Seltyiel

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And... I'm out. Hope everyone enjoys!

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I'm out. Hope everyone enjoys!

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Have one left, If interested, drop me a PM.

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Was called away yesterday on an emergency, but I have answered all that sent pm's. Sorry for the delay.

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I have four Alpha invites to share. First come first served. PM your email, and I'll share ASAP.

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The Secret City: Oak Ridge, TN, USA

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Scarlette wrote:
Wyldethorne wrote:
KarlBob wrote:
That's true, but it doesn't address the extreme disparity between short bow and long bow.
Not having tried out the longbow, is there a large difference in the damage between the two?

There is a huge damage difference between the two. I run a rogue with daredevil and bow specailization along with the long bow, 1-shot 75% of the normal mobs. 2-shots <sometimes 3> the smaller yellows. The ogres. yellow or orange take several shots. For short burst DPS, long bow is the only way to go.

As sustained DPS, I haven't tried a short bow on any thing that big.... kiting for 3 minutes straight to kill one mob isn't on my to do list. Especially if long bow downs it in 6 or less shots. Sp I am not sure if stamina drain is going to even out the DPS in longer fights, but rogues aren't going for long fights anyways.

All-in-all, I think short bows need a little boost.

Long bow <35m>
Primary, Overdraw -- DF 4.25 @ 3.2s cool down, 51 stam
Primary, Pinpoint Target -- DF 1.62 @ 2.0s cool down, 33 stam
Secondary, Impact critical -- DF 2.54 @ 5.7s cool down, 52 stam

Short bow <20m>
Primary, Basic Attack -- DF 1.96 @ 1.2s cool down, 21 stam
Primary, Running Shot -- DF 1.05 @ 1.2s cool down, 21 stam
Secondary, Deadly Aim -- DF 2.81 @ 5.7s cool down ,52 stan

So either 4.25 DF at 3.2 CD or 2.8 DF ar 5.7 CD... I know what one I have been choosing. Especially since overdraw makes target flatfooted for the next shot so I get sneak attack damage. Then you have range in case they dont go down in one shot... just saying.

Here is what I learned attacking a lone Ogre Brute(Orange), plenty of kite room, using first a Wardens Longbow +0, then a Hunter's Shortbow, +2.

The only Longbow feats I possessed are Half-Draw, Precise*, and Overdraw along with the basic longbow attack and long bow exploit. I had the entire gamut of shortbow attacks trained, and had Point-Blank Shot, Running Shot, and Quick Shot* along with Snap Shot, Clustered Shot, and Deadly aim equipped. *(As I can't currently log in, I may have Precise and Quick shots confused as to which weapon they belong to)

I'm set up with Daredevil 8, Scout 10, and Footpad's leather +0. I have Bleeding and Slow Reactions equipped as my reactive feats.

Longbow test: First I go in and acquire my target, move to exact full range of the longbow, and fire. First 2 shots: Overdraw. Begin crawfishing(kiting), 3rd shot Longbow exploit, begin spamming half draw(~ 4 shots), and stop to take an Overdraw shot. Result: no damage to myself, kill in 8 shots, minimal kiting.

Shortbow test: This time I stealth in to Deadly Aim range(20), set up at the exact breaking spot for Deadly Aim. First Shot: Deadly Aim. Due to the much longer cd of Deadly Aim vs Overdraw, and the considerable range difference, my 2nd shot I snapped off a Clustered Shot. Immediately begin drawing back, caught in Ogre's shout, Stunned, take 2 hits. Use Snap Shot to get a boost back, resume kiting, begin spamming running shot. After ~90 seconds of kiting, I chance a Deadly Aim. Bad mistake. I get the shot off, but Ogre closes to melee in the time it takes to do so. Take another hit or three getting out of dodge, using Snap shot to open up some breathing room. Resume kiting/spamming Running Shot. After another ~60-75 seconds of Ogre baiting, I need to try another Deadly Aim, as running shot hasn't made any significant impact on this mob's health. Shot off, Ogre closes to melee, and I'm dead.

I'm not saying that the longbow needs a whack with the nerf bat, but it is either that or shortbow needs a boost.

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Added to Callambea and Golgotha's pages.

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Hiring those skilled in Bow or Blade, Arcane Witchery or Roguish Trickery!

Bring a Song or a Psalm, The Hounds are looking for it all!

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I'll be working with a shortbow(assuming I can find one). I'll try and keep notes on how effective it is.

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KarlBob wrote:
That's true, but it doesn't address the extreme disparity between short bow and long bow.

Not having tried out the longbow, is there a large difference in the damage between the two?

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Leithlen wrote:
That would also work. Seeing an enemy camp from a distance, but not knowing what it is would be interesting. I just don't want to be able to run down a road and know where every enemy camp is on each side without having to ever leave the road to investigate.

I agree. If scouting is going to be meaningful, having a constant stream of info just handed to you nearly negates the need for stealth and perception skills. If I'm in a valley, and all the local mobs are above me, out of LoS or hidden due to my low perception, my mini-map should indicate I'm all alone.

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After having spent nearly the entirety of my first Alpha Weekend tinkering with a Rogue, I came away from my experience with a few takes on the the above mentioned mechanics.

Stealth: After having found that I couldn't get in melee while coming from behind a mob, I was a bit frustrated. After Mr. Dancey reiterated the GW design philosopy:

Ryan Dancey wrote:

I've said it before and I'll say it again: In d20 -> Pathfinder, there is no backstabbing.

Rogues get their Sneak Attack bonuses by attacking targets that are vulnerable. The primary method of making them vulnerable is to flank them, or to inflict a condition on them that makes them vulnerable.

We are staying true to this game mechanic. The objective of a Rogue is not to approach psuedo-invisibly and deliver a crippling alpha strike against an unaware opponent. The typical objective of a Rogue is to engage with a partner, get the target flanked, and make a series of attacks with Sneak Attack damage. The partner's objective is to keep the target in a condition where the Rogue's Sneak Attack will be applied.

I understood what they were going for and why I couldn't just cruise up behind Monsieur Ogre and drive a pointy bit of steel through his back.

That being said, with the current formulae being used for stealth:

((Perception - Stealth + 300) x 0.15% + 10% ) x normal viewing distance

you're likely to never get closer than about range 15-20. I think this is great as a median coverage, but could perhaps be modified to allow for ambient lighting, terrain, weather, or if the mob is being approached from the front or rear arc as a bonus or penalty to the +10% in the formulae, while preventing anyone from ever getting within melee range. I'm fine with not being able to backstab, but I'd certainly love to be able to squeeze through a tight spot of mobs at a choke point, or slip by guards in/into a town, if the conditions were right for me to do so. On the flip side, I shouldn't be able to get close enough to chuck a spear in open terrain without being spotted at least @ 50-75% view range if all I've got to hide behind is a nice spot of low grass and some very small rocks UNLESS the viewer is a/ blind, b/ deep into a cask of Warstein Ale*, or c/currently distracted by some partially momentous event OR I've got a/ magical advantage, b/greatly exceptional skill and equipment and a VERY, VERY great amount of time to close the distance at somewhere between a snail's and sloth's pace, or c/ a distraction affecting my target. There also needs to be a definitive set of actions that instantly breaks stealth, such as combat or gathering(I'm sorry but a pick clanging on stone or pitching over a rusty shield to gander what's underneath isn't exactly stealthy) and in my Alpha experience to date, gathering doesn't break stealth, and it should.

Take all of that together, add in perception & the mini-map, and we should have a mini-map that doesn't display stealthed characters until their stealth breaks, an opportunity to add perception boosting feats(i.e. Sixth Sense, Eagle Eye) and perhaps some situational modifiers that might help a sneak-thief steal into an enemy town and do a wee bit of mischief after the trebuchets start raining stones on the luckless populace. At least, I hope that is where PfO will take us.

*All Rights Reserved. A Product of the Warstein Brewing Company, Callambea, Golarion. Please drink like a dwarf.

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Being wrote:
I took it as the ability to create spells through research.

^This was my take as well.

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Leithlen wrote:
None of the 3 starting ranged feats required me to slow down or stop when I tested it. I couldn't find any additional to buy, so maybe some do, but none of the 3 I tested did.

Just curious, did you visit the skirmish trainer? I had @ least 8-10 ranged attacks, and several rooted me while in use. One, Snap Shot, provided a small damage component along with a range 10 evade(jump back).

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Ryan Dancey wrote:

I've said it before and I'll say it again: In d20 -> Pathfinder, there is no backstabbing.

Rogues get their Sneak Attack bonuses by attacking targets that are vulnerable. The primary method of making them vulnerable is to flank them, or to inflict a condition on them that makes them vulnerable.

We are staying true to this game mechanic. The objective of a Rogue is not to approach psuedo-invisibly and deliver a crippling alpha strike against an unaware opponent. The typical objective of a Rogue is to engage with a partner, get the target flanked, and make a series of attacks with Sneak Attack damage. The partner's objective is to keep the target in a condition where the Rogue's Sneak Attack will be applied.

Having been out of the D20 game involuntarily for several years now, I was unaware that this was the way the Sneak Attack mechanic now worked. Consider me enlightened. :)

Bluddwolf wrote:
You could have just as easily run by them, and running does not cost xp.

Having tried that, and having been stunned, then immobilized by the Purple and Orange leveled mobs to my death, I'd argue that Stealth saved me an intervention from Pharasma.

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KoTC Edam Neadenil wrote:


Current formulae is:

( (Perception - Stealth + 300) x 0.15% + 10% ) times normal viewing distance.

Note the +10% :D

Even if you have infinite stealth and the target has the perception of a lump of Goblin turd ... you will never get below 10% of normal viewing distance.

If you are approaching a mob from his frontal arc, I can see the 10%, but the goblin turd being approached from the rear arc? I think the 10% should go away. My two pence worth, anyway.

I'm not so sure it is useless, Bludd. I was able to slip by some High level Usarlav(sp?) groups in chokepoints, using stealth that I'd otherwise had no way of slipping by without engaging them.

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Gaskon wrote:
Wyldethorne wrote:
I believe that approaching standard mobs(or PC's with low Perception) from behind, with ~maxed out Stealth, a PC should be able to get into melee range.

Thanks for the review Wyldethorne.

Are you coming from a background of playing other MMOs, playing tabletop Pathfinder, or both?

I am intrigued by the different expectations for stealth between those comparing it to MMOs like WoW, and those comparing it to its use in tabletop RPGs like Pathfinder or D&D.

Both. A perfectly sneaky type should be able to ninja close enough in to get in a good backstab or sap.

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I received my Alpha invite this weekend(Thanks, Caliphis!)and I thought I'd add my comments to the list.

My first impression was the same as most: No tooltips, tutorials, and an overwhelmingly large number of choices for spending XP with next to no in-game information. Add in tool-tips, have the boxes pop-up in front of open windows showing needed/required prerequisites, and skill info, along with color-coding to separate the different skills into their respective categories, and a way to separate skills into primary/secondary/defensive/reactive/etc. categories.

My second impression was how difficult it was to target outside of using the tab key.

My next overall awakening came as I was randomly attacked in town by a PC Wizard(who happened to be "nude"). I had just freshly leveled the rogue toon I was experimenting with to just shy of Level 8, focusing solely on ranged combat and the prerequisite rogue talents to reach Rogue 7. I was, however, equipped only with the equipment I spawned with. Despite using my hardest hitting skill(which I found later could nearly one-shot an Alpha Wolf, and did one-shot a bandit with later) I did ABSOLUTELY NO discernible DAMAGE to my Wizard attacker. I assume that he was categorically not much higher in level, and was at least not wearing any clothing type gear. I recall a blog quite awhile back that said that power creep was going to be negligible. and like leveled characters should have an equal chance to win in a fight(it mentioned a group of level ones having the ability to take down a Level 20 toon if they fought in coordination), but there wasn't any thing like that here. Either his other equipped gear outstripped mine to such an egregious extent as to offer him juggernaut status, or the wizard class is exceptionally overpowered.

Stealth- I like the way it is implemented; the detached wig floating through the forest is slightly humorous, but even at the highest skill I was able to achieve(Stealth 8, Scout 8, 18 Dex; Stealth skill at 101)I was never able to approach closer than range 15-20. I'm sure there may be other factors at play, but I believe that approaching standard mobs(or PC's with low Perception) from behind, with ~maxed out Stealth, a PC should be able to get into melee range.

Overall, I really enjoyed myself! Once I burnt though a month and a half's worth of xp(using outside resources to guide me through), and I got out in the thick of things, I could tell the game is headed in a great direction. Combat is still a bit clunky, and navigating Character Training is a nightmare, but overall, thank you Goblinworks!

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Wyldethorne, a member of Aeternum & Pax Gaming. I was starting to be fairly active on the boards about 18 months ago when real life(work) decided I had places to be other than at home and with internet access. I read several times a week, follow threads I have a vested interest in daily, and only post when I have something constructive to offer.

I've been gone so long, I really feel behind the eight ball in trying to catch up. Can't wait for EE, and the eventual introduction of Druids( my passion).

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Congrats to all who placed on the settlement board this week!

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I'm all in with Hobs' take on this.

/signed

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I can see the RP aspects of this, and it would be a great factional tool for GW to add depth to the River Kingdoms. Myself, and my druidic alter ego, approve of the idea.

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Ryan Mercy wrote:
Wyldethorne - Out of curiosity, is the Pax Gaming Community the same Pax from SWTOR Sanctum of the Exalted?

Sorry for the 2 week delay in posting this reply, I lost the thread in the swamp of forum activity.

To answer, yes it is the same Pax as was on Sanctum(Pax Imperius, now on Ebon Hawk) and Pax Dominus(originally on Lord Ardraas, now also on Ebon Hawk).

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Thanks for the post! We of Aeternum look strongly towards helping you achieve your goals, and establishing strong relations.

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Dark Sasha wrote:

Here is the link to our latest blog entry wherein Visionseer (aka Ice Weasel) discusses our stance with regards to alignments and what we see as our purpose.

LINK

Dark Sasha, please check your link, as it is only leading to a SITE UNDER CONSTRUCTION window at your new PfO page. Thanks!

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Rafkin wrote:

Two paths. Ranged or melee.

Ranged Druid is a second rate nuker but with a strong animal companion. Off heals and caster buffs.

Melee Druid uses wildshape for a second rate dps role and strong animal summoning spells. Off heals with melee buffs.

Combined with the companion or summons each type of druid can match the dps of first rate dps'ers and still have off heals/buffs.

When in doubt stick to Pathfinder. They work well in PnP groups and I don't see any glaring reason to take them in some other drastic direction. Option #4 looks too similar to a WoW Druid for my taste.

This isn't a bad suggestion, but I think it forces you to choose too narrowly how you play a Druid. Wildshape is too core to the class, in my opinion, to give up if you choose to be a caster. It is, essentially, what makes a Druid a pure hybrid class. Another issue I see is many will want to play their Druid as a healer, a common role in other MMOs and PnP, and your example relegates them to being 2nd rate healers. These are some of the reasons I prefer option 4, you can, eventually, truly rise to the status of Master of the Wilds, an Archdruid, with time and dedication.

Now, to play Devil's Advocate: A Druid in fast animal forms can attack like a rogue. Outside of that, I don't see a Druid having a rogue's utility(Picking Pockets, Opening Locks, Deciphering Languages, etc.) so in this one instance I don't quite follow how a druid is assuming the full role of a Rogue outside of combat and stealth(I'll defer to finding/removing NATURAL traps and snares). What I do see(and I fully expect the backlash from making this statement) is a Druid focusing on Wildshape having to pick and choose certain skills and/or earn merit badges along this path that can unlock both the rogue and fighter styles of combat. It should take a period longer to fully be able to engage in this role as a capstoned fighter or rogue, but not a full "training cycle" more.

While we are on the subject, what of elemental shapes? Does a healing archetype druid eventually unlock Water Elemental forms? A dps caster archetype unlock fire? What if he is a "Storm Druid"? Wouldn't Air Elemental forms make more sense? Or are the elemental forms to be the pinnacle of following the Wildshape archetype path?

Just some thoughts.

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Bluddwolf wrote:

If I were to play an evil character with "style", I would definitely go with an Assassin. But, I would not kill for money, greed is such a low brow motivation. I would first build trust with my mark, spending weeks or even months with him or her. I would build them up, then slowly begin to conspire against what they built. Then when it seems to be falling down around them, I strike killing them.

Then when they ask, "Why?" My answer would be, "Because that's what I do."

Which reminds me of the Count of Monte Cristo. His payment was revenge.

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"Who would Batman be without the Joker?"

I see exactly where Hobs is coming from, a true nemesis makes for great "good vs. evil" style role play. Kaiser Soze is a great example of an arch-villain. I'd love to see some of these types of role-players arise in PfO, as they will provide great entertainment value, and hopefully long term and far reaching struggles as a foil to the goodly players in the world.

Which gives me an idea for my Destiny's Twin: an evil druid hell bent on reclaiming the River Kingdoms from the creep of civilization...

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Being wrote:

Your point is well taken, Snowbeard. I think Stephen is trying to get us to accept a realistic set of limitations to work in. If to become equally competent with other archetypes we need to focus on which limited subset we prefer it will be a hard thing to choose.

If we go the melee route, then why wouldn't we simplify things and run a fighter? If a caster why not a wizard. If a fast animal shape why not a rogue? If a healer why not a simple cleric?

There should be something that is still special about a Druid, whichever of the four paths we choose. So the natural tendency would be for us to ask for all these paths. Problem is they have only so much time and talent to dedicate to the path of the Druid. It sounds like it would be realistic to ask them to focus on one of these paths.

It would be better for the game if we, in game, had to choose how to focus our training on one of those paths. Is that feasible? Is any other option a real option?

He offered what sounded like a gimpy generalist option but I very much shy away from that because the Druid will have to hold his own in any group. I don't want every Druid forced to be a loner just because we gimped him here, and made it so no dedicated group would choose him.

He offered a strong fighter-type, with a limited sampling of other elements of the Druid, or a Caster-centric version with limited healing and only enough shapeshifting to escape or scout.

Of those two I think the fighter with shapeshift and pet, and limited functionality in ranged, healing, and buffs sound more like a Druid, but it sure is hard to give up strong ranged abilities. A snare spell or two would help.

No, the most successful option will be category #4. Once I have fully developed into my vision at the 2.5 year mark then I can think about expanding my repertoire at my leisure.

This is what I was going for, in more elaborate detail, and much more succinctly. Thank you, Being.

I'd like to add there is nothing stopping a player from choosing a generalist route along his 2.5 year development, but he will have chosen to truly chosen to be the proverbial "jack of all trades, master of none".

@ Andius: A Druid and Paladin are quite different alignment wise. In PnP games, you couldn't play both and remain within alignment restrictions of both classes. Also, all Druids aren't tree-huggers. Within the PF lore the Druids of the Wildwood Lodge allow and provide protection of logging in a sensible fashion. Some druids are "Red in tooth and claw" and border along a evil psyche, viciously defending nature from any and all as the most bloodthirsty of predator. Some choose a more diplomatic approach. As many players of druids as their are, there will be as many different paths that they follow in their defense of nature and its denizens.

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Stephen Cheney wrote:

So we'd like to get a little informal poll on which of the following options people would prefer us to look into:

-Druids are not as good at anything as the core four combat roles, but they can do all of the things they can do to a lesser extent via pet, wild shape, and spells. They're a good "fifth member" for a party that already has the bases covered, or a consolation prize for a party that can't get exactly the roles they want. They may have a hard time finding a place in highly specialized permanent parties/companies.

-Druids are primarily a melee combat role focused on Wild Shape. They can access some ranged damage and divine healing/buffing via spells, but they don't have nearly the versatility or staying power for these as Wizards or Clerics. Their pet gives them some interesting tactical options.

-Druids are primarily a ranged combat role using a deeper well of damaging divine spells. They don't have quite the damage output of a Wizard or Sorcerer, but also have better armor, some melee capability, the pet, and a bit of buffing and healing to make them better able to withstand being the center of attention than most arcane casters. Wild shape is mostly meant for scouting or escape: it doesn't grant sufficient melee combat bonuses that a Druid can really rely on it to stand up with the Fighters and Rogues.

-Druids are a hybrid class that can be as good as any of the four main combat roles at their specialties, and can fairly easily switch between them or take a little bit of everything. In big animal forms they are as good as a Fighter, in fast animal forms they're as good as a Rogue, and in human form they can select spells to be a completely viable alternative to a Wizard or a Cleric. They can focus on any one of these functions on their leveling progression and level at a similar speed to the other role, or they can try to do all of these things at basically the speed of leveling a full four-role multiclass at the same time.

Thoughts?

Option 4, hands down. This allows a Druid PC to customize his archetype as he grows, so all Druids will be different, and a player will have tough choices to make along the way.

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Greetings!!

I am The Wyldethorne, an Ambassador of the Kingdom of Aeternum, a division of the larger Pax Gaming Community. It is a pleasure to make your acquaintance!

High Thane Thunderkeg and Thane-Blade Krows have tasked me with opening diplomatic relations with the Kingdoms and Companies of like minded bent within the River Kingdoms. Though we understand that it will be sometime before launch, we would like to open lines of communication, establish friendships, and participate with you in the crowdforging and community building of PfO.

It is with great anticipation that we look forward to further talks and interaction with our fellows.

I encourage your representative(s) to come forward and make contact with our Embassy, at the Pax Gaming forums, and meet our brethren.

Well Met!

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Look forward to seeing you!

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Bluddwolf wrote:

I just wanted to mention that Dak Thundekeg was on The UnNamed Company's Most Wanted list, and it went unnoticed by him or any member of Pax.....

That bounty has been collected and Dak owes me a keg of my Epic Brew!

Btw.... If you are looking to a "good" company to join, Pax is a good bunch! If you are looking for a group of bandits to join.... Ask around, I have little doubt where you will be directed to.

Cheers guys!!

Not unnoticed, merely unheeded, Ser Bandit Lord... ;)

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Handsome? Only as much as you friend! ;) Have you had an opportunity to stop by our embassy and register?

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Greetings, I am The Wyldethorne, an Ambassador of the Kingdom of Aeternum, a division of the larger Pax Gaming Community. It is a pleasure to make your acquaintance!

High Thane Thunderkeg and Thane-Blade Krows have tasked me with opening diplomatic relations with the Communities and Companies of like minded bent within the River Kingdoms. Though we understand that it will be sometime before launch, we would like to open lines of communication, establish friendships, and participate with you in the crowdforging and community building of PfO.

It is with great anticipation that we look forward to further talks and interaction with our fellows.

I encourage your representative(s) to come forward and make contact with our Embassy, at the Pax Gaming forums, and meet our brethren.

Well met!

Goblin Squad Member

Greetings to you merchants! I am The Wyldethorne, and I would like to introduce myself as an Ambassador of The Kingdom of Aeternum
and offer to establish Diplomatic Ties, if that be your desire. I sincerely hope to establish friendly and prosperous relations with you, our neighbors. Good day, and Well Met!

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Greetings, and Congratulations! Look forward to continuing to build Aeternum with you!

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Gloreindl wrote:
avari3 wrote:

Watching the wanna be evils pout over consequences and the wanna be goods pout because of the fact they are not as good as they thought they were makes me rub my neutral belly with glee.

Neutrals REIGN!!!

While I am planing on being NG, any of the potential N alignments seem to be missing from the current discussions, and I'd like to see that change. Since Ryan is spending so much time on the Good-Evil Axis and the Law-Chaos axis, will we who choose to not be on the Lawful or Chaotic end of that axis suffer? It seems that those who want to play Druids might also be getting ignored in all the Paladin v Bandit talk. I am hoping Lisa, Lee, Stephen or Ryan will discuss what those who are either True Neutral or any of the other neutral alignments can do to stay that way in stead of risk sliding toward either extreme.

As a Druid player myself, these are also questions I'd like to know.

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Neadenil Edam wrote:
Being wrote:
..or if they saw your true form with truesight or similar.
... what if the badger tells you its not really a badger ... I mean you know what lying things badgers can be ...

You mean ferrets. Never trust a skinny innkeeper or a ferret my grandpappy used to say...

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+1

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Alku, just wanted to let you know you are fully permissioned as an ambassador at our site! Welcome!

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KitNyx wrote:
This for me is actually a good thing. People who are trying to sell stuff...obviously want to sell stuff, so they will do thinks to promote their ability. Specifically, a good solution is have everyone trying to sell stuff gather at the same place at the same time...aka, a market. Then, we the customers can browse the market and we the customers can pit merchants against each other to find the best deals. Hawk your wares...this sounds like an awesome dynamic to me.

Great idea!

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Being wrote:
Wyldethorne wrote:

...

I think my idea of an enjoyable crafting system would be part experimentation, part modular, and part bonus from exceptional materials, additives, and the like(some crafted, some acquired).

That sounds like a good crafting experience, yes.

Wyldethorne wrote:


I'd like to be in a moddable mini-game, with an option to vary certain elements(i.e. using starmetal in place of mithril, or displacer beast hide instead of standard leather) and be able to experiment that way. Add in the ability to get a bonus on your crafting check for using, say, white dragon blood to quench the blade, or elemental fire while tempering, or an alchemical flux during smelting.

I'm not getting the 'mini-game' of this example. Where is the 'game' of it?

Maybe I just have a different concept of what a mini-game is. What I think of as a minigame isn't something I would want in the crafting element of PFO at all.

I think I should have said 'Interface' instead of mini-game. But perhaps with some skill elements involved.

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Purplefixer wrote:

Though... I'm not sure I want a displacer beast hide handgrip...

"What's wrong! Pick up your sword and go after them!"

"Can't... grab... handle...!"

Or, you could just have discovered the pattern for a Long Sword, Defender... ;)

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I love the idea of an in-depth crafting system. Thanks for pushing the idea, Purple!

I think my idea of an enjoyable crafting system would be part experimentation, part modular, and part bonus from exceptional materials, additives, and the like(some crafted, some acquired).

I'd like to be in a moddable mini-game, with an option to vary certain elements(i.e. using starmetal in place of mithril, or displacer beast hide instead of standard leather) and be able to experiment that way. Add in the ability to get a bonus on your crafting check for using, say, white dragon blood to quench the blade, or elemental fire while tempering, or an alchemical flux during smelting.

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Greetings to you, stalwart mercenaries of the Carrion Corps! I am The Wyldethorne, and I would like to introduce myself as an Ambassador of The Kingdom of Aeternum
and offer to establish Diplomatic Ties, if that be your desire. I sincerely hope to establish friendly and prosperous relations with you, our neighbors. Good day, and Well Met!

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Dear Doc,

As a druid, with the proposed alignment system, how am I to remain a true master of the balance if nearly all my actions move me towards either law/chaos and good/evil?

Goblin Squad Member

Great job, all! Can't wait for the next episode!

Goblin Squad Member

aussiedwarf wrote:
I also throw a greetings to Wyldethorne and acknowledge your presence. At this present moment we are still undergoing internal structuring but I do expect for us to get back to you in short order.

I look forward to getting to meet and establish ties with you!