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#1 Serpent's Skull

#2 Reign of Winter

#3 Legacy of Fire


WOW Thanks guys for all of the ideas and thoughts. You are really helping as I read these. Very much appreciated


Secret Wizard wrote:

mother fricking loki, son. he was the original prankster.

also these are actual vikings right? like, the ones who had explorers, thieves, poets? many of those could be rogues.

Yes the same. LOL! Just trying to get ideas for a solo rogue in a viking world......


Hey everyone, I am running a Viking themed campaign and I'm having "writer's block" on coming up with a solo Rogue adventure with a Viking theme to it. Can anyone give me some ideas to get the creative juices going???

The campaign is viking based
low magic
human centric
Currently in a fringe wilderness village township

Thanks ahead of time


Oh! Im so rude, I posted my question and did not properly Thank the MOST AWESOME CREATIVE DARK THOUGHT PROVOKING authors/artists in the industry, Gary McBride and Michael Clarke! You guys ROCK! I have bought each issue of the Way of the Wicked and I have to say this is as good and in some ways better than most of the Paizo Adventure Paths (and I have ALL of them!). Anyway, you guys are great and due to your creative efforts and hard work, my players and I are enjoying one of the best campaigns I have ran since the Paizo version (in Dragon Mag) of Isle of Dread. I can't wait to hear what you guys have in mind next. By the way, great idea to end the Way of the Wicked for Halloween. I only wish my group could be at that point by then. NOT LIKELY, we just finished Book One; Knot of Thorns. Of course, these are so cool and being an evil adventure path. I'm sure whatever part they are at will kick-butt for a Halloween Adventure. Thanks again, guys and thank you Paizo for letting me post my thoughts to Fire Mountain Games.


I dont know if this is the place for this or not. I apologize ahead of time if it is not. I'm running the Way of the Wicked and we lost our first character. A player decided he would not swear allegiance to Cardinal Thorn and his infernal father.

So now the player has rolled up his next character. Any advice on him entering at this point? Also, how about some advice for replacement characters for the future. Judging by what I have read in 1-4, there is a good chance of losing more characters in more "traditional" ways.

Thanks


I have actually ran it both ways as a DM. I also have been playing through all editions of the game. I have found the current Pathfinder and 3.5 Ed incarnations to have the best rules overall. I have few complaints about them. Now back to your question, I have found with the lesser BaB, usually using a secondary ability score (ie Strength), and usually using a d6 weapon or less for base damage, makes it necessary for the Rogue to be opportunistic when he enters melee.

He needs to find the flank or rear against opponents for the additional bonus to attack. Likewise, he NEEDS the extra "conditional" damage from a sneak-attack. I have found this at all levels of play and that it is even more stark in a High-Magic campaign!

When I experimented with Rogues only being allowed a single sneak-attack per round (for a 7 year campaign!), I discovered not only were the Rogue characters less inclined to enter melee PERIOD,but the players running rogues quickly became unhappy with how their characters performed in combat. WHICH IS A BIG PROBLEM!

Everyone should be able to enjoy playing the game regardless of the character (class) they have chosen to play. Now this is mostly if not all the DM's responsibility. So to keep my players happy, I allowed several feats of the time which enable a rogue to increase their sneak attack damage (from d6s to d8s and d10s), or to allow them a free "in your face" sneak-attack ala Flick of the Wrist. Although, these helped a little, they never really did the trick. The Rogues still were not enjoying combat.

So using my nearly 30+ years of playing the game, I drew upon the old idea of the Thief Backstab ability. Simply allowing the Rogue character to sneak-up either through stealth or magic, as long as he began by either not being in LOS (line of site) from his opponent or by allowing him to break LOS and stealthfully approach later. He would then attack gaining a flank bonus with an additional +2 for a total of +4 (simulating the attack from an advantaged position). IF he successfully hit his opponent (and they are not immune to criticals), he would deliver a devastating attack multiplying his TOTAl damage by roughly X2, X3, X4, or X5 depending on his level (about every 5 levels upgraded the damage multiplier).

Although more rare than the sneak-attack, the backstab gave him an additional tool to use. Additionally, the players liked it because it was a nod to the older editions of the game and it allowed such things as taking out a guard stealthily from behind ina single attack (something very difficult to do in the new system, unless you are significantly high level than your opponent).

The addition of the backstab coupled with the ability of the sneak-attack (you could not perform both on the same attack and backstab could only be done with a single attack for the round) put some "danger" back into the Rogue in combat and more importantly made the players happy who liked to play rogues.

Now in my current campaign, I decided to allow Rogues to use sneak-attack on multiple attacks. Additionally, because I liked how the backstab concept worked (making Rogue's more deadly if they had an advantage strike on you), I allowed both types of abilities in. I also wanted to entice players to run more rogues because it went along with the them of the game (think a Thieve's World type of campaign, as in the series of books).

I have discoverd after running the game for nearly 2 years, the rogue sneak-attacks have not unbalanced the combats at all. In fact, it has encouranged both rogues and fighter (as well as combo characters) to team-up on opponents more often to increase the chances of sneak-attacking. Also, I should mention this is important since I use an optional rule of weapon speed. Which basically allows itinerary attacks faster with smaller, lighter weapons. While heavier, slower weapons (usually bigger too) gain itinerary attacks slower. For example, a character armed with a short sword would gain his second attack wit the weapon when he gained a BaB of +4, instead of +6.

So I figure between running both ways and by playing with optional rules designed to increase certain aspects of combat. I have a good understanding and perspective to say the Rogue NEEDS the sneak-attack ability. It does not unbalance the game or make Fighters feel less adequate in melee. Finally, it keeps Rogue playinig players happy with their characters. Which means everyone at MY table continues to have a fun time. Especially during combat.


GeraintElberion wrote:

Haunts.

They feature in a couple of APs (1 and 5, I think) and are detailed in the GMG (p.242).

The GMG also has a section on Sanity and Madness (p.250) with stats for different types of insanity.

Cool thanks. I will check them out.


Yes, I have seen Darkness & Dread. Great book, lots of cool rules. As for Insanity Feats. I actually got the idea from Green Ronins D20 Freeport Companion rule book. They have a different insanity rules system than Call of Cthulu or Darkness & Dread, but still very interesting and usable.

Anyway, Green Ronin had a couple of feats tied to those who had a touch of madness. I thought it was a cool idea and figured maybe someone else had heard of either an expansion of these rules or perhaps some ideas similar to them.


Hi everyone, with Halloween around the corner and my shattered mind working overtime to get my new campaign off the ground on Halloween weekend (we just ended a 7 year 3.5 campaign). I need some help finding a product with cool Insanity feats or Madness feats, using either Call of Cthulu or Freeport D20 insanity rules.

Of course, anyone who has ideas of their own they want to share would be OUTSTANDING too! Basically these would be feats allowing for nearly supernatural abilities requiring a character to have a certain "Sanity/ Madness" score. Perhaps gaining bonuses on certain actions equal to the number of madness feats you have. The feats would be along the theme of Lovecraft, Ravenloft, Ukislav, and the dark pirate feel of Freeport.

The campaign I'm looking to use them in would be basically Galorian's Ukislav as the mainland to Green Ronin's Freeport (of course!). Rules are Pathfinder (Hoody-Hoo!). Also, I'm using Psionics in a creepy way similar to the old fluff from Ravenloft with an ample amount of Lovecraft to make it complete! Thanks to everyone ahead of time.


Mr.Fishy wrote:
Mr. Fishy likes Mr. Fishy post also.

Well put Mr. Fishy! This indeed is much easier than reading through the entire thread... Thanks


I have been buying each of the equipment decks as they have become available at my LFGS (Local Friendly Gaming Store). However, after looking through up coming decks online. I wanted to take this time to make a suggestion for an equipment deck slightly out of the ordinary. I have noticed on the message boards a number of campaigns set in more advanced eras. Some such as pre-renaissance, Steam-punk Victorian, post-renaissance, and of course general science-fiction. How about a couple of equipment decks covering these eras. You could include such weapons as blunderbuss, flintlock pistol, dueling pistol, bayonet, hand cannon, musket, print press, Royal Ball attire, eye patch, treasure map, and even psionic themed "magic" items. Of course, I haven't even touched upon the science fiction themed equipment. Such as blaster, laser rifle, disruptor, force screen necklace, bionic arm, bionic eye, anti-gravity boots, jump pack, vibro blade, mono-whip.

I could go on and on. I think with Paizo's excellent job they have done on the fantasy equipment decks. You guys would do just as great a job on these other genres. Who knows perhaps with advent of the Pathfinder campaign and its new book out this Summer. Perhaps equipment decks based from each of the Inner-Sea Kingdoms would be cool too. Rather than totally different equipment (as suggested in the differnent era decks) to same equipment with different artis renditions for each of the Pathfinder Kingdoms or societys (Hellknight armor anyone). Just some suggestions from a long-time fan of all of your equipment decks.


Growing up in the 70's and 80's, I would have to fall into the "Road Warrior" is PA king mode also. However, I love what they did with Fallout and what they accomplished using the 50's Atomic age background, then letting it all hang-out with future tech and such. I have played nearly every PA system out there (both bad and good). Of course, my favorites are Gamma World, Darwin's World, and Rifts.

Overall I would say most people like to play PA for the thinly veiled background threads related to our own time period. As stated above, most of us have grown-up in a world on the verge of everything from Nuclear/Biological WW3 to Catastrophic planet destruction (ie meteor or astroid destruction) and everything in between including 12/21/2012 (Mayan Calendar "end of the world"). So gaming about it lets us explore the WHAT IF scenarios without really going there. Also, I'm sure many of us like the cool overlay of ancient weaponry with vast futuristic technology both sometimes equally incomprehensible to the games current period of education/society.

Although, my friends prefer fantasy RPGing, I have always been intrigued by PA and Sci-Fi. My only wish is that I had more time to game and could play many of the games I have bought. For now I will have to be satisfied with my computer and playing my 1/wk Fantasy campaign. Of course that is better than most 38 year old gamers could hope for. Especially when you consider work and family life.


Well played and simple, hats off to Dudemeister! Although it may seem easy to a veteran player, to rookies getting their feet wet in RPG's for the first time, it will be a good challenge. Just remember some old school wisdom. When the action slows down, spring an encounter. Most new players like action, especially of the sort like the movies. Remember to make some of your goblin cannibles memorable (in the same vein as some of the pirate crew in PotC Curse of the black pearl.) This may be done with an exotic weapon or a strange defect/handicap (imagine a cannible with no/or few teeth!). Also, despite the straight forwardness of the adventure, don't be afraid to leave a few threads/secrets unsolved. This can be great for discussion and "what ifs" later once the game is over. Also, good for those after the game snack runs at Dennys and such. Besides keeps them curious about what could happen if they dare to play again. Overall, I envy you. It has been about ten years since I have had the chance to initiate an entire group of non-rpg gamers. Let alone a balanced group of gender opposites. Almost all the groups I've played with have been 80-90% male with maybe 1 or 2 female gamers. I always thought it would be more interesting to have a group composed of 50/50 male to female gamers. Anyway I hope your friends and you have a great time. Good Luck!


I too have always found it more interesting to make-up my own coinage and enjoy the creativity of others when they do it the games I play in. I have used both fictional and historical names for coins. Also, I have changed the value depending upon the game. In fact, these values can flux during a campaign. Depending on in-game story arcs, such as war,trade wars, and invasion. Some of the names I have used are;

pence (coppers), shilling (silvers), crown (gold), sovereign (gold)

pigeons (coppers), gulls (silvers), hawks (silvers), eagles (gold), Phoenix (platinum)

citizens (Coppers), republics(silvers), imperials (silver & gold), legends(silver & gold), royals (gold)

Brass wheels, silver wheels, gold wheels, silver dragons, gold dragons, Platinum Stars

Funny thing, in my current campaign, it is sort of a first world fey/elven/sylvan area and they use no currency. Instead a system of borrowing, personal time/services, and sometimes barter (usually when halflings and dwarves are involved)is used. It was interesting as my group had never done anything like this before and it took all of us a little bit of time before everyone was comfortable. The usual "How much to make me a crafted sword?" Hailed many answers, and was very dependent upon your relationship with the maker. Although, if it took him a month to make the sword, he would most likely ask for a month of your time either working on odd jobs for him or in exchange for some type of craft time from you. It is alot of fun and fits some of my unusual ideas for elves/fey/and sylvan folk. Of course, we make jokes about them being Communists elves and such!


I have been looking for a listing of "Official" Plane Walker Prestige classes for my campaign, which is taking a vacation into the Planes. I was hoping someone could point me in the right direction. I have the Manual of the Planes 3rd Ed. I need to know what book(s) to reference about a Plane Walker PrC. Of course, if there are other classes (besides the Manual of the Planes), I would be interested in knowing the names and what book I can find them in. Thanks in advance for the help.


Karui Kage wrote:

These are custom (house) rules my group and I use for Crafting. I wanted to get some feedback on them, if possible. :)

This is obviously for the Pathfinder RPG Beta, first off. Secondly, the changes were made because the current rules were a bit flimsy and confusing, and easily abused. A level 5 wizard with a 16 intelligence could, for example, get a Spellcraft of +17 by that point. 5 ranks + 4 intelligence + 3 class bonus + 3 skill focus + 2 masterwork tool. Since the original DC was only 5 + CL, this means that he could easily auto-succeed on anything made for his CL, along with cutting the time in half or missing a spell and not needing a roll.

I don't even want to go into what another player was theorizing a Cleric with the Luck domain could do.

Anyhow, there was also the various skills that could be used. Crafts and Spellcraft. We all wondered why any spellcaster in their right mind would ever bother focusing in a Craft() skill when Spellcraft could be used for everything?

We had also been playing a little wrong at first, using a 10+CL DC instead of 5+CL, and it was working. So that sparked the idea for a change, as below.

In short, Spellcraft has so many other uses besides crafting. It is good for casting in combat, identifying other spells in battle, identifying potions instantly or scrolls, etc. Crafts, on the other hand, hardly see a spotlight. Sure you can use them to make a few things, but the time needed is incredible for anything more than a 10GP item, so it's hardly worth it.

Thus, the DC for using Craft on something as opposed to Spellcraft was lowered. Now, I fully assume most casters to still have full ranks in Spellcraft, but now a caster can also 'specialize' in a specific Craft. Our Cleric, for example, went with Gemcutting (he is a Half-Elf, so it had a thematic sense in Golarion as well). He also has Craft Arms and Armor, so is especially good at crafting Augment Crystals (from the Magic Item Compendium). However, he is now wondering about Craft Wondrous Items as well, for...

I read through your modifications and I like what I see. I plan to playtest these in my home game. During the month of May, my group is taking a downtime and many of them are planning to craft items, both magical and mundane. As it turns out, I have been using very similar craft skills for constructing items as you have listed. In addition to the ones you have listed. I allowed the use of Professional skills to take the place of say Craft: Gemcutting for Profession: Jeweler. Otherwise, we seem to be right on.

Of course, this will allow me to use your modified craft rules since my player characters already use a skill system for crafting magic items. Anyway, I will get back to you on how they worked after our downtime is completed. Hopefully that won't be too long.

Thanks ahead of time for the cool ideas.


Thank you Dave Arneson. Although I never was able to meet you in person, you have been one of the 10 most influential people in my life. Thank you for D&D, Blackmoor, and the hundreds of enlighting articles, and of course the legacy of the game you have left with us. God speed and God Bless you.


Branding Opportunity wrote:

I would also like to let you know about the The Pathfinder Wiki which contains tons of information on the setting. Almost everything has citations, so if you are interested in a particular topic, you can also see what publications your interests are drawn from, and focus your purchasing power in that direction.

Hope that helps,

BrOp

Hey thanks for the info. on Pathfinder wiki. I have almost everything from Paizo Pathfinder and never knew about this fan site. I knew checking out the boards was a great thing. The people here are always polite and very helpful.

Thanks again.


I love the idea of the Warforged. I also think Wolfgang and Monte both did an excellent job with the Iron Born and Gearforged. The idea of PC constructs or Living constructs may not go well in Galorian, but they are Fantasy, just as much as elves, orcs, and dragons. They are just a different type of fantasy. Along the same ideas as clockwork magic, psionics, and airships. All of these things are fantasy, so I say let it all in. After all Pathfinder is a set of rules that can be used to play out a story in any type of fantasy world (Just as 3.5 was able to). I don't think Paizo is ready to limit anyone's fantasy. In fact, I would say they would like to make Pathfinder the perfect vehicle to play all types of fantasy worlds from Gothic Horror, to LOTR, to Swashbuckling Piracy, and everything in between.

Just my 2 cps


This was better than the Car & Driver magazine NASCAR article. In a nut shell, stating that Obama declared that GM and Chrysler must pull their cars out of NASCAR competition immediately if they wished to continue receiving federal bailout money...... Despite that the respected magazine obviously listed it as an April Fool's prank, several thousand NASCAR fans overwhelmed the Twitter and Yahoo sites. LOL! Very FUNNY!!!

Love the D21 system. I plan to buy several copies once I cash my personal bailout check I'm receiving for designing a proto-type space shuttle to journey to mars for a terrforming project Im working on. I hope to have a little taxpayer money to hold onto and satisfy my Paizo fix. If Paizo makes D21, Im buying ;)

Thanks Jason, Erick, Lisa, and the rest of the great people at Paizo for making wonderful products and spreading a little bit of holiday humor to brighten everyone's mood. Everyone in the world could use a little fun and games to distract them from the gloomy economy.


Iron Maiden Rocks!!! Too bad no stations has the balls to play them... Here's to the days of the GODS OF METAL!!! Rock on Erik!


Michael_1707 wrote:

I suggest that instead of creating a new skill group system, that you simply lift the already existing Iron Heroes skill groups. It is Open Game Content and already covers the core classes.

If you want I can post the skill groups, and which classes have access to which groups. Although, if the group names turn out to be Product Identity then I will have to change them.

I like the idea behind this and would definently be interested in you postin the skill groups. Do you know if Iron Heroes is available still? Perhaps I will check around. I'm not opposed to lifting solid systems from other games for my own homebrew games. Thanks for the information.


I have been waiting a while before posting an opinion on this topic. Being an advid Psionics fan, I wanteed to hear what everyone else on the boards had to say. Unfortunately, it seems the opinions are very much the same. A majority of people who DO NOT WANT IT and a minority of us who say, "Just give it a try within the scope of the new rules."

The good thing is that I have noticed more Pro-psionic fans posting their opinions and with logical/rational points. Not, "We don't like it because it doesn't fit our idea of fantasy, so we don't want it." I think everyone needs to realize that every player CAN have different visions of what is and is not fantasy to them. However, I don't agree that something with a large following should be left out of the Pathfinder rules (Of course an accessory book, not the core book), simply due to someone's personal taste.

I'm sure there are a few people who could go either way with it. How can they get a taste of psionics if there is no Paizo Pathfinder Psionic accessory? They can't! Just think of how small a portion of the U.S. gamer population is... If everyone who did not like gaming was able to prevent it, just because they did not personally like it,we would not have gaming as we know it today. Well the same goes for psionics and Pathfinder. Albeit on a much smaller scale. what gives ANYONE the right on these boards to dictate their "taste" of Fantasy or Sci-Fi as the ONLY definition of such, without refutation? IT DOES NOT!

Please do not take this post as a dig at anyone particular. That is why I have posted it, not replied to anyone specifically. Almost everyone on these boards has always been polite, considerate, and informative to me. I would like to continue that same decorum.

Lastly, I would like to finally post my opinion on what Psionics means to me. Quite simply, if you have seen the movie Push, then it screams everything Psionic for me. Telepath powers, Clairvoyance, Telekinesis, different disciplines, subtle powers, and some flashy powers. I like 3.5 Psionics and think they are the best so far. However, I think there is alot that can be done to sharpen the rules and close some loopholes. I think looking towards what Dreamscarred Press has done with their various products would be a good start. Also I would like to see a more robust Psionic Combat system than what is offered (or lack thereof) in 3.5 Psionics Handbook. I like the flavor of the Combat modes, although they would need a much needed update.

The things I would not like to see; NO Pathfinder Psionic Accessory.

Everything else Psionic is welcomed.

I trust the designers at Paizo and like what they have done with 3.5ed. Therefore, I would trust them to make good decisions concerning psionics. Especially if they tapped the creative Pychich geniuses at Dreamscarred Press. I'm really glad (as usual) that Eric Mona and the rest of the great minds at Paizo have enlisted our opinions and seem to be looking towards the creation of a Pathfinder Psionic system. Thanks Paizo! Also, thank everyone for reading through my little rant. Sorry it took so long.


fray wrote:
It looks like a good flick... I can't wait to see it.

Just saw this one Saturday, really cool. Lots of special effects and a nice twist in the storyline. Especially a must see for anyone who likes psionics/psychic powers. I love the class tags; Pushers (Telepaths), Movers (Telekinetics), Watchers (Clairvoyants), and a host of other cool names. In fact, I really need to put this on the "What does Psionics mean to you" thread. Cuz, this movie really defines them for me, for either fantasy or modern, or for that matter, Sci-Fi.


Although I believe there are many interesting ideas in this thread regarding initiative, I believe the status quo should stand. However, just as gamers have done throughout the history of the game, I think house ruling options is the way to go. As a compromise, perhaps give an options book (Similar to the Players Options of 2 Ed) or maybe some sidebar space in either the PHBK or DMG for Pathfinder.

Of course, as can be seen on many of the threads on this board, gamers don't have to have a new mechanic or rule book to experiment in their homebrew games. As long as the core books have a default rule system. Everyone can play as they wish. It is the same thing for Hit points, initiative, class hit dice, etc. You get my drift.

So my vote is for status Quo/Backwards compatibility and honing the rules as they are in 3.5 ed. After all isn't that why most of us are playing PathFinder? So our 3.5 ed books are not obsolete. Otherwise, why wouldn't we consider 4th ed or an entirely new system? I want to be able to play all my new Pathfinder APs, adventures, and campaign settings with all of my old WOTC/D20 3rd party publishers. Backwards compatibility is the only way we can accomplish this.


Haunts are soooo cool. Please add!


I'm reading my Pathfinder in the Fantasy capital of the world....

The Magical Kingdom of Disney,

Anahiem, California


I agree completely. It is also important to remember there is a reason for natural healing and the healing skill. If the group can heal most damage from a single encounter with a single healer, then you never have the situation Mujaba described above. I feel as long as the healers can heal the groups wounded to maximum capacity in a reasonable time period (say 1-3 spell recovery sessions/Game Days)it will allow for more exciting/challenging encounters. Of course, not everyone's playing style is the same. Which is exactly why people house rule things. I believe the healing should continue as is and not be changed in the core PFRPG rules.


Hootie-Hoo, I've been looking forward to this for a while. Love the idea of the one-page format too! Hopefully, we will see most (if not all) of the AP/module monsters in a "now" anticipated Pathfinder Bestiary II. As well as some psionic creatures and monsters from the aforementioned other planets/planes.....

As for another subscription. I think the option should be there to support those who like subscriptions. I have almost everything Paizo has produced (in regards to APs, Chronicles, Rulebooks, etc.), however, I do not have any subscriptions (not that I mind them). For me I have always received my "Paizo Fix" from my local drug-dealer, er.... Game Store. So I will continue to support Paizo through that store. As I have for almost 28 years. As usual, I hope Paizo will continue as they have allowing options for their customers. Thanks again, Paizo


Thanks TigerDave for the link. I'd have to agree that Spock does look crazy young. I'm really looking forward to both of these movies. I mean a new cast of one of my favorite T.V. series and a Terminator movie set in the future (been waiting for this one for a long while).!! Who can say they are not exicited?


Yep sign me up for this one. The darker the better. In fact, how about adding a psionic fettish as well. I mean aberrations, lost cities, and insanity, all go hand in hand with psionics. Of course, a wee bit of cultists (Asmodeus anyone) and eldritch signs go a long way too. By the way, love the idea for the artic, crown of the world backdrop too. Totally gets the creativity juices flowing. Especially adding pirates too! Just add the psionics and maybe some were creatures and I have the total package AP just waiting for me to run/play/buy.


I have to agree, I was really hoping the digital/virtual tools would be available by now. They are actually more appealing to me than the mags. I really like Kobold and at least so far, it supports both Paizo's Pathfinder and 3.5Xed. Maybe in a year or two I might try playing 4ed, but for now my group(s)all want to continue playing 3.5 and are willing to try Pathfinder. As for 4ed, well we will just have to see what the future brings. The magazine articles are hit and miss with me now, especially since I'm the only one from my group interested in 4th ed at all. Therefore, besides fluff and can't readily use any of the crunch. At least not until the online lobby and virtual tools are fully ready. Then I will (hopefully) be able to try a 4ed game with a new group online. Of course the key to all of this (rather redundent post) is WHEN and IF the digital/virtual tools become ready to launch and play with..... I think I can wait till then, otherwise, here is hoping that Paizo will attempt a similar feat after they launch the final version of Pathfinder.


I have been thinking about buying a virtual gaming "table" program, since hearing about 4ed. Most of my friends are not interested in 4ed and therefore are not interested in buying into DDI and paying a monthly subscription. Mainly because we continue to play 3.5ed for our games. However, I have about a half-dozen friends and former players who have been trying to get me to play a game online using a virtual game table. However, we are trying to make a decision between the Battleground RPG table and Fantasyground virtual table.

My question is...has anyone tried these two programs? If so which is better or worst? Does anyone know of another program that emulates these two?

Thanks to everyone in advance!


Cpt_kirstov wrote:
JoelF847 wrote:
We had a few close calls, but one of the scenarios was very deadly. I heard it had at least 2 TPKs at Gen Con.
my slot 0 had 3 PCs knocked into negative numbers, no deaths though

Spoiler:
Well I just returned from GC and I was fortunate enough to be able to play all four PFS adventures. Unfortunately, I had the distinguished honor of being the first PC to die in the PFS. We were playing "Murder on the Silken Caravan" the adventure was very difficult for first level characters. Plus we had a lot of player bad luck and DM awesome dice luck! Although, in hindsight, the adventures were little too overpowering.

In the third encounter along the journey to protect the caravan along its route, we discovered a great statue of a rarely seen PF God. I can't remember the name of said god. Anyway, as we were "admiring" the stature carved into the side of a great cliff, we all became captivated. Then, to our horror, we all blew our Will Saves and discovered it was not the statue, but the alluring captivating song of a Harpy (CR: 4). Not a fun encounter at first level.

Well at least the DM for his worth, salvaged a TPK to us losing a valuable NPC. Which wrecked one of the faction objectives. So we lived through that....

Next we discover the BEBG, who is 4th level fighter with all the trimmings and his band of 5 hobgoblins. Needless to say, with a fair amount of critical hits. My first level, 15 hit point fighter perished. Most of the group went down and was bleeding out, when we were saved........by another benign NPC. Which of course, just added salt to our wounds. I later learned this was the adventure that TPKd two other groups the next day. OUCH! A little deadly for a first level encounter.

However, despite this minor set back, I thought the other three adventures were great! Also, I thought everyone involved did a great job of playing and DMing. Everyone cooperated, role played, and opened an efficient can of whoop ass when the time came. My hats off to Nic Logue and Jason for the great experience, especially since this was my first GENCON. Thanks Paizo!


I don't care for all of the changes and really hate that psionics is once again taking a back seat to the core rules, instead of intergrating them. However, despite these small dislikes, I plan to buy both the soft and hard covers as they become availabe at my local game store. My hope is I will be able to use a large percentage or perhaps 90% of the material within the PFRPG. Just as I have bought many other splat books that had only 50%+ in useful information. I will buy this as well. Who knows, maybe in 2010 they will release their rules update for psionics, an alternate psionic dominated world or Adventure path, or at least update the information in the XPHB.

All that said, I love Paizo's products and will buy to support them regardless of the changes or usefullness of their PFRPG. It will always be better than 4th Ed D&D, at least in my mind. Of course, I bought the core rules for that as well.....


I must say I'm in the camp of the rogue not needing such things. However, if it something that others may want or need. Then perhaps they should look at something like the bard's spell casting abilities. The bard is basically a rogue (as far as skills) and has the spell casting to boot. Also, I think the PHB bard list has spells that are appropriate for both classes. Just a thought.


ABSOLUTELY!! I completely agree. An experienced DM usually requires such time-saving techniques to be performed by his players. I personally let my players roll ahead of time as well. Having played with them for many years, I do not need to witness every roll made at the table. Of course, this may vary depending on your group....


Lilith wrote:
Much like the "discuss this product" threads exist, can we get something like that for the blogs? That could be handy. :D

I second this motion!


I have read many posts related to this topic. Much of what is discussed really boils down to "Group Style." Having played the game for about 26+ years, I've seen many good rules and many "not-so-good rules" For most of us, it is a question of where your tastes is.

I like the idea of SoD effects. However, I have applied a mechanic I use with almost all saving throw effects. Depending on how much you succeed or fail the saving throw. Decides the effect which will take place. Example; Using Slay Living on a bad guy or PC. The save is rolled with the target needing, say a 20 DC to succeed....

The dice are cast....the target rolls a 20 (success!!!!He/she lives), misses it by 4 or less (wounds rip through his or her body, taking 1d6/level of caster. OUCH!), misses save by 5-9 points (massive wounds sear through flesh, organs implode, taking 2d6/level of caster. Lesser creatures will certainly be dead or near death! However, epic heroes will stand there ground shakened, but not out!). Finally, Those failing their saving throw by 10+ or rolling a natural "1" (Find the cold embrace of death!).

This is just an example of what many "old school gamers" do when they find a certain rule lacks the unique style of their group.Of course, this can be modified to fit for any SoD or even poison type effects. I even use it to make psionic powers fun and flavorful. I also like the use of Hero/Action points to give PCs or the BBEG an edge on saving throws. The ability to re-roll a natural "1" or give a bonus to your saving throw truely makes them a cut of above everyone else.

After reading this thread, I did like the idea of the bonus to the saving throw for "bloodied" characters/enemies. My mind is racing to explore this new idea and apply it to other combat effects besides SoDs.

Hats off. Very ingenius and resourceful. If you have not been playing for a while (Old School), then you are certainly a credit to the new generation of gamers. Nice to see someone who likes to implement "home brew rules".


Eric Tillemans wrote:
Wolfknight wrote:
I have searched the site and only seem to be able to find a download for the alpha rules not #3. I have searched my downloads and it is not there either. Can someone please give me a link to it?
The download for the alpha rules is the one you want. Each time a new release comes out, that download is updated and the previous release is no longer available.

Thanks, I guess I should've known that since I have alpha 2. I guess I shouldn't do this when I've had little sleep. "Gamer Needs Mountain Dew Badly." LOL. Thanks again.


I have searched the site and only seem to be able to find a download for the alpha rules not #3. I have searched my downloads and it is not there either. Can someone please give me a link to it?


Zurai wrote:
DaveMage wrote:
Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest.
False. Creating a magic item costs half what buying one does. That means giving wizards all of the craft feats for free would double their wealth compared to any other character, and everyone knows that equipment = power in 3.5. More money = more equipment = more power.

I have to agree with Zurai. I think wizards should have to use a feat choice to gain the ability to create magic items. There is no reason to give it to them for free. Although, technically they are still getting it for free. As they can take it as one of their class feats at 5th/10th/15th/20th level or they can take a metamagic feat.

This allows the player and the GM to make the choice for what is best for their playing style and campaign. As was posted earlier, not every game is a high magic campaign. Therefore, the semblance of a "magic shop" may not exist. Also, some GMs run campaigns where magic MUST be found through adventure. Not created at the whim of a player.

Personally, I don't like the item creation feats. With the exception of brew potion and scribe scroll. Being a vetran from the early years of D&D, I like the mystery of finding items. Also, back then you had to have the permanency spell (8th level in 1ed) to create a magic item besides potions or scrolls. Even then, a player wizard trying to create a magic items usually had to embark on several adventures to gain the required components to the item to be created.

However, with all of this said, if you want to make it a house rule for your own games, I don't believe it will have a dramatic or unbalancing effect. I just don't want to see it as a Core rule for the base game. As has been done in many, many D&D campaigns, change what you want and play how you want. That is really what the game is about, no matter what incarnation or edition. The play is the important part.


Fake Healer wrote:

DM Screen and Battlemaps for the Paths. I love these ideas.

Prepainted plastic minis for the Paths(maybe get Reaper to do them).
A pathfinder compass that is a turn counter.

Love the pre-painted minis idea. Especially if Reaper does them. They have a pre-painted minis line. I'm sure they would love to anchore it to a popular setting (Pathfinder being that setting). Also, I like the idea of a CCPro interactive Pathfinder map. You would have my money for any of these products.


Well after reading Demon within, I'd start off with

WORLDWOUND

followed by

CHELIAX because its so evil and similar to the Roman Empire

However, my number one pick would have to be

VUDRA simply because I'm a Psionics fan and this is where Pathfinder places their psionic home

I find it difficult to limit my choice to only three. Thankfully, we can all look forward to a complete gazateer defining several of the Pathfinder kingdoms and hinting at more to come....


Kaisoku wrote:

Here's how I'd figure the numbers for intermediate.

If High Save is 2 + 1/2 per level, and Poor Save is 0 + 1/3 per level, then Medium Save would be smack in the middle, 1 + 1/2.5 per level.

In decimal, that's 1 + 0.4 per level.

So your saves would look like this:

Lvl Fraction Bonus
1 .... 1.4 .... +1
2 .... 1.8 .... +1
3 .... 2.2 .... +2
4 .... 2.6 .... +2
5 .... 3.0 .... +3
6 .... 3.4 .... +3
7 .... 3.8 .... +3
8 .... 4.2 .... +4
9 .... 4.6 .... +4
10 ... 5.0 .... +5
11 ... 5.4 .... +5
12 ... 5.8 .... +5
13 ... 6.2 .... +6
14 ... 6.6 .... +6
15 ... 7.0 .... +7
16 ... 7.4 .... +7
17 ... 7.8 .... +7
18 ... 8.2 .... +8
19 ... 8.6 .... +8
20 ... 9.0 .... +9

*Edit* Formatting, there needs to be a "code" tag or something.

And I'm all for adding this. This allows for greater distinction between classes.

Shouldn't the Paladin have a better Will save than a Fighter? But it didn't feel right giving him as good a save as say a Wizard or Cleric. Medium Save!

Druids and Clerics are clearly hardier than their cloistered arcane counterparts, however should they really be able to compete against the Fighter and Barbarian in toughness? Medium Save!

The Fighter needs to be thrown a bone, and combat is his thing, but should he really be dodging fireballs like Spiderman like a Rogue does? Medium Save!

I could see this really fleshing out nicely. The Monk could have Medium Fort and Will saves to show that he is decent at them, but not as good as a Spellcasting class or the Barbarian... but he's centered around speed enough to compete against the Rogue for Reflex.

Tweaking these can open up other balance options. You can give classes that are hurting a bit a boost, and tone down some other classes to give more abilities. Maybe the ranger should only have a Medium Save for Fortitude, further pushing him towards a skirmish fighter. And having taken that little bit away, maybe we can warrant giving him a more appropriate boost someplace else, such as more fully...

Great idea! I've been playing in a game in which the DM changed the saves to reflect an intermediate saving throw progression for most of the classes. I liked it so much, that I plan to use it in my Galorian campaign this Summer. Thanks for the break-down and number crunching.


Mosaic wrote:

Over in the skill forums there have been several people who've said they like skill synergies and would like to see them in Pathfinder. Back in the Alpha 1 forums we came up with a easy way to retain synergies without messing up the way ranks are calculated.

The Lordzack Synergy Compromise
Skill synergies could work like Aid Another. You roll the first skill check (using the 'helping' skill) against DC 10 and if you succeed you get a +2 bonus on the second skill check with the main skill. Which skills synergize and under what conditions is up to the DM.

For example, succeed a DC10 skill check with Knowledge (nobility) and get a +2 to your Diplomacy check with the king.

I like it because it doesn't affect the calculation of skill ranks, rather it is situational. AND people who don't want to use it can just forget about it without worrying about their stats being wrong. Everybody gets what they want. How often can you say that?

We have been using this for synergy bonuses for the past four years. I, as DM, have found it much more simpler than the straight addition of synergy bonuses from the PHB. Plus it keeps min/maxing down,as the DM has control of what and when a skill acts as a synergy. Also, it allows PFRPG to keep them in the game, which keeps more of the backwards compatibibily. Finally, for those who don't care for skill synergies, as stated, you can choose to leave them out with no harm done.


Sharoth wrote:

All of the above. I doubt I will contribute more thatn my money, but I would like the option.

Also, What about a book of side adventures? Something that cna be added anywhere. I would pay extra for something like that.

Yes, I would like to see something of a book of side adventures. Each an adventure hook showcased in the Pathfinder campaign world. Just enough material to run a one-shot adventure and maybe some hints to a few secrets of Galorian.


I agree. The grid seems to cumbersome. In fact, truth be told, I have used a hex battle mat for almost twenty years. Hexes just seem to flow better than squares when it comes to movement. The only ease a grid map allows is the mapping itself. However, since we all play in the digital age, unassisted mapping seems a bygone art. Many people have numerous cartagrapher programs to assist them in mapping on hexes if needed. Therefore, I would like to see at least a sidebar for those who want to play Pathfinder with hexes instead of squares.

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