Ulfen Death Squad
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More modules for post lvl 12 play.
Allow scribe scroll for wizards and some of the other free feats for casters/alchemists
Allow gunslingers to use advanced guns like the revolver
Allow the cleric healing achievement feat where after so many points of healing, all heads done by you are max every time.
Make fame actually usefull once a pc reaches 9th lvl. Around this point, you have the fame for everything you want and are short gold. Or allow the spending of pp on top of gold for the upgrades ( if the upgrade costs 5000 gp and you only have 4250 gp, you can add 2pp to cover the rest).
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How is it funny?
Because Gunslingers are hilariously overpowered anyway, and the only thing that works to balance them out is the short range, long reload times, and fragile nature of early firearms. So giving them the ability to reload any weapon as a move, shoot against touch in the first 5 range increments, and pretty much ignore misfires, is idiotic.
As for rule changes, I'd make wands, scrolls, and potions, count as "weapons" for purposes of the drawing while moving ability.
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as for wands
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
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as for wands
Core Rulebook wrote:
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Note that that only allows you to draw the wand as a move that doesn't provoke (instead of the retrieve stowed item action that does provoke). It does not let you draw the wand as part of a move. (Note I'm less than 100% about this rule, but had recently been looking into it)
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I'd draw the opposite conclusion, Rob.
The first paragraph of the rule that you quoted equates the action economy of drawing a weapon and a weapon-like object such as a wand.
Given that, it seems to me that the additional ability detailed in the immediately following paragraph - that of drawing a weapon as part of a move - should apply equally to drawing weapon-like objects.
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I know that around here, it's table variation. I don't allow people to draw wands as part of movement. (They aren't weapons for all purposes, obviously; the paragraphs seem distinct to me.) That's what a spring-loaded wrist sheath is for.
But that's one of the notes I try to remember to make, when I'm GMing for brand new friends at a convention, along with reminders of how "Take 10" works, and whether scrolls fit in wrist sheathes (I rule no), and how shirt / folio re-rolls work. Players shouldn't be blind-sided by GM rulings in common gray areas.
And as I've mentioned, there's a group in the Chicagoland area who believe that drawing wands is unnecessary. They rule that just touching one in a wrist sheath is good enough to trigger it,
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Ulfen Death Squad wrote:How is it funny?Because Gunslingers are hilariously overpowered anyway, and the only thing that works to balance them out is the short range, long reload times, and fragile nature of early firearms. So giving them the ability to reload any weapon as a move, shoot against touch in the first 5 range increments, and pretty much ignore misfires, is idiotic.
This is exactly why its funny.
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The two new people left. I was note sure why, but I started the game. Afterwards my friend told me the people that come every week told the people it was not fair that the new people come one time and force the people that come almsot every week not to play.
Ugh! That makes me want to puke. At our lodge, new players get preference, not second-class status.
We will rearrange entire tables to accomodate new players. It is a huge shared goal to encourage new players to join, and we bend way over backwards to do so if that's what it takes.
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Can I treat the wand as an improvised weapon at your table Chris? And can I draw an improvised weapon as part of a move action?
2) No. Improvised weapons are non-weapons, being used in combat. Otherwise, everything could be considered "an improvised weapon" and drawn as part of a movement action. (I can smash somebody's face with this potion flask.) (I can give somebody a nasty papercut with this scroll.) (I can hit someone over the head with this bedroll I pull out of my backpack.)
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Ugh! That makes me want to puke. At our lodge, new players get preference, not second-class status.
We will rearrange entire tables to accomodate new players. It is a huge shared goal to encourage new players to join, and we bend way over backwards to do so if that's what it takes.
Just to be clear, this wasn't Findlanderboy' s call, he did the right thing. (I don't think you thought that Morphling, just restating it.)
This is why I always carry my Confirmation kit with me when I play.
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The Morphling wrote:Ugh! That makes me want to puke. At our lodge, new players get preference, not second-class status.
We will rearrange entire tables to accomodate new players. It is a huge shared goal to encourage new players to join, and we bend way over backwards to do so if that's what it takes.
Just to be clear, this wasn't Findlanderboy' s call, he did the right thing. (I don't think you thought that Morphling, just restating it.)
This is why I always carry my Confirmation kit with me when I play.
yeah, I have a binder with everything I need to run First Steps, Masters of the Fallen Fortress, and (a bit of overkill) Crypt of the Everflame - including chronicles and handouts, all the Iconic PCs and table tents and lots of extras (a one page write-up on "What's a Pathfinder" for example). Always ready to start someone new...
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Matthew Morris wrote:yeah, I have a binder with everything I need to run First Steps, Masters of the Fallen Fortress, and (a bit of overkill) Crypt of the Everflame - including chronicles and handouts, all the Iconic PCs and table tents and lots of extras (a one page write-up on "What's a Pathfinder" for example). Always ready to start someone new...Just to be clear, this wasn't Findlanderboy' s call, he did the right thing. (I don't think you thought that Morphling, just restating it.)
This is why I always carry my Confirmation kit with me when I play.
I always have Master of the Fallen Fortress and the Confirmation with me, even when I'm just planning to play. You just never know.
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The Morphling wrote:Ugh! That makes me want to puke. At our lodge, new players get preference, not second-class status.
We will rearrange entire tables to accomodate new players. It is a huge shared goal to encourage new players to join, and we bend way over backwards to do so if that's what it takes.
Just to be clear, this wasn't Findlanderboy' s call, he did the right thing. (I don't think you thought that Morphling, just restating it.)
This is why I always carry my Confirmation kit with me when I play.
Quite right, I didn't misunderstand. It's just an attitude that all of us, GMs and players, share. We try really hard to include every newbie who walks in our doors.
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Matthew Morris wrote:Quite right, I didn't misunderstand. It's just an attitude that all of us, GMs and players, share. We try really hard to include every newbie who walks in our doors.The Morphling wrote:Ugh! That makes me want to puke. At our lodge, new players get preference, not second-class status.
We will rearrange entire tables to accomodate new players. It is a huge shared goal to encourage new players to join, and we bend way over backwards to do so if that's what it takes.
Just to be clear, this wasn't Findlanderboy' s call, he did the right thing. (I don't think you thought that Morphling, just restating it.)
This is why I always carry my Confirmation kit with me when I play.
Thats why I am still upset about it. The people that chased the new people away were mroe than capable of running a second table.
If they could not decide who would get to stay and play my first picks would be people new people, then people who DM often.
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Allow the Deadly Dealer feat. The only reason that's banned is because it dips a toe into item creation. I think that's really lame and denies potential Varisian character concepts.
Allow archetypes that grant firearms.
I think they are banned more for using the harrow deck. Everything that mettles with that at is banned even a diety.
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@Chris Mortika
Number two was my point. The rules do very clearly state that weapons can be drawn as part of a move action. It does not say what other things cannot be drawn as a move action.
Improvised weapons are weapons. It says so in their name. So yes anything can be an improvised weapons so anything can be a weapon, and anything can be drawn as a move action, which I'm pretty sure is something the designers intended.
It is not going to be significantly MORE difficult to pull a wand off my hip than to pull my cudgel, or my potion flask, or my wayfinder, or my (insert item that I have written on my sheet as being easily accessed specifically so I can draw it as part of a move action)
Now if you want to start trying to produce rules that say they cannot be drawn as move action because they are non-weapons, a category I'm fairly sure does not exist, then I going to have to point out that you are doing the exact same thing that most people in the camp of wands being drawn as part of a move action are doing.
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Mahtobedis,
I don't have to "produce rules"; they're already there. Page 187 says that retrieving a stored object is a move action, by itself. If you want to pull a bedroll out of your handy haversack and move across the room, that's two move actions.
You don't get to take more actions by calling the bedroll an improvised weapon. The rules don't need to go into what objects can't be retrieved during a move, because they've already stated that retrieving an object is a move action on its own. With the single exception of drawing a weapon.
I've had players argue that all rods are weapon-like (because some are called out as being so) and can be drawn during movement. I've also had players try to draw weapons as part of other move actions, like retrieving a potion or directing a spell. Really, I take a hard line on this because so many players routinely try to abuse the rule.
If you want to argue that "weapon" isn't a category of objects in the game, I'd be happy to debate that over a glass at a pub. If you try to argue that at my table, I'll invite you to meet me at a pub after the session.
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Ulfen Death Squad wrote:How is it funny?Because Gunslingers are hilariously overpowered anyway, and the only thing that works to balance them out is the short range, long reload times, and fragile nature of early firearms. So giving them the ability to reload any weapon as a move, shoot against touch in the first 5 range increments, and pretty much ignore misfires, is idiotic.
Hilariously enough, if you handed my gunslinger a modern firearm he'd look at you funny and hand it back. They're actually a downgrade, since he reloads as a free action and advanced firearms cannot be loaded faster than a Move. And he can count on one hand the number of times he's ever had to shoot at something more than 80' away in his entire career.
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I would make an exception to allow tier 12-14 GM credit (and credit from playing an AP in campaign mode, e.g. 'Fortress of the Stone Giants') that is held to be applied at level 12, to be delayed until after a Seeker Arc has been played, rather than needing to be applied immediately once the PC reaches 12th level.
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"Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands."
It says "this action" includes wands. What is "this action"? Is it only the move-action-to-draw from the preceding sentence? Or is it the entire "Draw or Sheathe a Weapon" action, under whose heading appear both the above quote and the bit about drawing on the move?
Either way is understandable, though I believe one is correct and the other incorrect. Not saying which, though. ;)
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I am physically unable to contain my amusement that there are people who disagree with me that improvised weapons are weapons. Regardless of the arguments on both sides, it's just such an amusing distinction.
wait... Improvised anything is not an anything - that's what improvised means! you are using something that is not what you are using it for!
If I use a sprocket to improvise a widgit for my car - it is not a widgit, it's a sprocket. If I use a towel as an improvised rug, it's not a rug, it's a towel. If I use a sheet as an improvised toga, it's still a sheet, not a toga. If my PC picks up a gnome and uses it to hit the monster, the gnome is NOT a weapon... it's a gnome!
so ... your post caused me to respond: "I am physically unable to contain my amusement that there are people who think that improvised weapons are weapons. "
Guard "please leave your weapons on the table."
PC "gnome buddy, jump on up there..."
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Allow GM credit for running the same scenario multiple times. If I can find a table of fresh players that haven't played it, for whom I can run it, why are you shorting my GM credits?
I realize that not buying new scenarios cuts into Paizo's pockets, but I think this situation is fringe enough that it wouldn't significantly bother them. Other than once or twice a year at conventions, how often do you RUN outside your local PFS circles?
And if you do have a large enough group that fresh players are cycling in, again, why are you cutting off the GM's knees by removing part of his incentive to run? If he has run that scenario, and had a great time running it, why shortchange the players in what will probably be an even better game the second time around because now he's familiar with it by making him pull out a fresh scenario so that he can get credit for it?
I know I know, "But it still counts towards your GM Stars". Whatever, I don't think it's too much to ask.
Yes! If I have favorite scenarios with which I am more comfortable and therefore able to run better, making the RP experience better for players, then I am also more likely to enhance it by purchasing miniatures and flip mats which fit those scenarios. I hate getting blind boxes with monsters I will probably never use, but I would buy the **** out of some minis for Goblin Guild, Frostfur Goblins, etc. if I knew I could use them more than once.
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A lot of suggestions here are about how to change the rule system for the Pathfinder RPG. I have another rules suggestion for the PFS Organized Play campaign.
I state this, knowing that I'm suggesting more work for the campaign staff. So it may not be practical.
There is this category of adventures called "quests". Right now, there are only two of them, "Ambush in Absalom" and "Urge to Evolve". They don't offer much in the way of rewards.
But "Ambush in Absalom" is accidentally made for "Sewer Dragons of Absalom". The benefits that "Ambush" does give, are very helpful in "Sewer Dragons".
So, I would suggest that there be several more quests (see? That's the extra work.) and that they be keyed to upcoming adventures.
Why?
Because I can run "Ambush in Absalom" in an hour, as a demo, for new players. And when I hand them the Chronicle sheets, I can indicate that we're running an adventures set in Absalom's sewers, where they might fight kobolds again, and that if they do, they will have an leg up on everybody else at the table, becuase of their work.
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A lot of suggestions here are about how to change the rule system for the Pathfinder RPG. I have another rules suggestion for the PFS Organized Play campaign.
I state this, knowing that I'm suggesting more work for the campaign staff. So it may not be practical.
There is this category of adventures called "quests". Right now, there are only two of them, "Ambush in Absalom" and "Urge to Evolve". They don't offer much in the way of rewards.
But "Ambush in Absalom" is accidentally made for "Sewer Dragons of Absalom". The benefits that "Ambush" does give, are very helpful in "Sewer Dragons".
So, I would suggest that there be several more quests (see? That's the extra work.) and that they be keyed to upcoming adventures.
Why?
Because I can run "Ambush in Absalom" in an hour, as a demo, for new players. And when I hand them the Chronicle sheets, I can indicate that we're running an adventures set in Absalom's sewers, where they might fight kobolds again, and that if they do, they will have an leg up on everybody else at the table, becuase of their work.
I love this idea. The only disadvantage would be if someone has already played the scenario that quest sets up, because we frequently play things out of order, then they would have to use a GM star to replay it with the extra benefit. Not out of the question, just a possible disadvantage.
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I try to think of more rules, but everything I think of are general Pathfinder rule tweaks.
More clarity on improvised weapon rules and a way to masterwork/enchant them like normal weapons.
More concrete thrown weapon rules and how they interact with enchantments and ranged/melee options.
Mounted rules that are elegant and actually make sense.
Grapple rules that don't require a flow chart to understand.
I must admit in my first PFS game, I threw myself off because I was too used to a houserule about shooting into melee. In my personal games, I ruled that shooting into melee gives the target an AC bonus rather than an attack roll penalty for the assailant. I found this approach much simpler because players already have a ton of situational bonuses to calculate and GMs can take this into consideration when determining cover bonuses.
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Grapple rules that don't require a flow chart to understand.
I keep hearing people make comments along these lines, and I just don't get it. What's so complicated about grappling that a flow chart is needed?
You make a check, they're grappled.
You make a check to maintain, you get to pick an effect from a list.
Am I missing something?
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Cyrad wrote:Grapple rules that don't require a flow chart to understand.I keep hearing people make comments along these lines, and I just don't get it. What's so complicated about grappling that a flow chart is needed?
You make a check, they're grappled.
You make a check to maintain, you get to pick an effect from a list.Am I missing something?
I think the grapple rules now are much simpler to understand in Pathfinder.
Hrothdane
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Cyrad wrote:Grapple rules that don't require a flow chart to understand.I keep hearing people make comments along these lines, and I just don't get it. What's so complicated about grappling that a flow chart is needed?
You make a check, they're grappled.
You make a check to maintain, you get to pick an effect from a list.Am I missing something?
I think it's mainly held-over feelings from 3.5. A lot of people don't realize they have been streamlined significantly, perhaps because they haven't seen a grappler in action in Pathfinder yet.
I know someone who apparently loves grapplers as much as I love paladins, and he makes grappling look like the most intuitive thing ever.
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Jiggy wrote:Cyrad wrote:Grapple rules that don't require a flow chart to understand.I keep hearing people make comments along these lines, and I just don't get it. What's so complicated about grappling that a flow chart is needed?
You make a check, they're grappled.
You make a check to maintain, you get to pick an effect from a list.Am I missing something?
I think it's mainly held-over feelings from 3.5. A lot of people don't realize they have been streamlined significantly, perhaps because they haven't seen a grappler in action in Pathfinder yet.
I know someone who loves apparently grapplers as much as I love paladins, and he makes grappling look like the most intuitive thing ever.
I've seen two grapplers locally, and it really comes down to players knowing their rules and their limits. With Samiel's 'no excesslive killing' rule, having a grappler who can grapple/pin/tie makes life easier, in most all instances.
Infernal vault spoiler
"Please understand, most everyone has different management styles. This isn't against you personally. It's just business *coup de grace*"
I happen to like my PCs style because it makes such an impact when he *does* kill.
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Ulfen Death Squad wrote:How is it funny?Because Gunslingers are hilariously overpowered anyway
Now that's funny!
Anyway, my change would be to free up the re-runability a little. Not a complete free-for-all, but one (or all) of the following:
1. The oft talked about option of allowing one scenario per star per season, rather than ever.
2. Allowing star-rerun scenarios to be rerun for credit as many times as you like (rather than one extra time).
3. Allowing trading of your first play for a second run. You can't realistically play most scenarios after running them, and due to scheduling it is not always possible to do it in the right order - and not getting to play is bad enough, without it costing you a second shot at the chronicle sheet too.
glass.
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Chris Mortika wrote:Mahtobedis, ** spoiler omitted **** spoiler omitted **
"Drawing a weapon so that you can use it in combat, or
putting it away so that you have a free hand, requires a
move action. This action also applies to weapon-like
objects carried in easy reach, such as wands."
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Disk Elemental wrote:Ulfen Death Squad wrote:How is it funny?Because Gunslingers are hilariously overpowered anywayNow that's funny!
Anyway, my change would be to free up the re-runability a little. Not a complete free-for-all, but one (or all) of the following:
1. The oft talked about option of allowing one scenario per star per season, rather than ever.
2. Allowing star-rerun scenarios to be rerun for credit as many times as you like (rather than one extra time).
3. Allowing trading of your first play for a second run. You can't realistically play most scenarios after running them, and due to scheduling it is not always possible to do it in the right order - and not getting to play is bad enough, without it costing you a second shot at the chronicle sheet too.
glass.
I do not understand your #3.
You seem to be saying that if you run a game before playing it, you think you do not get a chronicle sheet when you do play it? You get a chronicle sheet to apply to a PC the first time you play a scenario and the first time you run it - two chronicles, One for playing, one for running. Whatever the order you did those two things in.
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glass wrote:3. Allowing trading of your first play for a second run. You can't realistically play most scenarios after running them, and due to scheduling it is not always possible to do it in the right order - and not getting to play is bad enough, without it costing you a second shot at the chronicle sheet too.I do not understand your #3.
You seem to be saying that if you run a game before playing it, you think you do not get a chronicle sheet when you do play it? You get a chronicle sheet to apply to a PC the first time you play a scenario and the first time you run it - two chronicles, One for playing, one for running. Whatever the order you did those two things in.
No, I am saying that to run it, I have to read it. And, after reading most adventures, I can't play them (some people might be able to compartmentalise their knowledge so as having read it does not spoil the scenario for themselves to others - I am not those people).
Therefore, no chronicle for playing it, because I won't be playing it.
EDIT: Or, what the always-sagacious BigNorseWolf said.
glass.