>>Ask *James Jacobs* ALL your Questions Here!<<


Off-Topic Discussions

9,551 to 9,600 of 83,732 << first < prev | 187 | 188 | 189 | 190 | 191 | 192 | 193 | 194 | 195 | 196 | 197 | next > last >>
Scarab Sages

Hello Mr James Jacobs,
I have a question,
1) Summoner or Wizard?
2) would you rather play in a game where everyone gets leadership (at first level, :P) or everyone gets no first level feat?
3) Peanuts or Cracker Jacks?
4) Whats the best gaming music? (you tube link!)
5)
The spell suggestion
Can i a) Ask them to do what ever i say for x=caster level hours?
b) Ask them to attack there allies (aka join the 'winning' team)
C) combined A,then tell them to do B?
Thanks

Scarab Sages

Do you really think this confrontation therapy is the best that you can do for Merisiel?

Liberty's Edge

A question about firearms, UC and The Inner Sea World Guide.

In the world guide I don't see the revolver as a available weapon. UC instead give the revolver stats as a advanced firearm.

So:
- revolvers are produced at Alkenstar or not?
- they are available somewhere in the regions detailed in the Inner Sea World Guide?
- somewhere else in Golarion (barring the extremely occasional importation from outside the planet)?

Contributor

Diego Rossi wrote:

A question about firearms, UC and The Inner Sea World Guide.

In the world guide I don't see the revolver as a available weapon. UC instead give the revolver stats as a advanced firearm.

So:
- revolvers are produced at Alkenstar or not?
- they are available somewhere in the regions detailed in the Inner Sea World Guide?
- somewhere else in Golarion (barring the extremely occasional importation from outside the planet)?

If I recall, Golarion is an Emerging Guns setting. Under the Emerging Guns entry:

Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Craft Firearms feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.


James,

First of all grats on all the Ennies at Gen Con, I voted PF/Paizo all the way!

Double, thank you for whatever hand you may have had in all of the new books coming out that were announced, even if all you did was help pitch an idea or two. Really looking forward to them all :-)

Tricycle, also a big thank you for any role you had in Inner Sea Magic. I'm only partly done(just finished Variant Magic) and I *LOVE* it!! Easily a new favorite gaming supplement.

Finally, questons:

What's the biggest/worst mistake you made at the gaming table, that actually made the game more fun?? My group totally botched the way bonus epic spell slots were handled, treating it as "take the feat and then gain bonus slots ala a high abilty score pre-epic", which actually made our game much fun, so much so that when we finally realized our mistake, wes aid screw it and made our way a houserule.


donato wrote:
Diego Rossi wrote:

A question about firearms, UC and The Inner Sea World Guide.

In the world guide I don't see the revolver as a available weapon. UC instead give the revolver stats as a advanced firearm.

So:
- revolvers are produced at Alkenstar or not?
- they are available somewhere in the regions detailed in the Inner Sea World Guide?
- somewhere else in Golarion (barring the extremely occasional importation from outside the planet)?

If I recall, Golarion is an Emerging Guns setting. Under the Emerging Guns entry:

Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Craft Firearms feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

To add to what donato said, there was mention of revolvers in Ed Greenwood's 'Guns of Alkenstar' web-fiction, but those were some pretty important officials equipped with them...


James, may I ask you to provide an official clarification about the following matter?

Looking at the Svirfneblin's stat block in the Bestiary, the reported DC for its Blindness/Deafness spell-like ability is 12.
Blindness/Deafness is a 2nd level Necromancy spell, so the Svirfneblin doesn't benefit from her Svirfneblin Magic racial ability.

Her Charisma score is 8; so, the DC for Blindness/Deafness would result in 10, + 2 spell level, -1 Cha = 11.

The only written rule I can find about it is indeed that the DC is equal to 10 + spell level + Charisma modifier, but it is not clear if that rule is missing a part and thus whether:
1) That rule and only that must be applied, in which case, the Svirfneblin's Blindness/Deafness is DC 11.
2) A negative Charisma modifier should not be applied (and treated as a +0), in which case the listed DC 12 is correct.
3) As for magic items, the minimum DC of a spell-like ability cannot go below 10 + spell level + minimum Charisma score to cast that spell, despite what the real Charisma score of the creature might be, in which case DC would be 13 (minimum Cha to cast a 2nd level spell is 12, thus a +1 modifier).

Grand Lodge

Hi James,

I have had the rare and wondrous opportunity to be involved in another company's discussion of a product that may or may not see the light of day next year. I have to tell you that the brain storming sessions were a rediculous ammount of fun.

The question that came to me is this: Besides getting the product into a player's hands, what is the most fun part of the product creation process for you?

Liberty's Edge

James Jacobs wrote:
Black XIII wrote:

you will ever make a hardcover commerative version of RotRL with

the updated rules?
Yes. Next Paizocon. June of 2012.

Tell your friends.

Dark Archive

James Jacobs wrote:
Deflect Arrows works only once per round. Manyshot allows an archer to shoot multiple arrows, but you only make one attack roll, so Deflect Arrows would block all arrows grouped in anyone particular Manyshot attack.

And, more importantly, it looks badass.

Paizo Employee Creative Director

Black Lotus wrote:

Hello Mr James Jacobs,

I have a question,
1) Summoner or Wizard?
2) would you rather play in a game where everyone gets leadership (at first level, :P) or everyone gets no first level feat?
3) Peanuts or Cracker Jacks?
4) Whats the best gaming music? (you tube link!)
5)
The spell suggestion
Can i a) Ask them to do what ever i say for x=caster level hours?
b) Ask them to attack there allies (aka join the 'winning' team)
C) combined A,then tell them to do B?
Thanks

1) Wizard, all the way. (even though wizard is one of my least favorite classes)

2) Depends on how many players there are, and whether or not they were roleplayers or number-crunchers. If there were four or fewer roleplayers, I'd prefer a game where everyone gets Leadership at 1st level. Any other combination: no first level feat at all. At which point I'd ACTUALLY just find a different GM or offer to run the game myself.

3) Peanuts

4) I'm not gonna meddle with You Tube. But the best gaming music is the soundtrack to "Conan the Barbarian."

5) For suggestion, you can make only one suggestion. Whether or not it takes up all of the hours of the spell's duration depends on how efficient they are and how reasonable the suggestion is. You could suggest someone attacks their allies, but you need to make it sound reasonable for them to do so, and since your GM is the one that gets to decide what's reasonable or not... that's generally a really tough way to use suggestion.

Paizo Employee Creative Director

feytharn wrote:
Do you really think this confrontation therapy is the best that you can do for Merisiel?

I don't get it. Merisiel is already great friends with Batman Rex.

Paizo Employee Creative Director

Diego Rossi wrote:

A question about firearms, UC and The Inner Sea World Guide.

In the world guide I don't see the revolver as a available weapon. UC instead give the revolver stats as a advanced firearm.

So:
- revolvers are produced at Alkenstar or not?
- they are available somewhere in the regions detailed in the Inner Sea World Guide?
- somewhere else in Golarion (barring the extremely occasional importation from outside the planet)?

The revolver isn't officially available in Golarion, that's why. Hasn't really been invented yet. None of the advanced firearms have been invented yet.

MAYBE.

Whether or not they've actually been invented isn't something we'll be nailing down (despite what may or may not have been mentioned in the previous hardcover) until we decide to talk specifically about firearms and Alkenstar and all that in a print product. We have no plans to do so anytime soon.

So for now... if you want a revolver in Golarion, you have to ask your GM.

Paizo Employee Creative Director

Monkeygod wrote:
First of all grats on all the Ennies at Gen Con, I voted PF/Paizo all the way!

Thanks! It was cool to get all that recognition, that's for sure! :-)

Monkeygod wrote:
Double, thank you for whatever hand you may have had in all of the new books coming out that were announced, even if all you did was help pitch an idea or two. Really looking forward to them all :-)

Thanks again! I'm pretty deeply involved in deciding what books to publish across the lines, with Erik being the one who's more involved than me in that bit of decision making.

Monkeygod wrote:
Tricycle, also a big thank you for any role you had in Inner Sea Magic. I'm only partly done(just finished Variant Magic) and I *LOVE* it!! Easily a new favorite gaming supplement.

And thanks tricycle! My role with Inner Sea Magic was as the lead developer; I outlined the book, assigned the writing, and developed the whole thing from the author text turnovers.

Monkeygod wrote:
What's the biggest/worst mistake you made at the gaming table, that actually made the game more fun?? My group totally botched the way bonus epic spell slots were handled, treating it as "take the feat and then gain bonus slots ala a high abilty score pre-epic", which actually made our game much fun, so much so that when we finally realized our mistake, wes aid screw it and made our way a houserule.

Anything that makes the game more fun is NEVER a mistake.

Paizo Employee Creative Director

Charles Evans 25 wrote:

To add to what donato said, there was mention of revolvers in Ed Greenwood's 'Guns of Alkenstar' web-fiction, but those were some pretty important officials equipped with them...

If we were to stat those up, though, we'd not call them revolvers.

When your name is "Ed Greenwood" you get special dispensation in your fiction to do what you want. Especially since that fiction was written before we had everything nailed down as to what categories what guns fit into.

Paizo Employee Creative Director

Astral Wanderer wrote:

James, may I ask you to provide an official clarification about the following matter?

Looking at the Svirfneblin's stat block in the Bestiary, the reported DC for its Blindness/Deafness spell-like ability is 12.
Blindness/Deafness is a 2nd level Necromancy spell, so the Svirfneblin doesn't benefit from her Svirfneblin Magic racial ability.

Her Charisma score is 8; so, the DC for Blindness/Deafness would result in 10, + 2 spell level, -1 Cha = 11.

The only written rule I can find about it is indeed that the DC is equal to 10 + spell level + Charisma modifier, but it is not clear if that rule is missing a part and thus whether:
1) That rule and only that must be applied, in which case, the Svirfneblin's Blindness/Deafness is DC 11.
2) A negative Charisma modifier should not be applied (and treated as a +0), in which case the listed DC 12 is correct.
3) As for magic items, the minimum DC of a spell-like ability cannot go below 10 + spell level + minimum Charisma score to cast that spell, despite what the real Charisma score of the creature might be, in which case DC would be 13 (minimum Cha to cast a 2nd level spell is 12, thus a +1 modifier).

It looks like an error for me. Should be DC 11.

Paizo Employee Creative Director

cblome59 wrote:

Hi James,

I have had the rare and wondrous opportunity to be involved in another company's discussion of a product that may or may not see the light of day next year. I have to tell you that the brain storming sessions were a rediculous ammount of fun.

The question that came to me is this: Besides getting the product into a player's hands, what is the most fun part of the product creation process for you?

Getting the finish product into MY hands and seeing that it exists as a real thing!

Of course, seeing the art for the product is also fun... but at times that can also be VERY frustrating when the art comes in all wrong...

Also fun is the actual writing of the product, but only if you're not past your deadline, in which case the writing becomes frustrating as well.

Seeing a product get mentioned in unexpected ways is fun as well, like, say, seeing it mentioned by the silver surfer...

Seeing minis made out of that product is neat too, as is seeing cosplay of characters from the product.

But the MOST fun thing that I've ever seen from a product was the stage play put on by DaVinci Art School of "Burnt Offerings." Career Highlight, that one.


Wow man, that is a lot of question!!! Time for a vacation! Welcome back.

Paizo Employee Creative Director

1 person marked this as a favorite.
Captain Sir Hexen Ineptus wrote:
Wow man, that is a lot of question!!! Time for a vacation! Welcome back.

Compared to my last few weeks leading up to and including Gen Con... answering questions on this board IS a vacation.

Liberty's Edge

James Jacobs wrote:
Diego Rossi wrote:

A question about firearms, UC and The Inner Sea World Guide.

In the world guide I don't see the revolver as a available weapon. UC instead give the revolver stats as a advanced firearm.

So:
- revolvers are produced at Alkenstar or not?
- they are available somewhere in the regions detailed in the Inner Sea World Guide?
- somewhere else in Golarion (barring the extremely occasional importation from outside the planet)?

The revolver isn't officially available in Golarion, that's why. Hasn't really been invented yet. None of the advanced firearms have been invented yet.

MAYBE.

Whether or not they've actually been invented isn't something we'll be nailing down (despite what may or may not have been mentioned in the previous hardcover) until we decide to talk specifically about firearms and Alkenstar and all that in a print product. We have no plans to do so anytime soon.

So for now... if you want a revolver in Golarion, you have to ask your GM.

I am the GM and while I haven't problems with firearms but for me the flavour of the gunslinger don't sit well with Golarion. (Unless the character is from Alkensta, the flavour of Lirianne presentation make her a interesting character)

As I have both the old and new hardcover about the Inner Sea and the old one had the revolver as an available weapon in was interested in your vision about their availability.

It is not a real problem as my players are currently starting Kingmaker and any firearm coming from Alkenstar has a long way to go to get there.

What could come from Numeria is another thing .... but will not be available for beginning characters.

BTW, Kudos for the awards. I voted Paizo for all the stuff I had read/checked. You guys are doing a very good work.

Inner Sea magic is great too.
While seated on a confy armchair with the book in hand: "Excellent"
(wish I could really do that, it is still in the mail, dammit. The PDF isn't the same thing)


James,

I am interested in your take on how magic, divine magic in particular, affects the society of Golarion. Most of the sourcebooks I have read are silent on the matter. Given the number of divine spell casters available to most settlements how often would commoners actually succumb to wounds, disease and even death. A highish level caster would seemingly enable most of the population to live out their entire natural lives. Nobility especially would have the resources to never be poisoned or assassinated. How do you play this factor in your games??


First of all, congratz on the ennies! You and all of Paizo deserve it. I was truely concerned when Paizo and Hasbro split, being a long time fan of Dungeon magazine and feeling the angst of the direction of D&D 4.0, which I felt clearly deviated completely off the core of what role playing games are. I was worried there was no future to my gaming hobby. Its nice to see the good guys win:) In a word... thanks!

Also, I know you dont like to travel, but was nice to meet you at Gen Con this year. It was cool to get to game with Tim Hitchcock and I saw Sean and Rob running tables during the weekend to promote the game.

Now on to my Question...
I run two regular games on my weekends with two very diffrent types of players. What I am noticing, is my older crowd(Sunday) loves to roleplay more and the adventure paths work well for them. My younger crowd(Saturday and green to gaming in general) is more of a kick in the door, chaotic types who like a lot of action and they sort of tune out when roleplaying occurs, in this case, the Pathfinder module line is a better choice. What I would like to see is a series of modules chained together in a specific setting (sort of like Falcon's Hollow line), centered on a nation perhaps. Is it possible in the future you guys would consider doing a run of modules from levels 1-10 (spanning 3 modules) or 1-20(in one book) similar to adventure path but more combat oriented. It seems to me, when younger gamers start RPGs, its the loot and combat that interests the players more and as they mature into veteran gamers, the roleplaying and soicalizing becomes more important to them. What I want to do ts to find a bridge to help newer players transition to actually playing a story instead of just kill and loot.
Your thoughts? Thanks in advance.


Hi James,

First off thanks to you and the Paizo gang for invigorating my love of RPGs. The products you guys put out are such high quality and the support you give to the community make gaming that much more joyous.

Now a question. Has any thought been to making the superb artwork from your products more readily available to the gaming community? A centralized location on the website would be ideal. For those of us that like using hardcopy at the gaming table, having printouts of the various PCs and environments brings the game more to life.

It would be nice to go to the website and copy out an image for use at the game table.

Thanks again to the gang a Paizo - keep up the great work!


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

This is probably way too early, but I'll try anyway. Will you be writing any of the adventures for The Shattered Star?

Paizo Employee Creative Director

Diego Rossi wrote:
I am the GM and while I haven't problems with firearms but for me the flavour of the gunslinger don't sit well with Golarion. (Unless the character is from Alkensta, the flavour of Lirianne presentation make her a interesting character)

Well... you're very unlikely to see any NPC gunslingers show up in Golarion anytime soon for that very reason... regardless of the fact that our iconic gunslinger is from Golarion. (You never actually see iconics play roles in adventures beyond in the art anyway.)

Diego Rossi wrote:
As I have both the old and new hardcover about the Inner Sea and the old one had the revolver as an available weapon in was interested in your vision about their availability.

Since the old book has been replaced, and since the old book had no idea that we'd eventually do what we did with guns in Ultimate Combat, this is an example where you just need to let that information about revolvers in the older book fade away and be forgotten.

Diego Rossi wrote:

BTW, Kudos for the awards. I voted Paizo for all the stuff I had read/checked. You guys are doing a very good work.

Inner Sea magic is great too.
While seated on a confy armchair with the book in hand: "Excellent"
(wish I could really do that, it is still in the mail, dammit. The PDF isn't the same thing)

Thanks!

Paizo Employee Creative Director

Alan_Beven wrote:
I am interested in your take on how magic, divine magic in particular, affects the society of Golarion. Most of the sourcebooks I have read are silent on the matter. Given the number of divine spell casters available to most settlements how often would commoners actually succumb to wounds, disease and even death. A highish level caster would seemingly enable most of the population to live out their entire natural lives. Nobility especially would have the resources to never be poisoned or assassinated. How do you play this factor in your games??

My take on how divine magic affects society can be seen in every adventure and every sourcebook we publish. It changes from place to place as well, so we can't just say "this is how divine magic is looked at in every society." It'll be different in Varisia than it is in Razmiran or Rahadoum or Geb.

And keep in mind that it's also an arms race—while nobility certainly has access to divine magic for protection... the assassins and bad guys have equal access to things that can bypass said divine magic.

You might want to check out Pathfinder #8 in particular though, for a detailed examination of how, even in a large city of 18,000 or so people, the amount of people in that city capable of casting remove disease would NOT be able to stop a full-on plague. The numbers just don't work that way.

Paizo Employee Creative Director

DM Nickademus wrote:
First of all, congratz on the ennies! You and all of Paizo deserve it.

Thanks!

DM Nickademus wrote:
Also, I know you dont like to travel, but was nice to meet you at Gen Con this year. It was cool to get to game with Tim Hitchcock and I saw Sean and Rob running tables during the weekend to promote the game.

Actually, I don't really mind traveling at all. If, instead of Gen Con, I was flying out to the midwest just to hang out with friends or visit a park or even go to a convention as a customer... I'd be fine with that. The part about Gen Con that annoys me isn't the travel, really—it's just that I'm mildly demophobic and am VERY uncomfortable in crowds, combined with the fact that switching from a relatively sedentry and quiet and comfortable work environment to a physically demanding and noisy and uncomfortable one and then being more or less working for 144 hours straight (sans whatever time I can snatch to sleep or eat) is not all that fun for me. I do understand that folks love Gen Con though, and if that means I have to endure 6 days of discomfort, that's fine with me. It's just that Gen Con has never been anything like a vacation for me—it's the hardest six days of work out of the year.

DM Nickademus wrote:

I run two regular games on my weekends with two very diffrent types of players. What I am noticing, is my older crowd(Sunday) loves to roleplay more and the adventure paths work well for them. My younger crowd(Saturday and green to gaming in general) is more of a kick in the door, chaotic types who like a lot of action and they sort of tune out when roleplaying occurs, in this case, the Pathfinder module line is a better choice. What I would like to see is a series of modules chained together in a specific setting (sort of like Falcon's Hollow line), centered on a nation perhaps. Is it possible in the future you guys would consider doing a run of modules from levels 1-10 (spanning 3 modules) or 1-20(in one book) similar to adventure path but more combat oriented. It seems to me, when younger gamers start RPGs, its the loot and combat that interests the players more and as they mature into veteran gamers, the roleplaying and soicalizing becomes more important to them. What I want to do ts to find a bridge to help newer players transition to actually playing a story instead of just kill and loot.

Your thoughts? Thanks in advance.

Since we only do 6 modules a year, and since one of those is always an RPG superstar event (leaving only 5 a year), tying multiple modules up in a story arc isn't really an efficient use of our opportunities to modules. We've tried it before, and the results have been disappointing to me on a number of levels. You can certainly still string modules together to run a campaign, but we'll not be doing linked module arcs much more in the future.

What you're seeing, though, is a typical development of gaming evolution/maturity. At first, it's all about the combat, but the more you game, often you'll start to grow more interested in the story and the role play. That's part of why we do offer a choice between the story-heavy Adventure Paths and the shorter one-shot modules.

One thing you might want to consider, though, is running Pathfinder Society scenarios for your younger group; not only are those scenarios a lot shorter and tend to skew toward the action and combat, but we DO frequently do story arcs there.

Paizo Employee Creative Director

Galstak wrote:
First off thanks to you and the Paizo gang for invigorating my love of RPGs. The products you guys put out are such high quality and the support you give to the community make gaming that much more joyous.

Yay! Thanks!

Galstak wrote:

Now a question. Has any thought been to making the superb artwork from your products more readily available to the gaming community? A centralized location on the website would be ideal. For those of us that like using hardcopy at the gaming table, having printouts of the various PCs and environments brings the game more to life.

It would be nice to go to the website and copy out an image for use at the game table.

Thanks again to the gang a Paizo - keep up the great work!

Beyond posting our artwork now and then to the blog, or beyond selecting some of it for community use support (see http://paizo.com/communityuse/package), we have no plans to do significant online art galleries. First of all... we don't really have the resources to manage and update something like that—we produce dozens of pieces of art a month, after all. And second of all, our art is probably our MOST expensive resource—we pay a HECK of a lot of money for it. We're already giving away our rules for free... we'd rather not give away our flavor text and our art for free if we can help it.

Buying PDFs so you can extract or screen-shot the art for use at the game table is, frankly, the best compromise.

Paizo Employee Creative Director

Jam412 wrote:
This is probably way too early, but I'll try anyway. Will you be writing any of the adventures for The Shattered Star?

It is indeed way too early. At this point, I don't think I'll be writing any of those adventures, though. We'll see.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Jam412 wrote:
This is probably way too early, but I'll try anyway. Will you be writing any of the adventures for The Shattered Star?
It is indeed way too early. At this point, I don't think I'll be writing any of those adventures, though. We'll see.

I'll keep my fingers crossed anyway. ;-)

Liberty's Edge

James Jacobs wrote:
Jam412 wrote:
This is probably way too early, but I'll try anyway. Will you be writing any of the adventures for The Shattered Star?
It is indeed way too early. At this point, I don't think I'll be writing any of those adventures, though. We'll see.

How about reaching out to some old hats? Logue, Noonan, other guys we haven't seen in a while.


James Jacobs wrote:
Davick wrote:
Hey James, I was wondering, as someone with seemingly strong views on how monks work, would you be willing to chime in on how the text about there being no such thing as an offhand unarmed strike for a monk works with TWF?
Flurry of Blows is how monks make offhand unarmed strikes.

That's what I told the guy!

But how does that interact with multiclassing where a monk wouldn't get the subsequent attacks? You either use the flurry or you're outta luck?

Paizo Employee Creative Director

Coridan wrote:
James Jacobs wrote:
Jam412 wrote:
This is probably way too early, but I'll try anyway. Will you be writing any of the adventures for The Shattered Star?
It is indeed way too early. At this point, I don't think I'll be writing any of those adventures, though. We'll see.
How about reaching out to some old hats? Logue, Noonan, other guys we haven't seen in a while.

We periodically do just that—we've got Steve Greer writing a module for us next year, for example.

Nick Logue is more or less retired from writing adventures and stuff for us, though, as far as I know. (And since I'm the Creative Director, I know pretty far on that kind of topic!)

Paizo Employee Creative Director

Davick wrote:
James Jacobs wrote:
Davick wrote:
Hey James, I was wondering, as someone with seemingly strong views on how monks work, would you be willing to chime in on how the text about there being no such thing as an offhand unarmed strike for a monk works with TWF?
Flurry of Blows is how monks make offhand unarmed strikes.

That's what I told the guy!

But how does that interact with multiclassing where a monk wouldn't get the subsequent attacks? You either use the flurry or you're outta luck?

Multiclassing still adds to your base attack bonus, and base attack bonus is what determines your flurry of blows attacks. If your'e not high enough level as a monk to gain additional extra flurry attacks, that's just what you get for multiclassing is all.


James Jacobs wrote:

My take on how divine magic affects society can be seen in every adventure and every sourcebook we publish. It changes from place to place as well, so we can't just say "this is how divine magic is looked at in every society." It'll be different in Varisia than it is in Razmiran or Rahadoum or Geb.

And keep in mind that it's also an arms race—while nobility certainly has access to divine magic for protection... the assassins and bad guys have equal access to things that can bypass said divine magic.

You might want to check out Pathfinder #8 in particular though, for a detailed examination of how, even in a large city of 18,000 or so people, the amount of people in that city capable of casting remove disease would NOT be able to stop a full-on plague. The numbers just don't work that way.

I certainly don't own everything that you have published, so I will do some more reading for sure. AP #8 certainly did contain a really good example of the sort of information that I was after.

The one question that i was most interested in the answer to I didnt ask! I am running an intrigue heavy campaign where it would be useful from a storytelling perspective to have various characters killed. However with the availability of raise dead and resurrection this is much tougher than it seems, assuming the character or their family has the resources. I am interested in the psych of a population who is aware that death is not the end, especially if you have means. Say the king is assassinated, is there a cry of, the king is dead long live the king, unless he gets a rez? I know you mentioned an arms race, is the scenario that we knife the king with death attacks, or use wishes after he is dead?

Scarab Sages

James: in a homebrew
Would you consider replacing the master-summoner eldien
With a wizard famiular, and getting improved fam as a bonus feat a fair balanced trade?


Hey James,
Congrats on all the award winning. You guys deserve it.

Now the question...

The APs have alot of world infomation in them. So I have started picking them up. My question is does the Module line have world info in them as well that I can't find anyplace else?

Liberty's Edge

Alan_Beven wrote:


I certainly don't own everything that you have published, so I will do some more reading for sure. AP #8 certainly did contain a really good example of the sort of information that I was after.

The one question that i was most interested in the answer to I didnt ask! I am running an intrigue heavy campaign where it would be useful from a storytelling perspective to have various characters killed. However with the availability of raise dead and resurrection this is much tougher than it seems, assuming the character or their family has the resources. I am interested in the psych of a population who is aware that death is not the end, especially if you have means. Say the king is assassinated, is there a cry of, the king is dead long live the king, unless he gets a rez? I know you mentioned an arms race, is the scenario that we knife the king with death attacks, or use wishes after he is dead?

If I can chime in, there are several factors:

1) the guy can be raised only if he wish it.

2) then a dangerous assassin will take precautions to avoid that (daggers with a gem in the pommel that do Trap the soul, for example)

3) inheritance laws. Waht happen to a guy possession if he is dead and raised? Reincarned? Intelligent undead? it all depend on local law (and personal power of the guy)

4) Cost and availability of 5.000 gp diamonds. Even if you have the money it is not granted that you can find the diamonds.
our playing group has tried to get a possible translation in modern money for the gp.
The general consensus is that a gp is worth about 50 euro (or dollars, the approximation is imprecise enough that you can substitute them).
That mean that to raise someone you need to get the equivalent of 25.000 €/$ as cash and buy a 5.000 gp diamond within 10-15 days from the moment the subject died.
I doubt it will be so easy in most cities and probably the guy with the needed diamond will gouge you for extra money if he is not good.

Liberty's Edge

James, a tangent about the above post.

I don't particularly like the use of silver/gold/diamonds as spell components as they are not renewable resources [as focus they work well].
Sure there are a lot of 5.000 gp diamonds in one world but I think that till the discovery of the African deposits they were really rare.

I prefer the use of exotic oils and balms (like the myrrh) with the same cost. it give a good reasons to trade that kind of stuff.

What do you think? It add flavour or remove it?

Paizo Employee Creative Director

Alan_Beven wrote:

The one question that i was most interested in the answer to I didnt ask! I am running an intrigue heavy campaign where it would be useful from a storytelling perspective to have various characters killed. However with the availability of raise dead and resurrection this is much tougher than it seems, assuming the character or their family has the resources. I am interested in the psych of a population who is aware that death is not the end, especially if you have means. Say the king is assassinated, is there a cry of, the king is dead long live the king, unless he gets a rez? I know you mentioned an arms race, is the scenario that we knife the king with death attacks, or use wishes after he is dead?

One key element to remember with raise dead and resurrection and all that is that in Golarion, we give you, the GM, a perfect tool to use for this. The time it takes Pharasma to judge a soul and send it on to its reward or punishment is very flexible; it might take a minute or it might take centuries. Once she judges a soul, though, only a god can bring that soul back to life (technically, PCs could, but they'd have to track that soul down in the Great Beyond and physically carry whatever outsider or petitioner it turned into BACK to the material plane and use some weird magic to restore the character to life, Orpheus & Eurydice style). So if you want a king or something to stay dead, all you as the GM have to do is to say "Pharasma has judged his soul." This is essentially the NPC equivalent of a PC saying "I refused to be resurrected and don't want to come back to life."

So, that, plus the fact that raise dead and resurrection are SUPER expensive and increasingly difficult to find folks to cast means that actual resurrections, when the happen in Golarion, are actually really quite rare, and the majority of them happen to PCs and significant NPCs that you as the GM want to bring back to life as part of a storyline.

Paizo Employee Creative Director

Black Lotus wrote:

James: in a homebrew

Would you consider replacing the master-summoner eldien
With a wizard famiular, and getting improved fam as a bonus feat a fair balanced trade?

Eidolons and familiars are quite significantly different in power and role. A familar a MUCH smaller part of the class than an eidolon; replacing an eidolon with an Improved Familiar is not a fair trade at all.

Paizo Employee Creative Director

John Kretzer wrote:

Hey James,

Congrats on all the award winning. You guys deserve it.

Now the question...

The APs have alot of world infomation in them. So I have started picking them up. My question is does the Module line have world info in them as well that I can't find anyplace else?

Thanks!

The module line does indeed periodically have world information that isn't reprinted elsewhere. And by "periodically" I mean "pretty much every time, to some extent or another."

We basically look at ALL of our softcover books as methods to generate more world information.

Paizo Employee Creative Director

3 people marked this as a favorite.
Diego Rossi wrote:

James, a tangent about the above post.

I don't particularly like the use of silver/gold/diamonds as spell components as they are not renewable resources [as focus they work well].
Sure there are a lot of 5.000 gp diamonds in one world but I think that till the discovery of the African deposits they were really rare.

I prefer the use of exotic oils and balms (like the myrrh) with the same cost. it give a good reasons to trade that kind of stuff.

What do you think? It add flavour or remove it?

As long as whatever you use costs the same... it doesn't matter. 5,000 gp of diamond is the same as 5,000 gp of exotic oils or 5,000 gp of puppies as far as the game rules care.


James Jacobs wrote:
John Kretzer wrote:

Hey James,

Congrats on all the award winning. You guys deserve it.

Now the question...

The APs have alot of world infomation in them. So I have started picking them up. My question is does the Module line have world info in them as well that I can't find anyplace else?

Thanks!

The module line does indeed periodically have world information that isn't reprinted elsewhere. And by "periodically" I mean "pretty much every time, to some extent or another."

We basically look at ALL of our softcover books as methods to generate more world information.

I guess I'll start picking up the modules also. Atleast my FLGS will be happy.

Liberty's Edge

James Jacobs wrote:

I prefer the use of exotic oils and spices (like the olive) with the same cost. it give a good reasons to trade that kind of stuff.

What do you think? It add flavour or remove it?

Emphasis, FIFY, FIFY, and emphasis.


I was just reading the forward to AP 49# The Brinewall Legacy where you mention you played Ameiko as a character at one time. Are there any other Paizoian personal favorite characters in print? Who are they and are there any interesting stories about them you can share?

I always heard Ed Greenwood's personal gaming group was made into Forgotten Realms characters (Dove Falconhand for instance and I am not sure who all the original players were at his table) and Gary Gygax's Group had Bigby and Tenser were used by actual players.(correct me if I am wrong) I think Mordenkainen was originally Gary's character. I asked Margaret Weis if the original dragonlance characters were once a gaming group, she said no, they were all fictional characters by her and Tracy Hickman.

In the Inner Sea Guide, I notice names like Lord Gyr of House Gixx and have to ask. Was this a nod to Gary Gygax?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Diego Rossi wrote:

James, a tangent about the above post.

I don't particularly like the use of silver/gold/diamonds as spell components as they are not renewable resources [as focus they work well].
Sure there are a lot of 5.000 gp diamonds in one world but I think that till the discovery of the African deposits they were really rare.

I prefer the use of exotic oils and balms (like the myrrh) with the same cost. it give a good reasons to trade that kind of stuff.

What do you think? It add flavour or remove it?

One thing to consider is what happens to material components like diamonds that get consumed in spellcasting. You could easily say that they get "recycled" into the world somewhere...so that there's always more diamonds to discover by enterprising dwarves, miners, etc as they're consumed in spellcasting and seeded somewhere else to be found and mined.

Allowing alternate components like oils, etc allows some cultural variation as well, which is always a good way to show the difference between regions.


James Jacobs wrote:
As long as whatever you use costs the same... it doesn't matter. 5,000 gp of diamond is the same as 5,000 gp of exotic oils or 5,000 gp of puppies as far as the game rules care.

Doesn't 5000 gp of puppies have some very important role play differences?

On a more serious note might it be neat to vary it by God, or have it as a donation to the church kind of thing?


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
James Jacobs wrote:
As long as whatever you use costs the same... it doesn't matter. 5,000 gp of diamond is the same as 5,000 gp of exotic oils or 5,000 gp of puppies as far as the game rules care.

I think sacrificing 5,000 gp worth of puppies should automatically add the [evil] tag to the spell.

Scarab Sages

James Jacobs wrote:
Black Lotus wrote:

James: in a homebrew

Would you consider replacing the master-summoner eldien
With a wizard famiular, and getting improved fam as a bonus feat a fair balanced trade?
Eidolons and familiars are quite significantly different in power and role. A familar a MUCH smaller part of the class than an eidolon; replacing an eidolon with an Improved Familiar is not a fair trade at all.

So, I dont like the eidolon,

What would you as a DM give a player who didn't like the Eidolon, who was playing a master summoner?

9,551 to 9,600 of 83,732 << first < prev | 187 | 188 | 189 | 190 | 191 | 192 | 193 | 194 | 195 | 196 | 197 | next > last >>
Community / Forums / Gamer Life / Off-Topic Discussions / >>Ask *James Jacobs* ALL your Questions Here!<< All Messageboards