Oliver Grape

Tizzlebom's page

Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Our group uses hair elastics that a player got from a dollar store. They work pretty well. All of the warlock cursed monsters get glittery pink elastics.


Robert Brambley wrote:


After your post, Tizz, I'm starting to clearly see and understand just what the mentality of this whole thread was for; and I see that merit in it. In fact, I REALLY like what you did here with these ideas.

...

So with that in mind, I do see Squids point - although I don't think its mutually inclusive to having fun with the game, I do see the merit and can see how it could 'add' to the fun - not detract from it.

Tizz, once again, I really like your ideas - even as...

Thanks for the feedback. Even more for liking my ideas :) I was hesitant to post at first as I am more of a lurker by nature and I have (in the past) borne the brunt of overly negative feedback on forums.

Majuba wrote:


What I am trying to say is that the martial classes should not be parceled out to niche roles, and their steady contribution in virtually all combat situations is the equal of most other types of classes unsteady contributions.

I see your point. However, when you say that martial classes are steady contibutors in virtually all combat situations, to others, that is a niche. Differing viewpoints are not necessarily contradicting ones.

If I were wanting the fighter to fit an "all-purpose" role, then I'd want to give her class features to accomplish that. <See my previous post regarding Weapon Focus Feat applying to classes of weapons> Right now, the fighter isn't "All-Purpose" ... it's "Higgledy-Piggledy". And that's my problem with it.


I'm with you on this Squirrelloid.

There is nothing wrong with a clearly defined design concept.

Earlier in the thread, someone mention that games don't need one becuase all a game needs to do is achieve fun.

They're right, a game doesn't need one. But if they have one, they're much more likely to achieve that fun.

When I first saw the Alpha 1 version of the fighter, I was hopeful. I like fighters, I play fighters. But I saw the "Armor" Class feature and said to myself "Why?"

So I could use a better AC, true, but at level 12 monsters hit me with thier first iterative attack on a 4 or higher. And why do I have to pick an armor type? (sure they changed that later, thankfully) That'll just force me to figure out what kind of armor I want to wear at level 20 and pick that kind at first level. That's not good design.

Then I looked at the Weapon Mastery and thought similar things. It's great that I get a +1 to hit and damage with a longsword, but what do I do with this Vorpal Dagger I just found? If you want to add a class feature to fighter then let them use those proposed weapon grouping with all of their feats. Weapon Focus: Weapon I know is a bit more on par with a wizards Prepare Any Spell I know. Don't make fighters pick feats and class features based on their equipment. Equipment is not intrinsic to the character. Class feature should not become useless after bandits steal all of your gear (note: I feel the same way about Wizard spell books).

Now, if a fighter is supposed to be able to draw aggo, or be a speed bunp, or a protector then they should have class abilities thast do that.

Aggro Drawer: Recieve a +(level) to hit and +2x(level to damage) when you attack a foe that has attacked allies other than yourself for the last 2 rounds.

Speed Bump: Squares you threaten are treated as difficult terrain and you can make one extra AoO against an opponent who leaves atleat 2 threatened squares. Additionally, as an immediate action you can five foot adjust once until the start of your next turn.

Protector: Adjacent allies recieve a shield bonus to their AC equal to your shield bonus.

Those are class features (made them up on the fly) that work towards a purpose. Some could argue that there are feats that do that, but that's beside the point. Unless those feats were specifically fighter only.


My group had this problem with the SLA abilities as well. We've house-ruled them to be "Spell Abilities" instead of Spell-Like Abilities.

Spell Abilities with an equivilent spell have all of the same components as that spell. If there is no equivilent spell then we default them to Verbal and Somatic components.


Sebastian wrote:
Out of curiosity, what did you do about the catacombs of wrath? I struggled with the wooden platforms in the prison - I had to do some hand waving and say "uhh...it's magic...that's why they haven't rotted into dust..."

Hehe, next time a PC asks a question like this try asking them to make a Craft (Alchemy) roll and after they shout their answer at you, just shrug and smile.

Of course this only works until someone makes an alchemist character for your game. Then I'd suggest Knowledge (The Planes) rolls :)


Watcher! wrote:
Tizzlebom wrote:

I'm considering adding a Varisian Law to my game that requires all manufacturers of magic items to engrave/label/embroider command words on the item in question.

Items crafted specifically for sale in Varisia would therefore be easier for PCs to identify without using the spell. Complications include the language the command word is written in and the use of an Arcane Mark spell varient to label them.

Thoughts?

While I am on board with making identification a little easier...

This seems a little too much like deus ex machina to get around a game mechanic. It might be simpler just to make many of them function on an intuitive level (bearing in mind that you still need the correct class to use) if you want to go this far.

I don't think it's unreasonable for a society to place rules on merchandise. It would be like a smithing guild requiring that all sword be made with a certain quality ore.

I don't quite get your intuitive comment. The 'law' I'm proposing would only allieviate some of the requirements for identifying items, and only help with those items with command words. It's not going to help the PCs identify a Holy Long Sword +2, for example.

Watcher! wrote:


For example: how would this law be enforced? Who would willingly follow it, since it makes the theft of magic items so much easier? Secret command words are like the keys to a car, such a law would be like mandating that people leave their keys in the car at all times.

Enforcement doesn't seem to be as much of an issue in my mind. Sure, if you have a shop in the middle of nowhere, or you sell items on the black market you can get away with ignoring the law, but then your customers have to track you down, and if you do get caught then all your magic items can be confiscated. But if you want to set up shop in the middle of Magnimar then you'd better follow the law, all it takes is an inspector of some kind, the guy they send around to calculate taxes can do it with a level or two of adept.

You are correct that it does make it easier to use items that you stole. However, I see the other barriers to stealing magic items from magic shops as a greater obstacle than figuring out the command word.

Watcher! wrote:


Please don't take that as an attack, because I don't like to troll post. It's just honest feedback, and I appreciate that you're brainstorming.

Heavens no, your post wasn't interpreted as an attack. I asked for peoples thoughts, and your response wasn't "That dumbttarded, rolz!!!", so I assume that it was meant with good intentions. And I'll continue to think that :) Also, the fact that you took the time to craft a well written response speaks volumes for you.

Watcher! wrote:


Right now I have...

1.) Backed off demanding identification for simple +1 equipment, as long as Detect Magic has been cast. Might do this for higher bonuses so long as they don't have a secondary property

I let the PCs assume that there is an enhancement bonus if they determine that it is magical with Detect Magic and an item is of masterwork quality. After they've used it to attack in combat, I'll advise them of the amount of the enhancement. Occasionally, I get to surprise them with a bane weapon.

Watcher! wrote:


2.) Allowed common potions (like Cure Light Wounds) to be identified from previous experience

I make them use spellcraft checks, DC 25.

Watcher! wrote:


3.) Put some symbols on the potion bottles to give a small clue (like a tree symbol for Potion of Tree Shape

Sometimes I have NPCs label potions if they carry more than one kind of potion.

Watcher! wrote:


4.) If they see a wand in action, and have the relevant spell, or make an appropriate skill roll- let them identify it that way. That doesn't solve the command word problem, but I have introduced the idea of listen rolls in order to catch the command word as it is spoken aloud.

That's an awesome idea about the Listen roll. I'm glad you thought of it and consider it yoinked. :)


I'm considering adding a Varisian Law to my game that requires all manufacturers of magic items to engrave/label/embroider command words on the item in question.

Items crafted specifically for sale in Varisia would therefore be easier for PCs to identify without using the spell. Complications include the language the command word is written in and the use of an Arcane Mark spell varient to label them.

Thoughts?


Watcher! wrote:
Jub-Jub wrote:

No disrespect Watcher but your dates seem off in the version you have or I may be reading it wrong.

Here is one I built for Heroes of Golarion.
http://heroesofgolarion.pbwiki.com/Calander+Year

Oh I don't take it poorly. :D It's not my calender.
The Blog wrote:
The people of Golarion measure time much like we do as well, with seven days to a week and twelve 30-day months to a year.

Not a huge point, but your Heroes of Golarion wiki calendar has the number of days in a calendar month corresponding with Gregorian calendar.