Kyle Olson wrote:
I figured out why I got it to show. It's all because I also beta test Snap's version and sometimes you get some interesting interactions.
Also some of the NPC's in the anniversary edition do use some classes and abilities from outside the core-rule book, but again, all of those are available to look up on the PRD so you can just print out the few pieces you need during your prep.
As for whether or not to buy Bestiary 2 and 3, you can always but the module first, have a read through, and then decide what books you want to buy.
I've just tried 5 or 6 different .por files and all seem to work for me.
Aside from that. I'm still having trouble with linked hidden characters' names still being shown on the initiative window. It is the thing I most wish could be fixed.
The More I think about this idea, the more I like it. Gunslinger can make a great glass cannon.
You turn all the gunslinger's irritative attacks and any hasted attack into one dice pool that is rolled for a single attack, with the number of successes determining the amount of damage done.
That attack is a standard action and reloading is a move action that can never be reduced. That way the gunslinger is a deadly immobile damage dealer, who needs to choose between reloading and moving.
You can add allow grit to be used to add other fun stuff to the attack and at some point gain the ability to make a pin-point shot as a full round action.
Having a single shot as a full round action then will allow you replicate skirmishing, where you spend your turns between taking a crack shot, and moving & reloading.
To make them extra fragile, reloading a gun provokes.
I'm not knowledgeable enough to work out how the damage should scale, but they should be on par with a a dedicated archer.
I was wondering if there was any chance of adding some shortcuts to the PC version.
Could you add it so that pressing say ctrl+f would make that selected monster(s) roll a fortitude save? Other shortcuts could be:
ctrl+r for reflex save
This would be a lot quicker than using the menu to make the rolls, especially if you use a track pad like me.
Remember, as I GM it is all about making sure your players are having fun, so you have to alter your expectations based on your group. If your players like background and explaining their character, then encouraging them to have it make sense it great as it will allow the players to have more fun through describing the process through which they achieved their new class.
On the other hand, if the players are more interested in rolling dice, killing goblins and spending gold, only to go out and do more slaughter, then they are going to have little interest in having things make sense and to impose it on them will only feel like slowing the game down and make it less fun for them.
Obviously that's the extreme end of the spectrum, but all groups are somewhere in between. In conclusion, what works for one group will not work for another.
I always like to personalise loot to a degree. I don't mind characters being a little ahead of the wealth curve either. If I know the fighter is specialised in polearms I might swap some of the weapons found in the mod to suit him if I feel he needs an upgrade.
More specifically to the mod. It is good to make sure at least one or two of the front line fighters have magic weapons they can use for the end of the first mod.
We are level 9 and I managed to get an AC of 28 last session, with a little help.
Mage Armour and Shield will get you +8 on your AC. Buy a armoured kilt or haramaki and then get a cleric or oracle to cast magic vestments on it. Since it is an enchantment bonus to AC is will stack with the AC bonus from Mage Armour.
I have to disagree with you. In a previous ruling, it was said that blink and mirror image interact in a way that you first roll for the blink and if that fails then you go no further.
From that I would suggest the same works with blur, or displacement or any other effect that gives you a miss chance.
Good plot hooks come from a character background.
I know it is her first game but try to get her to think about why the PC has become an adventurer. What motivates them to put themselves into such dangerous situations?
From there it is a lot easier to design the RP around those desires. An NPC motivated by greed might not be so interested in saving a small village if there is no reward involved, where as a PC who strives to to good in the face of an advancing evil may be better motivated by the plight on innocent farmers who cannot hope to defend themselves.
Most of all, have fun and don't get bogged down by the letter of the rules too early. If you cannot find the answer to a rules question straight away then make it up and make a note to find it later.
First line, second sentence.
I didn't realise it either until I read it one day and I was playing a bard at the time so it jumped out at me.
If you add the monsters for an encounter you can then save them with the save button above it. That will allow you to then load it up when needed.
I'll have to hold off on updating I think. The AP stat blocks are pretty key for me.
Finally bought a second monitor for the initiative list and generally it works really well.
There is one major problem I am having though. I like to see it so that the monsters are secret and have them displayed as question marks. However, when a creature is linked to another creature, it no longer appears as hidden. Could this be fixed please?
They are indeed guidelines.
However the power curve of the game assumes that on average, your towns and cities will give your players around the stated amount of access to these resources. Yes, some areas of a world may have more or less but if you change the players access to spells and magic items by a huge amount then you need to consider the knock on effects.
It's that fact that you are unarmed that makes disarm as a monk really interesting. Sure, a fighter can probably get a higher CMB but is unlikely to choose to be an unarmed specialist.
Of course, this tactic will only work on enemies that use manufactured weapons so you need other tactics for other fights.
Can you link me to this please in case I ever decide to play one. They could be an interesting character.
Monk: Because I really enjoy characters that get to do lots of things. Why play a fighter who gets to roll 1 and pass his go when you can be a monk and make multiple attacks, trip your opponent and then turn away an arrow from the enemy archer.
Bard: Another versatile character class. Great range of skills and with the spell Borrow Skill you can be good at almost anything. You also buff the party whilst being quite good at fighting yourself.
Wizard: For quite a while I really wanted to play an Inquisitor because they are seem quite similar to a bard. But I am now playing one in Carrion Crown and am a little disappointed. On the other hand I had never been interested in playing a primary spell caster but I recently got the chance to play in a short campaign and decided to give a wizard a try because I knew I wouldn't be committed to him for a long time. I really enjoyed it and that is why it is currently my 3rd place choice.
James Jacobs wrote:
There's a version of them in Throaty Mermaid as well.
I was really interested in reading the masterpieces when I heard about them.
The problem is that they are just not very good, apart from a few that if you were given for free you might use occasionally, but not worth giving up a feat or spell for. Almost everything in a master piece feels like a weaker version of a spell that another class can cast a few levels earlier.
I hope that Paizo realise that and release some that are a little more tempting in the future.