Lord Fyre wrote:
Gray Paladin exists in PF1
doc chaos wrote: 40 or 50 sounds good. so, I really liked how Skulls & Shackles handled it. As a Pirate Lord, you and your party, along with your crew, fight against another pirate lord, his henchmen, and his crew. The actual in game part is purely your party and maybe 4-5 crewmen, against the pirate lord and his small entourage. All the other crew are simply fighting in the background. whoever wins the small battle between the parties, wins the overall battle. while your crew takes some losses, enough of the other crew are willing to swear loyalty that the net effect is you still have a full crew (maybe a few extras). As for other methods, breaking then 40-50 per side up into small 5-10 person encounters on the battle field, while the rest rages on in the background seems workable. I also like how Reign of Winter handles large armies. Basically they cam up with a new type of Swarm, the "Troop unit". 20-40 men act as a single large swarm. So your party or 4 can go against 4 or 5 "troops" which in reality is 100 men.
Alchemir wrote:
No ruling needed - its very clear that you get an extra attack on top of all the attacks you already have. Same as Haste
They did this in the Rolemaster system. when you learned a spell, you actually learned a "list" of a spell, and based upon your level and how much mana you pumped into the spell, you gained higher level effects of the spell. For instance, if you were 5th level, you would know the whole lightning bolt list, all 1-20, steps of it, but you could only cast the first 5 steps, and you topped out at spending 5 mana, so, if you wanted a small lighting effect, you could spend 2 mana,getting the 2nd level effect, or go for broke and spend 5. (you could only spend as much mana on a spell as your level)
Phoebus Alexandros wrote:
Considering that for the most part, effortless lace allows you have all that stuff and swap from a d4/d6 weapon to a d8, it really doesn't "do" all that much.
Anonymous Visitor 912 883 wrote: @schoolboy runaway Yes, you can — but with caveats. Rapiers are classified as one-handed piercing weapons, and they are not light weapons, which affects how Two-Weapon Fighting (TWF) works. Give both Rapiers Effortless lace and suddenly they are light weapons....
"As an immediate action (but no more than once per combat round), the current user of the Sihedron can instantaneously transfer the artifact to another willing creature within 120 feet." So the GM might have misread this ability of the Sihedron, thus why you were able to apply it to the whole party. As for the +4 to a Stat, that was most likely a house rule to make it somewhat more powerful, since as is, it's a but of a weak artifact.
GM DarkLightHitomi wrote:
my guess is that it gives a bell curve option, but keeps the roll numbers of 1-21, which is essentially 1-20, so nothing else needs to be changed.
Sysryke wrote:
1. I'm from Texas, my name is Sam, my lucky number is 88. 2. it is not a character name.3. it's my location, my name, and my lucky number 4. I'm from Texas - greatest country on the planet.
IMO no, spending an action on doing something that doesn't deal damage to a bad guy is a waste of time.
play a Ninja, get Ghost step Ghost Step (Su)
Benefit: As a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Each use of this ability uses up 1 ki point.
BenS wrote:
the only one we have is Reign of Winter, and we won't need Pathfinder Society.
if something falls through and the AP ones come available - I would love to have them. we play in person with miniatures, and we do APs, but the miniatures don't always have the right mini, so we are starting to use Pawns (only 1 set so far), so any more would be welcome. Of course, let the first response have claim.
Liliyashanina wrote:
It's already been mentioned that this was an Adventure Path, and a 42 AC in an Adventure Path is extremely out of the ordinary. (almost no NPCs have stats over 20, and even fewer have 2 over 20). In fact most Adventure Path NPCs are subpar builds, as they are meant to be only a slight challenge for 20 point builds, with a un-optimized party of 4. the GM is obviously pumping this NPC ever the top to make it more survivable etc. I will reiterate my point of having a discussion with your GM. BTW: congratulations on playing with the same group for 10 years, IMO it makes the game much more enjoyable with good friends that have been around for a while. In my group the newest player has been around for about 5 years, one at 15, one at 30 and one at 38.
Merellin wrote:
+21 at level 13 is pretty awesome, if the BBEG has a +40AC, then your GM is building encounters well above your APL or flat out cheating, or building things to counter you. (I've never encountered a bad guy with a +40AC). I'd have a long talk with your GM about the game and what kind of game everyone should be expecting.
Melkiador wrote:
Agreed - in our experience, Eidolons are some of the highest damage dealing members of the party.
I just want to make sure I am playing this right, every instance of a Dragonkin references Efrixes stat block on page 16, a Red dragonkin that can breath fire and is immune to fire. On Page 35, it lists 4 dragonkin, 3 of which shows a breath weapon other than fire and a matching immunity.
Does this mean: 1. All dragonkin breath fire and are immune to fire, and these 3 have an additional breath weapon and an additional immunity. 2. All dragonkin breath fire and are immune to fire except for these 3, who are uniquely different. 3. All dragonkin breath an element and have an immunity based on their color? (I suspect this is the truth, but was hoping it's printed somewhere) Am I missing where this is laid out somewhere? Thanks.
GM DarkLightHitomi wrote:
So IMO the 3 methods you list either require too many modification, or are too complicated. 1) 3d6 give you 3-18, so while it's a good bell curve, it really changes the values for crits (16-18 for roughly 5%, 15-18 for roughly 10%) this seems clumsy and possibly difficult to remember. 2) 3d12, I've already mentioned 2d12 and you dismissed it due to how it affects commoners, I would expect this to be dismissed for the same reason. 3) d12 plus stat based dice - I HATE HATE HATE systems that do this, it really slows down the game to have to figure out which dice or how many dice I get to roll for different types of events. keeping things simple - a SINGLE (this can be multiple dice for percentile, or bell curve etc) dice roll, plus a bonus that's ALREADY calculated is fast and easy - is IMO the best methodology. I've play a lot of different systems, and by far the best ones are all roll a dice, add a number, compare to target number. the worst are add up how many dice you get, roll dice, count successes, compare to a success value, or compare to an opposed roll.
GM DarkLightHitomi wrote:
IMO, your comment here is critical to a good game. You need to keep everything to a single type of die roll (everything in d20 aside from damage, is a d20+bonus vs a target number) IMO, you need to keep a system similar to this. you can change the die roll itself, and you can change where the bonus comes from, but do it the same for everything in the game. I've played systems where your bonus is a dice roll + bonuses from 2 stats, it works well, especially in descriptive games where you can choose which 2 stats you use as long as you can justify how they apply to the situation. As for wanting a bell curve - the only way to do this at the table top is with multiple dice that you add together.
Switching from d20 to 2d12 would be pretty simple, give the desired bell curve and IMO come close enough to maintaining the crit percentages with almost no other changes made to the system. It sounds like however that the mechanics are inconsequential to you, in that case I recommend the Ars Magica system. If you want granularity and realism, Rolemaster is my go-to.
my first question is: Why? What is your goal? Are you simply wanting to use different dice? or are you wanting to shift from a linear set of changes to a bell curve? Are you wanting more granularity in the characters abilities? I understand the desire to do so, but one of the great things about d20 is that it's complex enough to be fun, but simple enough to not become burdensome. Everything in d20 is a single dice roll, plus a calculated bonus, against a target number, moving too far away from that mechanic is IMO unadvisable.
halflings bards are set up to be great dex based combatants. go for a bow, or a light weapon and do TWF. Find ways to be mobile and be the flanking buddy for the other party members with Low BAB and you'll hit often enough. or just stay back and use that Bow, IIRC, there's a build that actually uses the bow as the instrument.
my first question, you have bonuses at stages 1-3, and then basically haste at stage 4, do they stack? so 60' extra movement, +2 AC, +2 attack, and an extra attack? If so, then the total price for the item is too cheap. If not, and you wind up with basically haste with an added +1 to damage, then it's still too cheap.
Rosgakori wrote:
one of my players felt it was too strong, basically if the bad guy successfully makes a hit, you are out of the whole combat, since there is very little that you can do to get out on your own. but I disagreed, it really only take a couple of attack from anyone else in the party to break the ice and free the target, or a single dispel magic. But, I do agree it seems bad when it happens.
Phoebus Alexandros wrote:
here's the Crux of the issue - if the images threaten, then they threaten - this can give anyone they are partnered with a flanking bonus. I know you can have the spell say that only the caster can gain the flanking bonus, but it won't make any sense game wise. i know.... "but it's magic" So aside from the double casting and having a butt load of copies of the caster running around, he can also provide flanking for every member of the party, which is normally just a +2, not too bad. But, if any of them are Inquisitors, then suddenly some are getting +4. I can't think of very many spells that give the whole party +2 to hit, much less +4. all in all, it's a neat concept, just needs to refinement and it needs to fit the game logic. I still place it at a 4th level spell.
so the images can take 5' steps to eventually get into flanking position? giving both the caster and his allies flanking bonus? If an image has moved away from the caster does it still provide the mirror image protection? (I think your wording seems to imply it doesn't) So are the images that have moved away considered one of the ones that go away, or only the images still in your square? for example, let's say you create 7 image, you keep 3 with you and 4 move away. If someone attacks you, but not a lone image, is the chance of hitting you 1 in 4, or 1 in 8? if they attack a lone image, is it just gone? or do you check to see if it might hit you, etc. considering how powerful flanking can be, I'd make this a 4th level spell, but I believe it needs some clarification.
thorin001 wrote:
Yeah I forgot about Kingmaker - that one is basically nothing but random encounters - god I hated that AP. Most of the APs simply list what level the party should be by certain points in the Adventure - we just go by that regardless of what you have encountered. (most APs are pretty linear - so you generally don't miss many encounters) as for Wealth, most of the APs seem to do pretty decent in giving wealth enough to be close to WBL - so we haven't seen much need for extra treasure drops.
Melkiador wrote:
well, we're on our 12th AP, and have yet to use a Random encounter. We use Milestone levelling so no need for extra XP, and they already take 12-18 months to finish an AP, so no need for extra stuff to do.. so yeah, we've yet to see a need for Random encounters.
Claxon wrote:
Hard disagree too - IMO Alignment is a fundamental part of the game and it's a shame that it has been removed.
Claxon wrote:
Considering casting certain spells either was not possible depending on your alignment - or could actually cause your alignment to shift - alignment most certainly mattered. (not to mention certain items and spells only work/affect certain alignments)...
you certainly achieved your goal. (my shocking grasp magus build will take 2 of the Type 1 please)
I don't see much issue overall, however, I'd place the costs of the lower rings higher, just for better game balance.
Oli Ironbar wrote:
Again, a wand of fireballs could be used in the same manner, and up to a certain point would be way more cost effective.
"The ranged attack is made as if you had thrown the item unless it’s ammunition for a weapon, in which case the attack is made as if fired from a heavy crossbow (if a bolt), a halfling sling staff (if a sling bullet), a blowgun (if a blowgun dart), a composite longbow with a +2 Strength rating (if an arrow), an atlatl (if an atlatl dart), or a pistol (if a firearm bullet). " RAW: since the spell makes no mention of small or large weapons, then it can only use standard weapons, which would be medium ones. any size creature casting this spell, would use the stats for a medium weapon. |