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terminalmancer

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Posts posted by terminalmancer

  1. Hmmmm. They have a lot of ideas there! And I have... not enough time to read them all, not tonight. I can't find the post in question, so just to talk about adding damage in the way you've described:

     

    Pathfinder is... interesting in how the spellcasters and the martials compare. Spellcasters tend to be powerful not because they do bucketloads of damage (although they can, it tends to be one of the weaker approaches) but because they have answers, particularly at high levels, and martials don't get many answers--they just get increasingly more damage, without too much ability to affect problems that their damage can't fix. An archer, for example, can take feats that increase the damage they do--rapid shot, deadly aim, manyshot, and so on. A high-level spellcaster, on the other hand, gets fickle winds. Fickle winds is a 6th-level spell that surrounds a spellcaster with wind that essentially makes them immune to arrows and other projectiles that aren't made of magic. It's an answer for the archer's entire approach. Looking at another class comparison, fly lets a spellcaster hang in the air and rain destruction or irritation down on the barbarian from above, and frankly throwing a javelin is not the best use of a barbarian's time. The barbarian needs to rely on someone else to solve the problem for them--there's not a lot they can do.

     

    You can dig into the list of spells and see how many different solutions there are in the spell list--a hard thing for a martial to compete with. And seeing as spell lists are known to expand over time (and with publications), the problem usually gets worse later in a game's lifecycle. It's a hard thing to deal with. Damage, by itself, doesn't do it (although it might reduce the reliance on power attack, removing power attack also has other implications) but this is only one part of their approach, it seems. They have a lot of promising ideas that I can see, like the rebuild of full attacking--so there's a lot of promise--but I don't think this part of it is the important bit for solving the overall problem.

     

    Of course, the dedicated spellcaster players can argue that the wizards deserve to be better late because they're terrible early, and most of the game is played at the levels where they just can't compete. And they're not entirely wrong--the vast majority of the game is played before level 5, and unless your spellcaster has really gotten the hang of their color sprays and glitterdusts and sleep spells, they're just not going to be very good. So it may not be something you want to overfix, which is one of the concerns that's been brought up with respect to second edition.

     

    Oh! And my wife brings up a good point--Starfinder is already testing this out, and it does have a small effect, but the big balancing factor in Starfinder was limiting all of the casters to six levels of spells. Which... means that you don't have any full casters, which does solve the problem, in a way. It also, partially by virtue of the setting, mean that technology can provide a lot of the answers for a martial character that a spellcaster would provide in a more fantasy setting.

     

    More to chew on, I suppose.

  2. Paizo is contractually obligated to hold its Free RPG Day offerings for thirty days before they release them. That includes the digital releases. It also means that those of us who are volunteer coordinators need to wait until 30 days after release to schedule sanctioned games (unless they're scheduled in the store that bought in.). It's not ideal, but Free RPG Day is meant to support the game stores who took part.

     

    (So yeah, the August 25th date should be roughly accurate!)

     

    The other offerings were pretty awesome too. The Roll20 coupon, when I redeemed it, went a little wonky though--so watch out for that one!

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  3. Hey all,

     

    It sounds as though I'll be organizing our PFS and SFS escapades this year! I'm Alex, an itinerant member of the Reaper community who has tried to attend every reapercon since 2015, but has not met with resounding success. I don't paint as much as I used to, but some of the regulars might recognize me.

     

    Anyway, I wanted to check in with you all to see what you wanted. You don't need to answer all of these, but answer what you can! Any information will help.

     

    • How many 4- or 5-hour games do you think you'll play?
    • Do you prefer Pathfinder 1, Pathfinder 2, or Starfinder?
    • Do you think you'd be interested in a multi-table interactive special? (And which system? PFS1, PFS2, SFS?)
    • Would you prefer to pick your own games or have us slot you into a schedule we've created?  (We'll have a mix of both, but we can change the exact ratios.)
      When I've attended Reapercon in the past, we've generally volunteered to run a certain number of slots, and the coordinator has told us what games we're running.
    • What timezone do you plan on joining us from?
    • Would you like more lower-level content or higher-level content?
    • Anything else?

     

    Thank you!

     

    P.S. Thanks to our usual organizer, @Rapheal, for handling this convention for us so many times in the past! (And also in the future, I hope.)

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  4. Just wanted to let folks know that I'm currently investigating the status of Society play at Reapercon. It's been a few days since I started asking around and I haven't heard back from anyone yet, so the investigation might go more slowly than I was hoping.

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  5. 2 minutes ago, ReaperAHawk said:

     

    Not yet...we had very long meeting this morning, but didn't get that far. to talk about how games would work...it will be on our agenda as soon as we lock in Classes (Reaper U) for this virtual RCon. We are trying to make sure all/most facets of RCon will be apart of this one too!

     

    Sounds lovely to me! It's not incredibly easy to set up, but it takes a lot less time to figure out than a lot of the mini stuff. As long as it's on the list I won't worry about it.

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  6. 5 minutes ago, Sylverthorne said:

     

    Pretty sure I've asked this before, but 6PM CST isn't much use to those of us different time zones. Please list .. I'unno, Eastern and Pacific? along with ReaperLocalTime? It would be super helpful. ^_^

     

    Would convert to 7 PM Eastern, 4 PM Pacific... 11 PM / 2300 UTC I think?

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  7. Given the recent Reapercon announcement, if there's going to be an online gaming component, we'll try to make sure some Starfinder makes it on the list. We've been running Starfinder games online for a while now and we've got it down pretty well!

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  8. Sad to see--we'd been looking forward to getting back to Reapercon!--but this is almost certainly a smart move. As someone who picked up (parts of) a (much smaller) IRL convention and moved it online I know you want to start the process sooner rather than later!

     

    Deciding this early should give everyone a much better chance to make "reaperconline" a success.

    • Like 5
  9. My wife and I will probably be interested in running some combination of Paizo organized play this year, and I'm pretty sure Starfinder will be a big part of that. :) I'll be keeping a bit of an eye out for your recruitment thread, Rapheal!

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  10. Boring monsters are a "problem" in certain systems. It happens! 5e is one of the systems with this problem, but it's not the only one. And 5e is simple enough that it's at least a little bit by design.

     

    As a GM (or DM, depending) you certainly have the ability to liven things up, but it might take some work if you don't want to change systems. Take some time ahead of the session to figure out what the defining characteristics of the creatures are, and write some cool new abilities that reflect them! Or, alternately, borrow some monsters from other, more exciting sources, like the Tome of Beasts.

     

    Don't forget the turn of phrase, "Good artists GMs borrow, great artists GMs steal." Check other systems for ideas, even if you're not going to change systems. It sounds like you're familiar with 4e, so that's a good place to start. One of the other recent systems that really focused on solving this problem was Pathfinder 2--it might be worth flipping through the PF2 bestiary for inspiration as well.

     

    Alternately, dig deep into the ruleset for other tactics and terrain you can use to liven up the encounters. Tripping, stealing weapons, setting traps... all of these can add flavor without fundamentally changing the stat blocks. This can let you vary the monsters' tactics from other monsters of this type quite significantly. Maybe this group really wants to trip the party and spends a lot of time doing that--while another tries to shove them off a cliff? You've got a lot of tools, even within the boundaries of a published adventure.

    • Like 3
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  11. Very nice!

     

    1 hour ago, EvilJames said:

    How far is Carbondale from Rockford? Rock-Con is the weekend before Halloween and I know there will be some Starfinder Society games there and that they are looking for a few more people.

     

    I did a bit of a double-take there. We've got a Rock Con in early November, but we're in a very different area.

     

    I've got a level 7 technomancer--now that she''s higher level, she's fun, but it's hard to do anything with a dedicated caster so far. I've also got a melee mystic at level 2 and an as-yet unbuilt pile of GM credit that's vaguely skittermander based. Soldiers and operatives seem pretty strong now but with the Operations Manual coming soon, I'm hoping to get some other strong options!

    • Like 3
  12. 9 minutes ago, haldir said:

     

    It would be 2 nights for D&D AL & 1 night for SFS. It most likely would be on PFS night here (Friday). Again, right now I don't feel like being at my game store 3 nights a week. I was starting to feel a bit overwelmed like it was a job right before my vacation earlier this month. The week after I came back, the games kinda were lackluster (Monday I had a player have character problem which took forever to resolve, my fault I should have just assigned him a pregen & went from there & Weds just felt off + I had player/DM interaction problems). Monday last week went well & for the first time I was actually a 5e player vs DM & I'm hoping tomorrow night continues the good vibes.

     

    Again, D&D & PF rule the rpg scene here but the store wants other game running, even if it's not a weekly game, so I've continued to keep SFS in my back pocket when I decide to try & run again. I really hated sitting down there for an hour or more waiting for players.

     

    That's still either two or three weeknights worth of gaming a week! I don't know how you handle two, honestly.

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  13. I'm an Organized Play Foundation organizer and I have no idea how I'd handle two weeknights a week let alone three. We've been scheduling stuff on weekends instead, and rotating the locations. You could always talk to a local venture-agent and see if they've got any advice. Sometimes a once-a-month schedule or once-every-two-week game will be more palatable for a larger audience.

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