Aberzombie wrote:
Problem is that Marvel doesn't own the Micronauts - or at least most of the main toy-based characters.
Evilgm wrote:
It also affects all the diplomatic skills that might be useful for dignitaries. And most of the things that might qualify someone to be sent to a conference like this. Obviously, someone could inherit a high social status from their parents or something, but even then you likely wouldn't send the noble's child to represent the nation diplomatically unless they'd proven themselves capable.
Aenigma wrote: I'm really disappointed that this game is turn-based, rather than real-time like those developed by Owlcat Games. PF2e is so action economy based, I don't really see how you could do it justice RTwP. Even the Owlcat games kind of broke with characters who needed more than basic "move and attack/cast".
Evanfardreamer wrote: I think Ben hit the nail on the head that the only thing which could really challenge D&D is a game so good and easy to get into that players flock to on their own. From what I can tell, the only thing that's every really challenged D&D's dominance is a failure of D&D itself. The dropoff at the end of 2nd Edition and the problems with acceptance of 4th. D&D is so dominant in the hobby that it's only dissatisfaction with D&D itself that drives players away in bulk. Many of them leave the hobby entirely, but some switch to other systems. Recruitment into the hobby drops off drastically. It's possible some other game could be good enough to supplant a strong D&D, but there've been a lot of good games in the past that haven't been able to overcome the 900lb gorilla. Just to emphasize this: Ben's quoted in that first post as saying "The rise of Paizo was very much people stopping playing D&D to play Pathfinder."
Probably a more general GMing question, but I'm thinking specifically of the Abomination Vaults, since I'm running it at the moment. Many of the factions running each level of the dungeon seem to be intended to be able to be reasoned with - allied with, turned against each other, bribed, etc. But generally it's only the leader who's willing to do so, while the minions attack on sight or at least raise the alarm. So by the time the PCs have a chance to talk to the leader, they've likely hacked their way through half the group, leaving piles of corpses in their waste and little mood for negotiations.
In my game, the mitflit leader lived long enough to surrender and was useful afterwards (and I had some of the downed mitflits only be unconscious and some others out hunting, so that he still had followers), but that can't be the only effective way to make it work. How do people handle this? Have players managed to do any real negotiating? In AV or in similarly set up dungeons?
Aberzombie wrote:
Yeah, I saw a story about that too. If it's really a bonus, that's not too bad as a gimmick, but if it's an important part of the story or if it becomes too common, that's not cool. Imagine picking these up as back issues decades from now. Are QR codes still a thing? Is Marvel still maintaining the sites to support this?
Kobold Catgirl wrote: I would think that the cravings for raw meat are sometime the GM would tell them about, too. Tell them nothing else they eat really tastes as good as it should. Tell them the smells wafting from the butcher shop smell amazing, but that any meat's flavor is bland and disappointing after being cooked. I'll probably lean into that. He only failed the save that got to Stage 2 at the end of last session. They know he's sickened and hungry, but regular rations just made him more nauseous. Have to decide if I want to hint that the dead enemies lying around look tasty or not. I mean, "raw meat" is basically everywhere in an adventurer's life.
Errenor wrote:
The fun part of "someone got damaged and sick" is that Stage 1 has no symptoms and they did a lot of stuff in the 24 hours since the fight with the ghouls. :) Several sessions, including messing with weird stuff in old shrines. So the ghouls aren't an obvious source. I hadn't considered curses as detectable and thus identifiable magic. Cursed items certainly, but not curses like this.
quibblemuch wrote:
Sure, but time travel messes with that. One of the really cool things in Fixed Timeline stories is when unexplained weirdness early on in the story turns out to be stuff the character actually did later in their personal timeline. But the key that doesn't work in RPGs is that you have to have the stuff happen on screen and then later in the game have the PCs decide to do it. An author can make sure all the pieces tie together because he controls them all. A GM doesn't - and shouldn't - have the same kind of control.
The Fixed Timeline one is great in fiction, but would be hard to use in an RPG without really heavy railroading. Tim Powers' The Anubis Gates is one of my favorite examples of this. It brilliantly weaves what the main character knows of history and his own future actions on other jumps through time into a seamless web, but you couldn't do anything like that in a game, because you don't know what the players will do.
David M Mallon wrote:
Yeah, this stuff happens. People have commitments and other stuff comes first. I normally call it if we don't have 4, but last week we went ahead with 3, since I knew they weren't heading into anything too serious.
I don't have any problem with them bringing some of the old writers back, it just feels weird to me for them to be like "Just go write something set back during your run, don't try to do anything with new characters or even those characters as they are now." Like, wouldn't it have been cool to have Claremont write a Krakoa mini-series?
Pretty sure that's another miniseries. Hickman's doing a few of them it looks like. Actually kind of okay with me to have him just do some straightforward stories that aren't intended to introduce grand events or restructure everything. I'm not really sure what I think of the Claremont Wolverine (or other similar project). On the one hand, they're kind of fun and cool, but on the other it kind of feels like just retro nostalgia. Old writers being dragged out to go through their old paces, without even trying to do anything new.
Aberzombie wrote: Doctor Strange - And things had been going fairly well. Without having wasted money on the other crossover stuff, I'm guessing Blade's body is possessed by Varnae. Or it's him in Blade's shape. Even still, it was awful convenient he was able to convert Stephen Strange so quickly. And one thing I've noticed is the just as conveniently seem to have retconned that Stephen Strange once did use the Montessi Formula to wipe out all vampires. So how are there so many old vampires running around? Or did they all once again conveniently have ways to either survive or be brought back? I thought Marvel used to care about continuity. Anyway, at least whoever's plot is actually somewhat creative, even if a bit stupid. And at least now we know what the plan was for human-turned-vampire-turned ghost Victor Strange. I think that was retconned away a long time ago. I know Dracula came back and at least some of the others.
Ed Reppert wrote:
I don't think it's game breaking - it's just more of a tease. An annoyance more than anything. GM fiat would be transparent, since they don't know what kind of rune it is yet.
Well, I said "unless they really rush downstairs and survive the wrong direction". Last session, they dealt with Volluk's workshop, found the secret stairs, went down and into the library. Still at 1st level. (5 of them, so they had a bit of an edge.) Good thing I'd decided to change to the remaster ghouls because fighting 4 of the old version on level would have been a disaster. The normal ones went down easily, but the one Canker Cultist almost led to a TPK. They managed to flee back upstairs with 2 people wounded or dying with persistent damage. Heading back to town to rethink their life choices.
QuidEst wrote:
Ah, that is better. So many minor updates I haven't internalized yet.
OceanshieldwolPF 2.5 wrote:
I hope it's not limited to high level. It seems at first glance that it would scale nicely and be roughly as effective at any level. Limited on how often you could do it makes sense.
Gobhaggo wrote:
"Swap to ranged weapon" as a free action is very nice, but it's kind of a trap for a Melee focused martial, since on your turn you'll have to use 2 actions to swap back. Or drop the ranged weapon.
TypicalCricket wrote: Also what about Drow? Are they now just elves that live underground? Or would you recommend changing the Ancestry of some NPCs like Volluk Azrinae to something different entirely (I thought Hobgoblin might be fun)? So far I've only described Volluk as "an elf", so no commitment. I'll have to decide what to do with the drow in the lower levels eventually.
HardlyKnowEm wrote:
I'll take a look at those. We're not near that yet - unless they really rush downstairs and survive the wrong direction.
The-Magic-Sword wrote:
Agreed. Warlord was one of the few things I really liked about 4E. And I would much prefer to be able to use my action (probably 2 actions?) to order another PC to take an action on my turn, rather than just give them a Quickness effect letting them have more actions on their turn. Feels more like a direct response to something I'm doing than just a regular buff.
James Jacobs wrote: Just sayin'... "1d6 investigators are swept up into his flabby claws and perish" are rules mechanics. Hmm, I remember that joke originating from the CoC Starspawn mechanics, not tied to the big guy himself. At least in older editions, they got d6 tentacle attacks per round with some ridiculous amount of damage. Mitigated, as our old Keeper used to say, because "it's only a 90% chance to hit".
I'm currently running this, but still on the first couple levels. Wondering what people think about replacing monsters with new remastered versions. Specifically thinking about the ghouls down on level 3, since they got pretty big changes and my players are getting close to exploring down there. I was always a bit concerned with the Incapacitation weirdness of paralyze - basically irrelevant with the regular ghouls, but then surprisingly deadly when they hit a boss on level with them.
Aberzombie wrote:
One of the problems with Snyder's take on it, is that it's hard to do in a movie. Or even a movie series. You can challenge Batman's (or Superman's) commitment to not killing in comics, because it's been established over decades of previous stories. If you do it in Superman's first movie, you haven't set up an extraordinary situation where even Superman breaks his moral code, you've just made a Superman who kills.
Sibelius Eos Owm wrote: Almost missed this until someone pointed it out. Absolutely love the new 'ghoul fever'. So flavourful and horrifying to be consumed by. I know I won't miss rolling paralysis checks ad infinitum when a bunch of lower level ghouls swarm the party to see if one of them happens to crit fail (and won't really be upset that an higher-level ghoul doesn't randomly turn lethal when a party member is hard-locked for a round). Yeah, I'll kind of miss the paralysis, since it's been so iconic for D&D ghouls for so long, but mechanically it didn't work too well in PF2e. The incapacitation made it annoying to roll constantly, but ineffective for lower level ghouls, but then suddenly devastatingly effective when the ghoul boss shows up. It's far more of a shift in difficulty than you'd expect for the level difference.
Nelzy wrote:
To be fair, they stay clumsy 2 in sunlight, since that doesn't naturally expire like stunned does, so there is motivation to get out of the sun. It also makes it weird to put the "for as long as it remains in the sunlight" for the spectre. It seems unnecessary verbiage.
Megistone wrote: Being stunned when caught in sunlight is still different than slowed, because a PC's action (say, ripping off a curtain) can immediately make the wraith unable to act or react. The lack of reactions would be a bonus to stunned, but otherwise it would be the same I think. I'd still usually rather have the permanent only one action in sunlight (but reactions allowed) than the loss of two actions (and reactions briefly) but then acting normally afterwards.And I'd really hate thematically for the players to exploit the rules and remove and replace the curtain repeated to trigger the weakness more often.
Spectres are slowed 2 when caught in sunlight. Wraiths are stunned 2 instead. Does this mean that after the first round in sunlight, wraiths can act normally? They'd still be clumsy, of course. It seems weird, especially if the fight winds up moving from sunlight to shadow and back, such that they'd be better off staying in the light than moving out of it temporarily. Or are they stunned 2 every round they being in sunlight. Which seems indistinguishable from being slowed, like spectres are.
Captain Morgan wrote:
It's more the Batman problem, where we assume the billionaire could do more by spending his money on social improvements than on expensive tools to help fight crime dressed as a bat. Which sounds great until one of the villains destroys the city or something because Bruce is building houses instead of bat-gadgets.In Golarion, paladins are paladins to fight great evils in a world full of great evils. If you fail because your equipment is up to par, things can get far worse, even for the poor.
The other question is who would you sell the holy avenger to? By this argument, other paladins shouldn't buy it. Anyone who would can't be trusted with it.
I would actually love to see mini-players guides for the stand alone adventures. Especially the 1st level ones, where a couple of backgrounds tied to the module would be cool, but even for the higher level ones a few pages of what to expect would be nice. Updates to older adventures for the remaster don't really seem necessary. Changes are generally minor enough to not be a big deal, so it would be a lot of work for little benefit.
AceofMoxen wrote:
Looking a little deeper, it wasn't a crossover, but just an appearance. No X-Men issues involved. This should have the two issues of Rom that the X-Men appeared in (17-18, I think). The two Brotherhood issues were in the early 30s and would fit in the next volume.
AceofMoxen wrote:
IIRC there was a two issue crossover with the X-Men and then a later related two issue appearance of the Brotherhood of Evil Mutants that shortly preceded Rogue joining the X-Men.
DungeonmasterCal wrote: Red-blooded 'Murican here and I hafta to speak up and defend the cheeses of other countries. American cheese sucks. "American cheese" as a pasteurized cheese product sucks. There are lots of great cheeses made in the US. Both Vermont and Wisconsin are dairy capitals that produce great cheese, even for the mass market, leaving out the excellent small craft cheeses.
graywulfe wrote:
I think it just throws a space in at line breaks. But not like real line breaks, some internal line break after so many characters. Short URLs should work. www.paizo.com
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