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Organized Play Member. 212 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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At home, I organize my Pathfinder books according to general type (ex. the "Ultimates"), then alphabetically within that. I put the types in order according to how often I use them. The Core Rulebook, "Ultimates," "Advanced Guides," etc. are to the left, while the few adventures I own are to the far right. Most things on the far right will get sold at some point.

In the libraries where I have worked (and the one I ran), we occasionally developed small sections that just weren't worth cataloging with Dewey. These include some types of thin paper children's books (the types that would fall apart quickly), "honor books" (the patrons could keep them or bring them back), and things that didn't last long (physically) like Harlequin romances. When we needed a rough organization system for them, we used colored dots. So, for example, in the "honor books" we used different colored dots to indicate the genre, and (in some cases) the subgenre. That made it easy to throw them on the shelves quickly and still give the patrons the ability to zoom in on the areas that interested them.


I agree with most of your points, except for the idea that it's problematic if a GM doesn't buy into the idea that there are "appropriate" levels of wealth at given levels. That sort of thing can vary immensely from one campaign setting to another. I have run (and played in) games where it's important for characters to have a lot of opportunities to gain wealth. I have also been involved in games where wealth was a very rare thing, and it might take you several levels just to get the equivalent of 500 gp. It all depends on the world, society, etc.

When I GM, I lay everything out for the potential players before they commit to playing the game. That way they know if it will be a good match for them or not.


I'm playing a LE character right now. It's not difficult to get along with the other characters. The "lawful" part gives you plenty of opportunities to avoid playing a backstabber.


How is this "messing with the GM?" If players did that with me, I would say "okay" and let them play the characters. They would figure out how to make it work, or they wouldn't.


master_marshmallow wrote:
pickin_grinnin wrote:
I would love to see a magic class that moves completely away from the idea of pre-defined spells. Something more akin to the oWoD Mage system, where you know basic principles and put them together on the fly to cast magic effects.
Like word casting?

Yes, thanks, forgot about that one.


Arachnofiend wrote:
Uhh... I'm going to need to see an example of what you mean. I don't see a niche for a class that doesn't do anything to assist the party in succeeding.

Define "succeeding." I don't limit that word to combat.

In some campaigns, having a merchant, historian, researcher, or other non-combatant can be a very valuable thing.


Just change the mechanics to what you want. You're the GM.


If I were looking for a reason within the logic of the game world, I would say that they're attracted to shiny things, like some bird species (as others have said).

If I were to use dragons in my campaigns (I don't), I wouldn't have them establish hordes. It never made much sense to me.


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Fergie wrote:
The default for Pathfinder is that the GM is supposed to lose almost every battle, and optimization requires that lose to be immediate.

The GM shouldn't be "winning" or "losing" battles. The GM generally isn't running a PC.


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I have been a librarian (public library) for more than a decade.

I hate Dewey Decimal, for many reasons. I hate it with a passion. Number-based systems allow for fine differentiations between classifications, but they fail miserably when it comes to human readability.


I would like to see more classes that have nothing to do with using magic, fighting, sneaking around, and healing people. Almost all the classes in Pathfinder and D&D (all versions) are variants on the original basic classes from the very early days of D&D.

There are many more things you can do in an rpg than fighting, and many more potentially interesting classes in a world in which magic is real.


I don't care about what is "official" or not.

When I GM, I allow the rules and mechanics that I like, and disallow those I don't. Period.


I don't believe that everyone should always have an equal amount of wealth at any time, just as I don't believe that everyone should get a trophy in a competition (like they do in schools today). The first set of players earned the money, the second set didn't. I don't see what the problem is. If I joined a campaign that was already in progress, I would expect to have the same wealth and magic items as people already playing in it.


I would love to see a magic class that moves completely away from the idea of pre-defined spells. Something more akin to the oWoD Mage system, where you know basic principles and put them together on the fly to cast magic effects.


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It's one of the worst of the feat taxes. I try to avoid it when I can.


I would most like to see a full-BAB dedicated shapeshifter that isn't a spellcaster.

There are tons of good potential character classes that Pathfinder hasn't incorporated. Just look at the third-party products.


I can't compare the brawler to the monk classes, since I have never had any interest in playing a monk. I'm big on character concept and not that concerned about heavy optimization, so take the following on that basis.

I have been playing a brawler ever since the ACG came out, and generally enjoy it. The one problem I kept encountering, though, was the problem of feat taxes and feat trees. Flexible maneuvers is great, but when you can only take one at a time it makes it hard to use the more useful ones.

I eventually took a two-level dip into fighter just to pick up a couple of extra permanent feats so I would have access to the ones I really wanted to be able to use (via flexible maneuvers) in their respective trees.

I didn't really want to do that dip, because it didn't fit well with the character concept, but it has resulted in more enjoyable play.


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I would love to see more support for races that are in no way related to elves, dwarves, gnomes, halflings, orcs, etc. If it even slightly smacks of Tolkien or European mythology, I'm sick of it.


Tinkergoth wrote:
It's worth noting that there are plans to get campaigns (Adventure Paths as well as third party offerings like Razor Coast and so on) made available for purchase to be imported ready to go into Realm Works though. That'd mean that you'd be able to use the linking and reveal features without having to actually enter the data yourself.

There are plans for a lot of things to be added to Realm Works, but very little has been. This company's past performance is something to really consider, since they haven't shown any indication of actually speeding up their snail's-pace development of Realm Works.

I love Hero Lab. I think they bit off more than they can chew with Realm Works, though.


Quatar wrote:
The fact that so far nobody came in yet and said "Nope it's horrible and not worth the money" says quite a bit I think.

You have only heard from a couple of people over the course of a few days.

Trust me, there are a lot of dissatisfied Realm Works customers out there. I'm one of them. The major complaints tend to revolve around the company not delivering on program capabilities that were promised a long time ago.

I would caution you to think long and hard on this: data you put in can't be exported or printed. If that doesn't worry you, it might be a product that will work well for you. It's a deal-killer for me, though.


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I bought Realm Works about a year ago. After digging into it for several days, I put it aside and haven't touched it again since.

It wasn't because of the fairly steep learning curve, or the work it takes to initially set up a realm. It all got down to not wanting to do all that work only to have my data be locked up in the product.

There is no way to extract your data once it's in there. There are no printing options. Given the results of their recent user survey, they aren't likely to put those options into the product anytime soon. To be honest, they are running way behind on getting basic functionality into the product that they promised long ago.

I have a lot of experience with ending up with locked data when a product ceases to be produced. I'm not just talking about hobby software put out by small companies. I have had it happen with large public library software, as well (getting it back out was always a nightmare). Lone Wolf swears that they will find a way to dump the data to the users if they ever go out of business, but nobody can predict the future, and (sadly) I have heard that line before from other well-intentioned but unrealistic companies.

Realm Works is a good idea, but the product is not ready for prime time. It works, but a lot of basic functionality is not there yet, and may be years in the making.

My free year of connectivity to their servers ends soon, and I won't be purchasing any more time with them. The functionality I want and need to make it a viable product for me may not be implemented for years. Given that, I just have to accept that I won't be getting any value out of the money I already spent.


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I don't like silly games. A little occasional humor is one thing, but I prefer games that are a little more serious (particularly since I love horror).


It I was limited to core-only, I might as well just play 5th edition D&D. Without a lot of class choices, I wouldn't be interested in Pathfinder at all.


I think I'm going to hold off on this one until I can look at someone else's copy. The Ranged Tactics book was a real disappointment to me.


QuidEst wrote:
Telekinesis explained with calling on restless spirits, or even having poltergeists following you around seems like a great fit.

That's a good idea!


I would allow someone to use a coffin as a weapon or with an equipment trick, provided they were strong enough to wield it. I enjoy seeing players come up with creative characters.


A lot of the effectiveness of the Brawler will depend on how well the player knows the available feats and how strategically (s)he implements them.


No print or POD option?


I would definitely buy this if it had a POD option. I don't buy PDFs, particularly when they are priced the same as a regular paperback book.


I would be interested in a no-magic setting in general, but I would have to see a lot more information about it to know if it's something I would buy. I don't back Kickstarters for PDF products, so it would need to be available in print.


The groups I play with tend to be uncomfortable with sexuality in the game, so I avoid it.

When I play with other kinky/BDSM people, though, the sky is the limit.


NOW I get it. I was misreading the description of the feat. Thank you everyone!


Under what circumstances would Combat Reflexes be useful? What sort of circumstance could lead to having more than one AoA against a foe in a round?

Thanks!


Can I use Double Slice if I'm using unarmed strikes?


That makes sense. Thanks, all!


Thanks much!


I have a 2nd level Brawler who took a 1-level dip into Fighter. If I do the next level in Fighter, can I do it with a fighter archetype (I didn't use one for the last level)?


For the feat Defensive Combat Training it says "You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense"

My character is a brawler. When they say "hit dice," do they mean "hit points," the number 10 (for 1d10), or something else?

Thanks!


Run and hide.


StabbittyDoom wrote:
My empiricist investigator is currently heavy into hallucinogens. Thanks to handwaving the "spell and spell-like" specificity of empiricist illusion resistance, she can get VERY high and still function perfectly. She also writes music and recently convinced the half-orc of the party that some music she wrote was actually traditional orcish music. This was purely to get him to (badly) sing something that at least had sensible lyrics instead of the tripe he would come up with on his own. Which, by the way, was some combination of orcish-style victory songs and christmas music.

Very nice!

I played a Joffrey Wingler type character once. He didn't make dumb decisions, though - just very strange ones that nevertheless fit in with his unusual philosophy of the world. The GM ran with it, and he ended up becoming a pretty valuable member of the party, albeit in a unusual non-combat way.


Robert Brookes wrote:
I can't speak in any official capacity about this, but from my understanding OA isn't so much "New Age" as in crystals and all that nonsense, so much as it is golden-era mysticism, the kind of stuff you'd see in the early 1900s and fantasy interpretations.

That's why I'm still baffled by the inclusion of the kineticist class. It doesn't fit into that at all. It falls more in line with the whole "ESP" thing from the 20th century than 19th/early 20th century mysticism, spiritualism, hermeticism, etc.

I like the idea of the book, but if I ever run a game with that sort of theme I'm disallowing the kineticist.


You're at the wrong tables.

PFS is massively combat focused. It's not really good for developing a well-rounded character.

A lot gets down to the type of GM you have. Some run RPGs as wargames with a little roleplaying thrown in. That's particularly prevalent in Pathfinder, but I have heard of people who run Old World of Darkness games that way, too.

What you want to find is a GM who focuses primarily on the roleplaying or works hard to balance the roleplaying and combat/crunchy elements. There are plenty of them out there, but I have encountered fewer of them running Pathfinder games than other RPGs. FATE tends to pull in a lot of GMs like that.

That isn't to say that Pathfinder can't be run in a more balanced way, or even with the primary focus being on roleplaying. I generally run Pathfinder games in one of those two styles, and have encountered others who do, too. I have run entire campaigns with virtually no fighting at all.

When it comes to what you do when not fighting (or doing other "crunchy" things), just think about what life would be like in that world. Beyond the basics of eating and shelter, you would likely have some sort of social life, family, hobbies, etc. You might get involved in politics, start a farm, open a store, start to build a home of some sort, etc. If you are a magic user of some kind, you would probably spend time crafting magic items, selling your services to people, etc.

Those are relatively mundane things, but some (such as building a castle) can make for multi-session games that require planning, creativity, problem solving, etc.


Mackenzie Kavanaugh wrote:
2. Can the race be made into something reasonably balanced for level 1 characters? (no more than 15 RP spent.

Almost anything can be made to be reasonably balanced for first level characters. I could work with a player who wanted to be a Tarrasque and balance it out. Between deformities, physical injuries, curses, etc., you can de-power anything to within playable levels.

I like for my players to be able to explore different types of characters, if they want to. It doesn't take much work or time to help them do that. Some just like having a character that looks different, but I have encountered quite a number of them who are interested in exploring the psychology of unusual species and/or the challenge of finding a way to successfully play a character with a distinct social disadvantage.

RPGs are about fantasy. Some people fantasize about playing characters who aren't just humans with pointy ears, a short stature, hairy feet, green skin, etc.


Just a Guess wrote:
Does ex fighter mean except for fighter?

I mean it to mean "example." Thanks for the advice!


Thanks, everyone! It was the difference in phrasing that was throwing me. I suspect that it was just an editing mistake, but I hope one of the Paizo folks weighs in and clears it up for sure.


Thanks, everyone! That gives me several options to play around with, including ones I had completely overlooked.


Thanks, guys, I really appreciate all the advice. I'm playing around with all the options right now, but you've given me several things that I hadn't considered, but will work great!


Why a Tetori Monk, as opposed to other types of Monk?


I know that a bloodrager with the Abyssal bloodline grows claws while in a bloodrage. If (s)he has the Draconic bloodline, do they only appear when bloodraging, can you grow them at will as often as you like, or are they there all the time?

Thanks!


Can anyone suggest any particular classes, archetypes, feats, etc. that would work well in building a non-magic user (ex. fighter) who is optimized - as much as possible - to fight magic-users and/or resist the effects of their spells?

Thanks!

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