Tridus wrote:
Wait really? Where was it clarified? I haven't seen anything about it when I searched.
Would love clarification about the Rogue Resilience feature. To my knowledge it is the only class that gets the Evasion like effect at Expert level proficiency, aside from classes like Fighters that get it against a specific type of effect. It seems strange that the Rogue gets it on its worst save faster than its secondary save, and is the only class to get it to all saves. If this is how it should be an affirmation would be clarifying.
I would disagree with the penalty being severe enough to warrant a nigh-doubling of one's ki pool. It hampers social skills to be certain, but the presence of other party members renders that moot. Communication with the party is easily nullified by writing or having everyone learn sign language, and while communication in combat will be low, you can still hear commands and act for yourself. Compared to Poverty which is a crippling penalty that must be actively kept up at all times in a variety of ways that often go against natural player instinct, Silence is not nearly so bad. I will agree however that Silence is a worse penalty than Cleanliness or Celibacy, and would petition the DM to raise the rate.
Note that the game is going the Virtual Reality perspective, so people would NOT be able to play during work/grave-shift/whatever. My play group typically does a lot of strategizing in combat, which is good, but it also tends to slow things down. I think the minute-turn-timer is a good feature that will speed up combat and mix up their usual mode; and make them pay more attention! In regards to Bluff/Sense Motive: You have it right OmNomNid, its the NPCs that are actually PCs in the game that I am pondering; I figured I would use typical strategies for NPCs that are actually NPCs. Since the game IS in VR, I was wondering if I could use that to my flavor advantage and say that the sensors monitoring mental activity are able to reveal things like someone lying or hiding information. Additionally, successful Diplomacy checks would create positive mental reactions to what the PC says; not completely forcing someone's opinion, but nudging it towards a more favorable response (as Diplomacy should be)
PathFinder Online Welcome to PathFinder Online, a campaign based off of Sword Art Online that pits the players as themselves playing a virtual reality MMORPG! Players will form an Adventuring Party to go on quests, travel the extensive world, and battle against other aspiring users. Features of the campaign include: Not Logged In – no more creating contrived reasons for absent party members, if a player cannot make it to a session, then that player simply had to do something else and couldn’t log in! A Turn Timer – while PFO retains the turn-based initiative system, there is a time limit of 1 minute for players to determine their actions to smooth over game-play. Party Play – users that play together receive a streamlined gaming experience. A leader is selected to dole out treasure and experience is automatically divided up amongst the players. Languages Matter – learning languages allows users to use the language-specific chat area. Parties are encouraged to all use a certain language to convey messages secretly. Designated Rest Areas – to avoid having to actually rest the entire eight hours, certain areas (sometimes hidden!) are present that allow users to receive the recharging they need to continue adventuring. But be warned, these areas can also be a hotspot for danger. Meta-Gaming – players are encouraged to meta-game; to an extent. Character stats, min/maxing, monster knowledge; all are information that players are free to share. However, due to the immersive VR technology, players cannot look up information regarding things outside of their character during gameplay. Random Events – special events occur that may bestow rare and unique items on players, though some are only for a limited time. Who wouldn’t want to wield the fabled Keyblade or wear the legendary Nemean Lion pelt? Easy Shopping – no more rolling up or checking what items are available, if it’s in the game the players can buy and sell it! However, players cannot use items valued outside a level-dependent price-range. You won’t see level 1 players bearing +5 swords or wands of Cloudkill. Features that I know will need some work include: Bluff/Sense Motive/Diplomacy - in a majority user-based world, how would these skills function? How would one user know if another was lying? I don't want these skills to become useless, or even just relegated to soley 'extra dialouge options for NPCs'... Looking Up Game Information - what if the players decide they want to look online for information regarding dungeons and adventures they are going on? I still want adventures to be surprising and challenge them, but also want a good reason that they can't just use the internet to look stuff up. Would love to know what you all think of it, and any suggestions or changes you think would work out! |