low int should not know lots of facts or do the math.
High wis should make choices that are going to good over all.
example of crossing a damaged bridge with wis is not to take the risk unless the possible fall is some thing you have to do.
example of crossing a damaged bridge with int is to examine the bridge's condition to determine if it can support your weight.
I talked to office Depot and it would be about $20 all together to buy cards and have them printed for summoned creatures and spell (1000cards)
Leave the .pdf with them and come back tomorrow that way you can save time. Its about the same cost as doing it at home maybe a little cheaper.
I plan on getting some nice card box the the alphabetical order sections so my total cost for storing and printing is about $40.
Captian Sir Hexen Ineptus wrote:
I stand corrected and will welcome any new options paizo offers. My group has... tactical barbarians which now that i think of it seems very odd. I concede
Currently we're running more of a free flowing game where every one is a pathfinder. In a bit we'll be running King Maker
We try to play once a week, some time we miss a week, other times we might meet up more then once a week. It just depends on everyone's schedule/how fun the current game is.
Most of us are in college
I for one like the NPC guide. Thou epic is a waste at my table, a book that helps with feat choices and spell lists would be great, and some equipment lists for the next levels up to help fill out my NPCs that would be wondering around.
A tool box of mid level could save me a lot of time. A few ways I can see it being made:
-A list of monstrous NPCs around the world that are higher Challenge rating
-same format but part two leaning on 4-7 generic NPCs and level 6-11 full write up NPCs.
-Some full write ups, and a tool box of paths/premade regional options
-screw NPCs give me Asian Adventures NOW XD
1. i call everyone who said they would be coming over and tell them to head over. Every one shows up and hangs out till Steve arrives who is always late by an hour or more.
2. Set up books and screen hand out characters, i talk about what everyone wants to do, and i think about what is going on in the worlds.
3. Next I have to decide what books to get handy based on what everyone is planing.
4.a. When game starts I roll list of gods in pathfinder and declare which one is watching over group for the session.
4.b. Adding Harrow cards to this affect. My group always has a blast dealing with the heavy hand of fate. That and what GM doesn't want a reason to hunt one player all session?
5. Game & eat food is always at table.
6. bonus xp awards and review, I try to see what players liked or don't like and offer xp for the habits i would like to see more of. See what they are wanting to do for next session.
Mirror, Mirror wrote:
What's the deal with all the "-1" entries for the Bard? Typo?
The bard's xp is very easy to get, and if they lead the group with antics or actual motivation there xp is very good, that and they get can double dip on the general xp. The bard in my game is one of the fastest leveling PCs.
I say barbarians being bad at holding down a day job is great. If you want to play the amazing trades man then try a class is consistent, valued around the world, and good with people.
The barbarian doesn't need nor should he be the master of the 40 hour work week.
James is right the math makes little difference in the long run. A Barbarian, in time and dedication could be an excellent and very productive employee/business owner.
I like the idea of summoned creature cards, and every summoner PC or NPC in any game I've ever run picks up "Augmented Summoning" so having thous stats available would be very helpful.
I told my group about your cards and they like the idea a lot. So It looks like we'll have at least one complete set. Maybe two but that has more to do with how much the cards cost.
Now I'm thinking about how I should manage the cards for passing them out and putting them away. I'm seeing a binder with card holding pages and alphabetical order right now.
Ok I wanted to know all the ways every one awards house-rules exp awards. I'll post my chart which is inspired by AD&D 2ed. I use slow exp progression and as a rule don't give much extra exp for numbers of opponents just what ever there base CR is.
I base exp rewards on the characters level. The individual rewards are given out at the end of the session and before meal breaks at my game.
Everyone has a chance to get these exp awards
Role Playing LvL
These awards are class specific. For multi classing &/or prestige classes I'm assign one that works best for the character.
Barbarian: in my game barbarians level a bit faster but tend to weaken them selves in areas of tactics and tools as a trade for fast leveling.
Do it the hard way LvL+2
Paladin: I hold paladins to a very strict code, deviating even a little bit means the paladin is so full of shame he wont use his class features for several months because he doesn't see himself as worthy in game thou atonement spell can speed this up if the church needs him right now. And willful disregard for the paladin's code is permanent status of ex-paladin. If your paladins are not as noble then reduce the xp awarded
Victory with out Violence LvL+3
Always open to tips, other options, and any other way to encourage players to have personality and drive.
I'm having fun with them in my group. Though I slow them down a bit, I give them a trait that is related to the feat they want then let them pick up the feat once they can place it. It makes my game much easier to run because my players spend some time creating plot threads for me.
That and I don't give them a list of what is and is not part of the achievement system. That way after they work for some thing i'll give them a feat that already exists or a achievement feat or some thing custom that I think really fits there character and how they have been playing there character.
Oriental Adventures NOW!
I want the entire world detailed as soon as possible. Plus more options for building different regional characters would be great.
One of my players constantly asks me when they we are going to play a game that heads to the east. Plus I don't like staring at a map that has an edge where I do everything I can to halt any travel that direction. I run a very free flowing game and a complete setting is ideal.
Plus a Oriental NPC guide, and along with Oriental treasure cards would be an requirement.
Actually I was thinking and even the idea I thought of last night would still be horribly unwieldy. So maybe you guys could come up with a deck of wild magic, with art similar to Harrow. Wild magic was always fun in my past games. That and what gnome couldn't benefit from wild magic?
Another idea that would help my dread of creating spell lists would be a deck/book of spell lists. The NPC guide helped me out, and I'm hoping the Advanced Game Mastering Guide is an amazing tool as well.
Anyone know of any other products that help a GM get around making spell lists?
I would also like spell cards because they would save my players time and more importantly save me some time. I could just pull out the cards and have them ready for a reminder or rule check.
something like this would be very nice:
- - - - - - - - - -
Name of Spell
- - - - - - - - - -
Things I would like to see
-Bard deck first
-complete spell lists of core spells as per class
-divide decks into spell levels 1-3, 4-6, 7-9
-spell level 7-9 decks should have lower level spells from other pathfinder products to fill them out.
Talking to Paizo directly now, I buy tons of your stuff the only reason it doesn't say subscriber of this and that is because I patron my local hobby store and love watching the Pathfinder section get more and more selfing every couple orders. I have a personal goal to see it get more shelf space then 4e. I would buy multiple of each set