Telakin (Doppleganger)

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Liberty's Edge

Hello, I rarely post but often lurk on these boards. My large group plays a campaign where bringing in new pcs is quite the norm. We use the following build rules:

6th level, 20 points , two free traits, and all official paizo stuff allowed

Given these parameters and being a modestly knowledgable Pathfinder fan it took me 4-5 hours to build a human gunslinger.....even referencing the build guides...now I have admittedly never played a gunslinger before and it requires new mechanics but doesn't seem overly long?

My point is....how long would it take you to build a PC under these rules from concept to ready-to-play ? I know some classes are easier than others but in general how long would it take you? Feel free to qualify your answers as much or as little as desired.

Liberty's Edge

Dr. Deth, quick question, what do you mean each paladin should have a Phylactery? Not sure how that would be useful/reasonable/logical…probably being dense here ,but please enlighten me…sorry to derail ya'll

Liberty's Edge

2 people marked this as a favorite.

Tried to post in gamer life( might be dead message board area) and am sorry if this is In the wrong place but too important( at least to me) not to do it.

As I am a big time lurker and oh so infrequent poster, this is quite possibly late to the game.( no pun intended...well maybe)

I received in the mail 4 fabulous rpg products(yesterday) absolutely free from a one Steve Geddes....a poster here on Paizo. They were all in new condition and safely shipped.
My wife and I just wanted to publicly thank him for his generosity to this gaming community and tell everyone that he delivered on his offer to this Paizo fan ( given a little while ago) . I am sure many of you have all ready received your Geddes package or are about to shortly. I commend his willing and generous spirit and aspire to be able pay it forward to some others in a similar fashion one day. Thank you sir!

Liberty's Edge

I've always been a fan of high level play ,but like many found the 3e Epic handbook to be quite boring...powerful stuff ,yes ,but boring. A good friend and I have always been looking for a way to make high level play exciting. I have run high level games and usually have ended up giving character special " epic" boons granted each level. I never defined them ,but worked on them with the players. This has worked well for me ,but obviously is not a solution to a Pathfinder Epic Book/Adventure Path or what have you.
I would like for Epic play to allow for character advancement beyond the standard 1-15 ( in most adventure paths) and would like for it to use some ( but not necessarily) all of the rules. I have always thought a re-boot of characters would be a neat way to show their "epicness". By this, I think the rules of the game would change a bit and while they could do all the things they could do before, I believe that epic characters would be wratched up a notch. How this would work I am still not sure ,but perhaps something akin to the characters gear being "absorbed" into them causing the abilities gained by items to be a permanent part of their character.
Yes, I do realize this would be a serious power up as their ACs, saves, and other stats would now be at a new very high base level and this would allow them to 'adventure' to gain even more power ( and stuff).
However this begs the question : " if epic play is just "adventuring" as normal ,but with more powerful foes and toys to find, then why not just use the old 3e Epic book?"

This I do not want....I want Epic play to feel different, play different, be different. I will need to stew on this some more.

Great post ROM001 and good food for thought....

Liberty's Edge

Well, I can't take credit for it as a gamer buddy showed me how he did it ,but we use these plastic storage carts found at all sorts of places( walmart/target/kmart...etc):
here is some examples of those found at walmart:
http://www.walmart.com/search/search-ng.do?

Sort as desired....rolls well so when dming I can reach over and pull the whole container to me if necessary during play and some are even big enough for the huge/gargantuan figs.

Also, I use a matting placed on the bottom so that the figs do not slide as much.

Liberty's Edge

What length of campaign do you prefer? I will qualify...I am about to embark on a new campaign in the genre of sci-fi and as I am stretching my boundaries( going outside fantasy)...I am pretty sure I will be unable to sustain my normally long campaigns...so, what length of a campaign tends to be satisfying to you ?

Liberty's Edge

I am currently in-between campaigns and was wondering what people on
the boards consider a campaign? I'm sorry if this is an old hat discussion akin to " what actions constitute an alignment change" , or "this character is better than that one " ( which I still enjoy re-visiting such 'old' ideas personally).

Anyhoo, I was just discussing this with a friend and the players in our extended circle of friends( containg anywhere from 3-4 gaming groups) seems to enjoy different types of 'campaigns'...some prefer shorter ones...some want them longer( in PFRPG , say level 1-20 minimum)...and some like to change 'campaigns' frequently( after 2-3 sessions).

I think a campaign has an over-arching goal that feels as if a good story has been told with a beginning, middle, and end. You should have seen characters grow and change( possibly die and return from death), and would likely involve more than 5+ sessions. I personally prefer short campaigns(5-7 by my definition) as a player ,but as a DM have usually run longer ones( 20+ sessions).

So, how do you define a campaign? how long is it? which do you prefer?

Liberty's Edge

hey thanks for the ideas...like 'em all...had completely forgot about challenge of champions...all three ideas were cool...werewolf would have the most rp ,but 5 room dungeon( hadn't heard of that before..nice) would be easiest to prep...if ya have any more ideas lay 'em on me!

Liberty's Edge

Just wanted to try to get as much advice as possible. Am running 3 pcs this coming weekend for a 1-shot. I would like ideas for a nice 3-5 hour long adventure that would involve some significant role-playing between characters(read: differing goals ,but not necessarily at each others throats.... suggesting character types would be fine) with a unique adventure as well.

To give you the type of off the wall thinking I am soliciting, I recently ran a 1 shot with a fellow gm that involved 10+ pcs being damned souls seeking to escape hell. Sort of 2e planescape meets Dante's Inferno ,but with standard pc capabilities and each pc had its own secret motivations...used PFRPG rules.

Would prefer a slightly higher level of say 7+ ,but anything interesting would be great.

Anyhoo...I thought if anyone could give some help it would be the messageboards here at Pazio. Thanks for the thoughts.

Liberty's Edge

Yeah, the date is right I think...so hopefully all is good. Thanks for the info. by the way, 100 sessions! wow!

Liberty's Edge

I assume this should likely go to Josh F. ,but anyway. I made a stupid mistake and reported my event as one of my other events.

That is, the event called Cabin Con 2009 - never was completed.
The event called Demo at the Board Room Game Center occured as scheduled last night. However, I input all the character data as the Cabin Con 2009 event.

What if anything can be done about this? Is it a problem since the characters were inputed correctly ,but under the wrong event. I was using the same scenario even.

Sorry for the trouble. Let me know what I can do to fix it as the players were all new to PFS and really enjoyed their session.

Liberty's Edge

Thanks for all the good advice guys. I knew I picked the right place.

And MJ66: dowloaded your Ruins and Wastelands...nice work...it is on the top of my list to use...but am still working on the setting.

I am kind of leaning towards a Logan's Run/Judge Dredd type ruined earth with lots of action. I will definitely let you know how your PDF work if i go with that rules set.

Any more advice is definitely welcome.

Liberty's Edge

I rarely post here ,but lurk quite a lot. I generally like the ideas generated here and thought I'd ask for some advice.
I have always run fantasy games and am about to stretch my GMing wings by running a sci-fi game.

Anyhoo:

1.) What things should I be aware of that make running sci-fi( prefer more star wars-y than star trekkie) different than fantasy?

2) How should I approach adventure/story creation? I would prefer a sandbox style game ,but if that is tougher to do in this genre then maybe go the 'quest" route.

3) What do sci-fi players like to see in these games?

4) How can I be sure to run the game in such a way as to make it seem different than my fav fantasy game?

5) What would be some really excellent reading material to get my juices flowing?

Other info of note:
1) I have mainly GMed DnD( nearly all variations...now playing PF) for about 30 years.( holy crap I'm old!)

2) I do like a good mix of rping and combat.

3)I am trying to create the setting and story elements first and then try to fit them to a game system...am considering Star Wars Saga , Modified PF, and Savage Worlds currently ,but am willing to consider or modify other game systems.

4.)I have a decent collection of game systems ,but not exhaustive. I won't say that money is no object ,but I am willing to spend a little if I can get a decent pre-made system to fit my needs.

5) I do not plan to make this a mega-campaign ,but rather a break for the group during the spring/summer when things get hectic around these parts with our schedules and such.

If you can think of other things I should be aware of in the development stages, please feel free to let me know. Thanks in advance for any comments.

Liberty's Edge

Mine arrived yesterday and I am not home. My daughter opened it and gloated over it to me over the phone.....drop in allowance for sure;)

Good news: I am going to be at gencon and will be getting a tier 1 gm copy ...yeah for me...:)

Liberty's Edge

ditto on the word copy as well if you could Virtue:

rwnichol@delta.edu

either way, nice changes/write-up of the 6pc RotRL

Thanks.

Liberty's Edge

Thanks...will search for it.

Liberty's Edge

Would 6 pcs be too much for RoTRL using only the PFRPG rules [ when they are released]? I know we can't exactly gauge the power of the pcs yet w/o the rules ,but they should basically be 3.5 comparable so....

I agree with many posters on this board that the PF adventures tend to be very difficult ,but is 6 pcs too much?

Liberty's Edge

do we need the card to run our scenarios at Gencon?

Or should we just bring the number given to us when we joined signed up for the PFS?

Liberty's Edge

Tried it with Maxthon as well...same exact message:

"Internet Explorer cannot download ...nderSociety.3.1.2.1.5.3.0.3.5 from secure.paizo.com.

Internet Explorer was not able to open this internet site. The requested site is either unavailable or cannot be found. Please try again later."

Liberty's Edge

I've tried several times downloading the PFS card. I assume it will have our number on it, and be needed for running the Gencon games. Any idea what is up with that?

I've gotten the error message that Explorer couldn't download it and possibly to check back later. IS something going on that is not related to my own computer or ineptitude?

Liberty's Edge

Bravo Brent....well said...time to move on and let the gaming commmence....

Liberty's Edge

" glass cannon"...I like that one...

I just don't see how the high level play can be adjusted without serious change to the rules or a serious adjustment at around 13-15th level...I like the WOTC 20th level pcs they posted after Gencon 07( I think...their Dungeon Delve pre-gens)...

They streamlined the pcs....streamlined spells...adjusted damage( using some variation of average damage). I liked it a lot...and so did my players. I would suggest checking them out at the wotc site if interested.

I think at high level the game play needs to change...can this be done with the backwards compatibility stance Paizo has...don't know ,but I would wish them the best if they tried it. I believe 4e found a solution to this ...ie, balance at high levels...but the character classes just suffer from sameness...that's just not my cup of tea( no flame intended)..I do like the tiers and think that or some other similar idea might be used to make a significant change to the game play in 3.5 from say 1-5 to 6-15 and then again 16+ ,but I'm no game designer.

I ran an epic 3.5 game with truly uber pcs ( equivalent to about 40th-50th level characters RAW) ,but with significant house rules. It went well and am still thinking about how I might tweak it ,but the game changed dramatically at 15th level and again at 21st. My prep time as a DM dropped drastically when I just decided to give monsters/foes what they needed to make for a cool/good fight for the pcs...didn't bother with the details. The players seemed fine with it. Other groups likely would not be okay with that.

Sorry rambling a bit.........game on !

Liberty's Edge

Yes, keep rage points and do something similiar with the paladin( just my 2 cents)...give him faith points(idea from another thread) + powers and drop the spells....

Liberty's Edge

Bay City , Michigan

Though am a native Hoosier...go IU!

Liberty's Edge

Hey ,
You guys have been reading my mind. I can't carefully read through this thread tonight ,but I do hope to be back soon to read your thoughts on Faith/Smite points. The following is my take so far:
I'd really appreciate your thoughts on it. It is a rough outline to be sure.

The Paladin- this optional system would be used in lieu of spells. That is, a paladin character using Divine Mana points would never be able to cast spells.

Starting at 1st level, a Paladin gains a number
of Divine Mana points equal to 4 + his Charisma modifier.
At each level after 1st, he gains an additional number
of Divine Mana points equal to 2 + his Charisma modifier

Smite -a paladin must spend 1 Divine Mana point to smite a foe ( + Cha to hit /+Lvl to damage). Using these points is a free action , it affects only one attack per round, and works only against a foe who is evil . If used on a foe that is not evil then the smite does not work ,but the Divine Mana is still used.

Powers: As a Paladin gains experience, he learns
to harness his Divine Mana in new ways. Starting at 2nd level, a
Paladin gains one Divine Mana power. He gains an additional
Divine Mana power for every two levels of Paladin attained after
2nd level. A Paladin cannot select an individual power
more than once. Unless otherwise noted, these abilities are
free actions that must be performed on your turn.

Shield Other ( Su) : For 1 round + 1 round per point of his Charisma modifier the paladin may create an effect similar to the cleric spell “shield other” . This gives a +2 deflection bonus to an ally within 10 feet. (5 Divine Mana points)

Shield of the Sacred ( Su): The paladin gains a dodge bonus to his armor class equal to 1/2 his Paladin level (round
down) for one round + 1 round per point of Charisma score modifier against melee attacks. This is only useful against foes that are evil. If used against foes that are not evil the divine mana points are still spent ,but the bonus is not added.
(10 Divine Mana points)

Divine Prescience (Su): A Paladin may re-roll a failed save.
This power is used as an immediate action after the save
is failed. The Paladin must take the second result, even
if it is worse. A Paladin must be at least 8th level before
selecting this power. (10 Divine Mana points)

Divine Resistance( Su):
For 1 round , a paladin gains 10 resistance against any chosen energy type ( chosen from: electricity, fire, cold, acid/sonic) per 5 Divine Mana points spent. The paladin cannot increase this beyond 30 resistance. A paladin must be at least 12th level before selecting this ability.
( 5, 10, or 15 Divine Mana points)

Divine Might ( Su): For 1 round the paladin may add his Charisma modifier to his hit and damage rolls. ( 5 Divine Mana Points )

Holy Vengeance ( Su) : All of the Paladin’s attacks deal an
additional 1d6 points of holy damage for one round. This energy
damage stacks with holy damage dealt by special
weapon abilities even if it is the same type. This power is used as a swift action before any attacks are made. A Paladin must
be 12th level before selecting this power.(15 Divine Mana points)

Holy Awe ( Su): The purity and holiness of the paladin’s faith is unleashed in a visible display of holy light radiating out to 3o feet from the Paladin. This act is a standard action that causes all evil enemies within the affected area to make a Will save (DC equal to 10 + 1/2 the Paladin’s level + the Paladin’s Charisma modifier) or be dazed for 1d4+1 rounds.
Once an enemy has made a save versus Holy Awe (successful or not) it is immune to this power for 24 hours.
A Paladin must be at least 8th level before selecting this
power. (15 Divine Mana points)

Penance Stare ( Su):
The Paladin stares down one adjacent evil foe and can make an Intimidate check as a free action. If the Paladin successfully demoralizes his opponent, the foe is shaken for 2d6 rounds due to seeing its own wickedness. (10 Divine Mana points)

Blessed Strike (Su): The Paladin automatically
confirms a critical hit on an evil opponent. This power is used as a swift action once a critical threat has been determined. A Paladin must be at least 8th level before selecting this power.
(15 Divine Mana points)

Shed the Light ( Su):
The Paladin gains True Seeing 60 feet for one round. A paladin must be 12th level to use this ability. ( 5 Divine Mana Points)

Divine Vigor ( Su ):
The Paladin invoke this power to gain 3 temporary hit points per Divine Mana Point spent up to a maximum number of points equal to his level. The duration of these temporary hit points is 1 round + 1 round per point of Charisma modifier.
( Up to max of 1 Divine Mana point per level )
Blessed Defense ( Su ) :
The Paladin gains DR 1/- per 5 points of Divine Mana spent for one round. The maximum amount of Divine Mana points that can be spent on this power is 50 and a Paladin may not take this power until they reach 12th level.
( 5 Divine Mana Points per 1 point of DR to a maximum of 50 )

Strength of the Faithful ( Su ) :
For one round the Paladin may call upon the strength of all the faithful of his religion to perform a miraculous act of strength. The Paladin gains +8 to his strength for the round. The Paladin may not take this power until he reaches 8th level.
( 10 Divine Mana points )

Sacrifice of the Martyr ( Su):
The Paladin uses this power to protect an ally within 20 feet by taking half of all damage they receive for 1 round. The paladin may not take this power until he reaches 12th level.
( 15 Divine Mana Points )

Sacred Mantle ( Su ) :
The Paladin gains SR = 12 + Paladin Level for 1 round versus spells cast by evil casters. This power may be activated as a swift action. The Paladin may not take this until 12th level.
( 15 Divine Mana points )

Hand of Glory ( Su):
This power allows mimics the Paladin’s touch to restore d4 ability damage as per Lesser Restoration. This power may not be taken until 8th level.
( 10 Divine Mana points )

Divine Touch ( Su):
To choose this power the Paladin must first have Hand of Glory. Then with the use of this power, his touch mimics the Restoration spell.
( 15 Divine Mana points )

Liberty's Edge

I just purchased the True20 revised through my local FLGS
and was wondering if the exclusion of the settings from the original
book is a big deal? Am I going to be missing out on a lot?...especially since the new revised is supposed
to contain info from the True20 Companion rulebook.

Also, I have played Savage Worlds( which I love) and was wondering if
True20 is as rules compressed/light as that system?

Liberty's Edge

Joey Virtue wrote:
Am I the only person who wants some high level Modules?

Absolutely not, I also love high level adventures...even epic ones

can be fun to read...even if you don't play them...I love to see
what game designers do to try to challenge high level characters....
How about an AP starting at 15th and ending at 25th level? Tough to
write...no doubt...but quite cool.

Liberty's Edge

seekerofshadowlight wrote:
If they did a new one I would prob like to see a mage/fighter class myself.

I second that...consider the Duskblade ( from PHB2) and the MageBlade ( Monte Cook's Arcana Evolved) as possible places to begin.

Liberty's Edge

I'm not sure if I agree on the damage vs undead ,but one of my players
complained the first time he used it against undead that his damage seemed miniscule. Turn resistance does indeed make it even smaller...so maybe?

I think you bring up a good point ,but it will take a few more chances to see it in action to be sure.

Liberty's Edge

OK, so we played DnD two nights ago using the PFRPG. It went well and was fun...mostly spent time creating pcs ,but did get to run half of Hollow's Last Hope and here is what we saw:

1.) The 15 minute work day seemed to be in force for the first level pcs...( I even used the die type + con mod + con score starting hit point option). The party's wizard ran out of spells ,but after he rested , he prepped ray of frost as one of his cantrips and was able to add more "umphh " to the group.
I still think the 15 minute work-day may be problematic when the cantrips become useless in combat.

2.) Loved Perception ,but prefer it not to be so detailed...which means, I used it as a catch all and didn't really worry about particular DCs for sight, sound, smell, etc. Works well.

3.) The Tatzylwyrm in the adventure was basically screwed with the new grapple rules ,but I am fine with that...they seem to favor the pcs as long as the foes are no bigger than Large...which might be good( pcs seem to generally auto-lose a grapple in a 3.5 standard rules)...the dwarven cleric of Torag was particularly tough to grapple with his selection of Defensive Combat Training...overall, nice rules for grapple.

4.) The rogue player liked have the ability to sneak attack the animated cauldron...I think the damage should be 1/2 sneak attack dice vs creatures who were immune to crits/sneak attacks in 3e ,but then again, I am a huge fan of golems and undead. Will keep using the rules as written.

5.) The hit point option we chose ( see #1 above) saved the pcs bacon against the lone hobgoblin archer and his murderous crows( pun intended)....without that I think the party would have lost the rogue, cleric and maybe even the wizard.

overall, quite enjoyable and can't wait until next session!

Thanks abunch Paizo.

Liberty's Edge

I posted this elsewhere ,but it seemed to be a dead thread...or it could just be that there are so many response to the new game...so, anyway I thought I'd try it again...here it goes:

My crew and I are beginning our playtest ( and new campaign...haven't played DnD for 6-8 months now) this Friday(hoping to keep on a bi-weekly schedule). We are going to use the high hit point option[max die type + con mod + con score}, 28 point build, and core PFRPG races and classes only for character creation.

Anyhoo, was wondering if anyone thinks the use of other 3.5 supplements( spell compendium and magic item compendium in particular) will have a significant affect on the playtest? My gut instinct says yes and so, no pc will begin with any gear or spells outside of the core 3.5 books and the PFRPG ,but maybe later on...

So, we're pretty excited to get going and I will be trying to relay my group's ideas as we go along.

Oh yeah, and thanks again Paizo for supporting the grognards and quasi-grognards(gonna look at 4e...but likely pass on it)..like me.

Liberty's Edge

After reading through the PFRPG( haven't played it yet)...Just wanted to throw in my 2 cents worth:

1.) Love the new system...not a huge fan of assigning all those points.

2.) The Fly skill seems useful...but sure sounds kinda weird for a skill...think it'll work though...

3.) Would suggest you make Tumble an opposed roll...vs attack roll of defender...a la...MCook's Experimental Might.

4.) I think Perception is a little too detailed...but again no worries there as I can use as much or as little of it as I like.

Overall, excellent work !

Liberty's Edge

My crew and I are beginning our playtest ( and new campaign...haven't played DnD for 6-8 months now) this Friday(hoping to keep on a bi-weekly schedule). We are going to use the high hit point option[max die type + con mod + con score}, 28 point build, and core PFRPG races and classes only for character creation.

Anyhoo, was wondering if anyone thinks the use of other 3.5 supplements( spell compendium and magic item compendium in particular) will have a significant affect on the playtest? My gut instinct says yes and so, no pc will begin with any gear or spells outside of the core 3.5 books and the PFRPG ,but maybe later on...

So, we're pretty excited to get going and I will be trying to relay my group's ideas as we go along.

Oh yeah, and thanks again Paizo for supporting the grognards and quasi-grognards(gonna look at 4e...but likely pass on it)..like me.

Liberty's Edge

Admittedly tougher for me ,but here it goes...the 10 things I LIKE about 4e:

1.) The fluff is new and fairly fresh...not always great ,but definitely like the new approach....as an option.

2.) The art in the Worlds and Monsters book...awesome!

3.) The basic design philosophy behind the 3 tiers: heroic, paragon, and epic.

4.) Design philosophy behind the longer work days for pcs...at will/daily/per encounter.

5.) The Dragonborn and Tiefling races....almost every campaign I ever ran someone wanted to play a "dragon-y" pc or a " dark " hero...this plays to what I think more than a few players really want.

6.) Streamlined skills.

7.) Easier prep for the DM.

8.) Monsters can do things that are outside the purview of pcs.

9.) The care and effort clearly placed on the development of 4e by the designers. I really do think they have done what they thinks make a great game!

10.) The inevitable price drop on 3.x gaming material once 4e is launched in June...heck, you can get great deals now from what I hear on EBAY and such! Hooray for 4e!

Liberty's Edge

In no particular order:
1. Goofy powers...I smite a foe and my ally gets +3 ac...5 squares away.

2. Related to #1: dnd minis feel of the game run at DnDXP

3. PCs who get to teleport at 1st level...agree with Crosswired...seems abusable to the extreme

4. Healing surge name....would prefer just second wind...be done with it

5. Re-set of rules...go back to square one...not really square one ,but it is annoying....and expensive.

6. Combat not truly being faster....just round by round...but initial reports seem to indicate that it is just as long to get through a combat.

7. 10 or higher saving throws ....for all round by round effects.

8. The appearnce that each pc class does the same amount of basic damage as any other pc...ie, at will powers that are just differently named ,but essently the same damage.

9. Labeling of non-Lawful/Good paladins....always found that annoying....Champions of differing alignments/beliefs are fine...but don't call them "evil" paladins...loved the 3e Blackguard..hated the 1e/2e "Anti" Paladin.

10. NPC stats appearing to be different than PC stats of the same level ....check out the "human mage" vs the 1st level wizard from DnD XP.

Liberty's Edge

CNB...if it is indeed 95% then I can live with it...

Liberty's Edge

I've found that online picks of the minis rarely if ever do them
justice. But it wouldn't surprise me if these do in fact suck
badly!

Liberty's Edge

I like your take of the teleport being tumbling,but that would be kind of tough to describe if the Eladrin is teleporting up to the top of a building...he can do that right? as long as it is within 5 squares( ie, 25 feet)...thanks for the link on the dragon fight...and it looks as if people are split as to whether the dragon is truly beatable...but anything more than a 5% chance to beat a large dragon at 1st level just feels goofy to me.

Liberty's Edge

I think the only evidence to power creep seems to be in the "feel"
or "flavor" of pcs. I mean a 1st level party beating a large black
dragon( I did read that right didn't I...some of the DnD EXperience delves had the 1st level pcs facing off against such a foe?). It just "sounds" tougher than 1st level 3.x pcs could ever manage.

Now, the actual changes to when you can fly and turn invisible seems to be a definite nerf ,but how about all the 1st level teleporting affects( Eladrin and Warlock curse)...I mean, teleport feels a lot more powerful to me than fly or invisibility....but are the teleport effects that much more powerful in actual combat...doesn't seem to be...but the idea of a 1st level pc teleporting right out of the gate sounds way powerful...and let's not forget the stamina of these 1st level pcs...hit points, healing surges...they simply last longer...longer work day and all.

I guess my ramblings amount to:
mechanics seem a little nerfed within the system
but flavor/feel seems UBER.

Just my 2 cents.

Liberty's Edge

Gotta agree with ArchLich
It keeps the players more immersed and in character.
hadn't thought of the advantage of it making it seem
not so personal to them..good idea.

I would also add that my old group( aka...20years ago )
used to play as TRaken described...after a while it became
a little ridiculous...but that was just from my point of view...
I got tired of one player saying, " hey, cleric, go heal the fighter"
Sounded ok at first ,but it really makes it apparent that
you are playing a game....
I just prefer a little more immersion into the fantasy world.

Liberty's Edge

Cintra Bristol wrote:

I don't know that "stifled" is the right word for me. I'm just feeling incredibly unmotivated. Actually, that isn't strong enough - is there a word for being anti-motivated?

Cintra,
Gotta agree...I am indeed anti-motivated as well. But I am doing a few one-shots as I do miss the game ,but haven't run a campaign since just before the 4e announcement in August.

Not sure what it is ,but 4e has seemed to drain the life outta me.

Liberty's Edge

Ditto for me ,but maybe the idea is that without the deck the pcs
would get a guaranteed amount of bonus damage...of course, the effects
of the crits in the deck are generally cooler and slightly
more devastating for the opponent...
DC= confirmation roll cna be pretty darn tough
to make....

Liberty's Edge

has anyone checked out the Gleemax stuff on the WOTC site?

Looks to be the beginnings of the DI....not sure what I think
yet ,but it doesn't seem to be too earth shatteringly impressive...

Liberty's Edge

I just have to say (as my first post here ,ever) that I love the Pathfinder idea ( just added it) and am in agreement with everyone who is annoyed and po'd at WOTC for dropping the magazines. Keep up the fantastic work Paizo...you are the best!