Sacred Cows


Alpha Playtest Feedback General Discussion

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Abstract wrote:
I'm wondering what sacred cows people slaughter in their own games?

We ignore favored classes and XP penalties for "unbalanced" levels in multiclasses. It works well 'cause I'm proud to say we don't "class dip" and aren't power gamers.

BTW we're all about vitality points/wounds, too! Our 5th level knight got schooled by a few bugbears tonight...!

Scarab Sages

Snorter wrote:
Jal Dorak wrote:
Does giving sacred cows hot steaming injections of Bovine Growth Hormone count too?

Got yer hot bovine injection right here, baybee!

Sacred Cow wrote:
"mooooooOOooooOOooo" :-)

You're welcome, Sacred Cow.


veector wrote:
Abstract wrote:
My group has ditched the D20 and switched to 2D10.

How do you roll a 1? (always a failure)

a score of 2 or sometimes higher if it's really tricky, happens far less often but the results tend to be far more deadly


Rambling Scribe wrote:


The biggest problem with the system is that as level goes up, it exacerbates certain math problems in the game (even though it fixes others). Mainly, any creature that is outside of the regular CR parameters is more extremely out of CR than normal. Wimpy guys who almost never hit with a d20 hit even less often, and tough monsters with high ACs are almost impossible to hit with a fluke.

Yep, but you also have a far better idea of the average roll result so i find it easy enough to spot problem critters ahead of time


veector wrote:
lastknightleft wrote:
veector wrote:
Abstract wrote:
My group has ditched the D20 and switched to 2D10.

How do you roll a 1? (always a failure)

I'm guessing snake eyes
Ok, then how do you ever roll a 2?

roll two ones (1+1=2)


Brodiggan Gale wrote:


What do you do about crits and crit range? I suppose if you just wanted to keep roughly the same odds, 20/ crit range weapons would be 18-20 total roll (6%), 19-20/ would be 17-20 total on the roll (10%), and 18-20/ would be 16-20 on the roll (15%).

Of course then you've got Keen and improved Crit... assuming you don't let them stack.. 17-20/ (keen or imp. crit on a 19-20 weapon) could be 16-20 (21%), and 15-20/ (keen on an 18-20/ base weapon) could be 15-20 (26%)

Actually that's not bad, keeps you within 1% of the standard values the whole way. Hmmmm... I wonder if I can talk my group into this.

I also dropped the roll to confirm so I don't spread them much (except archery at high level) as they tend to be very deadly. You start at 1st lvl with wound points, from 2nd on you gain hit points. Only way to get more wound pts is feats or Con increases. (for monsters wounds=hitpoints/CR)

Crits bypass your hit points and deal damage directly to your wounds. Once your out of them and into the negative your dying, regardless of how many hit points you have left.

It's encouraged the players to try talking before the reaching for their swords as even a Kobold might get a lucky shot in ^^

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