paizo.com Favorited Posts by gnoamspaizo.com Favorited Posts by gnoams2024-01-29T23:08:55Z2024-01-29T23:08:55ZRe: Forums/Pathfinder Second Edition: General Discussion: I love PF2E butttt....gnoamshttps://paizo.com/threads/rzs43qzp&page=4?I-love-PF2E-butttt#1512023-02-07T18:26:01Z2023-01-31T06:06:24Z<div class="messageboard-quotee">NECR0G1ANT wrote:</div><blockquote> <div class="messageboard-quotee">S.L.Acker wrote:</div><blockquote> PF2 is the definition of if everybody is Superman nobody is.</blockquote><div class="messageboard-quotee">gnoams wrote:</div><blockquote>Pf1 is a superhero game, while pf2 is more akin to something like the Die Hard movies.</blockquote><p>PF2 is very much a high-fantasy, superheroic game. If a creature is just 3 or 4 levels higher than another, the lower level creature might as well be fighting Superman. In 2E. level determines power.
<p>In 1E, character creation and system mastery determined power. It was fun figuring out how to beat the system and break the game, but that was only possible if the underlying system math was weak to begin with. </blockquote><p>Individual play experience of course varies, but unless you're playing a homebrew in which your GM wants you to roflstomp enemies, you generally only face at level encounters. So the actual play experience is of your character not being any stronger then the enemies, and frequently of the enemies being stronger than your character. It is not uncommon to take four of you to take down one enemy, leading to the feeling that you (the pcs) are weaker then everyone else. This isn't necessarily a bad thing, but it creates a story of striving against overwhelming odds to succeed through sheer grit and determination, which is not at all what pf1 is. This is due to the heavy balancing that pf2 has, where it takes all of the party to succeed, while in pf1 experienced players can take turns soloing encounters due to their op superpowers. PF1 is the opposite of pf2, requiring heavy homebrew to make encounters that require all the players to work together to succeed.NECR0G1ANT wrote:S.L.Acker wrote: PF2 is the definition of if everybody is Superman nobody is.
gnoams wrote:Pf1 is a superhero game, while pf2 is more akin to something like the Die Hard movies.
PF2 is very much a high-fantasy, superheroic game. If a creature is just 3 or 4 levels higher than another, the lower level creature might as well be fighting Superman. In 2E. level determines power. In 1E, character creation and system mastery determined power. It was fun figuring out how to beat...gnoams2023-01-31T06:06:24ZRe: Forums/Pathfinder Second Edition: General Discussion: I love PF2E butttt....gnoamshttps://paizo.com/threads/rzs43qzp&page=3?I-love-PF2E-butttt#1402023-02-03T15:38:28Z2023-01-31T02:30:54Z<p>Ooh, I love a good edition war thread.</p>
<p>I think pf2 is great for all those who liked to complain about balance issues of pf1, and for those who played D&D and are looking for something a little more in depth. I think it's also great for new players, who aren't weighed down by preconceived notions from past editions of the game. For those who liked the ability to have different characters with different strengths, it's really hard to give up the variety of pf1 for the more constrained pf2 experience.</p>
<p>It's also a jarring transition as though they appear the same on the surface, pf1 is a superhero game, while pf2 is more akin to something like the Die Hard movies. This is entirely due to the math differences between the systems. So if you come from pf1, pf2 can feel awful because you fail (dice rolls) so often (compared to the previous edition).</p>
<p>I definitely understand the op's frustration. In a system with low success rates, it's natural to look for every bonus you can. Pf2 is not laid out in a way that all the bonuses are obvious, and there are many options that work at level 1, but don't scale well, and these aren't obvious either. Not that pf1 didn't have those same issues, but success rate was high so you didn't feel the need to hunt for all the extra bonuses, and bonuses were easy to come by so that even mediocre choices could usually be boosted up to acceptable levels of success if you realized they were falling behind. So coming from that pf1 experience, pf2 definitely has its disappointing moments.</p>Ooh, I love a good edition war thread.
I think pf2 is great for all those who liked to complain about balance issues of pf1, and for those who played D&D and are looking for something a little more in depth. I think it's also great for new players, who aren't weighed down by preconceived notions from past editions of the game. For those who liked the ability to have different characters with different strengths, it's really hard to give up the variety of pf1 for the more constrained pf2...gnoams2023-01-31T02:30:54ZRe: Forums/Pathfinder First Edition: General Discussion: Future of Pathfinder First Editiongnoamshttps://paizo.com/threads/rzs43aew&page=3?Future-of-Pathfinder-First-Edition#1342021-02-01T23:02:36Z2021-02-01T21:45:21Z<p>I would have preferred a longer jump into the future as well. It would have made the changes to Golarion feel natural instead of retcons.</p>
<p>I understand why not to do that though, it's a whole lot more work.</p>
<p>I'm glad they didn't go the Forgotten Realms route. Having an apocalypse every edition change gets a little old.</p>I would have preferred a longer jump into the future as well. It would have made the changes to Golarion feel natural instead of retcons.
I understand why not to do that though, it's a whole lot more work.
I'm glad they didn't go the Forgotten Realms route. Having an apocalypse every edition change gets a little old.gnoams2021-02-01T21:45:21ZRe: Forums/Pathfinder First Edition: General Discussion: Future of Pathfinder First Editiongnoamshttps://paizo.com/threads/rzs43aew&page=3?Future-of-Pathfinder-First-Edition#1032021-01-30T01:12:54Z2021-01-30T01:07:57Z<p>The original product titled Dungeons and Dragons was printed in 1974 and said on the cover: "Rules for Fantasical Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures." It was straight up exactly a miniature wargaming system with added rpg elements.</p>The original product titled Dungeons and Dragons was printed in 1974 and said on the cover: "Rules for Fantasical Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures." It was straight up exactly a miniature wargaming system with added rpg elements.gnoams2021-01-30T01:07:57ZRe: Forums/Pathfinder First Edition: General Discussion: Future of Pathfinder First Editiongnoamshttps://paizo.com/threads/rzs43aew&page=2?Future-of-Pathfinder-First-Edition#1002021-01-31T01:44:09Z2021-01-30T00:42:37Z<p>but 1e d&d compared to pf2 is as different a rules set as comparing warhammer to either. RPGs don't exist in a vacuum. As pathfinder proved, players will jump brands.</p>but 1e d&d compared to pf2 is as different a rules set as comparing warhammer to either. RPGs don't exist in a vacuum. As pathfinder proved, players will jump brands.gnoams2021-01-30T00:42:37ZRe: Forums/Pathfinder First Edition: General Discussion: What is your favorite instrument to have your bard play?gnoamshttps://paizo.com/threads/rzs439oh?What-is-your-favorite-instrument-to-have-your#492021-02-01T07:21:02Z2021-01-28T02:02:53Z<p>So many people seem to have the misconception that a bard needs to do an actual performance in order to activate one of their magical "bardic performance" abilities like inspire courage. Bardic performances are magical effects (Su) with audible and/or visible components. With the exception of countersong and distraction, They require no ranks in any perform skill to do. You don't get a +1 to attack and damage because the bard is making you feel good with an uplifting song, you get that +1 because they are infusing you with magical power. </p>
<p>A bard is no more ridiculous in combat than any other spellcaster who waves their arms about and spouts ridiculous nonsense while brandishing a tiny fruit tart and a feather.</p>So many people seem to have the misconception that a bard needs to do an actual performance in order to activate one of their magical "bardic performance" abilities like inspire courage. Bardic performances are magical effects (Su) with audible and/or visible components. With the exception of countersong and distraction, They require no ranks in any perform skill to do. You don't get a +1 to attack and damage because the bard is making you feel good with an uplifting song, you get that +1...gnoams2021-01-28T02:02:53ZRe: Forums/Pathfinder First Edition: General Discussion: The Thread Necromancer's Guild is now recruiting!gnoamshttps://paizo.com/threads/rzs43aif?The-Thread-Necromancers-Guild-is-now-recruiting#112021-01-27T06:58:36Z2021-01-22T22:38:58Z<p>Now I want to make a Baad Necromancer who raises an army of undead sheep.</p>Now I want to make a Baad Necromancer who raises an army of undead sheep.gnoams2021-01-22T22:38:58ZRe: Forums/Pathfinder First Edition: General Discussion: Future of Pathfinder First Editiongnoamshttps://paizo.com/threads/rzs43aew?Future-of-Pathfinder-First-Edition#122021-01-27T22:13:46Z2021-01-19T08:06:06Z<p>If you look at the greater world of rpg publications and other tabletop gaming, no company goes back to a previous edition. Ever. It's always move forward and make a new edition.</p>
<p>D&D has had 6 editions over 46 years (8 editions if you count revised AD&D and 3.5e).
<br />
Vampire the Masquerade had 5 editions over 20 years.
<br />
Shadowrun had 6 editions over 31 years.
<br />
Warhammer 40k had 9 editions over 33 years.</p>
<p>Pathfinder 1e had a long run compared to many other games. Baring the company going under, we can expect many more editions of Pathfinder to come.</p>
<p>As for similarities between various editions of D&D and Pathfinder, go take a look at the list of authors on various products from both companies and you will notice there's some of the same people who've worked on both.</p>If you look at the greater world of rpg publications and other tabletop gaming, no company goes back to a previous edition. Ever. It's always move forward and make a new edition.
D&D has had 6 editions over 46 years (8 editions if you count revised AD&D and 3.5e).
Vampire the Masquerade had 5 editions over 20 years.
Shadowrun had 6 editions over 31 years.
Warhammer 40k had 9 editions over 33 years.
Pathfinder 1e had a long run compared to many other games. Baring the company going under, we...gnoams2021-01-19T08:06:06ZRe: Forums/Pathfinder First Edition: General Discussion: When GM improvises poorlygnoamshttps://paizo.com/threads/rzs43a7z?When-GM-improvises-poorly#332021-01-13T00:07:11Z2021-01-12T21:52:12Z<p>Reading these posts, I feel like there are people here who have only ever played published content and don't actually understand just how different a good home brew game can be. </p>
<p>An AP has an ending; the players can either make it to that ending, or fail and the game is over. While a home brew game could be written in the same format, it doesn't have to be. It's certainly not how I run the game.</p>
<p>When I write a home brew campaign, I write up plots, factions, settings, and goals, not endings. Nothing is pre-ordained. Players won't try to stop the evil cult from resurrecting and ancient demon lord because I (the GM) told them to. They'll do it because they uncovered that plot and decided to pursue it. When players actions are driven by their own agency, they become much more involved. They feel like they have a stake in the outcome, it's their story, and their actions will determine the outcome. When they fail, they live with the consequences and the story goes on. The ending is the culmination of their choices, not written by someone else before we even started. Imo, a good home brew rpg campaign is the pinnacle of entertainment. Pre-written games can be fun, but it's not the same thing. There's really nothing else like it.</p>
<p>And yes, a good home brew game takes a lot more effort to pull off.</p>Reading these posts, I feel like there are people here who have only ever played published content and don't actually understand just how different a good home brew game can be.
An AP has an ending; the players can either make it to that ending, or fail and the game is over. While a home brew game could be written in the same format, it doesn't have to be. It's certainly not how I run the game.
When I write a home brew campaign, I write up plots, factions, settings, and goals, not endings....gnoams2021-01-12T21:52:12ZRe: Forums: Advice: Dealing With GM Favoritismgnoamshttps://paizo.com/threads/rzs439se?Dealing-With-GM-Favoritism#342021-01-10T18:50:03Z2021-01-08T20:04:56Z<p>Sometimes we make concessions. As a longtime GM, who knows the rules very well, sometimes I ignore them. Sometimes it's just not worth getting into an argument over something that doesn't make a whole lot of difference in the long run. In the end, we're all just there to relax and enjoy socializing and playing a game. I would prefer if nobody cheated, but it's also a complicated game and if I stopped to point out every time a rule is misinterpreted, misused, forgotten, etc. That would actually detract from, not improve the overall enjoyment of the experience. It's often better to let things flow incorrectly then to halt the game to call out rules.</p>Sometimes we make concessions. As a longtime GM, who knows the rules very well, sometimes I ignore them. Sometimes it's just not worth getting into an argument over something that doesn't make a whole lot of difference in the long run. In the end, we're all just there to relax and enjoy socializing and playing a game. I would prefer if nobody cheated, but it's also a complicated game and if I stopped to point out every time a rule is misinterpreted, misused, forgotten, etc. That would...gnoams2021-01-08T20:04:56ZRe: Forums: Advice: Dealing With GM Favoritismgnoamshttps://paizo.com/threads/rzs439se?Dealing-With-GM-Favoritism#322021-01-25T17:24:29Z2021-01-08T18:02:38Z<p>Players who are going to try to exploit things exist, regardless of the quantity of things you allow them to draw from.</p>
<p>What gets complained about the most in pathfinder? The core rulebook wizard.</p>
<p>There is no correlation between roleplaying and optimization.</p>
<p>Players with a lot of system mastery can make extremely powerful characters regardless of the restrictions you put on them. Just the CRB has plenty of options to make your GM cry OP! I would postulate that the reason for drawing from numerous obscure sources is that such players have been there done that and are looking to play something different.</p>
<p>We really got off on a tangent here.</p>Players who are going to try to exploit things exist, regardless of the quantity of things you allow them to draw from.
What gets complained about the most in pathfinder? The core rulebook wizard.
There is no correlation between roleplaying and optimization.
Players with a lot of system mastery can make extremely powerful characters regardless of the restrictions you put on them. Just the CRB has plenty of options to make your GM cry OP! I would postulate that the reason for drawing from...gnoams2021-01-08T18:02:38ZRe: Forums/Pathfinder First Edition: General Discussion: Exceeding WBL and encounter balance.gnoamshttps://paizo.com/threads/rzs439p5?Exceeding-WBL-and-encounter-balance#262021-01-02T22:52:46Z2021-01-02T21:37:52Z<p>The overall issue with pathfinder rules is/has always been in the numbers. Since modifiers scale higher than the dice roll, then DCs and modifiers need to be within the same boundaries to matter. If a player has +30 then the DCs need to be between 32 and 49 for his bonus to matter, which is all fine except one player can have +30 while another has +10. Then no matter what you set the DC at, one of those players' bonuses doesn't matter. The more you move away from the assumed curve with treasure, stats, etc, then the larger the gap between players' numbers gets, and so the harder it is for the GM to set balanced DCs.</p>
<p>Add to that, not everything scales in the same fashion. This is most evident with saving throws. Say you use enemies 3 levels higher to compensate for your players' overpoweredness. Fine, the PCs who hit things with sticks are still going to be able to hit them with sticks. There's lots of monetary ways to increase hit chance, and hit chance is high to begin with, like around 75%. However the PCs who cast spells vs saves are going to have a lower chance to hit because save DCs don't really scale with wealth or build very much. Save chance is also lower, around 70% (success for attacker) targeting low saves and only 50% targeting their good saves. Save DCs are easy to max out with a 15 point buy as much as a 30 point buy. There's a couple feats to boost your DCs, but any power level of character can have those. There's basically one item to buy to boost your stat, and every caster will max that as soon as they can as well.</p>
<p>In my experience, this translates to spellcasters being far more powerful in low powered games than they are in high powered ones, as they are essentially getting a -15% chance to hit. Add spell resistance on top of that, which also scales up with the higher level enemies, but doesn't scale up with wealth or ability scores, and casters fall even farther behind against higher level foes.</p>The overall issue with pathfinder rules is/has always been in the numbers. Since modifiers scale higher than the dice roll, then DCs and modifiers need to be within the same boundaries to matter. If a player has +30 then the DCs need to be between 32 and 49 for his bonus to matter, which is all fine except one player can have +30 while another has +10. Then no matter what you set the DC at, one of those players' bonuses doesn't matter. The more you move away from the assumed curve with...gnoams2021-01-02T21:37:52ZRe: Forums/Pathfinder First Edition: General Discussion: Exceeding WBL and encounter balance.gnoamshttps://paizo.com/threads/rzs439p5?Exceeding-WBL-and-encounter-balance#232021-01-02T20:55:17Z2021-01-02T10:18:26Z<p>Don't forget the super expensive up to +5 from inherent bonus you could theoretically get to every stat if money is unlimited. Again though, it's not just exceeding wbl that matters. It's exceeding wbl added with access to purchase anything you want that really messes with encounter balance.</p>Don't forget the super expensive up to +5 from inherent bonus you could theoretically get to every stat if money is unlimited. Again though, it's not just exceeding wbl that matters. It's exceeding wbl added with access to purchase anything you want that really messes with encounter balance.gnoams2021-01-02T10:18:26ZRe: Forums/Pathfinder First Edition: General Discussion: What is your favorite instrument to have your bard play?gnoamshttps://paizo.com/threads/rzs439oh?What-is-your-favorite-instrument-to-have-your#322021-01-04T18:09:58Z2020-12-31T06:53:00Z<p><a href="https://youtu.be/6uJoN_I9ebQ" target="_blank" rel="nofollow">Bloodywood</a>. Indian metal. He also rocks out with a flute.</p>Bloodywood. Indian metal. He also rocks out with a flute.gnoams2020-12-31T06:53:00ZRe: Forums/Pathfinder First Edition: General Discussion: Exceeding WBL and encounter balance.gnoamshttps://paizo.com/threads/rzs439p5?Exceeding-WBL-and-encounter-balance#172021-01-01T06:11:34Z2020-12-30T01:42:39Z<p>The other thing to note with that is while they don't give any recommendations in the CRB about building encounters, an epic encounter of CR+3 isn't intended to be one single CR+3 monster. It's supposed to be a number of opponents that add up to the appropriate CR. </p>
<p>So your party of six 10th level PCs with high pb and wealth should be fighting a CR16 epic encounter. That would be something like one CR12 boss, a CR10 lackey, 5 elite guards of CR8, and 10 mooks at cr6.</p>The other thing to note with that is while they don't give any recommendations in the CRB about building encounters, an epic encounter of CR+3 isn't intended to be one single CR+3 monster. It's supposed to be a number of opponents that add up to the appropriate CR.
So your party of six 10th level PCs with high pb and wealth should be fighting a CR16 epic encounter. That would be something like one CR12 boss, a CR10 lackey, 5 elite guards of CR8, and 10 mooks at cr6.gnoams2020-12-30T01:42:39ZRe: Forums/Pathfinder First Edition: General Discussion: Exceeding WBL and encounter balance.gnoamshttps://paizo.com/threads/rzs439p5?Exceeding-WBL-and-encounter-balance#142020-12-30T00:38:30Z2020-12-29T23:09:58Z<p>One of the parts of encounter balance is not just the enemy but the situation. If you fight a frost giant where the giant is at a disadvantageous position requiring him to resort to his poor rock throwing ability, this is worth at least a -1 reduction to the CR of the fight. If on the other hand, the frost giant is hiding beneath the ice of a frozen lake and he bursts out as the pcs cross a bridge above and he sunders the bridge so all the pcs fall into the icy water, this would be an increase to the CR of the fight. I'd say basic assumption for standard book CR is that PCs and monsters start within a single move or charge action of one another.</p>
<p>If you actually follow the printed guidelines then 6 players count as apl+1. So a party of 6 level 4s would face a CR5 encounter as an "average" fight. The thing is that, aside from listing easy as apl-1 to epic as apl+3, there's no actual explanation in the crb for what those mean or any guidelines for when to use what and how often.
<br />
Looking at early pfs scenarios, most fights are APL+0 to +2, while later scenarios are APL+2 to +4. (This is in part due to a change of assumption from a 4 player table to a 6 player table, which accounts for one of those +s). Glancing at the first few fights in a handful of different APs, they range from CR1 to 4, so APL+0 to +3.</p>
<p>I would add that in addition to large tables being +1cr, high point buy and high wealth can each be worth an additional +1cr. So a table with 6 players, 25pb, and excessive wealth should be facing level+3 as an average encounter, level +5 for hard encounters, and your epic boss fights should be level +6.</p>One of the parts of encounter balance is not just the enemy but the situation. If you fight a frost giant where the giant is at a disadvantageous position requiring him to resort to his poor rock throwing ability, this is worth at least a -1 reduction to the CR of the fight. If on the other hand, the frost giant is hiding beneath the ice of a frozen lake and he bursts out as the pcs cross a bridge above and he sunders the bridge so all the pcs fall into the icy water, this would be an...gnoams2020-12-29T23:09:58ZRe: Forums: Starfinder General Discussion: What is your experience with Starfinder?gnoamshttps://paizo.com/threads/rzs437d6&page=3?What-is-your-experience-with-Starfinder#1192020-12-29T10:49:09Z2020-12-26T06:14:59Z<p>Why don't you call the police/where are the authorities is the problem in literally any story with public conflict regardless of setting. Why don't the city guard handle it in a fantasy game is just as legitimate of a question. Most stories make up some sort of conceit to get around the problem. Like how there's never any cell phone reception in a horror movie. Or how the the cops are either incompetent or corrupt in action movies.</p>Why don't you call the police/where are the authorities is the problem in literally any story with public conflict regardless of setting. Why don't the city guard handle it in a fantasy game is just as legitimate of a question. Most stories make up some sort of conceit to get around the problem. Like how there's never any cell phone reception in a horror movie. Or how the the cops are either incompetent or corrupt in action movies.gnoams2020-12-26T06:14:59ZRe: Forums/Pathfinder First Edition: General Discussion: D (and B, C, E, and F) teams: a new discussion on adventuring with no (or at most one) full castersgnoamshttps://paizo.com/threads/rzs439ij?D-full-casters#172020-12-22T10:53:06Z2020-12-22T00:09:53Z<p>I see players' rigid ideas of roles frequently mislead them. I do think there's a lot of value in holding a session 0, where players get together and talk about the characters they want to play and build some sort of teamwork.</p>
<p>I played in one group where we had a new player join some time later on. They had only talked to the GM before joining, who told them the group consisted of 3 rogues and a barbarian. So the new player came in with a shaman, and felt like a bit of a 3rd wheel because they felt they didn't bring anything new to the table. </p>
<p>That's the beauty and the difficulty of pathfinder. Class is not a good judgement of a character's capabilities. Roles like tank, healer, damage, etc aren't very good either because even among players who agree there are set roles disagree on what those roles are. There is also no requirement to split everything into roles in the first place. Building teamwork into a party requires a bit more collaboration than just knowing your "role."</p>
<p>Lets say for example it requires 50hp of damage to defeat an encounter for your group. It makes no difference whether that 50 damage is done evenly by each member of the group, all by one pc, by only half the party, or whatever, it all equals a victory. Same with healing, tanking, talking, or any other role you can come up with.</p>I see players' rigid ideas of roles frequently mislead them. I do think there's a lot of value in holding a session 0, where players get together and talk about the characters they want to play and build some sort of teamwork.
I played in one group where we had a new player join some time later on. They had only talked to the GM before joining, who told them the group consisted of 3 rogues and a barbarian. So the new player came in with a shaman, and felt like a bit of a 3rd wheel because...gnoams2020-12-22T00:09:53ZRe: Forums: Advice: How optimized can you make a Samurai?gnoamshttps://paizo.com/threads/rzs439a7&page=2?How-optimized-can-you-make-a-Samurai#842020-12-19T00:24:58Z2020-12-18T16:40:07Z<p>I think it's funny that you all agree that due to poor choice of wording, a certain special ability functions in a way that is clearly not intended and that you could not reasonably expect any GM would ever let a player get away with.</p>I think it's funny that you all agree that due to poor choice of wording, a certain special ability functions in a way that is clearly not intended and that you could not reasonably expect any GM would ever let a player get away with.gnoams2020-12-18T16:40:07ZRe: Forums: Rules Questions: Improving Natural Armorgnoamshttps://paizo.com/threads/rzs439fq?Improving-Natural-Armor#42020-12-18T21:01:47Z2020-12-18T16:34:14Z<p>Here's how I read it:</p>
<p>An effect that grants a +2 bonus to natural armor is different than than an effect that grants +2 to your natural armor bonus.</p>
<p>One of those gives you natural armor that doesn't stack with existing natural armor. The other increases your natural armor, stacking with existing. Ice plant hex is the former, Improved natural armor is the latter.</p>Here's how I read it:
An effect that grants a +2 bonus to natural armor is different than than an effect that grants +2 to your natural armor bonus.
One of those gives you natural armor that doesn't stack with existing natural armor. The other increases your natural armor, stacking with existing. Ice plant hex is the former, Improved natural armor is the latter.gnoams2020-12-18T16:34:14ZRe: Forums: Advice: Adventure Path suggestions?gnoamshttps://paizo.com/threads/rzs439bx?Adventure-Path-suggestions#222020-12-18T04:01:22Z2020-12-17T23:55:36Z<div class="messageboard-quotee">Sysryke wrote:</div><blockquote> Can someone clarify terms please? Been playing for years, but always home games or other custom campaign worlds. My current group is only just now using pre-generated material, for a newer GM as well. I've been using AP for all pre-made stories, and now I'm sensing that's incorrect. So, what are the different categories/types/names of pre-written campaigns? </blockquote><p>There were 24 <a href="https://paizo.com/store/pathfinder/adventures/adventurePath/first" target="_blank" rel="nofollow">adventure paths</a> that paizo published for 1e.Sysryke wrote:Can someone clarify terms please? Been playing for years, but always home games or other custom campaign worlds. My current group is only just now using pre-generated material, for a newer GM as well. I've been using AP for all pre-made stories, and now I'm sensing that's incorrect. So, what are the different categories/types/names of pre-written campaigns?
There were 24 adventure paths that paizo published for 1e.gnoams2020-12-17T23:55:36ZRe: Forums: Rules Questions: Hardness Questiongnoamshttps://paizo.com/threads/rzs439dv?Hardness-Question#142020-12-16T23:37:57Z2020-12-16T23:31:56Z<p>I can find nothing in the core rules to indicate that damage from one attack should be treated separately.</p>
<p>Damage reduction and energy resistance both say that they apply "per attack." So I treat hardness the same, applying it once per attack.</p>
<p>To put it another way, I believe hardness 5 is different then DR 5/adamantine plus resistance cold 5, fire 5, acid 5, electricity 5, sonic 5.</p>I can find nothing in the core rules to indicate that damage from one attack should be treated separately.
Damage reduction and energy resistance both say that they apply "per attack." So I treat hardness the same, applying it once per attack.
To put it another way, I believe hardness 5 is different then DR 5/adamantine plus resistance cold 5, fire 5, acid 5, electricity 5, sonic 5.gnoams2020-12-16T23:31:56ZRe: Forums/Pathfinder First Edition: General Discussion: Post your Familiars...Thebethia (alias of gnoams)https://paizo.com/threads/rzs437xk?Post-your-Familiars#342020-12-13T20:49:48Z2020-12-13T19:12:55Z<p><< My second pfs character was a sea witch with a flying octopus for a familiar.</p><< My second pfs character was a sea witch with a flying octopus for a familiar.Thebethia (alias of gnoams)2020-12-13T19:12:55ZRe: Forums/Pathfinder First Edition: General Discussion: How important is aesthetic to you when creating a character?gnoamshttps://paizo.com/threads/rzs43999?How-important-is-aesthetic-to-you-when#92021-08-06T18:01:36Z2020-12-11T21:43:00Z<p>Aesthetics are a big part of character creation for me. I often start the process with a drawing, creating an idea of who the person is before choosing what game mechanics to use to represent them. That said, I don't care what the person who wrote the class thinks that class is supposed to be. Classes are just packages of abilities, with no bearing on a characters appearance or identity. I could take any pf character I've ever made and rebuild them using any number of different combinations of classes, feats, or other options, to represent the same character.</p>Aesthetics are a big part of character creation for me. I often start the process with a drawing, creating an idea of who the person is before choosing what game mechanics to use to represent them. That said, I don't care what the person who wrote the class thinks that class is supposed to be. Classes are just packages of abilities, with no bearing on a characters appearance or identity. I could take any pf character I've ever made and rebuild them using any number of different combinations...gnoams2020-12-11T21:43:00ZRe: Forums: Advice: Please help me make a decent high multiclass build.gnoamshttps://paizo.com/threads/rzs4395l?Please-help-me-make-a-decent-high-multiclass#442020-12-09T22:05:29Z2020-12-09T16:41:34Z<div class="messageboard-quotee">Scott Wilhelm wrote:</div><blockquote> <div class="messageboard-quotee">Heather 540 wrote:</div><blockquote> I suddenly find myself wanting to make a character that takes 2 levels of a class before switching. </blockquote>I have a lot of characters that take only single levels in the occasional class, sometimes, 2 levels. </blockquote><p>I expect you are taking full bab classes, which as I said, 1-4 levels of full bab classes make great dips. Multiclassing full bab class gives you highly inflated saves. With any other classes though, 2 levels gives you 1/2bab, and 1 level gives you 0bab. If you're multiclassing a lot, you're not going to be relying on spells, so bab is going to be important.
<div class="messageboard-quotee">Derklord wrote:</div><blockquote></p>
<p>Ask your GM whether they're using <a href="https://aonprd.com/Rules.aspx?Name=Fractional%20Base%20Bonuses&Category=Pathfinder%20Unchained" target="_blank" rel="nofollow">Fractional Base Bonuses</a>, and if no, plead for them to do so. </p>
<div class="messageboard-quotee">gnoams wrote:</div><blockquote><p>Due to the numerical scaling that is used in pathfinder classes, it's best to take levels in units of 4.</p>
<p>You want to avoid stopping at 5 levels of any class. Level 5 is a bad level. 3/4 and 1/2 BAB characters get no bonus to BAB. Nobody gets any save bonuses.</blockquote>First, this ignores the possibility of Fractional Base Bonuses from Unchained being used, and second, there're classes/archetypes where 5 levels are just the right amount. Like Gunslinger. </blockquote><p>Yes, this is advice for the base game. The op did not mention said optional rules, and I've never playing in a game that used them, so I am ignoring those optional rules. Given the choice, I wouldn't want to use that optional rule. Fractional bonuses removes the one good benefit of multiclassing, which is better saves.
<p>The 5th level ability of many classes is often tempting. That is because 5th level gives poor to no numerical bonuses, so the ability at that level is something good to make up for it. I'm giving general advice here to realize that you are giving up save progression (and bab if not a full bab class) for stopping at level 5. Again, if you want that level 5 ability, consider going to 8 since you already paid the bab and saves price. Sometimes the answer will be that the 5th level ability is worth the +0 to saves.</p>Scott Wilhelm wrote:Heather 540 wrote: I suddenly find myself wanting to make a character that takes 2 levels of a class before switching.
I have a lot of characters that take only single levels in the occasional class, sometimes, 2 levels. I expect you are taking full bab classes, which as I said, 1-4 levels of full bab classes make great dips. Multiclassing full bab class gives you highly inflated saves. With any other classes though, 2 levels gives you 1/2bab, and 1 level gives you 0bab....gnoams2020-12-09T16:41:34ZRe: Forums: Advice: Please help me make a decent high multiclass build.gnoamshttps://paizo.com/threads/rzs4395l?Please-help-me-make-a-decent-high-multiclass#282020-12-09T15:13:10Z2020-12-09T00:37:01Z<p>Lots of people are spitting out good specific builds. Here's some general multiclassing advice: Due to the numerical scaling that is used in pathfinder classes, it's best to take levels in units of 4.</p>
<p>You want to avoid stopping at 5 levels of any class. Level 5 is a bad level. 3/4 and 1/2 BAB characters get no bonus to BAB. Nobody gets any save bonuses.</p>
<p>Best to take levels like 8/4/2 not 9/5.</p>
<p>Dips of 1-4 levels are great for full BAB classes, you can do so as many times as you like without losing any numerical progression. There are 15 full BAB classes, and you can mix and match 1-4 levels of any of them together and have a viable character (Barring alignment restrictions, a few of them are incompatible, so you can really only take 12 on one character).</p>
<p>So if 4 levels gets all you want from a class, stop there. If you really want that level 5 ability, consider going to 8. If you want to dip a 3/4bab class, consider going to 4. If you want to dip a 1/2bab class, consider going to 2.</p>Lots of people are spitting out good specific builds. Here's some general multiclassing advice: Due to the numerical scaling that is used in pathfinder classes, it's best to take levels in units of 4.
You want to avoid stopping at 5 levels of any class. Level 5 is a bad level. 3/4 and 1/2 BAB characters get no bonus to BAB. Nobody gets any save bonuses.
Best to take levels like 8/4/2 not 9/5.
Dips of 1-4 levels are great for full BAB classes, you can do so as many times as you like without...gnoams2020-12-09T00:37:01ZRe: Forums: Homebrew and House Rules: Collection of House Rulesgnoamshttps://paizo.com/threads/rzs4392a?Collection-of-House-Rules#102020-12-10T04:00:04Z2020-12-08T16:45:40Z<p>For my home setting-</p>
<p>No racial ability modifiers. Instead everyone gets +2 to one physical and +2 to one mental stat after point buy.</p>
<p>Option to chose 1 from a list of homebrew background traits (not required).</p>
<p>Option to choose from the crb races, or my homebrew ones.</p>
<p>Unarmed strike is a simple weapon.</p>
<p>Combat maneuvers do not provoke.</p>
<p>Magic item forges exist in world, which can be used via the dynamic magic item creation rules. (normal creation feats can still be taken to craft with the normal rules instead)</p>
<p>The same custom crit and fumble rules that I've been using since 3e.</p>
<p>Pretty much anything goes. A few options banned due to not fitting into my setting- advanced technology, guns, and psionics.</p>For my home setting-
No racial ability modifiers. Instead everyone gets +2 to one physical and +2 to one mental stat after point buy.
Option to chose 1 from a list of homebrew background traits (not required).
Option to choose from the crb races, or my homebrew ones.
Unarmed strike is a simple weapon.
Combat maneuvers do not provoke.
Magic item forges exist in world, which can be used via the dynamic magic item creation rules. (normal creation feats can still be taken to craft with the...gnoams2020-12-08T16:45:40ZRe: Forums: Rules Questions: Beastshape into creature with no land speedgnoamshttps://paizo.com/threads/rzs4390i?Beastshape-into-creature-with-no-land-speed#52020-12-05T01:04:20Z2020-12-04T17:37:14Z<p>The other relevant text from polymorph that wasn't quoted: "Your base speed changes to match that of the form you assume."</p>
<p>For other movement types though, you don't actually move at the speed of the animal you turn into. You move at the speed granted you by the spell you used. Beast shape 1 for instance gives you swim 30 if you turn into a fish, regardless of said fish's actual swim speed. </p>
<p>Also nothing prevents you from casting something like Carrying Wind to gain a fly speed and be a flying fish. Or Globe of tranquil water and swim anywhere you please (that spell is stupid broken. Jet through the sky as a giant squid, +8 to AC vs anyone outside the bubble because underwater combat rules, grab your foes from 30 feet away and drown them).</p>The other relevant text from polymorph that wasn't quoted: "Your base speed changes to match that of the form you assume."
For other movement types though, you don't actually move at the speed of the animal you turn into. You move at the speed granted you by the spell you used. Beast shape 1 for instance gives you swim 30 if you turn into a fish, regardless of said fish's actual swim speed.
Also nothing prevents you from casting something like Carrying Wind to gain a fly speed and be a...gnoams2020-12-04T17:37:14ZRe: Forums/Pathfinder First Edition: General Discussion: Modular Class feature options -- Design, build, and play style with themed charactersgnoamshttps://paizo.com/threads/rzs4390y?Modular-Class-feature-options-Design-build#72020-12-05T01:21:02Z2020-12-04T01:31:19Z<p>The Hero system rpg is the ultimate in building your own style. Instead of premade abilities, you get complex rules on how to create your own abilities for your character. I love the system, though it's not without it's own issues, not the least of which being a massive core rulebook that makes the pathfinder core rules look tiny by comparison.</p>
<p>For pathfinder, I draw great enjoyment from stitching together a character from a myriad of classes, feats, and other options. If a particular class has an ability that I want, but another that doesn't fit, I'll first look for an archetype to trade it out with. If that doesn't work, I'll consider multiclassing out before gaining said ability. If that doesn't work either, then I'll either invent a rationalization for my character to have said ability, or scrap the idea and try a different build. Sometimes you just can't achieve the thing you want within the limits of the system.</p>The Hero system rpg is the ultimate in building your own style. Instead of premade abilities, you get complex rules on how to create your own abilities for your character. I love the system, though it's not without it's own issues, not the least of which being a massive core rulebook that makes the pathfinder core rules look tiny by comparison.
For pathfinder, I draw great enjoyment from stitching together a character from a myriad of classes, feats, and other options. If a particular class...gnoams2020-12-04T01:31:19ZRe: Forums/Pathfinder First Edition: General Discussion: Challenge games; getting outside of your comfort zone.gnoamshttps://paizo.com/threads/rzs431zj&page=2?Challenge-games-getting-outside-of-your#952020-12-04T01:32:28Z2020-12-04T00:49:20Z<div class="messageboard-quotee">Quixote wrote:</div><blockquote> stuff... </blockquote><p>Yup, pretty much agree with all of that. I wish all of my friends were more into the roleplay/storytelling aspect, but it is what it is.
<p>Back in the day, when I was GMing a lot at cons and other public pfs games, I definitely encountered players that would occasionally take things too far or make it weird. I try to give people the benefit of the doubt. There's a lot of socially awkward misfits in the rpg community and sometimes people just say stupid stuff. I also think it's good to speak up on such occasions. Usually they had no intention to make you feel uncomfortable, will apologize for their lack of thought, and curb their offensive comments. And if they don't then I'd tell em to find another table.</p>
<p>You laugh at your "athletic" dude, but that reminds me of a certain npc from the serpent skull ap with s9 d11 c7, and his portrait included in the book shows a man with well defined muscles.</p>
<p>Paizo art is very much in the classic comic book vein, not what I would call cartoony. Yes, it's stylized, but it's far to the realistic side compared to say, Asterix the Gaul, or even old D&D art like the Erol Otus stuff.</p>
<p>Anyway. My standard is an active, heroic character. Even when I'm playing support, I'm often still the one leading the charge. My go to dump stat is wisdom, because adventuring is foolhardy behavior which a wise person would know better than to get caught up in. My out of comfort character would be one with poor defenses, who had to rely on others to protect them, and didn't go rushing off to adventure.</p>Quixote wrote:stuff...
Yup, pretty much agree with all of that. I wish all of my friends were more into the roleplay/storytelling aspect, but it is what it is. Back in the day, when I was GMing a lot at cons and other public pfs games, I definitely encountered players that would occasionally take things too far or make it weird. I try to give people the benefit of the doubt. There's a lot of socially awkward misfits in the rpg community and sometimes people just say stupid stuff. I also...gnoams2020-12-04T00:49:20ZRe: Forums: Third-Party Starfinder Products: My First Starfinder Game on Roll20: Questionsgnoamshttps://paizo.com/threads/rzs4390l?My-First-Starfinder-Game-on-Roll20-Questions#22020-12-03T22:32:39Z2020-12-03T02:34:32Z<p>1- Not that I know of. It would be something built in to the character sheet if it existed. Ex- The Pathfinder Community Character Sheet has instructions on importing a hero lab file to it (this is a pf1 sheet). I've never used it though.</p>
<p>2- Character sheets are created and function independently from one other, so it would depend on which sheet you're using. There's currently 2 different character sheets available for starfinder: <a href="https://roll20.zendesk.com/hc/en-us/articles/360037773773-Starfinder-Official" target="_blank" rel="nofollow">Starfinder by Roll20</a> and <a href="https://wiki.roll20.net/Starfinder_simple" target="_blank" rel="nofollow">Starfinder (Simple)</a>. Linked are the relevent wiki pages for each sheet.</p>
<p>3- I love the character sheets in roll20. They do take some learning how to use, but once you figure them out, are vastly superior imo to writing all your own macros. They especially make leveling so much easier, as you only have to update a few things on your character sheet instead of editing every single macro individually.</p>1- Not that I know of. It would be something built in to the character sheet if it existed. Ex- The Pathfinder Community Character Sheet has instructions on importing a hero lab file to it (this is a pf1 sheet). I've never used it though.
2- Character sheets are created and function independently from one other, so it would depend on which sheet you're using. There's currently 2 different character sheets available for starfinder: Starfinder by Roll20 and Starfinder (Simple). Linked are the...gnoams2020-12-03T02:34:32ZRe: Forums/Pathfinder First Edition: General Discussion: Challenge games; getting outside of your comfort zone.gnoamshttps://paizo.com/threads/rzs431zj&page=2?Challenge-games-getting-outside-of-your#912020-12-03T01:24:44Z2020-12-03T01:11:13Z<div class="messageboard-quotee">Quixote wrote:</div><blockquote> <div class="messageboard-quotee">gnoams wrote:</div><blockquote>...if your audience is kids then I think having believable, relatable role model characters is important. For adult audiences, I'm all for a bit of fantasy in my fantasy. </blockquote>How about the iconic Cleric and Paladin? Clearly fantasy characters, clearly not part of the real world. But not objectified, not parodies, etc. They look awesome...</blockquote><p>I mean, if you're asking, I think they look pretty blah, but I'm not a fan of the paizo art style. I happen to like more exaggerated and cartoony art myself. To each their own though. I consider it a faux pas to tell another player how their PC looks (especially correcting another player and saying their character doesn't look like how they describe them). Part of playing rpgs is about self expression. Creating a character is like making an art piece, and the game table isn't art school where critiquing the quality of each others work is desirable. It might be cool if we were all pro character writers and actors, but I just play with my friends to have some fun. So whatever, let each player do what they want to do. Not everyone's there to tell an interesting story with believable characters and intricate narrative. Some players are just there to kick down doors, kill monsters, and loot treasure. Other players just want to blow off steam, forget about work, and hang out with their friends for a few hours. That said, if you're uncomfortable with one another's antics then it's time to have a chat with them and work things out, or to find better friends =P.
<p>As an aside, I think there can be a difference between objectification and having attractive/desirable characters in your fantasy. I don't think there's anything wrong with wanting to roleplay as a sexy, popular character. I don't think there's anything wrong with wanting to play an awesome, powerful character either. I also think you can have both, without the need to put down or shame the other.</p>Quixote wrote:gnoams wrote:...if your audience is kids then I think having believable, relatable role model characters is important. For adult audiences, I'm all for a bit of fantasy in my fantasy.
How about the iconic Cleric and Paladin? Clearly fantasy characters, clearly not part of the real world. But not objectified, not parodies, etc. They look awesome...I mean, if you're asking, I think they look pretty blah, but I'm not a fan of the paizo art style. I happen to like more exaggerated...gnoams2020-12-03T01:11:13ZRe: Forums/Pathfinder First Edition: General Discussion: Do your players actually use NPCs during their adventures?gnoamshttps://paizo.com/threads/rzs438yx?Do-your-players-actually-use-NPCs-during#112020-12-02T09:47:53Z2020-12-02T05:57:53Z<p>For me this varies a lot from game to game. Sometimes it's due to the GM not liking npcs, so we don't use them. Other times it's about how the story goes. In one game we're nobility, so we constantly have a host of npcs on hand. In another we might be secret agents operating in enemy territory, so we have none. In another game I played, we were settlers starting a new village. My pc started a business, hired workers, and fell in love with an npc. He ended up retiring as the campaign moved away from the village and at that point he was married with a pregnant wife and was unwilling to abandon her to go gallivanting off, so I made a new character.</p>
<p>In games I run, I frequently introduce npcs with similar goals to the pcs, with the intent that they be prospective hirelings/followers if the players are so inclined to recruit them. I also often use npcs to drive the narrative, like having a sorceress who hires the pcs to accompany her to explore some ancient ruin in search of lost elven magic. My players will occasionally hire npc guides, but I can't recall them ever hiring porters or guards. As a gm, I really like having npcs in the party as it gives me an in game voice to disseminate information to the players. It also lets me proactively tell them things instead of waiting/hoping they ask an npc. Npcs are also good for showing reactions and illustrating how people in world act. </p>
<p>Again, it really varies depending on the story. In the last campaign I ran, it was based mostly in one city. It was seedy place, with different crews controlling different areas. So my players ended up taking over a neighborhood and building up their own crew (including a dryad who's tree they planted on their roof, a scarecrow one of them built, and a medusa who lived in the basement). My current campaign is more of a globetrotting adventure. My players have still picked up a few npcs along the way, and are currently traveling with 3.</p>
<p>The problem I find with using a large amount of npcs in pathfinder is that there's no good mechanics for dealing with them. If you want to run something like a turf war between rival gangs, the closest thing you got is some clunky mass combat rules. In the end it just becomes gm fiat to resolve something like that, which makes it hard to give the players a sense of agency in securing victory for their side.</p>For me this varies a lot from game to game. Sometimes it's due to the GM not liking npcs, so we don't use them. Other times it's about how the story goes. In one game we're nobility, so we constantly have a host of npcs on hand. In another we might be secret agents operating in enemy territory, so we have none. In another game I played, we were settlers starting a new village. My pc started a business, hired workers, and fell in love with an npc. He ended up retiring as the campaign moved...gnoams2020-12-02T05:57:53ZRe: Forums/Pathfinder First Edition: General Discussion: NPC Hirelings : Ultra-competent or instantly dead?gnoamshttps://paizo.com/threads/rzs438t2?NPC-Hirelings-Ultracompetent-or-instantly-dead#122020-12-03T09:47:54Z2020-12-02T05:09:11Z<p>In a ttrpg players are extremely vulnerable and I think most are aware of that, at least subconsciously. The player has very limited control of the game. They control only their own character. If their character is carrying something, they have some sense of control and safety for that item. As soon as they put it down, they are relinquishing that control to the GM, and hoping they don't get f@#ed with.</p>
<p>If PCs were actual people, going through the constant conflict, trauma, and struggle for survival they do, they'd be seriously messed up psychologically. They'd all suffer from ptsd, be prone to paranoia, and so on. To an extent, this does come through in the game. We players have our pcs be constantly on alert, looking for danger, eyeing everyone we meet with suspicion, sleeping in their armor with weapons nearby, and so on.</p>
<p>As a GM, killing off the players' npcs is a confirmation of that paranoia and affirming that they can only rely on themselves. Media (movies/tv/books) doesn't help the matter as minor characters frequently exist solely to be kidnapped or killed by the villains. So players are already predisposed to expect that happening. In my experience players are extremely unwilling to relinquish anything they consider truly valuable to the hands of an npc.</p>
<p>So if the players do leave themselves vulnerable in this regard, I would think long and hard before attacking that vulnerability. Ask myself what am I adding to the game/experience by doing this. In terms of verisimilitude, ask yourself how do normal non-adventurers survive in your world? Do they never venture out into the wilderness because anyone who does has a 1 in 6 chance each day of being eaten by bears? In reality a camp full of people and horses is safe even if none of the people are skilled warriors, bears will give such a group a wide berth.</p>
<p>In a game a few weeks ago, we were traveling from one city we had been adventuring in back to my estates. My pc in that game is a Duchess, and so we had a retinue of 30 of my knights, plus my aides, maid, and camp followers. The GM rolled random encounters and had us be attacked by a dire tiger and some other encounters with predator type monsters like that. It made no sense, it broke verisimilitude for me really hard. It doesn't matter if a dire tiger is cr 8 and those knights are cr 1/2, a predator like that would never attack a group that size. It knows that would be extremely dangerous and probably end in its death. Look at your random encounter tables, 90% of the encounters on there would probably just avoid a camp full of npcs.</p>In a ttrpg players are extremely vulnerable and I think most are aware of that, at least subconsciously. The player has very limited control of the game. They control only their own character. If their character is carrying something, they have some sense of control and safety for that item. As soon as they put it down, they are relinquishing that control to the GM, and hoping they don't get f@#ed with.
If PCs were actual people, going through the constant conflict, trauma, and struggle for...gnoams2020-12-02T05:09:11ZRe: Forums/Pathfinder First Edition: General Discussion: Thematic choices; where flavor and mechanics intersectgnoamshttps://paizo.com/threads/rzs438tp?Thematic-choices-where-flavor-and-mechanics#82020-11-27T13:00:41Z2020-11-26T06:49:35Z<div class="messageboard-quotee">VoodistMonk wrote:</div><blockquote><p> @gnoams... Variel was my dude trained in all things Panache. I thought it embodied the Swashbuckler as a whole, especially feeding off of the Opportune Parry & Riposte thing with Panther Parry and Crane Riposte. I figured expanding Panache was becoming a better Swashbuckler. And all the styles matching the very Swashbuckler Deed... Kensai Magus actually furthered the theme VERY well (dex, wis, int to AC, ki arcana interchangability... fun stuff)</p>
<p>He was an emissary from Kyonin, trained at the temple to correct a troubled youth (pirate and stuff)... absolutely had an reason tied into backstory... he started at level 9, so I had plenty of "time" to come up with a connecting backstory. </blockquote><p>I love doing builds like that too. I'll come across an archetype or feat or whatever and think, I wonder if I can make a build off of that. So then I use the search on Archives of Nethys to see if I can find interesting combinations.
<p>Like I wondered if I could make a ranged sneak attacker with feint. So I searched feint, found ranged feint and sly draw. So I came up with an underground chemist with the fast getaway talent. The sleight of hand from drawing a weapon with sly draw procs fast getaway, letting you withdraw as a move action, then throw your chemical weapons at they guy you just sleight of hand feinted against. Throw in the concentrated splash feat and I've got a decent build.</p>
<p>Sometimes I find cool stuff that way, sometimes it's just a dead end. Like Shlomo the slow Psychic who slowly casts the slow spell using the pageantry discipline. That's all I could come up for slow.</p>VoodistMonk wrote:@gnoams... Variel was my dude trained in all things Panache. I thought it embodied the Swashbuckler as a whole, especially feeding off of the Opportune Parry & Riposte thing with Panther Parry and Crane Riposte. I figured expanding Panache was becoming a better Swashbuckler. And all the styles matching the very Swashbuckler Deed... Kensai Magus actually furthered the theme VERY well (dex, wis, int to AC, ki arcana interchangability... fun stuff)
He was an emissary from...gnoams2020-11-26T06:49:35ZRe: Forums/Pathfinder First Edition: General Discussion: Thematic choices; where flavor and mechanics intersectgnoamshttps://paizo.com/threads/rzs438tp?Thematic-choices-where-flavor-and-mechanics#52020-11-27T12:59:29Z2020-11-26T02:22:34Z<p>Looking at your [The OP's] list, I'd say I'm nearly the polar opposite. I rarely play divine casters because of them being strongly stuck in someone else's defined theme and I want to make up my own. I love monks, rogues, barbarians, and alchemists because of their plethora of frequent choices of new powers that can potentially be used as the basis for defining my character around.</p>
<p>Most of my characters are something like: Dr Fielding of Leipidstadt University. Trained in all the modern sciences and latest medical techniques. I happened to use the "Rogue" class to build her, but she is a learned scholar and doctor, with high knowledges, able to treat any ailment, heal for massive amounts, and grant large amounts of temp hp for an hour. She does not skulk about, has no stealth, disable, would never steal anything, does not stab people in the back, and is in no way or sense of the word, a rogue.</p>
<p>If you were to play with Dr Fielding, you would have no idea what "class" she is unless I told you. That to me is a great class, because I can use it to build my own character, rather than be defined by the character of the class. I could play many different characters using that same class, and each character would be a completely different person, with a different story to explore. On the other hand I've played a druid once, because the flavor is so baked in that despite all the different mechanical options, there's only really slight variations on a single theme to explore there.</p>Looking at your [The OP's] list, I'd say I'm nearly the polar opposite. I rarely play divine casters because of them being strongly stuck in someone else's defined theme and I want to make up my own. I love monks, rogues, barbarians, and alchemists because of their plethora of frequent choices of new powers that can potentially be used as the basis for defining my character around.
Most of my characters are something like: Dr Fielding of Leipidstadt University. Trained in all the modern...gnoams2020-11-26T02:22:34ZRe: Forums/Pathfinder First Edition: General Discussion: What is your favorite Druid?gnoamshttps://paizo.com/threads/rzs438q2?What-is-your-favorite-Druid#382020-11-27T15:33:04Z2020-11-26T01:30:35Z<div class="messageboard-quotee">Mark Hoover 330 wrote:</div><blockquote> I have a player in one of my campaigns running a Swamp Druid. The player says he doesn't understand how folks consider this 3/4 BAB class a potential melee monster... </blockquote><p>Druids are all about self buffing. My druid is currently level 12. She started with only a 14str, and never raised it. Didn't take any combat feats except planar wild shape because every druid should. So not exactly built to be a combat beast, however: 9bab+2str
</p>
Greater magic fang-all day buff, +3 enhancement
<br />
Wild shape also lasts all day. Larger forms give more str, but more size penalty, so regardless of size it's +1 to hit.
<br />
Not being combat focused, I don't have a belt of str, so I just cast bull's strength if I want to melee. +2 to hit
<br />
So that's +17. Against average CR+1 AC, that's a 50% chance to hit. Not amazing, but totally viable and that's on a caster that took no combat feats and a 14str. Built for melee you could easily have a base 20str for +3 higher and weapon focus for another +1.
<br />
Using a form like dire tiger, you are charging and pouncing for a full attack, giving you an 80% chance to hit on each of the 5 attacks you get.
<br />
I mean, you're not a fighter that hits on 2s, but I'm not seeing an accuracy problem.</p>
<p>Or you can do things like life bubble (also an all day buff), turn into a giant octopus. Air walk, longstrider (also longterm buffs). Now you fly about tentacling things with your 9 attacks per round. So maybe your accuracy is a bit lower than the fighter but you're also taking 3 times the attacks he is and have a 20 foot reach.</p>
<p>Note: druids often carry rods of extend for all their pre-buffing. Also often a handful of pearls of power 3. Druids love bards. The numerous attacks a druid gets mean that those buffs are amplified a lot. Also the smite from planar wild shaping is a ridiculous damage boost 1/day at +12damage for each of those 5+ attacks per round.
<br />
(Minor note: swamp druid does take a -2 to wild shape level, which is a penalty to combat prowess)</p>Mark Hoover 330 wrote:I have a player in one of my campaigns running a Swamp Druid. The player says he doesn't understand how folks consider this 3/4 BAB class a potential melee monster...
Druids are all about self buffing. My druid is currently level 12. She started with only a 14str, and never raised it. Didn't take any combat feats except planar wild shape because every druid should. So not exactly built to be a combat beast, however: 9bab+2str
Greater magic fang-all day buff, +3...gnoams2020-11-26T01:30:35ZRe: Forums/Pathfinder First Edition: General Discussion: What is your favorite Druid?gnoamshttps://paizo.com/threads/rzs438q2?What-is-your-favorite-Druid#292020-11-27T15:18:32Z2020-11-25T04:26:45Z<p>Druid is, imo, the most powerful class in the game. 9th level caster able to do everything. The druid spell list has spells of all varieties- offense, control, buffing, healing, condition removal, summoning... They are also capable of being a martial with extreme defenses (planar wildshape is op) and good damage output. They also have various utility abilities. and of course, a pet.</p>
<p>The downside, is that they're also the most complicated class in the game. With the ability to turn into numerous forms, plus full spellcasting, and everything else, it's like playing 4 characters with the amount of work it takes. The complication also makes the rift between an optimized druid and a poorly built druid immense. A bad druid is also a nightmare to play with when their turns take forever as they roll their fistfulls of dice and stumble to add their plethora of modifiers. Then the people who do play one end up sticking to only a small selection of all the abilities they could be using, just to make it easier on themselves, but also then gimping their effectiveness.</p>
<p>Taken all together, it adds up to one of the least played classes in the game.</p>
<p>I've only played a druid twice in the decade plus of pathfinder, and the first hardly counted, it was only a few games over one summer. The second was a full ap, I made a dwarven menhir savant. While I do enjoy the druid, I don't think they have a lot of replay value. Once you've played one, making another is like a slight variation on the same theme, and I'm the type of player who likes to make a fairly different character for every game.</p>Druid is, imo, the most powerful class in the game. 9th level caster able to do everything. The druid spell list has spells of all varieties- offense, control, buffing, healing, condition removal, summoning... They are also capable of being a martial with extreme defenses (planar wildshape is op) and good damage output. They also have various utility abilities. and of course, a pet.
The downside, is that they're also the most complicated class in the game. With the ability to turn into...gnoams2020-11-25T04:26:45ZRe: Forums: Starfinder General Discussion: What is your experience with Starfinder?gnoamshttps://paizo.com/threads/rzs437d6?What-is-your-experience-with-Starfinder#332021-11-28T02:16:22Z2020-11-17T21:27:50Z<p>Playing starfinder makes me long for an actual good science fiction rpg.</p>Playing starfinder makes me long for an actual good science fiction rpg.gnoams2020-11-17T21:27:50ZRe: Forums: Advice: A homebrewed Injury system. Seeking thoughts and ideas on a fair rules and implementation.gnoamshttps://paizo.com/threads/rzs438f2?A-homebrewed-Injury-system-Seeking-thoughts#282020-11-17T03:52:54Z2020-11-16T23:26:48Z<p>I duno, I had a pc die in one of my campaigns. The group was on a quest for a faerie, far from civilization, so they decided to go ask the faerie if she could help raise their friend. So making it up as I went, I had the faerie direct them to a unicorn who owned a cauldron of resurrection. The unicorn agreed to raise their friend, but they had to go on a side quest to replenish the herbs required to power the cauldron. It was a silly little affair with fairies, a lot of bad jokes, and a single fight with some quicklings. My players still talk about that unicorn.</p>
<p>I run my own homebrew stories and setting. I write and run it all myself, so the entire game in essence is gm fiat. Coming up with interesting things as needed as you go is why you have a gm and not just rules and random charts.</p>I duno, I had a pc die in one of my campaigns. The group was on a quest for a faerie, far from civilization, so they decided to go ask the faerie if she could help raise their friend. So making it up as I went, I had the faerie direct them to a unicorn who owned a cauldron of resurrection. The unicorn agreed to raise their friend, but they had to go on a side quest to replenish the herbs required to power the cauldron. It was a silly little affair with fairies, a lot of bad jokes, and a...gnoams2020-11-16T23:26:48ZRe: Forums: Rules Questions: Signature Strike Style... why?gnoamshttps://paizo.com/threads/rzs438be?Signature-Strike-Style-why#82020-11-15T17:13:23Z2020-11-09T22:01:56Z<p>I have never looked at that style. It is... horrible. Requires level 7 to add shaken for 1d3 rounds if they fail an easy will save, plus a cosmetic effect. The rest of the style chain is extremely weak too. If a player really wanted the Zorro cosmetic of cutting their initial into the enemy's shirt, I'd just let them do it as a GM, no need for a terrible feat for something like that.</p>I have never looked at that style. It is... horrible. Requires level 7 to add shaken for 1d3 rounds if they fail an easy will save, plus a cosmetic effect. The rest of the style chain is extremely weak too. If a player really wanted the Zorro cosmetic of cutting their initial into the enemy's shirt, I'd just let them do it as a GM, no need for a terrible feat for something like that.gnoams2020-11-09T22:01:56ZRe: Forums: Advice: How to encourage players to tackle a puzzle.gnoamshttps://paizo.com/threads/rzs4384c?How-to-encourage-players-to-tackle-a-puzzle#242021-08-22T00:46:48Z2020-11-05T06:13:01Z<p>More group ideas:</p>
<p>Having some physical nature to the puzzle for the characters. Like a bunch of pressure plates and each character has to stand on a different one to activate it. (chessboards are a classic version). Or a bunch of levers spread over a large area that need to be activated in quick sequence. So the pcs need to split up, stand at each one, and coordinate.</p>
<p>Another classic is the locked door puzzle, where monsters come at the group continuously until they get through the door and close it behind them. Or the monster spawning contraption/portal/whatever that is shut down by completing the puzzle.</p>
<p>Another is the boss power down puzzle, where the group is fighting an enemy who is drawing power from some arcane contraption or whatever. By solving the puzzle, they strip buffs off the boss. This one is often an incremental puzzle, with each step further depowering the boss.</p>
<p>There was a few pfs scenarios that I recall with puzzles like that, where the puzzle wasn't strictly required to do. So you could just muscle through, but a clever group would have an easier go at it.</p>
<p>I find that the difficulty of puzzles is really hard to gauge. You might write a puzzle that seems straight forward to you, but the way you describe it doesn't click with your players, or they somehow miss critical information. On the other hand, there's 5 of them and 1 of you, odds are good they can out think you.</p>More group ideas:
Having some physical nature to the puzzle for the characters. Like a bunch of pressure plates and each character has to stand on a different one to activate it. (chessboards are a classic version). Or a bunch of levers spread over a large area that need to be activated in quick sequence. So the pcs need to split up, stand at each one, and coordinate.
Another classic is the locked door puzzle, where monsters come at the group continuously until they get through the door and...gnoams2020-11-05T06:13:01ZRe: Forums/Pathfinder Second Edition: General Discussion: Spellcasters and their problems ...gnoamshttps://paizo.com/threads/rzs436ao&page=16?Spellcasters-and-their-problems#7812020-11-02T10:08:44Z2020-11-01T17:37:44Z<div class="messageboard-quotee">Arakasius wrote:</div><blockquote> <div class="messageboard-quotee">Temperans wrote:</div><blockquote> Martials in PF1 are not 100% worse, that is something spouted by people who cant see eveything martials can do. Usually because they are too busy comparing them to Casters. </blockquote>Yes a martial is a 100% worse in PF1 to a well built wizard, druid or cleric. There is no debate at all to this. </blockquote><p>That is a debate that has been raging for like, what, 20 years? Probably longer, but back in ad&d days I was just a kid playing a game and wasn't aware of any of that. You can find people debating the martial-caster thing anywhere people talk about D&D or PF.
<p>Also count me in the camp of people who think game terminology is just that, and has nothing to do with world setting. Any character could be built in numerous different ways in order to represent the same person. People would identify one another with occupation, affiliation, status, and the like, same as they do irl.</p>Arakasius wrote:Temperans wrote: Martials in PF1 are not 100% worse, that is something spouted by people who cant see eveything martials can do. Usually because they are too busy comparing them to Casters.
Yes a martial is a 100% worse in PF1 to a well built wizard, druid or cleric. There is no debate at all to this. That is a debate that has been raging for like, what, 20 years? Probably longer, but back in ad&d days I was just a kid playing a game and wasn't aware of any of that. You can...gnoams2020-11-01T17:37:44ZRe: Forums: Advice: Is this boss/boss fight too much? Or not enough! (both in lethality and/or rewards)gnoamshttps://paizo.com/threads/rzs43823?Is-this-bossboss-fight-too-much-Or-not-enough#72020-11-01T03:25:17Z2020-10-31T20:21:48Z<p>Well, it sounds like you're all on the same page so go for it. I'm curious to hear how it turns out.</p>Well, it sounds like you're all on the same page so go for it. I'm curious to hear how it turns out.gnoams2020-10-31T20:21:48ZRe: Forums/Pathfinder First Edition: General Discussion: PC Philosophy: Covering Your Weak Pointsgnoamshttps://paizo.com/threads/rzs437rn?PC-Philosophy-Covering-Your-Weak-Points#302020-10-31T21:36:18Z2020-10-30T22:02:14Z<p>When I play a spellcaster, I try to pay attention to what skills my team mates excel at and not take spells that duplicate any of those skills. If you have another player who is good at stealth, swimming, climbing, disable device, and you prepare invisibility, monkey fish, and knock, you're just competing with the other pc to be the one to complete the same challenges. If someone else already has that covered, then don't double up on it, cover something else.</p>
<p>The situational stuff I make sure to have are ways to deal with invisible creatures, darkness, swarms, and the like. Combat abilities that make encounters extremely frustrating if you don't have the proper counters for them.</p>
<p>I always cover basic physical skills. Even if I make a sorceress with a 7 str, she's still going to have a minimum of +5 in acrobatics, climb, and swim. PCs do a lot of strenuous physical stuff all the time. Being able to make a DC15 when taking 10 on these physical skills is a base requirement of being an adventurer to me.</p>When I play a spellcaster, I try to pay attention to what skills my team mates excel at and not take spells that duplicate any of those skills. If you have another player who is good at stealth, swimming, climbing, disable device, and you prepare invisibility, monkey fish, and knock, you're just competing with the other pc to be the one to complete the same challenges. If someone else already has that covered, then don't double up on it, cover something else.
The situational stuff I make...gnoams2020-10-30T22:02:14ZRe: Forums/Pathfinder First Edition: General Discussion: Horror movie villains: Pathfinder stylegnoamshttps://paizo.com/threads/rzs437zr?Horror-movie-villains-Pathfinder-style#32020-10-29T16:57:47Z2020-10-29T06:19:06Z<p>Horror adventures has some great stuff in it. My favorites are</p>
<p>The alternate race trait for halfling called creepy doll that makes you look like a creepy porcelain doll and essentially gives you the freeze monster ability, letting you hide in plain sight as a doll.</p>
<p>And the bloody jake slayer archetype for the classic evil hillbilly.</p>Horror adventures has some great stuff in it. My favorites are
The alternate race trait for halfling called creepy doll that makes you look like a creepy porcelain doll and essentially gives you the freeze monster ability, letting you hide in plain sight as a doll.
And the bloody jake slayer archetype for the classic evil hillbilly.gnoams2020-10-29T06:19:06ZRe: Forums: Conversions: Old People! (Converting old AD&D material to Pathfinder)gnoamshttps://paizo.com/threads/rzs42y9m&page=2?Old-People#512020-11-14T02:02:21Z2020-10-28T23:52:09Z<p>I think it's important also to note than most of those old ad&d adventures were designed for a party of six to eight characters.</p>I think it's important also to note than most of those old ad&d adventures were designed for a party of six to eight characters.gnoams2020-10-28T23:52:09ZRe: Forums: Advice: Ideas on how to make a boss monster encounter work with just the one monster?gnoamshttps://paizo.com/threads/rzs437zg?Ideas-on-how-to-make-a-boss-monster-encounter#52020-11-01T21:57:31Z2020-10-28T23:35:12Z<p>Well the mythic rules have the "Agile" monster template which gives the creature dual initiative, which is exactly what you suggest (2 turns per round).</p>
<p>If you're set on not using minions, then I think environment is the way to go. Sometimes something as simple as standing in a doorway is good enough. Some random ideas:</p>
<p>A mad man in a theater. He swings across the room, hiding behind drapery, popping out on balconies, swaps out disguises, fakes the players out with prop monsters, using hit and run tactics and jury-rigged traps, trying to stay one step ahead of the heroes.</p>
<p>A giant gorilla in the jungle. It literally reshapes the environment throughout the fight, tearing down trees, flinging boulders, blocking off paths and creating new ones. It knocks pcs flying with awesome blow or picks them up and chucks them off cliffs or into a river, then gives chase, moving the fight from one area to another.</p>
<p>A kung-fu master who balances on top of some training jungle gym structure, catches and throws back arrows, hides behind cover to avoid spells, kicks melee guys off who try to climb up to him.</p>
<p>A wizard type character should never, imo, be a solo boss. The wizard is a mastermind type of villain, their whole schtick is having minions, whether through summoning, charming, animating, or whatever. Also the wizard must have a screen of minions or they just die pitifully.</p>Well the mythic rules have the "Agile" monster template which gives the creature dual initiative, which is exactly what you suggest (2 turns per round).
If you're set on not using minions, then I think environment is the way to go. Sometimes something as simple as standing in a doorway is good enough. Some random ideas:
A mad man in a theater. He swings across the room, hiding behind drapery, popping out on balconies, swaps out disguises, fakes the players out with prop monsters, using hit...gnoams2020-10-28T23:35:12ZRe: Forums: Rules Questions: Do spells double the damage dice on a natural 20?gnoamshttps://paizo.com/threads/rzs437ya?Do-spells-double-the-damage-dice-on-a-natural-20#22020-10-28T17:28:05Z2020-10-28T01:45:02Z<div class="messageboard-quotee">CRB, page 335 wrote:</div><blockquote><b>Spells with Attack Rolls:</b> Some spells require an attack roll to hit. For these spells, you don’t need line of sight to the target, but you still need line of effect (see page 271). These spells can score a critical hit just as a weapon can, and deal double damage on a successful critical hit.</blockquote><p>CRB, page 335 wrote:Spells with Attack Rolls: Some spells require an attack roll to hit. For these spells, you don’t need line of sight to the target, but you still need line of effect (see page 271). These spells can score a critical hit just as a weapon can, and deal double damage on a successful critical hit.gnoams2020-10-28T01:45:02Z