am a proponent of using the "Ki Focus" that was added to the Monk in 4E. I don't know if you can legally use that since it was in 4E and not the Pathfinder RPG. This could be a small item that can be held in hand or worn as a necklace. This would allow unarmed strikes to be balanced with other weapons for threading/economy, but would allow you to use actual weapons as well if you want to, and mix weapon and unarmed strikes in the round without having to swap weapon sets.

If you can use it, then needing a meditation crystal or similar item would be desirable. As I said before, I am not a fan of handwraps or brass knuckles, as I feel it detracts from the flavor of the class. But as a fan of monks, I'll take whatever I can get.

I also hope an available keyword for weapons will be "Ki", which will allow you to use Monk special attacks with it.

Played 4E for over a year and after giving it a real chance, I can say I hate it :D

I'd like, though to see monks use Chi (Ki is the Japanese spelling, and the Monk class is based upon Chinese Monks). A crystal, a gong, special incense, would all fit the bill of a Chi Focus that aids in meditation. Give me that, and a Monk's Spade or a three-sectional staff and I am one happy Wushu student, er, Monk!

Gonna be that guy, I think its actually 'Qi' :p

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NWN and NWN 2 are still probably up there with my favourite games of all time, and they were what got me into D&D in the first place. MotB rocked, and SoZ was ok, tried some things that didn't quite work but was fun none-the-less.

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Soldack Keldonson wrote:
The Wiseman of the Wilds wrote:

http://paizo.com/threads/rzs2pitj?Lets-play-a-guessing-game

Soldack you started this thread as well....

My intent is to have a different guessing game for every blog post. why not?

Just makes more threads to wade through, and means that you need to monitor more threads to keep up to date with everything. Better to keep it centralised IMO.

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We should really try and get a sticky for this thread.

/bump

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http://paizo.com/threads/rzs2pitj?Lets-play-a-guessing-game

Soldack you started this thread as well....

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I think this is already being discussed here:
http://paizo.com/threads/rzs2piho?Toward-playercrafted-dungeons

is a link there to a video which outlines the NWO Foundry

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I agree, I ran a PnP campaign with an Oread monk called Joey Twelve-toes, who only used kicks.... I would suggest that they could just tie it to the skill of the monk in whatever skill deals damage.

For example:

Skill 1: 10 damage
2: 20 damage
3: Tier 2 20 damage
4: 30 damage
5: Tier 3 30 damage

I know the numbers are completely off, but you get the idea.

The downside of this is then there will be once less item for monks that can be enhanced with a Keyword, so i would suggest that at the end of the day it will probably just be handwraps :(

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Would love to attend the panels, anyone feel like shouting me a return trip from Germany? :p

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