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![]() I'm 100% certain I know the answer to this, but I said I'd ask the experts. There's a monster in WotR that makes you roll a d20 and compare it to your 'hand size'. My interpretation is that this refers to the maximum hand size as printed on the character card (plus any hand-increasing power feats). The other player interpreted it to mean 'however many cards he has in hand at the time'. So, of course, with a max hand size of six, but three cards in hand, he rolls a six. Should he have suffered the effects of the monster, or not? ![]()
![]() I was looking over the Skull and Shackles rulebook just now, looking for the answer to a different question, when I noticed this bit of phrasing in the 'Ending a Scenario, Adventure, or Adventure Path' section ... "Add all of the cards from the next Adventure Deck to the box; if you own any Class Decks, you can add any cards from them that have the same Adventure Deck number as the Adventure Deck you just added." The phrasing of the second part ('you can add any cards from them') has raised some question in my mind. 1. Does this mean you don't have to add all the cards from Class Decks you're using? F'rexample, in the 3-person group I'm doing now, we don't have a Melee character. Could we just opt to not add any of the melee weapons from the decks we're using? Obviously, the base set Melee weapons would remain. 2. Does this mean we could add cards from Class Decks we *aren't* using? It doesn't specify that the cards you add have to be from Decks you're using, just decks you own. I'm pretty sure the answer to 2 is 'no' because that just seems ridiculous on some level, but the first question seems at least possible. Has this been brought up before? ![]()
![]() On Reiko's Ninjitsu Master role card, she has this line:
I know when you have adjacent power-feat boxes you have to do them in left-to-right order, but in this instance, could I skip the 'sub Poison and Arcane' power and go straight to gaining the Arcane skill? They aren't adjacent, but something about the way they're arranged on the card makes it feel like the substitution power is a 'pre-requisite' for the skill-gaining one. ![]()
![]() I only use alignment in the 'supernatural' sense ... creature subtypes and spell descriptors. An ordinary person doesn't have one in the terms of a 'behavioral alignment'. For rules purposes, they're treat as neutral to alignment-based effects; the most sadistic mass murderer on the planet won't ping to Detect Evil because he doesn't have an alignment subtype. ![]()
![]() If I used alignment, I would treat it like a number line, changing the positive or negative before the digit. +3 becomes -3, -2 becomes +2; neutral or unaligned (as I prefer to think of the 'not intelligent enough to make moral choices') are zeroes, and there's no difference between positive zero and negative zero. TL;DR - Nothing would happen. ![]()
![]() So rogues aren't screwed when fighting them, basically. Just about anything will have weak spots. Golems will have joints, gaps in armor plates, its legs are likely supporting a stupid amount of weight due to both the square-cube law and the fact that their usually made of dense materials like stone and metal mean their legs, especially ankles, could suffer load-bearing fatigue, etc etc. ![]()
![]() I use the Automatic Bonus Progression from Unchained so the 'big six' aren't an issue. Magic items are almost never for sale in any kind of 'shop'. There simply isn't enough demand; most people would take years to scrape up enough money to buy even a basic Potion of Cure Light Wounds, plus it's simply too tempting a target for thieves to have magic items out on display, even in cases. If you want to buy a magic item, you need to find someone who has one and is actually willing to sell it (unlikely), or hire someone to custom craft it, which will take time. This also gives me some in-world justification for saying someone won't make it ... "Yeah, I want an anarchic unholy human-bane sword." "... no, no way am I making one of those." ![]()
![]() MidsouthGuy wrote:
When did it ever mean that? I've been in games where humans didn't even exist. This is 100% campaign setting dependent, and was never stated, or even implied, to be any kind of rule. In my game world, you're more likely to encounter a goblin than a half-elf, because half-elves don't exist. Golarion is not the uber-setting in which all PF games must take place, so saying 'because Golarion' is a nonsense argument. ![]()
![]() NielsenE wrote: To me, part of the class balance is the alignment restriction. Roleplaying in no way serves as any kind of balancing effect, because it's purely subjective. Note how many threads come up asking whether or not a paladin should get hosed, and that there's never any real consensus? That's why it doesn't work as a balancer, because you may or may not be able to get away with things depending on the GM's view on things. (See: Baby Goblin Slaughter threat #58392). ![]()
![]() graystone wrote: Well, Demons. If you think some creatures ARE pre-set with a behavure, then it's not hypocritical: it's a disagreement on which creatures fall under which categories. The concept of all creatures coming with pre-set behaviors and personalities is so utterly abhorrent to me, I can't even comprehend the mindset. I do believe, canonically to Golarion, there are a handful of instances of demons ceasing to be evil (and, in individual home-made settings, which are far more important, I'm certain there are). The odds are incredibly slim, yes, but they exist. ![]()
![]() Just destrict them racially, so there's just a pool of 'em and you can take whichever one you want, when you want. Or hell, just make 'em a class customization feature, rather than 'favored class', so if you go a level of class A, you get one from A's list, then you get one from class B's list if you level up in class B, etc. etc. ![]()
![]() 1. Problem players will be problem players, no matter what options there are or aren't. "It's what my character would do" is shorthand for 'you made the wrong character for this game'. This is why you have a 'session zero' before any dice or character sheets are touched, to make sure you don't have a problem character, or player, on your hands. 2. If you don't like 'em in your game, don't allow 'em. Lots of people seem to be looking forward to the little buggers, no reason your likes should impede theirs. You don't like the idea, then ban 'em, or hell, go hog-wild rock the casbah and change the lore so goblins AREN'T illiterate pyromaniacs in your game world. 3. Goblins, like all sentient beings, are individuals, no some hive-mind genetic experiment. If you don't demand/expect all elves to be tree-hugging hippies, dwarves to be drunken craftsmen, or whatever, then expecting all goblins to be insane pyros is just hypocritical. ![]()
![]() dragonhunterq wrote: It is much easier for a GM to relax a restriction than to impose one (in general). I'd much rather keep paladins LG. I have to disagree with this. In the paladin example, it means some fairly significant restructuring of the class. On the other hand, if all-alignment paladins exist, it's easy as pie to just say 'LG only'. ![]()
![]() Here's the thing ... if you put lots of player choice and flavor options in the game, then individual groups can pick the flavor/lore options they want. How this doesn't make everybody happy, I simply cannot fathom. If there are non-LG Paladins, then people who prefer only LG paladins can say 'Only LG paladins in this world'. It may not be a compromise, per se, but it gives everybody what they want. This means you can CREATE YOUR OWN world, lore, and flavor more easily. Some of us don't give two squirts of (urine) about Golarion. IMHO, the ideal setup would be to create a completely mechanical book,then a 'Golarion Campaign Setting' that narrows the options for 'canonical' Golarion, while leaving things wide open for those of us who make our own worlds. ![]()
![]() LuZeke wrote:
And yet, you can ID a silent, stilled, material-eschewed spell ... ![]()
![]() Kimera757 wrote:
And it means you can build the character you WANT to play, that you envision. I once rolled a character with such stupid high stats (in front of the GM, who said after we were done, he wanted me to buy him a lottery ticket), that I said I was just going to lower some of them, because 'prissy non-adventuring noblewoman who never did anything herself suddenly out of the manorhouse for the first time' wasn't going to have a 14 STR and CON (yes, everything I rolled was 14 or higher). As far as min-maxing/dump stats/whatever goes, I find characters with distinct strengths and weaknesses more memorable than jack-of-all-trades-no-particular-strengths-or-weaknesses. ![]()
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![]() doomman47 wrote:
... because he has gear that does it. My argument stands. ![]()
![]() DM_aka_Dudemeister wrote:
Well, darn. I was hoping Touch Attacks would go the way of the dodo. ![]()
![]() I want the game to be equally playable with four fighters as a cleric-fighter-rogue-wizard combo, or any other combo. I want every player to be able to play what he wants, when he wants, without having to worry about 'plugging holes' or 'filling roles'. I don't want anybody 'getting stuck' playing something they don't want to because 'the game' makes it necessary. Does anybody else agree with this?
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