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By another reasoning, it should be in a bestiary, not in loot tables- they are grown, not made. A TARDIS might be a minor artifact, depending on the status of the time-war and Gallifrey; there were a lot of them, and they all varied a bit. "The TARDIS", aka "The Doctor's Magic Box", is probably a major artifact, there is only really one TARDIS flying around after the time-war became time-locked. It contains the soul of time to make people a god essentially (the others did too, but we're looking at the things this TARDIS did), it is alive and thinking and may be reasoned to as an intelligent item (Doctor's Wife, one of my favorite episodes). In this case something like Jack's/River's Vortex Manipulator things would be minor artifacts I imagine... And Jack has a McGuffin to be, supposedly the rock on his desk is a piece or TARDIS coral that will grow over time. The "tardis" used by the other Doctor (Tenth Special) is just an air balloon and bluff checks against your own will :P Interesting to think about, but I don't know that there is a simple way to just "have a TARDIS" in Pathfinder besides as some level of an artifact. Something a wise, crazy mage researched and made in ages long past. ![]()
As one of my friends tends affectionately dubbed him, the Ninth doctor seems to be "the PTSD Doctor". Eccleston did a great job portraying the pain and fear the doctor had returning. The episode "Dalek" particularly stands out in my mind- quiet, rather reserved Doctor (besides a few random, creepy/thriller moments and lines- "Feel the world spinning") just broke to pieces upon contact with an old enemy... and when it was weakened took a spectacularly sinister glee in taunting him. After it repairs he flies off the handle and creates a super-weapon, but it turns out this Dalek was too kind to live with itself. Plus he was a series starter and the "first Doctor" for many a new viewer. That is important. You always remember your first, and although we had some great time with the Ninth,I agree with Matthew Morris, we didn't really get all of the facets of Eccleston's portrayal. There is a lot of sadly missed potential with his quick departure. As a side note, I've always heard Eccleston left because he was worried about being typecast. He avoids talk of the Whovian times because that just further associates him with the role, and he wants to be remember for everything he does and get varied parts. Casting has done a superb job though. I think Rose was a great character, and though the initial shock of Tennant reincarnating put me off to Smith, I've come to really enjoy the Eleventh too. I can't think of a character I wouldn't have wanted to see played by a particular actor/actress, even Martha (A companion I didn't really like) was a great addition to the cast for what her character was meant for. Anyways, /rant, I want to see the next season, and I can't wait to see what happens. I always seem to lurk around the boards, how I've missed this thread confounds me. I can't wait to gossip as the episodes roll out. Squee :P ![]()
Okay, I'm sure my advice will probably run in opposition to others on the board, but here are some things that I found to be useful at the beginning. Also, practice. Practice, practice, practice. Say things aloud when you imagine them for some of these exercises, it'll help you not trip up when you're improvising and that helps immersion. Story telling:
Now go back to an old school CRPG, do the same thing with the same amount of detail as the first. It might be difficult, the graphics aren't as good, characters might be flat, and an overall aesthetic might be missing. Fill this in, and try to make it sound good to your own ears. If this is a favorite game, what could you say to make it compelling to a new player even though it might not have aged smoothly? Next, take all the stories, games, movies, comics, whatever you have and build a list of names. Many times these are what trip me up the most- your scene may go smooth, you can have that quirky shopkeeper so well defined, and the a player introduces himself and asks for a name.... whoops. Having a list in your mind helps in a jam. Speaking of lists, an exercise I use when world building might help some improv too: Make a number of columns. Fill these in with small lists (no more than 5 items normally) of physical quirks, backgrounds, political leanings, and other random things depending on what your working on (NPC, city). Fit together what random elements you have in the most cohesive way you can- the details of how a background element makes a town adopt a particular type of wall might make a difference. Finally, for story telling, if you play with a really close knit group- you know each other well enough to not be offended by little things, then there are two little things that can help. First, if you have some strong players who act quite a bit, just describe a scene ad nauseum once, and see when they begin moving or telling you when their characters would act. Second, take 5 or 10 minutes at the end of the game for an after-action report. Let them critique you, and you critique their roleplay. Be gentle but honest, and everyone can gain something from the end. It can cause some people to retaliate and hurt, so be careful. As for your other questions- Books:
Maps:
Finally, again, practice. Have a whole lot of fun, and best of luck! ![]()
Thanks guys, for the input. I think I was a little unclear though, I'm looking for "lackeys" of a prime neutral. I have a pantheon set up, but I'm lacking in the neutral outsider "court".
Are there any identified "neutral big guy" names? ![]()
Okay, so I've been working on a new homebrew setting. I've set up a chart of 7s for just a thematic, fun thing (I fluff a ton of stuff for all sorts of characters). I've got 7 iconic evils, and 7 iconic goods- from Mammon to Ananiel. I would love a list of 7 iconic neutral names if you guys can help me out, I'm just having no luck. Its not as easy to find recognizable neutral (in respect to good and evil) as opposed to angels and demons. For those curious, its for any numerology styled wizards. Days in a week, deadly sins, godly virtues, neutral lines between those, angels, demons, these neutral outsiders, schools of magic, etc. Neutrality in terms of law and chaos don't really matter, my players want a new setting exploring good and evil, no so much law and chaos. We don't run LG only paladins, all gods have paladin codes. So be a little out there, toss chaotic neutral, lawful neutral and true neutral all. Thank you so much for your help! ![]()
Read through some ideas on the other thread, I see you already contemplated some wounds/vigor, and dismissed it immediately because of its change to the systems. Still, warhammer 40k's roleplay has some interesting crit ideas, and if you haven't seen the system's tables it is worth it for ideas here. ![]()
What about using the wounds and vigor rule from Ultimate Combat and the critical hit table from the Warhammer 40k roleplay systems? A little tweaking to fit d100 rules into d20 and they can probably transition pretty well, and that is one game with some brutal "critical" effects, but your wounds won't start kicking in immediately because of ultimate combat. d20 style crits can take the black crusade rules for 1d5 of a critical effect, not deadly, but still painful. Also, dot as this is very interesting to me. If it wasn't for classes beginning in a bit I would have much more to discuss, but I really must be off and I didn't want to lose track of the thread. ![]()
I had a friend who used a system similar to this. I don't remember the fineries of it, however. If I recall he actually didn't give skill points unless there was an investment of time and roleplaying into increasing your skill level, and they were part of an act or collection of scenes. It was enjoyable, but it was sure different. ![]()
Okay, reading dragon empire primer, kitsune feats have BAB prereqs. How unbalancing would it be to only have these as level requirements? Its kind of a bummer that a magical kitsune can't get as many kitsune feats as quickly (and surely, in some cases, ever [anticipating higher level feats]) as a kitsune-fighter. ![]()
So crafting is like taking a 10 and your minigame system is rolling if it is optional? You achieve standard results, in standard time without playing. Minigames could reduce materials, increase outcome, or reduce "crafting cooldown" or however time is implemented. Interesting ideas with optional minigames. ![]()
I want this book...
So much goodness, thank you, Paizo. ![]()
Dark Heresy, Deathwatch and the like are just extremely fast games. Pathfinder is probably at a 5 or 6 to me, and DH is at 1. The options and depth of pathfinder along with the setting and expansions make it a great tool for many games, and is something most of the WH40K can't touch. I agree, much of the speed is based on the player's knowledge of the rules. We have just picked up deathwatch a few months back, the rules are really simple though, roll under your Ballistics to shoot, if you do, you hit, the enemy has one reaction to dodge, rolls under agility, if they succeed they dodge. Remove all dice besides 2d10 and you've just got a system with some inherent speed. With a lot of preparation and some useful resources though, pathfinder really speeds up- hero lab, spell sheets, and intimate knowledge of skills and combat options makes the game a lot, lot faster. Grappling is a hard thing in all systems though, even in Deathwatch it slowed our game to a crawl for 4 or 5 rounds. ![]()
We use and enjoy both Critical Hits and Fumbles. However, it is true that no one wants to constantly fumble. If you roll a 1, you roll to confirm (lower than their AC), and if you confirm, draw from the deck- at most you can do this once per combat. If an enemy uses one of the fumble spells given in the deck, you have a chance to fumble more than once per combat (makes for some fun and chaotic luck manipulating mages). I doubt my experience is the same as everyone's though. We're the kind of group where you might run into a dragon at level one if your tromping around the wrong area, learn to run every now and then. We don't want or expect characters to die- but it happens, and its not a big deal when it does. PC death is just part of the game, and where that character's active story ends. His legacy lives on, his actions, items, and what his companions remember of him matter. ![]()
Take 10 really falls to the group playing. I don't mind the rule, but sometimes it just doesn't seem fitting. In my house group, who really likes to roll, we still take 10, but only on Knowledge and mundane rolls. Great blacksmith? 10 on his swords. Want to pull a masterwork sword out of no where, try a little better. You hit awesome scores frequently enough to masterwork? Cool. I'll give some other marginal benefit for rolling if they do better. It just works, through adversity comes innovation, a chance for failure gives a chance for something great. This is the group that finds materials to help build up cities, outpost and defenses. We don't like taking 10 on Diplomacy (or diplomacy much at all, role play it after your initial meeting), heck we don't like "taking 10 on AC" and always roll for that. Other people and places not looking to join our group, follow the stock rules until you get a read, the rules are the rules for a reason. ![]()
I have no problem with Combat Expertise. I really lie the flavor, and yes I think it works for all the feats it is a prerequisite for.
Combat Expertise is required for Trip, Feign, Disarm and Dirty Fighting
I personally HATE, HATE, HATE needing to take power attack. I don't think that it is a bad feat, and I know many people far prefer it to Combat Expertise. I don't know why that is however. However, it shows just how effective a brutish fighter can be. I am far happier with Piranha Strike, but that just shows how I see the feats being reflected in combat. Yes, INT doesn't have a Rules as Written bonus after taking Combat Expertise. This will upset some people. But I like it tempered with my view of stats and characters. I know some people will disagree with me. I'll take it on some fighters though, and SOME of my players will take it. Some don't even know it exists, sure. Using the maneuver's wisely shows me just how the INT shines in the feat tree. 2 of the players I know recently forged character concepts that play off of each other. One is a Monk of the Empty Hand/Ninja with Catch Off Guard, and one is a Phalanx Fighter with Combat Expertise into Improved Disarm. you know what happens to that bonded item Wizard who fails his perception? Ninja starts, drives to the Phalanx who disarms, Monk counts him as flatfooted while unarmed, and they both pull Attacks of Opportunity when/if he goes to pick up that item. Scary effective. ![]()
*raises hand* My group is RP heavy, and rolls for many things and associated abilities. Games have gone off on tangents to repair cities and build their own, and the craftsman ship of the characters mattered for sieges and storms- no one wants to be a weak link. After reading the Alexandrian about low level characters and how much a +2 really means, we've started 0-level campaigns. +2 really matters. So we all take Social feats. ![]()
My players are approaching "The Black Citadel" a hook they had gotten from some hippogryphs- the master of the Citadel forced them from their ancestral breeding grounds. The walls are lined with skeletons, and the gryphs take fire, some break formation to pick of the archers, the party heads into a central tower. After defeating a room of undead, the party heads upstairs... but for a lone member who stays to identify a family crest he has seen and check the chest under it. The rest of the party meanwhile is confronted at the throne atop the tower by a succubus, and as I play it, the succubus always has a chance to enthrall a partymate into fighting for her, the wizard falls into her grasp. The door swings shut and the party begins trying to reason with the demoness and her current slave. After a few rounds, the Monk/Paladin, Ptomely, come up stairs, he is worried about his friends and a tad paranoid. Detects evil at the large wooden door, and I rule through the slats he can see the intense evil aura. His typical accent breaks so instead our caramel desert dweller kicks down the door and in his best IRISH accent to date screams "YOU! You're dead!" We cracked up. ![]()
So, I've been playing tabletops for a while with a large group of friends. On one occasion I've had the chance to play with a traditional gaming group, however it was for a game in development. Does anyone know of an area somewhere in/around San Antonio that is accessible to newer players that uses pathfinder? ![]()
20 here, though we have players in our group around 17. I've only been playing for a little over a year, but (as with most things) I dove in head first. I've only played in 2 games sadly, because none of my friends will GM really. I've been GMing for all of them since they got me into it, and jumped on Pathfinder as soon as someone found it. We've also played some CoC, BESM, and Paranoia. Thank goodness for used book stores. ![]()
Wow, never thought of applying this- in 3.5 I believe you had to down an enemy so this wouldn't really be applicable. However as Cleave refers to a "hit" and CMBs take all of your attack roll bonuses, I imagine this would work... Which does make for some interesting visuals, and great maneuvers in combat (which I don't see enough from in my group because they like cleaves and special attacks...) ![]()
Okay, so Echo is a zero level word that requires burst, which is a 1st level target. This means that a standard Burst Echo would require a 1st level slot, correct? Why did they not just make Echo a 1st level spell? A target word doesn't add to the level of the whole spell if I read every thing right... And since target words have to be ON a spell of at least that level, does that mean you cannot USE echo until you can make a 1st level/0 level burst spell? Echo:
Echo (Illusion)
School illusion (figment); Level bard 0, sorcerer/wizard 0 Duration 1 round/level (D) Saving Throw Will disbelief; Spell Resistance no Target Restrictions burst (emanation) This effect word targets a single location, creating a sound that rises, recedes, or remains constant for the duration. The sound’s volume increases with the caster’s level. The base Perception DC to notice this sound is 0, but the DC is reduced by 1 per caster level (although it can be higher if the caster desires). This means that the sound starts out as loud as a creature talking, but by 10th level, it is as loud as creatures engaged in a noisy battle. The sound can resemble anything the caster desires, except it cannot replicate speech or language. Once cast, the type of sound within the emanation cannot be changed. Burst: Burst
Level 1 Range close (25 ft. + 5 ft./2 levels) A wordspell with this target word affects everything it catches in a 10-foot-radius burst. Some effect words that use the burst target word are instead emanations, taking up the same area as the burst. These effect words typically have a longer duration and cannot be moved once created. They are noted by the word “emanation” in parentheses after the burst target restriction. Boost: The spell affects everything in a 20-foot-radius burst. Its range increases to medium (100 ft. + 10 ft./level). Boosting this effect word increases its level by 2. Boost: The spell affects everything in a 40-foot-radius burst. Its range increases to long (400 ft. + 40 ft./level). Boosting this effect word increases its level by 4. ![]()
Okay, I've been working a long while with some friends on a persistent campaign world. Long story short, one of the guys that has been working on a unified theory of magic for it. With the addition of Words of Power (which we like, and will be using, for sure) some questions were raised on how to fit things in flavor wise along with mechanically. Even in Ultimate Magic, it seems like the flavor of the words of power is that they are more primal and based on the nature of magic. This is the way we're going to be treating them as well. The world does have a difference in divine and arcane magic, and that seems to be preserved by word lists for different classes. I've posited that there is an inherent difference in harnessing the energy of divine/mortal magic, and that is why even the high level theurges can only used them together or interchangeably to a small extent. For many classes, "learning" and "casting" are the mechanical dividing point for the world. The reason a separate spell-lists exist for a Wizard/Sorcerer is because some are learned, others are inherent. Most of this is addressed mechanically in a "spontaneous v. prepared caster learning curve". Mechanically, I know there is a balance reason for wordcasters to have seperate word-lists when multiclassing. However, I have a player insistent on playing a Bard/Sorc- both spontaneous, arcane casters. For flavor, how can these separated? Mechanically, what kind of problems would there be if when "learning" words a word that is on both lists is learned for both classes and can be used on either spell slot?
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I suggest checking out Lone Wolf Development's Herolab. It has worked well for me and my players though can be a bit pricey- you have to buy each individual "module" of stuff... So if you were playing a Bestiary 2 monster as a summoner from APG, and had a friend who wanted to use your tool (because it has dice rollers, and a nice in-play tab) has an animal companion from Bestiary 1, you're looking at 3 extra licenses. Also, Pathfinder Database has some nice character sheets that work well for outlining some of the important things of individual classes and stuff. I found some sheets that I stick with, but they have some spreadsheets too- I haven't looked at them, but they might be useful. ![]()
Courtesy should be common, and human. I agree, just don't be rude. Our group follows some special rules, below. Everyone should contribute in their own manner and only receive by the grace of the group- I'm the guy with the books in our small group of friends. Others get food if they want food, based on how much people have pitched in they get. Everyone has used my books, and most thank me, and have offered food or something at sometime (most of the time I refuse, not to be rude, but to try and remain an impartial GM, I don't have much to offer besides the books at a lot of time). One of our players has webspace, and hosted our wiki and forum, as such he is a moderator, can cut what he feels is wrong, and is privy to some special campaign setting fluff. (He has gained the trust of not metagaming as well) We, as friends, act as a collective. You should know not to expect from your fellow gamer. The group is generally kind, but I think it should be the group (even if through a representative) that addresses issues of lateness, or meanness. It takes maturity to be a "gamer"- a title I reserve for people that put effort into games, not those who flippantly expect to be guided along and push generosity/courtesy to the limits. Many times we game with those that are new to tabletops. Often, we don't outline the rules, we help roll characters, and give terminology. The resources are easy to come across, if they want to learn more they can talk outside of the game. Exposure to just HOW we game should be enough. On the point of phones, I don't mind them. Maybe we've played too much Paranoia, but phones are useful. In calls, the game will move on, don't expect special treatment. GMs I know don't take calls besides emergencies while they are GMing. Texts are a different beast. Players keep their phone quiet, when I'm GMing the ringer is all the way up. Around the table, you speak and act for your character, but if there is some evidence, action, or otherwise that only happens to another or something to a specific NPC is can be texted. This helps trim down on Metagaming some players may suffer from. It has actually helped our immersion. It isn't for all groups though. Any other texts can be answered (when you have the time, don't do so during combat), and are nice little diversions- "Ptomely picked up the phone, did he text Keido or was it his girl...?" ![]()
Never before has a thread so actively moved me to respond here. Mainly because of the temptation it entails. How can I play a "True Neutral character", and what would be a fun way to do it? In a world with foresight mages, and even Aeons concerned with the problem of freedom/fate, can role playing and rolling find a true neutral character? I think there can be True Neutral- in balance, in apathy, AND in a "foresight gambit"- dice are supposed to be our neutral arbitrator in combat and rulings; Dice can make a character True Neutral. Is a mage whose life has been defined with always glimpsing the future, and no matter how he strives against it, it always defaults to the ends he saw Neutral? No matter how acting, Lawful, Evil, Good, Chaotic, he or she can't change a predetermined, die based end. To the vacuum in which our PCs exist, he would seem of any alignment, but to beings of greater intelligence or wisdom, to creatures outside of the game, or to those who could "see the future" in game (if your game allows fate and pre-destiny to play a large role) would see them, I believe as Neutral. In narration this character could be even more fun to deal with. Attack roles don't need to be narrated until AC is confirmed- does the character even attack if you know the roll will fail? Does he dodge if he know the attack will not hit/deal damage? If he fails his perception did he even begin looking if he "knew" that roll would be a failing result? Obviously, this kind of play would be heavily reliant on the DM knowing your concept, but I think as an outsider looking in, the character would always appear "true neutral". |