Tomorrow I expect that we will be finishing PFS #9-23 - The Ghol-Gan Heresy.
Next week, I plan to bring cookies. Since we will have 3 weeks between games, I expect that we do not want to start a new PFS adventure so I think I will plan to run Supers or maybe break out something like Cards Against Humanity or Grave Robbers from Outer Space if folks would rather.
Monday, December 10, 2018
Wednesday, November 28, 2018
December Plan
I have reported #34 - Encounter at the Drowning Stones. Everyone received full credit (1 XP, 2 PP and gold appropriate to your level. Everyone but Steve got 7646 GP plus Day Job. Steve received 5416 GP for out-of-tier reward.
I will have completed chronicle sheets for folks next week. I assumed that everyone was taking full rewards but if not please let me know as soon as possible.
Next week, the plan is to start playing #9-23 - The Ghol-Gan Heresy. This is another tier 7-11 PFS scenario. As such, I expect that we will need at least part of a second session to complete.
As there was a math/tracking error for David, after that we will need to get in one more 7-11 scenario to get Zaldon to 12th level. I am leaning toward running #2-14 The Chasm of Screams.
With only three more Tuesdays before Christmas, I am not sure that we will get both scenarios completed. If we do not, we will plan to resume in January. Once we are ready, I will contact Bill to see about scheduling the Eyes.
As folks may be rusty with their characters, I might suggest that we play some not for credit scenarios or scenes with our guys before we play the Eyes. What do you guys think?
I am planning to bring cookies and such on 12/18.
I will have completed chronicle sheets for folks next week. I assumed that everyone was taking full rewards but if not please let me know as soon as possible.
Next week, the plan is to start playing #9-23 - The Ghol-Gan Heresy. This is another tier 7-11 PFS scenario. As such, I expect that we will need at least part of a second session to complete.
As there was a math/tracking error for David, after that we will need to get in one more 7-11 scenario to get Zaldon to 12th level. I am leaning toward running #2-14 The Chasm of Screams.
With only three more Tuesdays before Christmas, I am not sure that we will get both scenarios completed. If we do not, we will plan to resume in January. Once we are ready, I will contact Bill to see about scheduling the Eyes.
As folks may be rusty with their characters, I might suggest that we play some not for credit scenarios or scenes with our guys before we play the Eyes. What do you guys think?
I am planning to bring cookies and such on 12/18.
Monday, November 26, 2018
Still looking to make updates to some MASH playtest characters
I have gotten reports for how XP was spent or instructions on how to spend them from Bruce, Dave, David, Alan and Randy.
I need still input from Kelly, Dan and Steve as to how you plan to spend your 18 XP. Please let me know what you would like to do with them. I want to be able to print the characters and experiment with other people playing your characters for a short stint. To be able to do so, I need to make sure that all of the characters are up to date.
I need still input from Kelly, Dan and Steve as to how you plan to spend your 18 XP. Please let me know what you would like to do with them. I want to be able to print the characters and experiment with other people playing your characters for a short stint. To be able to do so, I need to make sure that all of the characters are up to date.
Tomorrow
We will be finishing #34 - Encounter at the Drowning Stones tomorrow. Time permitting, we will start 9-23 The Ghol-Gan Heresy when that is complete.
Thursday, November 15, 2018
High Level PFS Next Few Weeks
At U-Con last weekend, Bruce and I spoke with our Venture Captain, Bill. He is still willing to run Eyes of the Ten for our group if we can get a table together. He is willing to run with as many as 7 players.
We still need to work out the details but I think that if we try, we can be ready by the start of 2019. Whoever plays needs to commit to being there for each session and needs to have their paperwork in order (character sheet, chronicles, inventory, etc.). At the moment, Bruce (Otis), Dave (Scrawny Jax), Steve (Max Plano) and myself (Sir Kalten or Stragen) all have characters that qualify to play.
I would like to run at least two PFS tier 7-11 adventures between now and Christmas (we have 5 weeks to go) to get more people qualified. The way we play, I expect that this will take 3 or 4 weeks. I will plan to start running adventures next week.
Three of you have characters needing only 2 XP to make 12th level at exactly 33 XP. That is Zaldon for David, Gizer for Alan and Ser Roland for Randy. Kelly has Dominic who needs 3.5 XP to make 33 XP exactly.
Dave and Bruce have other characters ready to play along to get you to 12th level. Unfortunately, Dan does not have a character in range and would have to play a level 7 pregen.
I am leaning toward running scenarios #34 - Encounter at the Drowning Stones and 9-23 The Ghol-Gan Heresy.
We still need to work out the details but I think that if we try, we can be ready by the start of 2019. Whoever plays needs to commit to being there for each session and needs to have their paperwork in order (character sheet, chronicles, inventory, etc.). At the moment, Bruce (Otis), Dave (Scrawny Jax), Steve (Max Plano) and myself (Sir Kalten or Stragen) all have characters that qualify to play.
I would like to run at least two PFS tier 7-11 adventures between now and Christmas (we have 5 weeks to go) to get more people qualified. The way we play, I expect that this will take 3 or 4 weeks. I will plan to start running adventures next week.
Three of you have characters needing only 2 XP to make 12th level at exactly 33 XP. That is Zaldon for David, Gizer for Alan and Ser Roland for Randy. Kelly has Dominic who needs 3.5 XP to make 33 XP exactly.
Dave and Bruce have other characters ready to play along to get you to 12th level. Unfortunately, Dan does not have a character in range and would have to play a level 7 pregen.
I am leaning toward running scenarios #34 - Encounter at the Drowning Stones and 9-23 The Ghol-Gan Heresy.
Wednesday, November 14, 2018
MASH Experience Reward
The characters earned and were awarded 18 XP last night. You can spend experience as follows:
You may only increase the rank/value of an Attribute, Skill, Skill Specialization, Talent, Power, Power Stunt or Resource by 1 each time you are awarded experience.
You are not obligated to spend all (or any) of your experience points if you do not want to. They may be banked for future purchases.
Please send me a list of what you bought so that I can update your character sheets. I have the current purchases for Bruce, Dave and Alan.
If you have questions regarding Powers, Talents or Resources or need some suggestions on what to buy, let me know.
Trait
|
Experience Point Cost
|
Primary Attribute
|
New Attribute Level x 5 points
|
Skill
|
New Skill Level x 2 points
|
Skill Specialization
|
3 points
|
Increase Zero Level Skill to 1
|
1 point
|
Talent
|
15 points
|
Zero Level Resource
|
7 points
|
Raise Zero Level Resource to 1
|
8 points
|
Resource
|
15 points
|
Power
|
15 points
|
Power Reserve Slot Rank
|
3 points
|
Power Stunt
|
3 points
|
You may only increase the rank/value of an Attribute, Skill, Skill Specialization, Talent, Power, Power Stunt or Resource by 1 each time you are awarded experience.
You are not obligated to spend all (or any) of your experience points if you do not want to. They may be banked for future purchases.
Please send me a list of what you bought so that I can update your character sheets. I have the current purchases for Bruce, Dave and Alan.
If you have questions regarding Powers, Talents or Resources or need some suggestions on what to buy, let me know.
Monday, November 12, 2018
Feedback Follow-up
I wanted to be clear as to the feedback I am looking for. I am trying to determine is any specific Powers are too weak or too powerful.
I am looking for things like:
Is Regeneration too good (heals too fast)? Does it seem fair to have a prerequisite Talent which is potentially rendered useless?
Do Attribute Drain and Siphon have too small of an effect?
Is Magical Aptitude too versatile, too limiting or too complex for the casual player?
Is Power Reserve too versatile, too limiting or too complex for the casual player?
As far as character construction and relative power to each other, XP should bear out. Basic Talents, Powers and Resources each cost 15 XP. All rank 1 item should be approximately the same power level. Higher ranks in an item still cost 15 XP but might yield a greater benefit than another rank 1 it. That said, it is not an exact science.
Some examples:
Malachai has expended 4 ranks (60 XP) into being a sorcerer - Rank 3 Blood Legacy:Fey and 1 Rank Magical Aptitude: Pyromancy. This gives him +4 bonuses to both Intelligence and Charisma. This significantly bonuses his skills and his roll for casting rituals. The plus side is that he can do a wide scope of things but the downside is that he can be slowed down by having to successfully activate powers and may suffer damage to do so on a more timely manner. Many of his powers could benefit other characters as well but would again slow down the activation process. He can be slow to start but powerful once he is rolling. He is versatile and at the same time limited as to what he can do at the same time (limited to 3 rituals active at the same time).
Anku has expended 4 ranks in Talents and Powers that make him one of the most physically capable characters of the group. He also 2 ranks in Artifacts that grant a significant boost to combat (highest attack of the group) and defense of self and others.
Leech is physically tough and can increase that with the use of his Drain and Siphon powers (4 ranks - 60 XP). Even at full bloat, he is in the middle of the pack with attack strength but defensively creeps to the top.
Unlike in other games, flaws do not necessarily equal a specific weakness. While they can be, the majority are role playing opportunities that earn you Style Points during play.
I would also like to address the grass is greener sentiment I am seeing. In the near future, I would like to perform a character swap to allow other folks to play the other characters. I think this may help to gain a better understanding if the perceived inequities between the characters are real and if they are mechanical, conceptual or execution based. I suspect that the same character in the hands of a different player may seem significantly different. This should prove instructive to both me as the GM and designer and you are the players.
I am looking for things like:
Is Regeneration too good (heals too fast)? Does it seem fair to have a prerequisite Talent which is potentially rendered useless?
Do Attribute Drain and Siphon have too small of an effect?
Is Magical Aptitude too versatile, too limiting or too complex for the casual player?
Is Power Reserve too versatile, too limiting or too complex for the casual player?
As far as character construction and relative power to each other, XP should bear out. Basic Talents, Powers and Resources each cost 15 XP. All rank 1 item should be approximately the same power level. Higher ranks in an item still cost 15 XP but might yield a greater benefit than another rank 1 it. That said, it is not an exact science.
Some examples:
Malachai has expended 4 ranks (60 XP) into being a sorcerer - Rank 3 Blood Legacy:Fey and 1 Rank Magical Aptitude: Pyromancy. This gives him +4 bonuses to both Intelligence and Charisma. This significantly bonuses his skills and his roll for casting rituals. The plus side is that he can do a wide scope of things but the downside is that he can be slowed down by having to successfully activate powers and may suffer damage to do so on a more timely manner. Many of his powers could benefit other characters as well but would again slow down the activation process. He can be slow to start but powerful once he is rolling. He is versatile and at the same time limited as to what he can do at the same time (limited to 3 rituals active at the same time).
Anku has expended 4 ranks in Talents and Powers that make him one of the most physically capable characters of the group. He also 2 ranks in Artifacts that grant a significant boost to combat (highest attack of the group) and defense of self and others.
Leech is physically tough and can increase that with the use of his Drain and Siphon powers (4 ranks - 60 XP). Even at full bloat, he is in the middle of the pack with attack strength but defensively creeps to the top.
Unlike in other games, flaws do not necessarily equal a specific weakness. While they can be, the majority are role playing opportunities that earn you Style Points during play.
I would also like to address the grass is greener sentiment I am seeing. In the near future, I would like to perform a character swap to allow other folks to play the other characters. I think this may help to gain a better understanding if the perceived inequities between the characters are real and if they are mechanical, conceptual or execution based. I suspect that the same character in the hands of a different player may seem significantly different. This should prove instructive to both me as the GM and designer and you are the players.
Wednesday, November 7, 2018
Modern Age Super Heroes next week
I will be awarding XP next week but I am unsure as to how much I will award.
That said, I am curious where are folks looking to spend their experience?If you have any ideas, please share.
Will what you plan depend on the amount awarded? i.e. if you only got 5 or 6 points would you increase a skill or buy specializations rather than save up for the next 15 point expense like a new talent, power or resource?
If you have any ideas, please share. I want to see where you are planning to take your characters. I also want to make sure that I am prepared to help you purchase what you need. (Still not ready to turn over documents to the masses but I am getting closer all the time.)
After several weeks of playing, I am also interested in feedback on how things are going so far from the players' perspective. I know that there may be some story and pacing issues which has more to do with me knocking off the rust and getting to know the characters and the world they live in. I will take feedback about those topics but I am more interested in other items.
How do you like your characters? Do they seem to fill you concept as starting characters? I am trying to determine if 75 XP is enough to make a starting character feel super but not necessarily god-like.
Does anyone seem to be over powered? What makes you think so?
Does anyone seem to be under powered? What makes you think so. What do you feel is missing?
How are the the advanced powers (Magical Aptitude, Super Science, Power Reserve) working? Are they easy enough to use and understand?
For those of you using them, how do you like the characters sheets I supplied with the stat block and the detailed power descriptions? Would the stat box only be enough for you if you had access to a book listing your talents, powers, rituals, etc.? Is there anything else the sheet should include? i.e. Active Defense, Passive Defense, Armor, Sanity and Shock.
I am also open to other feedback. If you have suggestions or comments of specific skills, powers, rituals, etc., please feel free to let me know.
That said, I am curious where are folks looking to spend their experience?If you have any ideas, please share.
Will what you plan depend on the amount awarded? i.e. if you only got 5 or 6 points would you increase a skill or buy specializations rather than save up for the next 15 point expense like a new talent, power or resource?
If you have any ideas, please share. I want to see where you are planning to take your characters. I also want to make sure that I am prepared to help you purchase what you need. (Still not ready to turn over documents to the masses but I am getting closer all the time.)
After several weeks of playing, I am also interested in feedback on how things are going so far from the players' perspective. I know that there may be some story and pacing issues which has more to do with me knocking off the rust and getting to know the characters and the world they live in. I will take feedback about those topics but I am more interested in other items.
How do you like your characters? Do they seem to fill you concept as starting characters? I am trying to determine if 75 XP is enough to make a starting character feel super but not necessarily god-like.
Does anyone seem to be over powered? What makes you think so?
Does anyone seem to be under powered? What makes you think so. What do you feel is missing?
How are the the advanced powers (Magical Aptitude, Super Science, Power Reserve) working? Are they easy enough to use and understand?
For those of you using them, how do you like the characters sheets I supplied with the stat block and the detailed power descriptions? Would the stat box only be enough for you if you had access to a book listing your talents, powers, rituals, etc.? Is there anything else the sheet should include? i.e. Active Defense, Passive Defense, Armor, Sanity and Shock.
I am also open to other feedback. If you have suggestions or comments of specific skills, powers, rituals, etc., please feel free to let me know.
Tuesday, November 6, 2018
Tuesday, October 23, 2018
Tonight's Game
It looks like Kelly is looking for a ride tonight. Can anyone drive him?
I know that Alan will not be there tonight. Is anyone else not planning to attend?
I know that Alan will not be there tonight. Is anyone else not planning to attend?
Tuesday, October 2, 2018
Friday, September 28, 2018
Power Reserve and Power Stunts
Here are a few new mechanics I have been working on.
Power Reserve
This Advanced Power allows the character to have a reserve earmarked
for the activation of multiple Standard Powers and Talents. This collection
should be centered around a theme like energy constructs, animal powers granted
while shape changing or the artifacts contained within a utility belt. This should never be just a random collection of Talents and Powers.
The base Power Reserve must be purchased in 15 XP
increments. Each rank represents a potential rank for an allocated Talent or Power.
Talents and Powers that may use the Power Reserve must each be purchased at a
cost of 3 XP per rank.
Example: The Comet wants to have a Power Reserve for
his Comet Force which will allow up to 6 ranks of Powers to be active. This
will cost 90 XP for the Power Reserve. He wants three Standard Powers (Energy
Projection, Flight and Force Field) to be able to use the Power Reserve. This
will cost 3 XP for each rank of Power added. Comet wants to buy the maximum
ranks for each of the Powers; 5 ranks of Energy Projection, 3 ranks of Flight
and 5 ranks of Force Field. The total cost for this Power Reserve and
associated Powers will be 129 XP.
Which Powers and Talents, and the rank of each, which may be
used must be allocated at the start of your character’s turn. Normal
limitations on the maximum rank of a Power still apply. Regardless of
allocation, Powers that require an action to activate still do. Once a Power is
activated, it will stay active until it is turned off or no longer has any
allocation within the Power Reserve.
Example: When it is the Comet’s turn he must decide
how to allocate his Power Reserve. He has several options. Energy Projection
has a level maximum of 5, Flight has a level maximum of 3 and Force Field has a
level maximum of 5. Below are some possible Power/rank allocations:
·
Energy
Projection 2, Flight 2 and Force Field 2
·
Energy
Projection 5, Flight 0 and Force Field 1
·
Energy
Projection 5, Flight 1 and Force Field 0
·
Energy
Projection 1, Flight 3 and Force Field 2
·
Energy
Projection 3, Flight 3 and Force Field 0
·
Energy
Projection 0, Flight 1 and Force Field 5
Talents and Powers used through a Power Reserve may not be
boosted using Style points (See Boosting Talents and Powers, p.XX).
Custom Power Stunts for Powers accessed through a Power
Reserve must be purchased outside the Power Reserve (See Custom Power Stunts,
p. XX). You may purchase Custom Power Stunts for a Power up to the Power Reserve
rank but your character may only apply as many as appropriate to the currently
allocated rank for the Power.
Example: Comet wants to add some variety to his
Energy Projection. At rank 1, the attack does Willpower N damage. Because his
total potential Power Reserve allocation for Energy Projection is rank 5, Comet
may purchase up to 5 Custom Power Stunts for Energy Projection.
Comet decides to spend a total of 6 XP to buy two Custom Power Stunts.
The first will make his attack dish out lethal damage instead of nonlethal. The
attack now deals Willpower L damage. This would require a rank 2 Power Reserve allocation
of Energy Projection to use.
The second Custom Power Stunt turns his attack into a pulse of energy
that explodes into a 10-foot radius burst that deals Willpower N to all within
the area. This would require a rank 3 Power Reserve allocation of Energy
Projection to use.
Because he now has two Custom Power Stunts, if Comet allocates 3 ranks
to Energy Projection to his Power Reserve at the start of his turn, he will
have access to the following options:
·
A
Willpower +4 N ranged attack that may target a single opponent.
·
A
Willpower +2 L ranged attack that may target a single opponent.
·
A
Willpower N ranged attack that targets everyone within a 10-foot radius.
If Comet instead allocates 5 ranks of Energy Projection, his options
are the same but the damage for each will be increased:
·
A
Willpower +8 N ranged attack that may target a single opponent.
·
A
Willpower +6 L ranged attack that may target a single opponent.
·
A
Willpower +4 N ranged attack that targets everyone within a 10-foot radius.
If Comet only allocates 2 ranks of Energy Projection, his options are
reduced:
·
A
Willpower +2 N ranged attack that may target a single opponent.
·
A
Willpower L ranged attack that may target a single opponent.
Power Stunts
Power Stunts are specializations Powers. These specializations allow for variations in
the base Power without the need to repurchase the whole Power to achieve the
flexibility. Multiple Power Stunts may be purchased for a single Power up to a
maximum of the Power level.
Example: Snowfire has the Power, Energy Projection
2. He may purchase up to two Power Stunts for that Power.
Each Power Stunt costs 3 XP to purchase.
Standard Power Stunts
Many Standard Powers have predefined Power Stunts. If this
is the case, the Power Stunts available for the Power will be listed at the end
of the Power description in the Advanced section.
Custom Power Stunt
Custom Power Stunts are used to restructure or modify a Standard
Power. The Standard Power must be advanced to level 2 or higher before
qualifying for the purchase of a Custom Power Stunt.
Custom Power Stunts are constructed by applying Enhancements
and Limitations similar to Ritual or Artifact creation. The result of the
modification must be a zero Enhancement change.
Example: Snowfire wishes to purchase a Custom Power
Stunt for his Energy Projection 2. He wants to modify his Heat Blast to become
a Fire Blast which deals lethal damage rather than nonlethal damage. This reduces
his Power’s attack rating by 2N (a -2 Limitation) and changes the Damage Type from
N to L (a +2 Enhancement).
Spontaneous Power Stunt
Spontaneous Power Stunts are activated using Style points.
The Power Stunt is temporary. A new Standard or Custom Power Stunt may be
activated by spending 1 Style point. The limit on the maximum number of Power
Stunts per Power still applies. A Spontaneous Power Stunt lasts for duration of
a combat or scene.
Example 1: Magnum is being attacked by the villain
Quill. Quill has Energy Projection 2 with the Piercing Power Stunt. Magnum
wants to increase his protection from Quill’s attack. Magnum can spend 1 Style
Point to spontaneously activate the Standard Power Stunt, Hardened Armor to
negate the Piercing Power Stunt.
Example 2: Snowfire wants to use his Energy
Projection 2 to attack a 5ft radius area rather than a single target. Since he
has two levels in Energy Projection, Snowfire can spend 1 Style Point create a Spontaneous
Custom Power Stunt which reduces his Power’s attack rating by 2N (a -2
Limitation) and adds 5ft Area Effect (a +2 Enhancement).
Thursday, September 27, 2018
MASH - Some New Flaws
I was working on compiling flaws today. Here are some new ones I have created. I would appreciate your feedback.
Physical Flaws:
Allergy: Your
character has a negative reaction to a common substance. When inhaling, ingesting
or within close proximity to the substance, you suffer a -2 penalty to all Attribute
and Skill rolls. You earn a Style point whenever your character is exposed to
the substance or when forced to avoid an action or situation because of the presence
of the substance.
Vulnerability
(Severe): Your character suffers extra damage from a particular substance,
such as sliver or cold iron, or special effect, such as magic or sunlight. In
addition to any damage caused by an attack using the substance or special effect,
you suffer 2L Caustic damage. You earn a Style point whenever your character is
threatened with his vulnerability or when forced to avoid an action or
situation because of the presence of the substance or special effect.
Social Flaw:
Half-breed: Your
character is the result of mixed parentage. This could be as simple as having
parents of different cultures or as extreme as parents of different races. This
may be an issue with one or both of your parental groups or with society in
general. You earn a Style point whenever the issue of your parentage causes you
difficulty.
Misc Flaw:
Jinx: Unlucky and
unfortunate events occur when you are around. Allies within 10 feet of you take
a -1 penalty to the first roll that they attempt during the turn. This penalty
is increased per level of Unlucky Aura power that you possess. Your allies earn
a Style point each time they are adversely impacted by your influence of
probabilities.
Here is the Power description referenced in the Flaw.
Unlucky Aura
Prerequisites: None
Your character can negatively
impact the luck of his enemies.
Benefit: Your character
has a pool of 2 unluck points. Your pool of unluck points is replenished at the
start of each scene.
You may spend Style and unluck
points to apply penalties to the rolls of others within 50 feet. For each point
spent, you apply a -1 penalty to the target’s roll.
For every 2 unluck points
remaining in your pool, each turn you may impose a -1 penalty to the first roll
for each enemy within 10 feet of your character.
Normal: Your character
cannot affect the rolls of others.
Advanced: You may buy
this power three times. Your character gains an additional +2 unluck points in
their pool per additional level purchased.
Special: Your character
may acquire the Jinx flaw as an additional flaw to receive + 2 unluck points in their pool.
There is a social flaw for a Martian alien race which makes me wonder if I should create a couple of new human flaws.
Gendered (Alien
only): Unlike most the race, your character is not androgynous. He or she
exhibits either traditional masculine or feminine traits, making your character
stand out as different. Unfortunately, your character does not look like others
of your race, which may cause discomfort. You earn a Style point whenever your
character’s atypical appearance causes her to be rejected or ostracized by
others.
Do you think that Trans-gendered and Homosexual should have their own social flaws or are these topics that are best left alone? Depending on your perspective, these may not be flaws at all.
Thursday, September 20, 2018
More MASH Playtest
Looking for information from many of you regarding your characters.
I have been working with Dan, Randy, Bruce and Dave. I think we are making good progress. I would really like to see what Kelly, Steve and Alan have written down. Please send me what you have.
If David has and origin story and wants to take a stab at starting a character. please do. Characters are built like a normal HEX guys but instead of spending 15 XP you get 75 XP. You should pick an Archetype, Motivation, an Origin and a Flaw.
New skills = Interface (INT) - interacting with computers and devices
Targeting (DEX) - used for making attacks with Powers not covered by another skill or mechanic
Powers - still a work in progress but if you tell me what you are looking for I should be able to provide some suggestions (or get to work on creating something).
------------------------------------------------------------------------------
I have been working with Dan, Randy, Bruce and Dave. I think we are making good progress. I would really like to see what Kelly, Steve and Alan have written down. Please send me what you have.
If David has and origin story and wants to take a stab at starting a character. please do. Characters are built like a normal HEX guys but instead of spending 15 XP you get 75 XP. You should pick an Archetype, Motivation, an Origin and a Flaw.
New skills = Interface (INT) - interacting with computers and devices
Targeting (DEX) - used for making attacks with Powers not covered by another skill or mechanic
Powers - still a work in progress but if you tell me what you are looking for I should be able to provide some suggestions (or get to work on creating something).
------------------------------------------------------------------------------
Origins
Origins define the source of a character’s Powers. In some
cases, an Origin may define why a character does not have Powers.
Like Archetypes, Motivations and Flaws, Origins are another
way to shape a character. They provide role-playing and story hooks and can
sometime determine how NPCs and other powers react to a character.
At character creation, you must select an Origin which best fits
your character.
Alien – A character
with the Alien Origin gains their super-human powers through an alien nature or
physiology or some alien benefactor. Typical aliens have Powers shared by all
members of their race and do not manifest additional Powers through experience.
This is defined by their racial template. Powers granted by an alien benefactor
are often strange and unpredictable. Existing Powers may change or new powers
may manifest over time. Visitors from another planet, gods and members of
interstellar law enforcement agencies are examples of characters with this
Origin.
Magic – A character
with the Magic Origin typically gains their super-human abilities through the
harnessing and focusing of magic energies and the use magical artifacts.
Sometimes the character is exposed to a magical source or is granted Powers
from a magical benefactor. Sorcerers, angels, demons and zombies are examples
of characters with this Origin.
Mutant – A character
with the Mutant Origin have naturally occurring Powers which are not typical to
most members of its species. They can hone and expand their Powers through
practice and experience. Characters with self-manifesting Powers usually have
this Origin.
Natural – A character
with the Natural Origin does not have any super-human abilities beyond the
natural equipment of a member of its species. Animals, dinosaurs, insects and plants
usually have this Origin.
Skilled – A character with the
Skilled Origin does not have any super-human abilities but has raised abilities
and skills through rigorous training. They will never manifest a Power through
experience. A Skilled character can access Powers and other abilities through
the use of artifacts and equipment and Martial Arts. Vigilantes, soldiers,
secret agents and everyday people usually have this Origin.
Super Science – A character
with the Super Science Origin gains their super-human abilities through a
scientific process, lab accident or exposure to or use of an advanced technological
artifact. Characters with cybernetic implants, characters with pharmaceutically
granted Powers, eugenically altered species, artificial life forms and subjects
of radioactive accidents are examples of characters with this Origin.
Dual Origins
Some character concepts do not fit into just one Origin. It
these cases you should feel free to select a Dual Origin. At character creation,
select two Origins from the list above. Characters with a Dual Origin gain the
benefits and disadvantages for both Origins.
Some classic examples of a Dual Origin are:
- Despotic super-scientist with the magical
heritage [Super Science/Magic]
- Shape changing alien with the collective powers
of elemental earth, water, wind and fire gained through scientific
experimentation [Alien/Super Science]
- Sorcerous trickster god of a medieval pantheon [Alien/Magic]
Saturday, September 15, 2018
Playtest Changes
They're making so many changes to the playtest that I think buying the softcover was a mistake.
Significant changes to death and dying coming up (again) and a huge change to Resonance:
https://www.twitch.tv/videos/310195277
Significant changes to death and dying coming up (again) and a huge change to Resonance:
https://www.twitch.tv/videos/310195277
Thursday, September 13, 2018
Should I Create A New Blog for the Supers Playtesting?
Should I create a new blog to use for the Supers playtesting or do you think the Tuesday blog is enough?
More Modern Age Super Heroes Stuff
As some of you have started to create you characters and have questions. Until I provide you with what I have written down so far, it seems like a little more guidance is needed.
I built the Manhunters using the following :
Athletics
Brawl
Drive
Empathy
Survival
I have been considering changing the standard to:
Athletics
Brawl
Drive
Empathy
Interface
Or should I drop Drive and keep Survival?
Interface
Base Attribute: Intelligence
Interface represents the Skill of using and understanding technical devices. This includes routine operations and troubleshooting of computers, tablets, smartphones, remote controls, infotainment systems, ATMs, vending machines, kiosks, etc. Characters with this skill are able to use technology effectively, whether using devices for their intended purposes or for new purposes.
Your character may specialize in the following areas:
Using Computers
The use of computers in a modern world is a much more complex proposition than can be covered under a single skill. Common areas of computer expertise can be mastered using the following:
Zero Level Skills
Depending on the time and place where characters grow up,
they will be exposed to different Skills as part of their daily life. When
certain cultures depend on a Skill for survival, or it is considered
commonplace, it doesn’t always make sense that a character would have no
expertise in that Skill unless they put points into it. As an optional rule,
the Gamemaster may provide a list of zero level Skills that everyone from the
culture or era has some minimal familiarity with. When using these skills
untrained, these characters are able to roll their base Attribute rating
without the usual -2 penalty.
Gamemasters should allow players to swap out Skills based on
their specific character background. For instance, characters from a rural
environment might have Ride instead of Drive and Survival instead of Interface
as Skills. Characters from a densely populated metropolis might have Streetwise
instead of Drive as a Skill. The asthmatic son of two college professors might
replace Athletics with an Academics Skill while a wealthy debutante might
replace Brawl with Diplomacy.
Characters of an Alien race or from a different time period may
have a different list of Zero Level Skills.
Improving a Skill Level from 0 to 1 at character creation
costs a half point. Improving it during play costs 1 Experience point. After
the first Skill level is acquired, Experience cost reverts to normal.
I built the Manhunters using the following :
Athletics
Brawl
Drive
Empathy
Survival
I have been considering changing the standard to:
Athletics
Brawl
Drive
Empathy
Interface
Or should I drop Drive and keep Survival?
Interface
Base Attribute: Intelligence
Interface represents the Skill of using and understanding technical devices. This includes routine operations and troubleshooting of computers, tablets, smartphones, remote controls, infotainment systems, ATMs, vending machines, kiosks, etc. Characters with this skill are able to use technology effectively, whether using devices for their intended purposes or for new purposes.
Your character may specialize in the following areas:
- Communication Systems: Ability to use phone, intercom, radio and media devices
- Computers: Ability to use computers
- Controllers: Ability to use programmable devices, remote controls and video game controllers
- Self-Service: Ability to use vending machines, self-checkout and kiosks
- Social Media: Ability to use chat, text, e-mail, social media sites, video conferencing and collaboration software
Using Computers
The use of computers in a modern world is a much more complex proposition than can be covered under a single skill. Common areas of computer expertise can be mastered using the following:
- Craft (Computer) – Ability to build and repair computers
- Interface – General ability to use a computer utilizing the native interfaces and programs
- Investigation – Ability to utilize search engines to return desire results
- Larceny – Ability to by-pass security and hack databases and sites
- Science (Computer) – Ability to program computers using a variety of computer languages and tools
Friday, September 7, 2018
An Official Resonance Response
http://paizo.com/community/blog/v5748dyo6sg8k?Positives-and-Negatives
The Paizo devs pay attention and occasionally chime in on the facebook group. They know a lot of people hate Resonance and posted an official reply. I'm copying it here as well as linking since their site has been notoriously janky.
The Paizo devs pay attention and occasionally chime in on the facebook group. They know a lot of people hate Resonance and posted an official reply. I'm copying it here as well as linking since their site has been notoriously janky.
Positives and Negatives
Friday, September 6, 2018
Over the past few weeks, I've been spending some time talking to folks on the unofficial 2nd Ed Pathfinder Playtest group on Facebook.
Mostly I've been listening to people's thoughts and anecdotes about the
playtest, but I've also been answering a few rules questions and
conversing about various subjects. Something that's come up a couple of
times in that group and in other forums is how we, the folks at Paizo
and especially the design team, respond to criticism.
We are no stranger to playtests. Each time we launch a playtest, we get a pile of feedback, both positive and negative. Both are important. Of course, we all love hearing what you like, and in a perfect world we would bask in the glory of your adoration... but we only create worlds of fantasy, we don't live in one. We playtest to hear what you think about the rules and to get your take on what is sound, exciting, and fun. Sometimes you might not care for our initial design. Sometimes you'll spot problems with the initial design. We want you to tell us. No, we need you to tell us. We're making this game not for ourselves, but for all of us to play!
Case in point—let's talk about Resonance Points.
Yeah, that's right. I'm going there.
Let's talk about exactly what design challenges Resonance Points were designed to solve, as that seems to be a point of some confusion.
Another problem Resonance Points are trying to address is what is often called the "Christmas Tree" effect of games that impose limits based solely on magic item slots. This goes hand in hand with the cheap consumable (or X-uses-per-day items), as many players rush to fill their slots with items featuring charges or uses per day. While slots still exist in the Pathfinder Playtest, they are the exception rather than the rule, and their primary goal is simply reducing redundancies (like wearing two pairs of boots at the same time and similar nonsense).
Lastly, the Resonance Point system is intended to eliminate or at least severely limit the bookkeeping involved in those X-uses-per-day and X-rounds-per-day items. Instead of tracking a bunch of little point pools, Resonance Points can do the job in most, if not all, cases, with the rest limited to once per day. Admittedly, this aspect was not as thoroughly implemented as it could have been in the playtest rules.
Those are the main issues that the Resonance Point system is trying to confront. Are there problems with the current implementation? You bet. The most glaring one is that it's currently not doing a good job of reducing the number of magic item use-per-day pools at higher levels. We're going to need to pound the system into shape a little more to achieve that goal.
A big issue is that a lot of folks just plain don't like Resonance Points. There are many reasons for that. It's new and different from what people are used to. Other folks don't see the challenges this system is trying to tackle, or they don't see them as problematic. More telling is that even many who do understand the issues have some misgivings, feel that this solution is too artificial, or see it as just plain punitive. We anticipated that. But even with all of the issues, we knew that the current design of Resonance Points would give us valuable information about play patterns and consumable use throughout the playtest, and it has done that in spades already and continues to do so.
Better still, it has given us valuable information on how to solve the issues that the Resonance Point system confronts in a better and more pleasing way for the final game. In short, your use of the current incarnation of Resonance Points throughout the playtest helps us come up with better mechanics to use in Pathfinder Second Edition. You've done a great job in providing us that information already, and as we move into higher-level play, that useful data will become more abundant.
So, in the case of Resonance Points, positivity of play and critical comments have guided us in the right direction. We already have a few options on how to either fix or replace the mechanic, and we are going to keep on kicking ideas around as the playtest data keeps flowing in. So keep on filling out those surveys and sharing your opinions. Getting your thoughts on the game and how it plays, no matter how you express them, is what the Pathfinder Playtest is all about.
Stephen Radney-MacFarland
Senior Designer
We are no stranger to playtests. Each time we launch a playtest, we get a pile of feedback, both positive and negative. Both are important. Of course, we all love hearing what you like, and in a perfect world we would bask in the glory of your adoration... but we only create worlds of fantasy, we don't live in one. We playtest to hear what you think about the rules and to get your take on what is sound, exciting, and fun. Sometimes you might not care for our initial design. Sometimes you'll spot problems with the initial design. We want you to tell us. No, we need you to tell us. We're making this game not for ourselves, but for all of us to play!
Case in point—let's talk about Resonance Points.
Yeah, that's right. I'm going there.
Let's talk about exactly what design challenges Resonance Points were designed to solve, as that seems to be a point of some confusion.
First, they're meant to address the economy of
lower-level consumable magic items as you level up. This is
colloquially referred to as the wand of cure light wounds issue in
Pathfinder First Edition, but it's more systemic than that. In short, as
you go up in level and your ability to purchase and craft (or find)
lower-level consumable magic items increases, they actually become the
most economical use of resources. When you are limited only by what you
have on hand, the amount of bang per buck makes higher-level magic items
nearly pointless.
This problem and the Pathfinder First Edition method of item pricing
also played havoc with lower-level items with limited uses per day.
Designers, by nature, want you to use the items they created in actual
play. But adventure designers are often under budgetary constraints to
make not the best item for the story, but the one that does the trick
while still conforming to the amount of treasure output in the design
guides. These factors often created a race to the bottom, design-wise,
spawning tons of these little X-per-day buggers that characters could
afford, featuring relatively powerful (and always useful) effects that
often became more useful as you gained levels. All of this creates a
sort of mini-nova during climactic encounters, as characters spend a
handful of swift and immediate actions ramping up to their optimal
tactics. This is especially true for classes in the Pathfinder RPG Core Rulebook, since they typically have fewer class-based options competing for the use of swift and immediate actions.Another problem Resonance Points are trying to address is what is often called the "Christmas Tree" effect of games that impose limits based solely on magic item slots. This goes hand in hand with the cheap consumable (or X-uses-per-day items), as many players rush to fill their slots with items featuring charges or uses per day. While slots still exist in the Pathfinder Playtest, they are the exception rather than the rule, and their primary goal is simply reducing redundancies (like wearing two pairs of boots at the same time and similar nonsense).
Lastly, the Resonance Point system is intended to eliminate or at least severely limit the bookkeeping involved in those X-uses-per-day and X-rounds-per-day items. Instead of tracking a bunch of little point pools, Resonance Points can do the job in most, if not all, cases, with the rest limited to once per day. Admittedly, this aspect was not as thoroughly implemented as it could have been in the playtest rules.
Those are the main issues that the Resonance Point system is trying to confront. Are there problems with the current implementation? You bet. The most glaring one is that it's currently not doing a good job of reducing the number of magic item use-per-day pools at higher levels. We're going to need to pound the system into shape a little more to achieve that goal.
A big issue is that a lot of folks just plain don't like Resonance Points. There are many reasons for that. It's new and different from what people are used to. Other folks don't see the challenges this system is trying to tackle, or they don't see them as problematic. More telling is that even many who do understand the issues have some misgivings, feel that this solution is too artificial, or see it as just plain punitive. We anticipated that. But even with all of the issues, we knew that the current design of Resonance Points would give us valuable information about play patterns and consumable use throughout the playtest, and it has done that in spades already and continues to do so.
Better still, it has given us valuable information on how to solve the issues that the Resonance Point system confronts in a better and more pleasing way for the final game. In short, your use of the current incarnation of Resonance Points throughout the playtest helps us come up with better mechanics to use in Pathfinder Second Edition. You've done a great job in providing us that information already, and as we move into higher-level play, that useful data will become more abundant.
So, in the case of Resonance Points, positivity of play and critical comments have guided us in the right direction. We already have a few options on how to either fix or replace the mechanic, and we are going to keep on kicking ideas around as the playtest data keeps flowing in. So keep on filling out those surveys and sharing your opinions. Getting your thoughts on the game and how it plays, no matter how you express them, is what the Pathfinder Playtest is all about.
Stephen Radney-MacFarland
Senior Designer
Next week September 11th
I won't be able to game on Tuesdays for the next three weeks (September 11, 18 &21)
Due to Rosh Hashanah, Yom Kippur and Stratford.
Due to Rosh Hashanah, Yom Kippur and Stratford.
Wednesday, September 5, 2018
More Thoughts on Modern Age Super Heroes
Your character concepts should fit the world that we have agreed to explore. I have pulled together some ideas here: http://tuesdaygame.blogspot.com/2018/07/modern-age-super-heroes-play-test.html. (I have modified things slightly so it may be worth another look.)
Not only do the characters need to fit the world, they need to fit each other. Having 7 or 8 wacky character concepts may not in fact make for a great gaming experience.
In addition to your various character concepts, you collectively need to be thinking about your team. Your team should have a name. You should also have a reason to be together. That is where team motivations come in.
Team Motivations
Like a player character, a group or team will likely also
have a motivation. This is the main reason or principle upon which the team was
initially formed. As members of a team, characters may also earn Style Points
when acting in support of the group’s motivation.
When forming a super team, the players should choose a
motivation that best fits the team’s goals and direction. Here are some
potential team motivations:
- Adventure/Exploration - The team goes on missions for the challenge and encountering the mysteries and wonders the world/universe has to offer.
- Common Enemy - The group has come together to pool their resources to thwart a threat that they cannot hope to defeat as individuals.
- Goal - The group has a specific, common task to complete. Each member may have different reasons for wanting the task done but all agree that it needs to be done.
- Ideology - The team defends a dream, an idea or principal.
- Justice - Standing up to evil and wrong doing for the sake of seeing it vanquished or undone.
- Loyalty - Members of this group are beholden to a person, company, organization, country or region. This could be a form of patriotism, a mercenary code, family bonds or ties of brotherhood.
- Protector - The group has a mandate to safeguard a place, a person or people. This may be as bodyguards, vigilant champions or members of a police force.
- Revenge - Driven by a need to make someone pay for injustices real or imagined.
- Survival - The team has banded together to survive an adverse place or circumstance.
If a group ever fulfills its motivation, it is possible that
the team may dissolve or may adopt a new motivation to be their replacement focus.
Monday, September 3, 2018
Friday, August 31, 2018
Monday, August 27, 2018
What is the Plan for This Week?
What's the plan for this week? Am I running more PFv.2 playtest or are we doing something else? I need to know so that I have the right stuff with me.
Who are we expecting? Are Steve and Dan planning to attend?
Who are we expecting? Are Steve and Dan planning to attend?
Saturday, August 18, 2018
DnD 5e on Tuesday
As I mentioned to a couple of you in the driveway the other night, I think I'll run a little DnD 5e adventure this Tuesday.
Below is a link to WotC , where you can find info on character creation. You can also poke around for the DnD 5e Player's Basic Rules Version 0.3, which is a free download, and only 114 pages long.
http://dnd.wizards.com/products/tabletop/players-basic-rules
Please make your character up ahead of time.
Don't worry about mistakes or bad decisions, in DnD 5e society play you can change just about anything on your guy till you hit 4th level. Including class..
Below is a link to WotC , where you can find info on character creation. You can also poke around for the DnD 5e Player's Basic Rules Version 0.3, which is a free download, and only 114 pages long.
http://dnd.wizards.com/products/tabletop/players-basic-rules
Please make your character up ahead of time.
Don't worry about mistakes or bad decisions, in DnD 5e society play you can change just about anything on your guy till you hit 4th level. Including class..
Friday, August 17, 2018
Reminder: Keith will not be there next week 8/21
I will not be there next Tuesday. You will need to come up with a plan for something to do.
I will return the following Tuesday, 8/28/18.
I will return the following Tuesday, 8/28/18.
Wednesday, August 15, 2018
PFS Adventure Tracking Spreadsheet Updated
I have updated the PFS Adventure tracking spreadsheet. I believe that it is up to date with the exception of the games that Dave and Bruce played at Gen Con. Looking to know which characters you guys played for the following:
8-99 The Solstice Scar (C)
9-24 Beneath Unbroken Waves
10-00 The Hao Jin Cataclysm
8-99 The Solstice Scar (C)
9-24 Beneath Unbroken Waves
10-00 The Hao Jin Cataclysm
Thursday, August 9, 2018
We Be 5uper Goblins - update
Alan, Kelly, Keith, and Randy :
A reminder to pick a level 5-7 character to assign this chronicle to. (send me the number if you can)
And if you give it to a character who has had a Goblin adventure assigned to him before, you will receive an extra Prestige Point.
The other chronicles are:
.We Be Goblins!
..We Be Goblins Too!
...We Be Goblins Free!
....We B4 Goblins!
Any one of these counts for the extra Prestige Point.
-Bruce
A reminder to pick a level 5-7 character to assign this chronicle to. (send me the number if you can)
And if you give it to a character who has had a Goblin adventure assigned to him before, you will receive an extra Prestige Point.
The other chronicles are:
.We Be Goblins!
..We Be Goblins Too!
...We Be Goblins Free!
....We B4 Goblins!
Any one of these counts for the extra Prestige Point.
-Bruce
Wednesday, August 8, 2018
Next Couple of Weeks
I was thinking that we could try the Pathfinder 2nd Edition playtest for PFS.
I have a version of pregens (alchemist, cleric, fighter, paladin, rogue, wizard) but they are different from the ones used at Gen Con. The versions I have are from Paizo Con. Apparently there were some issue found with the Gen Con versions and Paizo has not yet posted them.
If you want to download the playtest rules, you can find them here: http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/Personalizer/downloadDirectDigitalAsset?person=v5748aid7qh8z&downloadPackage=v5748q6o1pvk1&product=v5748btpya1rk&_r=true
If anyone wants to try their hand at making a character for PFS, here are the guidelines: http://paizo.com/threads/rzs2v9cg?Creating-Your-Own-Playtest-Character
I will run The Rose Street Revenge.
Hopefully we can finish the adventure as I will not be there the following week, 8/21, as I will be on vacation. You will need to find something else to do without me. I will be back on 8/28.
I have a version of pregens (alchemist, cleric, fighter, paladin, rogue, wizard) but they are different from the ones used at Gen Con. The versions I have are from Paizo Con. Apparently there were some issue found with the Gen Con versions and Paizo has not yet posted them.
If you want to download the playtest rules, you can find them here: http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/Personalizer/downloadDirectDigitalAsset?person=v5748aid7qh8z&downloadPackage=v5748q6o1pvk1&product=v5748btpya1rk&_r=true
If anyone wants to try their hand at making a character for PFS, here are the guidelines: http://paizo.com/threads/rzs2v9cg?Creating-Your-Own-Playtest-Character
I will run The Rose Street Revenge.
Hopefully we can finish the adventure as I will not be there the following week, 8/21, as I will be on vacation. You will need to find something else to do without me. I will be back on 8/28.
Tuesday, August 7, 2018
Gaming tonight
I am trying to determine what we will play tonight.
We know that Dave and David will be absent tonight. Are Alan, Kelly and Randy all available?
When does Dan plan to return?
For future planning, I also hear rumors that Steve plans to come back in September. Is this true?
We know that Dave and David will be absent tonight. Are Alan, Kelly and Randy all available?
When does Dan plan to return?
For future planning, I also hear rumors that Steve plans to come back in September. Is this true?
Friday, July 13, 2018
Modern Age Super Heroes play test setting ideas
I have been brainstorming some ideas for a setting for my Ubiquity Supers system (working tile Modern Age Super Heroes) play test on Tuesdays.
As discussed, this would be a near future, Earth setting. Here are some things I am thinking:
As discussed, this would be a near future, Earth setting. Here are some things I am thinking:
The year: 2050
Norther California, Southern California and Sub-Merica -
submerged southwest coast of modern California. Enclosed domes and cluster of spires
jutting from the Pacific Ocean. Connected to main land via air, boat and hyper
tubes. Possibly do something similar with East Coast, Florida and Louisiana.
Not sure if I want to do flooding or sunk into the ocean as the cause.
Luna City and Space Port - Established city and space port
on the moon. Highly industrial.
Olympus Space Station - Permanent station acting as a hub
for person, product and materials transport to Mars colony, Vulcan Ore
Processing, Luna City and Earth. Jointly run by charter nations.
Space Centers located in North America, Europe and Asia.
Vulcan Ore Processing Station
Mars Colony and Phobos Space Port- Mining and hydroponic
agriculture.
Space Force - International police and security for space
ports, stations and colonies. Short range defense craft on stations. Modified conventional
weaponry on colonies and space ports.
Great Wall of North America - Should we do this? Do not want to get too political.
Humanity is at a division point. Advances in technology have allowed for "improvements" and "enhancements" to the human form. Besides medical prosthesis and repair, structural implants have increased strength and durability of many of the populace. Corrective vision and hearing implants are common as are their cosmetic and convenience counterparts like implanted communications devices and bio security chips. Humans with multiple or extreme implants are commonly referred to as "Mods".
Despite the many advantages of these enhancements, there is a significant portion of the population that shuns these technologies, purposely keeping their bodies and souls "pure". This sect of humanity have adopted the title "True Human".
Humanity is at a division point. Advances in technology have allowed for "improvements" and "enhancements" to the human form. Besides medical prosthesis and repair, structural implants have increased strength and durability of many of the populace. Corrective vision and hearing implants are common as are their cosmetic and convenience counterparts like implanted communications devices and bio security chips. Humans with multiple or extreme implants are commonly referred to as "Mods".
Despite the many advantages of these enhancements, there is a significant portion of the population that shuns these technologies, purposely keeping their bodies and souls "pure". This sect of humanity have adopted the title "True Human".
Any thoughts? Does this sound like the setting we had discussed?
As I said previously, I am likely a bit away from pulling the trigger on this. Likely looking to start in September. I want to test character creation, including gadgets, powers, spells, etc. as well as the combat, streamlined equipment and world interaction stuff.
Wednesday, July 11, 2018
Tuesday night before Gen Con
Tuesday night before Gen Con, July 31st.
Who will be coming over?
I can run the new We Be Goblins adventure, but only if there are going to be at least 4 players there. Otherwise we can cancell the game.
So RSVP if you can make it.
Who will be coming over?
I can run the new We Be Goblins adventure, but only if there are going to be at least 4 players there. Otherwise we can cancell the game.
So RSVP if you can make it.
Friday, June 29, 2018
Invisibility and Iterative Attacks
In regards to the invisibility argument that came up on Sunday, here are quotes from James Jacobs:
"Nope; even two-weapon fighting doesn't let you sneak in an extra sneak attack. Essentially, once you make your first attack, the foe knows you're there and is no longer flat-footed after that. It takes things like greater invisibility that prevent a foe from noticing you even after you attack to get in a full round of sneak attacks."
http://paizo.com/threads/rzs2jxuq?How-Many-Sneak-Attacks-in-a-FullAttack-Action#6
and this, emphasis mine:
"You get to add sneak attack damage each time the target is unaware of you and is flat footed or whatever. Normally, that means only the first attack sneak attacks"
http://paizo.com/threads/rzs2l7ns&page=456?Ask-James-Jacobs-ALL-your-Questions-Here#22758
"Nope; even two-weapon fighting doesn't let you sneak in an extra sneak attack. Essentially, once you make your first attack, the foe knows you're there and is no longer flat-footed after that. It takes things like greater invisibility that prevent a foe from noticing you even after you attack to get in a full round of sneak attacks."
http://paizo.com/threads/rzs2jxuq?How-Many-Sneak-Attacks-in-a-FullAttack-Action#6
and this, emphasis mine:
"You get to add sneak attack damage each time the target is unaware of you and is flat footed or whatever. Normally, that means only the first attack sneak attacks"
http://paizo.com/threads/rzs2l7ns&page=456?Ask-James-Jacobs-ALL-your-Questions-Here#22758
Thursday, June 28, 2018
Tuesday 7/3/18
Hey guys, just wanted to get the ball rolling on what the plan was for next Tuesday, I know Keith wanted to do some testing for GenCon.
Tuesday, June 26, 2018
Sunday, June 10, 2018
Wednesday, June 6, 2018
Phat Loot
After arriving back in Mystwatch the party was given the choice between emptying the coffers of the city at the Mayors reluctance, however the quick witted Gnome offers instead for you to take the Magical Chest off a recently accosted pirate vessel.
The party takes the latter option and after finding the vessel docked and being torn down to its frame, a weary guardsmen approaches you and after waving your seal from the mayor he leads you to the Chest, being stored in a warehouse and away from prying eyes. Upon opening the chest and spending the remainder of the day dissecting it's contents, you believe your choice was well worth it.
Stored inside the Chest, belonging to a pirate named: Ulric Splinterspine, you find:
The party takes the latter option and after finding the vessel docked and being torn down to its frame, a weary guardsmen approaches you and after waving your seal from the mayor he leads you to the Chest, being stored in a warehouse and away from prying eyes. Upon opening the chest and spending the remainder of the day dissecting it's contents, you believe your choice was well worth it.
Stored inside the Chest, belonging to a pirate named: Ulric Splinterspine, you find:
- A Staff of Minor Arcana
- A Ring of Vampire Rat Fangs
- An addition to the normal effect, attacks made with the wearers bite attack provide temporary hit-points equal to the damage inflicted.
- Modified cost of 7,500gp
- A Rod of Splendor
- A +2 Endless Ammunition Ironwoood Composite Longbow (+3 STR bonus), inscribed on the bow is Ulric's name, and a symbol of one of the Tiefling kingdoms.
- An Amulet of Dragonfoe
- A Helm of Underwater Action
- A Mask of Madness:
- The Mask of Madness gives the bearer the Rage ability as per the barbarian class for "2+ Wearers Con bonus" rounds per day. If the bearer already has the Rage ability, the bonuses for Rage are increase by +2 to Strength and +2 Constitution.
- Each round enraged, the wearer must succeed a DC 18 Will save or suffer the effects of Confusion for that round.
- Cost of 12,000gp
The contents of the chest are in pristine condition, and were obviously used to great effect by the Captain before his vessel was attacked. There is a false back to the chest, and inside the compartment is a diary detailing the Captain's last voyage, and the guards observing you make sure that the diary is brought to the Generals attention. Unexpectedly, you find that Ulric was not a common pirate, but also a smuggler. The diary describes how a group of rebellious zealots had recently given him a shipment of weapons to deliver to a secluded camp in the Awasagar Jungle just south of Larios. Apparently the zealots are followers of another new deity, a God of War. Ulric's notes suggest that they are preparing an attack on Kehtora, being supplied and perhaps reinforced by the southern continents nearest kingdom of Tredaly.
Tuesday, May 22, 2018
HEX Playtest for Gen Con
I have some HEX games that I would like to run before Gen Con. I am running a mix of new and previously run games this year.
For the new stuff, I have two 2-hour games based on a Shadows of Brimstone theme. I also have a 2-hour Mars adventure and new 4-hour supers game using the Manhunters.
I still have some work to do before I am ready to run. Most of the work is in creating the Brimstone character sheets and working out the details of some of the supers villain powers. I am still a few weeks away from being ready. That means I will need at least 3 nights between June 19th and July 24th.
For the new stuff, I have two 2-hour games based on a Shadows of Brimstone theme. I also have a 2-hour Mars adventure and new 4-hour supers game using the Manhunters.
I still have some work to do before I am ready to run. Most of the work is in creating the Brimstone character sheets and working out the details of some of the supers villain powers. I am still a few weeks away from being ready. That means I will need at least 3 nights between June 19th and July 24th.
Thursday, May 10, 2018
Notes for next Tuesday!
I have added this link to my tab as well, but this is the letter that Momo (Randy) received last week during the week or respite you were taking at the Grey Hill manor.
Momo and Chavez approach the part together regarding the message and it's contents. The letter is dated for a week and a half ago, as the party has begun their journey out of Grey Hill.
The Letter
Momo and Chavez approach the part together regarding the message and it's contents. The letter is dated for a week and a half ago, as the party has begun their journey out of Grey Hill.
The Letter
Wednesday, May 9, 2018
Starfinder FAQ
http://paizo.com/paizo/faq/v5748nruor1hi#v5748eaic9w54
Apparently, some of the Crew Action DCs in the book are incorrect. There is an updated list in the FAQ.
Apparently, some of the Crew Action DCs in the book are incorrect. There is an updated list in the FAQ.
Saturday, May 5, 2018
starfucker this tuesday
i have been contacted by someone from the starfinder Facebook group looking for a group.
i know we don't play starfucker very often, but are playing it this coming Tuesday.
i was thinking of inviting him, and thought i'd ask you guys before i do.
what do you think?
p.s.
i'm not planning on having him join permanently, we don't have room.
but since we will be down a gamer or two i thought it'd be nice.
and just for starfinder.
i know we don't play starfucker very often, but are playing it this coming Tuesday.
i was thinking of inviting him, and thought i'd ask you guys before i do.
what do you think?
p.s.
i'm not planning on having him join permanently, we don't have room.
but since we will be down a gamer or two i thought it'd be nice.
and just for starfinder.
Wednesday, May 2, 2018
Notes from Last Night
We finished up our mission and returned to town. Sold some stuff we found and the magic warhammer. Not sure if we sold all the stuff of Dave's list.
XP: 1800
GP: 2031
Dan will not be there next week. Randy expects to be late. Anyone else not planning to be there? I will come up with something for us to play.
XP: 1800
GP: 2031
Dan will not be there next week. Randy expects to be late. Anyone else not planning to be there? I will come up with something for us to play.
Thursday, April 26, 2018
Monday, April 16, 2018
Tuesday, April 10, 2018
Tuesday Game 4/10/18
Gentlemen! Danboy here! Regrettably I will be unable to attend and GM tonight because of some issues at work that have put us in a 'all hands on deck' position.
I will be good to go next week, sorry for the short notice!
I will be good to go next week, sorry for the short notice!
Wednesday, March 28, 2018
Pathfinder 2 Playtest Preorders
Pathfinder 2 playtest preorders are starting now through May 1st.
You can check out the information here: http://paizo.com/pathfinderplaytest/preorder
I plan to make a preorder so as not to have to stand in line to get my copy and to ensure that I actually get one. I will get a 15% discount off of cover price for my order through Paizo. The softcover books will run about $25.50. If anyone wants to add a book, I can do so. I will be charged for the order in July.
It also looks like preorders are available through Amazon for $23.33. There is a description of the difference for ordering from Paizo vs. Amazon in the FAQ.
Free PDFs of the playtest products will be made available on 8/2/18.
You can check out the information here: http://paizo.com/pathfinderplaytest/preorder
I plan to make a preorder so as not to have to stand in line to get my copy and to ensure that I actually get one. I will get a 15% discount off of cover price for my order through Paizo. The softcover books will run about $25.50. If anyone wants to add a book, I can do so. I will be charged for the order in July.
It also looks like preorders are available through Amazon for $23.33. There is a description of the difference for ordering from Paizo vs. Amazon in the FAQ.
Free PDFs of the playtest products will be made available on 8/2/18.
Gamer Fund is Empty
Our gamer fun fund is empty (and then some). Because the printer was out of ink, I picked up a black and color cartridge last night. That was almost $75.
In addition to buying PFS and SFS scenarios and occasional gaming supplies, we use this fund to purchase things like printers, printer ink, paper products, cups, utensils, etc.. These things are for the benefit of the group. This does not include rule books, source books, flip mats, miniatures, adventure paths or modules.
Contributions and expenditures are tracked at: https://sites.google.com/site/zombiehomepage/Home/zombie-s-d-d-pathfinder-page/tuesday-fun-fund-1
If you have not contributed in a while (or ever), it is time to do so again.
In addition to buying PFS and SFS scenarios and occasional gaming supplies, we use this fund to purchase things like printers, printer ink, paper products, cups, utensils, etc.. These things are for the benefit of the group. This does not include rule books, source books, flip mats, miniatures, adventure paths or modules.
Contributions and expenditures are tracked at: https://sites.google.com/site/zombiehomepage/Home/zombie-s-d-d-pathfinder-page/tuesday-fun-fund-1
If you have not contributed in a while (or ever), it is time to do so again.
Wednesday, March 14, 2018
Notes from Last Night's Game
We divided the treasure from the previous week.We sold the the remaining gear and each character got 100 GP. (We later spend 5 GP each to buy travel supplies.)
Dave kept the Muleback Cords.
Bruce kept the +1 Ring of Protection.
Randy, David and Keith each kept a composite longbow with a +1 STR modifier.
At the end of the session we received 1400 XP. That means we are now 2nd level.
Dave kept the Muleback Cords.
Bruce kept the +1 Ring of Protection.
Randy, David and Keith each kept a composite longbow with a +1 STR modifier.
At the end of the session we received 1400 XP. That means we are now 2nd level.
Monday, March 12, 2018
bruce's new improved gaming area
this first bit is from an email Matt sent me...
I just wanted to put down some thoughts "on paper" based on our conversation last night. I think if you want to overhaul your setup down there, many (most?) of your regular gamers would be willing to step up and help with time/sweat/money to make it happen.
Things we talked about:
New table ideas:
- Fortify current table and/or level the playing surface too
- build a 4x8 flush-top
- build a 4x8 sunk-top
- build a 4x4 side table; could be used to expand main table into 4x12, could be used on the side, or for smaller game nights could be used in the center
- Power wired into the table - undersides, on the legs, etc
- Data cabling port on the table - primarily to support bandwidth for camera use
- A/V cabling ports on table - connect a laptop to camera inputs, audio outputs (re-use your upstairs sound system?)
- Cupholders to keep liquids off - trays to keep food plates off too?
General area ideas:
- Remove shelves/models to widen the area
- permanent camera mounts in ceiling locations - purchase/install software capable of using multiple cameras, remote end controls, for better remote experience
- Get rid of old worn-out furniture
- Take up a collection, buy new furniture at Thrift Store?
- Require all regular guests to purchase their own chair, stored behind the curtain when they are not in attendance
- Chairs vs. Couches? Rolling chairs = Probably easiest to rearrange with
- How to handle infrequent guests - loaner chair(s)?
- Mount TV/Monitor on the wall
- Setup "dinner station" where food can be served from instead of putting it on tabletop
- Change Wi-Fi password to minimize use of internet and distractions it causes during play sessions. Consider implementing "no Effing around" rules for sessions, except during dinner breaks?
We also discussed possibly setting up a date where everyone shows up to help with the heavy lifting parts of the project - carrying out dead furniture, moving shelves, cleaning floors, assembling table(s), etc. Suggest planning this at least 4-6 weeks in advance to maximize attendance. Maybe a spring BBQ?
Tim - this is all from memory jotted down throughout the day today... feel free to chime in with other stuff I might have forgotten?
Bruce - Hope this is useful? If you want a little (or a lot) of help on this, one of my primary skill sets is project management - I would be happy to lend those skills here to improve the gaming experience for everyone.
that first bit was from an email Matt sent me... Now i am looking for input from my other gaming friends, the Tuesday Group in particular, but also the long lost Sunday group. any thoughts, comments ?
i thought of using the present table as a dinner table, to keep food off the new table I'll be setting up.
anyone got any thoughts?
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