Drizz't

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17 posts. Alias of Tom Green.


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32 pages for multi-planar travel?
I guess there will be Campaign Chronicles and maybe Pathfinder Companions to supplement this adventure, but still... 32 pages!


This was truly amazing. We were all surprised by the turnout from Paizo for just 30 fans. Early on a Saturday morning no less.
There were costco muffins for breakfast and a chance to chat with fellow gamers. Followed by a panel with Eric, Wessley, Wolfgang and Lisa.
Thanks for coming out to talk to us! Jason and James showed up before this panel was over and we were all thrilled to see them.

We had lunch from the Burgermaster next door. Got to talk with some gaming celebrities and play games run by them. I played a kobold in Wolfgang's adventure set in the Free City of Zobeck in the River Kingdoms of Golarion. Our party of reptilians faced off against a rather short bbeg (big bad evil gnome)
A fun game. Thank you Wolfgang.

Our Paizo party was crashed by a pair of WOTC employees but we were pleased to see them. Especially when Stephen started handing out promo miniatures.

In the prize drawing I won the Pact Magic Sourcebook written by Dario and he autographed it for me. Thanks Dario I am enjoying this. At 334 pages it will take a while to absorb it all. BTW I would recommend this book it is a fantastic value even if you pay the cover price of $39.

I got to meet Mr. Jacobs and he autographed my copy of Red Hand of Doom.

Finally thanks to Tim for organizing this.

There was as much beer and pizza as we could consume and everyone was polite and friendly. I look forward to doing it all again next year.


A good time was had by all.
But for me this was truly a great experience.
I am already looking forward to the next time we do this.
Tom


If all threads were like this one, I would never need drugs.
but then I visited the "smurf" thread and now I need some.


3P works for me its short and sweet and rhymes with tea. I think I'll have a cup pretty please.
(groan heard now)


Just say no to all monsters as CORE player races. This is an option for the monster book. Any intelligent monster could be a character option for an experienced and intelligent player with a group that doesn't mind changing the basic format of the game to be monster focused instead of hero focused.


Optional rules are great. Kobold quarterly or some Pathfinder version of Dragon magazine could have variations for those who like more options.
Keep the core rules as close to 3.5 as we can while fixing the headaches.
Optional Racial based feats are great add ons. Or even class/race combined feats. Your wizard elf could qualify for a feat at 6th level that a ranger elf would not.


I will chime in with support for removing heavy armor prof. at start. It can be picked up later. A prayer book and limited domains could be good. Weapons should be incl. a bonus for using the favored weapon of the deity.
Even for humans.

I am still not sold on the turn undead while healing the living ability.
But I will keep watching how the cleric develops. D6 hd seems fine to me the fighter should be THE tank and no one else should come close.


If I am following this train of thought correctly.

The first step in character creation would be to roll your ability scores.
The second step would be to choose a race and adjust your ability scores. Then "roll" for racial hit points. Acquire basic racial skill points. Then advance your "0" level character by choosing your first class level and rolling additional hp by class and adding on your class skill points.

This would be similar to starting at double your max class hp but more in line with the racial adjustments and the tradition of dice in the character creation process.

If I have the concept right, I think I like it.
So looking at the core races, might they be something like this?
Halfling d4 +1
Gnome d4 +2
Elf d6 + 1
Human d6 +2
half-elf d6 +1
Dwarf d8 +1
half orc d8 +2


Something I would like to see, here on the forums, is a bit of breakdown on what areas the fans can expect to see developed and what areas we can count on developing ourselves. Forgotten Realms has been overdeveloped by zealous fans for many years. At first I read everything I could get my hands on but it outpaced me. Now I find it intimidating to think of playing in a setting so overly developed that there is no room for my own creativity. Greyhawk was a bit better in having lots of information but not every nook and cranny was filled in. Unfortunately there were clear political boundaries and defined politics that covered most of the land.

I hope that the Pathfinder designers will leave some areas as places a group can develop on their own while traveling to the detailed realms surrounding them. It would be great to have just general information about a region and know that it isn't ever going to be followed up with details that might change what you want to do with it. I could go into more details of what I mean if this seems unclear...

Darkmoon vale is the jumping in point for my home group and I look forward to seeing how it relates to other regions. I am looking forward to the guide, but if you could let us know if there are some directions you aren't going I would appreciate the heads up so I can flesh out a few locations and events for my players in-between the published adventure modules.

Thanks for being open to communication with the fans in these forums, it is a big reason I have developed an attachment and loyalty to Paizo.


I would like to see this as well.
Q: "How long does this effect last?"
A: permanent
or
A: 1 round
or
A: till the character rolls their save
or
A: 1 day
or
A: till the encounter ends

no tracking turns/rounds/minutes etc.

as a DM that would be a relief for my overcrowded brain.


" I still liked the old Specialty Priest concept, so I House Ruled Turn Undead as a Divine Granted Ability (something like a Feat/Class Special Ability/Domain Ability for Priests only) that only certain deities provided. I also use custom Sphere-of-Influence-based spell-lists for each priesthood, but that's a different matter.

Right now in my game there is a Priest of the Luck Goddess who does not turn undead. Neither could the Priest of the Goddess of Night nor the Goddess of Magic. However, the Priest of the Sun God hated undead and turned them with added ferocity. So could the God of the Dead.

I think Turn Undead needs to be an optional Cleric ability that is chosen from a list of options that help tailor divine Classes to their patron deity. It could easily be an option in the Death (Command/Rebuke), Destruction (Turn/Destroy), Evil (CR), Glory (TD), Good (TD), Healing (TD) and Sun (TD) Domains.

Not every Cleric or Paladin should automatically have it."

I just want to add an AMEN to this thought.
When a player picks the deity it should be tied to domains and daily abilities that seem to fit the theme. Turn Undead doesnt need to be a universal ability for all clerics.


Saving Throws have always been a fun and exciting part of the action in the game. Keep them we must. At least around my table, no one wants to give up their chance to roll the save.


Cold Steel wrote:
i would like to see a sequel for entombed with the pharoahes.

I would like to see a sourcebook and an adventure path for this.

But for a module, give us something else with the Kobold king.


This book sounds interesting to me and leads me to wonder...

Has anyone at Paizo re-imagined frost and fire giants?

I have this vision of Frost Giants as Cold calculating LE monsters who like to capture heroes to keep locked in cramped cold dungeons,
While the hot headed Fire Giants (CE) have severe anger management issues tending to kill first and toss the body in the lava moat without remorse.

anyone else have monster types they would like to see get redone?


"As it stands there remains a chance that Paizo will not convert to 4.0 next year... "

Fine with me!

Q:"do you play D&D?"
A:"yes"
Q:"which edition"
A:"Pathfinder"

nuff said


I just bought the rules compendium and I am good to go for 3.5 for another year or two. I do not like the fluff direction of 4e. Tieflings and warlocks as core players, changing existing monsters, the Eberon as core setting. (they claim its FR but first they have to change it to be like Eberon)Changing or removing the alignment structure. 4e is a new game.

Paizo has production value that outshines anything else on the market.
Their setting is classic D&D without the "smirk on the face" attitude of Goodman games (gods bless em they have an audience to appeal to and are doing a fine job, just not my style) If Paizo and necromancer commit to the current rule system I will stick by them and let 4e sit on the shelf.