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Sczarni RPG Superstar 2012 Top 32

Syrup: maple or corn?

Soda: cane or corn?

Have you tried the throwback Pepsi or Mountain Dew?

If you HAD to have a rodent as a pet, which would you prefer? Same question, marsupial?

Why were you up so early today?


By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Paizo Employee Creative Director

Thomas LeBlanc wrote:

Syrup: maple or corn?

Soda: cane or corn?

Have you tried the throwback Pepsi or Mountain Dew?

If you HAD to have a rodent as a pet, which would you prefer? Same question, marsupial?

Why were you up so early today?

Maple

Cane

Yes

Rat

More like up so late

Paizo Employee Creative Director

2 people marked this as a favorite.
JustABill wrote:

By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Yes. The spell's now a 4th level spell thanks to Heighten Spell, so it can penetrate a lesser globe and has a DC 14 + Int save. Those two effects are PRECISELY what Heighten Spell's for.


James Jacobs wrote:
JustABill wrote:

By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Yes. The spell's now a 4th level spell thanks to Heighten Spell, so it can penetrate a lesser globe and has a DC 14 + Int save. Those two effects are PRECISELY what Heightl's for.

I think the question is whether or not you have to apply heighten first when using a series of metamagic feats.


As a player do you like fighthing things with reach weapons?

As a gm and the players are trying to buy a spell in a hamlet and they needed many castings of let us say lesser restoration how many can they buy in one day from spellcasting services? If it requires let us say a second level paladin spell slot becuase they used all the level 1 paladin spell slots do they have to pay for a higher level spell?


Inner Sea Magic introduces the concept of magical guilds, devoted to the sharing of magical methods from different schools and sources. Given that focus, would you say that churches with a magical focus (Nethys, Urgathoa, Whispering Way, Old Cults etc.) also could be considered guilds in the same sense, since they incorporate both arcane and divine spellcasters working towards shared goals?

Additionally, could you suggest some other factions or groups in Golarion for which the magical guild system might be appropriate?


Golden-Esque wrote:
James Jacobs wrote:
JustABill wrote:

By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Yes. The spell's now a 4th level spell thanks to Heighten Spell, so it can penetrate a lesser globe and has a DC 14 + Int save. Those two effects are PRECISELY what Heightl's for.
I think the question is whether or not you have to apply heighten first when using a series of metamagic feats.

Golden is correct, that is the crux of the question. In another thread there is a debate as to how/when to apply heighten. The one camp (myself included) believing that the Heighten spell has a DC/Effective level of whatever slot it ends up in, effectively, you apply the heighten last.

The other camp stating that heighten must be applied first, so you in effect get one additional level of spell power(save dc mostly) for each level that you adjust the spell via heighten. According to this camp, my earlier example would have a DC of 12 plus int mod(not 11 as earlier mentioned)

There is also an interesting side arguement that would allow that same heighten spell (silent still Charm Person) to be put in a 3rd level spell, effectively heightening it by 0 levels, and getting the increased save DC (13 plus int mod) essentially for free, assuming you have the heighten feat. Personally I think that is a bit of overboard. To heighten the spell, you should actually have to put it in a higher spell slot than it would otherwise occupy.


What's your favourite Adventure Path module to date?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
doctor_wu wrote:

As a player do you like fighthing things with reach weapons?

As a gm and the players are trying to buy a spell in a hamlet and they needed many castings of let us say lesser restoration how many can they buy in one day from spellcasting services? If it requires let us say a second level paladin spell slot becuase they used all the level 1 paladin spell slots do they have to pay for a higher level spell?

Paladin's aren't spontaneous casters. If they actually haven't prepared that spell, then they won't have it.

It's also very unlikely that a hamlet is going to have a Paladin of that high a level any way. At the most they might have one Priest, who may or may not be a Cleric. And he'll have responsibilities of his own. So it's rather unlikely he's going to fill all his slots with one spell.

Paizo Employee Creative Director

3 people marked this as a favorite.
Golden-Esque wrote:
James Jacobs wrote:
JustABill wrote:

By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Yes. The spell's now a 4th level spell thanks to Heighten Spell, so it can penetrate a lesser globe and has a DC 14 + Int save. Those two effects are PRECISELY what Heightl's for.
I think the question is whether or not you have to apply heighten first when using a series of metamagic feats.

Yes, you do.

Paizo Employee Creative Director

doctor_wu wrote:

As a player do you like fighthing things with reach weapons?

As a gm and the players are trying to buy a spell in a hamlet and they needed many castings of let us say lesser restoration how many can they buy in one day from spellcasting services? If it requires let us say a second level paladin spell slot because they used all the level 1 paladin spell slots do they have to pay for a higher level spell?

No more or less than anything else. I like the fact that reach changes tactics, though, which helps keep combats from feeling the same.

How many spell castings you can buy in a day depends on how many spells are available. In a small hamlet, you can easily say that there's only a limited number due to the fact that there's only one spellcaster with limited resources. In a big city... it starts getting pointless tracking that limit. Whether or not you DO keep tracking that limit is up to the GM's preference.

Paizo Employee Creative Director

Analysis wrote:

Inner Sea Magic introduces the concept of magical guilds, devoted to the sharing of magical methods from different schools and sources. Given that focus, would you say that churches with a magical focus (Nethys, Urgathoa, Whispering Way, Old Cults etc.) also could be considered guilds in the same sense, since they incorporate both arcane and divine spellcasters working towards shared goals?

Additionally, could you suggest some other factions or groups in Golarion for which the magical guild system might be appropriate?

Sure!

And with a bit of creativity... I suspect that you can adapt the guild rules to work for ANY group, actually. It doesn't have to just be limited to spellcasters.

Paizo Employee Creative Director

c873788 wrote:
What's your favourite Adventure Path module to date?

I actually don't have one because I can't choose. I love all of my children! They're all equally beautiful!


Odd question here JJ: Would it be out of the realm of possibility to use Weapon Training for a weapon like spell? I know in the ruling you can use things like weapon focus and weapon specialization but there isn't a category for spells in the standard fighter array. How would you rule on that aspect?


James Jacobs wrote:
c873788 wrote:
What's your favourite Adventure Path module to date?
I actually don't have one because I can't choose. I love all of my children! They're all equally beautiful!

Really? Doesnt that imply you're not getting better at them?

.
I think your collective experience is showing. Although there are the inevitable occasional missteps and differences in preferences as you explore new themes, the technical skill with which Paizo build APs seems to me to be steadily improving.


James Jacobs wrote:
Golden-Esque wrote:
James Jacobs wrote:
JustABill wrote:

By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Yes. The spell's now a 4th level spell thanks to Heighten Spell, so it can penetrate a lesser globe and has a DC 14 + Int save. Those two effects are PRECISELY what Heightl's for.
I think the question is whether or not you have to apply heighten first when using a series of metamagic feats.
Yes, you do.

Well, wait. That completely goes against your previous answer.

You said something long the lines of

charm person + Still Spell = 2nd level spell (DC 11)
stilled charm person + Silent Spell = 3rd level spell (DC 11)
silent stilled charm person + Heightened into a 4th Level Spell Slot = 4th level spell (DC 14).

But how you are portraying it in your new response, you're basically saying that you have to do this:

charm person + Heighten Spell = 4th level spell (DC 14)
heightened charm person + Still Spell = 5th level spell (DC 14)
heightened stilled charm person + Silent Spell = 6th level spell (DC 14)

Now, I know that you mean that the second example is the correct one and not the first, but I personally think you should reiterate yourself just for clarity's sake. So ... um ... to make it a question, won't you reiterate yourself for clarity's sake? :D

Personally, I don't think that Heighten Spell SHOULD be a feat; the heighten effect should be included in every Metamagic feat, but hey, what do I know? :-P (You can answer that question too, if you're feeling snarky.)


James Jacobs wrote:
Golden-Esque wrote:
James Jacobs wrote:
JustABill wrote:

By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Yes. The spell's now a 4th level spell thanks to Heighten Spell, so it can penetrate a lesser globe and has a DC 14 + Int save. Those two effects are PRECISELY what Heightl's for.
I think the question is whether or not you have to apply heighten first when using a series of metamagic feats.
Yes, you do.

So, was the earlier answer incorrect? If the Heighten must be applied first, we would have a Charm Person heighten first, to 2nd level, then Silent (+1 level), then Still (+1 more level) now the spell fits in a 4th level slot, but it was only heightened to 2nd level, so that woulod seem to imply that the save DC would be 12 plus int mod, and it would fail to penetrate a lesser globe?


Oh! Before I go to sleep, I just remembered a question I had for you. I made a trip down to visit my grand-folk and bought Distant Worlds as reading material. Great stuff, by the way!

So now, in Distant Worlds, James Stutter goes on to explain that Golarion's sun has a portal to the Positive Energy Plane at its core, and he even goes on to say that most stars (if not all of them) have a similar portal. James also mentions that using the Plane of Shadows isn't a particularly good means of traveling through the Dark Tapestry because in accordance with its status as a shadowy version of the Material Plane, it too has great amounts of space within it.

So, here's the actual question. If the Plane of Shadows is a shadowy mirror of the Material Plane, and all of the stars within the Material Plane have a portal to the Positive Energy Plane at their core, wouldn't that infer that the shadowy versions of stars on the Plane of Shadow would have a portal to the Negative Energy Plane at their core? Further more, what about creatures that are harmed by sunlight (such as vampires or some qlipploth); could it be infered that they are actually damaged by the positive energy coming out of the Sun and therefore would be healed by the shadow stars of the Negative Energy Plane?


While you, Lisa and the rest of the Paizo team have had wonderful success with your Pathfinder roleplaying game, I'm sure you've all made mistakes along the way or wished you'd done some things a little differently here and there.

Let's assume you've borrowed the Delorean time travelling vehicle and have driven back in time to the inception of Pathfinder with the rest of the Paizo team. So in hindsight, what are the major things you would do differently?


Do you think an extradimensional trunk on a car would be nice sometimes?

Paizo Employee Creative Director

Sean Terrill wrote:
Odd question here JJ: Would it be out of the realm of possibility to use Weapon Training for a weapon like spell? I know in the ruling you can use things like weapon focus and weapon specialization but there isn't a category for spells in the standard fighter array. How would you rule on that aspect?

It be weird. I probably wouldn't allow it in my game, because there's other ways to make your spells better that can't be backwards engineered to help weapons.

Paizo Employee Creative Director

Steve Geddes wrote:
James Jacobs wrote:
c873788 wrote:
What's your favourite Adventure Path module to date?
I actually don't have one because I can't choose. I love all of my children! They're all equally beautiful!

Really? Doesnt that imply you're not getting better at them?

.
I think your collective experience is showing. Although there are the inevitable occasional missteps and differences in preferences as you explore new themes, the technical skill with which Paizo build APs seems to me to be steadily improving.

Actually what it implies is that I'm not going to say what adventure I like the best because I don't want to look like I'm showing favortisim by calling out a specific author or to look like I'm egomaniacal by calling out one that I wrote.

Paizo Employee Creative Director

Golden-Esque wrote:
Well, wait. That completely goes against your previous answer.

On purpose.

AKA: Pick the way you like and you'll be happier.

Paizo Employee Creative Director

Golden-Esque wrote:

Oh! Before I go to sleep, I just remembered a question I had for you. I made a trip down to visit my grand-folk and bought Distant Worlds as reading material. Great stuff, by the way!

So now, in Distant Worlds, James Stutter goes on to explain that Golarion's sun has a portal to the Positive Energy Plane at its core, and he even goes on to say that most stars (if not all of them) have a similar portal. James also mentions that using the Plane of Shadows isn't a particularly good means of traveling through the Dark Tapestry because in accordance with its status as a shadowy version of the Material Plane, it too has great amounts of space within it.

So, here's the actual question. If the Plane of Shadows is a shadowy mirror of the Material Plane, and all of the stars within the Material Plane have a portal to the Positive Energy Plane at their core, wouldn't that infer that the shadowy versions of stars on the Plane of Shadow would have a portal to the Negative Energy Plane at their core? Further more, what about creatures that are harmed by sunlight (such as vampires or some qlipploth); could it be infered that they are actually damaged by the positive energy coming out of the Sun and therefore would be healed by the shadow stars of the Negative Energy Plane?

Perhaps. If indeed there acutally ARE stars in the Shadow Plane.

Positive energy is not the same as sunlight.

Paizo Employee Creative Director

c873788 wrote:

While you, Lisa and the rest of the Paizo team have had wonderful success with your Pathfinder roleplaying game, I'm sure you've all made mistakes along the way or wished you'd done some things a little differently here and there.

Let's assume you've borrowed the Delorean time travelling vehicle and have driven back in time to the inception of Pathfinder with the rest of the Paizo team. So in hindsight, what are the major things you would do differently?

Fewer products, honestly.

Paizo Employee Creative Director

doctor_wu wrote:
Do you think an extradimensional trunk on a car would be nice sometimes?

Not since reading Stephen King.


James Jacobs wrote:
Steve Geddes wrote:
James Jacobs wrote:
c873788 wrote:
What's your favourite Adventure Path module to date?
I actually don't have one because I can't choose. I love all of my children! They're all equally beautiful!

Really? Doesnt that imply you're not getting better at them?

.
I think your collective experience is showing. Although there are the inevitable occasional missteps and differences in preferences as you explore new themes, the technical skill with which Paizo build APs seems to me to be steadily improving.

Actually what it implies is that I'm not going to say what adventure I like the best because I don't want to look like I'm showing favortisim by calling out a specific author or to look like I'm egomaniacal by calling out one that I wrote.

Fair enough. I don't think I could pick a single favorite, to be frank.


What alignment are you?


Would a cleric of Pharasma cooperate with powerful, intelligent undead to gather information in order to stop an even more powerful undead with plans for world conquest? What if the price for the information was to stop somebody else from killing said powerful, intelligent undead and turn him over to them for their judgment?

Scarab Sages

James,

Is there an established rule as to how long doppelgangers live?

Also, will we ever see dopplegangers in a "revisted" book, or given some other in-depth treatment?


Golden-Esque wrote:
James Jacobs wrote:
Golden-Esque wrote:
James Jacobs wrote:
JustABill wrote:

By any chance can we get a clarification as to how the Heighten Spell feat interacts with other meta-magic feats?

For example, a wizard starts with a Charm Person spell, applies the Silent Spell(+1), and Still Spell(+1) feats to it. The wizard also heightens the spell, placing it in a 4th level spell slot.

Will this spell penetrate a Lesser Globe of Invulnerability? Is the save DC 14 + int mod, or 11 + int mod?

Yes. The spell's now a 4th level spell thanks to Heighten Spell, so it can penetrate a lesser globe and has a DC 14 + Int save. Those two effects are PRECISELY what Heightl's for.
I think the question is whether or not you have to apply heighten first when using a series of metamagic feats.
Yes, you do.

Well, wait. That completely goes against your previous answer.

You said something long the lines of

charm person + Still Spell = 2nd level spell (DC 11)
stilled charm person + Silent Spell = 3rd level spell (DC 11)
silent stilled charm person + Heightened into a 4th Level Spell Slot = 4th level spell (DC 14).

But how you are portraying it in your new response, you're basically saying that you have to do this:

charm person + Heighten Spell = 4th level spell (DC 14)
heightened charm person + Still Spell = 5th level spell (DC 14)
heightened stilled charm person + Silent Spell = 6th level spell (DC 14)

Doesn't it work like this:

Silent Spell raises the spell slot required by +1, but not effective spell level. So a silent charm person requires a level 2 slot to prepare/cast but counts as a level 1 spell and the spell DC is not raised.

Still Spell raises the spell slot required by +1, but not effective spell level. So a stilled and silented charm person requires a level 3 slot to prepare/cast but counts as a level 1 spell and the spell DC is not raised.

If you decide you want to Heighten the spell, raise the slot required by each level increase, and the effective spell level by each level increase. So a heightened charm person raised to a 4th level spell requires a 4th level spell slot to prepare/cast and counts as a 4th level spell with a higher DC and can now get past lesser globe of invulnerability. If you add silent (+1 slot) and still (+1 slot) spell then the spell requires a 6th level slot to prepare/cast and counts as a 4th level spell for the DC and getting past lesser globe.

If you add them in the reverse order the end result should be the same. Start with a stilled silent charm person which equals a level 3 slot but counts as a level 1 spell and the spell DC is not raised. Now if you apply heighten spell to raise it up from effective level 1 to effective level 4 (+3 slots), it requires a 6th level slot to prepare/cast (level 3 silent stilled +3 for heightening) and counts as a 4th level spell with a higher DC and can now get past lesser globe.


is there a person to email to see about ummm a story on that monthly web fiction.... and are there guidelines???

Paizo Employee Creative Director

c873788 wrote:
What alignment are you?

Currently?

Neutral tired.

Paizo Employee Creative Director

alientude wrote:
Would a cleric of Pharasma cooperate with powerful, intelligent undead to gather information in order to stop an even more powerful undead with plans for world conquest? What if the price for the information was to stop somebody else from killing said powerful, intelligent undead and turn him over to them for their judgment?

Given certain circumstances, yes, a cleric of Pharasma would cooperate with unead... similar to how in certain circumstances a paladin will cooperate with evil or chaotic creatures.

In fact, the penultimate Carrion Crown adventure talks about about this very subject.

Paizo Employee Creative Director

Aberzombie wrote:

James,

Is there an established rule as to how long doppelgangers live?

Also, will we ever see dopplegangers in a "revisted" book, or given some other in-depth treatment?

No established rule yet. Lifespans for monsters are generally kept obscure. We generally don't call this out until it becomes necessary to expand upon in an adventure.

Paizo Employee Creative Director

Steelfiredragon wrote:

is there a person to email to see about ummm a story on that monthly web fiction.... and are there guidelines???

James Sutter is our fiction editor; you can find his email in the "Contact Us" part of paizo.com.

Warning: Competition for the web fiction is pretty strong...


James Jacobs wrote:
alientude wrote:
Would a cleric of Pharasma cooperate with powerful, intelligent undead to gather information in order to stop an even more powerful undead with plans for world conquest? What if the price for the information was to stop somebody else from killing said powerful, intelligent undead and turn him over to them for their judgment?

Given certain circumstances, yes, a cleric of Pharasma would cooperate with unead... similar to how in certain circumstances a paladin will cooperate with evil or chaotic creatures.

In fact, the penultimate Carrion Crown adventure talks about about this very subject.

Carrion Crown:

That is indeed what I was referring to. As a player, my character is very much struggling to keep from blasting all the vampires to dust. The idea of not only stopping their killer but handing him over to the vampires galls him. Half of his group like the vampires - one even wants to be one. He's desperately hoping the the vampires will turn on them, as long as we get the necessary information.

Hmm...I wonder if he can engineer the situation so that the vampires turn on us.


What's the silliest PF character you've made?


Cheapy wrote:

What's the silliest PF character you've made?

I want two answers; one that is published and one that isn't?


Dear James Jacobs

I have a question about saving throws here. Ok, I can see there being times when you are denied a reflex throw. Say you are tied to a chair, paralyzed, out-cold, and so on. But what about Fort and Will? I ask because I read that a person can purposefully fail a saving throw because even healing spells have a save. Like, would you not be allowed a will save if you are asleep and therefore not aware of what is happening or maybe if you are charmed and think it is a beneficial spell? Really trying to figure this out.

Verdant Wheel

Those are questions i ever had wanted to ask an american and never met one to ask.

1- There are really those movie steriotypes in american high school ? (Jock, Nerd, Cheerleader etc... )
2- Rednecks go to school ? American seem proud of the scholar system, but on the same time, from movies it seem as there arent any schools out there. There are "rednecks" RPG Players ?
3- We never see afroamerican RPG players on photos, they exist ? Or any other minority ?
4- There are Pathfinder commercials on tv ? Or other magazines ? How normal is a RPG Player nowdays in american society ?
5- Is true that american schools dont teach geography ?
6- Which is better : Playing RPG on summer or winter ? Why ?
7- Roleplaying on tabletop RPGs is more a decision making thing or artistic perfomance thing ?
8- There are groups made of entirely of old people ?
9- Which is the craziest thing you heard a rich RPG player build to play ?
10- Here in Brazil, there many pedagogic experiments on using RPG on schools, there are similar things on america ?

Sorry if i said something offensive. Just curious. Thanks for answering.


Draco Bahamut wrote:

Those are questions i ever had wanted to ask an american and never met one to ask.

1- There are really those movie steriotypes in american high school ? (Jock, Nerd, Cheerleader etc... )
2- Rednecks go to school ? American seem proud of the scholar system, but on the same time, from movies it seem as there arent any schools out there. There are "rednecks" RPG Players ?
3- We never see afroamerican RPG players on photos, they exist ? Or any other minority ?
4- There are Pathfinder commercials on tv ? Or other magazines ? How normal is a RPG Player nowdays in american society ?
5- Is true that american schools dont teach geography ?
6- Which is better : Playing RPG on summer or winter ? Why ?
7- Roleplaying on tabletop RPGs is more a decision making thing or artistic perfomance thing ?
8- There are groups made of entirely of old people ?
9- Which is the craziest thing you heard a rich RPG player build to play ?
10- Here in Brazil, there many pedagogic experiments on using RPG on schools, there are similar things on america ?

Sorry if i said something offensive. Just curious. Thanks for answering.

Seeing that I am in America (the South where rednecks are) I guess I can answer these.

1- Somewhat but usually not as extreme as you see in the movies. There will always be cliques
2- Rednecks do indeed go to school. Some slack off, some don't. I knew a couple whose parents where rich and nice people, but their kid pretended to be redneck and racist to try an be cool. People are weird.
3- I'm Puerto Rican and play DnD so yes, we exist. In my group games, we have a Sri Lankan guy and a Japanese girl that play. I've also run a game with a good friend from South Africa. As to why you don't see more minorities in ads, that's something I don't know the answer to.
4- There aren't any Pathfinder ads I've seen on TV or magazines. Being a nerd in America is slowly being a lot more accepted in society than before.
5- Untrue. However, some schools teach it better than others. Really depends on the teacher and school. I was lucky and had good teachers.
6- Summer because in the winter, there is Christmas and other holidays so people are too busy.
7- Depends on the style you like to play. It is usually both with a bit of a lean to the other.
8- I played in a group of 40+ year olds once.
9- Hmmm... not sure...
10- I've heard of some schools in the states that use RPGs to help teach social interaction, math, and such.

Paizo Employee Creative Director

Belle Mythix wrote:
Cheapy wrote:

What's the silliest PF character you've made?

I want two answers; one that is published and one that isn't?

Silliest PF character who hasn't yet been published: That's a tough question, but the most recent contender for the prize would be Billiver Billiven, owner of Billivin’s Benevolent Balms and Effulgent Elixirs and inventor of Billiver Billivin’s Most Effulgent Brain Tonic. Of course, once the Magnimar book comes out... he'll be published so that's that.

Current silliest PF character in print is probably Buttersnips, from "Brinewall Legacy." Although she's not as silly as she is demented.

Paizo Employee Creative Director

2 people marked this as a favorite.
Jaçinto wrote:

Dear James Jacobs

I have a question about saving throws here. Ok, I can see there being times when you are denied a reflex throw. Say you are tied to a chair, paralyzed, out-cold, and so on. But what about Fort and Will? I ask because I read that a person can purposefully fail a saving throw because even healing spells have a save. Like, would you not be allowed a will save if you are asleep and therefore not aware of what is happening or maybe if you are charmed and think it is a beneficial spell? Really trying to figure this out.

Actually... even when you're tied down or out cold you should STILL get a Reflex save. Perhaps at a significant penalty... but since all saving throws also account for luck... you should always get them.

Feel free to put a penalty on saves when you feel that the situation makes succeeding at the save tougher than normal... but it's generally bad form to ever just flat-out not allow a save when normally there should be one allowed.

Paizo Employee Creative Director

Draco Bahamut wrote:

Those are questions i ever had wanted to ask an american and never met one to ask.

1- There are really those movie steriotypes in american high school ? (Jock, Nerd, Cheerleader etc... )
2- Rednecks go to school ? American seem proud of the scholar system, but on the same time, from movies it seem as there arent any schools out there. There are "rednecks" RPG Players ?
3- We never see afroamerican RPG players on photos, they exist ? Or any other minority ?
4- There are Pathfinder commercials on tv ? Or other magazines ? How normal is a RPG Player nowdays in american society ?
5- Is true that american schools dont teach geography ?
6- Which is better : Playing RPG on summer or winter ? Why ?
7- Roleplaying on tabletop RPGs is more a decision making thing or artistic perfomance thing ?
8- There are groups made of entirely of old people ?
9- Which is the craziest thing you heard a rich RPG player build to play ?
10- Here in Brazil, there many pedagogic experiments on using RPG on schools, there are similar things on america ?

Sorry if i said something offensive. Just curious. Thanks for answering.

I'll answer these anyway, even though Odraude tried to scoop me. Fortunately... this isn't the "Ask Odraude all your questions" thread, so I don't feel too bad about invalidating his answers here... And yes... some of the questions do border on being offensive, but I'll answer them anyway.

1) As long as there's High Schools, there will be high-school stereotypes.
2) Yes and yes.
3) Yes and yes.
4) No, Yes, and RPG players run the gamut from "normal" to "weird" to "famous."
5) No. They teach geography.
6) Winter, since you're more likely to be indoors anyway.
7) Depends on the game. I prefer the latter.
8) Yes.
9) An entire mansion to play games in.
10) Yes. For example, 30 some years ago I learned to play D&D in 5th grade, when my teacher split the class up into 5 groups and ran us through a dungeon one group at a time during lunch recess—a group had to write up that session's adventure before we could do the next session. A really rather brilliant way to compel 5th graders to write, and a great way to teach 5th graders how to cooperate and share and work on teamwork.


There's a theory that says that this isn't a mummy dragon, but rather a target of Merisiel's TPing practices.

Is that true?

Paizo Employee Creative Director

Cheapy wrote:

There's a theory that says that this isn't a mummy dragon, but rather a target of Merisiel's TPing practices.

Is that true?

Nope.


James Jacobs wrote:
Golden-Esque wrote:
Well, wait. That completely goes against your previous answer.

On purpose.

AKA: Pick the way you like and you'll be happier.

Well, I was kind of hoping for something semi-official. I know of course that works however the DM says it works, but...

Given all that, how does it work when you DM? How should it work in PF Society games?

Any chance you guys talking it over and putting something in a FAQ or perhaps even an errata. This debate seems to have been around since 3.0 and I can't seem to find anything definitive on it anywhere...


When the zombie apocalypse strikes, where will you go to hide? Will you take your cat with you? How well prepared are you - do you have a zombie survival kit on hand?

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