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![]() Hawkmoon269 wrote:
When you use a strategy that burns through locations quickly, focusing on locations with blessings first helps. Immediately after gaining a blessing you can discard it to explore again. It also happens that the two locations with the most allies in this scenario also have blessings. Those are the two I hit first. ![]()
![]() I use Seoni and Kyra (spec'd for melee) So I have a crap ton of blessings. I did focus on the locations that have higher numbers of blessings and a few allies. Plus, I toss them liberally and Cure them back into the decks with Kyra. As I said, I went through 30 of the 48 cards myself in 14 turns. And even though I did so Black Magaa still got 7 of the 10 available allies and there was not a thing I could do about it. There is literally no way to fight against the mechanic in this scenario. I might consider it a refreshing change if the mechanic involved weren't so one-sided and entirely random. ![]()
![]() So I'm just wondering if there was something I missed. The strategy that I've been using with my characters is "Burn through the location decks as quickly as possible." This strategy works well most of the time and it has only utterly failed me once... against Black Maaga. I can't even begin to imagine how difficult this scenario would be for individuals who don't power through location decks. I literally cleared all of the locations out in 14 turns (with a bit of help from Black Maaga). The problem I have is this: This is the only scenario that I have seen where character stats and deck build mean absolutely nothing in the face of the villain. Random d4 rolls dominate the scenario and there is absolutely no way around that issue. The closest thing that you can do to overcoming that mechanic is exploring locations faster than the dice can eat them for Black Maaga, and even after 14 turns and burning through 30 location cards by myself, I still didn't defeat the encounter. And it wasn't because my characters failed, it was because... random. You don't even get an opportunity to fight Black Maaga in the scenario, even though he has a combat check and a bunch of rules printed on his card. So all I can do at this point is wait 16 more turns and then lose. I didn't run out of time, I didn't fail to defeat enemies, and I didn't even move slower than Black Maaga. It's like playing tic-tac-toe against a random number generator and letting it pick 3 spots before I even get to go. I'm disappointed in this scenario, because it takes no time at all to finish since it chews through cards without encountering them. Unless other members of my playgroup refuse I will strongly suggest taking a bye on this scenario when we get to it. It just isn't worth the short amount of time wasted on it. And the reward for success is basically not worth bothering with anyway. ![]()
![]() So this has been announced for August release. Have Paizo and Dynamite come to any agreements on distribution through Paizo's channels (subscription/PDF) or will it all be handled exclusively by Dynamite Entertainment? I'd love to get these, I really would. But as I'm in an overseas location I'd be paying $5 shipping for a $4 comic and that kills that desire. However, if bundled with my existing subscriptions I'd be more than glad to share my money with Dynamite since the extra postage generated from the few ounces of a comic book compared to full sized RPG books becomes negligible and awesome. ![]()
![]() Just to point out, you can't outright kill off wordplay in names. That's something that a lot of people do and have done in real life. I imagine that it's relatively common in cultures that use somewhat common words in their language for names. For example, there are English last names like Flowers, Morrow, and Head. How much do you want to bet there are people with first names like May, Tom, or Richard for said last names respectively? The only rules I would want for naming conventions are a character limit and special character limitations. I wouldn't even want separate first/last name boxes. I once knew a girl who had 5 individual names using a total of 44 characters (including spaces) as part of her entire names due to cultural, familial, and religious practices. Your suggested restrictions have the unwarranted possible side effect of possibly harming my desire to role play certain characters. Look at old school Arabic names. There are middle eastern type cultures that a character could be from on Avistan, and their player might wish to use the old Arabic style for naming their character. I know I've done it twice in TT games. Freedom is king, and sandbox is about freedom. ![]()
![]() They're trying to raise $50k to create a demo so that they can get hundreds of thousands to a couple million to make the full game. This is america, you have to spend money to make money. The kickstarter will do more than just fund the demo project though. It proves to the investors and talent that Paizo, Goblinworks and the community are prepared to pour their resources into ensuring this endeavor is successful and lucrative. ![]()
![]() Dread-in-the-box
This ominous box has symbols and phrases in a half-dozen languages etched onto it's surface, all provoking a common theme: terror. There is a crooked crank of iron jutting from the side that creates an eery tune when wound. After a few seconds of turning the crank the top of the box suddenly bursts open causing a shrunken and dessicated head to pop out supported by a spring. The box can be held in one hand but both hands are required to utilize its magic. Activating the dread-in-the-box is a full round action that provokes attacks of opportunity. When activated, all creatures within 20 feet (except the wielder) become panicked for 3 rounds. This is a mind-affecting, fear effect that can be negated with a DC 19 Will save. The dread-in-the-box can be reset as a standard action that provokes attacks of opportunity. Construction
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![]() Another thing to consider is what you are attacking. I would take issue with a swords condition dropping at the same rate regardless of what you attack. A goblin's head won't deteriorate a weapon's striking surface nearly as much as armor made of similarly tough materials. I would prefer to see hardness on equipment with each piece taking damage based on the other pieces hardness. Hardness should also vary with condition, as a sword or armor in poor repair will be more brittle and have more "give" than well maintained gear. ![]()
![]() cranewings wrote:
From how you put things, I don't think your party actually games during a gaming session. You probably just sit around patting each other on the back. The joy of playing is the challenge and it cannot be a challenge if you never fail "because we're the PCs". If the GM doesn't bring up virtually every NPC with a positive feeling towards you for deeds alone then he is likely bringing up NPCs with neutral or negative feelings towards you. Because the ones that agree with you are usually nothing more than quiet sheep that expect you to lead them, while the ones that disagree or have their own agendas are the ones that speak up. ![]()
![]() Except that you get your tracker out there sooner rather than later. He finds the tracks that are as old as yours but aren't yours and tracks them back to the source. Tracks age and skilled trackers can group them together by time frames. You make it out to be impossible to track them, but I wonder if you've ever tracked anything. Made even easier if you figure out which tracks are his and have a companion to track by scent. You are aware that a dog can track a person's scent in a moving vehicle (truth)? Again, just because someone doesn't want to put in the effort doesn't mean someone else should be forced to stay logged on. If anything, logging off actually helps since your group could station a guard or patrol in that area and catch him when he logs back on. ![]()
![]() Just because you don't want to put in the legwork doesn't mean other people aren't willing. First: This game is going to have a few major NPC groups but guilds will likely be varied and vast in number. I don't see a Hellknight being attacked by a Paladin of Iomodae just for being in their area, or vice versa. One group is LG the other LN per canon. And a bandit from the place yet to be named just looks like a traveler in either stronghold. Not much in the way of auto-hate if you ask me. If they run it any other way I would be sorely disappointed and likely not play after finding that out. So playing in someone else's back yard being dangerous would require a guild with an attack on sight policy. Not very productive for trade. I don't see too many inhabited areas being outright hostile to players that don't prove themselves to be opposed. Second: As I stated, a ranger is your friend. If they are going to include the ranger archetype it would only make sense that they be able to track other players. Without this feature I would repeat my potential disdain for the design of the game and would likely cease participating. Especially since that is my favorite character type. Third: The only fast travel they should include in the game is re-spawning when you die, horses, and expensive teleportation magic. I'm thinking teleportation gates or circles for more stable and long term methods of fast travel. But regardless, I believe fast travel from the middle of nowhere would diminish the game. I repeat, however, if you don't want to put in the effort for your revenge you should not get an easy button. It is a game and a player has the right to choose how and when to play it. Being a jerk is not and should not be against the rules. ![]()
![]() Onishi wrote: I am not calling for your location to be known for the 15 minutes after you gank someone, I am calling for the person to have the potential to be found for 15 minutes after ganking someone. Hiding, running off into the woods in a difficult to predict direction, etc... should all be possible. Poofing offline, or having perfect unbeatable stealth that cannot be beaten via any methods, or insta teleport to the other side of the world on the other hand, should not. I must say that I disagree with refusing to allow them to log off. Also, if they have a scroll of teleport then I would argue that being a jerk is not grounds for denying them access to it. If they have to log off every time they see you to avoid you then they are missing out on quality gametime. Especially if you harry them in the days following the incident when it is during a time of your choosing rather than theirs. ![]()
![]() ****
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Languages Celestial, Common, Gnome, Elven, Dwarven ****
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Languages Celestial, Common, Infernal, Ignan ****
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Languages Celestial, Common, Draconic, Abyssal, Sylvan I present the party of Level 1 Aasimar clerics. What I propose is not optimal for level 1 but it is all around effective and the healing potential is unmatched. What you might notice however is that these are all a very noble sort. When I get around to it I will resubmit as level eight. Which will plant them firmly as an eight cleric party with Leadership as a feature of the Nobility domain. ![]()
![]() This is where a ranger comes into play as well though. If you want to find someone you need a ranger friend. A flag should never be the answer, having a tracker on your side should. Or plotting disproportionate revenge for quasi-imagined slights, should they not hide their identity. Then you wait until they are almost dead from fighting a mob and you reciprocate their unpleasant ganking. If it's not worth several hours effort, then why should the devs give you a free 15 minute window? ![]()
![]() Sounds like your players have that nasty "I'm not backing down!" problem. Generally, when I'm in a party that loses someone we retreat, revive, re-evaluate and return (if appropriate). Which leads to a low TPK rate. But in this age of MMOs with amazing features like logs there is really no way to not know who killed you. Unless they implement some sort of stealth system in PFO that allows you to hide such things. And in that case, a flag means absolutely nothing unless you take away that character's ability to stealth during that period. That would be so incredibly unfair that nobody would ever play such a class in a PvP environment since your main strength would, in fact, be a weakness. If you get ganked by an assailant who properly hides their identity, why should you get a free pass? No, that's unfair to their character who was purpose built for stealth. ![]()
![]() I love deteriorating gear. All I want in that case are tiers of conditions based on how deteriorated an item is (Good, Moderate, Poor) and when it breaks it is unrecoverable. Which also brings me to repairs, which I think should be significant in cost. Like 75% of the difference between full value and damaged value or some other function of the sort. But significantly cheaper if you can do it yourself, costing time and required materials instead. On the original topic, though: I think the difference between free-to-play and paying players should be access to developer created content. Free to play doesn't necessarily mean free to own, and I suspect that free to play will mean you buy the game and don't pay a subscription. Base functionality of the game should not be affected. Money should purchase options, content, bells, and whistles rather than power or enhanced characters. If you buy a sandbox, you make your own fun. But you can always pay for more things to put in your sandbox like awesome buckets for building neater sand castles. Or you could pay to increase the size of your sandbox. But you should always be playing in the sand regardless of the features of your sandbox. ![]()
![]() Onishi wrote:
It's a video game so none of it is "dangerous", unless you consider eye strain and carpal tunnel dangerous. No system or flags or other such nonsense should be put in place. Especially not to fulfill someones desire to feel the instant gratification of a revenge killing. If it wasn't a video game you wouldn't have the opportunity for a revenge killing in the first place since you'd be dead. If you want it go out and get it yourself, don't rely on game mechanics... your killer didn't. That's just being unfair to people who are roleplaying in a different faction. They've stated that one of their main design goals is for it to be close to the feel of the tabletop. How frequently does your character get killed and take revenge for it 3 minutes later? Never, because raising takes time. Which leaves you plotting revenge if you want revenge. Plot your revenge. It's so much sweeter that way anyway. ![]()
![]() Forcing a "killer" to stay logged in may be nice for you but it's not necessarily fair to the killer. If you've ever experienced a real life emergency or loss of connectivity then you should understand that this is an unacceptable penalty. Plus, how does this hurt someone with the ability to teleport to a random location and hang out where nobody will find or get to them til their flag disappears, reading a book or playing some other game while they wait. I think that we should have no mechanical penalties for ganking someone. It should be purely social. You killed me like a punk? Well, now my guild is gonna return the favor when you're not expecting it. No point in crying and whining about it. And god forbid you gank someone's lower level alt, because then you're gonna get wrecked. Just let human nature take it's course. Humans have been around for thousands of years and will be for thousands more. A silly mechanic to try and stop human behavior will not make our desire to gank people go away. ![]()
![]() Like I said, building without the permission of the local kingdom should have repercussions associated with it. If you start building in an area with NPCs patrolling, you should be warned to disperse by the npcs and take your building materials with you. If you choose not to then it is a hostile act against the kingdom. Have fun dealing with all the guards. However, if you troll an area that doesn't have the means to stand against you then that area is out of luck. This gives reason to build near established and protected settlements. ![]()
![]() I think anyone should be able to build anything anywhere. But I also believe that if you build somewhere that is already claimed or is near a city that may expand you risk forfeiting what you've built. Just because a king claims everything within a mile of his castle doesn't mean he has the means to enforce it. But should he ever gain the means to do so, anyone who openly defied him in the past has to answer for having not obeying the rules in his kingdom (unless he grants amnesty). ![]()
![]() HalfOrcHeavyMetal wrote: Maybe this will fall under the same rules as Final Fantasy Online, in a variation in which the first toon can be free, but the others require a small payment to 'unlock'? I concur with this assessment. If this is not a monthly fee then people will just create new accounts to level characters. ![]()
![]() I don't see why the system can't be like EVE. Not all skills in EVE apply specifically to the ship you're in, some of them apply to what your ship is equipped with. You likely won't get a flat bonus to how much damage you do with weapons, or at least not a very big one. I could see them implementing the skills so that each increasing level does provide a bonus. But at the same time, each skill could branch at every level requiring a more specific situation in which the badge you've earned will help you. I can: wield one handed blades
wield two handed blades
And perhaps as part of leveling fighter you only need to train one weapon skill up one path. But if you take the time to get a second weapon skill your progress towards 20 will be slowed. The could have similar trees for hundreds of things related to fighters with very little overlap and only slight bits of stacking that were designed to go together well... like a buckler tree of some sort. ![]()
![]() Nihimon wrote:
But allowing all characters to train skills simultaneously doesn't solve the problem. People will still need to multibox if they want to log 2 characters in at the same time. Plus rewarding someone for having one account is rewarding a multiboxer twice for having 2 accounts, which makes no real difference. Tyveil wrote: Disagree. Don't be lazy. Make multiboxing against the TOC and enforce it. It significantly harms the social aspect of MMORPG's. It's not that difficult to find people who do it and hand out bans. Just let players report suspect multiboxers. Do you have any idea how implausible it is to enforce a "No Multiboxing" policy? How do you prove that I was multiboxing vs playing with my sibling or roommate? My two cents:
The key is to minimize actions that work against immersion in the game world. If a multiboxer is out questing with a healer and a tank on different accounts is he hurting the immersion of the world? No, so let him be. But if he just has one account for gold farming being run by a bot then the problem is that he is botting and gold farming not that he is multiboxing. ![]()
![]() organized wrote: I side with Ryan on the capstones. Keep them in the spirit of the core rules. But the Capstones are not in the spirit of the core rules. If I play PFRPG to 21 levels and take Fighter 1/Wizard 1 then finish out fighter to 20 I get the 20th level ability. They may not officially support any epic level rules in PFRPG, but they do make suggestions to DMs who wish to continue past level 20 and just taking additional class levels is one of those suggestions. Nothing in that suggested system says you don't get the 20th level fighter ability for taking your 20th level of fighter at your 21st character level. ![]()
![]() Onishi wrote: Well I suppose the safest bet is really to pick an archetype you like without the capstone and stick with it, if you like the rest of the archetype then if the capstone sucks you still have 20 levels in a class you like, if the capstone is good, you have it. I'm playing a video game here. I'm not looking for the safest bet, I'm looking for the most entertaining bet. If sticking with one class, one role, for 2.5 years is the most fun that I will have in the game then that would be great. But if I'm being corralled into a single role for 2.5 years that turns out to not be very fun for me at all? I'll just stop playing and pick up the next game that seems like it will be fun. And if I'm not having fun because I'm worried about getting a capstone ability I won't go to my friends and say "Hey, this game is really fun and you should play it with me." I'll probably say to them, "This game is a total grind, and if your into that then this game might be for you." Regardless of how many play styles there are, I can only grant insight into the ones that I have experienced. ![]()
![]() I would like to add to my earlier comments and to the Capstone debate in general: I don't think there has ever been a mainstream game that has ever even suggested taking 2.5 years to reach a maximum level. And nobody hear seems to be complaining about that either. I, for one, appreciate the fact that it will take that long since I assume the journey there will be full of mostly unique experiences. But it is very telling that in this age of instant gratification and high speed everything, the thing people aren't complaining about isn't the wait. It's that if they take an alternate path on their long journey it will be less fulfilling at the end. Seems an entirely reasonable complaint for a group of people willing to dish out more than 2.5 years for this game. ![]()
![]() I understand where your coming from JohnC and I had a similar thought myself, but then there would be no point in traing any archetype skills after achieving 20 merit badges. The blog entry specifically says that skills will provide no direct benefits to your character. They only provide access to merit badges which grant abilities. Later in the entry it says that after you get the capstone ability you will be able to continue progressing in another archetype. This implies that you will continue earing merit badges beyond the 20th. Permanently removing the option for a capstone is a punishment for lack of focus from my point of view. For those who cannot acces the site directly, you can add the blog feed here: http://page2rss.com/3bd4af8597c272f050dac73f683d9357 ![]()
![]() I would like to echo the concerns of the folks who have issue with losing out on capstone abilities. If 20 levels are gained for a certain archetype then the capstone for that archetype should be gained, regardless of whether or not the character "multiclassed". If you get a masters degree one year before someone else, your degree is not better then theirs, you just got it sooner because they spent a year doing something else. ![]()
![]() I would assume that alignments will be a sliding scale for each axis that is affected by actions taken by the player. This would allow them to implement effects like detect good/evil and protection from good/evil. I could understand if they wanted to get rid of it altogether and allow individuals to define their own morality (and I'd welcome that) but they are probably likely to keep alignments in the game. ![]()
![]() Time lines really don't have that much to do with my suggestion/idea. They haven't even selected an engine for the game yet. It is just an idea I had and the earlier an idea is suggested the easier it is to integrate it into a project if it is viewed as a good idea. Yes, Paizo has a contract with WizKids, but that doesn't preclude them from arranging a deal with them. Perhaps ask them to institute the capability or agree to profit sharing. But the purpose of my post was really to gauge interest in the idea of being able to order a mini of your in-game character model. With emerging 3d print technology the idea does not seem cost-ineffective to me at all. And as I said: for the ability to print out character models alone, I would maintain a subscription of $10-15 a month in addition to paying for the model with a markup.
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