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Okay yeah that makes sense. Thanks.


Hi all,

Quick question about initiative. I was running a game and the PC's had split into two groups and spread out (usually a bad idea.) One group (group A) got into combat with goblins. Eventually the other group (group B) heard the sounds of combat and ran to help. How do you figure initiative when others join in combat?

Thanks.


Are wrote:

Yes. The Two-Weapon Fighting feat simply reduces the penalties you would otherwise take.

Okay thanks. Just wanted clarify. And yes I meant two weapon fighting....I play to many freaking games.


Hi all,

One of the PC's in our group has duel wield feat. Does making a duel wield attack require a full round action even with the feat? Thanks.


Okay yeah that makes since. They had passed their checks versus the gobs perception. I just wasn't sure at what point it was considered "combat"


Hi, here is a little conundrum we experienced recently and I had a question. we had two PC's in stealth waiting along a path for two Goblins patrols to walk by. The rest of the party was out of site. The idea was to gank both goblins before they could sound an alarm. As goblins walked by one player asked me "shouldn't we get attacks of opportunity? I wasn't sure because technically combat had not started yet. It would have to be triggered fist right? The Goblins would be surprised but are there any sneak attack type rules?

In the end, I made a GM call to honor the intent of what they were trying to do and as long as they made a Dex check they were both able to ambush together. It was only two goblins so no biggie but I am sure the situation will rise again. Thanks.


Hey everyone, I am starting a new campaign this weekend and one player wants a druid. I am a little confused on their abilities though. Mainly, how many animals can you use wild empathy at once and how far does it go?

What if you use on s bear, what could you do with it. Could you convince it to follow you around and fight for you, thus giving you another animal companion? Could you have three or four at once? What are some good ways to handling it.

Oksy thanks gain,

Jeff


meatrace wrote:
magikot wrote:


Keep your player's comfort levels in mind for a horror campaign. You want to make them slightly uncomfortable, but not to a point where they no longer want to play....
That you even think of this tells me your group is radically different than mine. :)

Cool all great advice! Thanks guys (and gals?) I'll brainstorm and think about it. I really like the idea of having a set amount of rounds, and maybe having a cult that is in on it.


Hey all,
So I am launching a new campaign next Friday the 13th. Since it is Friday the 13th I thought it would be fun to do a spoof off the horror movie. Set at a remote camp, maybe an orc with mask that runs around killing people. Or maybe a creature in the water. I could even incorporate elements from other horror movies to.

So, that being said, anyone ever run anything like that? How did it go? What went wrong etc? Or even a mystery scenario? (I want to do a Clue spoof sometime too.)

Thanks!


ryric wrote:
Gorbacz wrote:

Virtues/Flaws systems in RPG don't work, at least as far as my experiences go.

They end up in two ways:

1) characters which are loaded with flaws in order to make them interesting to RP out, but end up so handicapped that they impede gaming fun for everybody at the table (So you're an albino devil-marked bisexual leper... and we're having a meeting with an inquisitor today. GREAT.)

2) characters which have only irrelevant flaws (can't cast spells while standing above his knees in running water and so on) in return for one uber-virtue that makes everybody involved cry at night.

This. Unless you have very mature players, flaws simply add to the min-maxing potential. Players will tend to select flaws that have a minimal effect on them, then avoid situations where the flaw might come up. But they select the benefits that work as often as possible.

Have you looked at the nWoD style of flaw? Flaws get you nothing at character creation; whenever they come up during play you get extra xp. Something like that, possibly with hero points, might be a decent way to do flaws in PF.

Yeah I would definitely put limits on them, like 1 per PC and I would make sure they were something actually useful to the GM (me) I have seen to many power gaming as well, but I have a pretty mature group that can have fun with them. I have one guy who wants to a secret arsonist...


Zaister wrote:
After some experience of always having to adjust the opposition upwards to be a challenge at all, my new campaigns I started this year are all using 15 points only, and I'm content with the development. I'll probably keep it as a rule for the future.

SO I used to play a lot back in the day and I am getting back in. We usually did 4d6 drop. I was looking at the 15 and 20 buy and was considering doing something like a 17 pt buy, not quite heroic but enough to have fun. We will probably have 5, MAYBE 6 playing.


Trikk wrote:
Azure_Zero wrote:
look in 3.5's unearthed arcana, it had character flaws
Oh yeah, second this. Unearthed Arcana is an amazing book. One of the best supplements I've read for any game.

Cool thanks!


Hey everyone, my friends and I are creating characters for a campaign. I know some of the RPG's I have played in the past give you options to give your characters Weakness or Hubris or whatever you want to call them. For example..

Alcoholic - your character must make a Will check around alcohol or they start drinking, after so many drinks they lose their Dex bonus but gain a plus to Str. etc.

I think it gives the GM (me) a lot of fun options to play with. Do any Pathfinder books have something similar?


Liongold wrote:

I designed my own world. And in my time line there are lots of varity of play.

early history- pretty midevil europe (low magic/no majic)
500-1000t discovery of majic
1000-1500t First world wide war (Dragons conqure world)
1500-3000t Dragon Empire (golden age of majic) (slavery...small rebelions)
3000-3250t Rebellion overthrow of the dragons (PCs can play on eather side)
3250-3500t Peace
3500-5000t Platum age of majic ( modern-futuric magetec)
5000-5500t cataclysmic calapase of majic
5500-8000t post-apocalyptic world (no majic very Dark sunish)

I use the Earth for Geography, with small changes, the americas are a Lg Island chain...

I have Teleport "Gates" similar to stargates to travel great distances. (avable 2000t+)

PS this is my Homebrew world, If your a publisher dont steal my idea for your profet, i would like to publish one day.

Yeah, I would say creating your own world is most rewarding..you should write some stories and stuff down.


DeathMetal4tw wrote:

As a DM I've always found it more rewarding to make my own world. Naming and describing every spot on the map is a lot of fun for me, and I feel more of a sense of control in my own world. I don't have to memorize a lot of information about many places, I can really just make it up as I go along and write my own history and cast of characters.

It's really up to you. If you're not too into the idea of building a world from scratch, D&D and Pathfinder provide some pretty rich worlds.

Yeah I always sort of figured Homebrew was most fun. It's what I used to do back in the day and appeals to the writing/story side of thing I love about RPG. Was just wondering what was out there. Thanks!


Hey gang, I am getting ready to start up a RPG group with the Pathfinder rules and was looking at different campaign settings. I was wondering what you prefer? The Pathfinder world? Open source? D&D stuff or do you create your own? Just curious what your experiences have been. Thanks!


Cheapy wrote:

Force missile is a power intrinsic to the school of evocation. It's not a spell :-)

So he can use it 6 times per day, which really isn't too shabby. Basically a powerful cantrip that can be used only a few times per day.

Ah okay cool. Not bad at all. Thanks again.


karkon wrote:

Sounds like you used to play GURPS or some similar rule system like Runequest or Rolemaster. Attack resolution in Pathfinder is usually fairly straightforward.

There are some exceptions. If you do an action or attack that threatens and attack of opportunity then your opponent gets to attack you and resolve his attack before you can finish your action.

Cool thanks again. Yeah we used to play some old different games and this was like 15 years ago.


Hey again, I have the beginner box set and I am confused as to the amount of spells Ezron the wizard can cast, based on his INT he can prepare two spells a day...plus his bonded item (so 3 spells now). He also gets to pick a school..let's say he picks evocation...under that school he gets burnings hands, which he can cast once per day without prep...so that is 4 spells...now it says...force missile "you can do this a number of times per day equal to 3 + int modifier (which is 3) so does that mean at level 1 he can cast force missile 6 times a day? without preparing it? (plus the other 4 spells)

OR does it mean once he get high enough in level and has the spell slots he can cast it 6 times?

Little confusing. Thanks.


Cheapy wrote:

Attacks are resolved against your armor class only.

So if your armor class is 12, and someone rolls a 8 and has a +5 bonus to attack rolls for a total of 13, they will damage you.

Reflex can't be used to avoid most attacks. There may be some obscure option somewhere in the labyrinthine rules that allows that, but it is very so much the exception to the rule.

Okay cool thanks. Just wanted to make sure I was reading it right.


Hey gang, I'm new, can't wait to start but I just wanted to make sure I am reading this right. If a regular random monster hits me, beats my armor class and damages me, I take that damage without an armor save? Unless I have an ability or unless its a special attack and I could use rex. for. etc?

So most attacks don't get saves. Thanks!


wraithstrike wrote:
czarofprussia wrote:

Hi, I have been out of the RPG world for 14 years and was looking to get back in, this may be answered elsewhere, but I can't find it. Looks like Pathfinder is compatible with D&D 3.5 but is it compatible with 3.0? As well. I hear they are pretty similar. Thanks.

To a large extent yes, but the divide is bigger, and it requires a lot more conversion work if you are using 3.0 monsters that never got updated. There is a conversion pdf on wizards.com which relies on the GM's judgement to an extent. Once you convert it to a 3.5 monster it is a lot easier to move it to PF. As for the classes I would just use the PF classed. In short it is a lot easier to just go PF.

PS:A lot of the 3.0 prestige classes were converted to 3.5.

Cool thanks guys, all these versions are a little confusing at first, or maybe I'm just getting old. Looks PF is the way to go though.


Krome wrote:

Yes.

Adventures, monsters and other sources are all compatible. For things like classes you may have to do some tweaking to ensure power levels are equivalent. However, you do not HAVE to do so and can use them as printed originally if you wanted to (this could be a bit of a disadvantage but it is up to you).

Bearing that in mind, I would suggest you take a very close look at any thing being imported from 3.0 or 3.5 to be sure it is compatible with YOUR campaign.

Okay cool. I am assuming most of you would recommend PF over 3.0? It's been a long time....man I'm rusty.


Hi, I have been out of the RPG world for 14 years and was looking to get back in, this may be answered elsewhere, but I can't find it. Looks like Pathfinder is compatible with D&D 3.5 but is it compatible with 3.0? As well. I hear they are pretty similar. Thanks.