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Thank you for the reply.

I am assuming that because the spell has "Death" in the spell sub-type it is considered a "Death Effect"?

Also, if you could oblige - is the damage untyped, sonic, or sonic/death for the purposes of Resist/protection?

Thank you for your response!


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I need help finding the correct ruling on the following.

A BBEG casts Wail of the Banshee on a group of adventurers. One of the adventurers has sonic resist 30 and a Scarab of Protection. The spell does 200 points of damage.

Assuming the character fails the save, what would be the outcome?

1. The player does not even have to make a save because the Scarab of Protection would absorb the death spell and it would lose a charge.
2. The player would take 200 points of damage but then resist 30 because the spell is a sonic spell therefore the damage is sonic.
3. The player takes 200 points of damage because the Scarab would not protect them and the spell does not state the damage is specifically sonic.

Please let me know your logical thought process and the SRD text to back it up if possible.


In Ultimate Combat, page 248 - the spell Walk Through Space has no casting time. It does reference the move action needed subsequently to engage the spell. Does this mean it is a move action to cast?

http://www.d20pfsrd.com/magic/all-spells/w/walk-through-space


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Apologies for anyone offended by the 'entitled'. I actually didn't intend at all for that to be likened to casual gamers. I was speaking more to the difficulty for difficulty's sake vs difficulty = rewarding more than anything.

Rather than the casual vs. hardcore axis I was speaking to the responses of gamers to MMOs. If you look at any MMO forum there are the entitled posters and the posters who want to achieve a competitive game without throwing away the challenge or balance. You can see this at many PnP games as well.

I actually think you can be a casual gamer and be competitive or hardcore and feel entitled. They are not mutually exclusive in any sort of stereotypical manner.

As for the integration of the game to support casual and hardcore gamers, I fully agree with Scott Betts that the success of PFO will somewhat lie in it's strategy in how it intends and is capable of catering to both.

In reality PFO will play the PnP role of DM/GM and have the responsibility of providing an entertaining experience for the players across varying customer segments, time availability, skill sets, and backgrounds. They cannot possibly cater to the Hello Kitty MMO crowd and the original EQ/UO pvp loot dead gear off players crowd with equal fanfare - but there is a healthy middle in between. Like Berik said - you can bring something to the table for a wide group of people. I know as my wife and I had children our time schedules and obligations changed our playing habits - the games that were able to be flexible and provide fun across the hardcore/casual axis are still in our arsenal.


In my *opinion*, I enjoy overcoming challenges. The larger the challenge overcome - the larger the sense of accomplishment. Additionally, coming up against challenges and failing usually fuels my drive and initiative to try various tactics or improve my dynamics - it almost never means that I walk away or feel disappointed.

I think when you look at the desired and actual challenge levels on various MMOs - you are seeing the split in culture today between the entitled (I want to achieve things easily and then be told how awesome-sauce I am) and the competitors (I want to try with failure being a real possibility, but in the end the challenging aspect is more important than the outcome).

For the competitors, upping the challenge provides a higher sense of accomplishment. The challenge for the developer is to make the challenge within the range of achievable, yet not a cake walk.

For the entitled - any competition where every person doesn't get a participation award is deemed unfair.

In the end, Goblinworks will build PFO and based on the level of challenge they infuse the encounters and obstacles with they will determine the type of audience attracted.


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Anything you have to earn is generally more valuable to you once you overcome/achieve.

This is true of PnP, RL, and MMOs. The challenge with theme parks are that once you taken the ride, eaten your cotten candy, and sipped the cool aid, there is naught to challenge you until the next expansion.

Environments more dynamic and persistent create greater challenges, unknowns, and consequences/rewards for actions. In that regard I look forward to the sandbox.

@night in PFO - If you can create the fear that running through Kithicor at night was in EQ - you got my vote!


@GrumpyMel - thanks for taking me back to the days of walking into Blackburrow and watching 43 starved Gnolls running at me when their aggressor ran right by and zoned out. I remember plenty of /corpse for corpse runs back in the day.


Pathfinder MMO...

Love the idea.

I am excited and intruiged to see how Paizo/Goblinworks applies its learned leassons and core values to the MMO project.

I for one, prefer the dynamic sandbox as opposed to the cotton candy theme park.

I have enjoyed the first two blogs and look forward to catching up every two weeks to accomodate my budding addiction!

Well done.

V


Ross Byers wrote:

I'm not sure that it is directly specified, but look at it this way: The biggest, most expensive power is 'primary'. Everything else is 'additional'.

I actually agree with this concept - it is just disappointing that Paizo would not have clarified something like this. Maybe errata ftw?

Thanks - V


Ross Byers wrote:
It's not chronological order: The most expensive abilities go first.

Can you point me to where I can find that in the Core Handbook?

This is the line that has my players and myself wondering:

Multiple Different Abilities: For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

Many Thanks.


It appears that the RAW for pathfinder leaves a hole in the determination of exact price for magic items with multiple abilities when the item is a body slot item.

Example: If someone was making a ring that possessed invisibility, featherfall, and mind shield, what would be the cost?

Option 1: Featherfall X 100% + Invisibility X 150% + Mind Shield X 150%
Option 2: Invisibility X 100% + Featherfall X 150% + Mind Shield X 150%
Option 3: Mind Shield X 100% + Featherfall X 150% + Invisibility X 150%

This assumes all the pre-reqs are present.

The challenge I come across is that RAW makes it appear that the chronilogical order of how abilities were added are the adjudication for cost/price.

In theory this means that you could have three of the same item sitting side by side and the cost/price for all three would be different.

Has everyone been playing with the chronological pricing or has anyone found support for instituting a value based heiracrchy such as exists when crafting staves?

Vlorn


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So if a Gargantuan Silver Dragon uses their change shape ability and takes the form (via change shape~polymorph~alter self) of a medium humanoid - how does it affect their natural armor class? ability scores? etc?

I can see there being changes due to the size in CMD/CMB and some natural armor, etc - but can a medium humanoid shape retain the majority of the statistics and natural armor?

Thanks in advance for your insight.

-Vlorn


Apparently Gygax was big on allowing his players to run solo adventures and still run with the group even though the levels were not close due to this. Have any of you out there done solo and group? How did you handle the level desparity? Any thoughts on implementing it?

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Vlorn


Death in Pathfinder is going to happen at some point. How does your group handle it? Is there a penalty when someone dies (i.e. coming back with a new character a few levels lower)?

As a piggy-back question - how do you handle when a character is tired of their character and wants to try out another toon? How do allow for flexibility yet not have a revolving door of characters in your game/story?

Thank you in advance for your thoughts...

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Vlorn


Thank you for the feedback. Does anyone know if a successful AoO stops the tumble or does the tumbling runner simply incur the AoO damage as he runs?

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Vlorn


This player stated that it says you use Acrobatics as part of an action.

One arguement felt that it was refering to action as part of a move action.

The other arguement felt that Run is a full round action and it could be part of it.

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Vlorn


So in the Acrobatics/Run scenario - would a failed Acrobatics check and a successful AoO stop the movement? If so, can you site where this is in the Core?

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Vlorn


A player in our game last night utilized the Acrobatics skill to avoid an attack of opportunity by tumbling through threatedned squares and then made the arguement that it could be done as part of a run full round action - counting the tubling squares only as two squares of movement.

There were no other circumstances that would have prevented the full round Run action, excepting this.

Can anyone weigh in with your thoughts on both the RAW and the spirit of the rules?

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Vlorn


You can add flaming to Amulet of Mighty Fists +1, but you would need to use the proper formula. Amulet of Mighty Fists +1 is determined by

Base Price = (Enhancement Bonus Squared) X 5

So adding Flaming to this would make the cost the same as a Amulet of Might Fists +2($20,000 Gold Pieces) less the price of the Amulet of Mighty Fist +1 ($5,000 Gold Pieces). The upgade would be $15,000 Gold Pieces and you would have you would have your Amulet of Flaming Mighty Fists. At least, that is how I have always adjudicated the price/upgrade.


On page 141 of the Core Rulebook, it defines ammunition. I think there are some noted reason why arrows as ammunition would not work with Divine Bond. When it states that Divine Bond enchances "the weapon", it would, in this situation, be the bow and not the arrows - unless you intend to use an arrow as it states on page 145, "An arrow used as a melee weapon is treated as a light improvised weapon."


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The time to upgrade would still need to be done over the course of one day per $1,000 Gold Pieces in the base price of the upgrade - but would not have to include the base price of the item before the upgrade.