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Thanks for the answers. I was thinking more about fringe cultists or a , like a Deskari or Nocticula "grognard". Or a CN Sarenrite pyromaniac for that matter.

How do the Rahadoumi view primal casters? Do they put them on the same bag? Or are they accepted?

Humbly,
Yawar

Paizo Employee Creative Director

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YawarFiesta wrote:

Thanks for the answers. I was thinking more about fringe cultists or a , like a Deskari or Nocticula "grognard". Or a CN Sarenrite pyromaniac for that matter.

How do the Rahadoumi view primal casters? Do they put them on the same bag? Or are they accepted?

Humbly,
Yawar

Things like a chaotic neutral Sarentie pyromanic are pretty much NOT worshipers of the deity in question. Their faith is mislpaced, and doesn't advance the church, and those types of characters are often the type who, in the afterlife, are judged has having failed their soul and get sent on to unpleasant afterlives.

Rahadoumi accept primal casters as long as they don't worship deities. It's not the type of magic so much as the fact that they don't want people worshiping a deity, but since it's tough for mortals to tell the difference between, say, a druid who says they worship Gozreh from one who says they worship the Green Faith from someone who simply worhips "nature" and doesn't follow an organized religion, they tend to err on the side of intolerance.

Liberty's Edge

James Jacobs wrote:
And now my laundry is done so I'm gonna go put it in the dryer and go to bed.

Thank you for doing the laundry. I've been rolling my eyes a lot in the last few years when players show up to join a group of good-aligned heroes with neutrally aligned characters worshipping evil deities. For some players it's purely to access the options published in the evil-themed books and I get it, but it's perhaps getting a bit old for some GMs.

Are there plans to develop more adventures (either as part of the modules/AP lines or via Pathfinder Society scenarios) oriented towards neutral or evil-aligned parties? I'd much prefer to see players pool their energies in forming evil parties if they want to try those options, rather than seeing them join good-aligned parties and always being 'that special guy or gal' brooding darkly in the background and trying to take every minute of spotlight trying to explain their presence rather than trying to participate in the group's goals and solving the adventure.

Paizo Employee Creative Director

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Son of Cayden wrote:
Are there plans to develop more adventures (either as part of the modules/AP lines or via Pathfinder Society scenarios) oriented towards neutral or evil-aligned parties? I'd much prefer to see players pool their energies in forming evil parties if they want to try those options, rather than seeing them join good-aligned parties and always being 'that special guy or gal' brooding darkly in the background and trying to take every minute of spotlight trying to explain their presence rather than trying to participate in the group's goals and solving the adventure.

More of our Adventure Paths and stand-alone adventures are usable by evil PCs than you might think, but there are no current plans to do any specifically for evil parties at this time.

But things like the upcoming adventure "Malevolence," as well as recent Adventure Paths like Abominaiton Vaults, work just fine for neutral or evil parties; their plots don't require you to be good aligned characters.

We won't be doing any evil-themed content for the Pathfinder Society scenarios, ever. Evil PCs aren't allowed at all in that campaign.

Other than that, though, as long as your players all agree to work together, alignment is irrelevant for many adventures as long as you, the GM, are willing to make adjustments as needed. Evil parties can just as easily fight against evil foes, after all. The key element there is your players. Regardless of PC alignment, if they're not interested in playing with each other as allies or playing the story you want to run, that's a problem with the PLAYERS, not the game.


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James Jacobs wrote:
AlgaeNymph wrote:
So...how's the Magaambya compare to Hogwarts? Or Winterhold?

It's very different from both. It's more grown-up in nature than Hogwart's in that it's more like a research college than a high school, and less secretive/selective than Winterhold.

It's more mature than Hogwart's, and more accepting than Winterhold.

How's Winterhold secretive and unaccepting? The school would like to interact with the public more, but Nords are superstitious yokels. And as for being accepting all I had to do was pass a rubber stamp test with a spell I got on spot discount. Is it something in the lore that the game did a poor job of showing?

Paizo Employee Creative Director

AlgaeNymph wrote:
How's Winterhold secretive and unaccepting? The school would like to interact with the public more, but Nords are superstitious yokels. And as for being accepting all I had to do was pass a rubber stamp test with a spell I got on spot discount. Is it something in the lore that the game did a poor job of showing?

I guess it's not. To be honest, the Winterhold part of Skyrim was pretty minor to me in my playthrough; I was doing a rouge/archer type character, so I really didn't pay nearly as much attention to the Winterhold stuff. Got to it late in the game and burned through the quests and found the storyline there to be kind of meh.

The fact that there's about a dozen or so students there also helped to make it feel like it was secretive and unaccepting. I know that's a limitation of the game itself, but the remote locaiton on the map combined with the fact that there were simply not a huge number of people there is kind of the polar opposite to the Magaambya, which is in the heart of a city and is a sprawling campus.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Now that the Colonial Marines Operations Manual is out to those who preordered, do you have any thoughts on the Alien RPG?

Paizo Employee Creative Director

Fumarole wrote:
Now that the Colonial Marines Operations Manual is out to those who preordered, do you have any thoughts on the Alien RPG?

I'm glad it's out and that it's being well received, and would have enjoyed working on it had I been asked to do so, but I haven't actually looked at it yet. This is the first I've heard about a Colonial Marines Operations Manual, for example.


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James Jacobs wrote:
AlgaeNymph wrote:
How's Winterhold secretive and unaccepting? The school would like to interact with the public more, but Nords are superstitious yokels. And as for being accepting all I had to do was pass a rubber stamp test with a spell I got on spot discount. Is it something in the lore that the game did a poor job of showing?

I guess it's not. To be honest, the Winterhold part of Skyrim was pretty minor to me in my playthrough; I was doing a rouge/archer type character, so I really didn't pay nearly as much attention to the Winterhold stuff. Got to it late in the game and burned through the quests and found the storyline there to be kind of meh.

The fact that there's about a dozen or so students there also helped to make it feel like it was secretive and unaccepting. I know that's a limitation of the game itself, but the remote locaiton on the map combined with the fact that there were simply not a huge number of people there is kind of the polar opposite to the Magaambya, which is in the heart of a city and is a sprawling campus.

Ah.

If you'll pardon me answering you, Winterhold was phoned in during the rush to release the game on 11/11/11. You'd think they would've polished it a bit with a DLC, but then the narrative did prefer you be a macho viking. And a dozen students? That's a pretty high estimate since I'm guessing there's maybe half that, and I only ever see three of them. Would explain why the teachers just sit on their duffs eating bread, or sleeping.

But right, I'm here for questions. So...

With magical transmutation, whether becoming a giant monster or turning someone to stone, where does the extra mass come from?

Paizo Employee Creative Director

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AlgaeNymph wrote:
With magical transmutation, whether becoming a giant monster or turning someone to stone, where does the extra mass come from?

Magic gets to break the rules of physics. That's what makes it magic.

For transmutation spells, it'd not pull that mass from elsewhere, otherwise it'd be a conjuration spell.

Instead, it creates the additional mass out of magic.


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James Jacobs wrote:
AlgaeNymph wrote:
With magical transmutation, whether becoming a giant monster or turning someone to stone, where does the extra mass come from?

Magic gets to break the rules of physics. That's what makes it magic.

For transmutation spells, it'd not pull that mass from elsewhere, otherwise it'd be a conjuration spell.

Instead, it creates the additional mass out of magic.

Though magic does have rules or else it couldn't be academically studied. It can't be all sentiment and symbolism, right?

Paizo Employee Creative Director

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AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
With magical transmutation, whether becoming a giant monster or turning someone to stone, where does the extra mass come from?

Magic gets to break the rules of physics. That's what makes it magic.

For transmutation spells, it'd not pull that mass from elsewhere, otherwise it'd be a conjuration spell.

Instead, it creates the additional mass out of magic.

Though magic does have rules or else it couldn't be academically studied. It can't be all sentiment and symbolism, right?

Magic does have rules, as evidenced by the actual rules we created for the game to govern how magic works. The upcoming book "Secrets of Magic" looks into some of the in-world ways that magic works, but we are never going to be able to match the amount of rules that encompass the laws of physics, nor do we want to.

One of the whole points of magic is that it should be able to do the unexpected, or even to make possible the impossible. Once you start limiting all the things it can do, it's harder for it to be magic, and it starts to be science instead.


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What do you think of Sanderdon's laws of magic?

The laws in case you don't know them:

1. An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.

2. Weaknesses, limits and costs are more interesting than powers.

3. The author should expand on what is already a part of the magic system before something entirely new is added, as this may otherwise entirely change how the magic system fits into the fictional world.

0. Always err on the side of what's awesome.

P.S. The ooc tags don't work right. I had to edit this 3 times. Irritating.

Paizo Employee Creative Director

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Interesting Character wrote:

What do you think of Sanderdon's laws of magic?

The laws in case you don't know them:

1. An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.

2. Weaknesses, limits and costs are more interesting than powers.

3. The author should expand on what is already a part of the magic system before something entirely new is added, as this may otherwise entirely change how the magic system fits into the fictional world.

0. Always err on the side of what's awesome.

P.S. The ooc tags don't work right. I had to edit this 3 times. Irritating.

I agree with law 1 and 3, but disagree with 2.


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Interesting, so you find something like allomancy to be less interesting than the force? Any idea why?

Paizo Employee Creative Director

Interesting Character wrote:
Interesting, so you find something like allomancy to be less interesting than the force? Any idea why?

Until I read this post I'd never heard of the word "allomancy" so I don't really find it interesting or boring at all. A look on the googles tells me it's from "Mistborn" which is also not something I'm familiar with.

I am familiar with the Force, but I am not fond of that either. Not a Star Wars Fan.

So I can't really give you any answers here other than I prefer reading horror than fantasy, and as such prefer magic to be something used in fiction to create situations of terror and fright.


Hey James, about a month ago my group finished Age of Ashes. It was super fun. We then took a break playing other games. But after a bit, we wanted to play more pathfinder, so we're starting up Extinction's Curse.

I'm GMing the first book, but I'll probably make a PC for some of the other books. I'm considering making an iruxi. My question:
Is the difference between iruxi and xulgath obvious? Is their difference well known amongst human societies? Can iruxi and xulgath tell the difference? How do they look / sound different, if at all?

Looking at some pictures, xulgath look.... uglier? I can't really tell myself.

The Concordance

Can a character run with other Speed, such as Climb, Swim, Fly or Burrow?

Paizo Employee Creative Director

Julien Dien wrote:
Can a character run with other Speed, such as Climb, Swim, Fly or Burrow?

Depends on the GM's preferences. In mine, no. You can only run with your base speed. The one you use your legs for. This bit of vagary is part of the problem when a game system's rules are designed for human-shaped PCs and assumptions are made that don't include capabilities for monsters or supernatural movement... a flaw we inherited from D&D that we didn't do a great job clarifying.

Paizo Employee Creative Director

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voideternal wrote:

Hey James, about a month ago my group finished Age of Ashes. It was super fun. We then took a break playing other games. But after a bit, we wanted to play more pathfinder, so we're starting up Extinction's Curse.

I'm GMing the first book, but I'll probably make a PC for some of the other books. I'm considering making an iruxi. My question:
Is the difference between iruxi and xulgath obvious? Is their difference well known amongst human societies? Can iruxi and xulgath tell the difference? How do they look / sound different, if at all?

Looking at some pictures, xulgath look.... uglier? I can't really tell myself.

Cool, glad you had fun with Age of Ashes.

THe difference between iruxi and xulgath is VERY obvious. They look very different. They have very different coloration. And they certainly SMELL different.

Human societies can tell them apart with ease. If only because one of them makes you vomit when you smell them.


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Did the death of Kentaro Miura impact anyone at Paizo?

Paizo Employee Creative Director

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Souls At War wrote:
Did the death of Kentaro Miura impact anyone at Paizo?

Didn't impact me, although after googling him, I'm sorry to see him go. Hasn't come up in any meetings (video or text) that I've been in either.


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James Jacobs wrote:
Souls At War wrote:
Did the death of Kentaro Miura impact anyone at Paizo?
Didn't impact me, although after googling him, I'm sorry to see him go. Hasn't come up in any meetings (video or text) that I've been in either.

and his work influenced many video games, novels, shows, etc in some way or another.

Dark Archive

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Pathfinder Battles Case Subscriber

Have you read Designers & Dragons (especially the Paizo history section)? If so, how accurate would you say it is?

I find that era, right after the Dragon, Dungeon, and Star Wars magazine partnership ended fascinating, and the replanning for company direction had to take place. Do you have any stories from that period before Jason pitched Pathfinder? Or any other directions that were pitched before landing on Paizo's current direction?

What was the mood like? Eg. Was there ever any discussion of doing a 4E OGL supplemental magazine? What was the mood like, excited or apprehensive?


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Do you know Berserk, a Japanese manga series written and illustrated by Kentaro Miura? Have you read it?


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Aenigma wrote:
Do you know Berserk, a Japanese manga series written and illustrated by Kentaro Miura? Have you read it?

From this, when you googled him?

Dark Archive

Pathfinder Battles Case Subscriber

If Lisa Stevens said, "James, you got two years to wrap up all Golarion products. We got enough. We're doing a new campaign setting after." What hanging threads or plot points would you want to close out? What would be the final Golarion products you'd want to see? Would you ever reveal some of the biggest mysteries, like Aroden's death?

Paizo Employee Creative Director

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Aenigma wrote:
Do you know Berserk, a Japanese manga series written and illustrated by Kentaro Miura? Have you read it?

I do know that. I have not read it. I don't read a lot of manga, though. I don't read a lot of ANY sort of graphic novel/comic book, honestly.

I do read every Junji Ito manga I can get my hands on though, and pretty much as soon as a new one shows up on Amazon here in the states, I pre-order it.

Paizo Employee Creative Director

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crognus wrote:

Have you read Designers & Dragons (especially the Paizo history section)? If so, how accurate would you say it is?

I find that era, right after the Dragon, Dungeon, and Star Wars magazine partnership ended fascinating, and the replanning for company direction had to take place. Do you have any stories from that period before Jason pitched Pathfinder? Or any other directions that were pitched before landing on Paizo's current direction?

What was the mood like? Eg. Was there ever any discussion of doing a 4E OGL supplemental magazine? What was the mood like, excited or apprehensive?

I haven't read it.

I've lots of stories from the history of Paizo, for sure, but I don't have any to tell at this point as I answer this question, since I'd spend hours agonizing over which story to tell.

The switch from publishing D&D magazines to publishing our own RPG had several steps; for 2 years or so we were in an in-between zone where we were using the 3.5 rules to publish for a setting we were creating as we went. We have four whole Adventure Paths that predated the Pathfinder RPG.

The mood that time was a combinaiton of terror, depression, excitement, hope, agony, and more depression and terror. We didn't know if our customers enjoyed our prodcuts because of the work we put into them, or becuase customers just wanted more D&D. Turns out it was both, but there was a lot more of the former, so we're still here 20 years later. But there were many months, even years, where closing up shop and all of us going off to pursue other careers was a constantly looming possibility.

We did discuss doing 4E stuff very early on, but the combination of Wizards of the Coast not supporting us or any other company in that pursuit and our own experiences with the game not being one that would let us tell the types of stories we wanted to keep telling pretty much shut that potential path into the future down Very Quickly.

Jason didn't "pitch" Pathfinder on his own, though. He did the design for the rules, but it was truly a team effort by the entire editorial department.

Paizo Employee Creative Director

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Laclale♪ wrote:
Aenigma wrote:
Do you know Berserk, a Japanese manga series written and illustrated by Kentaro Miura? Have you read it?
From this, when you googled him?

Correct. My friend Wes Schneider was a fan of Berserk, but never mentioned the author to me. I knew of the manga through him and glanced a few times in a book, but that was it.

Paizo Employee Creative Director

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crognus wrote:
If Lisa Stevens said, "James, you got two years to wrap up all Golarion products. We got enough. We're doing a new campaign setting after." What hanging threads or plot points would you want to close out? What would be the final Golarion products you'd want to see? Would you ever reveal some of the biggest mysteries, like Aroden's death?

More than I'd be able to do in just two years. I wouldn't reveal the cause of Aroden's death though. That's something Erik came up with, and it's not my story to tell unless he asks me to tell it or to help with it.

As for what hanging threads or plot points? All of them.

And if the "new campaign" were also a fantasy setting, I'm not sure I'd stick around to help build it, honestly. So much of what's in Golarion is from my homebrew setting from the 80s that switching into an entirely new setting in the same genre holds very little interest to me. Instead I'd challenge Paizo to get an entire new team of creators from a much different and more diverse background to come up with something new.

It makes no sense to me to "stop" Golarion and then start a brand new setting that's kind of the same but just with different proper nouns.

EDIT: I hit "submit post" and a second later realized what was unsettling to me about this question. "Two years to wrap up Golarion" is agonizingly short, out of the blue, and simply not the way we do things in the industry. The time it takes from "Here's my Adventure Path idea" to the first volume of that Adventure Path being available for sale alone can take over a year. Two years advance notice that we're stopping Golarion would be unthinkable, to the extent that the shock would run a very likely chance of making me throw up my hands in the air in a desparing fit of feeling betrayed. Becuase we generally plot out our future publications in some form many years in advance. Turning off Golarion would be something we'd plan for many years, maybe even decades, before we do it. Which would give us the time we need to transition into a new game or setting gracefully and without forcing ever single one of our customers who currently enjoys Golarion from suffering the same sort of sense of betrayal and depression and frustration that I would if I were told "You have two years before the thing you've been working on for two decades is shut down and you can't do more with it."


On a partially related subject/note, has anyone at Paizo ever considered a "new" campaign setting set elsewhere in the universe? (for PathFinder)

Paizo Employee Creative Director

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Souls At War wrote:
On a partially related subject/note, has anyone at Paizo ever considered a "new" campaign setting set elsewhere in the universe? (for PathFinder)

Nope.

We built Golarion specifically to encompass a huge range of stories, so there's no real need for a "new" setting.

But also, based on our experience working on the D&D magazines, feedback from SO many gamers along the lines of "This Greyhawk adventure is useless to me because I play Forgotten Realms" or "This article about ten new wizard spells is useless to me since I run a homebrew and the spells had flavor text from Planescape" pretty much convinced us that multiple campaign settings don't help so much as fracture your audience. So that you have to work harder to make more content across multiple settings, because you don't have one customer base but several.

The closest we've come to doing this was Starfinder, which is a different game than Pathfinder, but event then, Starfinder kinda uses the same setting. Just in the future.


James Jacobs wrote:
Interesting Character wrote:

What do you think of Sanderdon's laws of magic?

The laws in case you don't know them:

1. An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.

2. Weaknesses, limits and costs are more interesting than powers.

3. The author should expand on what is already a part of the magic system before something entirely new is added, as this may otherwise entirely change how the magic system fits into the fictional world.

0. Always err on the side of what's awesome.

P.S. The ooc tags don't work right. I had to edit this 3 times. Irritating.

I agree with law 1 and 3, but disagree with 2.

Why's that?


How do you pronounce byakhee, gug, neothelid, seugathi, shantak, and shoggoth?

Paizo Employee Creative Director

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AlgaeNymph wrote:
James Jacobs wrote:
Interesting Character wrote:

What do you think of Sanderdon's laws of magic?

The laws in case you don't know them:

1. An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.

2. Weaknesses, limits and costs are more interesting than powers.

3. The author should expand on what is already a part of the magic system before something entirely new is added, as this may otherwise entirely change how the magic system fits into the fictional world.

0. Always err on the side of what's awesome.

P.S. The ooc tags don't work right. I had to edit this 3 times. Irritating.

I agree with law 1 and 3, but disagree with 2.
Why's that?

Because it's hyperbolic. Sometimes powers are more interesting than weaknesses. Sometimes they're not. One is not always more interesting than the other, but they're MOST interesting when they work together.

Paizo Employee Creative Director

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Aenigma wrote:
How do you pronounce byakhee, gug, neothelid, seugathi, shantak, and shoggoth?

Personally, I pronounce them:

bee-YAH-ki

Gug rhymes with tug or bug.

knee-OH-tha-lid

soo-GAW-thi

SHAN-tack

SHAWG-uth


James Jacobs wrote:
Souls At War wrote:
On a partially related subject/note, has anyone at Paizo ever considered a "new" campaign setting set elsewhere in the universe? (for PathFinder)

Nope.

We built Golarion specifically to encompass a huge range of stories, so there's no real need for a "new" setting.

But also, based on our experience working on the D&D magazines, feedback from SO many gamers along the lines of "This Greyhawk adventure is useless to me because I play Forgotten Realms" or "This article about ten new wizard spells is useless to me since I run a homebrew and the spells had flavor text from Planescape" pretty much convinced us that multiple campaign settings don't help so much as fracture your audience. So that you have to work harder to make more content across multiple settings, because you don't have one customer base but several.

yeah, Golarion still has many barely developed areas, then there is the rest of the solar system.

aren't many of those D&D settings different/alternate universes?

Kinda related to Starfinder, I would say a list of names and concepts can always come in handy for things like teleportation mishap or extraplanar adventures, planned or unplanned.

Paizo Employee Creative Director

Souls At War wrote:


yeah, Golarion still has many barely developed areas, then there is the rest of the solar system.

aren't many of those D&D settings different/alternate universes?

Kinda related to Starfinder, I would say a list of names and concepts can always come in handy for things like teleportation mishap or extraplanar adventures, planned or unplanned.

Some of the D&D settings are different/alternate universes, some aren't, but none of that mattered to customers who saw a "Forgotten Realms" tag and never even looked since they run Greyhawk, or a homebrew setting, or whatever.


there are laws in fiction? *dang* an here I just smashimov'd some robot spoutin nonsense... d[ o_0 ]b

Paizo Employee Creative Director

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Unbegreiflich wrote:
there are laws in fiction? *dang* an here I just smashimov'd some robot spoutin nonsense... d[ o_0 ]b

There are, but those laws are defined by the fiction in the fiction in CONTEXT to the fiction. If you write a book that doesn't follow its own rules, as you the author decide they must function, your book looks sloppy, disorganized, and self-contradictory.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

What does draconic (the language) sound like?

Paizo Employee Creative Director

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Ed Reppert wrote:
What does draconic (the language) sound like?

Growls and snarls and fire and thunder.


James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
Interesting Character wrote:

What do you think of Sanderdon's laws of magic?

The laws in case you don't know them:

1. An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.

2. Weaknesses, limits and costs are more interesting than powers.

3. The author should expand on what is already a part of the magic system before something entirely new is added, as this may otherwise entirely change how the magic system fits into the fictional world.

0. Always err on the side of what's awesome.

P.S. The ooc tags don't work right. I had to edit this 3 times. Irritating.

I agree with law 1 and 3, but disagree with 2.
Why's that?
Because it's hyperbolic. Sometimes powers are more interesting than weaknesses. Sometimes they're not. One is not always more interesting than the other, but they're MOST interesting when they work together.

Hm. Any examples come to mind?

Paizo Employee Creative Director

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AlgaeNymph wrote:
Hm. Any examples come to mind?

Pretty much any superhero movie is a good example of power and weakness working together, such as Superman being good at everything but being weak to kryptonite, or Batman having great wealth but being saddled with mental demons.

Or horror movies/noveld where the monster seems unstoppable but has a weakness; vampires and sunlight, the blob and cold, triffids and salt water, Godzilla and the oxygen destroyer, werewolves and silver bullets.

Or in Lord of the Rings, where the One Ring gives you invisibility and long life but also corrupts you.

That said, superhero movies are interesting BECAUSE it's wish-fulfillment, giving people amazing powers.

And fiction about underdogs (aka people with no power, only weaknesses) overcoming their disadvantage are inspiring.

Plenty of examples as to how weakness is not inherently "more interesting" than power.

Which is why I feel that the second statement is self-limiting. Saying "one of two is always better than the other" is inherently self-limiting.


If a cleric loses his religious symbol, can he still draw divine magic and cast spells that do not require material components?

Paizo Employee Creative Director

Courage Mind wrote:
If a cleric loses his religious symbol, can he still draw divine magic and cast spells that do not require material components?

Yes.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Does overland travel only refer to travelling in exploration mode?

Paizo Employee Creative Director

Fumarole wrote:
Does overland travel only refer to travelling in exploration mode?

Typically, yes. You could also handle overland travel in the other modes, but Encounter mode would get dull pretty fast, and Downtime would dull some of the immediacy and implied danger. But covering overland travel with Downtime is great if the point of the adventure isn't the journey as much as it is the destination.

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