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Resistance

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Everything posted by Resistance

  1. Make two character sheets, one for running and another for keeping track. I need to both check and keep track of character sheets during the session.
  2. Instead of forcing you to make it in a silly format can everybody just remake it in a text-only format: http://forum.tip.it/topic/316599-rotating-gm-pathfinder/page__st__60#entry5351212 So that I can CTRL+F it and so that I can put a list of character sheets on the OP. This is because looking through different character sheet formats. Also, can there be a clear statement of wealth alongside all items.
  3. The excel thing isn't going to work, it's a problem enough already to keep track of so many character sheets on my fairly small screen but having a massive excel document in which most of the information is on separate pages which each take about 10 seconds to load up fully and lags if you want to move down. Pretty much all classes buff themselves, just fill out the sheet and I can adjust during the game quickly and efficiently. Last time my initiative trackers crashed mid-combat which resulted in an annoying delay. Also, could you put the modifier next to the ability score in parenthesis like 17 (+3)
  4. 4 x mwk longsword (315 gp each) 800 gp 8 * potion of cure moderate wounds (300 gp each) 2 x mwk studded leather (175 gp each) Ring of aquatic transformation (gain aquatic subtype; gain a swim speed of 50ft and a land speed of 5ft; gain two claw attacks 1d4+STR mod) Short-wave police communicator (1800 gp base; may sell for more/less) Dwarven Wizard's hat (5000 gp; delving enchantment; constant light) 6,000 GP misc salvage XP: 12800 Tome of Battle seems balanced enough, although there will need to be a few modifications to some of the manoeuvre mechanics as they are widely accepted to be overpowered. This is mainly a problem with the duskblade though, the crusader should be fine. I will confirm by tomorrow. Would everybody copy down your character sheets onto the easy-read format. http://i.imgur.com/Jm0eZGn.png http://i.imgur.com/vZdGzPf.png (If somebody see's Archi before I do, please link him to these)
  5. Quick session summary: Wander around city Enter a weaponsmith, he has lost his rare battleaxe (12k gp) Look for clues, nothing. See two dwarves following an elf. Dwarves run into alleyway. Fight dwarf wizard + dwarf rogue Archi shouts for police. Dwarf rogue killed. Dwarf Wizard injured. Police turn up, arrest everybody. Dwarf wizard arrested as well, taken away separately from the party. Dwarf wizard dies in guards arms, the guard teleports away. Rest of party taken away in wagon (except Seren and Jen) Seren admits that she's a vigilante and is then arrested. Everybody breaks out of prison. Epic fight scene. Wizard teleports Kaede into drain. Jen scrys wizard, everyone teleports in and knocks him unconcious Mather puts him on his shoulder, everybody runs away. Jen flys off. Archi walks out of the city gates, he completely ignores my poorly adjusted archers who's arrows just fall off of him due to DR. Kaede walks off in disguise. Wizard becomes conscious and curses Mather with blindness. Mather removes the balls, tongue and fingers of the wizard. Everyone got a load of XP and items, I will write them up tomorrow.
  6. /join #regents irc.tip.it
  7. Minecraft comes close, although in the past few months the changes and new updates have shifted the focus towards using limited machinery to build whatever you want to gathering a set of fairly limited items. There's also dorf fortress but the bad UI just makes it unplayable. If you spend a bit of time downloading some of the tile mods and balancing mods it can be really fun but the learning curve doesn't justify how fun it actually is (which is a little better than average, but there are more fun games with better UI) It's annoying because people have celebrated the poor UI because it makes them feel clever when they finally master it but it just means that the developers have just left it as it is. http://www.youtube.com/watch?v=HRIJ2oOCiyI Lords of Uberdark seems fantastic, I'm not a big fan of the art style but the gameplay seems great.
  8. I am going to run the session tonight, mainly because of the arguments above and long-term rotating GM's have already led to multiple arguments which, if they continue, are probably going to be the death of the game. This also gives a lot more freedom to do things that would never get done because of rotating GM's Leadership allowed as before, no cohorts. Most of my time is spent looking through character sheets, so here are some mini-character sheets. No rush to fill them in for this session, but next session would be helpful. Just copy down skills that you have put ranks in, there should be more than enough space. Base attack is base DC for spellcasters (10+Relevent ability score) and then spell level and any enhancements will be added afterwards. Otherwise, it's just the amount of damage you do with your main weapon, something like 1d8+2. Retech was concerned with this because the DC's can change for spells and occasionally with weapons. Just tell me if there's anything different with the spell and I will adjust, also tell me if you're using a different weapon. A charter for a stronghold as large as the one planned will not be given away so easily. they are usually given after bribing an official or if they are simply an extension of the kingdom. Alternatively, you can be given the charter as a reward for doing a task for one of the nobles. There are also other factions which you will need to deal with, they will need to be paid off in the same ways as I described above.
  9. This game is fantastic already, and it's only in alpha. I suspect that the creator will be adding multiplayer support some time in the future as there is already a framework for local multiplayer. The game is revolutionary, it has one of the best and easiest to use editors I've seen in a long time coupled with triggers meaning that there will be loads of fan made maps. It's a parkour brawler with lots of options for different styles of gameplay such as stealth and ranged combat, he is likely not going to add magic but I'm sure that somebody will create a mod for it. He has also recently added armour which is modular. He has said that there are about one or two years before the game is finalised but at the current rate of progress I think that it's a fairly steep estimate. http://www.wolfire.com/overgrowth http://www.youtube.com/watch?v=06WroKPEzBg I don't really want to put any more time into a WoW clone because of how little impact you can actually make on the world and the amount of time it takes to get to a fun level. I want something like H&H, Serephurus linked me to something similar that was in development but it didn't seem anywhere near as good. Edit: the comparison to pathfinder is fairly redundant since I can't think of a single game more boundless. Despite that, pathfinder is limited to like 6 people and the persistent world 50+ people ones are utter failures, I joined one of them and it was just terrible. Also, there are about 200 different archetypes as well as the 22 classes. It would never happen, but if somebody were to build a 3D D&D game engine they could copy things from databases like herolabs. It would never work though because of the innate imbalances although it could be fun to have small servers of around 50-60 and just one or two GM's worldbuilding.
  10. Basically your arguments are: I can be more powerful in dungeoneering therefore it is better. I can't use magic to blow up forests and make armour from sand whilst still being a powerful brawler therefore pathfinder is rubbish. Let's not add this game to the long list of failed dungeoneering games and just continue as single-DM pathfinder rather than flitting between dungeoneering/freeform and pathfinder.
  11. Walls closing in = cave in rules That sounds even more oversimplified = big rocks hold more magic seems like a silly idea to me. I don't even know why not letting mid-levels get crystals that blow up forests easily is wrong, somehow. You're not going to get price reductions on your armour since although you can presumably make some crude armour in a few minutes using magic spells it needs refining and carving and such. This is more for balance. The bombs you're on about can be made easily, you just can't make them by imbuing magical power unless you're an alchemist. This is mid-level so you can't just create powerful bombs AND dedicate your life to fighting. - I don't want to argue about what is possible in pathfinder, as a general rule everything is possible the only question is when. A lot of the examples that you give from dungeoneering are just ridiculously overpowered things that you don't get until level 20 in pathfinder. You can't say that a system is restrictive because it's intended to be for fairly fun and challenging gameplay rather than hurr durr I'm a god with my crystals of blowing up forests bullshit. The main benefit of pathfinder is that it means that DM's don't say things like: "a peasant picks your pocket, no save" instead, it goes like this "a peasant attempts to pick your pocket, rolls a 15 and fails and against your perception you notice the peasant" or "all your attacks miss" or "a person stabs you and you die, no chance to dodge/block because I decided" instead it goes "roll perception, success you notice somebody attack you. Surprise round and the to hit (18) beats your AC meaning you take 2d6 damage (6) and it is now your turn in combat" - the dungeoneering ones aren't fun, yet they happen all the time.
  12. Rangers don't even get a bonus to traps. Basic traps can be constructed for free by any class using a craft check, there are a load of options for magical traps (symbol, rune, contingency, alarm, animated objects, etc). You can pay money for advanced traps by creating them yourself by using the table. Good. Although different things do react differently to different types of energy, correct but pathfinder is intended to be balanced. It may be fun to hear 'the forest blows up' but the intention is that people find fun in working towards a common goal rather than simply doing elaborate shows of power. Crystalline armour Synthesist Golem Armour Launching Crossbow Alchemist - Basically, the only way you're limited by using pathfinder is not being able to play a demigod who after a few sessions can raze mountains as well as be a combat machine. There is nothing you could get or do in dungeoneering that you can't do in pathfinder. It seems to me like your issue is with mid-level play rather than pathfinder itself.
  13. Oh, get over it. D'neering is a dead horse. Yes, roleplaying was involved, big surprise. Yes, elements there of were similar, maybe because it's the exact same people. Though I would add that we're a thoroughly unimaginative group; Alg always plays a roguish female, Retech ALWAYS plays Jen, and Mather always plays a physically perfect 'paragon except when they aren't' who tries to do stupid shit that abuses the game mechanics or lack thereof. I will say my time playing last session was thoroughly lackluster, though, but Archi said it went well earlier on. In general I don't think it's possible to avoid standard fantasy tropes - undead, goblins, slimes and dragons are all stock monsters that will appear in pretty much every single campaign. Elements will aways be similar but it's nice to have different iterations on it, like the kobolds in Windward. That being said, I don't really care about what elements are used or what they are similar to - I only have an objection to disregard of the system. Roleplaying wasn't involved at all, there was less conversation and roleplay than even my inherently low-RP sessions, at least until I quit. To be fair to the group, I think we have done a good job of playing fairly different characters: Retech is playing a cat named Jen, but not Jen; Alg is playing a Dhampir male inquisitor; albeit Mather is exactly as described. I am fairly confident that all rolls made were fudged and I pointed this out three or four times before I left. I'm using dungeoneering to refer to a systemless game, which this degenerates into if the DM is just fudging every single roll. I don't have an objection to fudging rolls in moderation for the sake of fun and story but if the GM is just going to decide how things react without any sort of idea about what's going to happen next then this is not pathfinder, it's dungeoneering. I think I speak for everybody here; except Mather of course, and I'm not going to explain why dungeoneering is not in fact better since I am confident that I've already responded to this and it just comes down to preference anyway - although - except with preference for pathfinder, I don't really think Mather understands the system enough to make all concepts work like in dungeoneering, besides - even in dungeoneering you would be stronger if you specialised except in pathfinder it's both more realistic and balanced as it's under the assumption that a class is a discipline you devote your life to, and somebody who devotes their life to wizardry will be a good wizard, likewise somebody who devotes their life to brawling will be a good fighter and somebody who tries to master everything in most cases will fail however some people are able to have it all - this is called optimisation; when I say that I'm sick of dungeoneering spin-offs.
  14. I'm more miffed about disregard for the system and rolls where rolls were fudged or ignored multiple times. I don't intend to continue playing, for the next month, what is essentially the Nth dungeoneering, thinly-veiled as pathfinder.
  15. I can now GM regularly; we could remove the rotation in favour of a single GM which would fix the issues with having more than one game-master.
  16. The Free-Coin district is a little extreme, looking at it again. A fairly easy chance to get 75k and if lucky a chance to get 470k, maybe a little unbalancing if anybody gets it.
  17. :thumbup: In-session rolling please.
  18. No The issue with settlements was unrealistic populations, not having a group of low-level followers and mid-level cohort. Edit: leadership allowed except without cohorts. A reminder that you can't build your own followers.
  19. Should be fine, Retech has changed since last session. Edit: despite that I would like to enforce that characters are kept the same from now on - normally changing around skills and feats aren't allowed so when I get around to it I will update the OP with the character sheets.
  20. Just reposting so it comes up as unread to people. Also, session may start at 8 PM GMT since most people seem to find that more convenient. Next session's plot will sound like a copout but it really isn't. - More loot than I expected so I might have to go easier. Unidentified Magical Ring Masterwork Guisarme x3 Diary Blue Goggles Adamantine Vicious Great-sword x2 Potion of CLW x2 Potion of Cure Moderate Wounds x1 Wand of Invisibility (28 charges) 4,000 GP in misc. XP: 9800 Everybody level up! Next session will be a continuation of the boss-fight/escape-scene. Since we're levelling up I am going to assume that it's a new day where everybody has healed. People who didn't enter Lynch's office at the time will start close to the office.
  21. 2-3 more sessions till we level if we continue at the current rate. Session tomorrow 7:00 PM irc.tip.it #Regents
  22. Mather, be quiet. You don't understand the mechanics or the implications. Pathfinder was not intended as a nation simulator, and even with Kingmaker (which was intended for use as a campaign where multiple players take on countries, which is why they're so cheap) it's a massive unbalance mechanically equivalent to having the leadership feat six times at level seven with a charisma score of 46. Most DM's ban leadership itself, this is innumerably worse. Don't offer your input if you don't know what you're talking about. Sure, but I can't get on steam at the moment. I will send it to you when I can.
  23. I'm still opposed to a city, mechanically it's exactly the same as having a leadership score of over 100 with no limitations. It's not fair in a normal campaign and it's not fun.
  24. With withdrawals and XP removed.

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