JSL's Runelords - Discussion


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Thanks Fabes. I didn't mean to sound terse, I was just typing quickly and then had to log off. I'd be interested in hearing about some of your adventures.

Okay, here's my question. Seems like drawing is a move action, unless the character has a BAB +1. Then the rules say that "you can combine one of these..."

EDIT--> Nevermind. I just re-read the rules and answered my own question.


FabesMinis wrote:


Interesting in that we've been to different places and had different encounters to this group.

Yes, I have had to change things a bit for the PbP and I've also made changes just for my own preferences.

The goblin encounters have been similar to the ones scripted in the module. I think I had more goblins, but we had 6 players instead of 4, too. Also, my champion was much tougher than in the module. I think in the module it was a first level bard with 6 hp. Sorry, but I just don't see that as a CR 1 creature.

In the glassworks, I added goblins and had Tsuto do a runner. I think that is more sensible than him getting caught and spilling the beans. Otherwise, it was as written in the module.

I've done big tinkering in the present section, however. As written, this area is a big dungeon crawl. That just won't work in PbP format. So I took out rooms and combined encounters where I could. That required redrawing the dungeon.

Also, as a general point, I want the ancient Thassilonian bits to feel different than the smuggler tunnel bits. I'm trying to play up the Runelords as central to Thassilonian culture moreso than in the module and I want the PCs to feel that the Thassilonian areas are strange, evil, and intrinsically dangerous; not that they are just bigger, cleaner holes in the ground. Even after cleaning the monsters out of a Thassilonian ruin, I want the PCs to be wondering which was more of a threat to the world above: the monsters they killed, or the place itself.

I also had to redraw parts of the dungeon just to accomodate a party of our size and a few monsters without forcing everyone to stand still. (Yes, we did stand still for one encounter, but that was intentional as a way of heightening the sense of fear in such a narrow tunnel.)


Male Human - dash of elf Miniature painter/ Heroic

Yes, this all makes sense of the differences I've found. Both ways work and you've adapted the adventure well to the medium, just as our rl DM has put in little touches e.g. having charmed a goblin dog, we later found a goblin leader nursing a dog bite and standing over a dead goblin dog.

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JSL wrote:


I've done big tinkering in the present section, however. As written, this area is a big dungeon crawl. That just won't work in PbP format.

I'm not sure that dungeon crawls work all that well in any format. They can quickly get boring and bogged-down even 'round the table (meatspace as Fabes so eloquently put it).

Story time: One home-made dungeon that I played a decade-and-a-half ago was pretty much one hallway that was about 80 feet long. You entered by stairs on one end and the other end had a smallish room that contained a stone coffin and a powerful undead monster of some sort. That was it--one hallway. By then our DM was a skill enough story-teller that by the time the party of three character traversed the 80 feet to get to the room, we we're contemplating turning around and leaving. It was all mood and tension. Great fun.

All that is to say, I like consolidating encounters, and I like what you're doing with the adventure. I've just now picked up PF#1 just to see how different it has been up to this point (I've avoided the stuff we haven't gotten to). To be honest, I like that some stuff has been dropped. Some of the as-written adventure seems a little hokey or gratuitous (a la Monster in the Closet).


santinj@ wrote:
To be honest, I like that some stuff has been dropped. Some of the as-written adventure seems a little hokey or gratuitous (a la Monster in the Closet).

Actually, I had considered running something like that one, but was concerned that most of the party would have nothing to do while one person (probably Corran) was poking his head under the floor. Unless the goblin could somehow be forced out, I didn't see the encounter as being more than a bore to 5/6 of the party.

Even more trimming will be evident later in the story as another multi-room dungeon setting will be condensed significantly.

Another general note:

There are other things the PCs could have done around town. But I like that they have settled into a comfort zone of dealing with Ameiko, Father Zantus, and the Sheriff with characters like Ven, Shayliss, the Mayor, Horatio, Hannah, etc. playing minor roles. Now it is much easier and quicker to interact with those characters than to have a whole intro scene to set up a new NPC.

I think its great that James took the time to do Sandpoint in such detail - there is more than enough going on in town to keep it fresh for the entire campaign.

But we don't need to get into all of it in the first week in town, either. So while there are other charcters and other happenings that may be more central to other DM's campaigns, I'm pretty comfortable with what we have now and will hold some of it in reserve for later if the PCs stay around Sandpoint long term.


Male Impoverished Student 2/Amateur Chef 3

I'm glad you've changed the catacombs, we got pretty tired of them so I'm glad you've consolidated some of the encounters.
When I ran Burnt Offerings I did the Goblin in the closet and it wasn't a very interesting encounter. It seemed to leave my PCs with the feeling of 'Okay, that was weird. What'd it mean in the story?'
And we killed Tsuto so they didn't get to interrogate him.


Arctaris wrote:

I'm glad you've changed the catacombs, we got pretty tired of them so I'm glad you've consolidated some of the encounters.

When I ran Burnt Offerings I did the Goblin in the closet and it wasn't a very interesting encounter. It seemed to leave my PCs with the feeling of 'Okay, that was weird. What'd it mean in the story?'
And we killed Tsuto so they didn't get to interrogate him.

Did you use your improved Tsuto? As written, I don't think Tsuto is much of a challenge. He has 12 hp or something like that. I guess if the party has trouble with his AC he could give them fits, but this party has pretty good attack bonuses thanks to all those extra feats.


Male Impoverished Student 2/Amateur Chef 3

Actually the group I was running RotRL fell apart and I ended up going through the first two chapters as a player in RL but am now back to DMing it. I know, the whole thing's pretty weird. Anyway, yes the DM did use one of my improved Tsutos (the Hexblade I think) but I recall a couple of nasty crits (our group gets an annoying number of crits) finishing him pretty quickly.


Male Human - dash of elf Miniature painter/ Heroic

We caught Tsuto napping in his bedroom. He barged past my ranger/wizard (successful overrun) but we chased him and caught up (the rogue nailing him and the druid patching him up). Our pitiful Intimidation rolls have led to him a) spitting in my face b) ranting about being willing to die and how his love will rescue him.

He's now in jail, the dratted git.


I just wanna pipe up and say thanks to the Dm for all the work he's put in too,
I was skimming the module before we got started, but other than the 'monster in the closet' I really don't remember much. (I'm at the age now where if I want to learn something new, I first have to forget something else!)

Seriously, dungeon-delving has never been my favorite part of the D&D experience,
1) because our usual Dm was/is a diabolical genius with traps and monster tactics,
2) because we had such a diabolical DM, we were the ultimate cliche' dungeon delvers, (check floor with 10' pole, Check for traps every 5', if the DM told you it was clear, you failed, try again, yadayada)

If we did even HALF of the 'usual' routine, well,... just imagine how long it could have taken to get past the one door we have found so far! :) In other words, thank you for the 'Reader's Digest' version! (Taste great, less filling?) ;P

The town 'feels' right to me as well, I mean, I have lived in this new town in RL for 7 months now, and I still don't know much more than where we work, the mall, the kids schools, a few restaurants, and my comic shop (of course). I know there's a lot more out there, and when I need something, I'll find it! :)

I just think it's flowing together nicely. I went back and perused a few old posts, and they read really well. Everybody has gone to a lot of trouble to try to make a distinctive character 'voice', our DM has managed to make the few NPC's that we are determined to interact with very memorable (Does Vesh look forward to, or fear, the next encounter with Shayliss,... and her father?!?) And (other than a few blatant attempts at over-acting by a certain annoying mage), I think that these posts read as well as many a novel I have read!

Keep up the good work everybody!

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Ragadolf wrote:

Does Vesh look forward to, or fear, the next encounter with Shayliss,...

Mmmm. Shayliss...


Male Human - dash of elf Miniature painter/ Heroic

Ehlissa has certainly evolved from bright-eyed, gushing posh girl to determined, serious but still hot-headed posh girl. She'll get her more jovial side back hopefully, but it seems as though most people have got 'darker' as time has gone on what with all the evil we've had to face. Malcolm is the most grounded, I think; he's the quiet, unassuming realist of the group (a role he used to share with Corran).

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FabesMinis wrote:
Ehlissa has certainly evolved from bright-eyed, gushing posh girl to determined, serious but still hot-headed posh girl. She'll get her more jovial side back hopefully, but it seems as though most people have got 'darker' as time has gone on what with all the evil we've had to face. Malcolm is the most grounded, I think; he's the quiet, unassuming realist of the group (a role he used to share with Corran).

I like the trajectory that Ehlissa has taken. You’re lucky she’s Chelish, or Vesh would be hounding her as he had done with Naelah!

Vesh has been loads of fun to play. I originally envisioned him being much more outwardly dour to start with, but it just didn’t play (plus, it’s harder to start out with a sour-puss when a party is first trying to get together: “Whose that guy pouting in the corner?” / “Oh, that’s just our rogue being moody. He’s got this anti-hero thing going…”). I went with insecure instead.

Since then, I’ve tried to play him like some dichotomous Romeo: bright and somewhat charming, but not especially observant or worldly; fiercely loyal, impetuous, prone to falling in love; more emotional than intellectual, but also a quick learner; severely insecure but also brash and genuinely brave. He’s just a mix of a young man with too much testosterone and no paternal guidance (except for Father Zantus—a nice NPC development, there).

As he advances in ability and starts to grasp his own power, his personality might grow in another direction—he might start getting cocky. I think this is especially possible once he has access to spells at fourth level. Cocky can be a hard line to walk (just like dour can be) in that what’s fun for the character can be annoying to the party—I certainly don’t want to go in that direction. But how cool would it be for Vesh to get a little full of himself and to have Salome enlarge her role as his big sister and put him in his place? Or, perhaps Ehlissa (who’s obviously harboring a secret crush on Vesh—there’s no use denying it, girl) is taken aback by his cockiness and their friendship is threatened. Or, the undercurrent of tension between Slidell and Vesh, latent since Naelah’s departure, rises to the surface once again. Now, that’s good TV.


Male Human - dash of elf Miniature painter/ Heroic

There was only Corran for Ehlissa... sigh. The others are just good friends, but you never know. She's applauded Vesh's courage once or twice, maybe she just doesn't know yet that she has a thing for our frowny rogue.

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FabesMinis wrote:
There was only Corran for Ehlissa... sigh. The others are just good friends, but you never know. She's applauded Vesh's courage once or twice, maybe she just doesn't know yet that she has a thing for our frowny rogue.

No pressure--I was being facetious.


Male Human - dash of elf Miniature painter/ Heroic

Oh that's ok.

So was I.

:D


Should we petition the DM to recruit more players?

"The action and storytelling are great, but there's just not enough interplayer romance (and/or drama)!" ;)

I could start flirting with the DM and see what happens...

Actually, with possibly one exception, I have been very well behaved.


LOL,
Yeah, as I have perusing our original posts, I realized that I have changed Sli's tone a LOT from what I started out. And I haven't meant too.
It's just sort of happened from all of the RL B$ that I've been dealing with, and more than I realized had spilled over. (Sorry!)

Correct me if I'm wrong, but when I started Sli he was (Mostly) over-the-top, happy go lucky, too smart for his own good, not always realizing when he should keep his mouth shut. Seems to me that I've slipped a bit more towards darker, moodier, crazier, (not that i wasn't trying to add some depth, but I think I've gone farther than I intended.)

Ah well, after this 'tense' section, maybe he can relax and I can get back into the swing of the 'old' Sli. (Now where did I put those Dr. Who DVD's???)
;P

You all are a hoot to read, from Malcolm's dry one-liners. (Which somehow manage to say more than all of Sli's verbosity!), to Vesh's inner musings. Keep up the good work all! As a performer, I can tell you that I do my best work when working with others who give me something to keep up with!


Male Human - dash of elf Miniature painter/ Heroic

Rags - that still works. Sli's following the Seventh Doctor's character development. :)

That means Ehlissa is Ace then...

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Dreamer wrote:


I could start flirting with the DM and see what happens...

Start flirting? Man, I would've played that angle a looong time ago were I you.

Dreamer: "What do you mean my five missed?" *Plays footsie under the gaming table.*

DM: "Did I say missed? I meant hit! I meant hit!"

On further consideration, it's a good thing for everyone that I'm not you.


Male Impoverished Student 2/Amateur Chef 3
FabesMinis wrote:
Malcolm is the most grounded, I think; he's the quiet, unassuming realist of the group (a role he used to share with Corran).

This may very well be the first time someone has called one of my characters well grounded.;)

Just a heads up, until at least June I won't be able to post before 5PM or so on most weekdays.


santinj@ wrote:
Dreamer wrote:


I could start flirting with the DM and see what happens...

Start flirting? Man, I would've played that angle a looong time ago were I you.

Dreamer: "What do you mean my five missed?" *Plays footsie under the gaming table.*

DM: "Did I say missed? I meant hit! I meant hit!"

On further consideration, it's a good thing for everyone that I'm not you.

I agree!

And it's an even better thing that what's said and done in real life, stays in real life. Trust me on this. :)


FabesMinis wrote:

Rags - that still works. Sli's following the Seventh Doctor's character development. :)

That means Ehlissa is Ace then...

Ace? I thought we were going Brigadier Stuart!

Oh, wait, Wasn't 'Ace' the cheeky blond girl who carried the baseball bat in her backpack?

Yeah, I liked her, and Ehlissa is definitely the 'basball bat' type! ;)

I can work with this,... ;P


Now that we have had a couple of encounters with them, I'm curious what people think of the wrathspawn. Here are the statistics that I'm using:

Spoiler:

Typical Wrathspawn CR 2
===============================================================
CE medium aberration
Init: +6; Senses: Perception +1, darkvision 60 ft.
Languages: understand Thassilonian
===============================================================
AC: 15 (+2 Dex, +3 natural) touch 12, flat-footed 13
hp: 19 (3d8+6)
Fort: +5 Ref: +3 Will: +2
Immune: mind-affecting effects
SR: 9
Fast Healing: 1
Immune: mind affecting effects
===============================================================
Speed: 30 ft.
Melee: 2 claws +5 (1d4+3 plus wrathful poison) and bite -1 (1d6+1 plus wrathful poison)
Base Attack: +1 Grapple: +4
Attack Options: Wrathful Poison (Fort DC 13; sickened)
Combat Gear: none
===============================================================
Str 17, Dex 14, Con 15, Int 10, Wis 12, Cha 6
Special: Berserker Strength (triggers at 9 hp)
Feats: Improved Initiative, Weapon Focus (claw)
Skills: Climb +5, Jump +5, Stealth +12, Swim +5
Possessions: none

Typical Wrathspawn (Berserk)
===============================================================
AC: 13 (+2 Dex, +3 natural -2 rage) touch 10, flat-footed 11
hp: +3 temporary hp
Fort: +6
DR: 2/-
===============================================================
Melee: 2 claws +6 (1d4+4 plus wrathful poison) and bite +0 (1d6+2 plus wrathful poison)
Base Attack: +1 Grapple: +5
Attack Options: Wrathful Poison (Fort DC 14; sickened)
Combat Gear: none
===============================================================
Str 19, Dex 14, Con 17, Int 10, Wis 12, Cha 6
Skills: Climb +6, Jump +6, Stealth +12, Swim +6

Berserker Strength (Ex): When a Wrathspawn is reduced to fewer than 3 x HD hit points, it enters a berserker state gaining a +2 enhancement to Strength and Constitution, Damage Reduction 2/-, and a –2 penalty to AC. The berserker strength automatically ends when the Wrathspawn heals all damage (including the temporary hit points).

Wrathful poison (Ex): Creatures struck by the Wrathspawns claws or bite must make a Fort save (DC 10 +HD/2 +Con bonus) or become sickened (save ends).

Here are the positives that I see:
1. They are dangerous enough that the PCs take them seriously.

2. They can hit your ACs consistently enough to make a good fight.

3. They are durable enough that I can use tactics other than optimizing damage output (such as threatening multiple PCs, attempting grapples, etc.) and have it not be an autoloss for them.

4. The wrathful poison is just obnoxious enough that you pay attention to it, but it doesn't take someone totally out of the game. Also a round-to-round duration is much easier to deal with than 1d6 minutes or similar.

Here is what I'm not as happy about:
1. They stick around alot longer than I intended. I think this would be different if we had a power-attacking two-hander barbarian type, but they still stick around for a long time. Seriously, its starting to feel like Terminator out there and I'm not sure that is consistent with their backstory and "wrath" origins. I had imagined them more as glass cannons.

2. They have a pretty wide damage range. That can make it tough to DM as they can take down a 2nd level charcter in one full attack if they get lucky.

3. Berserker strength makes them much harder to kill, but it doesn't increase their offense proportionately. One consequence of the low AC is that if you aren't going to miss AC 15, you aren't going to miss AC 13 either. The AC penalty for raging does not make much of a difference in practice.

4. The implementation of berserker strength has secondary consequences (incresed skill bonuses, Fort save bonus, hit points, poison save DC) that I'm not sure I want. This is a general problem with the organic approach of 3e, however, and is shared by all raging/frenzying creatures, not just the wrathspawn.

Thoughts for improvement: (yes, and conversion to 4e)
1. Roll the claw attacks into one attack and eliminate the bite attack; i.e., claws +5 2d4+4 plus wrathful poison (using standard attack bonus and 1.5x strength modifer on the damage; base damage is still for medium creature with claws, but doubled to 2d4)

2. Modify Berserker Strength to give a flat attack bonus and a damage bonus; e.g., Berserker Strength: Once bloodied this creature gains +2 attack and +1d6 damage until end of combat. This is a bigger damage boost than they currently have, but still less overall damage potential. I think the attack boost balances out with the loss of multiple attacks.

3. Eliminate Damage Resistance. I haven't done the math, but I think that between their DR, temporary hit points, and fast healing, each of these took closer to 30 damage to bring down. That's like giving it 3 extra HD.

4. Add an ability that triggers when the creature is near death that represents a final outpouring of wrath and hate for all living. I had originally thought that making this a deathstrike ability would be too generic, but I like this combo of deathstrike and whirlwind attack. Hateful Frenzy: When this creature is reduced below 0 hit points, it makes an immediate claw attack against each creature it threatens (including allies). For each target that is damaged by this attack, this creature heals 3 hit points. If at the end of Hateful Frenzy, this creature has more than 0 hit points, it is still alive. Otherwise, it dies.

This option adds alot of unpredictability to killing a wrathspawn. It also sets up the possibility that two adjacent wrathspawn will thrash each other into oblivion when one is killed.


Male Human - dash of elf Miniature painter/ Heroic

They do tend to stick around; I always get the feeling that Ehlissa and Malcolm should be taking them down faster than they actually do. I think taking away the DR would help.

In the rl game I'm playing, they are more like glass cannons, but I think that may be lucky dice on the part of my Elf ranger/wizard and his longbow :D

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JSL wrote:

4. Add an ability that triggers when the creature is near death that represents a final outpouring of wrath and hate for all living. I had originally thought that making this a deathstrike ability would be too generic, but I like this combo of deathstrike and whirlwind attack. Hateful Frenzy: When this creature is reduced below 0 hit points, it makes an immediate claw attack against each creature it threatens (including allies). For each target that is damaged by this attack, this creature heals 3 hit points. If at the end of Hateful Frenzy, this creature has more than 0 hit points, it is still alive. Otherwise, it dies.

This option adds alot of unpredictability to killing a wrathspawn. It also sets up the possibility that two adjacent wrathspawn will thrash each other into oblivion when one is killed.

I like the Wrathspawn that you've cooked up and don't really mind that they stick around longer than intended ... it fits for our game in that much of the dungeon crawling has been consolidated anyway. If we had to fight through five rooms of these things, then they'd grow tedious. But one or two encounters, and they're just tough enough.

Regarding the hateful frenzy ability noted above, this has interesting tactical implications once the party figures out that the killing stroke sets off a bomb. It'll be akin to melee hot-potato as fighters that have the ability to strike-and-move will have an advantage over those who don't. Also, ranged weapons and spells will increase in value. I like it--increasing the tactical considerations makes combat more fun in my book. It's like the game within the game.


Male Impoverished Student 2/Amateur Chef 3

They last longer than I expected, but that's okay. Removing their Fast Healing would probably make its so that they're still a threat, but they don't last as long.
I like the ability replicating Whirlwind Attack better than Berserker strength; it would add more interesting tactical elements, which I enjoy.


I think these versions of the wrathspawn are very effective! (Of course, I think that anything that can dish out more than my class HD in dmg/rnd is effective!)

Regarding switching from multiple attacks to fewer, more powerful.
(Read this over a day ago, going from memory here)
While running multiple attacks is a pain, I think that having 3 attacks (Bite/claw/claw) that each do 1d6 dmg, is preferable from a player standpoint, than one attack that does 3d6.

I'm no mathematician, but personally, I like the odds of the critter being able to miss with one or 2 of the attacks, and doing less damage. If it hits with its one attack, you are far more likely to end up with a full damage scenario.

OK, I think these are pretty bad-@$$. they would for sure seem easier if we had a barbarian type, but while they are tough, they are not 'Oh Deity, I'm gonna die!', toss in your dice and go home tough.

I would have to look at the original stats to see what you changed to congratulate you on your hard work!

Obviously, these are made for a group of adventurers to go against. And they work for that. And I think that if we ran into an even number of them, especially if we have already used several spells/daily items, they would be very deadly. I SURE don't wanna meet one as a mage alone in a dark room! Not with both Dmg reduction, fast healing AND spell resistance! :)

Just my 2cents! :)


Sorry for no updates today. Busier than anticipated at work, visiting relatives, and trying to get back into Thursday night DDM in anticipation of the Dungeons of Dread pre-release on Saturday. And now I've stayed up too late and will be brain damaged tomorrow. But I should still be able to do an update from work then back to normal on Monday.

Thanks for the comments on the wrathspawn. I will try to respond to that tomorrow, too.

Also, I still need to review some of the Pathfinder Alpha stuff, but I would be willing to incorporate their changes to combat actions (grapple, bull rush, etc.) I believe that would not require any character updates.

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JSL wrote:


Also, I still need to review some of the Pathfinder Alpha stuff, but I would be willing to incorporate their changes to combat actions (grapple, bull rush, etc.) I believe that would not require any character updates.

I would also be willing to eventually playtest their feats and skills schemes. I say eventually b/c I think that they will change quite a bit over the next few weeks (feats already have btwn. the 1.0 and 1.1 release).

The release notes on Alpha 1.1 are pretty interesting. Some changes seem to directly relate to messageboard feedback, some don't (not that I've read all the boards or anything). There was one board that described what has to be the easiest way of awarding xp that I've ever seen. It'll be interesting to see if they adopt that. I'm not going to take the time to track it down, but it is the one that advances characters every 1000 xp points and gives a set amount of xp depending on whether a given encounter was "easy" or "hard" or somewhere in between. Interesting.

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I hear some folks arguing that they will choose 3.5 over 4e (or vice versa) because of cost considerations. I wonder if a good portion of the market will actually buy both.

I just pre-ordered the 4e books, and will probably pre-order the Pathfinder RPG at some point as well. I think that I know how most of you will answer this, but what are you guys going to do (hope you don't mind my asking)?


Male Human - dash of elf Miniature painter/ Heroic

Pre-ordered 4e, may continue with 3.5 for PbPs (e.g. Treasure Hunt), will give the release of Pathfinder a look.


santinj@ wrote:
...but what are you guys going to do (hope you don't mind my asking)?

Planning to preorder 4e. This is the only campaign I am in and I don't see it switching to 4e, though. I will probably not get the pathfinder RPG unless I have a chance to browse it first and really like it or I can pick it up cheap via 3rd party (e.g., eBay). I am still debating my support for Pathfinder post-PFRPG, but that is a year off, so I feel no hurry.

If 4e plays similar to the new minis rules, it will make for very entertaining and fluid combats. I won both games I was able to play at the Dungeons of Dread pre-release on Saturday and thought some of the new combat concepts (at least as far as they are translated to minis rules) were tons of fun.

There is a dwarf with the ability to "knock into peril" - on a hit, he pushes an enemy and an ally adjacent to the enemy in its final position gets an immediate attack (teamwork!). I got good use out of a Drow Wand Mage who has an infinite use "wand blast" - site range vs. Reflexes radius 1 burst and an occasional use "ice ray" that targets three enemies within 10 squares. I also had a Magma Brute who has reach 2 and a special attack vs. non-adjacent foes (giving me incentive to not let enemies get next to him).

Charging is also changed. Charge is an attack action that includes moving up to your speed and attacking. So you can move into position and then charge. You can go through allies and difficult terrain and change direction on the charge. The only limitation is that you must move adjacent to the target and into the nearest square to your origin point.

All of this plus elimination of iterative attacks meant everyone was doing alot more moving and shooting vs. the big pile-up in the middle that usually occurred under the 3e based rules.


Male Impoverished Student 2/Amateur Chef 3
santinj@ wrote:

I hear some folks arguing that they will choose 3.5 over 4e (or vice versa) because of cost considerations. I wonder if a good portion of the market will actually buy both.

I just pre-ordered the 4e books, and will probably pre-order the Pathfinder RPG at some point as well. I think that I know how most of you will answer this, but what are you guys going to do (hope you don't mind my asking)?

I'm planning to stick with the 3.5/PFRPG system. I'll take a look at the 4e rules and if I really like them I'll buy them cheaper than list price through eBay or Amazon.


Arctaris wrote:


I'm planning to stick with the 3.5/PFRPG system. I'll take a look at the 4e rules and if I really like them I'll buy them cheaper than list price through eBay or Amazon.

That's my plan too, (for now at least, we'll see, I may LIKE 4E, who knows?)

The good news is that the BETA version of PFRPG will be available as a free download. And it should be pretty close to what ends up in print.


Slidell Stormraven wrote:
Paizo SLOW, keeps crashing me off. Working long hours this week(s). will update when able.

Slow and busy here, too. (That's my oxymoronic life!)

I just got home from an 11-hour work day, requiring my other half to take off from work early and bring work home to do after kids go to bed. *sigh* (I can't bring my work home. That would cause problems.)

Sounds like Arctaris is busy, too (does this mean you got your internship?).

So, to those fortunate souls who have time to check and post this week, I hope you will be patient and bear with the rest of us until things start moving faster again.


Finally got caught up with work enough to start the next fight. The structure of combat time generally keeps the game flowing - at least for a few days...


I would consider allowing Malcolm to use the following armor:

Brown Coat
Cost: 10 gp
Armor/Shield Bonus: +1
Maximum Dex Bonus: +6
Arcane Spell Failure 0%
30-Foot Speed: 30 ft.
20-Foot Speed: 20 ft.
Weight 2 lbs.
Special: +2 bonus on Intimidate checks and a +1 bonus to unarmed attacks.
Special: You involuntarily use words like “’verse,” “shiny,” and “gorram.”

(This was part of WotC's April Fools errata for the new PHB.)


Male Impoverished Student 2/Amateur Chef 3
Dreamer wrote:

Sounds like Arctaris is busy, too (does this mean you got your internship?).

No, just busy with school. I'm still waiting to hear back from them and working on getting a few more resumes out. It sounded like one firm would have a position open but not until the summer. Thanks for asking though.

JSL wrote:

I would consider allowing Malcolm to use the following armor:

Brown Coat
Cost: 10 gp
Armor/Shield Bonus: +1
Maximum Dex Bonus: +6
Arcane Spell Failure 0%
30-Foot Speed: 30 ft.
20-Foot Speed: 20 ft.
Weight 2 lbs.
Special: +2 bonus on Intimidate checks and a +1 bonus to unarmed attacks.
Special: You involuntarily use words like “’verse,” “shiny,” and “gorram.”

(This was part of WotC's April Fools errata for the new PHB.)

Mal needs one of those:)

Dark Archive

Also busy here. And traveling/staying in hotels with crappy wireless. I should be back to my regular post schedule by Monday, though.

Also, I like the Brown Coat entry. Good stuff.


Wow.
Whatever PAizo did to their server/sytems, it worked! The site is smokin' now!

Safe trip, we'll 'see' you when you get back!


Regarding Turn Undead (as it is about to become extremely relevant); let's adopt the Pathfinder RPG method with the following changes:

Turn undead does 1d6 damage + 1d6/2 levels beyond first to all undead within 30 feet. In addition, undead are pushed one square per d6 damage taken. Undead are allowed a Will save DC 10 + 1/2 character level + Cha bonus to take half damage and avoid the push.

Therefore, Salome's turn undead (which functions at Character Level 4 w/ +2 bonus to the save does the following:

Area: 30 foot (6 square) radius
Damage: 2d6
Push: 2 squares
Will Save DC 16


Male Human - dash of elf Miniature painter/ Heroic

The site is faster now but posts are disappearing. Very frustrating.

Kind of getting a 4E vibe from turn undead there. Me likee.


Male Impoverished Student 2/Amateur Chef 3
JSL wrote:

Regarding Turn Undead (as it is about to become extremely relevant); let's adopt the Pathfinder RPG method with the following changes:

Turn undead does 1d6 damage + 1d6/2 levels beyond first to all undead within 30 feet. In addition, undead are pushed one square per d6 damage taken. Undead are allowed a Will save DC 10 + 1/2 character level + Cha bonus to take half damage and avoid the push.

Therefore, Salome's turn undead (which functions at Character Level 4 w/ +2 bonus to the save does the following:

Area: 30 foot (6 square) radius
Damage: 2d6
Push: 2 squares
Will Save DC 16

Am I remembering correctly that it heals us the same amount as it damages the undead?


Arctaris wrote:
JSL wrote:

Regarding Turn Undead (as it is about to become extremely relevant); let's adopt the Pathfinder RPG method with the following changes:

Turn undead does 1d6 damage + 1d6/2 levels beyond first to all undead within 30 feet. In addition, undead are pushed one square per d6 damage taken. Undead are allowed a Will save DC 10 + 1/2 character level + Cha bonus to take half damage and avoid the push.

Therefore, Salome's turn undead (which functions at Character Level 4 w/ +2 bonus to the save does the following:

Area: 30 foot (6 square) radius
Damage: 2d6
Push: 2 squares
Will Save DC 16

Am I remembering correctly that it heals us the same amount as it damages the undead?

I only skimmed it, but I think that it said the EVIL clerics can choose to focus negative energy, HEALING undead instead of harming them.

I really need to go and actually read that section now,... ;P


Hmm. I posted to the game thread yesterday, but it seems to have vanished. I will try to repost now.

Also, I will check into healing with Turn Undead. I know it makes organic sense - positive energy heals the living and disrupts the undead - but if the Pathfinder implementation is as you imply, then it also unbalances the game severely.

Salome's daily Turn Undead output, if used only on the party, is equivalent to 45 potions of CLW. If used in an infirmary (i.e., with wounded in each affected square) it would be much much more than that. 4e gets around this using the "healing surge" mechanic. While I'm not above implementing something similar, I would have to have a better understanding of how the Cleric's role works out in 4e with "decentralized" healing.

Now to try reposting...


Male Human - dash of elf Miniature painter/ Heroic

Have a look at the Kerrigan's Keep discussion thread for our thoughts on cleric turn/heal.

Dark Archive

Please forgive the long post. Nobody reads my blog, so you've become my internet community pretty much in total. Some very recent thoughts on 4e...

I am going through a very interesting process of changing my opinion on 4e. Like many on these boards, I initially felt skeptical about the new edition. I was more excited about Paizo's projects, mostly because I was excited to be a part of this PbP and also becuase I respect Paizo's customer interaction and service. I still am positive on the company and Pathfinder as a setting--that hasn't changed. Love Golarion.

Paizo's Pathfinder RPG announcement was initially very exciting, and I think some of the things that they are doing with the 3.5 rules (at least so far) are interesting. However, as I've looked a little more closely at the races and classes, I have to admit that I've cooled a somewhat in my excitement for reasons that weren't obvious to me until just this week.

As I posted above, I pre-ordered the 4e rules a few days ago on a whim. Because I'm wasn't shelling out full price, and because gift certificates will defray the cost of the books, it felt pretty easy to purchase the 4e rules set without feeling like I was putting my all of my RPG eggs into one basket--for a few bucks, who cares if 4e sucks? At worst, they'll make interesting bathroom reading as I continue to play 3.5e.

But in the past four days, I've spent about 15 hours in a car driving back-and-forth between Eugene and Pendleton Oregon (I'm about to log 5 more getting back home shortly). In that time I've started to listen to the D&D podcast that Noonan and Mearls do on the Wizards site and iTunes. Specifically, I've listened to the post 4e announcement podcasts. While their voices are hard to listen to for long periods of time (gives me new respect for professional broadcasters), and the engineering at times sucks, and the content is sometimes pretty thin-to-nonexistent (especially the early 4e podcasts), there is enough that they do talk about that I started to get excited and am little anxious to get a look at the new rules.

I think JSL's assessment of the contrasting playtest models of each company (though a little harsh on the Pathfinder/"mob" side) will reveal themselves to be spot-on. From the interviews on the podcast, I couldn't help but admire the development philosophies and methods that Wizards is using to put 4e together. I don't know if that'll really translate into a better game, but they're thinking about game play in a way that I think is exciting.

Anywho, I already know that I will support Paizo as much as I can. I think they're a great company and I like their stuff. However, I now think that all the effort that'll go into PathfinderRPG will be effort misspent. They might actually miss the opportunity to do something that they're better than Wizards at, namely, to make better 4e D&D fluff than Wizards. Don't like the bastardized 4e core pantheon? Use the Pathfinder 4e pantheon. Tired of Forgotten Realms, especially in 4e? Use Golarion 4e stuff. So Paizo didn't get a copy of the rules in time to make their 3rd or 4th AP 4e? They probably should have waited and converted with the 5th--as it stands PathfinderRPG won't be ready for a year after 4e comes out anyway.

Lastly, after some thought, I think the whole "3.5 allows us to tell the stories we want to tell" argument just doesn't hold water. They could've put the missing D&D tropes back into 4e and reinvented creative backstories for the new tropes in 4e to make them blend with Golarion.

In all, I'm pretty excited to see how this all shakes down. I'm off the pessimism I felt towards Wizards, though. I'm looking forward to checking-out both games, really.


Following up on Santinj@'s comments, I noticed some interesting things when I got away from the Paizo site for awhile and started reading hordelings in anticipation of the new minis rules. The people there are generally our age (30 something) and have been playing for 15-20 years. Many of them were less vocal Pathfinder subscribers and I think fit Paizo's target audience to a tee. I say "were", because following the announcement of the Pathfinder RPG, a number posted to say they were cancelling their subscriptions and would no longer buy Paizo's product. But one post that really caught my eye was someone who said "where Mearls goes, I go." I noticed this because of the overwhelming sentiment here along similar lines: "where Paizo goes, I go."

Mike Mearls is sharp and seems to understand the nuances of game design. He is the one who managed to take magic out of D&D in the Iron Heroes line of products, which I think are very much a predecessor to 4e thinking.

Santinj@ wrote:
Lastly, after some thought, I think the whole "3.5 allows us to tell the stories we want to tell" argument just doesn't hold water. They could've put the missing D&D tropes back into 4e and reinvented creative backstories for the new tropes in 4e to make them blend with Golarion.

I have been confused by this comment as well. Did Paizo expect the GSL to preclude them from writing fluff or from modifying WotC's fluff for their own products?

I suspect the real answer is that they are worried that something in the GSL will prevent them from writing the "mature" content that they seem to think their audience demands.

Alternately, they could have made that statement in a cunning PR ploy to heighten the view already held by many of their fans that 4e is somehow more restrictive or childish than 3e, thereby setting the stage for their Pathfinder RPG announcement.

With respect to the Pathfinder RPG, I'm still in favor of adopting simple improvements to the 3e rules, especially those that speed things up or give characters more options. However, I will have to look very carefully at some of the rules (like turn undead) which have the potential to significantly alter the character of the game.

Wandering off topic here...

As an aside, there are already Divine feats - Sacred Healing (two versions) in the Complete Divine and the PHB II and Sacred Purification in the PHB II - which allow clerics to use Turn Undead to heal their allies.

Looking at some of the new minis, there is a halfling paladin who can make a special attack (I think called Rejuvinating Strike) that heals his ally as it damages the enemy and a cleric of pelor who can grant healing under certain conditions (without giving up his action to do it). Even though info is sparse, I like this approach better.

What I think is best about 4e's healing is that it is decentralized. Each character has the potential to heal himself. The party cleric can heal others and help them heal themselves faster/better. However, there is a limit, namely the daily healing surges, which represents the point at which the character just can't go on without rest.

I like both that the cleric still has a role to play with respect to healing; but at the same time is free to do other things without compromising that role. I know Dreamer was a little frustrated in the glassworks when, after healing Naelah, Veren, and a party member or two, she had little to do for the rest of the fight other than swing and miss on a few goblins.

While allowing turn undead to heal the party would also free up spell slots for other things, I am concerned that it would reduce the cleric to little more than a combat hp battery. This would especially be true if we ruled that (as others have suggested) the healing could be directed to exclude living enemies.

I feel that I have already made a concession to the necessity of healing by allowing cure spells used outside of combat to be maximized. This basically results in twice as much healing when the party uses its resources wisely and thusly has the double benefit of encouraging smart play and good roleplaying.

For example, I noticed neither Mal nor Ehlissa availed themselves during the lull, though they both could have used a potion of clw. Will Salome be able to get to them with a spell should they need it in this fight? Does she have any left after using two in the last combat? Will it be at the cost of a useful spell down the line? Very interesting.

It would not be nearly so interesting if she had 18d6 of mass heals in her back pocket.

Additionally, my magic item creation rules allow Salome to craft a wand of cure light wounds now that she is 3rd level (though the party ought to at least pitch in some $$ for it). That should cover the party's healing needs quite effectively if they live long enough to see it made.

Therefore, I think I've convinced myself that the Pathfinder RPG heal with turn is unnecessary given the other modifications we have already adopted. Does that seem acceptable?


At this point, I prefer keeping Healing and Turn Undead separate.

JSL wrote:
As an aside, there are already Divine feats - Sacred Healing (two versions) in the Complete Divine and the PHB II and Sacred Purification in the PHB II - which allow clerics to use Turn Undead to heal their allies.

Because Salome's ultimate goal in life is in line with the healing track, I would consider picking up one of those as a feat later on. However, when I first read the suggestion about Turn Undead acting as a simultaneous healing spell, my initial reaction was, "Dang! With all the Turn Undead I can do, why have I been stressing out about using and memorizing healing spells?!?"

I'm quoting out of order here, but not out of context.
JSL wrote:
I feel that I have already made a concession to the necessity of healing by allowing cure spells used outside of combat to be maximized. This basically results in twice as much healing when the party uses its resources wisely and thusly has the double benefit of encouraging smart play and good roleplaying.

It goes back to the glass of water and dramatic tension. I know that there have been at least a couple of points in the game now when I have been affected, both personally and as a character, by the scarcity of healing resources. Plus, I hate to lose, and not having a healing spell when I need it is a "loss" for me.

JSL wrote:

What I think is best about 4e's healing is that it is decentralized. Each character has the potential to heal himself....

I like both that the cleric still has a role to play with respect to healing; but at the same time is free to do other things without compromising that role. I know Dreamer was a little frustrated in the glassworks when, after healing Naelah, Veren, and a party member or two, she had little to do for the rest of the fight other than swing and miss on a few goblins.

Yeah, I was getting a little frustrated. My first exposure to RPGs was my brothers playing Wizardry on our 1984-edition Mac-in-the-box. It seems like the roles were thus:

Fighter = muscle
Mage = artillery
Thief = trap guy
Priest = healer/bank
And that's it. This is probably due to lack of experience, etc., but it seems to me that there still isn't a lot for a cleric to do beyond healing (PHB spell lists, in particular, are pretty lame). And if anybody can heal, then what is there for a cleric to do? "OK, Bard, you sing, I'll pray, and let's see if that makes our guys win!" Maybe we could watch the battle from our armchairs in the livingroom...

It will be interesting to see how the classes continue to evolve in future editions. And maybe, with the way our game is evolving with house rules and such, I might have a chance to make the role of this character some thing special. Who knows?

For the record, I have no problem being the combat medic; I knew what I was doing when I signed up for it, and I made that a large part of my character's raison d'etre. On the other hand, I like the prospect of finally fighting some undead, because that means that this ability I've been sitting on for the past 4 months can finally shine. And that's pretty cool.

JSL wrote:
The party cleric can heal others and help them heal themselves faster/better. However, there is a limit, namely the daily healing surges, which represents the point at which the character just can't go on without rest.

Good point. I've been pushing that limit in real life this week. Better stop here.

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