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acoldandbrokenwaluigi's page
15 posts. No reviews. No lists. No wishlists.
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icehawk333: It's allowed.
Godwin Solace: The feats' story impacts are written in a way where pretty much all of them are doable for multiple characters, so I won't be fretting too much over campaign traits in my selection. It's a very distant factor for me.
Balthasar: I would probably err against Leadership here, just because it's a lot of extra bookkeeping on top of some already very involved stuff.
nate lange: Both sides can qualify and it can only advance once side, but in the case of something like the Wizard/Druid/Cleric example, and really only maybe that one specifically because I don't think any other classes open up the possibility, I wouldn't allow that kind of high-end super cheese of progressing three different spellcasting classes at once. If you were to go, say, Wizard/Cleric/MT on one side and then do Fighter on the other that would be totally cool. So, you are completely correct in your understanding, but using the example that would open up the point where I would say "Yes, but if you use it like that specific thing, I would rule against it". I'll admit it is a very messy and inelegant way of doing/explaining things, but I'm looking to be very flexible in regards to leaving options open. But yes, you are understanding this all well.
For redundance-ified class features, I will be offering up substitutions in some way for each of those, to be worked out with players after recruitment is done. So don't hestitate to grab something that gives you a feat the house rules remove, because there will be substitutions given in their place.
GrinningJest3r: Bloodrager/Eldritch Scion would run afoul of a rule I instituted earlier in the thread about taking Class/Archetype That Makes You More Like The First Class combinations.
Theoretically Yours: Yeah, that trait thing should be fine, and as for gestalt, it's not quite that simple. You're basically following two class tracks at once. Sometimes gestalt does lock in the class just for simplicity's sake, but I see it as being a little bit more like a fence; you have two different sets of levels and classes divided by the fence. One character comes from it in the end, but you can kind of do whatever you want on each individual side.
JDPhipps: There's not really any kind of ceiling I'd put on what power is "too much" power; my solution to making something more challenging isn't always going to be bigger numbers on the bad guys' side, and I'm honestly not above the desperation move of "stick a zero or two on something really nasty" if that's what it comes to. By late game, mythic gestalt is kinda nutty, and I've made peace with that.
Thanks a ton for that; I was going to do that some time this weekend during my big sweep through everyone's characters some time Saturday before my game/Sunday on my day off, but that should definitely help anyone who's going to be throwing something together before then.
SilentSage: That situation with your DM and avoiding that is precisely why I decided to bring the show over to here for a spin, so I definitely understand wanting to slide into something like this.
Gramork: We're deep enough in now that I'd say no on the drawbacks front, even if it's largely because I didn't think about it at the time.

Necro All Star: Because it fits the flavour and you have the lore justification for it, I will allow it.
Thrall The Lucky: Shit, you're right, my bad.
The Lion Cleric: Fortunately that campaign trait you have is easier than others to get something a bit more varied and external with. Long as the actual fluff of the trait is in there, even if it's on the other end of the world from the Worldwound, it'll be all cool.
Gramork: It's going to depend on the time it takes people to get things together, really. I'll give a few days' notice on when it'll close, but I want to give people time to get their applications sorted, and betwen wanting strongly written characters and the crunch heavy nature of gestalt, I'd rather leavea wide berth for people to have the time to make their applications. For multiple tables, I probably won't, just because I have a meatspace Kingmaker game once weekly, and a one-on-one PBP I run for my girlfriend. A third PBP table is all fine by me, but running two, especially of the same game, feels like a bit too much load, before getting into the chaos of if things end up diverging, how boring it'd be to run through the same content twice if they don't... It's not really in the cards. For the reroll on the fourth, yes, you're good for that.
Gaius Trevalyan: We already have gestalt, so no VMC.
JDPhipps: Most prestige classes will work fine as they are, and unless you're going for some super janky attempt to f%&* around with numbers you should be fine. Crimson Templar you could level fine without any worries of weird stuff happening. It's only the few PrCs that are meant to combine two different kinds of classes (martials and casters for EK, divine casters and arcane casters for MT, rogue and arcane casters for AT) that have to be addressed in any weird way.
Necro All Star: I am going to be reviewing the book after I (hopefully) nab a PDF of it some time before closing. So right now it's a no, but it's a no that could change because that is third party material I intend to look at for this game.
I was referring more to the progression of things than the actual class features; those will work fine, you just can't use the progression from Mystic Theurge to keep you progressing spellcasting on both sides while your other side dicks around on some other stuff instead.

For character apps, everything so far is looking fine at first glance; I intend to give everything a deeper look over and check on sheets just to make sure everything is kosher come this weekend. For now, just keep on with the apps and hold tight.
Alias ad Tempus: The campaign feats not only inform your mythic path, but they also tie into the story in different ways to nail things very specifically to the storyline in some way, so those are the ones nailed directly into the plot and built into the adventure path. Past there, I would be taking whatever a player was to throw at me and integrate it into the story in some way; a quest for vengeance leads into the same direction the party is moving, the long sought-after keys to a mystery are held within the clutches of some abyssal leader, a personal journey or quest for meaning finds its answers in some way. That sort of thing. I'm messing considerably with the source material, so it's no trouble to really integrate whatever a character's background has into what the story is. As for expanding it, by all means deepen your character as much as you can and give them all the dimension you feel they need.
nate lange: I recognize that the mixed PCs like Arcane Trickster/Eldritch Knight/Mystic Theurge have their value in gestalt due to the capstones and special extra stuff they add in, so my ruling would be that qualifications can be from both sides, but gains can only be from one. So, say you were to go into Paladin/Sorcer, then into Dragon Disciple on the Paladin side of things while the other alternates Barbarian and Sorcerer levels (Why? No idea, just go with me on this.) You wouldn't be able to gain the additional Caster Level bumps from Dragon Disciple toward sorcerer doing that, but Sorcerer has to stay on its side of the fence. If you were to take, say, a level of Magus on the Paladin side before starting Dragon Disciple, you would be allowed to add the progression to that. If you did Rogue/Sorc, Arcane Trickster on the Sorc side, you wouldn't gain any more Sneak Attack dice than your Rogue levels should allow you to if you continue to take Rogue on that side. So in that regard, the combination prestige classes should really only be eyed for utility of their class features rather than for progression.
Wildfire Witch: If you mean the interaction specifically between Flurry of Blows and Elemental Flurry, I would rule that they would not stack due to being the same feature in essence, and that generally Class/Archetype Of Another Class That Does What The First Class Does combos would follow along those same lines.
Phntm888: He doesn't have one in the book, and to avoid lots of extra work before I've made my decisions, I will only be giving out the new codes after I have made party slections, since there's alreaedy looking to be a hefty few Paladins around and so far I don't think I've seen the name Iomedae once.
Alternate heritages are allowed, and for variants, let's say choose from three rolls of your own doing. I think Tieflings need a feat to do this but not Aasimar (or the other way around?) which is trash so let's do away with that too. For the visual traits table, just pick and choose from there as many as you want if you want if that's your thing.
JDPhipps: If you could shoot that over to me via PM that would actually be really awesome, thank you. I'm likely to consult a few edits and revisions to bring together, and the more I can get my eyes on, the easier that'll be.
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Monkeygod: Yeah, that sounds sensible to me, I'll allow it.

I guess the main criteria will just be application strength. I can't really give some tangible guideline on how to make me like a character, but the main things will definitely come down to whether I feel a character is one I'd like to DM for and run through the story of (see aforementioned bits about hooks and the give-and-take of character investment), and that the application speaks to something about the strength of the player to get into their role and the character. It's sort of weird to say "show me depth" in a high power version of a very martial campaign, but roleplay is still important to me, and having characters with stories and depth and goals that I can look at and feel "this is good, I like this, I want to see how this goes" is something kind of vital to me, especially in text form. "Make me like your character" is I guess the main thing, for as impossible to qualify or quantify as something like that might be.
Party balance will obviously be a factor in all of that too; I don't mind taking on multiple Paladins if they have different things going on with them crunch-wise, but I wouldn't take a table of only Paladin/Other Martial Caster characters. A Paladin/Dragon Sorc, Paladin/Oracle, Paladin/Bard, and Paladin/Fighter would be an interesting party that covers a spread of bases well. A Paladin/Figher, Paladin/Ranger, Paladin/Cavalier, and Paladin/Barbarian would not be. Not so say I'm taking a four player table 100%; I haven't really decided yet, it'll be based on how many applications come in I take a liking to, but I would like to see a fully functional party rather than a band of Martials who just hit stuff.
I'm fully aware this answer is virulently wishy-washy and doesn't really nail anything down, but hopefully it'll convey that character focus is a primary intention and does give people an idea of how to structure their applications a bit. Give me something fleshed out and full of hooks I can snag onto. If you have a class combo/crunch idea and want to build up from there, that's fine (it's one of my favorite methods of creating a character, actually), but your character should be the focus, not a vehicle for the dice rolls you make.

Phew, lots of interest to wake up to. Good sign. For the people with stuff already written up: on a first glance nobody seems to be doing anything that jumps out as wrong so good job on that.
Vitaliano da Riva: I'll allow it if you can make the craft check on a Take 10. You may have up to 25% of your starting funds in crafted items. If someone has Scribe Scroll at creation and wants to start in on making those, that can go up to 50%.
Ierox: I can dig it, just keep in mind I will be scrutinizing any LE applications much harder than other ones.
Fabian Benavente: The power level is very high, but there will be assorted fixes coming in to help reduce the mythic power bloat down on top of bringing the general caliber of opponents up. Sometimes that's just making bigger, stronger monsters, sometimes that's introducing factors into encounters that big numbers aren't necessarily a straightforward solution to. I have a lot of experience in reworking AP content (quicker and easier to edit than to write from scratch), and I want to make sure it's challenging while not completely ruinous.
Phntm888: No background skills, and I would allow "Free for Fighters" as the ruling on Combat Stamina.
Godwin Solace: Not a fan of Automatic Bonus Progression, personally.
Monkeygod: Ooh, great. I will definitely nab that one and check it out then, thanks for the heads up.
Dodekatheon: After racial mods. No background skills. I accept bribes only in the form of amiibos I don't currently own.
RHMG: Freewheel, but with classes staying on only one half of the gestalt, no mixing between sides.

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Hi there, I'm Waluigi, and I am here to recruit for a gestalt Wrath of the Righteous game. I've been a tabletop gamer for over a decade and spent the past seven years playing Pathfinder and the past six years DMing it with friends in real life. Online, I have gone through a few games, mostly as a player, and the only text RP DMing I've done was privately with friends. WoTR is a game I have wanted to run since it came out, but my friends never really felt as into the idea as I did and I wouldn't want to drag them through something only I cared about, let alone with the extra high power stuff involved, so now I'm hoping you, the good people of the Paizo boards, can help me instead.
First, let's talk about how I want to run this game: as a grand holy war spectacle. The idea of fighting to avert the demon apocalypse with all the world hanging in the balance as you play incredible heroes of myth and almost godly power rising up to stop them? That's my platonic ideal of a fantasy tabletop game to a degree that I'm almost embarrassed by. Wrath of the Righteous is the grand heavy metal album cover of adventure paths, and that's the feel I want here. Mythic is big, big power, and gestalt tacks on a whole lot more than that. The obvious drawback is that making the players super strong means the forces of evil have to hold a candle to that, and so the assorted monsters and villains of this adventure path will be receiving a huge bump in power as well, which usually means gestaltifying them or adding other ways to make them stronger. I want you to feel like incredible heroes who can do anything, but who have to go through the forces of evil to get to it, so you'll be strong, versatile, fearsome, but so will the enemies you overcome. Sound fair? Good. Because I love editing and replacing and revamping Adventure Path content; my Kingmaker game with friends is one that looks almost unrecognizable to the vanilla book because of how much things change. This game won't be as intense, but there's one huge change I want to make to the beginning of the game. Spoilers for the most known part of a five year-old adventure path within.
Huge, right? I once played a game with some internet randoms from elsewhere, and we never got past that beginning segment. Seems a lot of people haven't. So it's gone. I'm going to put something else in its place and let some different version of events follow where you handle the opening segment differently, but still get to introduce yourselves and struggle with the events that have just unfolded, but without going through the same segments and the same opening encounters I imagine some of you may have done several times before. So if you're interested in playing, you have that to look forward to!
Now let's go into everybody's favorite part of everything, the rules! Let's start with guidelines, because if I can keep you through the boring personal stuff I've got you on lock for the juicy character details.
-A post every weekday. I work from home as a freelance writer so I have a lot of time on my hands to check in and respond to the game, so I'll be creeping on the thread 24/7. I know most people don't have that kind of free time to invest, but my impatient ass would like a somewhat decent pace, so aim for one post per weekday when possible. Weekends are a bit looser, and if a day or two comes up where you have to stop for a little bit it's totally cool, I can DMPC you. Same way that if anything comes up and I'm gone for a short period I'll let you know. Life is more important than game, it's all cool.
-This game will deal with some mature themes, and I would like players who can deal with that. Not only is the general tone of things dark at times, but the AP contains a handful of queer characters and one who is transgender; please be respectful and sensible about handling that sort of thing. You don't need it to be a part of your character or experience by any means, but where it does come up in the story or dealing with NPCs, be decent.
-Good spelling and grammar are hot. Like, really, really hot. If you typo, oh well, I won't come for your head. But I will be considering typing quality and readability in character apps, and will expect some effort on your part to make good-looking posts in character. You don't need to write out way more words than you need to, and sometimes you don't need to post a huge response post with lots of prose and description to say yes to something, but do also try to get into the character and be evocative with it.
-Metagaming is kinda shitty
-The more you give in to the game and to me, the more I can give you back. This applies to your application, where plot hooks and interesting back story details help me write things into the game that will help your character grow and do things specific to their own quests, but it also applies to roleplay. Interact and get into the character, let it become something special and fun, and you'll have a better and more fulfilling time interacting with NPCs and such because of it.
-Don't be that guy
Still with me? God I hope you're still with me, because now it's time for the fun stuff.
Character creation:
-Gestalt rules (See here http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm if you don't know them)
-Level 1
-Max HP at every level because you'll need it
-Max starting gold for your class
-One trait from the WotR player's guide and one other trait from anywhere that isn't another AP. I will want to see these traits in your character's history; the campaign one is obviously a big one, but no matter how minor the other one is, I want a justification for it in there somewhere, no matter how derailey or out of place it is. That's what traits are for.
-All non-evil alignments are allowed. LE maybe on a really good app with someone who can play with good characters well and have a really, really good reason to hate demons, but no promises.
-25 point buy. Scores must be 8-18 after racial mods
Allowed content:
-All classes in main, official Pathfinder, and all archetypes from across the line. If you're using a class with an Unchained variant, you will take that Unchained class automatically. If there's an archetype you feel is compatible from the vanilla class you want, talk to me and we may be able to work out some adaptations.
-All races from core, and all featured and uncommon races at 20 RP or under. Plus Kitsune because I have a soft spot for them.
-For equipment, feats, and all assorted other kinds of junk, all official Paizo sources are allowed. Go wild.
-No 3PP content. Regular Pathfinder is full of so many books right now the weight of my whole Pathfinder collection could literally crush my skull in and I'm not exactly a collector. I know some people love Path of War more than they love their own mothers, but I'm too tired to want to learn a whole new subsystem.
-I guess if someone REALLY wants it, we can have guns.
For fluff, I want to see all of these things in your character's backgrounds:
-Their background (Duh)
-What their motivations and goals are
-Their personality
-At least some plot hooks of some kind from their past. You've got freedom with it, but gimme something to hook my mouth on like a big, talky bass who you can reel up out of the water and get sweet content out of
-As mentioned, your traits, but in background form
Extra:
Gestalt is a lot of stuff and first level isn't really where builds always shine through. So tell me what you're building toward and what you want to do. Not in depth, not a tactical rundown of your action flowchart, just a sense of how you'll play down the line.
House rules:
-Eff the grid, we play in the theater of the mind like real adults
-http://michaeliantorno.com/feat-taxes-in-pathfinder/ These feat house rules will be in effects
-Levels are given when the story is along far enough and there is no XP. Given the bigger, badder beasties you'll fight being supermen, it's worth it
-There will be some changes to Mythic rules to dial down the more exploitative and broken powers, so think it out a bit before you build a concept around a super broken combination that I'm going to nerf. These changes will be determined at a later date, but before the game ascends into mythic material, so you'll have ample time to know and be ready to accept your fates.
-Instead of always being LG, Paladins are their god's alignment. If your chosen god doesn't have a code already written for them I will provide you with one to follow. Following this code will be more important than following your alignment to a T.
-Not really a house rule I guess but. This is going to be a high power game. Mythic + Gestalt is obviously big, and I am going to use this to flex all my high power epic power metal fantasy muscles and make something grandiose. If you prefer a more rugged and grounded sort of Pathfinder this isn't really your AP and may not be your game. This is big heroes fighting big monsters.
Sure hope that's everything. It'd be super embarrassing if I posted ALL this stuff and forgot some really vital detail of it all. I wrote down which AP this was right? Shit that'd be a really bad thing to miss. But, if you have any questions, don't be afraid to ask. I'll happily answer any questions you have. As for when this closes up shop: depends on how long this all takes, I guess. If only two people and my mom want in the game then I guess it won't be much longer than however long it takes them to make their characters. I've never been on this side of recruitment before so who knows. I'll play it by ear, but if I give you a deadline, you'll have a day or two ahead of time to know about it. Until then, I leave you now with the song I stole a lyric from for the title, which may give you an idea of both what sort of stuff is driving the aesthetic, and how much of a hopeless frigging nerd I am.
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