Gremlin, Pugwampi

Tuffon's page

Goblin Squad Member. Organized Play Member. 122 posts (127 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.



Goblin Squad Member

I guess I really never truly understood the magic coin part of the money blog.. and have a concern that perhaps a dev can address..

If coins are truly going to have no weight, cant be looted upon death, and do not need to be carried … What will stop the below scenario when settlement x needs to buy a bunch or armor / swords from settlement y?

Why use the caravan system at all? Why not just send a group of naked folks over to the site you mean to buy stuff from … have them purchase what they are suppose to, thread those items and run back home. Its cheaper than a SAD would be, has little to no risk(except for a decay point if they are mugged..), and just needs a small army of naked people with magic coins to run back and forth to buy your equipment..

What makes this a bad tactic?(this cant be what you have in mind for meaningful interaction..)

Goblin Squad Member

I am leery of how things will play out for PFO but did supportted the kickstarter nonetheless, and as things are taking shape I am looking forward to some of the designs of the game.

That being said I have a few questions and perhaps you guys can help me out or point me in the right direction where to find some of the answers.

First I am wondering about character slots? Has there been an official word on how many slots per account? I can think of a couple classes I w really want to play, and few more I would really want to try.. (especially if prestige classes find their way into the game eventually)

Since most my table top time is spent as a cleric, I had a few questions about them, from reading the blogs I read the portion about AoE effects, but no mention was made of channel healing or negative energy channeling , only damage based spells. If I were playing a good cleric will selective channel still be an option? likewise if I play an evil one and want to channel to harm will selective channeling still be an option? ( for pure MMO folks selective channel basically lets you remove a certain # of targets from the effect)

I also was channeling my evil thought process this evening and had a diet coke of evil moment while thinking about crafting... Will I be able to purposely create cursed items and pass them off as something else?... If cursed items exist in the game (can only assume they will since the goal is to include all options in the core rulebook).. Will there be labels on items to let you know who made it? Could open me up to some assassination attempts, but could also be amusing to some degree!

Goblin Squad Member

I am wanting to learn a bit more about PFO before I fork over a few hundred or 1k for a kick start funding program, I have tried to skim as much info from the blogs as I could, and have not followed the forums at all. So please keep the flames as low as possible if these issues have been addressed… I may add additional questions to this in a bit, but figured id get the elephant in the room taken care of first..

1. PvP is encouraged… This may well be the one thing that keeps me away. I don’t want to waste time in a world where after a long fight some guy can run up kill me / or loot the thing I killed and run away. From what I understood if you win and die anyone can loot your corpse and take a few random things out of your inventory and anyone can walk up and loot the thing you just killed. So corpse camping and ninja looting and training is encourage??????, but not to fear a bounty system will keep the trolls away? Or the threat of having a bad rep will do the job? How exactly is that going to help make the last few hours I spent on an encounter any better?

a. If I understand the play mechanics, I watch a group of players face off against something in a “hex” . choice a = they bit off more than they can chew, and die. My response is take my 2 box or 3 box team into the hex, have the guy with nothing n him to agro the guards and kite them around and die, while I loot the other group and escape ….. Or Choice B, I wait until the encounter is almost done and they haven’t had time to rest have my lowest worthless group member agro the guards and then kite. Then take out the resource depleted fools and loot them and the bad guy they mostly killed or completely killed …

b. Be I don’t actively kill the group I just don’t want them to win so I take my worthless kiter character and train more guards and whatever else I can find at them at the most convenient time. All players die I log in the other guy I have camped near by to loot and scoot…

If these behaviors are actively being designed and encouraged, the title of the post remains the same, is this game really for me…..

Have I missed something here, I was semi excited about PFO, but after reading how some of this is going to be working, where is the fun in the above encounter?

What am I missing that is going to make this type of PvP preventable or enjoyable?