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Kryptik wrote:


So you're saying, cast as standard, hold the charge, move. Allies move to you. Next round you spend the whole round touching them.

Why, then, would you do this instead of...just moving forward in that 2nd round and casting it normally (in which you can touch all of them)?

YOu would also hold the charge if you wanted to avoid casting defensibly. Round 1 cast/hold and move into a good position to allow your allies to gather. Round 2 you can release charge without fear of Attack of Ops or casting defensibly.


I love L5R(Legend of the five rings) for its combat system, But Ruby2 is right in it takes 3hr sometime to do combat. But it also adds a level of strategy and real life threat that Pathfinder does not have.
Strategy: even with a small skirmish you pick and chose your opponent very carefully because you fear taking damage. You tend to use cover more and try to outmaneuver your opponent. Death almost becomes a secondary threat you hope to never get near.
Real life threat: I have seen fighters with 100+Hp get slammed with an attack that could kill a wizard out right and shrug saying "I have plenty of hp."

Now Am I going to do switch how to run my groups damage, no. I would simply play a game system with a built in "Spiral degrade" but I do see how someone would want to try to fiddle with a new Pathfinder based combat system.


Not sure why people are so against Rachel Carter asking this question. My opinion is if no one ask these question then we would simply be stuck playing the 1970s sword and sorcery wargames. When someone simply asked the question what does my character do after combat? We will never evolve


I do like systems that have a Spiral degrade to combat, Example L5R by AEG. It makes combat feel threatening and makes even simple skirmishes become worrisome. I would suggest like Rathendar said it, added like a negative level "-x to all rolls, where x is the HP%".

On the other side I would make sure any Pathfinder game you run All players agree to this and you have all the details written out.

Nothings is worse then a GM who adds rules that hinder a game you love.


Indeed frank and Turin. I don't want to stomp out any creative juices.
, but also don't want the pc's to think they can do anything without any consequences.
Thanks everyone I am running tonight so i am greatful for all the great feedback.


Thanks Andrea1, I am writing a list of signs to slowly build up to change and if the pc's wish to stop it ill let it up to them.


I had a similar idea bzali, I started last week by having a npc crew member make a comment to the captain who ordered a prisoner released that he would take the prisoner to cookie for some rations "wink wink suggestive lip smaking". The captain himself walked the halfling off the ship and onto the dock. So I started to have the lower level crew showing signs of craving for sentient flesh.

Next step is to have them show other signs, I like your idea of having someone start eating a down enemy before cookie even gets to them. Maybe thicker fingernails or just a ragged look. I have also told the captain that they have lost crew at ports due to the strange things that happen on the ship. I was thinking in this step I would have the pc's having strange cravings for raw meat like some of their crew currently seem to have. So even if they fail a religion check they will see what lies ahead if they stay the current course.

Not sure if I said this earlier but cookie specialty is sushi... He doesn't believe in cooked meat. He also has said he pickles the meat he doesn't use to insure the crew will always have his delious cooking.


brvheart wrote:
So what did they do with fishguts? Turn him into soup? Seems to me this is turning the AP on its head and I would question why a DM would allow a player to run an Orc in the first place. In Book 2 they are going to need his knowledge in some parts to get through the AP.

Fishguts died in book 1. The Orc was made his sue chef and found that fishguts had a drinking problem. So he kept feeding fishguts alcohol until he blacked out then put a tube down his throat and poured more alcohol in and let him die from alcohol poisoning. He was going to make fishgut stew but didn't want to bring notice to himself right away.

I used Sandra Quinn for the info about slippery squibs port.


Thanks dabbler for moving the post.


Sure. No idea how to move it.


Now if it was just a once in a while thing I would shrug it off, but cookie has gone out of his way to provide the crew with all types of intelligent species (except the noble flesh of Orc of course).


Thanks Andrew, I like idea of the slow Incubation period and the symptoms. The pc's all know or have decided to ignore the problem and some like the captain opt to only eat the salad or ship rations if they have recently taken the ship. As for the dc I believe it is 13 for ghouls Fever.

I was going to give a lower dc for those that have tried to not eat all of cookies (Orc/cook) cannibalic creations. In which I have given a knowledge nature check or perception now if its human. Some pc's have just shrugged and say they will eat what cookie places in front of them and not worry about it. Which is why I was thinking of ghoul fever.


I am running skulls and shackles and one crew member is an Orc/cook who butchers the crew of taken ships and servers them to his unsusbticing crew members on a ship where nothing else is around to eat. It has been a year of game time and under ghouls is speculates that ghouls where once cannibalistic humans.
I was thinking of having the crew make saves for ghoul fever but was wondering how often I should make them save and if this would be to much of a punishment for canniblism. Also if there is anything other ideas out there.

Goblin Squad Member

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Offering asylum to other guilds is a good start, Why not offer various mercenary groups a place to call home. I personally see a LE organization as a place ruled by a military with the military as a police force as well. With a council of lords that are generals of their own armies all based out of one settlement. This would have the benefit of relieving some of the weight of keeping the player base interested until launch.

It would also give each group of military the ability to set their own goals, which would fit in quite nicely with the overall evil of the organization/settlement/nation.

Saying only that they must act together in the defense of the kingdom and lord generals and pay a percentage of their profits to the upkeep and advancement of the whole kingdom. This would give them the benefit of having a player controlled settlement without all of the costs and keeps them from having to use all of their forces for defense.

Goblin Squad Member

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I'm going for pets as well.

Lee Hammock said wrote:
Pets - Pets are primarily animal companions for rangers and druids. It will also allow familiars and random guard dogs or other such animals to follow the players along, but those are not primary features of a class so they'll be less useful. The tech involved is all the AI for pets pathing with you plus combat AI, plus all the mechanics work balancing them and all the animations. This also makes things like hiring mercenaries or hirelings to follow you around possible since its basically the same system. Also vanity pets so you can have a random pet animal that follows you around.

The system allow classes with companions to keep more of their flavor and adds a mechanical benefit to those classes.

I do plan on rolling druid and I understand that I would have other abilities that would keep my class viable but a companion would be preferable.

The "pet" system would set it up for the merchents to be able to hire gaurds and the like to help get goods back to town.
I know player could do this and would be better at gaurding, but filling out your gaurd ranks with some more lesser troops will decide more than one fight.

A pet system could be used for pack animals and the like, helping anyone who needs to move goods.

Andius wrote:
1. Pack mules and donkeys aren't mounts. So they are pets. These are what traders are going to need early in the game. Not fast mounts that can't carry much, and not expensive carts and wagons that carry far more than needed. Even it we want carts we can have mules pull them though.

I agree with this, if they allow pack animals into the pet system it would make it 100x better chioce for the economy.

Andius wrote:

How Mounts Early On Hurt Us

1. It makes a small map smaller. In many ways it doesn't matter how large a map is. The size of a map is how long it takes you to cross it. People get more out of travel and exploration if the world is revealed to them gradually, rather than handed to them quickly/easily as they gallop through it. Mounts become nessecary as the world grows. Before that they are un-needed and allow people to access content FAR too easily.

I agree though if mounts only increased speed by a minor amount like say +30% with a "gallop speed" that would increase that to 50% once every 10min for 15sec for quick escapes, it wouldn't be too bad. Just as long as mounts are moving at a reasonable speed and not 480%+ like WoW it shouldn't be horrible.

Goblin Squad Member

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Drakhan Valane wrote:

I could see 3 types of food:

1. "Fuel" for Settlements. This would be something that is used every hour by the settlement to "feed" the NPCs that invisibly run stuff behind the scenes. You run out of this and your settlement will suffer and eventually collapse. This would be "Barrels of Foodstuff" or some good name.

This would be ideal, farms produce bulk food stuffs that are labeled "bulk wheat" or "bulk corn" have them all crated up or in barrels, a farmer or a merchant could break down the bulk goods into usable amounts for cooking or get them to a settlement to be fed to the peasants, keeping the starvation away from the masses and keeping the settlement running smoothly.

Drakhan Valane wrote:
2. "Prepared Meals" for Inns and Taverns. This would be a type of food that isn't useful unless purchased at an Inn or Tavern. These would be fairly cheap to produce compared to rations since they are not usable in the field.

Instead of having food as a buff or to remove a debuff I believe stopping at an inn should a "relaxation=morale" type buff, something tied like "food quality" + "entertainment quality" + "companionship" + "time spent = a boost to morale (with a cap that keeps it from getting crazy high), that lasts for a full game day (6hours I believe).

The same could be said of camps though you'd need a bard or some other kind of entertainment to get the entire bonus.

Summersnow wrote:

Now, if they want to tie food & drink to the refresh mechanics (the "ability reset button") that could work.

Something along the lines of different quality food & drinks which determine how long the refresh takes and how many abilities reuses it refreshes.

cheap bread and water gives you 1 extra ability reuses, common bread & water 2 extra ability reuse, elegant meal and fine drink 4 extra ability reuses.

In combo with the above, adding in the quality of entertainment, companionship(just sitting near others while eating/drinking should do this one)and time spent seems like an ok way to do it as long as the morale boost is a small enough reward or buff that in a one on one fight it's not an I win kind of reward but would add up in parties of adventurers to turn an equal fight into a slight advantage for those that have a morale boost.

Drakhan Valane wrote:
3. "Trail Rations." Standard Adventurer fare. These cost a bit more than Prepared Meals since they have to be specially prepared to last in the field.

I can't find the quote but in addition to the tie to the refresh of abilities you could keep them cheap and have your trail rations increase your heal rate while eating. (I would keep 1st aid firmly in the fixing bad injuries/stopping bleeding area if this were the case, so as not to cut the demand of cheap trail rations.)

So food by itself increases your healing and helps refresh abilities. Going to a tavern, inn or camp with fellow adventurers causes a morale bonus and refreshes more abilities, the NCP population gets fed through bulk goods. This system allows for the stratagies in warfare keeping your settlement fed, Trail rations should be eaten on a regular basis by players creating a need for them and gets peoples butts into taverns or around campfires without the "oh its been 10 minutes, I better go back to town and buff up" problem. It keeps the gamechanger buffs in the hands of potion makers. It also adds more gameplay chioces making dancing, singing and juggling something worth going for.

Goblin Squad Member

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I would like to see food have buffs for PCs as well. In the pevious food thread linked above by Dakcenturi, Nihimon and GrumpyMel came up with something that seems pretty solid without being too much of a burden.

Nihimon wrote:

I think the beauty of GrumpyMel's idea about getting one kind of buff from Inns and another from Rations is that it's really simple and doesn't require the developers to spend a lot of effort tracking timers on individual in-game objects.

The way I'd like to see it is:

•Inns - 100% strength, 4 hours.

•Camps - 80% strength, 2 hours.

•Rations - 60% strength, 1 hour.

Or something like that...

I would also like to see a mechanic for feeding the troops in warfare as well as a base amount needed to be gathered to keep any settlement running at peak efficiency. With crafting and such being run by NCP characters and our PCs doing the supervision, in any player run settlement there will be quite a few peasants and they are going to need a food supply. This would add a nice dynamic with the siege warfare as players would have to decide whether to burn their own farms to keep the invading army from using them or to defend the farms and keep a supply line to the settlement. This would open up room for players to smuggle in more food to keep their city running during a long term siege.

During peaceful times a settlement could make a profit from collecting food from farms and taxing the peasants on its sale. Store houses could stock up food and other supplies and if a settlement has a surplus and an ally is under long term attack could attempt to break a few supply wagons through the enemy lines.

I don’t know about anyone else but I think there is a lot of potential in a system like this, in war time it would add additional strategy and in peace times it would be nice for a player settlement to have a steady income that could be used for upkeep.