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hyphz posted:The Sixth Pillar Archetype is considered broken by the designers themselves. Don't grant it to players. It's fine and not going to break anything I guess it might be somewhat overtuned if the player is specifically a shapeshifting focused druid?
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# ? Sep 8, 2022 17:00 |
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# ? Jun 5, 2024 04:01 |
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Andrast posted:It's fine and not going to break anything yeah paizo says they're gonna errata it https://twitter.com/paizo/status/1416064818637725698
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# ? Sep 8, 2022 17:02 |
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The errata is for design principles. Not power. It's fine to give players.
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# ? Sep 8, 2022 17:04 |
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hyphz posted:
I think your second change might have caused the first problem. Somebody fucked around with this message at 22:33 on Sep 8, 2022 |
# ? Sep 8, 2022 17:21 |
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hyphz posted:Ew boy. Ok, I had a hell of a time running this one, and it does require a fair amount of tweaking. Appreciate it! I'll take a look at some of these things, particularly the chase stuff, and wing it a bit with some others like the spell slots etc. Glad there's not whole books that are just garbage or mummy's mask/crimson throne random encounter filler problems. Somebody fucked around with this message at 22:33 on Sep 8, 2022 |
# ? Sep 8, 2022 17:33 |
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KPC_Mammon posted:I think your second change might have caused the first problem. I can see there's a connection. The main reason for the second change was to avoid creating a prisoners dilemma where the the PCs - or even the NPCs - waited to avoid being any team's first fight of the day, because if you're the second or later you can face them at reduced effectiveness. Using spells out of combat could be much more effective than in the rounds. For example, it's established that the hostile creatures living on Bonmu can kill tournament entrants without being subject to the rules. This provides lots of loopholes for Druids or other characters who can control animals to sic those creatures on enemy teams as they travel. A Druid could even get away with turning into a tiger or something and then killing another entrant, because how does the opponent know that it wasn't just a regular tiger that happened to be on the island? None of the enemy templates have detection or dispelling. If you can turn invisible, you can sneak up on another team as they sleep, grab their Phoenix Necklace and go chuck it in the bay, then they will be disqualified for not being able to present it. No-one has see invisibility either, not even the enforcers (other than Koto). Yes, you could try and say "well Hao Jin sees everything that's happening and tips the enforcers off" but then why would she allow Event 8 to happen? Bear in mind that the tournament rules are a bit weird as well, like being able to reduce losses against teams you fear by challenging them for 1 feather then immediately surrendering. The PCs probably would not do that but the NPCs might. sugar free jazz posted:I'll take a look at some of these things, particularly the chase stuff The big problem with the chase rules is that they assume that the PCs are spending all their actions moving, and anything else they do slows them down, so they wouldn't do it very often. That works for a foot chase, but all the chases in Ruby Phoenix are done in vehicles where that problem doesn't apply - it only takes one person to fly the vehicle and move everyone (and sometimes they get an NPC pilot) which gives the PCs all their actions free and lets them mess with the chase in ways the rules clearly didn't expect. The other issue is that it doesn't have any mapping of chase position to actual distance, which becomes awkward when the PCs want to throw missiles, use spells, Errol Flynn their way onto the opposing vehicle, etc. hyphz fucked around with this message at 18:02 on Sep 8, 2022 |
# ? Sep 8, 2022 17:45 |
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hyphz posted:Using spells out of combat could be much more effective than in the rounds. For example, it's established that the hostile creatures living on Bonmu can kill tournament entrants without being subject to the rules. This provides lots of loopholes for Druids or other characters who can control animals to sic those creatures on enemy teams as they travel. A Druid could even get away with turning into a tiger or something and then killing another entrant, because how does the opponent know that it wasn't just a regular tiger that happened to be on the island? None of the enemy templates have detection or dispelling. If you can turn invisible, you can sneak up on another team as they sleep, grab their Phoenix Necklace and go chuck it in the bay, then they will be disqualified for not being able to present it. I don't own this adventure so I can't be sure, but those all sound like interesting and creative ways for the PCs to solve a problem without following the script the module gives them. I wouldn't try to bend the rules to prevent that, as much as I would consider ways to make NPCs act more creatively to hassle the PCs in similar ways. I always come down on the side of PCs finding ways to gently caress the module with creative ideas and spell-use, so good for them. Honestly, it kind of reminds me of how my players completely de-railed the old Age of Worms AP Paizo wrote back in the 3.5E days. They managed to completely lose the thread in the first adventure when they realized they could get stinking rich disassembling the dungeon and selling the parts back in town. They never made it to the final room and thus never got sucked into the rest of the drat AP! It was funny at the time, but it did show a pretty glaring mistake in how the module was written by Paizo.
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# ? Sep 8, 2022 20:16 |
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hyphz posted:Ew boy. Ok, I had a hell of a time running this one, and it does require a fair amount of tweaking. Even if this adventure came out in 2011-2012 (if I'm reading this right) when doing this kind of blow-by-blow rundown of the entire adventure (though it's a solid effortpost), I think it'd be common courtesy to spoiler tag it just in case. I went ahead and edited in spoiler tags for your post and where it was quoted. Thanks for taking the time to write all that out though, it was an interesting read - I've struggled a bunch with running higher-level prewritten adventures in the past before and a lot of the things you point out are very familiar challenges. Arivia posted:I'd note that hyphz specifically seems to have problems interacting with rules and treating other people like regular human beings while playing so I would take this all with a giant pile of salt, your experience will very likely differ greatly. I get that you're not trying to be mean, but do think about how this post reads as a response to an effortpost that doesn't actually engage with its content beyond marking remarks about who posted it. You could just as easily have said "take this with a pile of salt, your experience may vary from the challenges hyphz faced" and that would have worked fine.
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# ? Sep 8, 2022 22:41 |
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Anonymous Zebra posted:I don't own this adventure so I can't be sure, but those all sound like interesting and creative ways for the PCs to solve a problem without following the script the module gives them. I wouldn't try to bend the rules to prevent that, as much as I would consider ways to make NPCs act more creatively to hassle the PCs in similar ways. I always come down on the side of PCs finding ways to gently caress the module with creative ideas and spell-use, so good for them. Yea, that's always the kicker - you don't want to railroad the PCs or penalize them for being creative, but at the same time, allowing it can break the AP or result in really crummy fiction. Honestly, the whole "Hao Jin has her head in the clouds" thing in my game came from when the players used Fly to bypass the Phoenix Challenge and I tried to play it as a comedy anime moment with Hao Jin looking on blushing and blinking while the Empress facepalmed. "Oh, I forget about that. I mean, I just use True Planar Translocation all the time.." Also in case this is useful, here's a link to the handout I made with the rules and the implied map of the island (which is blatantly the UK with a chunk taken out of it) that the Enforcers give the PCs as they start up. Our PC team were the Bright Crusaders but it's editable so you can insert your team name. https://docs.google.com/document/d/1Ii4XZ3F9H82TxcAsOH5dshgxDUDlGLQJ/ hyphz fucked around with this message at 00:13 on Sep 9, 2022 |
# ? Sep 9, 2022 00:11 |
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My Kingmaker 2e pledge has finally arrived, very excited to read 600 pages and then not convince my friends to play it.
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# ? Sep 9, 2022 00:39 |
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Does it have rules for all the companions? Or just some with others having a blurb? I am curious if they actually converted Kalikke and Kanerah to 2e since the Kineticist hasn't actually been finalized and only recently had a playtest.
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# ? Sep 9, 2022 01:38 |
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There's a 125 page book for the companions, and it includes the two you mentioned. Some are more fleshed out than those, but there's some kineticist stuff for them.
OgreNoah fucked around with this message at 01:45 on Sep 9, 2022 |
# ? Sep 9, 2022 01:41 |
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OgreNoah posted:There's a 125 page book for the companions, and it includes the two you mentioned. Some are more fleshed out than those, but there's some kineticist stuff for them. Oh man, I'm pretty sure I missed adding a physical copy of this as an add-on. I hope it will be available separately afterwards...
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# ? Sep 9, 2022 02:12 |
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Going to be playing Blood Lords, anyone have any cool undead character ideas?? Can be a skeleton, zombie, etc, anything that takes negative healing. My initial idea was just a Dwarf Dhampir Fighter which seems pretty boring, but I do think I prefer martial classes? I like being able to trip and do athletics based stuff so maybe a monk or a strength-based rogue?
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# ? Sep 13, 2022 03:23 |
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appropriatemetaphor posted:Going to be playing Blood Lords, anyone have any cool undead character ideas?? Can be a skeleton, zombie, etc, anything that takes negative healing. Let me show you something https://2e.aonprd.com/Feats.aspx?ID=3537 You could do some dumb poo poo with a rogue sneak attacking or likewise! Alternately this would be a good opportunity to try one of the evil aligned champions since it's a lawful evil themed campaign! Jarvisi fucked around with this message at 04:04 on Sep 13, 2022 |
# ? Sep 13, 2022 04:01 |
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just conceptually the idea of a skeleton bard is amusing to me.
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# ? Sep 13, 2022 07:50 |
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The Golux posted:just conceptually the idea of a skeleton bard is amusing to me. He brings his own xylophone
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# ? Sep 13, 2022 08:50 |
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The Golux posted:just conceptually the idea of a skeleton bard is amusing to me.
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# ? Sep 13, 2022 09:04 |
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The Golux posted:just conceptually the idea of a skeleton bard is amusing to me. One Piece is pretty good
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# ? Sep 13, 2022 10:55 |
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believe it or not, I didn't have Brook in mind when I was thinking of it... But also the idea of a colorfully-painted skeleton, or one wearing very colorful clothes and dancing, or something like that. The Golux fucked around with this message at 17:05 on Sep 13, 2022 |
# ? Sep 13, 2022 17:03 |
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Yo get a loving band going.
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# ? Sep 13, 2022 17:11 |
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disposablewords posted:Yo get a loving band going.
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# ? Sep 13, 2022 17:54 |
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Skeletons have a ton of flavorful and powerful options. I can kinda tell whoever wrote it had a blast.
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# ? Sep 13, 2022 18:05 |
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appropriatemetaphor posted:Going to be playing Blood Lords, anyone have any cool undead character ideas?? Can be a skeleton, zombie, etc, anything that takes negative healing. Play a fighter or champion and use a scythe. How many chances are you gonna get to wield a scythe and have it be thematically appropriate? Plus they're good for tripping!
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# ? Sep 13, 2022 18:54 |
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Ghost psychic is also an option for maximum Poltergeist energy.
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# ? Sep 13, 2022 19:13 |
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Someone needs to create a troupe of skeleton bards and call them The 27 Club.
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# ? Sep 14, 2022 00:53 |
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Skeleton monk with Stoked Flame Stance, because burning skeletons will never not be cool. Or how about a zombie ranger with a vulture animal companion? Selachian fucked around with this message at 20:40 on Sep 15, 2022 |
# ? Sep 15, 2022 20:36 |
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Nah, scarab beetle and go for that tomb lord vibe.
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# ? Sep 15, 2022 20:46 |
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Kind of feeling that Homebrew urge again. Recently went back and started reading some threads discussing the 1e Shifter, and also some stuff about what people want for a 2e Shifter. Then looked up my old attempt at a 2e Shapeshifter, since I have done one for 3.5 and Pathfinder, and I think I did one for 5e as well, and felt like it was too simple still. My initial version was just giving it the Wild Druid Wild Shape at will but without temp hit points, though with the whole temp hit points from Rage thing it might be possible to give them temp hit points every so many rounds. And gave them the feats that improved Wild Shape and maybe some other similar feats. The problem is this barebone homebrew class basically had almost no class features other than Wild Shape and the Wild Claws part of Wild Morph at will, and basically no feat choice except the Wild Shape altering feats of the Druid. So I am kind of feeling like going back and expanding it into more of an actual full class. Thinking of adding in Aspects, at will of course, to give a bit more modularity/customization. Thinking of making the Aspects Morph effects so they can stack on top of the Wild Shape where possible, and actually making some Aspects be level gated to add things like Flight or Swim to any form, or some elemental damage. Looking back and I don't think I actually included when the different defense or attack proficiencies increased so I need to do that. I feel like I should maybe include subclass choices, kind of like Sorcerer Bloodline or Druid Order, to kind of give the 1e Shifter archetype options. Though I will have to think of how to do it for stuff that would normally come up with a higher level Druid Feat. What little I have so far, mostly my old take on it, is here if anyone wants to see my initial attempt or watch any updates I end up making.
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# ? Sep 17, 2022 21:26 |
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Do you need the Magical Crafting feat to transfer a rune from one weapon to another? Even if you don't need Magical Crafting, do you need to be an expert in crafting to transfer runes? You definitely need to be expert to create runes. I'm very unclear on the requirements are to transfer runes.
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# ? Sep 20, 2022 05:29 |
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Epi Lepi posted:Do you need the Magical Crafting feat to transfer a rune from one weapon to another? Even if you don't need Magical Crafting, do you need to be an expert in crafting to transfer runes? You definitely need to be expert to create runes. I'm very unclear on the requirements are to transfer runes. There's dozens of pages of back-and-forth on the Paizo forums, reddit, etc. because they wrote the rune transfer rules both vague and bad and have never bothered to clean them up with errata. The PFS OP rules are just "take it to an NPC who waived the labor charge" because people needed a solution. In practice, the answer is: There's no good reason to gate this from your players in any way because it's a fundamental part of system math, so just let them do it as needed.
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# ? Sep 20, 2022 05:52 |
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You put the old weapon side by side with the new weapon and the runes skitter across like hermit crabs moving into a larger shell
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# ? Sep 20, 2022 14:22 |
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Toshimo posted:There's dozens of pages of back-and-forth on the Paizo forums, reddit, etc. because they wrote the rune transfer rules both vague and bad and have never bothered to clean them up with errata. The PFS OP rules are just "take it to an NPC who waived the labor charge" because people needed a solution. In practice, the answer is: There's no good reason to gate this from your players in any way because it's a fundamental part of system math, so just let them do it as needed. That was my impression thank you. I'm looking forward to Treasure Vault and the alternative crafting rules they promised in it. Hopefully they are an actual improvement!
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# ? Sep 20, 2022 17:30 |
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Epi Lepi posted:That was my impression thank you. Honestly, crafting (and downtime) rules feel like they should have been an entirely separate game system off in the GMG or something as an optional rule, because codified downtime for my players always feels like an underwhelming slog that only certain characters get any meaningful benefit from (and they NEED it) and everyone else is just like "idk I guess I roll a skillcheck for a couple of silver pieces or something). There are very specific types of campaigns where downtime is a thing and it's honestly never been a good addition to the official mods or a thing I just throw at players normally.
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# ? Sep 20, 2022 17:36 |
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I like down time in age of ashes They give you specific things to do during it to improve your house that I assume will eventually come under siege.
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# ? Sep 20, 2022 17:45 |
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Harold Fjord posted:I like down time in age of ashes Yeah, but should that compete against class features like crafting alchemy items or scribing spells?
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# ? Sep 20, 2022 18:00 |
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Yeah I generally just handwave downtime for stuff like alchemy and scribing spells. I'd rather keep stuff moving than have players roll for fiddly stuff like that.
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# ? Sep 20, 2022 18:04 |
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Toshimo posted:Yeah, but should that compete against class features like crafting alchemy items or scribing spells?
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# ? Sep 20, 2022 18:32 |
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Why does Organized Play feel like it's so hostile to new players? I'm just looking for a local game, but their own event list is very thin and basically impossible to search by geography. Or they recommend several other web sites, none of which are much better in either regard. Then the FAQs and such are chock full of what looks to be fairly esoteric rulings, which I'm sure are important, but as a new player what I really need is "here's where to find a game" and maybe "if you want to roll around character in advance here's which optional rules you can use." I think they address the latter, but the options are overwhelming. The important stuff really needs to be more visible, and the visible stuff could easily be tucked behind another click or two. (While I've played a share of TTRPGs it's been literally decades. It shouldn't be this laborious and confusing to just find a place to roll some dice.) Related: How lost, story-wise, would a new OP player be? It looks like I will have missed literally years of events, and my hunch is that nobody runs "old" stuff.
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# ? Sep 21, 2022 03:13 |
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# ? Jun 5, 2024 04:01 |
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Weird Uncle Dave posted:Why does Organized Play feel like it's so hostile to new players? I'm just looking for a local game, but their own event list is very thin and basically impossible to search by geography. Or they recommend several other web sites, none of which are much better in either regard. I think part of it probably has to do by area. Like, the Pittsburgh PFS is fairly well run, IMO. Active, the venture captains try to help people out, etc. But, that's anecdotal. And yeah, a lot of the stuff on the website confuses the hell out of me, especially since there's some arbitrary gatekeeping on stuff like certain Ancestries until there isn't.
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# ? Sep 21, 2022 04:18 |