
NobodysHome |
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Man, it's amazing how fast summer books up when you didn't make any summer plans in the first place!
For our Crimson Throne game, we had to skip ALL of April because of schedule conflicts (OK, two chaperoning trips and two birthdays is a LOT to happen in one month), but then after Bats in the Sun (May 5-6 for anyone interested in showing up), we were supposedly wide open.
So of course NobodysWife's long-lost aunt and uncle, with whom we haven't even spoken since the Santa Rosa fires (they had to evacuate, but didn't lose their property), contacted us and had opened up May 12 to meet with us. The very next day, the chaperones voted to do our annual, "What went right, what went wrong, who worked, and who didn't?" meeting on May 19 from 5-7 pm, kind of crimping any possibility of a game, since they're meeting at my place.
And so it goes, you have ONE free day a week, and everybody wants it.
*SIGH*

Orthos |
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So, I guess to make up for a lack of insectile player races in Pathfinder they're going all in for Starfinder.
Not a complaint.
Yeah I've noticed that people are, on the whole, more okay with buglike aliens than they are with buglike species in a fantasy setting. With the single exception of spiders, but only because Drow, I think. And even then, they're not so much races as they are just monsters.
I can't think of any setting that has an insect-like race as one of its main playable species except for Dark Sun's Thri-Kreen, and even in expansion books the only other ones I can think of (that I or my PnP group didn't make ourselves) are the Diopsids from Dragon Compendium.

Tequila Sunrise |
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Tequila Sunrise wrote:Introducing The Extraordinaire, D&Dish's answer to the rogue, the ranger's monster-hunter shtick, and other fighty-skillmonkey concepts. All of its combat features proc on a skill check, either directly or indirectly.
Similarly to the fighter, the extraordinaire chooses one skill to 'specialize' in, but can swap specialties with 8 hours of practice. So there's quite a bit of flexibility to avoid the "Whelp, I'm a feint-master and we're fighting lots of animals and mindless undead, so I'm useless this adventure" problem.
Not sure how the extraordinaire will be balance-wise, as skill bonuses will diverge as levels increase. Not as much as in 3.x, but still.
1. Did you remove Will Saves from the game? Or just forget to add them to this chart?
3. Skirmish was always a fun feature in concept but inevitably ran into the problem of being only able to make a single attack each round and thus lose all your iterative attacks, dual-wield attacks, and any other features you had, and the bonus was - and remains in your version - too small to really make up for the lost attacks. This is actually amplified in your version, as the Extraordinaire has full base attack progression and thus has 4 attacks at the top end of the game rather than just 3 like a normal 3/PF Rogue or Scout. Any ideas in mind of how to address this? I remember in 3.5 there was a feat introduced in one of the later books that was pretty much a requirement for playing Scout that allowed you to move 10 feet instead of 5 with the normal "free 5 foot step" each round, thus letting you activate Skirmish without having to lose your full attack. Maybe make this a Feat of Skill as well?
Sorry, there're a lot of rules-to-be in my head that I haven't written down yet. I am using 3.x's three saves, but each class gets bonuses to only 1-2 of them. Otherwise, everyone gets the basic half-level adventurer's-competency bonus to all three.
And yeah, skirmish is better than it looks because there is no full-attack action in D&Dish -- not sure whether I'm going the 4e or the 5e route, but either way a skirmishing extraordinaire will be a stabby dervish.
2. Backstab only works in the surprise round? Seems a major step backwards for a class that's working to cover a lot of already reduced-capability combatants. Sneak Attack was already limited enough and Favored Enemy restricted by its limitations to a set of creatures predetermined and thus could vary wildly in usefulness, and this feels like a nerf to both, unless there's some way to switch Favored Enemy on the fly and/or some way to activate Backstab again after normal combat rounds have been entered. Perhaps a Feat of Skill for one or both of these?
Yeah, I may need to loosen backstab up a bit. But I am limiting it more than the other Tactics for a reason -- it's the only class feature to add +level to damage, and it's meant to be a shock-and-awe tactic, rather than an every-combat-round tactic. It still doesn't do as much damage as sneak attack, but extraordinaires do more baseline damage than rogues do.
4. On the note of Feats of Skill, only having 4 by endgame really looks limiting, though it's hard to say without actually seeing what they are and what they'll do. Having that few will need them to be pretty awesome, IMO, to make up for the very limited selection.
Yeah, I definitely intend feats of skill to be BIG THINGS that grant fantastical skill uses. Climbing at full speed up sheer surfaces, balancing on treetops, hiding in plain sight, that kind of thing.
(Apparently old school thief skills are supposed to be fantastical like this, but I never knew it when I played 2e due to the poor explanations.)
...Oooh I just thought of another extraordinaire Tactic! Climb checks to debuff and damage large creatures, a la legolas...
Anyway, thanks for reading and commenting!

lisamarlene |
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I am not allowed to carry cash, only my debit card. This is largely because there are times and places I am uncomfortably aware that I am my father's daughter, and cash in my wallet evaporates in the presence of roadside fruit stalls or a world-class garage sale.
But today I got Teensy Valeros a much-needed desk for twenty bucks, and it is awesome.

Tequila Sunrise |
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Why isnt magic real? It should be. It is like science but with less math b+@#@+&&!
Pretty sure magic is fantasyland science, at least the wizardly kind. How do you think a wizard knows how many fingers to wiggle in which order? Differential equations, man!
Not to mention they've got to count all those spell slots...

NobodysHome |
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OK. Holy Aura is now my least-favorite spell.
Final, climactic battle of Jade Regent. Paladin with Holy Aura stupidly charges in to soak up BBEG's readied attack. WHAM! Potential crit! Aw, a 6! But a goodly amount of damage. Then in came the eidolon. Wham! Another potential crit! Confirmed. But wait a minute...
Gothbard: Didn't Spivey put Holy Aura on us? Doesn't he have to save vs. blindness?
NobodysHome: Oh, right! So, should be pretty easy. First Spivey has to get through his SR with... a 19! That'll do it. Now, all he has to do is not roll a 1, 2, or 3...
Yeah. My BBEG rolled a 2 on his first save vs. permanent blindness. And if you can't remove it and all your spells are targeted and all your attacks need someone attacking you, well, you kind of suck.
So I'm done running Jade Regent, and the party had a blast in the final battle. But it was a teensy bit easier than it should have been...
EDIT: And definitely spoiler any questions, because

captain yesterday |
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"Your dad and I are pretty wiped out, we both need a day to rest" - The General.
My day of "rest"
Unclog the sink (done)
Take Crookshanks and my dad to friend's meeting (what the Quakers call church)
Take Crookshanks to Youth in Government meeting
Pick up Crookshanks from said meeting
See how much work my brother needs me to do to his front yard
Go grocery shopping for lunches for the week ahead.