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Goblin Squad Member. Pathfinder Card Game Subscriber. Organized Play Member. 67 posts (118 including aliases). No reviews. 1 list. No wishlists. 3 Organized Play characters. 1 alias.


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From the Paizocon-Question thread

Luis Loza wrote:
The lottery is set to be sorted out by tomorrow. You will see the results and find which games you got into as of 11 AM Pacific. You can hop over to the PaizoCon Events page to see your results.


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Requesting one for Heather Williams


1 person marked this as a favorite.
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The main problem I'm having with the skill system is the Feats. I like the idea of having mastery of a skill gated by a feat, or by level, or by rank. That makes sense in a way.
Having mastery of a skill gated by several feats, to the point that a 7th level character is only taking one skill's feats seems excessive.
Shouldn't it be possible for a character to be good at more than one thing? Couldn't I reasonably expect to Jump and Intimidate, without needing twice my levels allotment of feats to be capable of the range of abilities?
Why not "Jump Mastery" and "Intimidate Mastery" which simply unlock additional skill uses, while the effectiveness of the skill is gated by what level it's trained to?


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First: It specifies "non-magical". Is this an attempt to prevent stacking it on an already magical weapon? Is there any reason this should be prevented from working with a "Staff of Healing" or similar non-combat enchanted weapon? It's an odd distinction, which encourages a druid or sorcerer to carry more than one staff...

Second: It specifies "club or staff". Could this be clarified? All of the obvious staves are of the "Club" group. If it should be everything of the club group it should say so, and if it literally means the weapon "Club" or the weapon "Staff" maybe it could have them capitalized to indicate proper use. Also I have questions about "Bo Staff" and "Greatclub".

Note: I already had questions about "Staff" and "Bo Staff". Why use two names that don't sound like they describe different things? Maybe "Short Staff" or "Long Staff"? Maybe "Staff you Found" or "Staff someone Made"?


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Yossarian wrote:
This is the only way i've found to get an additional signature skill (albeit a Lore skill), and it seems like you can end up Legendary in the chosen lore by level 13 using the extra (free) skill increases the feat grants you.

Lore skills are Always signature, and the statement in Additional Lore appears to just be a verification that it doesn't contradict that.


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As worded, a hilariously wide range of things would work as a mount...

Related: Shouldn't stats for a Goblin Dog be in the core book?


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Should the Razor Teeth bite attack have any other information? It seems like there would be more than just damage and damage type. Maybe group(brawling?), traits(unarmed, finesse?), or hands (0?).


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I am now considering the possibilities of a Druid maintaining personal Bioware, or possibly having a companion nanite cloud.


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Anguish wrote:
Absolutely, positively not trying to rain on your parade. But that underlines why I personally don't consume podcasts or vidcasts. The time burden is placed on the consumer. I can read a lot faster than you can speak.

For Audio podcasts (and Audiobooks) there are players that will play back at increased rates. It takes a bit of getting used to, but it's far more efficient.


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I misread this as "A Villagers Guide to PaizoCon 2016".
I would read that blog post.


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Dotting for interest :)


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Sharaya wrote:
I have convinced them that is it time to board the ship and depart. You should see a shipping update soon!

Thanks! Shipping update received :)


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Status Pending

Could I get a follow up on this? Is something causing a problem?

Thanks

Goblin Squad Member

I have two to give away, PM me :)


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Thanks! Everything appears to be resolved :)


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I'm trying to start a Pathfinder ACG subscription with the Character Deck, and it's caught in a loop. Billing and shipping information appears to be correct.

Thanks

Goblin Squad Member

All I've got is this margarine..

Goblin Squad Member

Guurzak wrote:
Perhaps safehold citizens simply cannot harvest in settlement-claimed hexes, or perhaps they become attackable whenever they do.

I'm not sure I object to this solution, but please please please build in a warning if harvesting in random spots can get you killed.

Allow the warning to be turned off, by all means, but otherwise you'll have open season on exploring newbies.

Goblin Squad Member

Wouldn't replacing a Smallholding be a simple PvP process? If you're devoting the resources to conquering a hex, I'd think you'd have the resources to oust any inhabitants.

If not, why are you expanding?

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Isn't Ryan using a Bootcamped Mac?

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Lam wrote:
..bind pony..

Bind Pony is the best mount ever. :P

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KoTC Edam Neadenil wrote:
DeciusBrutus wrote:
Well, they are the things that terrify the most: Vampires, mummies, and ghosts.
If I recall correctly issues regarding the rights of vampires, clay golems, mummies and so forth come up regualrly in Terry Pratchetts books.

I quite enjoy Pratchett's books, but I'm also amused to see the Jimmy Buffet quote :P

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To verify, would this be @GoblinworksInc or another twitter presence?
Best to keep the Evils where we can see them :P

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Congratulations!

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Stephen Cheney wrote:
I'm reasonably certain we'll want to get all the CRB roles before going to ACG entries, lest Druid, Monk, and Ranger fans become even sadder at how long it takes their stuff to come online.

Thanks for keeping Druids in the queue :D

Goblin Squad Member

It would be interesting to have remote shrines start up religious quests, or outpost taverns have some character goal driven quests, instead of having NPC cities be quest-town full of quest-givers.

Goblin Squad Member

Bringslite of Fidelis wrote:
Did you guys get the impression that he was talking about long quest lines (that are with you through many adventures), or things to help you learn about the things that you want to do in the game? Things like craft, gather, PVP, find trainers, etc...

It sounded like the Tutorial type quests were absolutely happening, but that he was sounding out the group for other possibilities.

---

I hope that some Faction quests are personal, and some are group. It adds a level of depth to the organizations to have the different approaches.

Goblin Squad Member

I was watching Nihimon's twitch yesterday, and Paul came in talking about Personal Quests.
He was saying that Personal Quests were how they were going to set up the Tutorial, and that there would be both Group and Personal quests in the game.

How would you like to see Personal Quests handled, and what kind of quests would you like to see?

Discuss :)

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It might be worth trying to contact people through Kickstarter, to avoid email filter issues.

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Kemedo wrote:

Let´s do that. I send you 10% of the value per day, and I garantee to not change adress and you can send me back the children...

Deal?

Do you really want 10% of the kids per day?

Goblin Squad Member

!riffle

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This thread is awesome.
Any chance we can get similar discussions on other roles? :P

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Apparently my weekend plans have changed!
I look forward to it, and may even nap so I'm coherent for it :P

Goblin Squad Member

I saw watching some of the streams last week that Stealth is at least technically in the Alpha.
Does anyone have any information on Stealth Benefits, or Stealth vs Perception at this stage?

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I look forward to a mono version, or a write-up. My headphones have been short an ear for ages. :P

Goblin Squad Member

If stacking continues to work like it does in alpha, could buildings be constructed out of the fallen after battles?

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Please include "Off Target" results in teleport chances when implemented :)

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I know Druid and Ranger are fairly low on the priority list, due to Pet dynamics among other things..
Is there any chance we could see some of the secondary abilities implemented earlier? I'm thinking things like Favored Enemy, Woodland Stride, or some Druid-y spells. Things that are thematically appropriate, but easier to add in, so that the Cleric with a nature theme, or the Fighter with a bow focus, can feel more like the classes they will eventually end up?

Goblin Squad Member

Keovar wrote:

Oh hey, it's more PETA & Greenpeace imitation.

Chopping wood won't make you evil, chopping people will. That's objective reality in the game as presented, and flimsy RP excuses aren't a valid reason to change it. If you want to murder commoners, you can deal with becoming neutral evil.

Nature-PvP is not about Good vs Evil, and Neutral Good Druids will have a very different take on it than Neutral Evil Druids. It's purely about differences of opinions being expressed through violence (or Curses, or Drought, or a plague of Frogs, or even trade restrictions).

This is entirely about a type of tabletop RPG content being brought into the MMO.

Goblin Squad Member

Froggalpha is now affiliated with the Keepers of the Circle

Thanks :)

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Linked up fine now :D

Goblin Squad Member

I'm planning on a human Druid, with a gnomish Crafter as my DT.
The TN Druid will be focused on exploration with a goal of interacting with escalations, and on spell casting rather than shape changing.
The Crafter is planned to specialize in refining, and will be training as a wizard when crafting isn't an option.

I'm interested in RP with both characters, and have Good tendencies.

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Felwyn wrote:
It just tells me the email is already in use when I try to link the account in paizo.com, probably because I created it independently on the goblinworks site first. Thanks for looking into it :)

I'm getting the same thing, more fool I for not reading the whole thread before trying out the new site :P

Goblin Squad Member

Are there any skills that will persist without settlement support?
I'm thinking specifically basic individual travel, self defense, and perception skills.
The kinds of skills that would be useful if you log in after a month away and learn your settlement was siezed, to reach another one.

Nothing worse than coming back after a vacation to find out your house is burned down, your spells don't work, and you can't even reach an NPC settlement without getting killed every hex.

Goblin Squad Member

Harad Navar wrote:

It's here.

Twice

Edit: Briefly

Goblin Squad Member

I feel as though the "autopilot logoff" should be more of a settlement benefit than an individual benefit. The individual gains minimal money or rep (if that), while the settlement gains economic or defensive benefits. Killing the sleeper wouldn't give you player loot, but would reduce settlement benefits appropriately. The player would no longer autopilot until their next login, and would be informed of the events, but otherwise would have no ill effects (unless the settlement was conquered or razed).

This would make settlements run by active groups seem more like active settlements, and give another way for people to contribute to their power structure.

Goblin Squad Member

33, and longtime lurker but infrequent poster.


Pathfinder Card Game Subscriber
Bobson wrote:
Yeah, there is a BP-to-GP conversion, but it has accompanying Unrest generation. I've used that formula's numbers for commissioning magic items to boost your Proxies (increasing the BP cost appropriately and generating Unrest), but since mercenaries are an ongoing expense, having an ongoing Unrest generation engine seems problematic.

It makes sense that hiring mercenaries might cause unrest. It also makes sense that it might generate less unrest than simply running off with kingdom funds.

Much like how equipping the king with magic armor would likely generate more unrest than putting a magical spring in town square, even if the costs involved were the same.


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Races have previously been costed, but all races were assumed to have leadership capability (based on primary/secondary) and military capability (likewise)

A) Would a non-leadership capable race be costed differently?
--A race and it's half-breeds, assuming slightly higher than standard fantasy racism.. No leadership capability, but no problem with them in other roles.

B) Would a non-military capable race be costed differently?
--A highly stratified caste society, though this would make more sense with the leaders being in the smaller population than the larger.

C) Would a purely servile race be costed differently?
--I'm thinking of the Parshmen from the Stormlight Archive, basically a pure servant/slave race.


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...and this is why I have been leery of designing my own race. It's very easy to get what you want mechanically, but much harder to justify to any rational person why this would exist in any world.

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