Shoreborn

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441 posts. Alias of Void Munchkin.


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I would like to close this account, is it possible? (I heard about the email backlog, actually sent one)


And as a GM, you are supposed to adapt to the players/PCs:

- Builds
- Tactics/Strategies (or lack thereof)
- Average dice rolls quality
- Number of PCs
- Etc


James Jacobs wrote:
Draco Bahamut wrote:

Greetings Mr. James Jacobs,

Can a evil god fake a "paladin" ? Let's say Asmodeus wants to hurt Iomedae's name by faking her calling to a delusional human who believe he is a paladin. He start a cult, hunt his "evil" enemies and burn them to the stake, all in Iomedae's name but is only being a delusional villain in a power game by the gods. Let's say he creates a organization like scarlet crusade from WOW. Of course this wound not go on forever, but it would work in Golarion for a time ?

Gods can do anything they want. If you want to do a story like this in your game, that's fine, but I would advise you stat up your fake paladins as warpriests, fighters, clerics, or anything else and then give them feats and spells and archetypes and stuff to help them pose as paladins. Golarion's already got an entire nation of people who think Razmir is a deity, so it's certainly possible you could get a cult of fake paladins. They would NOT have paladin levels though.

More to the point, they'd likely not be organized by the god anyway, but by the god's more powerful and imaginative and charismatic worshipers.

There is a CE Outer God who could probably pull something like that if he/she/it tried.


James Jacobs wrote:
equinoxmaster wrote:
is there a non-evil deity associated with mirrors
Sivanha.

She might be a good choice for the egotistical type. ISG says she friendly with Razmir.


James Jacobs wrote:
Guy St-Amant wrote:

Incorporeal Undead that also do fire damage? (and take more damage from holy water).

1) How are you today?

2) What video games are you playing "currently"?

3) Fight between Demon Lords, Great Old Ones and Kaijus; how ridiculous would the collateral damages be?

4) Do you think we need more arts of male Catfolks in B3 style?

5) What would be your favorite idea of an alternate history for our world?

1) Meh. I've been better.

2) Dark Souls II's 3rd DLC, Wasteland 2, Rogue Legacy, Alien: Isolation. World of Warcraft.

3) Very.

4) Yes, but I'm not the art director, so take that for what it's worth.

5) Dinosaurs that didn't die out.

5) I wonder if human could exist in such a world. What do you think human would be like in that world?


Dustin Ashe wrote:

Is there any reason the left-hand sidebar is organized that way?

It's not alphabetical. It's not by publication date. Not by character creation process.

The best I can do is that it's divided between players resources (UE and above) and GM resources (GM Guide and below). But inside those two categories it seems completely random.

*twitch, twitch*

Aside for monsters in Bestiaries, things are rarely in alphabetical order (it can happen in coincidences).


Arikiel wrote:

I would have liked to have seen each race get even more details.

Like with a full hardcover covering groupings of say four races.

1. Goblin & Orc Codex (bugbears, goblins, hobgoblins, orcs)
2. Giant Codex (cloud giants, fire giants, frost giants, stone giants)
3. Giant-kin Codex (cyclops, ettins, ogres, trolls)
4. Reptilian Codex (kobolds, lizardfolk, serpentfolk, troglodytes)
5. Undead Codex (ghoul, mummy, lich, vampire)
6. Underfolk Codex (darkfolk, drow, duergar, svirfneblin)
etc.

but I guess five times as much content probably wouldn't be feasible from the marketing side.

Would need more writers, editors, etc, more paizo staffers, have hardcovers come out more often (that could seriously hurt people wallets), etc...


Morzadian wrote:

The Monk already has full BAB with his (or her) Flurry of Blows class feature.

With the Step Up line of feats, giving the monk fighter progression BAB, really is a non event.

If the monk has it or not it makes little difference.

What is more interesting (in the Gencon panel) is the Monk class will be getting alternative class features. And those class features will be re-assessed becoming more level appropriate.

RAW, the Monk class, is underwhelming and boring. The Archetypes and Style feats were a good start in making the Monk more appealing, more interesting.

I love the Monk class (it is my favourite class), yet if full BAB is the best thing Paizo designers can come up with, I'm afraid all my hopes will be set aflame, the monastery of promised innovative class design finally burnt to the ground. Left with just the ashes of what could of been.

Full BaB comes with bigger hit dice (d10, rarely d12). And I too hope it won't come with a loss of good saves or skill points.


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Guy St-Amant wrote:
bookrat wrote:

So I've warned my players that this AP can be kind of deadly based on some of the stories here. I'm having them build three characters so if one character dies, the next character can jump right in.

One of my players is building an android gunslinger, and wants to bring the exact same character back after death, so he'll play an identical character three times in a row. The character's name is MegaMan.

LOL! Does he wear blue clothes/armors?

Also, does he get instantly killed upon contact with spikes?


Incorporeal Undead that also do fire damage? (and take more damage from holy water).

1) How are you today?

2) What video games are you playing "currently"?

3) Fight between Demon Lords, Great Old Ones and Kaijus; how ridiculous would the collateral damages be?

4) Do you think we need more arts of male Catfolks in B3 style?

5) What would be your favorite idea of an alternate history for our world?


1 person marked this as a favorite.
captain yesterday wrote:
Everything I know about Game of Thrones I learned from South Park and skimming Grantland, so not much:)

It's a bit of a running gag, When Jon Snow think he know/has figured something, there is a certain character who keep telling him that line. Eventually, he end up telling himself that.


captain yesterday wrote:

nope, she is a self-taught scrapper, not every class has to go to a university to learn their thing they do:)

real life and knowledge handed down from generation to generation are the best schools sometimes:)

"You know nothing Jon Snow."


I would like an Ultimate/Advanced book that does not add 150+ Spells (100 of those for the Wizard/Arcanist).

I +1 the idea of a book/guide for low and high fantasy, stone age to futuristic technology levels (along with knowledge etc), alternate magic rules, etc...


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Advanced Race Guide 2 (more info and options for some races) , (extended and streamlined Race Builder).

More themed books: like Wilderness ( Jungles, Forests, Deserts, etc) , Civilisation (Towns, Cities, etc) , Cultures ( Art, Religions, Nobilties, Clothing, etc), ...


Books like the Core RuleBook, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Ultimate Equipment, Ultimate Campaign, Mythic Adventures, Advanced Race Guide, Advanced Class Guide, etc...

Bestiaries and Codices already have their threads.

Go!


Dragon78 wrote:

Wasn't that the story of the power rangers movie? It has been many years since I have seen it.

Never liked Yugioh, though the manga did a lot more then just the monster card battles.

The last part of the movie.

And yeah, pre card games Yugioh was awesome (beating a result of 6 on 1D6).


Dragon78 wrote:

ROBOTS RULE!!!

Now go my robot mosquitos, destroy them:)

Giant Robot Mosquito that fuse with a Purple Goo Man, then proceeds to have a fight against a combined Mecha piloted by teenagers with attitude.


Dragon78 wrote:

I just like the idea of celestials with playing cards as weapons.

Though we already had a conversation about "sex angels", it still sounds interesting.

An "amnesiac ancient Egyptian Pharaoh spirit", wouldn't that just be a old human ghost aristocrat with the amnesia insanity?

Amnesiac ancient Egyptian Pharaoh spirit:
Ever heard of Yugioh?

About the crapping on each other ideas: there is a different between saying "I don't want it in the books because I don't like it" and saying that then giving a reason why.


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Misroi wrote:

./' Go, go, Prism Strikers! ./'

*epic guitar riff*

Power Rangers / Super Sentai meet Disgaea?


Kamicosmos wrote:
MMCJawa wrote:
Malwing wrote:
I'm a little concerned. I've seen videos of convention panels and Dev chatter about what will be in Unchained, and I feel like some expectations on what it is is wildly beyond the scope of the product.

Unfortunately that has been happening with hardcovers a lot lately. Anytime you give people time to speculate or think about something that covers a broad area but has little information, people start making decisions on what HAS to be in the book, and thus get mad when something isn't in the book (or worse, Paizo does the opposite).

It's even worse for this book, since all the talk of killing sacred cows has let people's imaginations going crazy on what is in the book...

I think we're just going to get a book with optional rules, very much like the Arcana Unearthed books.

You mean Unearthed Arcana? Arcana Unearthed is something else entirely (but can still give good ideas and inspirations).


Dragon78 wrote:

10,000 mosquitos would be a swarm so you seen them in a bestiary, now it's time for robots;)

A celestial(Archon, angel, etc.) that focuses on luck, games of chance, playing cards, etc. would be cool.

Why not an amnesiac ancient Egyptian Pharaoh spirit?


Ross Byers wrote:
Fair enough. Even removing scrolls/wands/other spells-in-a-can, a Sorcerer gets more spells than a Fighter does feats. (But neither gets free access to every new book: anything new they want displaces something old.)

Dood, The Fighter needs 10 levels of Feats chaining to do things that either shouldn't require Feat at all, or maybe 1 or 2 Feats.

Scaling Feats (Feats who abilities increase with levels) might help with balance (way more than Feat chains).


Corerue wrote:

Re: Galt

** spoiler omitted **

Not CE Demons, but NE Daemons (I blame paizo for making it confusing).


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Alzrius wrote:
Guy St-Amant wrote:
Alzrius wrote:

Honestly, the whole "getting off-topic" reason for locking threads has always struck me as being incredibly poor.

Conversations, by their very nature, are fluid; topics change organically as people talk, and that's not a bad thing. I've been the OP in threads where the nature of the discussion has changed, and I've been a part of that change, only to suddenly find the thread locked for getting away from the original topic - it's frustrating, and unnecessary.

I honestly wish the mods here would stop doing that, or at least tone it back.

There are differences between evolving naturally and intended thread derailment (even if the derailment can be made in subtle manners).
When someone is intentionally derailing a thread, that's cause for removing their posts - locking the entire thread because of that is just giving the derailers what they want (e.g. the original topic is no longer being discussed).

There are two types here; one person derailing someone else thread, and someone trying to make a "false front" topic (basically, title and opening post are about something, but the thread creator quickly change subject). Also take into account how early in the thread the derailment occurs.


CorvusMask wrote:

Huh, thats interesting info... I had no idea none of them were actually created to be fitting in golarion <_< Guess I'll have to wait if I want to make them be lore accurate in my campaign

Gotta applaud design team though, they are really unique races.

A Fey would be easy, it's from the First World, the rest might not be that easy.


DrDeth wrote:
Trogdar wrote:

@DrDeth - Perhaps I'm conflating the two things, but I think that the current magic system is a problem because casters have a literal garbage bag of options by mid level and the theoretical limit of those options keeps expanding with every new book WITHOUT any significant additional opportunity cost.

When I think of mana or spell point based systems, I think of systems that grant scaling spell effects with far far far fewer spells known.

It's true, Mana point systems can work that way, but not always* and the same with Vancian. It's not the system at all.

* T&T is one example.

I would say both the Vancian casting and the Interplanetary load of options are part of the problem.


The Evil Queen wrote:

Moskitto Info & picture

Here is the info WDL

And I post all my new discovered mythology critters, I don't even want some in the bestiary 5, but we just share cryptids and mythos here.

And I rather see 10.000 mosquito's than 1 robot.

Glue-Keek sounds awesome, gonna check it out.

And Kthulhu is just jealous and hatefull, nevermind him.

Why the hate on Robots?

Kthulhu is cross threads referencing.


Fraust wrote:

I think a lot of it depends on how much work you want to put into it, and how adult people are about being evil. The typical mindless murder hobo probably isn't going to work well in many APs (though Skull and Shackles would be my guess for best fit, though I'm not as familiar with the mid/later parts as I am other APs).

If the PCs are more along the lines of subtle evil you're probably good with little to no modification.

Iron Gods is looking good for mercenary types.

Yeah, not many AP fit the brutalize everything evil, Evil Businessmen and Evil Conquerors/Councilors have better reasons to butt in.


Nephelim wrote:

(Thanks, Guy. I'll see about moving this there, even though it isn't PRECISELY a play-by-post... its only me.)

(In your opening post, you mentioned not finding the Play by Posts forum/board.)


Probably faster to list which post 3.5 AP wouldn't work with an evil Party (at least, baring some serious rewriting).


Kthulhu wrote:
Meh. Seems a waste. Increase the size category and reflavor them.

You don't have to like the ideas in this thread, nobody is forcing you to, but please don't derail the thread with it.


Lemmy wrote:

To be fair, the problem with caster is more often than not caused by problematic spells. Not the spell system.

Vancian, spontaneous-vancian, power-point, mana... None of those would be too unbalanced if we didn't have stuff like skill-obsoleting spells and stuff like teleport, scrying, simulacrum, maze, summon monster, etc... Now, IMO, those effects are iconic to fantasy stories, so they should stay, but they could use a balance tweak.

Those as well, and they do come into play before the "Going Nova" spells.


captain yesterday wrote:
What I was saying is when the power goes out there would be a way to release the hydraulic pressure (if they use hydraulics that is) of the the doors, just a way to rationalize using disable device, nothing more:)

And I understood that, what I mean is if there is a lock in addition to that?


DrDeth wrote:
Guy St-Amant wrote:
DrDeth wrote:
Guy St-Amant wrote:


IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.

How? I mean, I understand how some people like spell points or just unlimited use (like the 3.5 warlock). But in some cases, spell points can lead to even more Novaing and 5 minute adventuring days. (Depends on the system, of course).

I get that some peoples tables/games have issues with casters vs martials.

But I cant see how Vancian makes the difference.

"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

Yes, "Linear Warrior, Quadratic Wizard" is a meme and does occur in D&D, especially at the very highest levels. It also occurred in T&T, Runequest, Fantasy Hero, C&S and pretty much every Fantasy RP game I have played.

Vancian casting has nothing whatsoever to do with "Linear Warrior, Quadratic Wizard" . It occurs equally in Vancian games, and Non-Vancian games. Not to mention, not all magic in D&D is Vancian.

Dont get the "Linear Warrior, Quadratic Wizard" issue mixed up with the system of magic itself. They are entirely and completely independent.

Then compare Tabletop with Video Games, where the "Badassness" of the classes are more balanced to each others level by level.


moon glum wrote:
leo1925 wrote:
Misroi wrote:
Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).
You are right, i was thinking of the light mace which at medium size has 1d6. Then yes his attack should be +7 instead of +9. I think that i will make the whole party halflings or at least the leader, is there a correlation about the size of the body infected and the number of vegepygmies spawned?

I just assumed the a light warhammer could be wielded by a small creature as a warhammer (martial, 1 handed). Since Vrilldet's has fighter levels, he's proficient with 1 handed martial weapons.

I do that with all sorts of weapons. Small creatures can wield medium short swords as long swords, etc.. It helps players running small PC races use the magic items that they find during an adventure.

Could also rule that having bigger hands help.


Kthulhu wrote:
We already have stirges. Why do we need aditional giant mosquito?

Bigger than stirges?


Strange Idea: what about classes whose abilities are based on other types, monsters' abilities, etc...

Like, Based on True Dragons: D12, Full BaB, 3 good saves, 6 + Int modifier, good amount of class skills, Darkvision, low light Vision, scaling breath weapon, "Dual Typed" (count both as your usual type and as Dragon for spells, favorite enemy, etc.), + other things.

Good or Bad idea?


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scary harpy wrote:
Guy St-Amant wrote:


"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

I'd rather start adequate and become capable. That's just me.

Kinda what I meant, just applied to all Base Classes (not counting NPC classes). And then maybe do something similar to Prestige Classes.

I do understand that the mechanics and book keeping risk becoming heavier.


Alzrius wrote:

Honestly, the whole "getting off-topic" reason for locking threads has always struck me as being incredibly poor.

Conversations, by their very nature, are fluid; topics change organically as people talk, and that's not a bad thing. I've been the OP in threads where the nature of the discussion has changed, and I've been a part of that change, only to suddenly find the thread locked for getting away from the original topic - it's frustrating, and unnecessary.

I honestly wish the mods here would stop doing that, or at least tone it back.

There are differences between evolving naturally and intended thread derailment (even if the derailment can be made in subtle manners).


captain yesterday wrote:

thats what i'm talking about, a small switch hidden somewhere on the door or next to it that might release the pressure from the hydraulics or whatever they have, you know so they open easily in case the power is out and a quick escape is needed:)

it could even be a small fail safe on the frame of the door, something in a corner thats easily (for the original crew not the PCs) flipped to allow a quick evacuation:)

i guess the point i was making is with hydraulics, there is almost always a fail safe somewhere to release the pressure manually so it doesn't take so much strength to open, in case god forbid the worst happens, i work with heavy equipment like skid loaders and excavators so i know a thing or two about it:)

Other locking mechanisms?

Edit: Basically, having to worry about a Lock as well as the opening mechanism.


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DrDeth wrote:
Guy St-Amant wrote:


IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.

How? I mean, I understand how some people like spell points or just unlimited use (like the 3.5 warlock). But in some cases, spell points can lead to even more Novaing and 5 minute adventuring days. (Depends on the system, of course).

I get that some peoples tables/games have issues with casters vs martials.

But I cant see how Vancian makes the difference.

"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

Spell/Magic Points: Work like Hit Points? (throw a dice each level, apply stat modifier.) Spells have a Minimum Caster Level to learn/access them... Group casting? (multiple people combining their powers for more powerful effects.) etc...


Justin Franklin wrote:
James was Echidna a source of inspiration for Lamashtu?

And was she an inspiration for the Drakainia (in some ways) in B4?


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Lord Snow wrote:
Lord Mhoram wrote:
Kthulhu wrote:
Except the express purpose of the book is to throw away the basics and unchain PF from v3.5 compatibility and the expectations of being a D&D substitute.

I read it completely different.

That they wanted Pathfinder, and as a D&D substitute, but there were some things they wanted that would have not meshed really well with the 3.5 BC. Doesn't mean that it won't be a "D&D substitute" - just that some things are different, but still fit very well in the d20PRD kind of feel. Sort of like Cooke's Arcana Unearthed was different (no divine or arcane magic it was all on type- and had flexible spell levels, racial templates, 25 level classes later, different XP chart). All that would not have been "3.5 compatible" but still very recognisably 3.5 derived. That is what I am expecting from Unchained.

I think, but can't remember if a Dev said, that you could still use these rules and play in the Adventure Paths. I suspect with a different balance and feel, but still close enough that the basic math, and structure fit.

Yes, I too recall this being the intention of the product. It's not about creating an entirely different game, it's more about pushing the boundaries further away. The game still has to feel like D&D, it just doesn't have to be compatible. So classes and levels are unlikely to be replaced in any of the optional subsystems.

As for a class building system... honestly, the third edition of D&D IS a class building system. You don't actually need rules for it, just come up with a concept and build a class to support it. I'm sure most players have at one time or another brewed a class (or at least came up with a concept).

What I would really like to see are rules that in some way make high level combat more manageable - smaller numbers, less buffs, less combat swinging save-or-die spells. Don't know if that's possible but would like to see an attempt.

So: D12, Full BaB, 3 good saves, 8 + Int modifier skill points, all Skills as class skills, Full Divine Casting, Full Arcane Casting, Proficiency with everything and Bonus Feat every level?


Merisiel Sillvari wrote:
Paladin of Baha-who? wrote:
Merisiel: Does Golarion have Chocolate?
Of course it does! Why wouldn't it? It's not like Golarion is some sort of horror show where nothing joyful dwells...

So, it's an horror show and that's why it's "joyful"?


William Dymock-Johnson wrote:

A class construction section. Build your own classes. Or a way to ditch classes and just buy abilities with xp. While there will be no more levels they should be equivalent to a classed character of equal xp. So a classless with 35,000 xp is comparable to a 7th level character. Or a little behind as they pay a premium for flexibility.

They already said they won't do a Class Builder like they did the Race Builder.

IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.


Hama wrote:
You'd be surprised how many people don't have internet or fast enough internet.

So, maybe they took notes from a fiasco at one of the XBox One announcements:

Question: "What about people with no/slow Internet?"

M$ guy/girl: "There is the XBox 360 for that."

Anyway, could be awesome or could be bad.


zergtitan wrote:
Probably the 26th at the earliest.

Sunday's release?


Lemmy wrote:
James Jacobs wrote:

Hallow is expensive but it lasts pretty much forever. But no... there's not an inexpensive solution other than to arrange to have your NPC departed buried in hallowed ground, which many churches in large towns or cities would of course have.

1) Hallow. Again... it's permanent. All you need is a cleric to have cast it at some point in the past and you're set. The fact that undead uprisings are actually NOT as common as adventures would make you think is also a factor.

2) That's kind of the whole point, so I'd say EXCEPTIONALLY willing. But again... undead uprisings aren't as common as you think.

3) Very rare. But frightening enough to spread the word fast, or to linger for centuries in legend.

4) What you'd get on a DC 10 Knowledge (religion) check—they're scary and evil and dangerous and lots of misinformation.

1- I see. I was more in doubt about smaller villages that can't afford the Hallow spell.

2- I didn't think they were common. I was pretty unsure of how often they happen. I can see villagers refusing to bury murderers and other criminals in what they see as "holy ground" for judging them as unworthy of it and not worrying about it precisely because undead uprising are uncommon (which ironically, could be the very cause of the undead uprise).

Thanks for the answers. :)

I would also say it depends on the kind of Undead; destroying the bodies might be good for corporeal undeads, incorporeal undeads probably require magic, or the happy life and peaceful death.


James Jacobs wrote:

Iron Gods is NOT meant to be played by mythic characters—the storyline isn't designed for it from a flavor standpoint or a mechanical standpoint. What allows a character to achieve mythic ascension is entirely and completely left to the GM.

If you want to do it, go for it—but you'll either need to do some significant adjustments to the adventure path or be comfortable running a game where the PCs are significantly less challenged than you may be used to.

Tier 1 isn't much of a problem at that point... Maybe being tier 2, 3 or 4 at the end of the AP.


Potential love interests can and should include redeemable villains; with ARG/GM permissions, different races/types; and if the PC is young enough, "young characters".

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