Seltyiel

shadowkras's page

Organized Play Member. 1,061 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Oprak, while a new name, is (Ironfang Invasion spoilers ahead):

Spoiler:
Located exactly on the conflict zone of Ironfang invasion, and assuming the PCs made a peaceful deal with their leader, they retreat to their citadel and a new safe zone for goblinoids can be found there.


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So, Vidrian? That's new.


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My two cents about the dedication feats:

A lot of them will be very boring in certain combinations, like fighter+barbarian, since you wont be getting any proficiencies, which are half of what is granted by the feat. So why not grant something else instead? Such as when you grant proficiency in a skill you are already trained?

Im also not hyped over the idea of using the other class's main feature once per day. Once per day mechanics are boring and easily forgettable, the game shouldn't use them at all!

Id look into something similar to using Spell Points to activate those class abilities (such as raging, bard's song, attack of opportunity, etc). I also would be fine with having a shorter duration or some kind of short cooldown on those abilities (10 minutes? sounds fair to me). But I don't see myself picking, or even recommending, multi-class feats to anyone as they are now for anything other than flavor purposes.

On dedication feats that grant spells, it really seems unfair that most of them will only grant you cantrips for a feat. When people think about dipping into a caster for tools, they are aiming at some kind of first level spell that will fit into their character concepts, and cantrips rarely will be their focus. I would change that to grant a single first level spell as well.


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That also makes sense. I simply assume they still take up some space within the settlement and for simplicity's sake, ask them to place their fort within the district limits.


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What does achoring spells to a ship means?


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I believe they use spell-like abilities because those are much easier to write on a statblock than a new supernatural ability that will simply say works as certain spell.


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If a creature that has vulnerability to cold damage (like a red dragon) dies and is turned into a skeleton (which grants immunity to cold damage), what happens with her vulnerability?


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@RoboDM

That has been clarified, not sure if here or on another thread.
But basically, each improvement can only be done once. Either the hex has the improvement or it doesn't.

The published rules have a small error though regarding which improvements can stack with others or not. Each hex can have any number of improvements that have an asterisk, and only one improvement without an asterisk. But this improvement without asterisk can be built on the same hex that has improvements with an asterisk.


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They are mainly based out of Xibalba, which is a Silent-Hill-like realm of terrors built from nightmare-matter. It exists in the Ethereal Plane at the point where it is metaphysically closest to the Plane of Shadow. Its above-ground realms are varied and unsettling, and the caverns are vaster and even worse.

Nice to see more mayan mythology showing up in pathfinder.


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Iv seen this before...Where was it...Ah, here you go.


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I was under the impression that Spells of Intrigue were clarifications on how certain spells worked in the game, especially one that involves intrigues, and not new mechanics that should only be applied on intrigue-based games.


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Owen K. C. Stephens wrote:
shadowkras wrote:

How should your Mythic Empower Spell and Mythic Maximize Spell interact?

Example, i have a spell that does exactly 1d6 damage and want to apply both metamagics on it, what should be the minimum and maximum result of this?

Just like Empower and Maximize, apply each separately to the base 1d6 damage.

That is why I asked, non-mythic empower and maximize have a special behavior, you apply the maximize feat, then roll half the original dice on top of it. The text for mythic empower and maximize lack that ruling. But thanks for the answer!


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I consider this an awesome expansion, well worth of a final verdict of 5 stars + seal of approval.

And now it's on my wish list. Curse you!


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Mirage Wolf wrote:

Why are plants immune to curse?

I meant, even Jesus cursed a tree. :o

Mythic curses can bypass immunities.


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Why even bother with a bottomless pit when there is clearly a bridge to cross over it?


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To be fair Emergency Force Sphere was written for 3.5, with 3.5 in mind, and on a 3.5/PF compatible book (the first, actually). So its not surprising that the spell looks broken for PF standards.

The Core Rulebook was published on august 2009, while Cheliax, Empire of Devils was published on september 2009, a month later. It's safe to assume the book was nearly finished by the time the CRB was out on stores.


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How should your Mythic Empower Spell and Mythic Maximize Spell interact?

Example, i have a spell that does exactly 1d6 damage and want to apply both metamagics on it, what should be the minimum and maximum result of this?


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A wild-shape focused class without 9-spellcasting levels? Sign me in.
This might solve a LOT of conceptual problems with the druid, to be honest.

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Systems for generating weather and challenging characters with natural hazards and strange terrain from terrain both mundane and fey-touched.

I honestly hope the focus of the book is not only the fey, as it would be a waste to not include rules for elemental realms into this.


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Developers' Note: That's right, there are rules for harvesting critter parts and turning them into magic items and temporary trophies that can spook similar kinds of creatures! If you think Mavaro's looking pretty dapper in his variant red dragon hide armor and array of grisly trophies, take a look at the psychodermist, an occultist archetype that swaps out conventional implements for magically preserved pieces of creatures you've slain (and whose powers you can channel)!

This belongs in... a hardcover!


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A juju zombie is an attempt to create the african zombie. Yes, the general idea was there, buy they lacked research.

But to put it short, zuzu zombies have their souls locked somewhere else, not on their own bodies. This turns them into a very rubbish version of a lich, they are a sentient dead body, but lack any magical spellpower of a caster.

So, their body is merely an object, while their soul is somewhere else, and their body is controlled by sobrenatural negative energies (Juju). Unlike the regular zombie that was a dead body animated by negative energy.

So, the general idea was that magic missiles could not find them as targets. The execution wasn`t stellar though, and we have what we see today.

We would have to raise Gygax from the grave to know the truth though.


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Awesome, thanks. :D


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I asked James Jacobs this, but on an second thought, you are probably the right guy for this question:

I was reading about the Imentesh Protean, when the following passage came up:

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Despite their sometimes loquacious and courtly manner, imenteshes’ entropic agenda is ever at the front of their minds, and this inherent madness is evident in the soft, telepathic susurrus that constantly surrounds them, threatening to warp the minds of the weak-willed.

So i thought "this is pretty cool, lets look at their sheet", only to see nothing about an aura or ability that messes with people's minds.

Intrigued, i researched the origin of the creature, and found it on Legacy of Fire 4 (which was 3.5), where they had the following description:

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As this serpentine creature slithers forward, its body combining elements of snake, bird, and human, a visible shiver shudders through the fabric of reality. Its unblinking eyes reveal a patient and powerful intelligence, while from nowhere and everywhere at once resonates a susurrus of infectiously spreading whispers.

(...)

However, their most marked trait is the subtle telepathic whisper that constantly surrounds them, reaching out to touch the minds of those they encounter, capable of confusing the weak-minded and even temporarily altering their alignments.

This is even cooler, but again, the 3.5 sheet had nothing about such ability.

What happened there? Is that a fluff that was discarded? Or an ability that was replaced by their warpwave ability?


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Strength measures muscle and physical power.

Constitution represents your character’s health and stamina.

Now, if you want to take that as muscle power = burly and tough appearance, that is fine.

Not everything about a race has to resume as an ability score bonus though. They take no penalty to INT, that means that many of them are keen and smart, as they have members that go from 3 to 18 INT. They also have many alternative race traits that replace sneaky for int-related skill bonuses.

The fact that they gain two physical ability modifiers does make them good fighters, and "fighters" here isnt talking only about the class, but "people who can fight". That includes fighters, rogues, paladins, barbarians, rangers, etc. It also makes them good fighters (the class) aswell, since neither dexterity or constitution is a dumb stat for fighters.


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Player: "I take 10 on every corridor, room and doors."
GM: "How high is your perception?"
Player: "+8"
GM: "Alright" *checks if there are any traps or secret doors with DC 19 or higher, and take note of those*.
GM "You spotted a trap right before that door!" or "the floor disapeared, roll reflex"


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Yes, my point was lead blades requires character level 4, vs level 1 for shillelagh.

It's 1st level for hunters. 2nd for spellsage wizards.

The fact that rangers are weak spellcasters should make little difference in the spells's overall effectiveness.


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Any plans for an unified book for kingdom building/mass combat with revised references and errata?


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If none of those are there, then it is a straight line and he should be able to charge.


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If you group has a stealth/scout type character that goes ahead and spot enemies/traps, the surprise round is largely unnecessary.

The value of Perception is dependant on how much your GM is fan of "you are all suddenly surrounded by enemies, roll initiative".


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Cool. So we can make out features on Pluto as clearly as on the moon, right? No greater penalty for all that distance through vaccuum.

Call NASA, pluto is now a star.


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Woshippers: constructs...


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so what about other stars that we can see from light years away?

Simply rule that Perception checks to notice light is always automatic success unless this light (or it's source) has total cover.

We know you can notice a candle lit in the middle of nowhere about 30 miles away on average.

It is also known that it's atmosphere that makes light less perceptible from far away, not the distance by itself.
So that rule for -1 per 10 feet is cast out when measuring the distance in space.


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We all know someone like Peter, the commoner.


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It hurts my suspension of disbelief that someone is willing to pay for all those small-sized dogslicers and short bows.


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Nothing about the wizard discovery even suggests that you no longer gain bonuses though.

If you do not age, how to do you gain the bonuses?

The druid/monk ability clearly says you gain the bonuses. Immortality doesn't say anything about it.

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With age, a character's physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects).


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There are two types of abilities that change how you age:
1) You gain all the benefits, but not the penalties, for aging, which means you still age and die, but you will look young until your maximum age limit is reached.
2) You stop aging completely, do not gain further bonuses nor take any penalties. This means there is no longer an age limit anymore, thus you won't die due to aging.

#2 is the wizard's arcana and alchemist's discovery, #1 is druid's and monk's timeless body ability.

Between those two, there are variations here and there with different exceptions, but for most of it, it should be one of the two cases.

Notably, the ones that say you do not take penalties, but still gain the bonuses, will either have to add an exception saying you do not die, or will fall under #1. There are a few examples of those, like the oracle's mystery.


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Here is a good example of what happens when you go short on food, but is still able to buy extra food from merchants:

food shortage:

Food Shortage: Spoilage, treachery, or bad luck has caused a food shortage this turn. Attempt a Stability check. If you succeed, Consumption in the next Upkeep Phase increases by 50%. If you fail, Consumption in the next Upkeep Phase increases by 100%.

You could assume that if its impossible to buy food, the consumption automatically goes up by 100% while a siege lasts.
Or if you dont want to penalize them too much, increase by 50% but without any method to remove the penalty while the siege lasts, this extra demand for food is for refugees from nearby farms.

For War Refugees you could use a mechanic similar to Squatters:

Squatters:

Squatters (Settlement, Continuous): An empty settlement lot is taken over by beggars, troublemakers, and people unable to find adequate work or housing; they camp there with tents, wagons, and shanties. You cannot use the lot for anything until the squatters are dispersed. Fame and Stability decrease by 1, and Unrest increases by 2. You may try to disperse the squatters with a Stability check. Success means the squatters are dispersed and the event is not continuous, but if a House or Tenement is not built in that lot on the next turn, Infamy increases by 1 and Unrest by 2. Failing the Stability check means the event is continuous, and you may not build on that lot until the event is resolved.

You could rename it and make it continuous as long as the war is going on, forcing them to struggle to maintain Unrest at bay while still dealing with enemy forces.


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If they dont build more cities, their capital is vulnerable to attacks, they have no scouting before their capital is under siege, no time to prepare. If they want to station troops along their borders, that will cost a lot of resources and those armies could rout after a while (they would need a commander with them).

Keep in mind that a new settlement counts as a district aswell, and a capital so prosperous should be visible to bandits and other, more "expansionist", countries.

I don't see them focusing on a single hex as a big problem though, isn't that what city states did back in the day? It was all fun and games until they ran out of food supply, or were under a siege for a few weeks.
The system assumes you can either plant (with farms) or buy your food with BP, but that also assumes you have plentyful trade routes going in and out. What would happen if that route is blocked by an enemy army?


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Also: Why oh why could they not have illustrated the evil killer psychopath clown?!

I believe it was because some people would not buy the book if they did.


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CLOWN CR 7

Human slayer 8

That's an horror movie waiting to happen.


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Here are some rules and house rules im using on my campaign. Some tables are from either the core books or the ultimate campaign, others are custom made using 4rd ed material, or @Zedth's and @Bodhizen's material.

Travel Time (one hex)
Party Speed | Plains | Other
15 ft | 11 hours | 16 hours
20 ft | 8 hours | 12 hours
30 ft | 5 hours | 8 hours
40 ft | 4 hours | 6 hours
50 ft | 3 hours | 5 hours

Exploration Time (one hex, 100 xp per hex)
Party Speed | Plains/Hills | Other | Mountains
15 ft | 3 days | 4 days | 5 days
20 ft | 2 days | 3 days | 4 days
30 ft | 1 day | 2 days | 3 days
40 ft | 1 day | 1 days | 2 days
50 ft | 1 day | 1 days | 1 days

Random Encounters (once per hex or per day, 25 extra XP per hex)
d% - Result
01-50 - Nothing
51-80 - Hazard
81-100 - Monster

Terrain Features (Hex Generation)
d20 - Terrain Feature
1-3 - Feature
4-10 - Hunting Grounds
11-12 - Resource (Oasis)
13-14 - Secret
15-19 - Standard (Nothing special)
20 - Village or Tribe (10 - 100 people, uncharted)

Each terrain type is a desert somehow, with a few exception on the verdant areas, so the sandy flats follow the desert features of the ultimate campaign. Scrub Lands, Mud Flats, Savannah and Verdant Plains are plains on the UCam. Boulder Fields, Story Barrens and Rocky Badlands are hills on the UCam. Marshes and Salt Marshes are marshes on UCam. The Verdant Belt and areas with strong vegetation (such as the areas around gulg) are forests on UCam.
I will post more on this later.

Desert Types (or Terrain Types) and their standard characteristics:

Boulder Fields: Movement one slower.
Dust Sinks: Swim DC + 5.
Mountains:
Mudflats: Movement two slower, monster encounters at 01-10 on the random encounter table (this reflects a 10% extra encounter chance).
Rocky Badlands: Climb DC + 2, movement one slower.
Salt Flats: Monster encounters at 95-100 on the random encounter table (nothing otherwise).
Salt Marshers: Movement one slower.
Sandy Wastes: +2 on Survival to avoid getting lost if it has any special feature, but a +10 on the check DC otherwise if they are looking for something on the hex. Ignore the penalty if they are simply travelling through the hex.
Scrub Plains: Monster encounters at 01-10.
Stony Barrens: Party can either move one category slower or take 1 point of lethal damage per hour travelling.
Verdant Belt: Falling Trees with 5% chance per hour travelling.
Obsidian Plains:
Sea of Silt: Swim DC + 5, movement one slower.

Survival Checks to obtain Food or Water (base DC is 10 plus the modifiers on the table)
Desert Types (or Terrain Types) | Survival Modifier | Water
Boulder Fields* | + 15 | No
Dust Sinks* | + 15 | No
Mountains | + 5 | Yes
Mud Flats | + 5 | Yes
Rocky Badlands | + 10 | Yes
Salt Flats* | + 20 | No
Salt Marshes | + 10 | Yes (salt)
Sandy Wastes | + 5 | No
Scrub Plains | + 10 | Yes
Stony Barrens* | + 15 | No
Verdant Belt | + 0 | Yes
Obsidian Plains | + 25 | No
Sea of Silt | + 20 | No
Savannah | + 5 | Yes
Swamp | + 5 | Yes
Verdant Plains | + 5 | Yes
Ocean | + 0 (+10 on get lost DC) | Yes (salt)

One additional food or water portion per + 2 above the Survival DC.
Terrains marked with an * are barrens, and have no natural vegetation or wildlife, players might find something if the hex has a resource feature, such as an oasis, or cacti that they can extract water from.

Random Weather
d100 | Result | Heat Level
01-70 | Hot, calm (moderate winds) | 2
71-80 | Hot, windy (Strong winds) | 3
81-90 | Duststorm (severe winds) | 3
91-99 | Siltstorm (as windstorm) | 3
100 | Firestorm (heat deals lethal damage) | 4

Heat level follows the rules for severe heat and characters must make a Fortitude check after a certain period, with a base DC 15.
Heat Level | Damage | Check Period
1 | 1 | one day
2 | 2 | twece hours
3 | 1d6 | six hours
4 | 1d6 (lethal) | one hour
5 | 1d6 (lethal) | one minute

Heat level 5 is rare, and should be used for the fire elemental plane or the surface of a volcano and similar enviroments, where there is no direct contact, but the heat is so strong that will cook characters in a few minutes if they don't find protection or magical resistances.

Starvation: A character can go 3 days without food, but has make a Fortitude check DC 10 + 1 per day without food or takes 1d6 non-lethal damage that can only be healed once he has eaten at least one portion of food.
Thirst: A character can one one day without water, plus their constitution hours. After that time they must make a Fortitude check DC 10 + 1 per hour or take 1d6 non-lethal damage that can only be healed once he has taken at least one portion of water.

Portions of food/water: Enough food or water to keep one small or medium creature sustained. Large characters must take twice this amount to remain healthy. Characters can ration their food and water, taking one portion every two days (actually eating and drinking less), but will remain Fatigued (-2 strength and dexterity) for a full day while doing so. If they become Fatigued due to another condition, they become Exhausted instead.


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When taken out of context, of course the traits on the SRD seem powerful:

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Deadeye Bowman
Source Inner Sea Gods pg. 219 (Amazon)
Category Religion
Requirement(s) Erastil

When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

- Restricted to followers of Erastil. So if you follow any other god, nope.

- Only longbows. No crossbows, rays, throwing weapons, fireguns. Or even shortbows. And probably does not count for composite longbows, as they are different weapons that only count as the same regarding proficiency, but this will see table variance. So, only longbows and Daikyu (eastern version of longbow) are allowed.
- Only if he has another creature providing soft cover. Doesn't work against low walls, tower shields, corners, etc. Or even if two or more creatures are providing cover.

I don't see this being even as remotely as powerful as a feat, with this many restrictions.


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Well, you can make potions for people so they become immune on your next visit that month. Otherwise, you will have to prepare antimagic field (available at 13th).

Calm Emotions is another option.


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As to multiple checks per business, I'm with Chemlak. One capital check simply doesn't work if you have 3 buildings that produce only goods and 3 buildings that produce only influence. It makes no sense that only one half of them can work while the other is doomed to sit around scratching their balls.

Even if you have multiple business, you roll them all and sum the result, then divide by 10 to check the result in gp. If you are rolling for capital, each business must make a separate roll.

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Step 1—Determine Building Income: Attempt a capital check (see the Earnings section) for each building you control in the settlement that generates income and is able to provide you benefits. Add the results of all of these checks together, then divide by 10 to determine how many gp you earn that day. For example, if your total result is a 47, after dividing it by 10, your earnings come to 4 gp and 7 sp.

Source

Which is another reason why i believe you cannot roll for multiple different capital on a single downtime phase on the same business.
You can roll for different capital as long as each business is providing a different check.

Say you own 3 business, a magic shop with +20 magic or gp, a shrine with +5 influence or gp, and a tavern with +10 goods, influence or gp and want to make some capital. You have a couple of options:

A) all will make gold (gp): roll thrice (or take 10 three times) for:
shop: +20 gp
shrine: +5 gp
tavern: +10 gp
Sum the result of your checks (total 65 if you take 10), divide by 10 for the result (6,5 gp).

B) they will make different capitals: roll thrice (or take 10) for:
shop: +20 magic
shrine: +5 influence
tavern: +10 goods
For each capital, you will have to sum the result of the check and then divide by 10, if you take 10 on each check the results are:
shop: 30 magic (3 magic capital earned)
shrine: 15 influence (1 influence capital earned)
tavern: 20 goods (2 goods capital earned)

C) they will mix their income for capital, roll thrice (or take 10) for:
shop: +20 magic
shrine: +5 influence
tavern: +10 influence

Same as B, but you cannot sum the result for capital, so the result is like this:
shop: 30 magic (3 magic capital earned)
shrine: 15 influence (1 influence capital earned)
tavern: 20 influence (2 influence capital earned)
So you earned 3 magic capital and 3 influence capital.

D) they will mix between capital or gold, roll thrice (or take 10) for:
shop: +20 gp
shrine: +5 influence
tavern: +10 gp
Same as B, but you will sum the result for gold, then divide by 10, like this:
shop: 30 gp
shrine: 15 influence (1 influence capital earned)
tavern: 20 gp
You earn 1 influence capital, then sum the gold check results for a total of 50, divide by 10 and you will earn 5 gp that day.


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Heck, i would take it with all the drawbacks in the book.
You could even add vampires's drawbacks and i still would take it.


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I always ruled that if you have something attached to your body, like on a bandolier or belt pouch, you can retrieve it using a move action, but if it is stored on your backpack, it's a full round action (or two move actions).

I don't see it being much different from what he "house ruled".
I could be wrong, but otherwise, what is the point of belts and bandoliers if you can retrieve anything using a move action?

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Bandolier

Price 5 sp; Weight —

This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement).

I also noticed that it causes an attack of opportunity, something i hardly enforce and often forgot.


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That's a variant rule, the default rule is that you can spend inspiration before the roll to get advantage.

I was actually talking about "roleplaying" our characters in order to obtain inspiration at the start of the game, or before the end of the previous game, so we can have a free "reroll card" during situations where it matters (like avoiding being petrified). Maybe i just wasnt clear, but an advantage isn't much different than a reroll, you just have to announce it before the check.

The inspiration rule can be resumed to: if you roleplay, you get free advantages.

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But what if there are many opponents?

Yes, the GM realized that and started to drop a dozen of opponents at once, which regularly was overboard or dragged the session for too long without necessarily improving the game.

Even when we were outnumbered, it was a better option to attempt to go 2 on 1 (sometimes 3 on 1) than each one handle an enemy.
Even if we were outnumbered in those situations, its better to declare "full defense" while the others are finishing off their enemy so you avoid their flanking advantage.

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Flanking is an optional rule.

It's a rule noneless, its in the book. After a bunch of combats attempting to use it, we decided to drop it because it was way too ridiculous to obtain advantage with it.

Even in pathfinder, we never use all the rules, sometimes a rule is simply discarded in favor of gameplay, or their severity is toned down (carrying capacity, living costs, travel times, etc). But those rules are still in the books, calling it a "variant rule" doesn't change the fact that they are part of the rules system.

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To me this is the core and the best part of 5e,

You are correct and i share the same opinion. Backgrounds are the best part of 5ed (it just doesn't mean that 5e is a great game system because of that). I make my PF players roll or create their backgrounds using the ultimate campaign rules every time and we get a similar feeling to our characters.

The ideal, bond and flaw, are, as you said, tools for inspiration-fishing. We could do all that without an actual rule for it.
Sometimes we felt actually being dragged down by our ideals and flaws.

5e does have it's merit, it is a suitable replacement for 3.x and 4.x, but overall the game system didn't work that well. We had to read the devs twitter's account a dozen of times when the rules were vague or contradictory, and that's a valid and reliable source of information about the system. Sometimes those tweets werent even explaining how something works, but simply saying "no, that rule isnt good, try this new one instead".

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Also there's something else that I love about 5e; it's easy to find a sandboxy culture of players around it rather than path-focused. (Think "Kingmaker" style gameplay, only all the time.)

Nearly all my PF games have a sandboxy feel, the ultimate campaign is always at the table and we use all the rules if the players are up to it, and their characters arent running against the clock.


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otherwise every merchant would lose money.

PC's sell stuff at half money because they are trying to sell it quickly, if they setup a shop, wait for an interested buyer, they will most likely earn more.

Mummy Mask does give us some insight about what happens when the market doesn't want your goods, prices will drop even lower than 50%.

You also have to consider that valuables, art and goods will sell for full price, regardless if you are PC's or NPC's. That's because their value hardly goes down if they are stolen or illegal.


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It was more of a bashful insight. Iv posted somewhere else what i believe are the problems with 5ed, things that damage the game.

But its enough to say that we house ruled out a bunch of stuff to make things better at our table at that time, such as: No passive perception, no inspiration, can't flank, takes a disvantage to remove an advantage (two advantages and one disvantage means you will have an advantage), you cannot make any magical item (even potions), you can only track something that has been there for no longer than a few hours, there are no free strikes (attacks of opportunities) at all, you cannot make short rests without making camp or in dungeons unless it's safe enough to make camp, and a few others.

Feats also caused a lot of trouble, because they are often unbalanced, but we left them in with gm permission on a case by case basis.

I dont agree with all of them, but it was better than all the discussions caused by the rules.

I will make a full list of what we played, if that helps:

One campaign had cleric 9, barbarian 9, paladin 9, we had a rogue for the first 3 levels too. It was a homebrew campaign.
The other party had ranger 5, druid 5, warlock 5, monk 5. We played the mines of phandelver.

The one with the bard 1 was a one shot and there were no major issues.

It seems 5ed is better played at first level, as things go up higher than 3, it starts to get messy. But thats my experience.


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I played a cleric to lv9, a ranger to lv5 and a bard at lv1. And all arguments about why 5e is great are actually what makes it terrible in the long run.

Inspiration? Becomes a tool to obtain rerolls.
Simple mechanics on advantage/disvantage? Combats focused on causing disvantage or obtaining advantage otherwise you are screwed. People will focus on tripping opponents or causing stuns so everyone can dogpile an enemy and drop it faster. Even flanking becomes bothersome to everyone at the table.
Personality? Its a tool to obtain more bonuses on skills that your class fails to grant you. Also extra gear at char creation.

As for simplicity, there is nothing simple if rules constantly contradict themselves (PHB vs DMG) and cause arguments at the table. Examples: How to make potions and magic items. Or how tracking works. The enemy is being flanked, grappled, tied up, cursed, but somehow has an advantage, nope, all cancelled and you must roll normally.

5e resolves itself around how many house rules will you make to better suit your table and your friends's playstyle.

Thats not a rule system, its a guide to make up your own rules.
I could do that without a new rpg book.

It isnt all bad, new players will love it, veterans will feel nolstagic, but it is far from being a solid game system.


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I just had this idea about a caster villain who specializes on illusions and puts silent images on random walls of his dungeon to change their textures, then scries the adventurers who attempts to bash their heads against alls that are "obviously illusions" after spamming detect magic around.

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