![]() ![]()
![]() Has anyone ever had multiple groups, in the same adventure, at the same time (in-game-wise)? Was thinking of trying to implement this concept at my FLGS, for new (or just new to the group) players to sign up in different time slots. Each group would get a 4hr session, at the end of which their characters go into "stasis pods." When the next groups session starts, they emerge from their pods, 4hr session, then back in the box (or "pods"). Anyone tried something like this before? ![]()
![]() Has anyone ever had multiple groups, in the same adventure, at the same time (in-game-wise)? Was thinking of trying to implement this concept at my FLGS, for new (or just new to the group) players to sign up in different time slots. Each group would get a 4hr session, at the end of which their characters go into "stasis pods." When the next groups session starts, they emerge from their pods, 4hr session, then back in the box (or "pods"). Anyone tried something like this before? ![]()
![]() Thank you, sir, for the clarification. I appreciate the time you have taken and the detail with which you have answered me. I wasn't trying to imply "blast-you-with-spells" SLA's, rather SLA's that both provide direct benefit to Lawgiver and that are more thematically linked with Abadar's portfolios. Antimagic field, dispel chaos, mark of justice, move earth, order's wrath, Prot.from/Magic circle vs. chaos (or an aura effect similar), shield of law, sanctuary (aura effect), shield other, soften earth and stone, stone shape, stoneskin, wall of stone, and Zone of Truth (aura effect) would all have been (IMO) more interesting SLA choices- especially where Abadar's faithful are more "help others to help themselves" than outright "heal your afflictions". Granted many of them are not appropriate due to spell level, and the damage dealing ones aren't needed here, per se. On the topic of self-healing (or repair), how does Lawgiver regain hit points? A bit about healing from acid or electricity damage (as per golems), or some slow regeneration (or fast healing) ability (on a x/hour, x/day, or x/week) perhaps? ![]()
![]() Mr. Reynolds, First, allow me to say that the book (overall) is fantastic. I had been waiting for just such a book. If only my current game were so Abadar-focused I might not have had a beef.
![]()
![]() Jeremy Smith wrote:
Does that mean availability of scratch & dent pricing for some of them? ![]()
![]() Pg. 229 Ogre entry doesn't come close to the bestiary entry for Ogre. Bestiary Ogre has +10 Str, -2 Dex, +4 Con, -4 Int, -4 Cha, +5 Natural Armor, and 40' base speed. ARG ogre has +6 Str, -2 Dex, +2 Con, -2 Int, -2 Cha, +2 Natural Armor, and 30' base speed. (Note: the above stats are already adjusted for being large size.) ![]()
![]() It's good to see someone give some conversion love to the Warmage.. I like what you've done, generally. Can you think of a way to fill in the two levels that have no special ability? Possibly extra +1 bonus for SR penetration and/or juggling around the other abilities so that there are only 1/level (except for 1st)? ![]()
![]() veector wrote:
Steve Martin's L.A. Story... I'll have a twist-of-gnome-ling in mine, too, please. ![]()
![]() True enough, common knowledge for veteran 3.5 gamers even, but not so to those new to d20 gaming and the Pathfinder system. If Pathfinder goes so in depth (and uses the requisite print space) on so many other aspects of the game that are unchanged from 3.5, I feel that clarification is needed here. -Especially since the two skills formally used for soften falls have not only been removed, but combined into one.
![]()
![]() This came up a number of times in several playtest groups I've been with. The Beta rules have the descriptive text along with the jump info, but only as a mention (quote:"...pits, as well as soften your fall."). I believe (as do the thirty-some-odd playtesters I've played with) that more clarification is needed here. Specifically, the DC(s) intended to be used to "soften your fall" should be located in the Acrobatics skill jump tables. ![]()
![]() While I agree with the group that claims Power Attack could put out too much damage at higher levels of play, I am not pleased with the Beta re-write for Power attack as it comes off as too limiting. I would propose a nod towards the 3.5 Combat Expertise (abbr. CE) feat, adding a limiting cap to the penalty/damage bonus. (This could then open up for an improved version, just like the one CE got in the splat books.) Power Attack (Combat) {proposed revision}
|