I just recently went through an older style game with my normal group. The game assumes 3d6 rolled in order. Everyone came to the table with interesting concepts about what type of characters they wanted to bring into the world I had described, and they ended up flabbergasted by the results of character creation. Stats were all over the place, ideas were changed on the fly to meet new (lower) expectations, and rolling for HP at level 1 ended up with interesting results as well. The learning experience
Third Edition character "generation" and later models would put a lower limit on the random attributes of characters to mitigate the chance of "generating" a character that was "unplayable." I think point buy systems are really the first time you could honestly have a character "creation" process built into the game instead of G.M. Fiat-ed. Character "creation" leads to a stable set of characters that players can invest emotions from level one. Character "generation" creates a, "I'm going to see if Estar here lives to level 4 before giving him a background. I don't want to waste too many good ideas on a goblin's pincushion." G.M. Fiat can lead to dice "generated" characters essentially becoming player "created" characters. The social contract of my group allows for this type of G.M. power. In a more formalized contract, say at a convention, a point buy system allows the G.M. to be taken out of the character creation process with less of an ill effect.
While I was working on my own little projects, I came upon a curious thought exercise. If we consider distance in three dimensions, what is stopping a character armed with a reach weapon from attacking an adjacent huge creature by targeting a square two spaces in the air? It seems to me as if this should logically work, but I might be missing a rule that would not allow this to occur. Any thoughts?
While I was working on my own little projects, I came upon a curious thought exercise. If we consider distance in three dimensions, what is stopping a character armed with a reach weapon from attacking an adjacent huge creature by targeting a square two spaces in the air? It seems to me as if this should logically work, but I might be missing a rule that would not allow this to occur. Any thoughts?
Well the results have been posted so I find myself coming back to see how things panned out this round. I looked over the encounter again, and I see how it was not well designed in terms of game balance. The scaling nature of the game left my thoughts during the design phase. I should probably make myself a guide referencing the game changing elements added at certain levels. Several people disliked the ambiguous nature of the evil beneath the temple. My intention in leaving this ambiguous was to allow a GM to use this encounter as a transition from a lower level story arc to a higher level story arc. As such, I left the evil open to the GM. Defining the evil would have allowed me to use it during the encounter, but I feared the possibility of something outshining the Knave. In the end, I didn't end up making the cut for round 4. This contest has been a joy to compete in, and I thank the entire Paizo community for the chance to be a part of this. Maybe I'll try other avenues available to enter the design business, and I'm sure that I can take the lessons I have learned here to improve myself as a designer.
Hey guys, First off, thank you very much for all the discussion over Varstrius. Even as I kept silent during the voting, I would return here often to try and glean insight from your criticism. Here are a few comments that I think should be made.
I thank everyone again, and I hope you all like my Round 4 entry.
Ruined Temple of Saint Braxtus
While some truth lies within the stories of Braxtus the Resplendent and his gilded shrine, the true story holds a darker reality. Braxtus did found a shrine within the wilderness of Verduran Forest, but his purpose for doing so lay not in creating glory for Abadar. Deep within the wooded hills of Verduran Forest, Braxtus and his adventuring companions came upon an evil hidden deep in a natural cave. Unable to exorcise the evil from Golarion, the group instead sealed the entrance deep under the hill, and Braxtus built a temple to Abadar upon the location in order to guard the site for generations to come. The head priests of this temple were tasked with guarding the ward keys that kept the evil safely contained. Over time, the wards weakened, allowing some evil miasma to escape and seep into the hearts and minds of those worshiping in the temple. Eventually, this evil drove the temple's inhabitants to insanity, and within one night, the halls of Saint Braxtus's temple filled not with the sounds of prayer but the sounds of murder. In the present, not much remains of the once magnificent halls. Nature has reclaimed much of the open grounds of the temple, and bandits and treasure hunters have already stripped most valuables from the area. Currently, the dashing Acton Venarys, also known as the Gentleman Knave (R3), uses the location as one of his many bases of operation within the Verduran Forest. The underground sections of the temple are largely intact, and the Knave tends to use the underground worship hall when he requires meetings with his many lieutenants. The Knave found the last intact, but brittle, ward key upon his commandeering of the temple, and while he has not found a way to integrate the release of a great evil onto the very center of Taldor into his plans, he still keeps the ward key on his person during his short stays in the temple. All that remains of the Temple of Saint Braxtus are three interior chambers and the ruins of two exterior rooms. The few remaining exterior walls count as 8 foot tall reinforced masonry walls with the broken condition (hardness 8, hp 89, break DC 45), while the smooth interior walls count as magically treated hewn stone walls (hardness 16, hp 1080, break DC 70). The interior ceilings are 10 feet tall unless otherwise noted. The temple was built into a rugged cliff face that stands 50 feet tall. Trees dot the top of the hill and along the base where the temple is located. 2. Worship Hall (CR 10 or 13)
Tier 7-8 (CR 10):
The Gentleman Knave CR 9
Tier 10-11 (CR 13):
Lieutenant (6) CR 6
The Gentleman Knave CR 9
Development: If the Knave escapes, two rounds after the Knave leaves location 2, the altar in location 5 shatters in a fierce explosion. Anyone within location 5 at the time of the explosion takes 4d6 piercing damage (DC 14 Reflex save for half damage). The explosion of the altar can be clearly heard throughout locations 2, 3, and 5. Location 5 also comes under the effects of desecrate and darkness (both CL 15). Below the destroyed altar lies a gaping hole that leads down in the dungeon sealed away by Saint Braxtus.
Cody Coffelt wrote: Strangely, I like to take a nap to find my inspiration. If I'm up and about I'm too tempted with TV and Internet and the like. When I lie down though, I can just let thoughts themselves roll around and see what I come up with. I accomplish a similar state while playing older console video games. For example, Dark Cloud 2 has been this contest's meditative aid.
Varstrius, Connoisseur of Living Dolls
Varstrius stands at an unimposing five and a half feet tall, his hardy body beginning to show his age. He hides the pain of his loss by constantly wearing an arrogant sneer on his face.
Varstrius CR 7
Neil Spicer wrote: You'd have been better served to just tell us what gets added or removed from the skill list and leave it at that. I would like to pipe up about this part of the commentary. The provided model had a line that told us not to do exactly what you have said here. Round Two Rules wrote: This should be a complete listing of the class's class skills, not a "add this and remove these" sort of statement. Joseph followed the format that was given to him in the rules. Cases can be made on both sides over whether using his limited word count in such a way was prudent, but I don't think it would have been to his advantage to format his submission in another way.
Hey there Danny. Your item does a good job being enough like a few existing items but for a different mechanic. I don't have monks playing in my current game I would drop one of these in a treasure hoard for one if I did. Additional Comments
Price might become an issue with this one though. At 23800 gp it is somewhere between the cost of a headband of inspired wisdom +4 or +6. The player would want both the beads and the headband, but if he had to choose one, my bet would end up being on the wisdom increasing item. Up to five ki per day with an ability to use them in a different way probably doesn't approach the utility of 3 ki per day, a +3 bonus to AC, +3 to bonus on Will saves, +3 to the DC of your Stunning Fist, +3 on Wis based skills, etc. Your item is going to be competing with the player's limited budget, and I don't know if it has enough utility to deal with the opportunity costs. That being said I don't have a definitive fix for you. Maybe it could have 5 charges a week, and you could draw at most 2 charges per day. Maybe a slightly cheaper consumable version that left you fatigued after you used a charge. The 5 "W"s and How's
Where you shine as a designer
Good job, and good luck in later rounds.
Jerry Keyes wrote:
Let me just add that Florida should not be on your list.
That probably would take Florida off your list unfortunately. Just 49 more states to analyze, and you should be able to find one that fits you.
Jerall Toi wrote:
I can't think of BBQ without thinking of this song. I'm from Florida so I disagree with some of the accusations, but it's not bad at giving a quick laugh.
I chose the first option. Beyond it being the normal in most of the APG archetypes, I thought it brought more screen time to the new name. The cleric section of the APG shows new domains, thus you would still be a cleric while selecting the domain. Same goes for bloodlines and schools. The base class descriptions use the first example while the second example is used by orders, domains, bloodlines, and schools. That is my take on it. This is kind of like backwards engineering a style guide.
What first hits me here is that both your name and the item's name are alliterations. Second thing that hits me is usually my wife, but until that happens, on to the comments. What does it offer the player?
The second mechanic becomes a real treat for players. This makes creates calculation that ingenious players will use to create terrific combinations. The drawback is a good addition here as -2 to most actions can really hurt, and it will add another layer of math onto the min/maxers calculations. The 5 "W"s and How's
Round 2 -
After that the fighter can go on to do what ever they intended to do. None of this is particularly bad mind you, but it does have to be considered when you look at how the item will be used in the game. Also, I don't really know if it should be a free action to adjust the type of potion used. Maybe make it an immediate action. Lastly, I see how a dial would be able to allow potions that are next to each other on the dial to be used together, but it would have to be a rather odd looking dial to be able to fall between any two sections of a circle. Where you shine as a designer
You also know your limits when it comes to working in the space limitations of this contest. I think it would have taken many a line to make this work well with the alchemist, and you made the right choice in not dealing with that here. In summary, you present a concept that is clean and workable. I look forward to what you are able to show us in later rounds. Good luck.
Hey there Charles. You did great work with this item, and I want to talk a little about it. What does it offer the player?
The second effect has similar implications. First off, it creates a very specific distance the player will move. This means that the item becomes dangerous to use when the player near cliffs or fighting near traps. Secondly, the player has to try and work the positions of his allies and of any innocent bystanders into his movement plan. Combined, these two abilities create a wondrous amount of choice for a wielder. Good job. The 5 "W"s and How's
First off, does effect one damage the wielder? The wielder is within 5 feet of himself so I would assume the answer to be yes, but the item doesn't bring mention to this issue. Secondly, the item's description leaves something to be desired concerning the nature of the rings that surround the possessor during the first effect. Charles Dunwoody wrote: The sphere breaks apart into metal bands that expand to completely surround the possessor and provide an aura of electricity. I picture iron bands flying around the user in such a way that movement and attacking might be rather hard to accomplish, but it could also create a cloud of much smaller bands that accomplish a similar function. Where you shine as a designer
Again good job, and I look forward to seeing your work in future rounds.
Charlatan (Rogue)
Hi there Paizo community. I'm a 25 year old accounting student who loves playing and working on games. I don't have a website, but here is a link to the Obsidian Portal for my most current game. The journal is pretty much written by my wife, but I take care of updating the wiki portion of the site. Which is probably why there is a huge journal hosted on the site, and the wiki is kind of patchy right now. This opportunity to participate in a design competition has been thrilling, and I am willing to see it through to whatever end it may bring.
Thank you judges for this chance. I promise not to hand my Everlasting Gobstopper to Slugworth, and I will try not to drink the fizzies. I would love to thank everyone who is commenting and critiquing my submitted item. I'll promise to come back and start talking about it after I get a firm foundation started on Round 2 and beyond.
Mirrored Lantern of the Pious Seeker
Description
Construction
Thanks for all the help guys. I think I have a good idea where to go from here. I think the Cloak of Vanishing, thank you Blueluck, is a pretty good idea for the NPC's I need to give this to, but I think the other ideas for working with the concept are also close to what a slightly upgraded version of the cloak would become.
Hey there guys, I was sitting down to create stats for a simple magic item that my player's saw a NPC using, and I came into a small issue on pricing versus power. The item is a cloak that allows for invisibility a limited number of minutes, or rounds, per day. It is activated as a move action and canceled as a swift action. I was hoping to price it somewhere in the 2000 to 5000 gold piece price range. Does anybody have any ideas concerning where I should set the price? I know it will tie in with the amount of time given daily, but I'm having a hard time balancing the usefulness of the item with the given price range. Thanks in advance, Tolroy
Wealth by level used to be one of the tables I'd go to look at only after I saw a party member lagging behind the other's in combat or out-of-combat situations. I found that in many cases the lagging player had gear that was worth a level or two below the other party members. In my most recent game, I decided to try something completely different. I threw out experience as a method of leveling up characters. Instead I used the WbL table to level up the party as a whole. When the party is pretty much geared up to be just into the next level, each member gains a level. I don't count expendable items towards leveling up the group, and I try not to let one character have more than a level worth of gear ahead or behind the group. In application, the method has worked pretty well. At low levels, a few good items went to the party fighter, and until recently, I haven't needed to check his gear to see if he is ready to level up. The other characters have gotten little increases over time that have leveled them up.
Thank you Jason and Caineach. I will probably use Jason's suggestions for most of my questions, but it would be interesting to have items sell off on their own. I might also use the random kingdom event where a sensational crime spree occurs in the kingdom to "help" the PCs move minor magic items out.
My players are currently working on expanding their cities a good bit, and I would love to have some clarifications on a few questions. Question 1- The rules say that a multiple block building can cross roads. Does that mean a Castle can be built where one block of it is in four different districts? If a multiple building spans two districts, can a wall be placed between the districts? Question 2- What happens when an event destroys a house that is needed for another building? Question 3- The rules for selling magic items state that items need to be worth at least 4000 to be sold. If I roll a minor magic item that is worth less than 4000 gold, then should I allow the players to roll to sell the item with for no BP? This would allow them to clear the space for next month. I also want to give a big thanks out to the writers of these rules. With a few homerules, the nation building rules will find a home in many campaigns I run later down the line.
Well my players had a fun time with the Stag Lord encounter, though it got tense a few times. Over all it seemed that a group that kept up with all the rumors and hints about the Stag Lord would have less of a problem in the fight. What turned the tide.: Akiros one shotted the fellow that planned to open the owlbear thingie.
The players brought loot and alcohol, and then waited to start things until after the Stag Lord was off in a stupor. The players charmed a bandit or two with charm person to act as Stag Lord fodder. In the end though it was Beaky that saved the day.
angelroble wrote:
I usually use something like your system for my PC's. I give them the normal max at 1st level, and then I let them role for each level afterwards. If the level is odd, they either get their roll or half their Hit Die =1. If the level is even, they either get their roll or half their Hit Die. I have also tried this method of HP rolling. I very loudly tell the players that I am going to the bathroom, and that I wouldn't mind if they were finished rolling for their HP before I got back. That method seemed to work as a fine band-aid to a normal rolling game that just had two levels of suck rolls for every character's HP.
northbrb wrote: is this class too powerful or does it seem balanced, are there any sugestions or ideas of the abilities/ The class might have problems in the AC department. It has light armor, and up to a +6 bonus to AC when next to opponents, but Dexterity might not end up being high enough to give him a chance of surviving a full attack from a level appropriate mob. He needs strength for to-hit and damage, and constitution to give him enough HP to make one of his core class abilities useful (Blood Drunk). Dexterity and Wisdom would have next priority because they would help his AC and Will respectfully. A problem with the concept of Blood Drunk might also effect the survivability and playability of the class. Really successful spellcasters define themselves by making it close to impossible for the enemies to accomplish damage. A class that needs to take a hurtin' before he really starts to do damage might not mesh well. Making the Knock Out Punch a full round action lowers its usefulness. Being fairly squishy, the Brawler is probably going to be more of a skirmisher. I don't see him getting more than one full round action off before either he or the enemy needs to be in some way incapacitated. Maybe making it a full round action at level 1 is alright, but allow the higher level characters to at least use the attack as part of a charge. (Hint: Flying Kick) I hope my thoughts on the class are helpful.
A Man In Black wrote: I <3 Paranoid Agent but it's not relevant to D&D, whereas even series as disparate as Berserk and Slayers are close enough to each other that we can talk about them as part of one whole when D&D's inspirations already include both the Song of Roland and Fritz Leiber. With note to your Slayers comment. Goury is actually a pretty good example of what the fighter as is tends to play as. Even with all his intensive training he only keeps slightly behind the casters and gishes when he has a super great magic item. He gets mind controlled into attacking the other party members at least once, and he does very little outside of combat. To recap the check list:
Yup straight class 2-handed weapon fighter.
Well the most interesting death I have seen within my time as a DM came about 7 years ago in a 3.0 campaign. My players had recently defeated some big bad evil, and the fight had ended with only the human paladin standing, and the dwarf fighter and kobold sorcerer being fused together as a statue of aluminum. The party was unable to afford the proper spells to restore the two (I think they were unwilling to part with some magic items from the recent quest) so they managed find someone that could partially restore the two. The resulting spell allowed both players to act normally, but left the kobold's tail fused to the fighter's left arm. The fighter took possession of a new shiny weapon the party had just received, a +2 Spell Storing Battle Axe with the Fireball spell stored in it. In the next fight with a river monster, with him and the sorcerer at critical HP, he used the spell from the axe while in melee with the beast. He failed his save and died, while the sorcerer succeeded his savfe and lived. We ruled it that the sorcerer had hid behind the fighter's shield and had managed to escape certain doom.
Would it be a good home-brew solution to change feats so that in the hands of fighters they are used better.
Example 1:
Combat Expertise - You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Special: When a fighter uses combat expertise they deal 1d6 precision damage for every -1 penalty they take to hit. Example 2:
Improved Feint You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise. Benefit: You can make a Bluff check to feint in combat as a move action. Normal: Feinting in combat is a standard action. Special: A fighter with this feat that successfully feints his opponent may cause the opponent to be denied its dexterity bonus to the next attack of an ally as well as the next attack of the fighter. One ally may be granted this bonus per 4 levels of fighter. At level 10, a fighter with this feat can feint in place of an attack in a full attack action. Example 3:
Greater Feint You are skilled at making foes overreact to your attacks. Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13. Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack. Normal: A creature you feint loses its Dexterity bonus against your next attack. Special: A fighter with this feat that successfully feints his opponent may cause the opponent to be denied it dexterity bonus to the attacks of any ally that would normally gain the benefit from the fighter's improved feint special. At 13th level a fighter can choose to have this ability last one additional round for every five fighter levels possessed. The idea here is that if feats are going to be the vehicle that we use as the primary class ability of the fighter, then the feats should be scalable and have the flavor of class abilities. By making them require levels in fighter to adjust the scales, we keep dippers from taking a level of fighter to gain all the fighter benefits of a feat.
Armor Training:
As written except as follows. A fighter that selects Armor Training gains Ride as a class skill, proficiency in heavy armor, and proficiency in tower shields. Weapon Training:
As written except as follows. A fighter that selects Weapon Training gains Intimidate as a class skill, and proficiency in one exotic weapon of the fighters choice. Armor Master and Weapon Mastery would be integrated into the two trees. By taking both of these two trees together, you would have the core fighter +1 exotic weapon. I have ideas for other trees that I might flesh out later, but they would probably add a class skill and one or two bonus feats at level 1 and have progressions that ended in a mastery at level 19 or 20.
Loopy wrote: Plenty of things plus links Thank you for posting the links to that alternate system. I enjoyed reading through the skeleton and muscles of the system. I am guessing that any system that included a host of generic options would have to give almost an entire book to NPC builds, or the writers would have to release such content online in some form.
kridak wrote:
The first round that Detect Magic is used on an area (60 foot cone area to be exact) you only get the ability to detect that some sort of magic is afoot. On round two of focusing on an area you detect the exact number of magical auras and strength of the most powerful magical aura in the area. Finally on round 3 you gain the exact location of every aura in the area and their strength. An invisible character would be wise to not stay in one place to long if they suspected an enemy to be using detect magic, or the mage could use the level 2 spell Misdirection to fun results. Hope that helps.
What option sounds better for the game in general? *All classes are as generic as the fighter, but you are supposed to multiclass and take levels in prestige classes to make a character concept/be playable at higher levels. Kind of a d20 Modern meets D&D type of thing. *The fighter and other generic classes should be replaced with more specific classes that can form the basis of a 20 level progression all on their lonesome.(I wouldn't see much use of multiclassing or prestige classes in this type of system) I understand that these two options are not the only two presented in this thread, but they are the two that I would most likely endorse. I flip and flop between wanting a system that encourages every PC to take an appropriate Prestige Class and one where the PC's never consider a prestige class. The 3.5 fighter was usually my vehicle of choice to get into a combat prestige class because I felt that every level of the prestige class improved the character more than another level of fighter.
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