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![]() Jason Nelson wrote: For those like Christina interested in a print version, I present to you ULTIMATE RULERSHIP, including an additional 4000 words or so and a page of full-color building tokens for all of the new buildings. Is the PDF being updated with this content as well, or are the tokens and additional content for the print version only? ![]()
![]() James Jacobs wrote: The Countdown Clock and Dominion of the Black do not currently have a big role to play in the Mummy's Mask AP, which is really much more focused on mummies and ancient Osirion than the plots and hints from the earlier adventures. Hmmm... shame. I was almost ready to re-up my subscription (which I'm cancelling after Reign of Winter), because I love something focussed on the Dominion of the Black, but I think I'll hold off now. Not so keen on a generic "tomb raiding"/"mummy hunting" AP. Not that I think you guys won't knock the socks off it or anything, more that like Wrath of the Righteous, it's just not thematically something that I'm excited about running. ![]()
![]() If you're going to do this, I'd recommend using Trailblazer. Yes, it's 3.5, but it is a product that basically improves the "spine" of 3.5/d20 games - which Pathfinder is based on. One of the rules modules is around removing iterative attacks, without nerfing the fighting classes. ![]()
![]() Tangent101 wrote: Nope. Cold Resistance requires a save once per hour if not using other protection. Thanks - do you have a source for that? I guess it follows from a strict reading of the Energy Resistance ability, and assumes that each hour (or 10 mins if appropriate) of exposure to the cold environment counts as one "attack"? ![]()
![]() So, I *think* I understand the rules, but just wanted to summarise and confirm: Taldor
Irrisen
Is that right? The only thing I'm not really sure on is the cold resistance, and that is based on the old 3.5 rules and a post I found indicating that Jason Bulman agreed with that ruling. ![]()
![]() Could you please cancel my AP subscription after the current AP (Reign of Winter) ends? I'm not terribly keen on the mythic AP, and I have more than enough APs now to last me for ages... though I'd like it suspended if possible because there is alwyas a chance that the next AP after mythic will be so good I won't be able to resist picking it up!
By my calculations this makes my last AP volume #72, so please suspend/cancel from volume #73 onwards (and inclusive of volume #73). ![]()
![]() Lord Snow wrote:
Absolutely agree. SS had a great start (one of the best AP starts IMO, right up there with Crimson Throne and Jade Regent - if you count "We Be Goblins" as the start...), and then from there each adventure seemed to get progressively worse until the final adventure up-ticked things a bit (though still not enough to compensate for the preceeding 3 adventures). Kingmaker I've only played in, and then only about halfway before a TPK. While I did enjoy it, I can see how others might not - it was very sandboxy and driven by the PCs actions/goals rather than any overarching story. At the point of the TPK, we had no idea who the big bad was (in fact, to this day I still don't know). ![]()
![]() I don't know much at all about Skull & Shackles, but I'm running Serpent's Skull and haven't really been impressed. Here's my take on the books:
2) Mediocre. The players I think enjoyed it much more than I did as a GM. The start was the best part - the remainder was very railroady and had quite a few bits that just didn't seem to make sense (story-wise). 3) Unlike others above, we found this adventure very poor. On the plus side it was incredibly sand-boxy, on the downside, it was to the point where the players kind of lost motivation/interest. The set-up of the city (pre-PCs arriving) doesn't make a lot of sense, and with one notable exception the PCs really weren't encouraged to take any approach apart from "kill them all and sort it out later". If you're the kind of GM with lots of time to take a skeleton of an adventure and flesh it out into a good adventure then it could be right up your alley, but that isn't what I buy APs for... 4) Mediocre. Added a bunch of stuff into a supposedly already largely explored city, which left the players (and me) head scratching a bit. The players again became very frustrated with the madness mechanic (much like the disease mechanic from the first adventure). Had some good bits though (rival faction encampment, final fight and gorilla king being most memorable). 5) Very Poor. Suffered from everything that the 3rd adventure suffered from, with the addition of the second half being a horrible dungeon crawl with very little to challenge high level PCs. It relied on the PCs finding an non-obvious needle in a haystack to proceed, which even with high level magic proved to be difficult given the protections in place. The only thing saving this from being a "terrible" rating was the Urdefhans. 6) Good - we're only half way through it, but so far it seems to be "high level adventuring done right". Still suffers compared to the first adventure just for being high level Pathfinder play, with all the craziness that implies, but one of the better final modules for an AP I can remember. So, in summary - two good adventures bookending a crap sandwich from our perspective. Ok, that's probably too harsh, but even with the little I know about Skull & Shackles, I'd recommend it over Serpent's Skull. Probably the worst Paizo AP I've played run (and I've played or run most of them) - it seems great in theory, but is actually pretty poor in execution. ![]()
![]() Owen K. C. Stephens wrote:
My ideal companion to the core book would be an adventure path. I don't have time these days to be making up my own adventures/campaigns, and this way you would only have to focus on the "relevant" parts of the setting at first, and allow it to grow more organically over time (similar to Paizo's approach with Pathfinder). ![]()
![]() Owen K. C. Stephens wrote: My pleasure! That's part of the whole point of teasers, after all. :) Indeed, alas that more game designers/producers don't share the same philosophy. I've been looking forward to this game for some time now, and the more I read about it (including browsing the catalogue/reviews of the various Anachronistic Adventurers releases), the more excited I get! Can't wait for the kickstarter...
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![]() Owen K. C. Stephens wrote: Nonballistic riot shields simply can't stand up to direct hits from serious weapons with the rigidity of hardened and reinforced leather or iron. As a result even though they cover a fairly big area, they are only +1 AC. Yeah, I was actually thinking after posting that it may be related to the material of construction rather than the surface area. I originally thought, for some reason, that the material would be as hard/harder than ancient shields, but the more I reflected on it, the more I realised that probably wasn't right. Thanks for clarifying!![]()
![]() Morain wrote: I think something planescape-like would be a just perfect change of pace for an AP. Agreed. While I don't think it's likely to happen, as Paizo seem focussed on Golarion, I'd buy the heck out of a planescape-like AP. Of course, I'm a subscriber anyway, but it would be a good opportunity to update their outer planes guidebook... and I lap up all the support materials for APs that excite me (case in point, Rise of Winter and Skull & Shackles - not so much Serpent's Skull or Shattered Star).
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![]() Generally looks cool - I like the advice section at least and the traits seem fun. However, are the descriptions for the equipment list missing some entries? Just seems a bit weird that only three items have descriptions, one of which is "firewood", while things like "frost ward gel" aren't given any description. ![]()
![]() I'm probably going to cop a bit of flak for this, but I'm going to go against the majority and say RotRL wasn't that great. Sure the first two adventures are great, but the third is *really* disconnected from them (though still pretty good), and the fourth and fifth are disconnected again and both largely dungeon crawls. If you like that kind of thing, they're well done, but after the first two adventures the rest of the campaign was a real let down for us. CotCT is much better, though again suffers from disconnected fourth and fifth adventures (and a very - not well done IMO - dungeon crawl fifth adventure). On the whole, I'd prefer CotCT to RotRLJR and JR to either (caravan mechanics difficulties aside). Can't comment on KM or CC as a whole, because I played in the first (and only got up to the end of the third adventure) and am currently playing in the second. ![]()
![]() Also chronologically: Shackled City - Played, completed, although the DM interspersed other adventures and heavily modified the campaign. Savage Tide - Played, left after the 2nd or 3rd adventure to move overseas. Rise of the Runelords - GMed, finished with a TPK in the final encounter. Curse of the Crimson Throne - GMed, finished with a TPK in the final encounter of the 2nd or 3rd adventure. Legacy of Fire - Played, completed. Kingmaker - Played, finished with a TPK in the final encounter of the 3rd adventure. Serpent's Skull - Currently GMing, just starting 5th adventure (although it's taken us nearly a year to get through the 3rd and 4th adventures...) Carrion Crown - Currently playing, just starting the 2nd adventure. Yeah, there's a lot of TPKs in there...
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![]() I have a bunch of items in my cart, that when I tried to check out, the store broke into two orders, each being shipped by USPS priority to New Zealand, and the total postage came to $124.86 - around half the cost of the things I'm buying. Now admittedly I'm getting about 8 hardbacks and a boardgame, so I expect to pay a bit for that, but this seems a bit excessive. I had a thought that maybe I could split it into two orders, to get the "first ten" on shipping twice and cut down the cost, but a) this would be a pain, and b) it might end up as (or more) expensive as I'd probably get three separate shipments. Basically I was wondering - is this figure accurate for that order? I'm sure I've never been charged that much before, even for other relatively large shipments to NZ - around $50-60 I expected, but this is nearly twice that (perhaps because it's being split into two shipments for some reason)? ![]()
![]() Unfortunately, January isn't a good time to have a big subscription payment (and huge shipping to NZ), so could I please put the Pathfinder Battles subscription on hold and have it paid for and shipped in February? If that isn't possible, please cancel my Pathfinder Battles subscription for now. Thanks. ![]()
![]() Alexander Kilcoyne wrote: Wow you guys roll epicly bad for minor magical items... Yeah, we've just hit the same problem, and I used this tool to generate 500 items (50 at a time). The average was just shy of 1000gp. I suggested to the GM that we make it 5 slots per economy roll to sell for 1 BP, to account for the fact that we'll have to sell the occasional more expensive item for less. ![]()
![]() Some roles (e.g.: councilor) have a vacancy penalty that state that your kingdom "cannot gain benefits" from a certain type of edicts (festivals in the case of councilor). What exactly does this mean? That they are automatically set to the lowest level? That the players still choose a level, bonuses don't apply but penalties do? Or that there is no effect at all from those sorts of edicts (i.e.: no bonuses or penalties)? Or something else entirely? ![]()
![]() Highlights from the other thread, just so we have everything in one place: Exploration James Jacobs wrote:
James Jacobs wrote:
James Jacobs wrote:
James Jacobs wrote:
Cities & Buildings James Jacobs wrote:
James Jacobs wrote: The "buildings" are meant to be representational. A single "block" in the city grid is 700 feet to a side or something like that, so there's a LOT of buildings in there. The purpose of the "house adjacency requirements" is to ensure that your players actually build houses in their cities and to make it a bit more tricky to build the structures that actually increase your nation's stats. They're also to give places for everyone that makes a building function places to live, be those people employees, guards, street sweepers, customers, or whatever. James Jacobs wrote:
James Jacobs wrote:
James Jacobs wrote:
Economy James Jacobs wrote:
James Jacobs wrote:
James Jacobs wrote:
James Jacobs wrote:
Other James Jacobs wrote: Command DC and Control DC are the same thing. I think that's everything... ![]()
![]() Joshua J. Frost wrote: They receive the combat training package under the Handle Animal skill on page 98 of the Core Rulebook. I have a similar question - I've tried searching the forums but can't find an answer. Can a 1st level cavalier choose a heavy horse as his mount, or is he restricted to the basic horse (light)? ![]()
![]() James Jacobs wrote: These are adventure hooks that we included to make Brevoy an interesting place for someone to set an adventure or campaign. Since "Kingmaker's" about the Stolen Land and the River Kingdoms but not so much about Brevoy, there's not going to be much more about these events in Kingmaker. That's good to hear. The character I have in mind is a bastard (as in the campaign trait) of the previous king, who intends to carve out his own kingdom and continue his father's legacy (an order of the cockatrice cavalier). I was a little concerned that events that unfold in Kingmaker would mess with that background story... ![]()
![]() Scott Betts wrote: That said, rangers do seem to get the short end of the stick with many of their attacks - they are damage fiends, but are often stuck with attacks that target AC and little else. The price you pay for being a ranged murder machine. I should mention a couple of things. First, I play in a couple of regular 4e games, so while I definitely find it is far from a prefect system, I'm not a hater or anything. Second, my data is based upon the play of an actual 16th level melee focused ranger - i.e.: not a "ranged murder machine". I might be dragging things a bit off topic here, but my reply was specifically aimed at your comment that "if you are, you're doing it so wrong". My point is that it's perfectly possible/viable to make a character that *does* use twin strike most of the time (of course it's debatable whether it's due to poor design in 4e - I personally think it is). This particular PC has a few "non-combat" focussed utilities and some encounter powers that are very situational (burst/reaction type powers). The upshot is that for each combat, he'll have maybe a couple of daily powers (of which he'll likely only use one) and a couple of encounter powers that are useful in that particular combat (one of which is usually disruptive strike, which doesn't count as his regular round action), and then spend the rest of the fight (around 80% of his actions) using twin strike. Debate it if you like, but the above is factual data, based on actual play, and I disagree with your assertion that the character or the way it's being played is somehow "wrong". It's being played well within the framework that the rules support/encourage. ![]()
![]() Daeglin wrote:
I see you beat me to it! This is exactly what I want to see. Make the subscription to the content, not the print product, and provide subscribers the "option" of getting a print copy for the cost of shipping. Of course, depending on the costs of warehousing/destroying/distributing the left over print copies, it could increase costs slightly... I don't see that being significant, but that's something only Paizo has the hard data on to judge. ![]()
![]() Vic Wertz wrote:
I'm no MBA, but I'm not following your line of reasoning here. I think what is being proposed is a PDF-only subscription at the same price as the current print+PDF subscription. I can't see how - even if every single subscriber changed over from print+PDF to PDF-only - this could possibly hurt Paizo's bottom line. Even in this worst case scenario, Paizo's income remains the same and their costs either stay the same (assuming they continue printing the same number of copies and destroy the leftovers or give them to charity*), or decrease (by printing/distributing a smaller number of print copies). Now, admittedly there could be additional costs incurred by having to warehouse/destroy/distribute the extra printed copies, but I think this would probably be offset by the extra income stream that people not interested in a print+PDF subscription would create. Speaking as someone who recently suspended (and will probably cancel) my subscription due to shipping costs coupled with a worsening US->NZ exchange rate, I'd be quite interested in a PDF-only subscription at the same price as the current print+PDF subscription. The benefits to me would be:
That's basically the bottom line for me, and after receiving email communication trying to entice me back as a subscriber, I think it fair to come here and reply. * Just wanted to register my dislike of the idea of having my print copy shipped to a prison. Veterans, schools, libraries, charities are all fine by me, but if I thought my print copy could end up "sponsoring" a criminal I'd probably have second thoughts about such a scheme. ![]()
![]() Scott Betts wrote: A ranger does not spend 90% of the fight using Twin Strike at level 29 (and if you are, you're doing it so wrong). Well, I don't know about level 29, but the level 16 ranger in our weekly 4e game seems to be about 20% daily/encounter powers, 80% twin strike (and envious glances at everyone else's "cool" encounter/daily powers - his words, not mine). :)![]()
![]() Please suspend or cancel my subscriptions (Pathfinder AP and Pathfinder Companion). Regrettably the NZ dollar has taken a nosedive over the last few months and shows no sign of recovering. Now that the Second Darkness AP has finished I'd like to take a break for a while and see if the dollar recovers (probably at least 6 months). My preference is for a suspension for now, but if this period is too long for that (I can't find the rules anywhere...), please just cancel. Thanks, I've really enjoyed the AP and Chronicles thus far, and this isn't something I'm doing lightly.
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![]() Dogbert wrote: For example, why should a lvl 15 Cleric be forced to pay caster level 15 on a wand of CLW, when the spell itself has a max caster level of 5? (as in, it cures a max amount of 1d8+5). This is *why* I hope the change is intentional. It actually encourages clerics to create wands of CMW/CSW/CCW instead of just the wands of CLW which are better value for money when it comes to out of combat healing... ![]()
![]() So, I noticed a couple of things when investigating the party's (frighteningly effective) wand of Enervation: 1) The effects of a negative level listed under the spell Enervation don't tally with the effects of a negative level listed under Energy Drain. Specifically, as written Enervation doesn't result in the loss of HP or spells/slots. Is it intentional that they have different effects or an oversight? If the latter, which is correct for PRPG? 2) It seems that when crafting items, you must use the creators full caster level. I recall in 3.5 that you could choose to use a CL lower than your characters actual level, but can't find anywhere in the PRPG beta that states this. Is this (again) intentional? I certainly hope so, because it'll stop all those CL 1 wands of CLW... ![]()
![]() Tequila Sunrise wrote: How do you mean? PCs normally get one AP per day, barring milestones While technically true, this doesn't reflect the actual chances of a PC having an AP available in any given encounter. A Milestone is every second encounter, so a typical PCs day goes like this: 1st encounter - 1 AP2nd encounter - 50% chance of having an AP (if the PC didn't spend it in the first encounter) 3rd encounter - 1 or more APs (even if the PC spent their AP in the 1st or 2nd encounter, they get a new one after completing the 2nd encounter) 4th encounter - 50% chance of having 1 or more APs 5th encounter - 1 or more APs (even if the PC has spent both their 1st or second APs, they get a new one after completing the 4th encounter). ... I'm no statistician, but as you can see, for any given encounter the chances are higher than 50% (and on odd-numbered encounters exactly 100%) that the PC will have an AP to spend. IME, PCs tend to hang on to their action points for serious/boss encounters, so most PCs would have an AP available for this sort of "campaign ending" encounter. Tequila Sunrise wrote: ...all using standard array... This is very suboptimal. In 4e, much more than even in 3e, having your primary stat as maxed as possible is key. The extra +1 or +2 to hit that it gives you over the standard array is much more important than any advantage you'd gain with a more "balanced" array. I'd suggest using the "standard" point buy of 18, 14, 11, 10, 10, 8 for these sort of playtests. Frankly, I don't know why WotC didn't make that the standard array for 4e - pretty much every PC I've seen takes that array (except for the few who take one of the 2x16 arrays)![]()
![]() Tatterdemalion wrote: Yeah, but 1d12 Brutal 3 would be 1d9+3 -- and we have no d9 to roll. There is no brutal 3, and I suspect there never will be - at least not on a d12 weapon which when up sized to large becomes 2d6... That would result in a weapon with a minimum damage of 8 per W. As I pointed out above - I think brutal 2 is bad enough in this case!Of course, there is still the problem of requiring odd-sided dice with brutal 1 weapons, which is why I suspect they went with the reroll mechanic...
About Sia-WolfSia CR –
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