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![]() AnimatedPaper wrote:
To be pedantic, Knights of the Old Republic uses the d20 Star Wars system, of which there were three different "editions," an original, Revised, and Saga. The problem with going this route is that those games were actually published by WotC - so that further muddles things involving those RPGs and computer game versions. Basically I'm not sure they actually used the OGL in any meaningful way instead of just doing normal licensing agreements. Although the thought of Hasbro telling Disney they need to see all their financials for each year over a two decade old computer game is kind of hilarious. ![]()
![]() In D&D Beyond, if the DM has bought a book, all the players in their campaigns have access to that material. I don't see any indication that this is true here, in which case I'd have to pass. There's no way I'd get my entire group to shell out for the books they'd need/want. If I as the GM could buy all the books and then my players could build PCs using that content, I'd be much more interested. ![]()
![]() Dirk Ehrhardt wrote:
Pretty much this. I don't foresee much difference between September 2021 and August 2022 at this point, at least for US vaccination levels in adults. We're already pretty much at the stage where anyone can make an appointment today to get the vaccine tomorrow. Everyone who wants it will be able to have it. And it's not 100% effective, but nothing is. I could trip on level ground and die from the impact tomorrow. From what I've read, my vaccinated risk of serious illness or death is less than my risk of driving 200 miles to get to Gen Con, and those are risks I find acceptable. YMMV of course. Obviously Paizo can do as they like, but I suspect this might have as much to do with the date change and lower attendance as it does the ongoing pandemic situation. My main event draw from Paizo at Gen Con was the card game anyway, so with that being done I'm not really missing out on anything I'd planned on doing except picking up my subs in person. ![]()
![]() An antipaladin smiting good gets to add double his level against good aligned clerics and paladins on the damage of the first hit. This ability was written before warpriests were a thing. Since warpriests are a cleric hybrid class, do you think RAI they should also be subject to extra smite damage if good aligned? This came up in a session recently. We went with the extra damage as it seemed appropriate but I was wondering what others thought. ![]()
![]() I remember reading somewhere that the split up shipping was "safer," but I don't recall an explanation for how or why. I'm hoping as things return to normal this too will revert because it's certainly an extra expense. If it's keeping warehouse employees safer I'm okay with it as a temporary measure. ![]()
![]() My March order got split in two for unknown reasons and while I got the Pathfinder AP issue, I never got the Starfinder items. I know things have been crazy but I've not gotten any follow-up emails and my March order is still Pending. Just thought I've give a nudge to make sure my items hadn't gotten lost in the confusion, especially with the talk of April stuff starting Monday. Thanks! ![]()
![]() A GM I had in college rolled a 10 on a d10 9 times in a row - 1 in a billion chance of that, if the die was fair. He stopped the game to buy a lottery ticket. He didn't win. I've seen six or so consecutive natural 1s on a d20. We had a friend who would roll a 4 on d20 so often we just called the 4 a "Dale." Now, I've been gaming for over 35 years, and average 3-5 games a week for that period with probably dozens of rolls per player per night, so that's a lot of opportunity to see some weird patterns. ![]()
![]() I like the rarity system. I like that there are things that can't be easily bought or chosen, it prevents every sorcerer from picking spells lost to time from ancient Thassilon just because they leveled up. That's an advantage to me. I guess I see Uncommon as "this should be findable, but you will have to at least look." Which means you should be able to get access if you want it. One thing I thought of that could be neat in a home game is a PC deliberately making a desirable item less rare. Example: PCs find a nice Rare or Unique magic item, crafter PC reverse engineers the formula, and then distributes said formula far and wide so that after a while, the item becomes easier to get. For me, PCs being able to make changes like this to the campaign world is part of the fun. ![]()
![]() In the original versions of D&D, each armor type had a specific AC: leather 7, leather+shield 6, chain 5, chain+shield 4, plate 3, plate+shield 2. So your armor class was a number based on the category of armor you were wearing. Then as time passed new armor types were added, dex bonuses became a thing, so things got more complex, but the original name stuck. ![]()
![]() The easy way to resolve this is to ask, "Is the target at or above their maximum age?" - if yes, the resurrection magic does not work. If no, it does. Assuming someone like the bartender even wants to come back - I mean, he already retired once while alive, he's probably not too keen on being dragged out of Heaven or wherever by a random group of young adventurers. ![]()
![]() XP Tables, if we're not using milestone leveling. What? They aren't an easy progression like 3.X. Rules for the APG combat maneuvers when they come up. There are some universal monster rules I feel like I have to reread every time - whirlwind comes to mind. Concentration DCs except for defensive casting. A lot of the more uncommon skill check DCs, especially for PC actions not anticipated in the adventure using things like Fly or Ride. I'm assuming "looking up monster stats" as a GM doesn't count. ![]()
![]() My group just started Curse with Fumbus, Hakon, and Quinn. So far it's been going pretty well. I'm enjoying how Quinn stabs enemies with his brain. I can think of two of the extra role cards offhand: Spoiler: There's Blackjack in Curse, and that one scenario in Skull&Shackles where your role card gets replaced by the ghost mage guy. I want to say there's another instance of scenario-mandated/suggested role replacement in one of the OP seasons. ![]()
![]() It's a neat trick, but fire resistance really cuts the rug out from under it as you're stacking multiple instances of relatively small damage. Each "mini fireball" does 5d6+20, which is only 50 even if maximized. So fire resistance 30 means they take 20 damage per ball, or nothing if they make the save - which many super tough opponents will. Obviously 260 against someone who fails the save is not nothing, but you're not really going to be one-shotting CR27-30 demon lords with this trick. ![]()
![]() In CotCT, we have the whole new set of Harrow blessings so I want to be sure I'm using them correctly. They go in the Vault, so they are generally treated just like any other blessing in that they can be in locations and can be in the hourglass. At the start of each adventure (not scenario), I'll need to go through the stack and fish out the nine Harrow blessings that correspond to the adventure's suit, and each player will pick one randomly to get as an extra for their starting hand for all the scenarios of that adventure. Players can also acquire and keep Harrow blessings from locations just like any other boon, and I'm assuming that any Harrows in decks are not available for the random "start of adventure" draw. I think these statements are correct. What happens if too many Harrows of the appropriate suit are already in players' decks, such that there aren't enough to draw one for each player? Right now my solution is "try not to do that." ![]()
![]() Keith Richmond wrote:
Ah, I didn't know about the table for random encounters at the time. My previous experience with "summon a random bane" is to shuffle all the cards of that type and draw one, so that's what I was envisioning. ![]()
![]() Having "built in" proxies should help henchmen and villains from the new scenarios go smoother. I know I'm not the only one to accidentally use the stats of the proxy. Tougher to do that when the physical card doesn't have its own stats. My wife and I like to play a scenario or two at Gen Con each year. With four scenarios per adventure, it sounds like the "default" will be one of each feat, plus one hero point for reroll/not dying. So about the same pace as getting one die bump per adventure, although you can choose to have more rerolls if desired. (For example, if you decided you're done with card feats). ![]()
![]() Morph147 Korundo wrote:
Where are you getting that the henchmen are not being printed as cards? Apocrypha uses proxies but the henchmen-equivalents are still cards. You set the appropriate henchmen/villains out on the table and when you draw the proxy you refer to the card, not the scenario book. It just means they only need to print 1 copy of each henchman instead of 7. ![]()
![]() wkover wrote:
I think they're referring to "healing" in a broad sense, of "any effect that gets things out of discard." There are several examples of people breaking the game or finding unlimited combos involving retrieving specific cards from discard over and over. ![]()
![]() If the average adventure continues to have five scenarios, and you can buy one of each feat per adventure, that leaves two leftover hero points per adventure to use for rerolls and avoiding death. I'm also in the camp of "why use a point for a one-time reroll when I could have a permanent benefit?" but it seems to be structured so that the permanent benefits cap out, so you might as well take the reroll. In the 3.X spending XP comparison, it's more like the Eberron artificer, who had a special pool of "extra" XP just for spending on stuff. The only thing that will suck is having, say, three hero points saved up then dying because of someone else's roll - so you can't use them for rerolls before losing all of them. This can happen, with, say, monsters who hit everyone at their location. Or you could be in a bad situation where rerolls don't matter - rolling a d4 Strength with no weapons or spells against a difficulty 16 bane or such. The way I see it in general progressing, is that early on people will tend to take feats right away, but by AD#5 or so you might actually want to slow down on feats and increase your safety against the nastier threats. I guess the hero point death avoidance is supposed to make up for the lack of being able to hide at safe closed locations when near death? ![]()
![]() I've done this before; it worked pretty well, but I warned the players that the start would be a little odd and they needed to trust me. This was a 3.5 homebrew game so I let the PCs transfer their class levels to various alignment-appropriate outsiders. If you want to maintain Golarion canon cosmology and take into account the issues raised by Bob Bob Bob, you could always have the initial encounter cast them bodily into Hell without killing them. That way they get to keep their "stuff," but low level PCs have no easy access to planar travel so you can still do the long journey home plot. ![]()
![]() I'd go with this: FAQ wrote: In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage. To me, the intent seems clear that you can't construct a spell that would be over 9th level if all the metamagic adjustments applied. ![]()
![]() LordKailas' description is accurate, but there is this small tidbit for your specific example: Rules wrote: Incorporeal (subtype): “An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.“ So sneak attack works with touch spells, but sneak attack doesn't work at all(usually) against monsters with the incorporeal subtype. ![]()
![]() If I were the GM here I'd rule that it's impossible to coordinate tens of thousands of intelligent entities on the time span of a six second round. Especially as some of them are simulacrums made by other simulacrums, you only have indirect control and there's no way you're issuing verbal instructions with the noise of 20,000+ bats. Large groups of bats can get up to 140 decibels in real life, and those are orders of magnitude fewer than tens of thousands. That's the same as being 100 feet away from a jet engine. So I'd go with "you can only issue commands to a few of them per round" if I wanted to shut this down. Also, you're permanently deaf from the constant noise. ![]()
![]() Yewstance, I'm not sure your analysis is entirely accurate, simply because it's possible new Amiri is more of a closer. The fact that she can "chain close" locations when others cannot means she could be set up to have a big "mega turn" where she jumps from location to location, closing as she goes and drawing each time. Imagine, say a four player game where scrying and careful play have left henchmen on top of three locations, and she hops from one to the next closing each and getting a small hand refill each time. I'm not saying it's great in all situations - in solo or 2p I'd say you're spot on - but in a 5+ player game I might take it over armor proficiency. For those worried about the lack of Cures - well I have a zillion copies of Cure from all my old sets. Doesn't seem tough to mix more in if I want to. I'd assume, in fact, that if you're playing a campaign with Class Deck characters you'd still want to mix in their boons to make sure they're supported. Mob of Undead into a Castothrane seems...nasty. Each player takes d4 Fire, and a random Wraith summon each time? That seems super harsh at 4+ players, especially if someone ends up fighting 3 or more wraiths plus the castothrane. Echoes of that demon barrier from Wrath. ![]()
![]() Claxon wrote:
It's pretty easy to have a d4-2 base damage - 7 Str character with a dagger, for example. Often you have the dagger out just to threaten or something, and some enemy provokes - you get a lucky crit, and, boom, the situation in the OP. ![]()
![]() 15 point buy isn't low, it's normal. Yes, 4d6 drop lowest averages more than 15, but you sacrifice precise control by rolling, so in terms of effectiveness they're about equal. (I mean, you could roll 13x3 and 14x3, which is 24 point buy, but very few players would be super excited about playing that stat array) 10 point buy would be low IMO. PFS uses 20 because you're going to be placed with random groups so you can't make a party that consistently uses teamwork; you get a little beefing up to compensate. I can't think of any class that's rendered ineffective by 15 PB. I've seen a chained monk do just fine at that PB amount. It's simply more important to synergize your party when you have fewer points. Teamwork is a huge force multiplier. ![]()
![]() You can always send a horde of lesser foes, spread out, against them. A group of 10 archer enemies each CR = APL-4 or so can be quite a challenge for someone who requires full attacks to prosper, and even when he gets them, each foe is individually weak. If they're spaced out, he can only splat one per round. This type of counter has the advantage that you're not taking away the player's awesomeness, just creating a situation where its less ideal. Even with relatively poor attack rolls (because of being APL-4), a group of, say, NPC inquisitors with bane on all their arrows and Rapid Shot/Multishot can pump out a lot of arrows in one round. Some will roll well, and plinks of 1d8+2d6+10 or so add up. ![]()
![]() The two spells are absolutely consistent if you look at it from the paradigm of "a weapon that changes size in the middle of an attack does the damage of its smallest size." I'd bet *that*, or something similar, was the thought process when the spells were originally written. (The 3.X/PF enlarge person and reduce person spells bear only a superficial resemblance to the 1e/2e enlarge reversible spell).
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