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Mark, does anyone know how the Manoeuvre Master monk archetype is meant to work? Every time I think about making one, I start digging into the many, many threads wherein people give their theories as to how the FoM is meant to work, and it doesn't seem that any two people agree. And then there's the question of what, if anything, ki flurry does for a Manoeuvre Master.


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ZanThrax wrote:
Mark, does anyone know how the Manoeuvre Master monk archetype is meant to work? Every time I think about making one, I start digging into the many, many threads wherein people give their theories as to how the FoM is meant to work, and it doesn't seem that any two people agree. And then there's the question of what, if anything, ki flurry does for a Manoeuvre Master.

I am not Mark, but I thought this had been nailed down already by a forum member who knew what they were talking about. I will see if I can find the thread. If so I will give a link.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:

This is one of the most thought-provoking questions I've seen in the whole thread.

I've taken some time to think about it over the weekend, and I have some ideas:

1) You could capitalize off of his enjoyment of identifying enemies to exploit their weaknesses and take it one step further: psychology. For example, design a dungeon where the BBEG has managed, through skilled Diplomacy, to gather together a group of bad guys with pretty disparate actual goals in order to effect the BBEG's plan. An excellent published example of this is Beyond the Doomsday Door from Shattered Star (our group did something like the following through that entire adventure). With Knowledge skills, maybe recon, or some grifting and quick thinking, allow your player to catch wind of some of the seams between the motivations and exploit those seams to make unlikely allies. Basically, turn the factions of the enemies against each other and you can fight alongside members of the faction you are befriending/infiltrating until it becomes convenient to escape, strike against the weakened faction after the dust settles, etc.

2) You could consider giving him an ally, but one that not only fills in a gap but also complements his playstyle. For instance, the Jade Regent group I'm running has an extremely sneaky Life Oracle who is built to be almost as sneaky as the ninja and the rogue, so they can all sneak together. A team of specialists in different sketchy activities can work together really well for some fun plots (watch a few episodes of Leverage or the like for some inspiration!)

3) You could also focus on plots where the enemies have certain objectives, and thus where wiping out the dungeon isn't the true goal. If the enemies need to move a shipment from point A to point B, then there are plenty of ways for a tricksy PC to make sure that doesn't go down the way they want, for instance, without necessarily dropping bodies.

Thanks for the response! 1 & 3 have definitely sparked some good campaign ideas that I'm looking forward to see playout. Number 3 especially. Somehow, such a simple concept never occurred to me. I was a little overly wary of giving him an ally, I think. I was worried that someone with weaker stealth than him (even if only a little) takes away from his strengths but giving someone with equal or greater stealth makes his character seem too weak. But I think that was unwarranted and he doesn't see it that way. I've introduced the idea to him and I think I might have a GMPC on my hands for a bit (Inquisitor or stealthy Druid, probably), but with him taking control in combat. Should be fun!


Why was will picked as the bad save for the unchained monk? Over, say, fort?

If you may answer that.


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Zhangar wrote:

Why was will picked as the bad save for the unchained monk? Over, say, fort?

If you may answer that.

He answered it in another thread.

Mark wrote:
As to the monk, if it was Reflex, then people would be complaining (rightly) that the evasion ability has become much weaker, since you get no use out of it if you fail a Reflex save. If it was Fortitude, it would be that a monk's body is perfected, a weapon, and that failed Fort saves can kill you or turn you stone. I know this because these are the discussions we had when Jason came in floating various options. We said all of these things, including the things on this thread about meditation and the mind when the option was Will. In the end, I'm glad he picked Will and not the others. Evasion still works, and the d10 hit dice means you can drop your Con and have the same number of hit points but Wisdom is still as important as ever, so mechanically I'd rather have weak Will progression and have a solid but not stellar Will instead of a horrifically low Fort (and thematically, weak Fort made the least sense of the three). So Jason definitely didn't make the decision flippantly; of all four classes, the monk took him the longest (he thought it would be the summoner) and went through the most iterations.


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For the purpose of interaction with magic items such as pearls of power is the arcanist a prepared caster, spontaneous, or both.


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Wraith's question reminded me of another Arcanist question that came up last time I played mine: if an Arcanist doesn't get sufficient time to prepare his spells in the morning, what happens? A prepared caster would have only the spells that he had remaining, and a sorcerer would have only the spell slots that he hadn't used the previous day. But the Arcanist write up doesn't really define how their daily preparation works.

We were interrupted about 45 minutes into our hour of morning preparation, I was preparing slightly different spells than I had the previous day, and had no idea what spells I ought to have had available and how many spell slots I ought to have had to cast them from.


is there a blog on natural attacks and weapons consisting off all of their rulings. If not is there any chance of there being one? It'd be really convenient to have all of the natural weapon rules in one place and to also have written interpretations of the implied and not-so-clear rulings.

Silver Crusade

Hey Mark,

I'm building an Unchained Monk for my next PFS character, and reading up on shuriken I'm wondering about an apparent inconsistency in the ammunition rules. Namely:

CRB>Equipment>Weapons wrote:
Ammunition: [...] Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.
CRB>Magic Items>Weapons wrote:
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.
CRB>Equipment>Masterwork Weapons wrote:
Masterwork ammunition is damaged (effectively destroyed) when used.

I assume the text under masterwork weapons is simply incomplete, and that like regular ammunition and magical ammunition, masterwork ammunition is destroyed on a hit and has a 50% chance of loss on a miss. It would be weird for the rule to be inconsistent and to "skip" masterwork ammunition like that. And I'd hate to purchase a bushel of masterwork shuriken only to have every throw destroy one. Sound right?

Designer

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wraithstrike wrote:
For the purpose of interaction with magic items such as pearls of power is the arcanist a prepared caster, spontaneous, or both.

Arcanists use runestones of power (ACG 234) and spell lattices (ACG 235). They can't use pearls of power or pages of spell knowledge, although clearly the lattices and pages are basically the same thing for the same price except the arcanist clause, so it wouldn't be too weird to just let them use either.

Designer

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ZanThrax wrote:

Wraith's question reminded me of another Arcanist question that came up last time I played mine: if an Arcanist doesn't get sufficient time to prepare his spells in the morning, what happens? A prepared caster would have only the spells that he had remaining, and a sorcerer would have only the spell slots that he hadn't used the previous day. But the Arcanist write up doesn't really define how their daily preparation works.

We were interrupted about 45 minutes into our hour of morning preparation, I was preparing slightly different spells than I had the previous day, and had no idea what spells I ought to have had available and how many spell slots I ought to have had to cast them from.

Yeah, it seems not to say. Clearly you have your previous spell slots rather than full spell slots, since you have failed to refresh them, but as to which spells are actually prepared, it doesn't say. It's gotta be either the old day's prepared spells or no spells at all, since you didn't actually complete the process of getting the new ones. Having no spells at all makes more sense from an internal logic perspective, since you're 45 minutes in and you were already starting to gather the new spells, but from a fun perspective, having no spells prepared seems pretty not-fun.

Designer

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Joe M. wrote:

Hey Mark,

I'm building an Unchained Monk for my next PFS character, and reading up on shuriken I'm wondering about an apparent inconsistency in the ammunition rules. Namely:

CRB>Equipment>Weapons wrote:
Ammunition: [...] Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.
CRB>Magic Items>Weapons wrote:
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.
CRB>Equipment>Masterwork Weapons wrote:
Masterwork ammunition is damaged (effectively destroyed) when used.
I assume the text under masterwork weapons is simply incomplete, and that like regular ammunition and magical ammunition, masterwork ammunition is destroyed on a hit and has a 50% chance of loss on a miss. It would be weird for the rule to be inconsistent and to "skip" masterwork ammunition like that. And I'd hate to purchase a bushel of masterwork shuriken only to have every throw destroy one. Sound right?

Yeah, it does seem like MW just is missing that other text.

Liberty's Edge

Where do the frontrunners for FAQ requests sit these days?

Designer

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Shisumo wrote:
Where do the frontrunners for FAQ requests sit these days?

Actually simulacrum is in the lead from sheer numbers (and it has two highly-FAQed iterations of the same basic question, in addition to the #1), and there's a draft of a blog FAQ for it, but there is a serious serious dearth of days that don't have a blog (I think next week has the only one for three months running!), and it seems unlikely we'll be able to get a second blog on any day. In fact, there's a bunch of them that need blog responses near the top, which actually puts us into a heated pack of a whole bunch of them, so it should be relatively unpredictable.


wraithstrike wrote:
ZanThrax wrote:
Mark, does anyone know how the Manoeuvre Master monk archetype is meant to work? Every time I think about making one, I start digging into the many, many threads wherein people give their theories as to how the FoM is meant to work, and it doesn't seem that any two people agree. And then there's the question of what, if anything, ki flurry does for a Manoeuvre Master.
I am not Mark, but I thought this had been nailed down already by a forum member who knew what they were talking about. I will see if I can find the thread. If so I will give a link.

Wraith, I don't suppose you found that thread? I'd even be happy to just be pointed at the thread with the highest FAQ count so I can add one more vote to it. I've found tons of threads, each with just a couple FAQ votes, which are essentially invisible while the PDT is working their way through the threads with the highest counts.


Concerning crafting rules, do you think placing a flat limit on long item crafting will take is a good idea? Maybe a limit on how much of the cost can affect crafting time so some items don't take so long to make?

Designer

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ZanThrax wrote:
Mark, does anyone know how the Manoeuvre Master monk archetype is meant to work? Every time I think about making one, I start digging into the many, many threads wherein people give their theories as to how the FoM is meant to work, and it doesn't seem that any two people agree. And then there's the question of what, if anything, ki flurry does for a Manoeuvre Master.

It's a pretty complicated ability with some pretty confusing wording. I think on each full attacj (at 15th) it gives you one maneuver at -2, another at -5, and a third at -9 (but I could see that last one being interpreted as being at -12).

Designer

Albatoonoe wrote:
Concerning crafting rules, do you think placing a flat limit on long item crafting will take is a good idea? Maybe a limit on how much of the cost can affect crafting time so some items don't take so long to make?

It depends on how you want to do things. Certainly if part of the cost doesn't effect crafting time, it should also not receive the x1/3 multiplier on cost; otherwise making something enormous in the same time would become much more lucrative.

Liberty's Edge

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Mark Seifter wrote:
Shisumo wrote:
Where do the frontrunners for FAQ requests sit these days?
Actually simulacrum is in the lead from sheer numbers (and it has two highly-FAQed iterations of the same basic question, in addition to the #1), and there's a draft of a blog FAQ for it, but there is a serious serious dearth of days that don't have a blog (I think next week has the only one for three months running!), and it seems unlikely we'll be able to get a second blog on any day. In fact, there's a bunch of them that need blog responses near the top, which actually puts us into a heated pack of a whole bunch of them, so it should be relatively unpredictable.

As much as I would like to get the whole Dex-to-damage thing sorted out, please for the love of all that is good and just get that simulacrum post up...


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Mark Seifter wrote:
Shisumo wrote:
Where do the frontrunners for FAQ requests sit these days?
Actually simulacrum is in the lead from sheer numbers (and it has two highly-FAQed iterations of the same basic question, in addition to the #1), and there's a draft of a blog FAQ for it, but there is a serious serious dearth of days that don't have a blog (I think next week has the only one for three months running!), and it seems unlikely we'll be able to get a second blog on any day. In fact, there's a bunch of them that need blog responses near the top, which actually puts us into a heated pack of a whole bunch of them, so it should be relatively unpredictable.

I'm guessing you've already thought of this but... You currently have three different blog sections, Store Blog/Paizo Blog/Web Fiction. Would it be possible to create a new blog section specifically for rules clarifications? It took me a long time to realize there was a blog post for the poison rules because there are a lot of blogs to go through. Now I reference that blog basically whenever I need to use the poison system.

Having a half-dozen blog posts covering the topics that trip people easily accessible on Paizo's front page would be a great help to new GMs.


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Mark Seifter wrote:
ZanThrax wrote:
Mark, does anyone know how the Manoeuvre Master monk archetype is meant to work? Every time I think about making one, I start digging into the many, many threads wherein people give their theories as to how the FoM is meant to work, and it doesn't seem that any two people agree. And then there's the question of what, if anything, ki flurry does for a Manoeuvre Master.
It's a pretty complicated ability with some pretty confusing wording. I think on each full attacj (at 15th) it gives you one maneuver at -2, another at -5, and a third at -9 (but I could see that last one being interpreted as being at -12).

Thanks Mark. It had never occurred to me before that the intent for the third attack was that the -7 was cumulative with only the initial -2, not with both the -2 and the -3.


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Hi Mark!

What kind of action is it to activate the wizard arcane discovery Time Stutter? No action type is listed, but SLAs default to whatever action is required by the parent spell.

If Time Stutter requires a Standard Action (like Time Stop), all Time Stutter does is give you an extra move/swift action per each use.

The fact that Time Stutter has no activation listed, makes me think it is meant to be free, but a fellow player thinks it should be standard.

"You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th."

Silver Crusade

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Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

Mark--I appear to be the only person on the forums (at least according to my searches, so it might not be true!) who paid close attention to the Alternate Profession Rules in Pathfinder Unchained. When I did the math, I found that the system doesn't really seem to work, and is (in my opinion) in dire need of review and errata. I do not know if you are the right person for this, and I'm sure it's a low priority, but could you please make sure that someone sees (and reads, the poor fool) my Alternate Profession Rules thread?

Thanks!

P.S. I'm sorry if I come across as a little negative about the system. It's a good starting point, and I don't know if it was simply unpolished, or if there was an editing error somewhere along the way or what--I'm sure a lot of thought went into how everything was structured. But the system needs a lot of work and it will wreak havoc if used unmodified by a naive GM, if my math is anywhere close to accurate.

Designer

Kudaku wrote:
Mark Seifter wrote:
Shisumo wrote:
Where do the frontrunners for FAQ requests sit these days?
Actually simulacrum is in the lead from sheer numbers (and it has two highly-FAQed iterations of the same basic question, in addition to the #1), and there's a draft of a blog FAQ for it, but there is a serious serious dearth of days that don't have a blog (I think next week has the only one for three months running!), and it seems unlikely we'll be able to get a second blog on any day. In fact, there's a bunch of them that need blog responses near the top, which actually puts us into a heated pack of a whole bunch of them, so it should be relatively unpredictable.

I'm guessing you've already thought of this but... You currently have three different blog sections, Store Blog/Paizo Blog/Web Fiction. Would it be possible to create a new blog section specifically for rules clarifications? It took me a long time to realize there was a blog post for the poison rules because there are a lot of blogs to go through. Now I reference that blog basically whenever I need to use the poison system.

Having a half-dozen blog posts covering the topics that trip people easily accessible on Paizo's front page would be a great help to new GMs.

Even if the answer is yes, I don't think it would help, as I believe that web fiction currently takes up its daily slot on the schedule, despite being a third type of blog.

Designer

Nardoz Zardoz wrote:

Hi Mark!

What kind of action is it to activate the wizard arcane discovery Time Stutter? No action type is listed, but SLAs default to whatever action is required by the parent spell.

If Time Stutter requires a Standard Action (like Time Stop), all Time Stutter does is give you an extra move/swift action per each use.

The fact that Time Stutter has no activation listed, makes me think it is meant to be free, but a fellow player thinks it should be standard.

"You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th."

I think it's standard by default. An extra move and swift (particularly when the enemies are frozen, so no AoOs or the like) is still not too shabby.

Designer

Terminalmancer wrote:

Mark--I appear to be the only person on the forums (at least according to my searches, so it might not be true!) who paid close attention to the Alternate Profession Rules in Pathfinder Unchained. When I did the math, I found that the system doesn't really seem to work, and is (in my opinion) in dire need of review and errata. I do not know if you are the right person for this, and I'm sure it's a low priority, but could you please make sure that someone sees (and reads, the poor fool) my Alternate Profession Rules thread?

Thanks!

P.S. I'm sorry if I come across as a little negative about the system. It's a good starting point, and I don't know if it was simply unpolished, or if there was an editing error somewhere along the way or what--I'm sure a lot of thought went into how everything was structured. But the system needs a lot of work and it will wreak havoc if used unmodified by a naive GM, if my math is anywhere close to accurate.

I actually didn't work on that section of Unchained at all, so I'm not familiar with it. There were very few such sections in Unchained, but there were a few. Once we get to Occult Adventures, I actually did either a D1 or D2 design/development pass on every section in the book, so I'll be an encyclopedic source for that one.

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber
Mark Seifter wrote:
Terminalmancer wrote:

(...) I do not know if you are the right person for this, and I'm sure it's a low priority, but could you please make sure that someone sees (and reads, the poor fool) my Alternate Profession Rules thread?

Thanks!

I actually didn't work on that section of Unchained at all, so I'm not familiar with it. There were very few such sections in Unchained, but there were a few. Once we get to Occult Adventures, I actually did either a D1 or D2 design/development pass on every section in the book, so I'll be an encyclopedic source for that one.

Is that code for "go bug Buhlman", or "don't worry about it because it's probably not going to be fixed"? :)


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BigP4nda wrote:
is there a blog on natural attacks and weapons consisting off all of their rulings. If not is there any chance of there being one? It'd be really convenient to have all of the natural weapon rules in one place and to also have written interpretations of the implied and not-so-clear rulings.

I would be interested in an answer to this as well, particularly on the issue of how (non flurry) unarmed strikes interact with natural weapons. There is quite a lot of disagreement around just how the Songbird of doom actually works.

RPG Superstar Season 9 Top 16

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What is your design-baby? Is it the Kineticist?


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Mark Seifter wrote:
Nardoz Zardoz wrote:

Hi Mark!

What kind of action is it to activate the wizard arcane discovery Time Stutter? No action type is listed, but SLAs default to whatever action is required by the parent spell.

If Time Stutter requires a Standard Action (like Time Stop), all Time Stutter does is give you an extra move/swift action per each use.

The fact that Time Stutter has no activation listed, makes me think it is meant to be free, but a fellow player thinks it should be standard.

"You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th."

I think it's standard by default. An extra move and swift (particularly when the enemies are frozen, so no AoOs or the like) is still not too shabby.

Yeah, I suppose it isn't too shabby, just not as exciting as the text would initially lead you believe. Might be worth the feat, might not be, depends how well you can utilize those extra swifts and moves I guess.

Some clarifying text in the feat would be nice. I'm sure a lot people don't realize the action cost on their first read through. But I won't hold my breath for it.

EDIT: Oh and thanks for answering! I don't want to seem ungrateful. Paizo's willingness to interact directly with the players is one of the things I really like about you guys.


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So, as a house rule, I wanted to add a flat bonus to crossbow and firearms damage to balance out the reduced firing rates (and adjusting how firearms deal with armor too). So, just for the light crossbow, what do you think a good amount of bonus damage would be? I could work out the rest with a good starting point.


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What about just upping the damage die? It would help emphasize the 'one big shot' mentality of crossbows.

Silver Crusade

Mark, what would happen to a small mouser swashbuckler that was in the same square as a huge dire croc when the dire croc dies after being stuck by said mouser. Would the mouser need to make a reflex save to avoid being smashed to goo by the Dire croc.

This happened in last nights game The overflow archives.


default wrote:
What about just upping the damage die? It would help emphasize the 'one big shot' mentality of crossbows.

Well, it would make it stand out and give it more consistent damage (which is better for less attacks). I also think, flavor wise, it works. It reflects the "mechanical strength" bonus of such weapons.


Why is "an opening" required for a blog? What's the worst thing that will happen if you double up one day? If you're so booked up, it's not like you're hurting for content where if you double up once in a while you'll run out.


Another question, before you even have a chance to answer my first one!

With the unchained automatic bonus progress (given, I haven't read the book), do you think this could allow a lot more flexibility in general concerning wealth by level? Potentially giving a lot more or a lot less loot now that the main "items" are covered?


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thegreenteagamer wrote:
Why is "an opening" required for a blog? What's the worst thing that will happen if you double up one day? If you're so booked up, it's not like you're hurting for content where if you double up once in a while you'll run out.

I am suspecting its a scheduling issue, and since the PDT has other people post the FAQ's and blogs for them, from what I understand, those people may need to have it on their schedule to work it in.

Read this comment about sending things up and bothering "them".

Bother was not used in a negative manner. He is just saying it is something the PDT can't do with regard to editing FAQ's.


wraithstrike wrote:
thegreenteagamer wrote:
Why is "an opening" required for a blog? What's the worst thing that will happen if you double up one day? If you're so booked up, it's not like you're hurting for content where if you double up once in a while you'll run out.

I am suspecting its a scheduling issue, and since the PDT has other people post the FAQ's and blogs for them, from what I understand, those people may need to have it on their schedule to work it in.

Read this comment about sending things up and bothering "them".

Bother was not used in a negative manner. He is just saying it is something the PDT can't do with regard to editing FAQ's.

If the PDT is writing the whole thing up anyway, the responsibility of whomever it's being passed on to is merely copy and paste. Anyone who can't work "ctrl-a, ctrl-c, ctrl-v" in their schedule is being purposefully difficult. Since I don't believe anyone at Paizo has shown that kind of character thus far (but hey I could be wrong), I assume there has to be more to it.

The Exchange

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Hi Mark, I have a mounted combat question for you.

PRD wrote:

If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.

...

You can make a full attack with a ranged weapon while your mount is moving.

We all agree that I cannot ride my mount to my target and then full attack, because I need to wait until my mount gets there before I attack, so I only get one attack.

We all also agree that I can full attack with a ranged weapon while my mount moves, even up to double its speed.

My question is this: Can I full attack an enemy while I'm mounted if my mount moves more than 5 feet if my target is within my reach during the full course of my movement, from start to finish?

Thanks for your time. :)

Silver Crusade

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Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

There are a lot of little things that go into web publishing. Nobody but Paizo can speak to what they worry about specifically, but generally publishers monitor raw traffic volume, bounce rate, audience engagement, and sales driven by new posts. Beyond that, things like what time of day you post, how many posts you make in a day, what day of the week you post, etc... all those things are taken into account.

I'm still disappointed they don't schedule FAQs and other things for weekends when they need to be blog posts but don't serve key business purposes, but it is what it is, and maybe they have data showing that doing that is a bad idea. I'd rather have the game be stronger for having more FAQs, clarifications, and errata out though.


thegreenteagamer wrote:
wraithstrike wrote:
thegreenteagamer wrote:
Why is "an opening" required for a blog? What's the worst thing that will happen if you double up one day? If you're so booked up, it's not like you're hurting for content where if you double up once in a while you'll run out.

I am suspecting its a scheduling issue, and since the PDT has other people post the FAQ's and blogs for them, from what I understand, those people may need to have it on their schedule to work it in.

Read this comment about sending things up and bothering "them".

Bother was not used in a negative manner. He is just saying it is something the PDT can't do with regard to editing FAQ's.

If the PDT is writing the whole thing up anyway, the responsibility of whomever it's being passed on to is merely copy and paste. Anyone who can't work "ctrl-a, ctrl-c, ctrl-v" in their schedule is being purposefully difficult. Since I don't believe anyone at Paizo has shown that kind of character thus far (but hey I could be wrong), I assume there has to be more to it.

I think it is more complicated because otherwise simply giving the PDT team permission to make the post would be all that is needed. There may be some underlying company protocols saying only ____ and _____ can post blogs. Then those who post blogs make have their own rules about when they can post blogs.

Basically I am thinking it is like government red tape, but hopefully not as bad.

Real life example: I need for my gov't ID card to work on gov't computers at work. I can get it to work at home*, but for some reason HQ needed paperwork to allow it to work at work, and that was over a month ago. My background check is done, and I am not a new employee. This should not take anymore than a week.

*I got this done in less than 2 days since I did not have to depend on anyone to process any paperwork.


Albatoonoe wrote:
So, as a house rule, I wanted to add a flat bonus to crossbow and firearms damage to balance out the reduced firing rates (and adjusting how firearms deal with armor too). So, just for the light crossbow, what do you think a good amount of bonus damage would be? I could work out the rest with a good starting point.

I think an "armor punching" mechanic might make crossbows unique and interesting myself.

Each crossbow can be torqued to shoot through a different level of armor. Maybe double the cost of a Composite bow per +1.

So an Armor Punching 4 crossbow ignores 4 points of armor. And Enhancement bonuses to attack/damage stack with this.

+10 is the maximum for a mundane crossbow (one point higher than Full Plate), so +15 would be the absolute tops. Maybe introduce another weapon special ability that increases Armor Punching by +1 per effective enhancement bonus cost.

Additionally, every point of Armor Punching over the maximum amount of armor the target has deals an extra point of damage to said target.

For example, a +1 crossbow with Armor Punching 5 fired against a non-magical Chain Shirt ignored their entire armor bonus to AC, and deals an additional +2 damage.

The main problem here is it's kind of complicated.

Now, you may be asking, why call it "Armor Punching" instead of "Armor Piercing" and to that I answer...because.


Rynjin wrote:
Albatoonoe wrote:
So, as a house rule, I wanted to add a flat bonus to crossbow and firearms damage to balance out the reduced firing rates (and adjusting how firearms deal with armor too). So, just for the light crossbow, what do you think a good amount of bonus damage would be? I could work out the rest with a good starting point.

I think an "armor punching" mechanic might make crossbows unique and interesting myself.

Each crossbow can be torqued to shoot through a different level of armor. Maybe double the cost of a Composite bow per +1.

So an Armor Punching 4 crossbow ignores 4 points of armor. And Enhancement bonuses to attack/damage stack with this.

+10 is the maximum for a mundane crossbow (one point higher than Full Plate), so +15 would be the absolute tops. Maybe introduce another weapon special ability that increases Armor Punching by +1 per effective enhancement bonus cost.

Additionally, every point of Armor Punching over the maximum amount of armor the target has deals an extra point of damage to said target.

For example, a +1 crossbow with Armor Punching 5 fired against a non-magical Chain Shirt ignored their entire armor bonus to AC, and deals an additional +2 damage.

The main problem here is it's kind of complicated.

Now, you may be asking, why call it "Armor Punching" instead of "Armor Piercing" and to that I answer...because.

That's not the only main problem. If it were to work this way, armor punching is, effectively, an attack bonus.

If you go with your forumula of double the composite cost, then a +10 armor punching crossbow costs an additional +2,000 gp.

So against a character with a +12 armor bonus, you ignore the first 10 points of armor, which is effectively the same as +10 to attack rolls. This is substantially cheaper, and more effective, than making the crossbow magical.

In addition, you have the secondary ability to add double the remaining bonus as bonus damage after it's bypassed the armor.

So a +10 armor punching crossbow would punch through non-magical chain mail, requiring only the first 4 points. The remaining 6 points of armor punching provides an additional +12 damage bonus. So for the cost of +2,000 gp (the same cost as a +1 enhancement bonus for a weapon), you are gaining +4 to hit and +12 to damage against people in non-magical chain mail.

Why the 9 hells would I ever make my weapon magic, beyond a +1 so I can hurt incorporeal creatures?

The only reason I could see something like this working is if adding the torque to the crossbow prevents it from making additional attacks in a full attack.

Even still, such a crossbow mechanic would be amazeballs for NPCs to focus fire down PCs. Imagine 10 such NPCs with crossbows of +5 armor puncturing. That's a +5 attack bonus for half the cost of a +1 crossbow and they could then all fire down PCs easier.


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Crossbows being crossbows already prevents them from being used to make a full attack.

And, essentially, it makes them still worse than guns. Guns just flat out attack touch AC with no additional cost.

It's the damage bonus that's the real "problem", and he was looking for a way to add extra flat damage to a crossbow anyway.

Sure, it interacts well with Crossbow Mastery, but IMO that's a feature, not a drawback. Your character is spending 3 Feats, two of which he CANNOT USE until he takes a 4th Feat just to make crossbows equal to non-Composite longbows normally.

This gives them a substantial edge for that 4 Feat cost.

The cost itself could use a bit of tweaking (500 gp per AP rank, perhaps), but the base idea only sounds great when compared to crossbows as they currently exist. It's an enormous upgrade for crossbows...that still evens out to putting them on par with or slightly better than weapon that fill a similar niche, if you (for most classes) wait until 5th or 7th and have two dead Feats until then just to get it working at all.

You also have it wrong in your example. A +10 armor punching crossbow would ignore 4 points of chain mail, and then deal an additional 6 damage. With a +1 Enhancement bonus, it would deal an additional +7 damage.

That last bit might be a bit over the top though. I thought this up in under 5 minutes. It has kinks.


Hi Mark, finally got around to seeing your interview over at Know Directions. I was a little curious how does Paizo decide/coordinate who to send over for interviews with the Know Direction people?


Hey, Mark, I was working on a summoner using Pathfinder Unchained, and I ran into some confusion, so I was hoping you could clear it up for me. Basically, the Advanced Player's Guide summoner had free evolutions for their base forms, but the Biped/Quadruped/Serpentine base forms listed on page 34 of Pathfinder Unchained seem to have evolutions hard-baked into things (serpentine starts off with a climb speed as well as a bite and a tail slap, but they're not called out as evolutions, for example). At any rate, I was planning to make a lillend-inspired azata as an eidolon, and it reads under Base Form for serpentine azatas, "(limbs [arms], tail, tail slap)". So I guess my question is...what of the serpentine form am I supposed to have by default? It seems silly for them to automatically have a bite attack (much less the exceptionally silly argument that you might now have two tail slaps), so it feels like the Base Form should overwrite those aspects (though it feels like someone new to the summoner would be confused if they were starting with the summoner from Unchained), but do they still get a free climb speed or not? I looked through the other types that have serpentine as an option, and none of them were listed as getting the Climb evolution as part of their serpentine Base Form, so I feel like it should, since otherwise it's useless for a climb speed to be listed that no serpentine creature gets inherently? But I'm not 100% positive, so thought I would consult you for your interpretation.

Designer

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Terminalmancer wrote:
Mark Seifter wrote:
Terminalmancer wrote:

(...) I do not know if you are the right person for this, and I'm sure it's a low priority, but could you please make sure that someone sees (and reads, the poor fool) my Alternate Profession Rules thread?

Thanks!

I actually didn't work on that section of Unchained at all, so I'm not familiar with it. There were very few such sections in Unchained, but there were a few. Once we get to Occult Adventures, I actually did either a D1 or D2 design/development pass on every section in the book, so I'll be an encyclopedic source for that one.
Is that code for "go bug Buhlman", or "don't worry about it because it's probably not going to be fixed"? :)

Nah, don't bug Jason. He didn't do that one either.

Designer

BigP4nda wrote:
is there a blog on natural attacks and weapons consisting off all of their rulings. If not is there any chance of there being one? It'd be really convenient to have all of the natural weapon rules in one place and to also have written interpretations of the implied and not-so-clear rulings.

There is not such a blog, to my knowledge.

Designer

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Petty Alchemy wrote:
What is your design-baby? Is it the Kineticist?

Design-baby? I'm not sure of the exact connotation, but all my little rules elements are my design-babies I guess. The first thing I wrote that I ever had published for $$$ in Pathfinder was the Masquerade Reveler (in that I wrote it in prep for the first archetype round in RPG Superstar in case I made Top 32, so I technically wrote it earlier than other things that came out at the same time). Looks like Masquerade Reveler was #4 in Endzeitgeist's Top 10 this past year too. Yay!

Silver Crusade Contributor

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Mark Seifter wrote:
Terminalmancer wrote:
Mark Seifter wrote:
Terminalmancer wrote:

(...) I do not know if you are the right person for this, and I'm sure it's a low priority, but could you please make sure that someone sees (and reads, the poor fool) my Alternate Profession Rules thread?

Thanks!

I actually didn't work on that section of Unchained at all, so I'm not familiar with it. There were very few such sections in Unchained, but there were a few. Once we get to Occult Adventures, I actually did either a D1 or D2 design/development pass on every section in the book, so I'll be an encyclopedic source for that one.
Is that code for "go bug Buhlman", or "don't worry about it because it's probably not going to be fixed"? :)
Nah, don't bug Jason. He didn't do that one either.

Well, we have to tar-and-feather someone...

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